// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! //#pragma setlocale("FRENCH") #ifdef PRECOMPILEDHEADERS #include "Utils All.h" #else #include "Language Defines.h" #ifdef FRENCH #include "text.h" #include "Fileman.h" #include "Scheduling.h" #include "EditorMercs.h" #include "Item Statistics.h" #endif #endif //suppress : warning LNK4221: no public symbols found; archive member will be inaccessible void this_is_the_FrenchText_public_symbol(void){;} #ifdef FRENCH /* ****************************************************************************************************** ** IMPORTANT TRANSLATION NOTES ** ****************************************************************************************************** GENERAL INSTRUCTIONS - Always be aware that foreign strings should be of equal or shorter length than the English equivalent. I know that this is difficult to do on many occasions due to the nature of foreign languages when compared to English. By doing so, this will greatly reduce the amount of work on both sides. In most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. The general rule is if the string is very short (less than 10 characters), then it's short because of interface limitations. On the other hand, full sentences commonly have little limitations for length. Strings in between are a little dicey. - Never translate a string to appear on multiple lines. All strings L"This is a really long string...", must fit on a single line no matter how long the string is. All strings start with L" and end with ", - Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only have one space after a period, which is different than standard typing convention. Never modify sections of strings contain combinations of % characters. These are special format characters and are always used in conjunction with other characters. For example, %s means string, and is commonly used for names, locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). %% is how a single % character is built. There are countless types, but strings containing these special characters are usually commented to explain what they mean. If it isn't commented, then if you can't figure out the context, then feel free to ask SirTech. - Comments are always started with // Anything following these two characters on the same line are considered to be comments. Do not translate comments. Comments are always applied to the following string(s) on the next line(s), unless the comment is on the same line as a string. - All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the comments intact, and SirTech will remove them once the translation for that particular area is resolved. - If you have a problem or question with translating certain strings, please use "//!!! comment" (without the quotes). The syntax is important, and should be identical to the comments used with @@@ symbols. SirTech will search for !!! to look for your problems and questions. This is a more efficient method than detailing questions in email, so try to do this whenever possible. FAST HELP TEXT -- Explains how the syntax of fast help text works. ************** 1) BOLDED LETTERS The popup help text system supports special characters to specify the hot key(s) for a button. Anytime you see a '|' symbol within the help text string, that means the following key is assigned to activate the action which is usually a button. EX: L"|Map Screen" This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that button. When translating the text to another language, it is best to attempt to choose a word that uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end of the string in this format: EX: L"Ecran De Carte (|M)" (this is the French translation) Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) 2) NEWLINE Any place you see a \n within the string, you are looking at another string that is part of the fast help text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish to start a new line. EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." Would appear as: Clears all the mercs' positions, and allows you to re-enter them manually. NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this in the above example, we would see WRONG WAY -- spaces before and after the \n EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." Would appear as: (the second line is moved in a character) Clears all the mercs' positions, and allows you to re-enter them manually. @@@ NOTATION ************ Throughout the text files, you'll find an assortment of comments. Comments are used to describe the text to make translation easier, but comments don't need to be translated. A good thing is to search for "@@@" after receiving new version of the text file, and address the special notes in this manner. !!! NOTATION ************ As described above, the "!!!" notation should be used by you to ask questions and address problems as SirTech uses the "@@@" notation. */ // Editor //Editor Taskbar Creation.cpp STR16 iEditorItemStatsButtonsText[] = { L"Delete", }; STR16 FaceDirs[8] = { L"north", L"northeast", L"east", L"southeast", L"south", L"southwest", L"west", L"northwest" }; STR16 iEditorMercsToolbarText[] = { L"Toggle viewing of players", //0 L"Toggle viewing of enemies", L"Toggle viewing of creatures", L"Toggle viewing of rebels", L"Toggle viewing of civilians", L"Player", L"Enemy", L"Creature", L"Rebels", L"Civilian", L"DETAILED PLACEMENT", //10 L"General information mode", L"Physical appearance mode", L"Attributes mode", L"Inventory mode", L"Profile ID mode", L"Schedule mode", L"Schedule mode", L"DELETE", L"Delete currently selected merc (DEL).", L"NEXT", //20 L"Find next merc (SPACE).", L"Toggle priority existance", L"Toggle whether or not placement has/naccess to all doors.", //Orders L"STATIONARY", L"ON GUARD", L"ON CALL", L"SEEK ENEMY", L"CLOSE PATROL", L"FAR PATROL", L"POINT PATROL", //30 L"RND PT PATROL", //Attitudes L"DEFENSIVE", L"BRAVE SOLO", L"BRAVE AID", L"AGGRESSIVE", L"CUNNING SOLO", L"CUNNING AID", L"Set merc to face %s", L"Find", L"BAD", //40 L"POOR", L"AVERAGE", L"GOOD", L"GREAT", L"BAD", L"POOR", L"AVERAGE", L"GOOD", L"GREAT", L"Previous color set", //50 L"Next color set", L"Previous body type", L"Next body type", L"Toggle time variance (+ or - 15 minutes)", L"Toggle time variance (+ or - 15 minutes)", L"Toggle time variance (+ or - 15 minutes)", L"Toggle time variance (+ or - 15 minutes)", L"No action", L"No action", L"No action", //60 L"No action", L"Clear Schedule", L"Find selected merc", }; STR16 iEditorBuildingsToolbarText[] = { L"ROOFS", //0 L"WALLS", L"ROOM INFO", L"Place walls using selection method", L"Place doors using selection method", L"Place roofs using selection method", L"Place windows using selection method", L"Place damaged walls using selection method.", L"Place furniture using selection method", L"Place wall decals using selection method", L"Place floors using selection method", //10 L"Place generic furniture using selection method", L"Place walls using smart method", L"Place doors using smart method", L"Place windows using smart method", L"Place damaged walls using smart method", L"Lock or trap existing doors", L"Add a new room", L"Edit cave walls.", L"Remove an area from existing building.", L"Remove a building", //20 L"Add/replace building's roof with new flat roof.", L"Copy a building", L"Move a building", L"Draw room number", L"Erase room numbers", L"Toggle erase mode", L"Undo last change", L"Cycle brush size", }; STR16 iEditorItemsToolbarText[] = { L"Weapons", //0 L"Ammo", L"Armour", L"LBE", L"Exp", L"E1", L"E2", L"E3", L"Triggers", L"Keys", }; STR16 iEditorMapInfoToolbarText[] = { L"Add ambient light source", //0 L"Toggle fake ambient lights.", L"Add exit grids (r-clk to query existing).", L"Cycle brush size", L"Undo last change", L"Toggle erase mode", L"Specify north point for validation purposes.", L"Specify west point for validation purposes.", L"Specify east point for validation purposes.", L"Specify south point for validation purposes.", L"Specify center point for validation purposes.", //10 L"Specify isolated point for validation purposes.", }; STR16 iEditorOptionsToolbarText[]= { L"New map", //0 L"New basement", L"New cave level", L"Save map", L"Load map", L"Select tileset", L"Leave Editor mode", L"Exit game.", L"Create radar map", L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", }; STR16 iEditorTerrainToolbarText[] = { L"Draw ground textures", //0 L"Set map ground textures", L"Place banks and cliffs", L"Draw roads", L"Draw debris", L"Place trees & bushes", L"Place rocks", L"Place barrels & other junk", L"Fill area", L"Undo last change", L"Toggle erase mode", //10 L"Cycle brush size", L"Raise brush density", L"Lower brush density", }; STR16 iEditorTaskbarInternalText[]= { L"Terrain", //0 L"Buildings", L"Items", L"Mercs", L"Map Info", L"Options", }; //Editor Taskbar Utils.cpp STR16 iRenderMapEntryPointsAndLightsText[] = { L"North Entry Point", //0 L"West Entry Point", L"East Entry Point", L"South Entry Point", L"Center Entry Point", L"Isolated Entry Point", L"Prime", L"Night", L"24Hour", }; STR16 iBuildTriggerNameText[] = { L"Panic Trigger1", //0 L"Panic Trigger2", L"Panic Trigger3", L"Trigger%d", L"Pressure Action", L"Panic Action1", L"Panic Action2", L"Panic Action3", L"Action%d", }; STR16 iRenderDoorLockInfoText[]= { L"No Lock ID", //0 L"Explosion Trap", L"Electric Trap", L"Siren Trap", L"Silent Alarm", L"Super Electric Trap", //5 L"Brothel Siren Trap", L"Trap Level %d", }; STR16 iRenderEditorInfoText[]= { L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 L"No map currently loaded.", L"File: %S, Current Tileset: %s", L"Enlarge map on loading", }; //EditorBuildings.cpp STR16 iUpdateBuildingsInfoText[] = { L"TOGGLE", //0 L"VIEWS", L"SELECTION METHOD", L"SMART METHOD", L"BUILDING METHOD", L"Room#", //5 }; STR16 iRenderDoorEditingWindowText[] = { L"Editing lock attributes at map index %d.", L"Lock ID", L"Trap Type", L"Trap Level", L"Locked", }; //EditorItems.cpp STR16 pInitEditorItemsInfoText[] = { L"Pressure Action", //0 L"Panic Action1", L"Panic Action2", L"Panic Action3", L"Action%d", L"Panic Trigger1", //5 L"Panic Trigger2", L"Panic Trigger3", L"Trigger%d", }; STR16 pDisplayItemStatisticsTex[] = { L"Status Info Line 1", L"Status Info Line 2", L"Status Info Line 3", L"Status Info Line 4", L"Status Info Line 5", }; //EditorMapInfo.cpp STR16 pUpdateMapInfoText[] = { L"R", //0 L"G", L"B", L"Prime", L"Night", L"24Hrs", //5 L"Radius", L"Underground", L"Light Level", L"Outdoors", L"Basement", //10 L"Caves", L"Restricted", L"Scroll ID", L"Destination", L"Sector", //15 L"Destination", L"Bsmt. Level", L"Dest.", L"GridNo", }; //EditorMercs.cpp CHAR16 gszScheduleActions[ 11 ][20] = { L"No action", L"Lock door", L"Unlock door", L"Open door", L"Close door", L"Move to gridno", L"Leave sector", L"Enter sector", L"Stay in sector", L"Sleep", L"Ignore this!" }; STR16 zDiffNames[5] = { L"Wimp", L"Easy", L"Average", L"Tough", L"Steroid Users Only" }; STR16 EditMercStat[12] = { L"Max Health", L"Cur Health", L"Strength", L"Agility", L"Dexterity", L"Charisma", L"Wisdom", L"Marksmanship", L"Explosives", L"Medical", L"Scientific", L"Exp Level", }; STR16 EditMercOrders[8] = { L"Stationary", L"On Guard", L"Close Patrol", L"Far Patrol", L"Point Patrol", L"On Call", L"Seek Enemy", L"Random Point Patrol", }; STR16 EditMercAttitudes[6] = { L"Defensive", L"Brave Loner", L"Brave Buddy", L"Cunning Loner", L"Cunning Buddy", L"Aggressive", }; STR16 pDisplayEditMercWindowText[] = { L"Merc Name:", //0 L"Orders:", L"Combat Attitude:", }; STR16 pCreateEditMercWindowText[] = { L"Merc Colors", //0 L"Done", L"Previous merc standing orders", L"Next merc standing orders", L"Previous merc combat attitude", L"Next merc combat attitude", //5 L"Decrease merc stat", L"Increase merc stat", }; STR16 pDisplayBodyTypeInfoText[] = { L"Random", //0 L"Reg Male", L"Big Male", L"Stocky Male", L"Reg Female", L"NE Tank", //5 L"NW Tank", L"Fat Civilian", L"M Civilian", L"Miniskirt", L"F Civilian", //10 L"Kid w/ Hat", L"Humvee", L"Eldorado", L"Icecream Truck", L"Jeep", //15 L"Kid Civilian", L"Domestic Cow", L"Cripple", L"Unarmed Robot", L"Larvae", //20 L"Infant", L"Yng F Monster", L"Yng M Monster", L"Adt F Monster", L"Adt M Monster", //25 L"Queen Monster", L"Bloodcat", }; STR16 pUpdateMercsInfoText[] = { L" --=ORDERS=-- ", //0 L"--=ATTITUDE=--", L"RELATIVE", L"ATTRIBUTES", L"RELATIVE", L"EQUIPMENT", L"RELATIVE", L"ATTRIBUTES", L"Army", L"Admin", L"Elite", //10 L"Exp. Level", L"Life", L"LifeMax", L"Marksmanship", L"Strength", L"Agility", L"Dexterity", L"Wisdom", L"Leadership", L"Explosives", //20 L"Medical", L"Mechanical", L"Morale", L"Hair color:", L"Skin color:", L"Vest color:", L"Pant color:", L"RANDOM", L"RANDOM", L"RANDOM", //30 L"RANDOM", L"By specifying a profile index, all of the information will be extracted from the profile ", L"and override any values that you have edited. It will also disable the editing features ", L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", L"extract the number you have typed. A blank field will clear the profile. The current ", L"number of profiles range from 0 to ", L"Current Profile: n/a ", L"Current Profile: %s", L"STATIONARY", L"ON CALL", //40 L"ON GUARD", L"SEEK ENEMY", L"CLOSE PATROL", L"FAR PATROL", L"POINT PATROL", L"RND PT PATROL", L"Action", L"Time", L"V", L"GridNo 1", //50 L"GridNo 2", L"1)", L"2)", L"3)", L"4)", L"lock", L"unlock", L"open", L"close", L"Click on the gridno adjacent to the door that you wish to %s.", //60 L"Click on the gridno where you wish to move after you %s the door.", L"Click on the gridno where you wish to move to.", L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", L" Hit ESC to abort entering this line in the schedule.", }; CHAR16 pRenderMercStringsText[][100] = { L"Slot #%d", L"Patrol orders with no waypoints", L"Waypoints with no patrol orders", }; STR16 pClearCurrentScheduleText[] = { L"No action", }; STR16 pCopyMercPlacementText[] = { L"Placement not copied because no placement selected.", L"Placement copied.", }; STR16 pPasteMercPlacementText[] = { L"Placement not pasted as no placement is saved in buffer.", L"Placement pasted.", L"Placement not pasted as the maximum number of placements for this team is already used.", }; //editscreen.cpp STR16 pEditModeShutdownText[] = { L"Exit editor?", }; STR16 pHandleKeyboardShortcutsText[] = { L"Are you sure you wish to remove all lights?", //0 L"Are you sure you wish to reverse the schedules?", L"Are you sure you wish to clear all of the schedules?", L"Clicked Placement Enabled", L"Clicked Placement Disabled", L"Draw High Ground Enabled", //5 L"Draw High Ground Disabled", L"Number of edge points: N=%d E=%d S=%d W=%d", L"Random Placement Enabled", L"Random Placement Disabled", L"Removing Treetops", //10 L"Showing Treetops", L"World Raise Reset", L"World Raise Set Old", L"World Raise Set", }; STR16 pPerformSelectedActionText[] = { L"Creating radar map for %S", //0 L"Delete current map and start a new basement level?", L"Delete current map and start a new cave level?", L"Delete current map and start a new outdoor level?", L" Wipe out ground textures? ", }; STR16 pWaitForHelpScreenResponseText[] = { L"HOME", //0 L"Toggle fake editor lighting ON/OFF", L"INSERT", L"Toggle fill mode ON/OFF", L"BKSPC", L"Undo last change", L"DEL", L"Quick erase object under mouse cursor", L"ESC", L"Exit editor", L"PGUP/PGDN", //10 L"Change object to be pasted", L"F1", L"This help screen", L"F10", L"Save current map", L"F11", L"Load map as current", L"+/-", L"Change shadow darkness by .01", L"SHFT +/-", //20 L"Change shadow darkness by .05", L"0 - 9", L"Change map/tileset filename", L"b", L"Change brush size", L"d", L"Draw debris", L"o", L"Draw obstacle", L"r", //30 L"Draw rocks", L"t", L"Toggle trees display ON/OFF", L"g", L"Draw ground textures", L"w", L"Draw building walls", L"e", L"Toggle erase mode ON/OFF", L"h", //40 L"Toggle roofs ON/OFF", }; STR16 pAutoLoadMapText[] = { L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", }; STR16 pShowHighGroundText[] = { L"Showing High Ground Markers", L"Hiding High Ground Markers", }; //Item Statistics.cpp CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 { L"Klaxon Mine", L"Flare Mine", L"Teargas Explosion", L"Stun Explosion", L"Smoke Explosion", L"Mustard Gas", L"Land Mine", L"Open Door", L"Close Door", L"3x3 Hidden Pit", L"5x5 Hidden Pit", L"Small Explosion", L"Medium Explosion", L"Large Explosion", L"Toggle Door", L"Toggle Action1s", L"Toggle Action2s", L"Toggle Action3s", L"Toggle Action4s", L"Enter Brothel", L"Exit Brothel", L"Kingpin Alarm", L"Sex with Prostitute", L"Reveal Room", L"Local Alarm", L"Global Alarm", L"Klaxon Sound", L"Unlock door", L"Toggle lock", L"Untrap door", L"Tog pressure items", L"Museum alarm", L"Bloodcat alarm", L"Big teargas", }; STR16 pUpdateItemStatsPanelText[] = { L"Toggle hide flag", //0 L"No item selected.", L"Slot available for", L"random generation.", L"Keys not editable.", L"ProfileID of owner", L"Item class not implemented.", L"Slot locked as empty.", L"Status", L"Rounds", L"Trap Level", //10 L"Quantity", L"Trap Level", L"Status", L"Trap Level", L"Status", L"Quantity", L"Trap Level", L"Dollars", L"Status", L"Trap Level", //20 L"Trap Level", L"Tolerance", L"Alarm Trigger", L"Exist Chance", L"B", L"R", L"S", }; STR16 pSetupGameTypeFlagsText[] = { L"Item appears in both Sci-Fi and Realistic modes. (|B)", //0 L"Item appears in |Realistic mode only.", L"Item appears in |Sci-Fi mode only.", }; STR16 pSetupGunGUIText[] = { L"SILENCER", //0 L"SNIPERSCOPE", L"LASERSCOPE", L"BIPOD", L"DUCKBILL", L"G-LAUNCHER", //5 }; STR16 pSetupArmourGUIText[] = { L"CERAMIC PLATES", //0 }; STR16 pSetupExplosivesGUIText[] = { L"DETONATOR", }; STR16 pSetupTriggersGUIText[] = { L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", }; //Sector Summary.cpp STR16 pCreateSummaryWindowText[]= { L"Okay", //0 L"A", L"G", L"B1", L"B2", L"B3", //5 L"LOAD", L"SAVE", L"Update", }; STR16 pRenderSectorInformationText[] = { L"Tileset: %s", //0 L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", L"Number of items: %d", L"Number of lights: %d", L"Number of entry points: %d", L"N", L"E", L"S", L"W", L"C", L"I", //10 L"Number of rooms: %d", L"Total map population: %d", L"Enemies: %d", L"Admins: %d", L"(%d detailed, %d profile -- %d have priority existance)", L"Troops: %d", L"(%d detailed, %d profile -- %d have priority existance)", L"Elites: %d", L"(%d detailed, %d profile -- %d have priority existance)", L"Civilians: %d", //20 L"(%d detailed, %d profile -- %d have priority existance)", L"Humans: %d", L"Cows: %d", L"Bloodcats: %d", L"Creatures: %d", L"Monsters: %d", L"Bloodcats: %d", L"Number of locked and/or trapped doors: %d", L"Locked: %d", L"Trapped: %d", //30 L"Locked & Trapped: %d", L"Civilians with schedules: %d", L"Too many exit grid destinations (more than 4)...", L"ExitGrids: %d (%d with a long distance destination)", L"ExitGrids: none", L"ExitGrids: 1 destination using %d exitgrids", L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", L"%d placements have patrol orders without any waypoints defined.", L"%d placements have waypoints, but without any patrol orders.", L"%d gridnos have questionable room numbers. Please validate.", }; STR16 pRenderItemDetailsText[] = { L"R", //0 L"S", L"Enemy", L"TOO MANY ITEMS TO DISPLAY!", L"Panic1", L"Panic2", L"Panic3", L"Norm1", L"Norm2", L"Norm3", L"Norm4", //10 L"Pressure Actions", L"TOO MANY ITEMS TO DISPLAY!", L"PRIORITY ENEMY DROPPED ITEMS", L"None", L"TOO MANY ITEMS TO DISPLAY!", L"NORMAL ENEMY DROPPED ITEMS", L"TOO MANY ITEMS TO DISPLAY!", L"None", L"TOO MANY ITEMS TO DISPLAY!", L"ERROR: Can't load the items for this map. Reason unknown.", //20 }; STR16 pRenderSummaryWindowText[] = { L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 L"(NO MAP LOADED).", L"You currently have %d outdated maps.", L"The more maps that need to be updated, the longer it takes. It'll take ", L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", L"depending on your computer, it may vary.", L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", L"There is no sector currently selected.", L"Entering a temp file name that doesn't follow campaign editor conventions...", L"You need to either load an existing map or create a new map before being", L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 L", ground level", L", underground level 1", L", underground level 2", L", underground level 3", L", alternate G level", L", alternate B1 level", L", alternate B2 level", L", alternate B3 level", L"ITEM DETAILS -- sector %s", L"Summary Information for sector %s:", //20 L"Summary Information for sector %s", L"does not exist.", L"Summary Information for sector %s", L"does not exist.", L"No information exists for sector %s.", L"No information exists for sector %s.", L"FILE: %s", L"FILE: %s", L"Override READONLY", L"Overwrite File", //30 L"You currently have no summary data. By creating one, you will be able to keep track", L"of information pertaining to all of the sectors you edit and save. The creation process", L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", L"take a few minutes depending on how many valid maps you have. Valid maps are", L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", L"Do you wish to do this now (y/n)?", L"No summary info. Creation denied.", L"Grid", L"Progress", //40 L"Use Alternate Maps", L"Summary", L"Items", }; STR16 pUpdateSectorSummaryText[] = { L"Analyzing map: %s...", }; STR16 pSummaryLoadMapCallbackText[] = { L"Loading map: %s", }; STR16 pReportErrorText[] = { L"Skipping update for %s. Probably due to tileset conflicts...", }; STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = { L"Generating map information", }; STR16 pSummaryUpdateCallbackText[] = { L"Generating map summary", }; STR16 pApologizeOverrideAndForceUpdateEverythingText[] = { L"MAJOR VERSION UPDATE", L"There are %d maps requiring a major version update.", L"Updating all outdated maps", }; //selectwin.cpp STR16 pDisplaySelectionWindowGraphicalInformationText[] = { L"%S[%d] is from default tileset %s (%S)", L"File: %S, subindex: %d (%S)", L"Current Tileset: %s", }; //Cursor Modes.cpp STR16 wszSelType[6] = { L"Small", L"Medium", L"Large", L"XLarge", L"Width: xx", L"Area" }; //--- // TODO.Translate CHAR16 gszAimPages[ 6 ][ 20 ] = { L"Page 1/2", //0 L"Page 2/2", L"Page 1/3", L"Page 2/3", L"Page 3/3", L"Page 1/1", //5 }; // by Jazz: TODO.Translate CHAR16 zGrod[][500] = { L"Robot", //0 // Robot }; STR16 pCreditsJA2113[] = { L"@T,{;JA2 v1.13 Development Team", L"@T,C144,R134,{;Coding", L"@T,C144,R134,{;Graphics and Sounds", L"@};(Various other mods!)", L"@T,C144,R134,{;Items", L"@T,C144,R134,{;Other Contributors", L"@};(All other community members who contributed input and feedback!)", }; CHAR16 ItemNames[MAXITEMS][80] = { L"", }; CHAR16 ShortItemNames[MAXITEMS][80] = { L"", }; // Different weapon calibres // CAWS is Close Assault Weapon System and should probably be left as it is // NATO is the North Atlantic Treaty Organization // WP is Warsaw Pact // cal is an abbreviation for calibre CHAR16 AmmoCaliber[MAXITEMS][20];// = //{ // L"0", // L"cal .38", // L"9mm", // L"cal .45", // L"cal .357", // L"cal 12", // L"CAWS", // L"5.45mm", // L"5.56mm", // L"7.62mm OTAN", // L"7.62mm PV", // L"4.7mm", // L"5.7mm", // L"Monstre", // L"Roquette", // L"", // dart // L"", // flame // L".50 cal", // barrett // L"9mm Hvy", // Val silent //}; // This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. // // Different weapon calibres // CAWS is Close Assault Weapon System and should probably be left as it is // NATO is the North Atlantic Treaty Organization // WP is Warsaw Pact // cal is an abbreviation for calibre CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= //{ // L"0", // L"cal .38", // L"9mm", // L"cal .45", // L"cal .357", // L"cal 12", // L"CAWS", // L"5.45mm", // L"5.56mm", // L"7.62mm O.", // L"7.62mm PV", // L"4.7mm", // L"5.7mm", // L"Monstre", // L"Roquette", // L"", // dart // L"", // Lance-Flammes // L".50 cal", // barrett // L"9mm Hvy", // Val silent //}; CHAR16 WeaponType[][30] = { L"Divers", L"Pistolet", L"Pistolet-mitrailleur", L"Mitraillette", L"Fusil", L"Fusil de précision", L"Fusil d'assaut", L"Mitrailleuse légère", L"Fusil à pompe", }; CHAR16 TeamTurnString[][STRING_LENGTH] = { L"Tour du joueur", // player's turn L"Tour de l'ennemi", L"Tour des créatures", L"Tour de la milice", L"Tour des civils", L"Player_Plan",// planning turn L"Client #1",//hayden L"Client #2",//hayden L"Client #3",//hayden L"Client #4",//hayden }; CHAR16 Message[][STRING_LENGTH] = { L"", // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. L"%s est touché(e) à la tête et perd un point de sagesse !", L"%s est touché(e) à l'épaule et perd un point de dextérité !", L"%s est touché(e) à la poitrine et perd un point de force !", L"%s est touché(e) à la jambe et perd un point d'agilité !", L"%s est touché(e) à la tête et perd %d points de sagesse !", L"%s est touché(e) à l'épaule et perd %d points de dextérité !", L"%s est touché(e) à la poitrine et perd %d points de force !", L"%s est touché(e) à la jambe et perd %d points d'agilité !", L"Interruption !", // The first %s is a merc's name, the second is a string from pNoiseVolStr, // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr L"", //OBSOLETE L"Les renforts sont arrivés !", // In the following four lines, all %s's are merc names L"%s recharge.", L"%s n'a pas assez de Points d'Action !", L"%s applique les premiers soins (Appuyez sur une touche pour annuler).", L"%s et %s appliquent les premiers soins (Appuyez sur une touche pour annuler).", // the following 17 strings are used to create lists of gun advantages and disadvantages // (separated by commas) L"fiable", L"peu fiable", L"facile à entretenir", L"difficile à entretenir", L"puissant", L"peu puissant", L"cadence de tir élevée", L"faible cadence de tir", L"longue portée", L"courte portée", L"léger", L"Lourd", L"petit", L"tir en rafale", L"pas de tir en rafale", L"grand chargeur", L"petit chargeur", // In the following two lines, all %s's are merc names L"Le camouflage de %s s'est effacé.", L"Le camouflage de %s est parti.", // The first %s is a merc name and the second %s is an item name L"La deuxième arme est vide !", L"%s a volé le/la %s.", // The %s is a merc name L"L'arme de %s ne peut pas tirer en rafale.", L"Vous avez déjà ajouté cet accessoire.", L"Combiner les objets ?", // Both %s's are item names L"Vous ne pouvez combiner un(e) %s avec un(e) %s.", L"Aucun", L"Retirer chargeur", L"Accessoires", //You cannot use "item(s)" and your "other item" at the same time. //Ex: You cannot use sun goggles and you gas mask at the same time. L"Vous ne pouvez utiliser votre %s et votre %s simultanément.", L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles.", L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles (Ici, cet accessoire n'est pas compatible avec cet objet).", L"Ce secteur n'a pas été sécurisé !", L"Vous devez donner %s à %s",//inverted !! you still need to give the letter to X L"%s a été touché à la tête !", L"Rompre le combat ?", L"Cet accessoire ne pourra plus être enlevé. Désirez-vous toujours le mettre ?", L"%s se sent beaucoup mieux !", L"%s a glissé sur des billes !", L"%s n'est pas parvenu à ramasser le/la %s !", L"%s a réparé le %s", L"Interruption pour ", L"Voulez-vous vous rendre ?", L"Cette personne refuse votre aide.", L"JE NE CROIS PAS !", L"Pour utiliser l'hélicoptère de Skyrider, vous devez ASSIGNER vos mercenaires au VEHICULE.", L"%s ne peut recharger qu'UNE arme", L"Tour des chats sauvages", L"automatique", L"Pas de tir auto", L"précis", L"peu précis", L"Pas de coup par coup", L"L'ennemi n'as plus rien à voler!", L"L'ennemi n'a rien dans les mains!", // TODO.Translate L"%s's desert camouflage has worn off.", L"%s's desert camouflage has washed off.", L"%s's wood camouflage has worn off.", L"%s's wood camouflage has washed off.", L"%s's urban camouflage urban has worn off.", L"%s's urban camouflage urban has washed off.", L"%s's snow camouflage snow has worn off.", L"%s's snow camouflage has washed off.", L"You cannot attach %s to this slot.", L"The %s will not fit in any open slots.", }; // the names of the towns in the game CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = { L"", L"Omerta", L"Drassen", L"Alma", L"Grumm", L"Tixa", L"Cambria", L"San Mona", L"Estoni", L"Orta", L"Balime", L"Meduna", L"Chitzena", }; // the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. // min is an abbreviation for minutes STR16 sTimeStrings[] = { L"Pause", L"Normal", L"5 min", L"30 min", L"60 min", L"6 hrs", }; // Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, // administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. STR16 pAssignmentStrings[] = { L"Esc. 1", L"Esc. 2", L"Esc. 3", L"Esc. 4", L"Esc. 5", L"Esc. 6", L"Esc. 7", L"Esc. 8", L"Esc. 9", L"Esc. 10", L"Esc. 11", L"Esc. 12", L"Esc. 13", L"Esc. 14", L"Esc. 15", L"Esc. 16", L"Esc. 17", L"Esc. 18", L"Esc. 19", L"Esc. 20", L"Service", // on active duty L"Docteur", // administering medical aid L"Patient", // getting medical aid L"Transport", // in a vehicle L"Transit", // in transit - abbreviated form L"Réparation", // repairing L"Formation", // training themselves L"Milice", // training a town to revolt L"Entraîneur", // training a teammate L"Elève", // being trained by someone else L"Mort(e)", // dead L"Incap.", // abbreviation for incapacitated L"Capturé", // Prisoner of war - captured L"Hôpital", // patient in a hospital L"Vide", // Vehicle is empty }; STR16 pMilitiaString[] = { L"Milice", // the title of the militia box L"Disponibles", //the number of unassigned militia troops L"Vous ne pouvez réorganiser la milice lors d'un combat !", L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate }; STR16 pMilitiaButtonString[] = { L"Auto", // auto place the militia troops for the player L"OK", // done placing militia troops L"Disband", // HEADROCK HAM 3.6: Disband militia // TODO.Translate }; STR16 pConditionStrings[] = { L"Excellent", //the state of a soldier .. excellent health L"Bon", // good health L"Satisfaisant", // fair health L"Blessé", // wounded health L"Fatigué", // tired L"Epuisé", // bleeding to death L"Inconscient", // knocked out L"Mourant", // near death L"Mort", // dead }; STR16 pEpcMenuStrings[] = { L"Service", // set merc on active duty L"Patient", // set as a patient to receive medical aid L"Transport", // tell merc to enter vehicle L"Laisser", // let the escorted character go off on their own L"Annuler", // close this menu }; // look at pAssignmentString above for comments STR16 pPersonnelAssignmentStrings[] = { L"Esc. 1", L"Esc. 2", L"Esc. 3", L"Esc. 4", L"Esc. 5", L"Esc. 6", L"Esc. 7", L"Esc. 8", L"Esc. 9", L"Esc. 10", L"Esc. 11", L"Esc. 12", L"Esc. 13", L"Esc. 14", L"Esc. 15", L"Esc. 16", L"Esc. 17", L"Esc. 18", L"Esc. 19", L"Esc. 20", L"Service", L"Docteur", L"Patient", L"Transport", L"Transit", L"Réparation", L"Formation", L"Milice", L"Training Mobile Militia", // TODO.Translate L"Entraîneur", L"Elève", L"Facility Staff", // TODO.Translate L"Resting at Facility", // TODO.Translate L"Mort(e)", L"Incap.", L"Capturé(e)", L"Hôpital", L"Vide", // Vehicle is empty }; // refer to above for comments STR16 pLongAssignmentStrings[] = { L"Esc. 1", L"Esc. 2", L"Esc. 3", L"Esc. 4", L"Esc. 5", L"Esc. 6", L"Esc. 7", L"Esc. 8", L"Esc. 9", L"Esc. 10", L"Esc. 11", L"Esc. 12", L"Esc. 13", L"Esc. 14", L"Esc. 15", L"Esc. 16", L"Esc. 17", L"Esc. 18", L"Esc. 19", L"Esc. 20", L"Service", L"Docteur", L"Patient", L"Transport", L"Transit", L"Réparation", L"Formation", L"Milice", L"Train Mobiles", // TODO.Translate L"Entraîneur", L"Elève", L"Staff Facility", // TODO.Translate L"Rest at Facility", // TODO.Translate L"Mort(e)", L"Incap.", L"Capturé(e)", L"Hôpital", // patient in a hospital L"Vide", // Vehicle is empty }; // the contract options STR16 pContractStrings[] = { L"Options du contrat :", L"", // a blank line, required L"Extension 1 jour", // offer merc a one day contract extension L"Extension 1 semaine", // 1 week L"Extension 2 semaines", // 2 week L"Renvoyer", // end merc's contract L"Annuler", // stop showing this menu }; STR16 pPOWStrings[] = { L"Capturé(e)", //an acronym for Prisoner of War L"??", }; STR16 pLongAttributeStrings[] = { L"FORCE", L"DEXTERITE", L"AGILITE", L"SAGESSE", L"PRECISION", L"MEDECINE", L"MECANIQUE", L"COMMANDEMENT", L"EXPLOSIFS", L"NIVEAU", }; STR16 pInvPanelTitleStrings[] = { L"Protec.", // the armor rating of the merc L"Poids", // the weight the merc is carrying L"Cam.", // the merc's camouflage rating L"Camouflage:", L"Protection:", }; STR16 pShortAttributeStrings[] = { L"Agi", // the abbreviated version of : agilité L"Dex", // dextérité L"For", // strength L"Com", // leadership L"Sag", // sagesse L"Niv", // experience level L"Tir", // marksmanship skill L"Exp", // explosive skill L"Méc", // mechanical skill L"Méd", // medical skill }; STR16 pUpperLeftMapScreenStrings[] = { L"Affectation", // the mercs current assignment L"Contrat", // the contract info about the merc L"Santé", // the health level of the current merc L"Moral", // the morale of the current merc L"Cond.", // the condition of the current vehicle L"Carb.", // the fuel level of the current vehicle }; STR16 pTrainingStrings[] = { L"Formation", // tell merc to train self L"Milice", // tell merc to train town L"Entraîneur", // tell merc to act as trainer L"Elève", // tell merc to be train by other }; STR16 pGuardMenuStrings[] = { L"Cadence de tir :", // the allowable rate of fire for a merc who is guarding L" Feu à volonté", // the merc can be aggressive in their choice of fire rates L" Economiser munitions", // conserve ammo L" Tir restreint", // fire only when the merc needs to L"Autres Options :", // other options available to merc L" Retraite", // merc can retreat L" Abri", // merc is allowed to seek cover L" Assistance", // merc can assist teammates L"OK", // done with this menu L"Annuler", // cancel this menu }; // This string has the same comments as above, however the * denotes the option has been selected by the player STR16 pOtherGuardMenuStrings[] = { L"Cadence de tir :", L" *Feu à volonté*", L" *Economiser munitions*", L" *Tir restreint*", L"Autres Options :", L" *Retraite*", L" *Abri*", L" *Assistance*", L"OK", L"Annuler", }; STR16 pAssignMenuStrings[] = { L"Service", // merc is on active duty L"Docteur", // the merc is acting as a doctor L"Patient", // the merc is receiving medical attention L"Transport", // the merc is in a vehicle L"Réparation", // the merc is repairing items L"Formation", // the merc is training L"Facility", // the merc is using/staffing a facility // TODO.Translate L"Annuler", // cancel this menu }; //lal STR16 pMilitiaControlMenuStrings[] = { L"Attaquez", // set militia to aggresive L"Tenez la Position", // set militia to stationary L"Retraite", // retreat militia L"Rejoignez moi", // retreat militia L"Couchez vous", // retreat militia L"A couvert!", L"All: Attaquez", L"All: Tenez la Position", L"All: Retraite", L"All: Rejoignez-moi", L"All: Dispersez-vous", L"All: Couchez-vous", L"All: A couvert!", //L"All: Trouver materiel", L"Annuler", // cancel this menu }; //STR16 pTalkToAllMenuStrings[] = //{ // L"Attaquez", // set militia to aggresive // L"Tenez la Position", // set militia to stationary // L"Retraite", // retreat militia // L"Rejoignez-moi", // retreat militia // L"Couchez-vous", // retreat militia // L"Annuler", // cancel this menu //}; STR16 pRemoveMercStrings[] = { L"Enlever Merc", // remove dead merc from current team L"Annuler", }; STR16 pAttributeMenuStrings[] = { L"Force", L"Dextérité", L"Agilité", L"Santé", L"Précision", L"Médecine", L"Mécanique", L"Commandement", L"Explosifs", L"Annuler", }; STR16 pTrainingMenuStrings[] = { L"Formation", // train yourself L"Milice", // train the town L"Mobile Militia", // TODO.Translate L"Entraîneur", // train your teammates L"Elève", // be trained by an instructor L"Annuler", // cancel this menu }; STR16 pSquadMenuStrings[] = { L"Esc. 1", L"Esc. 2", L"Esc. 3", L"Esc. 4", L"Esc. 5", L"Esc. 6", L"Esc. 7", L"Esc. 8", L"Esc. 9", L"Esc. 10", L"Esc. 11", L"Esc. 12", L"Esc. 13", L"Esc. 14", L"Esc. 15", L"Esc. 16", L"Esc. 17", L"Esc. 18", L"Esc. 19", L"Esc. 20", L"Annuler", }; STR16 pPersonnelTitle[] = { L"Personnel", // the title for the personnel screen/program application }; STR16 pPersonnelScreenStrings[] = { L"Santé : ", // health of merc L"Agilité : ", L"Dextérité : ", L"Force : ", L"Commandement : ", L"Sagesse : ", L"Niv. Exp. : ", // experience level L"Précision : ", L"Mécanique : ", L"Explosifs : ", L"Médecine : ", L"Acompte méd. : ", // amount of medical deposit put down on the merc L"Contrat : ", // cost of current contract L"Tués : ", // number of kills by merc L"Participation : ", // number of assists on kills by merc L"Coût/jour :", // daily cost of merc L"Coût total :", // total cost of merc L"Contrat :", // cost of current contract L"Services rendus :", // total service rendered by merc L"Salaires dus :", // amount left on MERC merc to be paid L"Tir réussis :", // percentage of shots that hit target L"Batailles :", // number of battles fought L"Blessures :", // number of times merc has been wounded L"Spécialités :", L"Aucune spécialité", L"Achievements:", // added by SANDRO }; // SANDRO - helptexts for merc records STR16 pPersonnelRecordsHelpTexts[] = { L"Elite soldiers: %d\n", L"Regular soldiers: %d\n", L"Admin soldiers: %d\n", L"Hostile groups: %d\n", L"Creatures: %d\n", L"Tanks: %d\n", L"Others: %d\n", L"Mercs: %d\n", L"Militia: %d\n", L"Others: %d\n", L"Shots fired: %d\n", L"Missiles fired: %d\n", L"Grenades thrown: %d\n", L"Knives thrown: %d\n", L"Blade attacks: %d\n", L"Hand to hand attacks: %d\n", L"Successful hits: %d\n", L"Locks picked: %d\n", L"Locks breached: %d\n", L"Traps removed: %d\n", L"Explosives detonated: %d\n", L"Items repaired: %d\n", L"Items combined: %d\n", L"Items stolen: %d\n", L"Militia trained: %d\n", L"Mercs bandaged: %d\n", L"Surgeries made: %d\n", L"Persons met: %d\n", L"Sectors discovered: %d\n", L"Ambushes prevented: %d\n", L"Quests handled: %d\n", L"Tactical battles: %d\n", L"Autoresolve battles: %d\n", L"Times retreated: %d\n", L"Ambushes experienced: %d\n", L"Hardest battle: %d Enemies\n", L"Shot: %d\n", L"Stabbed: %d\n", L"Punched: %d\n", L"Blasted: %d\n", L"Suffered damages in facilities: %d\n", L"Surgeries undergone: %d\n", L"Facility accidents: %d\n", L"Character:", L"Weakness:", L"Attitudes:", // WANNE: For old traits display instead of "Character:"! }; //These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h STR16 gzMercSkillText[] = { L"Aucune spécialité", L"Crochetage", L"Combat à mains nues", L"Electronique", L"Opérations de nuit", L"Lancer", L"Enseigner", L"Armes lourdes", L"Armes automatiques", L"Discretion", L"Ambidextre", L"Voleur", L"Arts martiaux", L"Couteau", L"Tireur isolé", L"Camouflage", L"(Expert)", }; ////////////////////////////////////////////////////////// // SANDRO - added this STR16 gzMercSkillTextNew[] = { // Major traits L"No Skill", L"Auto Weapons", L"Heavy Weapons", L"Marksman", L"Hunter", L"Gunslinger", L"Hand to Hand", L"Deputy", L"Technician", L"Paramedic", // Minor traits L"Ambidextrous", L"Melee", L"Throwing", L"Night Ops", L"Stealthy", L"Athletics", L"Bodybuilding", L"Demolitions", L"Teaching", L"Scouting", // second names for major skills L"Machinegunner", L"Bombardier", L"Sniper", L"Ranger", L"Gunfighter", L"Martial Arts", L"Squadleader", L"Engineer", L"Doctor", L"More...", }; ////////////////////////////////////////////////////////// // This is pop up help text for the options that are available to the merc STR16 pTacticalPopupButtonStrings[] = { L"Debout/Marcher (|S)", L"Accroupi/Avancer (|C)", L"Debout/Courir (|R)", L"A terre/Ramper (|P)", L"Regarder (|L)", L"Action", L"Parler", L"Examiner (|C|t|r|l)", // Pop up door menu L"Ouvrir à la main", L"Examen poussé", L"Crocheter", L"Enfoncer", L"Désamorcer", L"Verrouiller", L"Déverrouiller", L"Utiliser explosif", L"Utiliser pied de biche", L"Annuler (|E|c|h|a|p)", L"Fermer", }; // Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. STR16 pDoorTrapStrings[] = { L"aucun piège", L"un piège explosif", L"un piège électrique", L"une alarme sonore", L"une alarme silencieuse", }; // Contract Extension. These are used for the contract extension with AIM mercenaries. STR16 pContractExtendStrings[] = { L"jour", L"semaine", L"2 semaines", }; // On the map screen, there are four columns. This text is popup help text that identifies the individual columns. STR16 pMapScreenMouseRegionHelpText[] = { L"Choix personnage", L"Affectation", L"Destination", L"Merc |Contrat", L"Enlever Merc", L"Repos", }; // volumes of noises STR16 pNoiseVolStr[] = { L"FAIBLE", L"MOYEN", L"FORT", L"TRES FORT", }; // types of noises STR16 pNoiseTypeStr[] = // OBSOLETE { L"INCONNU", L"MOUVEMENT", L"GRINCEMENT", L"CLAPOTEMENT", L"IMPACT", L"COUP DE FEU", L"EXPLOSION", L"CRI", L"IMPACT", L"IMPACT", L"BRUIT", L"COLLISION", }; // Directions that are used to report noises STR16 pDirectionStr[] = { L"au NORD-EST", L"à l'EST", L"au SUD-EST", L"au SUD", L"au SUD-OUEST", L"à l'OUEST", L"au NORD-OUEST", L"au NORD", }; // These are the different terrain types. STR16 pLandTypeStrings[] = { L"Ville", L"Route", L"Plaine", L"Désert", L"Bois", L"Forêt", L"Marais", L"Eau", L"Collines", L"Infranchissable", L"Rivière", //river from north to south L"Rivière", //river from east to west L"Pays étranger", //NONE of the following are used for directional travel, just for the sector description. L"Tropical", L"Cultures", L"Plaines, route", L"Bois, route", L"Ferme, route", L"Tropical, route", L"Forêt, route", L"Route côtière", L"Montagne, route", L"Côte, route", L"Désert, route", L"Marais, route", L"Bois, site SAM", L"Désert, site SAM", L"Tropical, site SAM", L"Meduna, site SAM", //These are descriptions for special sectors L"Hôpital de Cambria", L"Aéroport de Drassen", L"Aéroport de Meduna", L"Site SAM", L"Base rebelle", //The rebel base underground in sector A10 L"Prison de Tixa", //The basement of the Tixa Prison (J9) L"Repaire de créatures", //Any mine sector with creatures in it L"Sous-sols d'Orta", //The basement of Orta (K4) L"Tunnel", //The tunnel access from the maze garden in Meduna //leading to the secret shelter underneath the palace L"Abri", //The shelter underneath the queen's palace L"", //Unused }; STR16 gpStrategicString[] = { L"", //Unused L"%s détecté dans le secteur %c%d et une autre escouade est en route.", //STR_DETECTED_SINGULAR L"%s détecté dans le secteur %c%d et d'autres escouades sont en route.", //STR_DETECTED_PLURAL L"Voulez-vous coordonner une arrivée simultanée ?", //STR_COORDINATE //Dialog strings for enemies. L"L'ennemi vous propose de vous rendre.", //STR_ENEMY_SURRENDER_OFFER L"L'ennemi a capturé vos mercenaires inconscients.", //STR_ENEMY_CAPTURED //The text that goes on the autoresolve buttons L"Retraite", //The retreat button //STR_AR_RETREAT_BUTTON L"OK", //The done button //STR_AR_DONE_BUTTON //The headers are for the autoresolve type (MUST BE UPPERCASE) L"DEFENSEURS", //STR_AR_DEFEND_HEADER L"ATTAQUANTS", //STR_AR_ATTACK_HEADER L"RENCONTRE", //STR_AR_ENCOUNTER_HEADER L"Secteur", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER //The battle ending conditions L"VICTOIRE !", //STR_AR_OVER_VICTORY L"DEFAITE !", //STR_AR_OVER_DEFEAT L"REDDITION !", //STR_AR_OVER_SURRENDERED L"CAPTURE !", //STR_AR_OVER_CAPTURED L"RETRAITE !", //STR_AR_OVER_RETREATED //These are the labels for the different types of enemies we fight in autoresolve. L"Milice", //STR_AR_MILITIA_NAME, L"Elite", //STR_AR_ELITE_NAME, L"Troupe", //STR_AR_TROOP_NAME, L"Admin", //STR_AR_ADMINISTRATOR_NAME, L"Créature", //STR_AR_CREATURE_NAME, //Label for the length of time the battle took L"Temps écoulé", //STR_AR_TIME_ELAPSED, //Labels for status of merc if retreating. (UPPERCASE) L"SE RETIRE", //STR_AR_MERC_RETREATED, L"EN RETRAITE", //STR_AR_MERC_RETREATING, L"RETRAITE", //STR_AR_MERC_RETREAT, //PRE BATTLE INTERFACE STRINGS //Goes on the three buttons in the prebattle interface. The Auto resolve button represents //a system that automatically resolves the combat for the player without having to do anything. //These strings must be short (two lines -- 6-8 chars per line) L"Auto.", //STR_PB_AUTORESOLVE_BTN, L"Combat", //STR_PB_GOTOSECTOR_BTN, L"Retraite", //STR_PB_RETREATMERCS_BTN, //The different headers(titles) for the prebattle interface. L"ENNEMI REPERE", //STR_PB_ENEMYENCOUNTER_HEADER, L"ATTAQUE ENNEMIE", //STR_PB_ENEMYINVASION_HEADER, // 30 L"EMBUSCADE !", //STR_PB_ENEMYAMBUSH_HEADER L"VOUS PENETREZ EN SECTEUR ENNEMI", //STR_PB_ENTERINGENEMYSECTOR_HEADER L"ATTAQUE DE CREATURES", //STR_PB_CREATUREATTACK_HEADER L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER //Various single words for direct translation. The Civilians represent the civilian //militia occupying the sector being attacked. Limited to 9-10 chars L"Lieu", L"Ennemis", L"Mercs", L"Milice", L"Créatures", L"Chats", L"Secteur", L"Aucun", //If there are non uninvolved mercs in this fight. L"N/A", //Acronym of Not Applicable L"j", //One letter abbreviation of day L"h", //One letter abbreviation of hour //TACTICAL PLACEMENT USER INTERFACE STRINGS //The four buttons L"Annuler", L"Dispersé", L"Groupé", L"OK", //The help text for the four buttons. Use \n to denote new line (just like enter). L"Annule le déploiement des mercenaires \net vous permet de les déployer vous-même. (|C)", L"Disperse aléatoirement vos mercenaires \nà chaque fois. (|S)", L"Vous permet de placer votre groupe de mercenaires. (|G)", L"Cliquez sur ce bouton lorsque vous avez déployé \nvos mercenaires. (|E|n|t|r|é|e)", L"Vous devez déployer vos mercenaires \navant d'engager le combat.", //Various strings (translate word for word) L"Secteur", L"Définissez les points d'entrée", //Strings used for various popup message boxes. Can be as long as desired. L"Il semblerait que l'endroit soit inaccessible...", L"Déployez vos mercenaires dans la zone en surbrillance.", //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. //Don't uppercase first character, or add spaces on either end. L"est arrivé dans le secteur", //These entries are for button popup help text for the prebattle interface. All popup help //text supports the use of \n to denote new line. Do not use spaces before or after the \n. L"Résolution automatique du combat\nsans charger la carte. (|A)", L"Résolution automatique impossible lorsque\nvous attaquez.", L"Pénétrez dans le secteur pour engager le combat. (|E)", L"Faire retraite vers le secteur précédent. (|R)", //singular version L"Faire retraite vers les secteurs précédents. (|R)", //multiple groups with same previous sector //various popup messages for battle conditions. //%c%d is the sector -- ex: A9 L"L'ennemi attaque votre milice dans le secteur %c%d.", //%c%d is the sector -- ex: A9 L"Les créatures attaquent votre milice dans le secteur %c%d.", //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 //Note: the minimum number of civilians eaten will be two. L"Les créatures ont tué %d civils dans le secteur %s.", //%s is the sector location -- ex: A9: Omerta L"L'ennemi attaque vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", //%s is the sector location -- ex: A9: Omerta L"Les créatures attaquent vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", }; STR16 gpGameClockString[] = { //This is the day represented in the game clock. Must be very short, 4 characters max. L"Jour", }; //When the merc finds a key, they can get a description of it which //tells them where and when they found it. STR16 sKeyDescriptionStrings[2] = { L"Secteur :", L"Jour :", }; //The headers used to describe various weapon statistics. CHAR16 gWeaponStatsDesc[][ 17 ] = { // HEADROCK: Changed this for Extended Description project L"Etat :", L"Poids:", L"P. d'action", L"Por. :", // Range L"Dég. :", // Damage L"Munitions :", // Number of bullets left in a magazine L"PA :", // abbreviation for Action Points L"=", L"=", //Lal: additional strings for tooltips L"Precision:", //9 L"Portée:", //10 L"Dégats:", //11 L"Poids:", //12 L"Etourdissement:",//13 // HEADROCK: Added new strings for extended description ** REDUNDANT ** L"Attachments:", //14 // TODO.Translate L"AUTO/5:", //15 L"Remaining ammo:", //16 // TODO.Translate // TODO.Translate L"Default:", //17 //WarmSteel - So we can also display default attachments }; // HEADROCK: Several arrays of tooltip text for new Extended Description Box // Please note, several of these are artificially inflated to 19 entries to help fix a complication with // changing item type while watching its description box STR16 gzWeaponStatsFasthelp[ 32 ] = { L"Précision", L"Dégats", L"Portée", L"Aiming Levels", L"Facteur de visée", L"Meilleurs portée maser moyenne", L"Cache-flammes", L"Intensité sonore (Moins c'est mieux)", L"Fiabilité", L"Facilité d'entretien", L"Portée mini pour bonus visée", L"Facteur de toucher", L"", //12 L"PA pour mettre en joue", L"PA par tir", L"PA par rafale", L"PA pour tir auto.", L"PA pour recharger", L"PA pour recharger manuellement", L"", //19 L"Facteur de bipied", L"Nombre de tirs pour 5 PA", L"Pénalité Rafale/Auto (Moins c'est mieux)", //22 L"PA pour jeter", L"PA pour lancer", L"PA pour poignarder", L"Pas de tir simple!", L"Pas de tir en rafale!", L"Pas de tir auto.!", L"PA pour frapper", L"Autofire Penalty (Lower is better)", L"Burst Penalty (Lower is better)", }; STR16 gzWeaponStatsFasthelpTactical[ 32 ] = { L"Précision", L"Dégats", L"Portée", L"Aiming Levels", L"Facteur de visée", L"Meilleurs portée maser moyenne", L"Cache-flammes", L"Intensité sonore (Moins c'est mieux)", L"Fiabilité", L"Facilité d'entretien", L"Portée mini pour bonus visée", L"Facteur de toucher", L"", //12 L"PA pour mettre en joue", L"PA par tir", L"PA par rafale", L"PA pour tir auto.", L"PA pour recharger", L"PA pour recharger manuellement", L"Burst Penalty (Lower is better)", //19 L"Facteur de bipied", L"Nombre de tirs pour 5 PA", L"Autofire Penalty (Lower is better)", L"Pénalité Rafale/Auto (Moins c'est mieux)", //23 L"PA pour jeter", L"PA pour lancer", L"PA pour poignarder", L"Pas de tir simple!", L"Pas de tir en rafale!", L"Pas de tir auto.!", L"PA pour frapper", L"", }; STR16 gzAmmoStatsFasthelp[ 20 ] = { L"Pénétration de blindage (moins c'est mieux)", L"Bullet Tumble (Plus c'est mieux)", L"Explosion Pre-impact (Plus c'est mieux)", L"Traçantes", L"Anti-Blindage", L"Défonce de serrure", L"Ignore le blindage", L"Acide", L"Facteur de portée", L"Facteur de dégats", L"Facteur de toucher", L"Autofire Penalty Modifier (Higher is better)", L"Facteur de pénalité rafle. (Plus c'est mieux)", L"Facteur de fiabilité", L"Facteur d'intensité sonore (Moins c'est mieux)", L"", L"", L"", L"", L"", }; STR16 gzArmorStatsFasthelp[ 20 ] = { L"Protection", L"Couverture (Plus c'est mieux)", L"Taux de dégradation (Moins c'est mieux)", L"Facteur de PA", L"Facteur de toucher", L"Camouflage bois", L"Camouflage ville", L"Camouflage desert", L"Camouflage neige", L"Facteur de discretion", L"Facteur de portée visuelle", L"Facteur de portée visuelle jour", L"Facteur de portée visuelle nuit", L"Facteur de portée visuelle faible lumiere", L"Facteur de portée visuelle Cave", L"Pourcentage d'effet tunnel", L"Facteur de portée auditive", L"", L"", L"", }; STR16 gzExplosiveStatsFasthelp[ 20 ] = { L"Dégats", L"Etourdissement", L"Intensité sonore de déflagration (Moins c'est mieux)", L"Volatile!!! (moins c'est mieux)", L"Rayon de déflagration", L"Rayon effet de départ", L"Rayon effet final ", L"Duration de l'effet", L"", L"", L"", L"", L"", L"", L"", L"", L"", L"", L"", L"", }; STR16 gzMiscItemStatsFasthelp[ 34 ] = { L"Facteur d'encombrement (Lower is better)", // 0 L"Facteur de fiabilité", L"Facteur d'intensité sonore (Lower is better)", L"Cache-flammes", L"Facteur de bipied", L"Facteur de portée", // 5 L"Facteur de toucher", L"Portée laser optimum", L"Facteur de bonus de visée", L"Facteur de longueur de rafale", L"Facteur de pénalité de rafale (Plus c'est mieux)", // 10 L"Facteur de pénalité tir auto. (Plus c'est mieux)", L"Facteur de PA", L"Facteur de PA rafale (Lower is better)", L"Facteur de PA tir auto (Lower is better)", L"Facteur de PA mise en joue (Lower is better)", // 15 L"Facteur de PA recharger (Lower is better)", L"Facteur de capacité chargeur", L"Facteur de PA attaque (Lower is better)", L"Facteur de dégats", L"Facteur de dégats Mélée", // 20 L"Camouflage bois", L"Camouflage ville", L"Camouflage desert", L"Camouflage neige", L"Facteur de discretion", // 25 L"Facteur de portée auditive", L"Facteur de portée visuelle", L"Facteur de portée visuelle jour", L"Facteur de portée visuelle nuit", L"Facteur de portée visuelle faible lumiere", //30 L"Facteur de portée visuelle Cave", L"Pourcentage d'effet tunnel (Moins c'est mieux)", L"Portée minimale pour bonus de visée", }; // HEADROCK: End new tooltip text // HEADROCK HAM 4: New condition-based text similar to JA1. STR16 gConditionDesc[] = { L"In ", L"PERFECT", L"EXCELLENT", L"GOOD", L"FAIR", L"POOR", L"BAD", L"TERRIBLE", L" condition." }; //The headers used for the merc's money. CHAR16 gMoneyStatsDesc[][ 13 ] = { L"Montant", L"Restant :", //this is the overall balance L"Montant", L"Partager :", // the amount he wants to separate from the overall balance to get two piles of money L"Actuel", L"Solde", L"Montant à", L"Retirer", }; //The health of various creatures, enemies, characters in the game. The numbers following each are for comment //only, but represent the precentage of points remaining. CHAR16 zHealthStr[][13] = { L"MOURANT", // >= 0 L"CRITIQUE", // >= 15 L"FAIBLE", // >= 30 L"BLESSE", // >= 45 L"SATISFAISANT", // >= 60 L"BON", // >= 75 L"EXCELLENT", // >= 90 }; STR16 gzMoneyAmounts[6] = { L"1000", L"100", L"10", L"OK", L"Partager", L"Retirer", }; // short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." CHAR16 gzProsLabel[10] = { L"Plus :", }; CHAR16 gzConsLabel[10] = { L"Moins :", }; //Conversation options a player has when encountering an NPC CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = { L"Pardon ?", //meaning "Repeat yourself" L"Amical", //approach in a friendly L"Direct", //approach directly - let's get down to business L"Menaçant", //approach threateningly - talk now, or I'll blow your face off L"Donner", L"Recruter", }; //Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= { L"Acheter/Vendre", L"Acheter", L"Vendre", L"Réparer", }; CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = { L"OK", }; //These are vehicles in the game. STR16 pVehicleStrings[] = { L"Eldorado", L"Hummer", // a hummer jeep/truck -- military vehicle L"Camion de glaces", L"Jeep", L"Char", L"Hélicoptère", }; STR16 pShortVehicleStrings[] = { L"Eldor.", L"Hummer", // the HMVV L"Camion", L"Jeep", L"Char", L"Hélico", // the helicopter }; STR16 zVehicleName[] = { L"Eldorado", L"Hummer", //a military jeep. This is a brand name. L"Camion", // Ice cream truck L"Jeep", L"Char", L"Hélico", //an abbreviation for Helicopter }; //These are messages Used in the Tactical Screen CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = { L"Raid aérien", L"Appliquer les premiers soins ?", // CAMFIELD NUKE THIS and add quote #66. L"%s a remarqué qu'il manque des objets dans cet envoi.", // The %s is a string from pDoorTrapStrings L"La serrure est piégée par %s.", L"Pas de serrure.", L"Réussite !", L"Echec.", L"Réussite !", L"Echec.", L"La serrure n'est pas piégée.", L"Réussite !", // The %s is a merc name L"%s ne possède pas la bonne clé.", L"Le piège est désamorcé.", L"La serrure n'est pas piégée.", L"Verrouillée.", L"PORTE", L"PIEGEE", L"VERROUILLEE", L"OUVERTE", L"ENFONCEE", L"Un interrupteur. Voulez-vous l'actionner ?", L"Désamorcer le piège ?", L"Préc...", L"Suiv...", L"Plus...", // In the next 2 strings, %s is an item name L"%s posé(e) à terre.", L"%s donné(e) à %s.", // In the next 2 strings, %s is a name L"%s a été payé.", L"%d dus à %s.", L"Choisir fréquence détonation :", //in this case, frequency refers to a radio signal L"Nombre de tours avant explosion :", //how much time, in turns, until the bomb blows L"Définir fréquence :", //in this case, frequency refers to a radio signal L"Désamorcer le piège ?", L"Enlever le drapeau bleu ?", L"Poser un drapeau bleu ?", L"Fin du tour", // In the next string, %s is a name. Stance refers to way they are standing. L"Voulez-vous vraiment attaquer %s ?", L"Les véhicules ne peuvent changer de position.", L"Le robot ne peut changer de position.", // In the next 3 strings, %s is a name L"%s ne peut adopter cette position ici.", L"%s ne peut recevoir de premiers soins ici.", L"%s n'a pas besoin de premiers soins.", L"Impossible d'aller ici.", L"Votre escouade est au complet. Vous ne pouvez pas ajouter quelqu'un.", //there's non room for a recruit on the player's team // In the next string, %s is a name L"%s a été recruté(e).", // Here %s is a name and %d is a number L"Vous devez %d $ à %s.", // In the next string, %s is a name L"Escorter %s?", // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) L"Engager %s à %s la journée ?", // This line is used repeatedly to ask player if they wish to participate in a boxing match. L"Voulez-vous engager le combat ?", // In the next string, the first %s is an item name and the // second %s is an amount of money (including $ sign) L"Acheter %s pour %s ?", // In the next string, %s is a name L"%s est escorté(e) par l'escouade %d.", // These messages are displayed during play to alert the player to a particular situation L"ENRAYE", //weapon is jammed. L"Le robot a besoin de munitions calibre %s.", //Robot is out of ammo L"Lancer ici ? Aucune chance.", //Merc can't throw to the destination he selected // These are different buttons that the player can turn on and off. L"Discretion (|Z)", L"Carte (|M)", L"Fin du tour (|D)", L"Parler à", L"Muet", L"Se relever (|P|g|U|p)", L"Niveau du curseur (|T|a|b)", L"Grimper/Sauter (|J)", L"Se coucher (|P|g|D|n)", L"Examiner (|C|t|r|l)", L"Mercenaire précédent", L"Mercenaire suivant (|E|s|p|a|c|e)", L"Options (|O)", L"Rafale (|B)", L"Regarder/Pivoter (|L)", L"Santé : %d/%d\nEnergie : %d/%d\nMoral : %s", L"Pardon ?", //this means "what?" L"Suite", //an abbrieviation for "Continued" L"Sourdine désactivée pour %s.", L"Sourdine activée pour %s.", L"Etat : %d/%d\nCarburant : %d/%d", L"Sortir du véhicule" , L"Changer d'escouade ( |M|a|j| |E|s|p|a|c|e )", L"Conduire", L"N/A", //this is an acronym for "Not Applicable." L"Utiliser (Mains nues)", L"Utiliser (Arme à feu)", L"Utiliser (Couteau)", L"Utiliser (Explosifs)", L"Utiliser (Trousse de soins)", L"(Prendre)", L"(Recharger)", L"(Donner)", L"%s part.", L"%s arrive.", L"%s n'a plus de Points d'Action.", L"%s n'est pas disponible.", L"%s est couvert de bandages.", L"%s n'a plus de bandages.", L"Ennemi dans le secteur !", L"Pas d'ennemi en vue.", L"Pas assez de Points d'Action.", L"Télécommande inutilisée.", L"La rafale a vidé le chargeur !", L"SOLDAT", L"CREPITUS", L"Milice", L"CIVIL", L"Quitter Secteur", L"OK", L"Annuler", L"Mercenaire", L"Tous", L"GO", L"Carte", L"Vous ne pouvez pas quitter ce secteur par ce côté.", L"%s est trop loin.", L"Enlever cime des arbres", L"Afficher cime des arbres", L"CORBEAU", //Crow, as in the large black bird L"COU", L"TETE", L"TORSE", L"JAMBES", L"Donner informations à la Reine ?", L"Acquisition de l'ID digitale", L"ID digitale refusée. Arme désactivée.", L"Cible acquise", L"Chemin bloqué", L"Dépôt/Retrait", //Help text over the $ button on the Single Merc Panel L"Personne n'a besoin de premiers soins.", L"Enr.", // Short form of JAMMED, for small inv slots L"Impossible d'aller ici.", // used ( now ) for when we click on a cliff L"Chemin bloqué. Voulez-vous changer de place avec cette personne ?", L"La personne refuse de bouger.", // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) L"Etes-vous d'accord pour payer %s ?", L"Acceptez-vous le traitement médical gratuit ?", L"Voulez-vous épouser Daryl ?", L"Trousseau de Clés", L"Vous ne pouvez pas faire ça avec ce personnage.", L"Epargner Krott ?", L"Hors de portée", L"Mineur", L"Un véhicule ne peut rouler qu'entre des secteurs", L"Impossible d'apposer des bandages maintenant", L"Chemin bloqué pour %s", L"Vos mercenaires capturés par l'armée de Deidranna sont emprisonnés ici !", L"Verrou touché", L"Verrou détruit", L"Quelqu'un d'autre veut essayer sur cette porte.", L"Etat : %d/%d\nCarburant : %d/%d", L"%s ne peut pas voir %s.", // Cannot see person trying to talk to L"Attachment removed", L"Ne peut pas gagner un autre véhicule car vous avez déjà 2", }; //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. STR16 pExitingSectorHelpText[] = { //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. L"Si vous cochez ce bouton, le secteur adjacent sera immédiatement chargé.", L"Si vous cochez ce bouton, vous arriverez directement dans l'écran de carte\nle temps que vos mercenaires arrivent.", //If you attempt to leave a sector when you have multiple squads in a hostile sector. L"Vous ne pouvez laisser vos mercenaires ici.\nVous devez d'abord nettoyer ce secteur.", //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. //The helptext explains why it is locked. L"Faites sortir vos derniers mercenaires du secteur\npour charger le secteur adjacent.", L"Faites sortir vos derniers mercenaires du secteur\npour aller dans l'écran de carte le temps que vos mercenaires fassent le voyage.", //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. L"%s doit être escorté(e) par vos mercenaires et ne peut quitter ce secteur tout seul.", //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. //There are several strings depending on the gender of the merc and how many EPCs are in the squad. //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! L"%s escorte %s, il ne peut quitter ce secteur seul.", //male singular L"%s escorte %s, elle ne peut quitter ce secteur seule.", //female singular L"%s escorte plusieurs personnages, il ne peut quitter ce secteur seul.", //male plural L"%s escorte plusieurs personnages, elle ne peut quitter ce secteur seule.", //female plural //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, //and this helptext explains why. L"Tous vos mercenaires doivent être dans les environs\npour que l'escouade avance.", L"", //UNUSED //Standard helptext for single movement. Explains what will happen (splitting the squad) L"Si vous cochez ce bouton, %s voyagera seul et sera\nautomatiquement assigné à une nouvelle escouade.", //Standard helptext for all movement. Explains what will happen (moving the squad) L"Si vous cochez ce bouton, votre escouade\nquittera le secteur.", //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the //"exiting sector" interface will not appear. This is just like the situation where //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. L"%s est escorté par vos mercenaires et ne peut quitter ce secteur seul. Vos mercenaires doivent être à proximité.", }; STR16 pRepairStrings[] = { L"Objets", // tell merc to repair items in inventory L"Site SAM", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile L"Annuler", // cancel this menu L"Robot", // repair the robot }; // NOTE: combine prestatbuildstring with statgain to get a line like the example below. // "John has gained 3 points of marksmanship skill." STR16 sPreStatBuildString[] = { L"perd", // the merc has lost a statistic L"gagne", // the merc has gained a statistic L"point de", // singular L"points de", // plural L"niveau d'", // singular L"niveaux d'", // plural }; STR16 sStatGainStrings[] = { L"santé.", L"agilité.", L"dextérité.", L"sagesse.", L"compétence médicale.", L"compétence en explosifs.", L"compétence mécanique.", L"précision", L"expérience.", L"force.", L"commandement.", }; STR16 pHelicopterEtaStrings[] = { L"Distance totale : ", // total distance for helicopter to travel L" Aller : ", // distance to travel to destination L" Retour : ", // distance to return from destination to airport L"Coût : ", // total cost of trip by helicopter L"HPA : ", // ETA is an acronym for "estimated time of arrival" L"L'hélicoptère n'a plus de carburant et doit se poser en terrain ennemi !", // warning that the sector the helicopter is going to use for refueling is under enemy control -> L"Passagers : ", L"Sélectionner Skyrider ou l'aire d'atterrissage ?", L"Skyrider", L"Arrivée", }; STR16 sMapLevelString[] = { L"Niveau souterrain :", // what level below the ground is the player viewing in mapscreen }; STR16 gsLoyalString[] = { L"Loyauté", // the loyalty rating of a town ie : Loyal 53% }; // error message for when player is trying to give a merc a travel order while he's underground. STR16 gsUndergroundString[] = { L"Impossible de donner des ordres.", }; STR16 gsTimeStrings[] = { L"h", // hours abbreviation L"m", // minutes abbreviation L"s", // seconds abbreviation L"j", // days abbreviation }; // text for the various facilities in the sector STR16 sFacilitiesStrings[] = { L"Aucun", L"Hôpital", L"Factory", // TODO.Translate L"Prison", L"Militaire", L"Aéroport", L"Champ de tir", // a field for soldiers to practise their shooting skills }; // text for inventory pop up button STR16 pMapPopUpInventoryText[] = { L"Inventaire", L"Quitter", }; // town strings STR16 pwTownInfoStrings[] = { L"Taille", // 0 // size of the town in sectors L"", // blank line, required L"Contrôle", // how much of town is controlled L"Aucune", // none of this town L"Mine associée", // mine associated with this town L"Loyauté", // 5 // the loyalty level of this town L"Forces entraînées", // the forces in the town trained by the player L"", L"Principales installations", // main facilities in this town L"Niveau", // the training level of civilians in this town L"Formation", // 10 // state of civilian training in town L"Milice", // the state of the trained civilians in the town L"Mobile Training", // HEADROCK HAM 3.6: The stat of Mobile militia training in town // TODO.Translate }; // Mine strings STR16 pwMineStrings[] = { L"Mine", // 0 L"Argent", L"Or", L"Production quotidienne", L"Production estimée", L"Abandonnée", // 5 L"Fermée", L"Epuisée", L"Production", L"Etat", L"Productivité", L"Type de minerai", // 10 L"Contrôle de la ville", L"Loyauté de la ville", // L"Mineurs au travail", }; // blank sector strings STR16 pwMiscSectorStrings[] = { L"Forces ennemies", L"Secteur", L"# d'objets", L"Inconnu", L"Contrôlé", L"Oui", L"Non", }; // error strings for inventory STR16 pMapInventoryErrorString[] = { L"%s n'est pas assez près.", //Merc is in sector with item but not close enough L"Sélection impossible.", //MARK CARTER L"%s n'est pas dans le bon secteur.", L"En combat, vous devez prendre les objets vous-même.", L"En combat, vous devez abandonner les objets vous-même.", L"%s n'est pas dans le bon secteur.", L"Pendant le combat, vous ne pouvez pas recharger avec une caisse de munitions.", }; STR16 pMapInventoryStrings[] = { L"Lieu", // sector these items are in L"Objets", // total number of items in sector }; // help text for the user STR16 pMapScreenFastHelpTextList[] = { L"Cliquez sur la colonne Affectation pour assigner un mercenaire à une nouvelle tâche", L"Cliquez sur la colonne Destination pour ordonner à un mercenaire de se rendre dans un secteur", L"Utilisez la compression du temps pour que le voyage du mercenaire vous paraisse moins long.", L"Cliquez sur un secteur pour le sélectionner. Cliquez à nouveau pour donner un ordre de mouvement à un mercenaire ou effectuez un clic droit pour obtenir des informations sur le secteur.", L"Appuyez sur 'H' pour afficher l'aide en ligne.", L"Test Text", L"Test Text", L"Test Text", L"Test Text", L"Cet écran ne vous est d'aucune utilité tant que vous n'êtes pas arrivé à Arulco. Une fois votre équipe constituée, cliquez sur le bouton de compression du temps en bas à droite. Le temps vous paraîtra moins long...", }; // movement menu text STR16 pMovementMenuStrings[] = { L"Déplacement", // title for movement box L"Route", // done with movement menu, start plotting movement L"Annuler", // cancel this menu L"Autre", // title for group of mercs not on squads nor in vehicles }; STR16 pUpdateMercStrings[] = { L"Oups :", // an error has occured L"Expiration du contrat :", // this pop up came up due to a merc contract ending L"Tâches accomplies :", // this pop up....due to more than one merc finishing assignments L"Mercenaires disponibles :", // this pop up ....due to more than one merc waking up and returing to work L"Mercenaires au repos :", // this pop up ....due to more than one merc being tired and going to sleep L"Contrats arrivant à échéance :", // this pop up came up due to a merc contract ending }; // map screen map border buttons help text STR16 pMapScreenBorderButtonHelpText[] = { L"Villes (|W)", L"Mines (|M)", L"Escouades & Ennemis (|T)", L"Espace aérien (|A)", L"Objets (|I)", L"Milice & Ennemis (|Z)", L"Show Mobile Militia Restrictions", // HEADROCK HAM 4: Mobile Restrictions Button }; STR16 pMapScreenBottomFastHelp[] = { L"PC Portable (|L)", L"Tactique (|E|c|h|a|p)", L"Options (|O)", L"Compression du temps (|+)", // time compress more L"Compression du temps (|-)", // time compress less L"Message précédent (|U|p)\nPage précédente (|P|g|U|p)", // previous message in scrollable list L"Message suivant (|D|o|w|n)\nPage suivante (|P|g|D|n)", // next message in the scrollable list L"Interrompre/Reprendre (|S|p|a|c|e)", // start/stop time compression }; STR16 pMapScreenBottomText[] = { L"Solde actuel", // current balance in player bank account }; STR16 pMercDeadString[] = { L"%s est mort(e).", }; STR16 pDayStrings[] = { L"Jour", }; // the list of email sender names CHAR16 pSenderNameList[500][128] = { L"", }; /* { L"Enrico", L"Psych Pro Inc", L"Help Desk", L"Psych Pro Inc", L"Speck", L"R.I.S.", //5 L"Barry", L"Blood", L"Lynx", L"Grizzly", L"Vicki", //10 L"Trevor", L"Grunty", L"Ivan", L"Steroid", L"Igor", //15 L"Shadow", L"Red", L"Reaper", L"Fidel", L"Fox", //20 L"Sidney", L"Gus", L"Buns", L"Ice", L"Spider", //25 L"Cliff", L"Bull", L"Hitman", L"Buzz", L"Raider", //30 L"Raven", L"Static", L"Len", L"Danny", L"Magic", L"Stephan", L"Scully", L"Malice", L"Dr.Q", L"Nails", L"Thor", L"Scope", L"Wolf", L"MD", L"Meltdown", //---------- L"M.I.S. Assurance", L"Bobby Ray", L"Kingpin", L"John Kulba", L"A.I.M.", }; */ // next/prev strings STR16 pTraverseStrings[] = { L"Précédent", L"Suivant", }; // new mail notify string STR16 pNewMailStrings[] = { L"Nouveaux messages...", }; // confirm player's intent to delete messages STR16 pDeleteMailStrings[] = { L"Effacer message ?", L"Effacer message NON CONSULTE ?", }; // the sort header strings STR16 pEmailHeaders[] = { L"De :", L"Sujet :", L"Date :", }; // email titlebar text STR16 pEmailTitleText[] = { L"Boîte mail", }; // the financial screen strings STR16 pFinanceTitle[] = { L"Bookkeeper Plus", //the name we made up for the financial program in the game }; STR16 pFinanceSummary[] = { L"Crédit :", // credit (subtract from) to player's account L"Débit :", // debit (add to) to player's account L"Revenus (hier) :", L"Dépôts (hier) :", L"Dépenses (hier) :", L"Solde (fin de journée) :", L"Revenus (aujourd'hui) :", L"Dépôts (aujourd'hui) :", L"Dépenses (aujourd'hui) :", L"Solde actuel :", L"Revenus (prévision) :", L"Solde (prévision) :", // projected balance for player for tommorow }; // headers to each list in financial screen STR16 pFinanceHeaders[] = { L"Jour", // the day column L"Crédit", // the credits column (to ADD money to your account) L"Débit", // the debits column (to SUBTRACT money from your account) L"Transaction", // transaction type - see TransactionText below L"Solde", // balance at this point in time L"Page", // page number L"Jour(s)", // the day(s) of transactions this page displays }; STR16 pTransactionText[] = { L"Intérêts cumulés", // interest the player has accumulated so far L"Dépôt anonyme", L"Commission", L"Engagé", // Merc was hired L"Achats Bobby Ray", // Bobby Ray is the name of an arms dealer L"Règlement M.E.R.C.", L"Acompte médical pour %s", // medical deposit for merc L"Analyse IMP", // IMP is the acronym for International Mercenary Profiling L"Assurance pour %s", L"Réduction d'assurance pour %s", L"Extension d'assurance pour %s", // johnny contract extended L"Annulation d'assurance pour %s", L"Indemnisation pour %s", // insurance claim for merc L"1 jour", // merc's contract extended for a day L"1 semaine", // merc's contract extended for a week L"2 semaines", // ... for 2 weeks L"Revenus des mines", L"", //String nuked L"Achat de fleurs", L"Remboursement médical pour %s", L"Remb. médical partiel pour %s", L"Pas de remb. médical pour %s", L"Paiement à %s", // %s is the name of the npc being paid L"Transfert de fonds pour %s", // transfer funds to a merc L"Transfert de fonds de %s", // transfer funds from a merc L"Coût milice de %s", // initial cost to equip a town's militia L"Achats à %s.", //is used for the Shop keeper interface. The dealers name will be appended to the en d of the string. L"Montant déposé par %s.", L"Materiel vendu à la population", L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate }; STR16 pTransactionAlternateText[] = { L"Assurance pour", // insurance for a merc L"Ext. contrat de %s (1 jour).", // entend mercs contract by a day L"Ext. contrat de %s (1 semaine).", L"Ext. contrat de %s (2 semaines).", }; // helicopter pilot payment STR16 pSkyriderText[] = { L"Skyrider a reçu %d $", // skyrider was paid an amount of money L"Skyrider attend toujours ses %d $", // skyrider is still owed an amount of money L"Skyrider a fait le plein", // skyrider has finished refueling L"",//unused L"",//unused L"Skyrider est prêt à redécoller.", // Skyrider was grounded but has been freed L"Skyrider n'a pas de passagers. Si vous voulez envoyer des mercenaires dans ce secteur, n'oubliez pas de les assigner à l'hélicoptère.", }; // strings for different levels of merc morale STR16 pMoralStrings[] = { L"Superbe", L"Bon", L"Stable", L"Bas", L"Paniqué", L"Mauvais", }; // Mercs equipment has now arrived and is now available in Omerta or Drassen. STR16 pLeftEquipmentString[] = { L"L'équipement de %s est maintenant disponible à Omerta (A9).", L"L'équipement de %s est maintenant disponible à Drassen (B13).", }; // Status that appears on the Map Screen STR16 pMapScreenStatusStrings[] = { L"Santé", L"Energie", L"Moral", L"Etat", // the condition of the current vehicle (its "Santé") L"Carburant", // the fuel level of the current vehicle (its "energy") }; STR16 pMapScreenPrevNextCharButtonHelpText[] = { L"Mercenaire précédent (|G|a|u|c|h|e)", // previous merc in the list L"Mercenaire suivant (|D|r|o|i|t|e)", // next merc in the list }; STR16 pEtaString[] = { L"HPA :", // eta is an acronym for Estimated Time of Arrival }; STR16 pTrashItemText[] = { L"Vous ne le reverrez jamais. Vous êtes sûr de vous ?", // do you want to continue and lose the item forever L"Cet objet a l'air VRAIMENT important. Vous êtes bien sûr (mais alors BIEN SUR) de vouloir l'abandonner ?", // does the user REALLY want to trash this item }; STR16 pMapErrorString[] = { L"L'escouade ne peut se déplacer si l'un de ses membres se repose.", //1-5 L"Déplacez d'abord votre escouade.", L"Des ordres de mouvement ? C'est un secteur hostile !", L"Les merc. doivent d'abord être assignés à une escouade ou un vehicule.", L"Vous n'avez plus aucun membre dans votre escouade.", // you have non members, can't do anything L"Le mercenaire ne peut obéir.", // merc can't comply with your order //6-10 L"doit être escorté. Mettez-le dans une escouade.", // merc can't move unescorted .. for a male L"doit être escortée. Mettez-la dans une escouade.", // for a female L"Ce mercenaire n'est pas encore arrivé !", L"Il faudrait d'abord revoir les termes du contrat...", L"", //11-15 L"Des ordres de mouvement ? Vous êtes en plein combat !", L"Vous êtes tombé dans une embuscade de chats sauvages dans le secteur %s !", L"Vous venez d'entrer dans le repaire des chats sauvages (secteur %s) !", L"", L"Le site SAM en %s est sous contrôle ennemi.", //16-20 L"La mine en %s est sous contrôle ennemi. Votre revenu journalier est réduit à %s.", L"L'ennemi vient de prendre le contrôle du secteur %s.", L"L'un au moins de vos mercenaires ne peut effectuer cette tâche.", L"%s ne peut rejoindre %s (plein).", L"%s ne peut rejoindre %s (éloignement).", //21-25 L"La mine en %s a été reprise par les forces de Deidranna !", L"Les forces de Deidranna viennent d'envahir le site SAM en %s", L"Les forces de Deidranna viennent d'envahir %s", L"Les forces de Deidranna ont été aperçues en %s.", L"Les forces de Deidranna viennent de prendre %s.", //26-30 L"L'un au moins de vos mercenaires n'est pas fatigué.", L"L'un au moins de vos mercenaires ne peut être réveillé.", L"La milice n'apparaît sur l'écran qu'une fois son entraînement achevé.", L"%s ne peut recevoir d'ordre de mouvement pour le moment.", L"Les miliciens qui ne se trouvent pas dans les limites d'une ville ne peuvent être déplacés.", //31-35 L"Vous ne pouvez pas entraîner de milice en %s.", L"Un véhicule ne peut se déplacer s'il est vide !", L"L'état de santé de %s ne lui permet pas de voyager !", L"Vous devez d'abord quitter le musée !", L"%s est mort(e) !", //36-40 L"%s ne peut passer à %s (en mouvement)", L"%s ne peut pas pénétrer dans le véhicule de cette façon", L"%s ne peut rejoindre %s", L"Vous devez d'abord engager des mercenaires !", L"Ce véhicule ne peut circuler que sur les routes !", //41-45 L"Vous ne pouvez réaffecter des mercenaires qui sont en déplacement", L"Plus d'essence !", L"%s est trop fatigué(e) pour entreprendre ce voyage.", L"Personne n'est capable de conduire ce véhicule.", L"L'un au moins des membres de cette escouade ne peut se déplacer.", //46-50 L"L'un au moins des AUTRES mercenaires ne peut se déplacer.", L"Le véhicule est trop endommagé !", L"Deux mercenaires au plus peuvent être assignés à l'entraînement de la milice dans chaque secteur.", L"Le robot ne peut se déplacer sans son contrôleur. Mettez-les ensemble dans la même escouade.", }; // help text used during strategic route plotting STR16 pMapPlotStrings[] = { L"Cliquez à nouveau sur votre destination pour la confirmer ou cliquez sur d'autres secteurs pour définir de nouvelles étapes.", L"Route confirmée.", L"Destination inchangée.", L"Route annulée.", L"Route raccourcie.", }; // help text used when moving the merc arrival sector STR16 pBullseyeStrings[] = { L"Cliquez sur la nouvelle destination de vos mercenaires.", L"OK. Les mercenaires arriveront en %s", L"Les mercenaires ne peuvent être déployés ici, l'espace aérien n'est pas sécurisé !", L"Annulé. Secteur d'arrivée inchangé.", L"L'espace aérien en %s n'est plus sûr ! Le secteur d'arrivée est maintenant %s.", }; // help text for mouse regions STR16 pMiscMapScreenMouseRegionHelpText[] = { L"Inventaire (|E|n|t|r|é|e)", L"Lancer objet", L"Quitter Inventaire (|E|n|t|r|é|e)", }; // male version of where equipment is left STR16 pMercHeLeaveString[] = { L"%s doit-il abandonner son équipement sur place (%s) ou à Drassen (B13) avant de quitter Arulco ?", L"%s doit-il abandonner son équipement sur place (%s) ou à Omerta (A9) avant de quitter Arulco ?", L"est sur le point de partir et laissera son équipement à Omerta (A9).", L"est sur le point de partir et laissera son équipement à Drassen (B13).", L"%s est sur le point de partir et laissera son équipement en %s.", }; // female version STR16 pMercSheLeaveString[] = { L"%s doit-elle abandonner son équipement sur place (%s) ou à Drassen (B13) avant de quitter Arulco ?", L"%s doit-elle abandonner son équipement sur place (%s) ou à Omerta (A9) avant de quitter Arulco ?", L"est sur le point de partir et laissera son équipement à Omerta (A9).", L"est sur le point de partir et laissera son équipement à Drassen (B13).", L"%s est sur le point de partir et laissera son équipement en %s.", }; STR16 pMercContractOverStrings[] = { L"a rempli son contrat, il est rentré chez lui.", // merc's contract is over and has departed L"a rempli son contrat, elle est rentrée chez elle.", // merc's contract is over and has departed L"est parti, son contrat ayant été annulé.", // merc's contract has been terminated L"est partie, son contrat ayant été annulé.", // merc's contract has been terminated L"Vous devez trop d'argent à la M.E.R.C., %s quitte Arulco.", // Your M.E.R.C. account is invalid so merc left }; // Text used on IMP Web Pages // WDS: Allow flexible numbers of IMPs of each sex // note: I only updated the English text to remove "three" below STR16 pImpPopUpStrings[] = { L"Code Incorrect", L"Vous allez établir un nouveau profil. Etes-vous sûr de vouloir recommencer ?", L"Veuillez entrer votre nom et votre sexe.", L"Vous n'avez pas les moyens de vous offrir une analyse de profil.", L"Option inaccessible pour le moment.", L"Pour que cette analyse soit efficace, il doit vous rester au moins une place dans votre escouade.", L"Profil déjà établi.", L"Impossible de charger le profil.", L"Vous avez déjà atteint le nombre maximum d'IMP.", L"Vous avez déjà trois IMP du même sexe dans l'équipe.", L"Vous n'avez pas les moyens.", L"Le nouvel IMP a rejoint votre équipe.", }; // button labels used on the IMP site STR16 pImpButtonText[] = { L"Nous", // about the IMP site L"COMMENCER", // begin profiling L"Personnalité", // personality section L"Caractéristiques", // personal stats/attributes section L"Appearance", // changed from portrait L"Voix %d", // the voice selection L"OK", // done profiling L"Recommencer", // start over profiling L"Oui, la réponse en surbrillance me convient.", L"Oui", L"Non", L"Terminé", // finished answering questions L"Préc.", // previous question..abbreviated form L"Suiv.", // next question L"OUI, JE SUIS SUR.", // oui, I am certain L"NON, JE VEUX RECOMMENCER.", // non, I want to start over the profiling process L"OUI", L"NON", L"Retour", // back one page L"Annuler", // cancel selection L"Oui, je suis sûr.", L"Non, je ne suis pas sûr.", L"Registre", // the IMP site registry..when name and gender is selected L"Analyse", // analyzing your profile results L"OK", L"Character", // Change from "Voice" }; STR16 pExtraIMPStrings[] = { // These texts have been also slightly changed L"With your character traits chosen, it is time to select your skills.", L"To complete the process, select your attributes.", L"To commence actual profiling, select portrait, voice and colors.", L"Now that you have completed your appearence choice, procced to character analysis.", }; STR16 pFilesTitle[] = { L"Fichiers", }; STR16 pFilesSenderList[] = { L"Rapport Arulco", // the recon report sent to the player. Recon is an abbreviation for reconissance L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title L"Intercept #2", // second intercept file L"Intercept #3", // third intercept file L"Intercept #4", // fourth intercept file L"Intercept #5", // fifth intercept file L"Intercept #6", // sixth intercept file }; // Text having to do with the History Log STR16 pHistoryTitle[] = { L"Historique", }; STR16 pHistoryHeaders[] = { L"Jour", // the day the history event occurred L"Page", // the current page in the history report we are in L"Jour", // the days the history report occurs over L"Lieu", // location (in sector) the event occurred L"Evénement", // the event label }; // various history events // THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. // PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS // IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN // GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS // MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. STR16 pHistoryStrings[] = { L"", // leave this line blank //1-5 L"%s engagé(e) sur le site de l'A.I.M.", // merc was hired from the aim site L"%s engagé(e) sur le site M.E.R.C.", // merc was hired from the aim site L"%s meurt.", // merc was killed L"Versements M.E.R.C.", // paid outstanding bills at MERC L"Ordre de mission d'Enrico Chivaldori accepté", //6-10 L"Profil IMP", L"Souscription d'un contrat d'assurance pour %s.", // insurance contract purchased L"Annulation du contrat d'assurance de %s.", // insurance contract canceled L"Indemnité pour %s.", // insurance claim payout for merc L"Extension du contrat de %s (1 jour).", // Extented "mercs name"'s for a day //11-15 L"Extension du contrat de %s (1 semaine).", // Extented "mercs name"'s for a week L"Extension du contrat de %s (2 semaines).", // Extented "mercs name"'s 2 weeks L"%s a été renvoyé(e).", // "merc's name" was dismissed. L"%s a démissionné.", // "merc's name" quit. L"quête commencée.", // a particular quest started //16-20 L"quête achevée.", L"Entretien avec le chef des mineurs de %s", // talked to head miner of town L"Libération de %s", L"Activation du mode triche", L"Le ravitaillement devrait arriver demain à Omerta", //21-25 L"%s a quitté l'escouade pour épouser Daryl Hick", L"Expiration du contrat de %s.", L"Recrutement de %s.", L"Plainte d'Enrico pour manque de résultats", L"Victoire", //26-30 L"La mine de %s commence à s'épuiser", L"La mine de %s est épuisée", L"La mine de %s a été fermée", L"La mine de %s a été réouverte", L"Une prison du nom de Tixa a été découverte.", //31-35 L"Rumeurs sur une usine d'armes secrètes : Orta.", L"Les chercheurs d'Orta vous donnent des fusils à roquettes.", L"Deidranna fait des expériences sur les cadavres.", L"Frank parle de combats organisés à San Mona.", L"Un témoin pense avoir aperçu quelque chose dans les mines.", //36-40 L"Rencontre avec Devin - vend des explosifs.", L"Rencontre avec Mike, le fameux ex-mercenaire de l'AIM !", L"Rencontre avec Tony - vend des armes.", L"Fusil à roquettes récupéré auprès du Sergent Krott.", L"Acte de propriété du magasin d'Angel donné à Kyle.", //41-45 L"Madlab propose de construire un robot.", L"Gabby fait des décoctions rendant invisible aux créatures.", L"Keith est hors-jeu.", L"Howard fournit du cyanure à la Reine Deidranna.", L"Rencontre avec Keith - vendeur à Cambria.", //46-50 L"Rencontre avec Howard - pharmacien à Balime", L"Rencontre avec Perko - réparateur en tous genres.", L"Rencontre avec Sam de Balime - vendeur de matériel.", L"Franz vend du matériel électronique.", L"Arnold tient un magasin de réparations à Grumm.", //51-55 L"Fredo répare le matériel électronique à Grumm.", L"Don provenant d'un homme influent de Balime.", L"Rencontre avec Jake, vendeur de pièces détachées.", L"Clé électronique reçue.", L"Corruption de Walter pour ouvrir l'accès aux sous-sols.", //56-60 L"Dave refait gratuitement le plein s'il a du carburant.", L"Pot-de-vin donné à Pablo.", L"Kingpin cache un trésor dans la mine de San Mona.", L"Victoire de %s dans l'Extreme Fighting", L"Défaite de %s dans l'Extreme Fighting", //61-65 L"Disqualification de %s dans l'Extreme Fighting", L"Importante somme découverte dans la mine abandonnée.", L"Rencontre avec un tueur engagé par Kingpin.", L"Perte du secteur", //ENEMY_INVASION_CODE L"Secteur défendu", //66-70 L"Défaite", //ENEMY_ENCOUNTER_CODE L"Embuscade", //ENEMY_AMBUSH_CODE L"Embuscade ennemie déjouée", L"Echec de l'attaque", //ENTERING_ENEMY_SECTOR_CODE L"Réussite de l'attaque !", //71-75 L"Attaque de créatures", //CREATURE_ATTACK_CODE L"Ambuscade de chats sauvages", //BLOODCAT_AMBUSH_CODE L"Elimination des chats sauvages", L"%s a été tué(e)", L"Tête de terroriste donnée à Carmen", L"Reste Slay", L"%s a été tué(e)", }; STR16 pHistoryLocations[] = { L"N/A", // N/A is an acronym for Not Applicable }; // icon text strings that appear on the laptop STR16 pLaptopIcons[] = { L"E-mail", L"Internet", L"Finances", L"Personnel", L"Historique", L"Fichiers", L"Eteindre", L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER }; // bookmarks for different websites // IMPORTANT make sure you move down the Cancel string as bookmarks are being added STR16 pBookMarkStrings[] = { L"A.I.M.", L"Bobby Ray", L"I.M.P", L"M.E.R.C.", L"Morgue", L"Fleuriste", L"Assurance", L"Annuler", }; STR16 pBookmarkTitle[] = { L"Favoris", L"Faites un clic droit pour accéder plus tard à ce menu.", }; // When loading or download a web page STR16 pDownloadString[] = { L"Téléchargement", L"Chargement", }; //This is the text used on the bank machines, here called ATMs for Automatic Teller Machine STR16 gsAtmSideButtonText[] = { L"OK", L"Prendre", // take money from merc L"Donner", // give money to merc L"Annuler", // cancel transaction L"Effacer", // clear amount being displayed on the screen }; STR16 gsAtmStartButtonText[] = { L"Transférer $", // transfer money to merc -- short form L"Stats", // view stats of the merc L"Inventaire", // view the inventory of the merc L"Tâche", }; STR16 sATMText[ ]= { L"Transférer les fonds ?", // transfer funds to merc? L"Ok ?", // are we certain? L"Entrer montant", // enter the amount you want to transfer to merc L"Choix du type", // select the type of transfer to merc L"Fonds insuffisants", // not enough money to transfer to merc L"Le montant doit être un multiple de 10 $", // transfer amount must be a multiple of $10 }; // Web error messages. Please use foreign language equivilant for these messages. // DNS is the acronym for Domain Name Server // URL is the acronym for Uniform Resource Locator STR16 pErrorStrings[] = { L"Erreur", L"Le serveur ne trouve pas l'entrée DNS.", L"Vérifiez l'adresse URL et essayez à nouveau.", L"OK", L"Connexion à l'hôte.", }; STR16 pPersonnelString[] = { L"Mercs :", // mercs we have }; STR16 pWebTitle[ ]= { L"sir-FER 4.0", // our name for the version of the browser, play on company name }; // The titles for the web program title bar, for each page loaded STR16 pWebPagesTitles[] = { L"A.I.M.", L"Membres A.I.M.", L"Galerie A.I.M.", // a mug shot is another name for a portrait L"Tri A.I.M.", L"A.I.M.", L"Anciens A.I.M.", L"Règlement A.I.M.", L"Historique A.I.M.", L"Liens A.I.M.", L"M.E.R.C.", L"Comptes M.E.R.C.", L"Enregistrement M.E.R.C.", L"Index M.E.R.C.", L"Bobby Ray", L"Bobby Ray - Armes", L"Bobby Ray - Munitions", L"Bobby Ray - Protections", L"Bobby Ray - Divers", //misc is an abbreviation for miscellaneous L"Bobby Ray - Occasions", L"Bobby Ray - Commande", L"I.M.P.", L"I.M.P.", L"Service des Fleuristes Associés", L"Service des Fleuristes Associés - Exposition", L"Service des Fleuristes Associés - Bon de commande", L"Service des Fleuristes Associés - Cartes", L"Malleus, Incus & Stapes Courtiers", L"Information", L"Contrat", L"Commentaires", L"Morgue McGillicutty", L"", L"URL introuvable.", L"Bobby Ray - Dernières commandes", L"", L"", }; STR16 pShowBookmarkString[] = { L"Sir-Help", L"Cliquez à nouveau pour accéder aux Favoris.", }; STR16 pLaptopTitles[] = { L"Boîte mail", L"Fichiers", L"Personnel", L"Bookkeeper Plus", L"Historique", }; STR16 pPersonnelDepartedStateStrings[] = { //reasons why a merc has left. L"Mort en mission", L"Parti(e)", L"Autre", L"Mariage", L"Contrat terminé", L"Quitter", }; // personnel strings appearing in the Personnel Manager on the laptop STR16 pPersonelTeamStrings[] = { L"Equipe actuelle", L"Départs", L"Coût quotidien :", L"Coût maximum :", L"Coût minimum :", L"Morts en mission :", L"Démissionés :", L"Autres :", }; STR16 pPersonnelCurrentTeamStatsStrings[] = { L"Minimum", L"Moyenne", L"Maximum", }; STR16 pPersonnelTeamStatsStrings[] = { L"SAN", L"AGI", L"DEX", L"FOR", L"COM", L"SAG", L"NIV", L"TIR", L"MECH", L"EXPL", L"MED", }; // horizontal and vertical indices on the map screen STR16 pMapVertIndex[] = { L"X", L"A", L"B", L"C", L"D", L"E", L"F", L"G", L"H", L"I", L"J", L"K", L"L", L"M", L"N", L"O", L"P", }; STR16 pMapHortIndex[] = { L"X", L"1", L"2", L"3", L"4", L"5", L"6", L"7", L"8", L"9", L"10", L"11", L"12", L"13", L"14", L"15", L"16", }; STR16 pMapDepthIndex[] = { L"", L"-1", L"-2", L"-3", }; // text that appears on the contract button STR16 pContractButtonString[] = { L"Contrat", }; // text that appears on the update panel buttons STR16 pUpdatePanelButtons[] = { L"Continuer", L"Stop", }; // Text which appears when everyone on your team is incapacitated and incapable of battle CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = { L"Vous avez été vaincu dans ce secteur !", L"L'ennemi, sans aucune compassion, ne fait pas de quartier !", L"Vos mercenaires inconscients ont été capturés !", L"Vos mercenaires ont été faits prisonniers.", }; //Insurance Contract.c //The text on the buttons at the bottom of the screen. STR16 InsContractText[] = { L"Précédent", L"Suivant", L"Accepter", L"Annuler", }; //Insurance Info // Text on the buttons on the bottom of the screen STR16 InsInfoText[] = { L"Précédent", L"Suivant", }; //For use at the M.E.R.C. web site. Text relating to the player's account with MERC STR16 MercAccountText[] = { // Text on the buttons on the bottom of the screen L"Autoriser", L"Home", L"Compte # :", L"Merc", L"Jours", L"Taux", //5 L"Montant", L"Total :", L"Désirez-vous autoriser le versement de %s ?", //the %s is a string that contains the dollar amount ( ex. "$150" ) }; // Merc Account Page buttons STR16 MercAccountPageText[] = { // Text on the buttons on the bottom of the screen L"Previous", L"Next", }; //For use at the M.E.R.C. web site. Text relating a MERC mercenary STR16 MercInfo[] = { L"Santé", L"Agilité", L"Dextérité", L"Force", L"Commandement", L"Sagesse", L"Niveau", L"Précision", L"Mécanique", L"Explosifs", L"Médecine", L"Précédent", L"Engager", L"Suivant", L"Infos complémentaires", L"Home", L"Engagé", L"Salaire :", L"Par jour", L"Décédé(e)", L"Vous ne pouvez engager plus de 18 mercenaires.", L"Indisponible", }; // For use at the M.E.R.C. web site. Text relating to opening an account with MERC STR16 MercNoAccountText[] = { //Text on the buttons at the bottom of the screen L"Ouvrir compte", L"Annuler", L"Vous ne possédez pas de compte. Désirez-vous en ouvrir un ?", }; // For use at the M.E.R.C. web site. MERC Homepage STR16 MercHomePageText[] = { //Description of various parts on the MERC page L"Speck T. Kline, fondateur", L"Cliquez ici pour ouvrir un compte", L"Cliquez ici pour voir votre compte", L"Cliquez ici pour consulter les fichiers", // The version number on the video conferencing system that pops up when Speck is talking L"Speck Com v3.2", L"Transfer failed. No funds available.", // TODO.Translate }; // For use at MiGillicutty's Web Page. STR16 sFuneralString[] = { L"Morgue McGillicutty : A votre écoute depuis 1983.", L"Murray \"Pops\" McGillicutty, notre directeur bien aimé, est un ancien mercenaire de l'AIM. Sa spécialité : la mort des autres.", L"Pops l'a côtoyée pendant si longtemps qu'il est un expert de la mort, à tous points de vue.", L"La morgue McGillicutty vous offre un large éventail de services funéraires, depuis une écoute compréhensive jusqu'à la reconstitution des corps... dispersés.", L"Laissez donc la morgue McGillicutty vous aider, pour que votre compagnon repose enfin en paix.", // Text for the various links available at the bottom of the page L"ENVOYER FLEURS", L"CERCUEILS & URNES", L"CREMATION", L"SERVICES FUNERAIRES", L"NOTRE ETIQUETTE", // The text that comes up when you click on any of the links ( except for send flowers ). L"Le concepteur de ce site s'est malheureusement absenté pour cause de décès familial. Il reviendra dès que possible pour rendre ce service encore plus efficace.", L"Veuillez croire en nos sentiments les plus respectueux dans cette période qui doit vous être douloureuse.", }; // Text for the florist Home page STR16 sFloristText[] = { //Text on the button on the bottom of the page L"Vitrine", //Address of United Florist L"\"Nous livrons partout dans le monde\"", L"0-800-SENTMOI", L"333 NoseGay Dr, Seedy City, CA USA 90210", L"http://www.sentmoi.com", // detail of the florist page L"Rapides et efficaces !", L"Livraison en 24 heures partout dans le monde (ou presque).", L"Les prix les plus bas (ou presque) !", L"Si vous trouvez moins cher, nous vous livrons gratuitement une douzaine de roses !", L"Flore, Faune & Fleurs depuis 1981.", L"Nos bombardiers (recyclés) vous livrent votre bouquet dans un rayon de 20 km (ou presque). N'importe quand - N'importe où !", L"Nous répondons à tous vos besoins (ou presque) !", L"Bruce, notre expert fleuriste-conseil, trouvera pour vous les plus belles fleurs et vous composera le plus beau bouquet que vous ayez vu !", L"Et n'oubliez pas que si nous ne l'avons pas, nous pouvons le faire pousser - et vite !", }; //Florist OrderForm STR16 sOrderFormText[] = { //Text on the buttons L"Retour", L"Envoi", L"Annuler", L"Galerie", L"Nom du bouquet :", L"Prix :", //5 L"Référence :", L"Date de livraison", L"jour suivant", L"dès que possible", L"Lieu de livraison", //10 L"Autres services", L"Pot Pourri (10$)", L"Roses Noires (20$)", L"Nature Morte (10$)", L"Gâteau (si dispo)(10$)", //15 L"Carte personnelle :", L"Veuillez écrire votre message en 75 caractères maximum...", L"...ou utiliser l'une de nos", L"CARTES STANDARDS", L"Informations",//20 //The text that goes beside the area where the user can enter their name L"Nom :", }; //Florist Gallery.c STR16 sFloristGalleryText[] = { //text on the buttons L"Préc.", //abbreviation for previous L"Suiv.", //abbreviation for next L"Cliquez sur le bouquet que vous désirez commander.", L"Note : les bouquets \"pot pourri\" et \"nature morte\" vous seront facturés 10$ supplémentaires.", //text on the button L"Home", }; //Florist Cards STR16 sFloristCards[] = { L"Faites votre choix", L"Retour", }; // Text for Bobby Ray's Mail Order Site STR16 BobbyROrderFormText[] = { L"Commande", //Title of the page L"Qté", // The number of items ordered L"Poids (%s)", // The weight of the item L"Description", // The name of the item L"Prix unitaire", // the item's weight L"Total", //5 // The total price of all of items of the same type L"Sous-total", // The sub total of all the item totals added L"Transport", // S&H is an acronym for Shipping and Handling L"Total", // The grand total of all item totals + the shipping and handling L"Lieu de livraison", L"Type d'envoi", //10 // See below L"Coût (par %s.)", // The cost to ship the items L"Du jour au lendemain", // Gets deliverd the next day L"2 c'est mieux qu'un", // Gets delivered in 2 days L"Jamais 2 sans 3", // Gets delivered in 3 days L"Effacer commande",//15 // Clears the order page L"Confirmer commande", // Accept the order L"Retour", // text on the button that returns to the previous page L"Home", // Text on the button that returns to the home page L"* Matériel d'occasion", // Disclaimer stating that the item is used L"Vous n'avez pas les moyens.", //20 // A popup message that to warn of not enough money L"", // Gets displayed when there is non valid city selected L"Etes-vous sûr de vouloir envoyer cette commande à %s ?", // A popup that asks if the city selected is the correct one L"Poids total **", // Displays the weight of the package L"** Pds Min.", // Disclaimer states that there is a minimum weight for the package L"Envois", }; STR16 BobbyRFilter[] = { // Guns L"Arm.Lourd", L"Arm.poing", L"Pist. M.", L"Mitraill.", L"Fusil", L"Sniper", L"F.d'assa.", L"M. légère", L"F.à pompe", // Ammo L"Arm.poing", L"Pist. M.", L"Mitraill.", L"Fusil", L"Sniper", L"F.d'assa.", L"M. légère", L"F.à pompe", // Used L"Armes", L"Protec.", L"Mat. LBE", L"Divers", // Armour L"Casques", L"Vestes", L"Pant.", L"Blindage", // Misc L"Couteau", L"Cout de L.", L"Mélée", L"Grenades", L"Explosifs", L"Kits Med.", L"Kits", L"Mat. Face", L"Mat. LBE", L"Divers", }; // This text is used when on the various Bobby Ray Web site pages that sell items STR16 BobbyRText[] = { L"Pour commander", // Title // instructions on how to order L"Cliquez sur les objets désirés. Cliquez à nouveau pour sélectionner plusieurs exemplaires d'un même objet. Effectuez un clic droit pour désélectionner un objet. Il ne vous reste plus qu'à passer commande.", //Text on the buttons to go the various links L"Objets précédents", // L"Armes", //3 L"Munitions", //4 L"Protection", //5 L"Divers", //6 //misc is an abbreviation for miscellaneous L"Occasion", //7 L"Autres objets", L"BON DE COMMANDE", L"Home", //10 //The following 2 lines are used on the Ammunition page. //They are used for help text to display how many items the player's merc has //that can use this type of ammo L"Votre équipe possède",//11 L"arme(s) qui utilise(nt) ce type de munitions", //12 //The following lines provide information on the items L"Poids :", // Weight of all the items of the same type L"Cal :", // the caliber of the gun L"Chrg :", // number of rounds of ammo the Magazine can hold L"Portée:", // The range of the gun L"Dégats:", // Damage of the weapon L"CdT :", // Weapon's Rate Of Fire, acronym ROF L"Prix :", // Cost of the item L"En réserve :", // The number of items still in the store's inventory L"Qté commandée :", // The number of items on order L"Endommagé", // If the item is damaged L"Poids :", // the Weight of the item L"Sous-total :", // The total cost of all items on order L"* %% efficacité", // if the item is damaged, displays the percent function of the item //Popup that tells the player that they can only order 10 items at a time L"Pas de chance ! Vous ne pouvez commander que 10 objets à la fois. Si vous désirez passer une commande plus importante, il vous faudra remplir un nouveau bon de commande.", // A popup that tells the user that they are trying to order more items then the store has in stock L"Nous sommes navrés, mais nos stocks sont vides. N'hésitez pas à revenir plus tard !", //A popup that tells the user that the store is temporarily sold out L"Nous sommes navrés, mais nous n'en avons plus en rayon.", }; // Text for Bobby Ray's Home Page STR16 BobbyRaysFrontText[] = { //Details on the web site L"Vous cherchez des armes et du matériel militaire ? Vous avez frappé à la bonne porte", L"Un seul credo : force de frappe !", L"Occasions et secondes mains", //Text for the various links to the sub pages L"Divers", L"ARMES", L"MUNITIONS", //5 L"PROTECTIONS", //Details on the web site L"Si nous n'en vendons pas, c'est que ça n'existe pas !", L"En Construction", }; // Text for the AIM page. // This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page STR16 AimSortText[] = { L"Membres A.I.M.", // Title // Title for the way to sort L"Tri par :", // sort by... L"Prix", L"Expérience", L"Précision", L"Médecine", L"Explosifs", L"Mécanique", //Text of the links to other AIM pages L"Afficher l'index de la galerie de portraits", L"Consulter le fichier individuel", L"Consulter la galerie des anciens de l'A.I.M.", // text to display how the entries will be sorted L"Ascendant", L"Descendant", }; //Aim Policies.c //The page in which the AIM policies and regulations are displayed STR16 AimPolicyText[] = { // The text on the buttons at the bottom of the page L"Précédent", L"Home AIM", L"Index", L"Suivant", L"Je refuse", L"J'accepte", }; //Aim Member.c //The page in which the players hires AIM mercenaries // Instructions to the user to either start video conferencing with the merc, or to go the mug shot index STR16 AimMemberText[] = { L"Cliquez pour", L"contacter le mercenaire.", L"Clic droit pour", L"afficher l'index.", }; //Aim Member.c //The page in which the players hires AIM mercenaries STR16 CharacterInfo[] = { // The various attributes of the merc L"Santé", L"Agilité", L"Dextérité", L"Force", L"Commandement", L"Sagesse", L"Niveau", L"Précision", L"Mécanique", L"Explosifs", L"Médecine", //10 // the contract expenses' area L"Paie", L"Contrat", L"1 jour", L"1 semaine", L"2 semaines", // text for the buttons that either go to the previous merc, // start talking to the merc, or go to the next merc L"Précédent", L"Contacter", L"Suivant", L"Info. complémentaires", // Title for the additional info for the merc's bio L"Membres actifs", //20 // Title of the page L"Matériel optionnel :", // Displays the optional gear cost L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's L"Dépôt Médical", // If the merc required a medical deposit, this is displayed L"Kit 1", // Text on Starting Gear Selection Button 1 // TODO.Translate L"Kit 2", // Text on Starting Gear Selection Button 2 L"Kit 3", // Text on Starting Gear Selection Button 3 L"Kit 4", // Text on Starting Gear Selection Button 4 L"Kit 5", // Text on Starting Gear Selection Button 5 }; //Aim Member.c //The page in which the player's hires AIM mercenaries //The following text is used with the video conference popup STR16 VideoConfercingText[] = { L"Contrat :", //Title beside the cost of hiring the merc //Text on the buttons to select the length of time the merc can be hired L"1 jour", L"1 semaine", L"2 semaines", //Text on the buttons to determine if you want the merc to come with the equipment L"Pas d'équipement", L"Acheter équipement", // Text on the Buttons L"TRANSFERT", // to actually hire the merc L"Annuler", // go back to the previous menu L"ENGAGER", // go to menu in which you can hire the merc L"RACCROCHER", // stops talking with the merc L"OK", L"MESSAGE", // if the merc is not there, you can leave a message //Text on the top of the video conference popup L"Conférence vidéo avec", L"Connexion. . .", L"dépôt compris" // Displays if you are hiring the merc with the medical deposit }; //Aim Member.c //The page in which the player hires AIM mercenaries // The text that pops up when you select the TRANSFER FUNDS button STR16 AimPopUpText[] = { L"TRANSFERT ACCEPTE", // You hired the merc L"TRANSFERT REFUSE", // Player doesn't have enough money, message 1 L"FONDS INSUFFISANTS", // Player doesn't have enough money, message 2 // if the merc is not available, one of the following is displayed over the merc's face L"En mission", L"Veuillez laisser un message", L"Décédé(e)", //If you try to hire more mercs than game can support L"Equipe de mercenaires déjà au complet.", L"Message pré-enregistré", L"Message enregistré", }; //AIM Link.c STR16 AimLinkText[] = { L"Liens A.I.M.", //The title of the AIM links page }; //Aim History // This page displays the history of AIM STR16 AimHistoryText[] = { L"Historique A.I.M.", //Title // Text on the buttons at the bottom of the page L"Précédent", L"Home", L"Anciens", L"Suivant", }; //Aim Mug Shot Index //The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. STR16 AimFiText[] = { // displays the way in which the mercs were sorted L"Prix", L"Expérience", L"Précision", L"Médecine", L"Explosifs", L"Mécanique", // The title of the page, the above text gets added at the end of this text L"Tri ascendant des membres de l'A.I.M. par %s", L"Tri descendant des membres de l'A.I.M. par %s", // Instructions to the players on what to do L"Cliquez pour", L"sélectionner le mercenaire", //10 L"Clic droit pour", L"les options de tri", // Gets displayed on top of the merc's portrait if they are... L"Absent(e)", L"Décédé(e)", //14 L"En mission", }; //AimArchives. // The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM STR16 AimAlumniText[] = { // Text of the buttons L"PAGE 1", L"PAGE 2", L"PAGE 3", L"Anciens", // Title of the page L"OK" // Stops displaying information on selected merc }; //AIM Home Page STR16 AimScreenText[] = { // AIM disclaimers L"A.I.M. et le logo A.I.M. sont des marques déposées dans la plupart des pays.", L"N'espérez même pas nous copier !", L"Copyright 2008-2009 A.I.M., Ltd. Tous droits réservés.", //Text for an advertisement that gets displayed on the AIM page L"Service des Fleuristes Associés", L"\"Nous livrons partout dans le monde\"", //10 L"Faites-le dans les règles de l'art", L"... la première fois", L"Si nous ne l'avons pas, c'est que vous n'en avez pas besoin.", }; //Aim Home Page STR16 AimBottomMenuText[] = { //Text for the links at the bottom of all AIM pages L"Accueil", L"Membres", L"Anciens", L"Règlement", L"Historique", L"Liens", }; //ShopKeeper Interface // The shopkeeper interface is displayed when the merc wants to interact with // the various store clerks scattered through out the game. STR16 SKI_Text[ ] = { L"MARCHANDISE EN STOCK", //Header for the merchandise available L"PAGE", //The current store inventory page being displayed L"COUT TOTAL", //The total cost of the the items in the Dealer inventory area L"VALEUR TOTALE", //The total value of items player wishes to sell L"EVALUATION", //Button text for dealer to evaluate items the player wants to sell L"TRANSACTION", //Button text which completes the deal. Makes the transaction. L"OK", //Text for the button which will leave the shopkeeper interface. L"COUT REPARATION", //The amount the dealer will charge to repair the merc's goods L"1 HEURE", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired L"%d HEURES", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired L"REPARE", // Text appearing over an item that has just been repaired by a NPC repairman dealer L"Plus d'emplacements libres.", //Message box that tells the user there is non more room to put there stuff L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired L"Objet lâché à terre.", }; //ShopKeeper Interface //for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine STR16 SkiAtmText[] = { //Text on buttons on the banking machine, displayed at the bottom of the page L"0", L"1", L"2", L"3", L"4", L"5", L"6", L"7", L"8", L"9", L"OK", // Transfer the money L"Prendre", // Take money from the player L"Donner", // Give money to the player L"Annuler", // Cancel the transfer L"Effacer", // Clear the money display }; //Shopkeeper Interface STR16 gzSkiAtmText[] = { // Text on the bank machine panel that.... L"Choix", // tells the user to select either to give or take from the merc L"Montant", // Enter the amount to transfer L"Transfert de fonds au mercenaire", // Giving money to the merc L"Transfert de fonds du mercenaire", // Taking money from the merc L"Fonds insuffisants", // Not enough money to transfer L"Solde", // Display the amount of money the player currently has }; STR16 SkiMessageBoxText[] = { L"Voulez-vous déduire %s de votre compte pour combler la différence ?", L"Pas assez d'argent. Il vous manque %s", L"Voulez-vous déduire %s de votre compte pour couvrir le coût ?", L"Demander au vendeur de lancer la transaction", L"Demander au vendeur de réparer les objets sélectionnés", L"Terminer l'entretien", L"Solde actuel", }; //OptionScreen.c STR16 zOptionsText[] = { //button Text L"Sauvegarder", L"Charger partie", L"Quitter", L">>", L"<<", L"OK", //Text above the slider bars L"Effets", L"Dialogue", L"Musique", //Confirmation pop when the user selects.. L"Quitter la partie et revenir au menu principal ?", L"Activez le mode Dialogue ou Sous-titre.", }; //SaveLoadScreen STR16 zSaveLoadText[] = { L"Enregistrer", L"Charger partie", L"Annuler", L"Enregistrement", L"Chargement", L"Enregistrement réussi", L"ERREUR lors de la sauvegarde !", L"Chargement réussi", L"ERREUR lors du chargement !", L"La version de la sauvegarde est différente de celle du jeu. Désirez-vous continuer?", L"Les fichiers de sauvegarde sont peut-être altérés. Voulez-vous les effacer?", //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. #ifdef JA2BETAVERSION L"La version de la sauvegarde a changé. Désirez-vous continuer?", #else L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour?", #endif //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. #ifdef JA2BETAVERSION L"La version de la sauvegarde a changé. Désirez-vous continuer?", #else L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour?", #endif L"Etes-vous sûr de vouloir écraser la sauvegarde #%d?", L"Voulez-vous charger la sauvegarde #%d?", //The first %d is a number that contains the amount of free space on the users hard drive, //the second is the recommended amount of free space. L"Votre risquez de manquer d'espace disque. Il ne vous reste que %d Mo de libre alors que le jeu nécessite %d Mo d'espace libre.", L"Enregistrement...", //When saving a game, a message box with this string appears on the screen L"Quelques Armes", L"Toutes Armes", L"Style réaliste", L"Style SF", L"Difficulté", L"Platinum Mode", //Placeholder English L"Bobby Ray", L"Bonne Selection", L"Meilleure Selection", L"Excellente Selection", L"Superbe Selection", L"Le Nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.", L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.", }; //MapScreen STR16 zMarksMapScreenText[] = { L"Niveau carte", L"Vous n'avez pas de milice : vous devez entraîner les habitants de la ville.", L"Revenu quotidien", L"Assurance vie", L"%s n'est pas fatigué.", L"%s est en mouvement et ne peut dormir.", L"%s est trop fatigué pour obéir.", L"%s conduit.", L"L'escouade ne peut progresser si l'un de ses membres se repose.", // stuff for contracts L"Vous pouvez payer les honoraires de ce mercenaire, mais vous ne pouvez pas vous offrir son assurance.", L"La prime d'assurance de %s coûte %s pour %d jour(s) supplémentaire(s). Voulez-vous les payer ?", L"Inventaire du Secteur", L"Le mercenaire a un dépôt médical.", // other items L"Docteurs", // people acting a field medics and bandaging wounded mercs L"Patients", // people who are being bandaged by a medic L"OK", // Continue on with the game after autobandage is complete L"Stop", // Stop autobandaging of patients by medics now L"Désolé. Cette option n'est pas disponible.", // informs player this option/button has been disabled in the demo L"%s n'a pas de trousse à outil.", L"%s n'a pas de trousse de soins.", L"Il y a trop peu de volontaires pour l'entraînement.", L"%s ne peut pas former plus de miliciens.", L"Le mercenaire a un contrat déterminé.", L"Ce mercenaire n'est pas assuré.", L"Ecran carte", // 24 // HEADROCK HAM 4: Prompt messages when turning on Mobile Militia Restrictions view. L"You currently have no Mobile Militia. Return to this view mode once you've recruited some.", L"This view shows where your Mobile Militia can and cannot go. GREY = Mobile Militia refuse to go here. RED = Mobile Militia can go here, but you've told them not to. YELLOW = Mobile Militia can enter this sector, but not leave. GREEN = Mobile Militia can go here freely. Right click a Green/Yellow sector to cycle its behavior.", }; STR16 pLandMarkInSectorString[] = { L"L'escouade %d a remarqué quelque chose dans le secteur %s", }; // confirm the player wants to pay X dollars to build a militia force in town STR16 pMilitiaConfirmStrings[] = { L"L'entraînement de la milice vous coûtera $", // telling player how much it will cost L"Etes-vous d'accord ?", // asking player if they wish to pay the amount requested L"Vous n'en avez pas les moyens.", // telling the player they can't afford to train this town L"Voulez-vous poursuivre l'entraînement de la milice à %s (%s %d) ?", // continue training this town? L"Coût $", // the cost in dollars to train militia L"(O/N)", // abbreviated oui/non L"", // unused L"L'entraînement des milices dans %d secteurs vous coûtera %d $. %s", // cost to train sveral sectors at once L"Vous ne pouvez pas payer les %d $ nécessaires à l'entraînement.", L"Vous ne pouvez poursuivre l'entraînement de la milice à %s que si cette ville est à niveau de loyauté de %d pour-cent.", L"Vous ne pouvez plus entraîner de milice à %s.", L"You cannot afford the $%d to train mobile militia here.", // HEADROCK HAM 3.6: Mobile Militia // TODO.Translate L"Continue training mobile militia in %s (%s %d)?", // HEADROCK HAM 3.6: Mobile Militia // TODO.Translate L"Training mobile militia in %d sectors will cost $ %d. %s", // HEADROCK HAM 3.6: Mobile Militia // TODO.Translate L"Training a squad of mobile militia will cost $", // HEADROCK HAM 3.6: Mobile Militia // TODO.Translate }; //Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel STR16 gzMoneyWithdrawMessageText[] = { L"Vous ne pouvez retirer que 20 000 $ à la fois.", L"Etes-vous sûr de vouloir déposer %s sur votre compte ?", }; STR16 gzCopyrightText[] = { L"Copyright (C) 1999 Sir-tech Canada Ltd. Tous droits réservés.", }; //option Text STR16 zOptionsToggleText[] = { L"Dialogue", L"Confirmations muettes", L"Sous-titres", L"Pause des dialogues", L"Animation fumée", L"Du sang et des tripes", L"Ne pas toucher à ma souris !", L"Ancienne méthode de sélection", L"Afficher chemin", L"Afficher tirs manqués", L"Confirmation temps réel", L"Notifications sommeil/réveil", L"Système métrique", L"Mouvemts mercenaires éclairés", L"Figer curseur sur mercenaires", L"Figer curseur sur les portes", L"Objets en surbrillance", L"Afficher cimes", L"Affichage fil de fer", L"Curseur Toît", L"Afficher Chance de toucher", L"Curseur raf. pour raf. LanceG.", L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO L"Lancemt Grenades grand angle", L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO L"Espace pour escouade suivante", L"Ombres objets", L"Afficher portée armes en cases", L"Balle Traçante pour tir simple", L"Son de pluie", L"Afficher corbeaux", L"Show Soldier Tooltips", L"Sauvegarde auto", L"Silence Skyrider !", //L"Faible consommation processeur", L"EDB (mod rajoutant info utiles)", L"Mode tour par tour forcé", // add forced turn mode L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate L"Activate New CTH system", // use NCTH L"Show Face gear graphics", // TODO.Translate L"Show Face gear icons", L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"--DEBUG OPTIONS--", // an example options screen options header (pure text) L"Stat Progress Bars", // Show progress towards stat increase // TODO.Translate L"Reset ALL game options", // failsafe show/hide option to reset all options L"Do you really want to reset?", // a do once and reset self option (button like effect) L"Debug Options in other builds", // allow debugging in release or mapeditor L"DEBUG Render Option group", // an example option that will show/hide other options L"Render Mouse Regions", // an example of a DEBUG build option L"-----------------", // an example options screen options divider (pure text) // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) L"THE_LAST_OPTION", }; //This is the help text associated with the above toggles. STR16 zOptionsScreenHelpText[] = { // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. //speech L"Activez cette option pour entendre vos mercenaires lorsqu'ils parlent.", //Mute Confirmation L"Active/désactive les confirmations des mercenaires.", //Subtitles L"Affichage des sous-titres à l'écran.", //Key to advance speech L"Si les sous-titres s'affichent à l'écran, \ncette option vous permet de prendre le temps de les lire.", //Toggle smoke animation L"Désactivez cette option si votre machine n'est pas suffisamment puissante.", //Blood n Gore L"Désactivez cette option si le jeu vous paraît trop violent.", //Never move my mouse L"Activez cette option pour que le curseur ne se place pas automatiquement sur les boutons qui s'affichent.", //Old selection method L"Activez cette option pour retrouver vos automatismes de la version précédente.", //Show movement path L"Activez cette option pour afficher le chemin suivi par les mercenaires. \nVous pouvez la désactiver et utiliser la touche |M|A|J en cours de jeu.", //show misses L"Activez cette option pour voir où atterrissent tous vos tirs.", //Real Time Confirmation L"Activez cette option pour afficher une confirmation de mouvement en temps réel.", //Sleep/Wake notification L"Activez cette option pour être mis au courant de l'état de veille de vos mercenaires.", //Use the metric system L"Activez cette option pour que le jeu utilise le système métrique.", //Merc Lighted movement L"Activez cette option pour éclairer les environs des mercenaires. (|G) \nDésactivez-le si votre machine n'est pas suffisamment puissante.", //Smart cursor L"Activez cette option pour que le curseur se positionne directement sur un mercenaire quand il est à proximité.", //snap cursor to the door L"Activez cette option pour que le curseur se positionne directement sur une porte quand il est à proximité.", //glow items L"Activez cette option pour mettre les objets en évidence. (|I)", //toggle tree tops L"Activez cette option pour afficher le cime des arbres. (|T)", //toggle wireframe L"Activez cette option pour afficher les murs en fil de fer. (|W)", L"Activez cette option pour afficher le curseur Toît. (|Home)", // Options for 1.13 L"Si activé, affiche une barre de probabilités de succès sur le curseur.", L"Si activé, les rafales de lance grenades ont un curseur de rafale.", L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO L"Si activé, les grenades lances grenades ont un grand angle (|Q).", L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO L"Si activé, |S|p|a|c|e selectionne l'escouade suivante.", L"Si activé, les ombres d'objets sont affichées.", L"Si activé, la portée des armes est affichée en nombres de cases.", L"Si activé, les effets de traçantes sont affichés pour les tir simples.", L"Si activé, le son de pluie est audible quand il pleut.", L"Si activé, les corbeaux sont présents dans le jeu.", L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", L"Si activé, le jeu est sauvegardé à chaque nouveau tour joueur.", L"Si activé, les confirmations insistantes de Skyrider cessent.", //L"Si activé, le jeu restreint l'utilisation du processeur.", L"Si activé, l'EDB sera affiché pour les armes et objets.", L"Si cette option est activée et que des ennemis sont présents, \nle mode tour par tour est actif tant qu'il reste \ndes ennemis dans le secteur (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // add forced turn mode L"When ON, shows character progress towards gaining levels.", // TODO.Translate L"When ON, the Strategic Map will be colored differently based on exploration.", L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate L"When ON, New CTH system and cursor is used.", L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", L"Force all pending Bobby Ray shipments", L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor L"Toggle to display debugging render options", // an example option that will show/hide other options L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) L"TOPTION_LAST_OPTION", }; STR16 gzGIOScreenText[] = { L"CONFIGURATION DU JEU", L"Style de jeu", L"Réaliste", L"SF", L"Platinum", //Placeholder English L"Armes Lâchées", L"Toutes", L"Quelques unes", L"Difficulté", L"Novice", L"Expérimenté", L"Expert", L"INCROYABLE", L"Start", // TODO.Translate L"Annuler", L"En combat", L"Sauv. à volonté", L"Iron Man", L"Désactivé pour la démo", L"Selection de Bobby Ray", L"Bonne", L"Meilleure", L"Excellente", L"Superbe", L"Inventory / Attachments", // TODO.Translate L"NOT USED", L"NOT USED", L"Charge jeu multi", L"CONFIGURATION DU JEU (Les paramètres serveur seulement prennent effet)", // Added by SANDRO L"Skill Traits", L"Old", L"New", L"Max IMP Characters", L"1", L"2", L"3", L"4", L"5", L"6", L"Enemies Drop All Items", L"Off", L"On", L"Number of Terrorists", L"Random", L"All", L"Secret Weapon Caches", L"Random", L"All", L"Progress Speed of Item Choices", L"Very Slow", L"Slow", L"Normal", L"Fast", L"Very Fast", // TODO.Translate L"Old / Old", L"New / Old", L"New / New", }; STR16 gzMPJScreenText[] = { L"MULTIPLAYER", L"Join", L"Host", L"Cancel", L"Refresh", L"Player Name", L"Server IP", L"Port", L"Server Name", L"# Plrs", L"Version", L"Game Type", L"Ping", L"You must enter a player name", L"You must enter a valid server IP address.\n (eg 84.114.195.239).", L"You must enter a valid Server Port between 1 and 65535.", }; // TODO.Translate STR16 gzMPJHelpText[] = { L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", L"HOST", L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", L"Click on 'Host' to host a new Multiplayer Game.", L"JOIN", L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", L"Enter the external IP and the Port number from the host.", L"Click on 'Join' to join an already hosted Multiplayer Game.", }; // TODO.Translate STR16 gzMPHScreenText[] = { L"HOST GAME", L"Start", L"Cancel", L"Server Name", L"Game Type", L"Deathmatch", L"Team-Deathmatch", L"Co-Operative", L"Maximum Players", L"Maximum Mercs", L"Merc Selection", L"Merc Hiring", L"Hired by Player", L"Starting Cash", L"Allow Hiring Same Merc", L"Report Hired Mercs", L"Bobby Rays", L"Sector Starting Edge", L"You must enter a server name", L"", L"", L"Starting Time", L"", L"", L"Weapon Damage", L"", L"Timed Turns", L"", L"Enable Civilians in CO-OP", L"", L"Maximum Enemies in CO-OP", L"Synchronize Game Directory", L"MP Sync. Directory", L"You must enter a file transfer directory.", L"(Use '/' instead of '\\' for directory delimiters.)", L"The specified synchronisation directory does not exist.", L"1", L"2", L"3", L"4", L"5", L"6", // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP L"Yes", L"No", // Starting Time L"Morning", L"Afternoon", L"Night", // Starting Cash L"Low", L"Medium", L"Heigh", L"Unlimited", // Time Turns L"Never", L"Slow", L"Medium", L"Fast", // Weapon Damage L"Very low", L"Low", L"Normal", // Merc Hire L"Random", L"Normal", // Sector Edge L"Random", L"Selectable", // Bobby Ray / Hire same merc L"Disable", L"Allow", }; STR16 pDeliveryLocationStrings[] = { L"Austin", //Austin, Texas, USA L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... L"Hong Kong", //Hong Kong, Hong Kong L"Beyrouth", //Beirut, Lebanon (Middle East) L"Londres", //London, England L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. L"Metavira", //The island of Metavira was the fictional location used by JA1 L"Miami", //Miami, Florida, USA (SE corner of USA) L"Moscou", //Moscow, USSR L"New-York", //New York, New York, USA L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! L"Paris", //Paris, France L"Tripoli", //Tripoli, Libya (eastern Mediterranean) L"Tokyo", //Tokyo, Japan L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) }; STR16 pSkillAtZeroWarning[] = { //This string is used in the IMP character generation. It is possible to select 0 ability //in a skill meaning you can't use it. This text is confirmation to the player. L"Etes-vous sûr de vous ? Une valeur de ZERO signifie que vous serez INCAPABLE d'utiliser cette compétence.", }; STR16 pIMPBeginScreenStrings[] = { L"( 8 Caractères Max )", }; STR16 pIMPFinishButtonText[ 1 ]= { L"Analyse", }; STR16 pIMPFinishStrings[ ]= { L"Nous vous remercions, %s", //%s is the name of the merc }; // the strings for imp voices screen STR16 pIMPVoicesStrings[] = { L"Voix", }; STR16 pDepartedMercPortraitStrings[ ]= { L"Mort(e)", L"Renvoyé(e)", L"Autre", }; // title for program STR16 pPersTitleText[] = { L"Personnel", }; // paused game strings STR16 pPausedGameText[] = { L"Pause", L"Reprendre (|P|a|u|s|e)", L"Pause (|P|a|u|s|e)", }; STR16 pMessageStrings[] = { L"Quitter la partie ?", L"OK", L"OUI", L"NON", L"Annuler", L"CONTRAT", L"MENT", L"Sans description", //Save slots that don't have a description. L"Partie sauvegardée.", L"Partie sauvegardée.", L"Sauvegarde rapide", //The name of the quicksave file (filename, text reference) L"Partie", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. L"sav", //The 3 character dos extension (represents sav) L"..\\SavedGames", //The name of the directory where games are saved. L"Jour", L"Mercs", L"Vide", //An empty save game slot L"Démo", //Demo of JA2 L"Debug", //State of development of a project (JA2) that is a debug build L"Version", //Release build for JA2 L"bpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. L"min", //Abbreviation for minute. L"m", //One character abbreviation for meter (metric distance measurement unit). L"balles", //Abbreviation for rounds (# of bullets) L"kg", //Abbreviation for kilogram (metric weight measurement unit) L"lb", //Abbreviation for pounds (Imperial weight measurement unit) L"Accueil", //Home as in homepage on the internet. L"USD", //Abbreviation to US dollars L"n/a", //Lowercase acronym for not applicable. L"Entre-temps", //Meanwhile L"%s est arrivé dans le secteur %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying //SirTech L"Version", L"Emplacement de sauvegarde rapide vide", L"Cet emplacement est réservé aux sauvegardes rapides effectuées depuis l'écran tactique (ALT+S).", L"Ouverte", L"Fermée", L"Espace disque insuffisant. Il ne vous reste que %s Mo de libre et Jagged Alliance 2 nécessite %s Mo.", L"%s embauché(e) sur le site AIM", L"%s prend %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. L"%s a pris la drogue.", //'Merc name' has taken the drug L"%s n'a aucune compétence médicale.",//'Merc name' has non medical skill. //CDRom errors (such as ejecting CD while attempting to read the CD) L"L'intégrité du jeu n'est plus assurée.", L"ERREUR : CD-ROM manquant", //When firing heavier weapons in close quarters, you may not have enough room to do so. L"Pas assez de place !", //Can't change stance due to objects in the way... L"Impossible de changer de position ici.", //Simple text indications that appear in the game, when the merc can do one of these things. L"Lâcher", L"Lancer", L"Donner", L"%s donné à %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, //must notify SirTech. L"Impossible de donner %s à %s.", //pass "item" to "merc". Same instructions as above. //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' L" combiné]", //Cheat modes L"Triche niveau 1", L"Triche niveau 2", //Toggling various stealth modes L"Escouade en mode discretion.", L"Escouade en mode normal.", L"%s en mode discretion.", L"%s en mode normal.", //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in //an isometric engine. You can toggle this mode freely in the game. L"Fil de fer activé", L"Fil de fer désactivé", //These are used in the cheat modes for changing levels in the game. Going from a basement level to //an upper level, etc. L"Impossible de remonter...", L"Pas de niveau inférieur...", L"Entrée dans le sous-sol %d...", L"Sortie du sous-sol...", L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun L"Mode poursuite désactivé.", L"Mode poursuite activé.", L"Curseur Toît désactivé.", L"Curseur Toît activé.", L"Escouade %d active.", L"Vous ne pouvez pas payer le salaire de %s qui se monte à %s", //first %s is the mercs name, the seconds is a string containing the salary L"Passer", L"%s ne peut sortir seul.", L"Une sauvegarde a été crée (Partie99.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.", L"%s a bu %s", L"Un colis vient d'arriver à Drassen.", L"%s devrait arriver au point d'entrée (secteur %s) au jour %d vers %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival L"Historique mis à jour.", L"Curseur de visée pour raf.Gre. (Dispersion activée)", L"Curseur de trajectoire raf.gre. (Dispersion desact.)", L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO L"Disabled Soldier Tooltips", // Changed from Drop All Off - SANDRO L"Angles standards pour lance-grenades", L"Lance-grenades grands angles", // forced turn mode strings L"Forced Turn Mode", L"Normal turn mode", L"Exit combat mode", L"Forced Turn Mode Active, Entering Combat", #ifdef JA2BETAVERSION L"Partie enregistrée dans l'emplacement de sauvegarde automatique.", #endif L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. L"Client", // TODO.Translate L"You cannot use the Old Inventory and the New Attachment System at the same time.", }; CHAR16 ItemPickupHelpPopup[][40] = { L"OK", L"Défilement haut", L"Tout sélectionner", L"Défilement bas", L"Annuler", }; STR16 pDoctorWarningString[] = { L"%s est trop loin pour être soigné.", L"Impossible de soigner tout le monde.", }; STR16 pMilitiaButtonsHelpText[] = { L"Prendre (Clic droit)/poser (Clic gauche) Miliciens", // button help text informing player they can pick up or drop militia with this button L"Prendre (Clic droit)/poser (Clic gauche) Soldats", L"Prendre (Clic droit)/poser (Clic gauche) Vétérans", L"Répartition automatique", }; STR16 pMapScreenJustStartedHelpText[] = { L"Allez sur le site de l'AIM et engagez des mercenaires ( *Truc* allez voir dans le Poste de travail)", // to inform the player to hired some mercs to get things going L"Cliquez sur le bouton de Compression du temps pour faire avancer votre équipe sur le terrain.", // to inform the player to hit time compression to get the game underway }; STR16 pAntiHackerString[] = { L"Erreur. Fichier manquant ou corrompu. L'application va s'arrêter.", }; STR16 gzLaptopHelpText[] = { //Buttons: L"Voir messages", L"Consulter les sites Internet", L"Consulter les documents attachés", L"Lire le compte-rendu", L"Afficher les infos de l'équipe", L"Afficher les états financiers", L"Fermer le Poste de travail", //Bottom task bar icons (if they exist): L"Vous avez de nouveaux messages", L"Vous avez reçu de nouveaux fichiers", //Bookmarks: L"Association Internationale des Mercenaires", L"Bobby Ray : Petits et Gros Calibres", L"Institut des Mercenaires Professionnels", L"Mouvement pour l'Entraînement et le Recrutement des Commandos", L"Morgue McGillicutty", L"Service des Fleuristes Associés", L"Courtiers d'Assurance des Mercenaires de l'A.I.M.", }; STR16 gzHelpScreenText[] = { L"Quitter l'écran d'aide", }; STR16 gzNonPersistantPBIText[] = { L"Vous êtes en plein combat. Vous pouvez donner l'ordre de retraite depuis l'écran tactique.", L"Pénétrez dans le secteur pour reprendre le cours du combat. (|E)", L"Résolution automatique du combat. (|A)", L"Résolution automatique impossible lorsque vous êtes l'attaquant.", L"Résolution automatique impossible lorsque vous êtes pris en embuscade.", L"Résolution automatique impossible lorsque vous combattez des créatures dans les mines.", L"Résolution automatique impossible en présence de civils hostiles.", L"Résolution automatique impossible en présence de chats sauvages.", L"COMBAT EN COURS", L"Retraite impossible.", }; STR16 gzMiscString[] = { L"Votre milice continue le combat sans vos mercenaires...", L"Ce véhicule n'a plus besoin de carburant pour le moment.", L"Le réservoir est plein à %d%%.", L"L'armée de Deidranna a repris le contrôle de %s.", L"Vous avez perdu un site de ravitaillement.", }; STR16 gzIntroScreen[] = { L"Vidéo d'introduction introuvable", }; // These strings are combined with a merc name, a volume string (from pNoiseVolStr), // and a direction (either "above", "below", or a string from pDirectionStr) to // report a noise. // e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." STR16 pNewNoiseStr[] = { L"%s entend un bruit de %s %s.", L"%s entend un bruit %s de MOUVEMENT %s.", L"%s entend un GRINCEMENT %s %s.", L"%s entend un CLAPOTIS %s %s.", L"%s entend un IMPACT %s %s.", L"%s entend une EXPLOSION %s %s.", L"%s entend un CRI %s %s.", L"%s entend un IMPACT %s %s.", L"%s entend un IMPACT %s %s.", L"%s entend un BRUIT %s %s.", L"%s entend un BRUIT %s %s.", }; STR16 wMapScreenSortButtonHelpText[] = { L"Tri par nom (|F|1)", L"Tri par affectation (|F|2)", L"Tri par état de veille (|F|3)", L"Tri par lieu (|F|4)", L"Tri par destination (|F|5)", L"Tri par date de départ (|F|6)", }; STR16 BrokenLinkText[] = { L"Erreur 404", L"Site introuvable.", }; STR16 gzBobbyRShipmentText[] = { L"Derniers envois", L"Commande #", L"Quantité d'objets", L"Commandé", }; STR16 gzCreditNames[]= { L"Chris Camfield", L"Shaun Lyng", L"Kris Märnes", L"Ian Currie", L"Linda Currie", L"Eric \"WTF\" Cheng", L"Lynn Holowka", L"Norman \"NRG\" Olsen", L"George Brooks", L"Andrew Stacey", L"Scot Loving", L"Andrew \"Big Cheese\" Emmons", L"Dave \"The Feral\" French", L"Alex Meduna", L"Joey \"Joeker\" Whelan", }; STR16 gzCreditNameTitle[]= { L"Programmeur", // Chris Camfield L"Co-designer/Ecrivain", // Shaun Lyng L"Systèmes stratégiques & Programmeur", //Kris Marnes L"Producteur/Co-designer", // Ian Currie L"Co-designer/Conception des cartes", // Linda Currie L"Artiste", // Eric \"WTF\" Cheng L"Coordination, Assistance", // Lynn Holowka L"Artiste Extraordinaire", // Norman \"NRG\" Olsen L"Gourou du son", // George Brooks L"Conception écrans/Artiste", // Andrew Stacey L"Artiste en chef/Animateur", // Scot Loving L"Programmeur en chef", // Andrew \"Big Cheese Doddle\" Emmons L"Programmeur", // Dave French L"Systèmes stratégiques & Programmeur", // Alex Meduna L"Portraits", // Joey \"Joeker\" Whelan", }; STR16 gzCreditNameFunny[]= { L"", // Chris Camfield L"(ah, la ponctuation...)", // Shaun Lyng L"(\"C'est bon, trois fois rien\")", //Kris \"The Cow Rape Man\" Marnes L"(j'ai passé l'âge)", // Ian Currie L"(et en plus je bosse sur Wizardry 8)", // Linda Currie L"(on m'a forcé !)", // Eric \"WTF\" Cheng L"(partie en cours de route...)", // Lynn Holowka L"", // Norman \"NRG\" Olsen L"", // George Brooks L"(Tête de mort et fou de jazz)", // Andrew Stacey L"(en fait il s'appelle Robert)", // Scot Loving L"(la seule personne un peu responsable de l'équipe)", // Andrew \"Big Cheese Doddle\" Emmons L"(bon, je vais pouvoir réparer ma moto)", // Dave French L"(piqué à l'équipe de Wizardry 8)", // Alex Meduna L"(conception des objets et des écrans de chargement !)", // Joey \"Joeker\" Whelan", }; STR16 sRepairsDoneString[] = { L"%s a terminé la réparation de ses objets", L"%s a terminé la réparation des armes & protections", L"%s a terminé la réparation des objets portés", L"%s finished repairing everyone's large carried items", L"%s finished repairing everyone's medium carried items", L"%s finished repairing everyone's small carried items", L"%s finished repairing everyone's LBE gear", }; STR16 zGioDifConfirmText[]= { L"Vous avez choisi le mode de difficulté NOVICE. Ce mode de jeu est conseillé pour les joueurs qui découvrent Jagged Alliance, qui n'ont pas l'habitude de jouer à des jeux de stratégie ou qui souhaitent que les combats ne durent pas trop longtemps. Ce choix influe sur de nombreux paramètres du jeu. Etes-vous certain de vouloir jouer en mode Novice ?", L"Vous avez choisi le mode de difficulté EXPERIMENTE. Ce mode de jeu est conseillé pour les joueurs qui ont déjà joué à Jagged Alliance ou des jeux de stratégie. Ce choix influe sur de nombreux paramètres du jeu. Etes-vous certain de vouloir jouer en mode Expérimenté ?", L"Vous avez choisi le mode de difficulté EXPERT. Vous aurez été prévenu. Ne venez pas vous plaindre si vos mercenaires quittent Arulco dans un cerceuil. Ce choix influe sur de nombreux paramètres du jeu. Etes-vous certain de vouloir jouer en mode Expert ?", L"Vous avez choisi le mode de difficulté INCROYABLE. ATTENTION: Ne venez pas vous plaindre si vos mercenaires quittent Arulco en petits morceaux... Deidranna va vous tuer. A coup sûr. Ce choix influe sur de nombreux paramètres du jeu. Etes-vous certain de vouloir jouer en mode INCROYABLE ?", }; STR16 gzLateLocalizedString[] = { L"Données de l'écran de chargement de %S introuvables...", //1-5 L"Le robot ne peut quitter ce secteur par lui-même.", //This message comes up if you have pending bombs waiting to explode in tactical. L"Compression du temps impossible. C'est bientôt le feu d'artifice !", //'Name' refuses to move. L"%s refuse d'avancer.", //%s a merc name L"%s n'a pas assez d'énergie pour changer de position.", //A message that pops up when a vehicle runs out of gas. L"Le %s n'a plus de carburant ; le véhicule est bloqué à %c%d.", //6-10 // the following two strings are combined with the pNewNoise[] strings above to report noises // heard above or below the merc L"au-dessus", L"en-dessous", //The following strings are used in autoresolve for autobandaging related feedback. L"Aucun de vos mercenaires n'a de compétence médicale.", L"Plus de bandages !", L"Pas assez de bandages pour soigner tout le monde.", L"Aucun de vos mercenaires n'a besoin de soins.", L"Soins automatiques.", L"Tous vos mercenaires ont été soignés.", //14 L"Arulco", L"(roof)", L"Santé : %d/%d", //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" //"vs." is the abbreviation of versus. L"%d contre %d", L"Plus de place dans le %s !", //(ex "The ice cream truck is full") L"%s requiert des soins bien plus importants et/ou du repos.", //20 //Happens when you get shot in the legs, and you fall down. L"%s a été touché aux jambes ! Il ne peut plus tenir debout !", //Name can't speak right now. L"%s ne peut pas parler pour le moment.", //22-24 plural versions L"%d miliciens ont été promus vétérans.", L"%d miliciens ont été promus soldats.", L"%d soldats ont été promus vétérans.", //25 L"Echanger", //26 //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) L"%s est devenu dingue !", //27-28 //Messages why a player can't time compress. L"Nous vous déconseillons d'utiliser la Compression du temps ; vous avez des mercenaires dans le secteur %s.", L"Nous vous déconseillons d'utiliser la Compression du temps lorsque vos mercenaires se trouvent dans des mines infestées de créatures.", //29-31 singular versions L"1 milicien a été promu vétéran.", L"1 milicien a été promu soldat.", L"1 soldat a été promu vétéran.", //32-34 L"%s ne dit rien.", L"Revenir à la surface ?", L"(Escouade %d)", //35 //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) L"%s a réparé pour %s : %s",//inverted order !!! Red has repaired the MP5 of Scope //36 L"Chat", // Max. 9 Characters. Should be "bloodcat". //37-38 "Name trips and falls" L"%s trébuche et tombe", L"Cet objet ne peut être pris d'ici.", //39 L"Il ne vous reste aucun mercenaire en état de se battre. La milice combattra les créatures seule.", //40-43 //%s is the name of merc. L"%s n'a plus de trousse de soins !", L"%s n'a aucune compétence médicale !", L"%s n'a plus de trousse à outils !", L"%s n'a aucune compétence mécanique !", //44-45 L"Temps de réparation", L"%s ne peut pas voir cette personne.", //46-48 L"Le prolongateur de %s est tombé !", L"No more than %d militia trainers are permitted in this sector.", // TODO.Translate L"Etes-vous sûr ?", //49-50 L"Compression du temps", L"Le réservoir est plein.", //51-52 Fast help text in mapscreen. L"Compression du temps (|E|s|p|a|c|e)", L"Arrêt de la Compression du temps (|E|c|h|a|p)", //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" L"%s a désenrayé le %s", L"%s a désenrayé le %s de %s",//inverted !!! magic has unjammed the g11 of raven //55 L"Compression du temps impossible dans l'écran d'inventaire.", L"Le CD Play de Jagged Alliance 2 est introuvable. L'application va se terminer.", L"Objets associés.", //58 //Displayed with the version information when cheats are enabled. L"Actuel/Maximum : %d%%/%d%%", L"Escorter John et Mary ?", //60 L"Interrupteur activé.", L"%s: attachement de protection détruit !", L"%s tire %d fois de plus que prévu !", L"%s tire 1 fois de plus que prévu !", }; STR16 gzCWStrings[] = { L"Call reinforcements to %s from adjacent sectors?", // TODO.Translate }; // WANNE: Tooltips STR16 gzTooltipStrings[] = { // Debug info L"%s|Location: %d\n", L"%s|Brightness: %d / %d\n", L"%s|Range to |Target: %d\n", L"%s|I|D: %d\n", L"%s|Orders: %d\n", L"%s|Attitude: %d\n", L"%s|Current |A|Ps: %d\n", L"%s|Current |Health: %d\n", // Full info L"%s|Helmet: %s\n", L"%s|Vest: %s\n", L"%s|Leggings: %s\n", // Limited, Basic L"|Armor: ", L"Helmet ", L"Vest ", L"Leggings", L"worn", L"no Armor", L"%s|N|V|G: %s\n", L"no NVG", L"%s|Gas |Mask: %s\n", L"no Gas Mask", L"%s|Head |Position |1: %s\n", L"%s|Head |Position |2: %s\n", L"\n(in Backpack) ", L"%s|Weapon: %s ", L"no Weapon", L"Handgun", L"SMG", L"Rifle", L"MG", L"Shotgun", L"Knife", L"Heavy Weapon", L"no Helmet", L"no Vest", L"no Leggings", L"|Armor: %s\n", // Added - SANDRO L"%s|Skill 1: %s\n", L"%s|Skill 2: %s\n", L"%s|Skill 3: %s\n", }; STR16 New113Message[] = { L"La tempête débute .", L"Tempête finie.", L"Il commence à pleuvoir.", L"La pluie cesse.", L"Attention aux tireurs isolés...", L"Tir de suppression !", L"RAF.", L"AUTO", L"LG", L"RAF. LG", L"LG AUTO", L"Tireur embusqué!", L"Unable to split money due to having an item on your cursor.", L"Arrivée de nouvelles recrues est déroutée au secteur %s, car le point d'arrivée prévu %s est sous contrôle ennemi.", L"Article supprimé", L"A supprimé tous les articles de ce type", L"Article vendu", L"A vendu tous les articles de ce type", L"Vous devriez vérifier votre accessoire de vision", // Real Time Mode messages L"In combat already", L"No enemies in sight", L"Real-time sneaking OFF", L"Real-time sneaking ON", L"Enemy spotted!", // this should be enough - SANDRO ////////////////////////////////////////////////////////////////////////////////////// // These added by SANDRO L"%s was successful on stealing!", L"%s had not enough action points to steal all selected items.", L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", L"Do you want to make surgery on %s? (You can heal about %i Health.)", L"Do you wish to make necessary surgeries first? (%i patient(s))", L"Do you wish to make the surgery on this patient first?", L"Apply first aid automatically with necessary surgeries or without them?", L"Surgery on %s finished.", L"%s is hit in the chest and loses a point of maximum health!", L"%s is hit in the chest and loses %d points of maximum health!", L"%s has regained one point of lost %s", L"%s has regained %d points of lost %s", L"Your scouting skills prevented you to be ambushed by the enemy!", L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", L"%s is hit to groin and falls down in pain!", ////////////////////////////////////////////////////////////////////////////////////// L"Warning: enemy corpse found!!!", L"%s [%d rnds]\n%s %1.1f %s", }; // TODO.Translate STR16 New113HAMMessage[] = { // 0 - 5 L"%s cowers in fear!", L"%s is pinned down!", L"%s fires more rounds than intended!", L"You cannot train militia in this sector.", L"Militia picks up %s.", L"Cannot train militia with enemies present!", // 6 - 10 L"%s lacks sufficient Leadership score to train militia.", L"No more than %d Mobile Militia trainers are permitted in this sector.", L"No room in %s or around it for new Mobile Militia!", L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", L"Can't staff a facility while enemies are present!", // 11 - 15 L"%s lacks sufficient Wisdom to staff this facility.", L"The %s is already fully-staffed.", L"It will cost $%d per hour to staff this facility. Do you wish to continue?", L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", // 16 - 20 L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", L"N/A in this sector", L"Daily Expenses", // 21 - 25 L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", }; // WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends // INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files STR16 New113MERCMercMailTexts[] = { // Gaston: Text from Line 39 in Email.edt L"Nous vous informons que de par ses perfomances passées, Gaston voit ses honoraires augmentés. Personellement, je ne suis pas surpris. ± ± Speck T. Kline ± ", // Stogie: Text from Line 43 in Email.edt L"Soyez informé que, à paritr de maintenant, le honoraires de Stogie ont augmentés en accord avec ses compétences. ± ± Speck T. Kline ± ", // Tex: Text from Line 45 in Email.edt L"Sachez que l'experience de Text lui autorisent une promotion. Son salaire a donc été ajusté pour refleter sa valeur équitablement. ± ± Speck T. Kline ± ", // Biggens: Text from Line 49 in Email.edt L"Prenez note. De par des performances accrues Biggens voit le prix de ses services augmentés. ± ± Speck T. Kline ± ", }; // WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back STR16 New113AIMMercMailTexts[] = { // Monk L"TR du serveur AIM: Message de Victor Kolesnikov", L"Salut. Ici Monk. Message reçu. Je suis disponible si vous voulez me voir. ± ± J’attends votre appel. ±", // Brain L"TR du serveur AIM: Message de Janno Allik", L"Je suis prêt à conciderer votre offre. Il y a un temps et un lieu pour tout. ± ± Janno Allik ±", // Scream L"TR du serveur AIM: Message de Lennart Vilde", L"Lennart Vilde est maintenant disponible! ±", // Henning L"TR du serveur AIM: Message de Henning von Branitz", L"J’ai reçu votre message, merci. Pour parler d’embauche, contactez-moi sur le site web de l’AIM. ± ± Henning von Branitz ±", // Luc L"TR du serveur AIM: Message de Luc Fabre", L"Message reçu, merci! Je suis heureux de considérer votre proposition. Vous savez où me trouver. ± ± Au plaisir de vous entendre.±", // Laura L"TR du serveur AIM: Message de Dr. Laura Colin", L"Salutations! Merci pour votre message, il semble intéressant. ± ± Visiter l’AIM à nouveau, je serais ravie d’en entendre plus. ± ± Cordialement! ± ± Dr. Laura Colin ±", // Grace L"TR du serveur AIM: Message de Graziella Girelli", L"Vous vouliez me contacter, mais vous n’avez pas réussi.± ± Une réunion de famille. Je suis sûr que vous comprenez? J’en ai maintenant assez de la famille et serait très heureuse si vous voulez me contacter de nouveau sur le site AIM. ± ± Ciao! ±", // Rudolf L"TR du serveur AIM: Message de Rudolf Steiger", L"Vous savez combien j’ai d’appel par jour ? Tous les branleurs pensent pouvoir m’appeler. ± ± Mais je suis de retour, si vous avez quelque chose d’intéressant pour moi. ±", // WANNE: Generic mail, for additional merc made by modders, index >= 178 L"FW from AIM Server: Message about merc availability", L"I got your message. Waiting for your call. ±", }; // WANNE: These are the missing skills from the impass.edt file // INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files STR16 MissingIMPSkillsDescriptions[] = { // Sniper L"Tireur isolé : Des yeux de faucon, vous pouvez tirer les ailes d'une mouche à cent mètres! ± ", // Camouflage L"Camouflage : Sans compter que derrière vous même les buissons semblent synthétiques! ± ", // SANDRO - new strings for new traits added // Ranger L"Ranger: You are the one from Texas deserts, aren't you! ± ", // Gunslinger L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ", // Squadleader L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ", // Technician L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ", // Doctor L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ", // Athletics L"Athletics: Your speed and vitality is on top of possibilities! ± ", // Bodybuilding L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ", // Demolitions L"Demolitions: You can blow up a whole city just by common home stuff! ± ", // Scouting L"Scouting: Nothing can escape your notice! ± ", }; STR16 NewInvMessage[] = { L"Le sac à dos ne peut être ramassé pour le moment", L"Pas de place pour le sac à dos", L"Sac à dos non trouvé", L"La fermeture éclair fonctionne seulement en combat", L"Ne peut se déplacer si la fermeture éclair est ouverte", L"Êtes vous sûr de vouloir voulez vendre tous les articles du secteur?", L"Êtes vous sûr de vouloir supprimer tous les articles du secteur?", L"Ne peut pas grimper avec un sac à dos", }; // WANNE - MP: Multiplayer messages STR16 MPServerMessage[] = { // 0 L"Initiating RakNet server...", L"Server started, waiting for connections...", L"You must now connect with your client to the server by pressing '2'.", L"Server is already running.", L"Server failed to start. Terminating.", // 5 L"%d/%d clients are ready for realtime-mode.", L"Server disconnected and shutdown.", L"Server is not running.", L"Clients are still loading, please wait...", L"You cannot change dropzone after the server has started.", // 10 L"Sent file '%S' - 100/100", L"Finished sending files to '%S'.", L"Started sending files to '%S'.", }; STR16 MPClientMessage[] = { // 0 L"Initiating RakNet client...", L"Connecting to IP: %S ...", L"Received game settings:", L"You are already connected.", L"You are already connecting...", // 5 L"Client #%d - '%S' has hired '%s'.", L"Client #%d - '%S' has hired another merc.", L"You are ready - Total ready = %d/%d.", L"You are no longer ready - Total ready = %d/%d.", L"Starting battle...", // 10 L"Client #%d - '%S' is ready - Total ready = %d/%d.", L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", L"Let us the battle begin!", L"A client must be running for starting the game.", // 15 L"Game cannot start. No mercs are hired...", L"Awaiting 'OK' from server to unlock the laptop...", L"Interrupted", L"Finish from interrupt", L"Mouse Grid Coordinates:", // 20 L"X: %d, Y: %d", L"Grid Number: %d", L"Server only feature", L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", // 25 L"", L"New connection: Client #%d - '%S'.", L"Team: %d.",//not used any more L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')", L"Kicked client #%d - '%S'", // 30 L"Start turn for client number: #1 - '%S' | #2 - '%S' | #3 - '%S' | #4 - '%S'", L"Starting turn for client #%d", L"Requesting for realtime...", L"Switched back to realtime.", L"Error: Something went wrong switching back.", // 35 L"Unlock laptop for hiring? (Are all clients connected?)", L"The server has unlocked the laptop. Begin hiring!", L"Interruptor.", L"You cannot change dropzone if you are only the client and not the server.", L"You declined the offer to surrender, because you are in a multiplayer game.", // 40 L"All your mercs are wiped dead!", L"Spectator mode enabled.", L"You have been defeated!", L"Sorry, climbing is disable in MP", L"You Hired '%s'", // 45 L"You cant change the map once purchasing has commenced", L"Map changed to '%s'", L"Client '%s' disconnected, removing from game", L"You were disconnected from the game, returning to the Main Menu", L"Connection failed, Retrying in 5 seconds, %i retries left...", //50 L"Connection failed, giving up...", L"You cannot start the game until another player has connected", L"%s : %s", L"Send to All", L"Allies only", // 55 L"Cannot join game. This game has already started.", L"%s (team): %s", L"#%i - '%s'", L"%S - 100/100", L"%S - %i/100", // 60 L"Received all files from server.", L"'%S' finished downloading from the server.", L"'%S' started downloading from the server.", L"Cannot start the game until all clients have finished receiving files", L"This server requires that you download modified files to play, do you wish to continue?", // 65 L"Press 'Ready' to enter tactical screen.", L"Cannot connect because your version %S is different from the server version %S.", L"You killed an enemy soldier.", L"Cannot start the game, because all teams are the same.", L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", // 70 // TODO.Translate L"Could not save received file '%S'", L"%s's bomb was disarmed by &s", L"You loose, what a shame", // All over red rover L"Spectator mode disabled", L"Choose client number to kick:", // 75 L"Team #%d is wiped out.", L"Client failed to start. Terminating.", L"Client disconnected and shutdown.", L"Client is not running.", }; STR16 gszMPEdgesText[] = { L"N", L"S", L"E", L"W", L"C", // "C"enter }; STR16 gszMPTeamNames[] = { L"Foxtrot", L"Bravo", L"Delta", L"Charlie", L"N/A", // Acronym of Not Applicable }; STR16 gszMPMapscreenText[] = { L"Game Type: ", L"Players: ", L"Mercs each: ", L"You cannot change starting edge once Laptop is unlocked.", L"You cannot change teams once the Laptop is unlocked.", L"Random Mercs: ", L"Y", L"Difficulty:", L"Server Version:", }; STR16 gzMPSScreenText[] = { L"Scoreboard", L"Continue", L"Cancel", L"Player", L"Kills", L"Deaths", L"Queen's Army", L"Hits", L"Misses", L"Accuracy", L"Damage Dealt", L"Damage Taken", L"Please wait for the server to press 'Continue'." }; STR16 gzMPCScreenText[] = { L"Cancel", L"Connecting to Server", L"Getting Server Settings", L"Downloading custom files", L"Press 'ESC' to cancel or 'Y' to chat", L"Press 'ESC' to cancel", L"Ready" }; STR16 gzMPChatToggleText[] = { L"Send to All", L"Send to Allies only", }; STR16 gzMPChatboxText[] = { L"Multiplayer Chat", L"'ENTER' to send, 'ESC' to cancel", }; // Following strings added - SANDRO STR16 pSkillTraitBeginIMPStrings[] = { // For old traits L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", // For new major/minor traits L"Next stage is about choosing your skill traits according to your proffessional specialization as a mercenary. On first page you can select up to two potential major traits, which mostly represent your main role in a team. While on second page is list of possible minor traits, which represent personal feats.", L"No more then three choices altogeher are possible. Which means if you choose no major traits, you can then choose three minor traits. If you choose both major traits (or one enhanced), you can then choose only one minor trait...", }; STR16 sgAttributeSelectionText[] = { L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", L"I.M.P. Attributes and skills review.", L"Bonus Pts.:", L"Starting Level", // New strings for new traits L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", L"The rest are called 'skills' and unlike attributes skills can be set to zero meaning you have absolutely no proficieny in it.", L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", }; STR16 pCharacterTraitBeginIMPStrings[] = { L"I.M.P. Character Analysis", L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", }; STR16 gzIMPAttitudesText[]= { L"Normal", L"Friendly", L"Loner", L"Optimist", L"Pessimist", L"Aggressive", L"Arrogant", L"Big Shot", L"Asshole", L"Coward", L"I.M.P. Attitudes", }; STR16 gzIMPCharacterTraitText[]= { L"Normal", L"Sociable", L"Loner", L"Optimist", L"Assertive", L"Intellectual", L"Primitive", L"Aggressive", L"Phlegmatic", L"Dauntless", L"Pacifist", L"Malicious", L"Show-off", L"I.M.P. Character Traits", }; STR16 gzIMPColorChoosingText[] = { L"I.M.P. Colors and Body Type", L"I.M.P. Colors", L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", L"Please select the respective colors of your skin, hair and clothing.", L"Toggle this to use alternative rifle holding.", L"\n(Caution: you will need a big strength for this.)", }; STR16 sColorChoiceExplanationTexts[]= { L"Hair Color", L"Skin Color", L"Shirt Color", L"Pants Color", L"Normal Body", L"Big Body", }; STR16 gzIMPDisabilityTraitText[]= { L"No Disability", L"Heat Intolerant", L"Nervous", L"Claustrophobic", L"Nonswimmer", L"Fear of Insects", L"Forgetful", L"Psychotic", L"I.M.P. Disabilities", }; // TODO.Translate // HEADROCK HAM 3.6: Error strings for assigning a merc to a facility STR16 gzFacilityErrorMessage[]= { L"%s lacks sufficient Strength to perform this task.", L"%s lacks sufficient Dexterity to perform this task.", L"%s lacks sufficient Agility to perform this task.", L"%s is not Healthy enough to perform this task.", L"%s lacks sufficient Wisdom to perform this task.", L"%s lacks sufficient Marksmanship to perform this task.", // 6 - 10 L"%s lacks sufficient Medical Skill to perform this task.", L"%s lacks sufficient Mechanical Skill to perform this task.", L"%s lacks sufficient Leadership to perform this task.", L"%s lacks sufficient Explosives Skill to perform this task.", L"%s lacks sufficient Experience to perform this task.", // 11 - 15 L"%s lacks sufficient Morale to perform this task.", L"%s is too exhausted to perform this task.", L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", L"Too many people are already working at the %s.", L"Too many people are already performing this task at the %s.", // 16 - 20 L"%s can find no items to repair.", L"%s has lost some %s while working in sector %s!", L"%s has lost some %s while working at the %s in %s!", L"%s was injured while working in sector %s, and requires immediate medical attention!", L"%s was injured while working at the %s in %s, and requires immediate medical attention!", // 21 - 25 L"%s was injured while working in sector %s. It doesn't seem too bad though.", L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", L"The residents of %s seem upset about %s's presence.", L"The residents of %s seem upset about %s's work at the %s.", L"%s's actions in sector %s have caused loyalty loss throughout the region!", // 26 - 30 L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", L"%s is drunk.", // <--- This is a log message string. L"%s has become severely ill in sector %s, and has been taken off duty.", L"%s has become severely ill and cannot continue his work at the %s in %s.", L"%s was injured in sector %s.", // <--- This is a log message string. // 31 - 35 L"%s was severely injured in sector %s.", //<--- This is a log message string. }; // TODO.Translate STR16 gzFacilityRiskResultStrings[]= { L"Strength", L"Agility", L"Dexterity", L"Wisdom", L"Health", L"Marksmanship", // 5-10 L"Leadership", L"Mechanical skill", L"Medical skill", L"Explosives skill", }; // TODO.Translate STR16 gzFacilityAssignmentStrings[]= { L"AMBIENT", L"Staff", L"Rest", L"Repair Items", L"Repair %s", // Vehicle name inserted here L"Repair Robot", // 6-10 L"Doctor", L"Patient", L"Practice Strength", L"Practice Dexterity", L"Practice Agility", L"Practice Health", // 11-15 L"Practice Marksmanship", L"Practice Medical", L"Practice Mechanical", L"Practice Leadership", L"Practice Explosives", // 16-20 L"Student Strength", L"Student Dexterity", L"Student Agility", L"Student Health", L"Student Marksmanship", // 21-25 L"Student Medical", L"Student Mechanical", L"Student Leadership", L"Student Explosives", L"Trainer Strength", // 26-30 L"Trainer Dexterity", L"Trainer Agility", L"Trainer Health", L"Trainer Marksmanship", L"Trainer Medical", // 30-35 L"Trainer Mechanical", L"Trainer Leadership", L"Trainer Explosives", }; STR16 Additional113Text[]= { L"Jagged Alliance 2 v1.13 mode fenêtré exige une profondeur de couleur de 16 bit ou moins.", // TODO.Translate // WANNE: Savegame slots validation against INI file L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", }; // SANDRO - Taunts (here for now, xml for future, I hope) STR16 sEnemyTauntsFireGun[]= { L"Suck this!", L"Touch this!", L"Come get some!", L"You're mine!", L"Die!", L"You scared, motherfucker?", L"This will hurt!", L"Come on you bastard!", L"Come on! I don't got all day!", L"Come to daddy!", L"You'll be six feet under in no time!", L"Will send ya home in a pinebox, loser!", L"Hey, wanna play?", L"You should have stayed home, bitch.", L"Sucker!", }; STR16 sEnemyTauntsFireLauncher[]= { L"We have a barbecue here.", L"I got a present for ya.", L"Bam!", L"Smile!", }; STR16 sEnemyTauntsThrow[]= { L"Catch!", L"Here ya go!", L"Pop goes the weasel.", L"This one's for you.", L"Muhehe.", L"Catch this, swine!", L"I like this.", }; STR16 sEnemyTauntsChargeKnife[]= { L"I'll get your scalp.", L"Come to papa.", L"Show me your guts!", L"I'll rip you to pieces!", L"Motherfucker!", }; STR16 sEnemyTauntsRunAway[]= { L"We're in some real shit...", L"They said join the army. Not for this shit!", L"I have enough.", L"Oh my God.", L"They ain't paying us enough for this.", L"It's just too much for me.", L"I'll bring some friends.", }; STR16 sEnemyTauntsSeekNoise[]= { L"I heard that!", L"Who's there?", L"What was that?", L"Hey! What the...", }; STR16 sEnemyTauntsAlert[]= { L"They are here!", L"Now the fun can start.", L"I hoped this will never happen.", }; STR16 sEnemyTauntsGotHit[]= { L"Ouch!", L"Ugh!", L"This.. hurts!", L"You fuck!", L"You will regret.. uhh.. this.", L"What the..!", L"Now you have.. pissed me off.", }; ////////////////////////////////////////////////////// // HEADROCK HAM 4: Begin new UDB texts and tooltips ////////////////////////////////////////////////////// STR16 gzItemDescTabButtonText[] = { L"Description", L"General", L"Advanced", }; STR16 gzItemDescTabButtonShortText[] = { L"Desc", L"Gen", L"Adv", }; STR16 gzItemDescGenHeaders[] = { L"Primary", L"Secondary", L"AP Costs", L"Burst / Autofire", }; STR16 gzItemDescGenIndexes[] = { L"Prop.", L"0", L"+/-", L"=", }; STR16 gzUDBButtonTooltipText[]= { L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.", L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", }; STR16 gzUDBHeaderTooltipText[]= { L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", }; STR16 gzUDBGenIndexTooltipText[]= { L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", }; STR16 gzUDBAdvIndexTooltipText[]= { L"Property icon (mouse-over to reveal name).", L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", L"Bonus/penalty given while |p|r|o|n|e.", L"Bonus/penalty given", }; STR16 szUDBGenWeaponsStatsTooltipText[]= { L"|A|c|c|u|r|a|c|y", L"|D|a|m|a|g|e", L"|R|a|n|g|e", L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", L"|L|o|u|d|n|e|s|s", L"|R|e|l|i|a|b|i|l|i|t|y", L"|R|e|p|a|i|r |E|a|s|e", L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", L"", // (12) L"|A|P|s |t|o |R|e|a|d|y", L"|A|P|s |t|o |A|t|t|a|c|k", L"|A|P|s |t|o |B|u|r|s|t", L"|A|P|s |t|o |A|u|t|o|f|i|r|e", L"|A|P|s |t|o |R|e|l|o|a|d", L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", L"|L|a|t|e|r|a|l |R|e|c|o|i|l", L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l", L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", }; STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= { L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", L"\n \nDetermines how difficult it is to repair this weapon.\n \nHigher is better.", L"\n \nThe minimum range at which a scope can provide it's aimBonus.", L"\n \nTo hit modifier granted by laser sights.", L"", // (12) L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.", L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", }; STR16 szUDBGenArmorStatsTooltipText[]= { L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", L"|C|o|v|e|r|a|g|e", L"|D|e|g|r|a|d|e |R|a|t|e", }; STR16 szUDBGenArmorStatsExplanationsTooltipText[]= { L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", }; STR16 szUDBGenAmmoStatsTooltipText[]= { L"|A|r|m|o|r |P|i|e|r|c|i|n|g", L"|B|u|l|l|e|t |T|u|m|b|l|e", L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", }; STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= { L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen above 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen below 1.0, the bullet increases the\nprotection value of the armor instead.\n \nHigher is better.", L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", }; STR16 szUDBGenExplosiveStatsTooltipText[]= { L"|D|a|m|a|g|e", L"|S|t|u|n |D|a|m|a|g|e", L"|B|l|a|s|t |R|a|d|i|u|s", L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", L"|L|o|u|d|n|e|s|s", L"|V|o|l|a|t|i|l|i|t|y", }; STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= { L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", }; STR16 szUDBGenSecondaryStatsTooltipText[]= { L"|T|r|a|c|e|r |A|m|m|o", L"|A|n|t|i|-|T|a|n|k |A|m|m|o", L"|I|g|n|o|r|e|s |A|r|m|o|r", L"|A|c|i|d|i|c |A|m|m|o", L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", L"|W|a|t|e|r|p|r|o|o|f", L"|E|l|e|c|t|r|o|n|i|c", L"|G|a|s |M|a|s|k", L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", L"|C|a|n |P|i|c|k |L|o|c|k|s", L"|C|a|n |C|u|t |W|i|r|e|s", L"|C|a|n |S|m|a|s|h |L|o|c|k|s", L"|M|e|t|a|l |D|e|t|e|c|t|o|r", L"|R|e|m|o|t|e |T|r|i|g|g|e|r", L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", L"|T|o|o|l |K|i|t", L"|T|h|e|r|m|a|l |O|p|t|i|c|s", L"|X|-|R|a|y |D|e|v|i|c|e", L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", 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", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= { L"\n \nThis ammo creates a tracer effect when firedin\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", L"\n \nWhen this ammo strikes the armor on a target,\n \nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", L"\n \nThis item is imprevious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gasses are corrosive, and might eat\nright through the mask...", L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks.", L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools.", L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty.", L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", 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.", }; STR16 szUDBAdvStatsTooltipText[]= { L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", L"|R|a|n|g|e |M|o|d|i|f|i|e|r", L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", L"|T|u|n|n|e|l |V|i|s|i|o|n", L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", L"|T|o|-|H|i|t |B|o|n|u|s", L"|A|i|m |B|o|n|u|s", }; // Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. STR16 szUDBAdvStatsExplanationsTooltipText[]= { L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", }; STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= { L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", }; // HEADROCK HAM 4: Text for the new CTH indicator. STR16 gzNCTHlabels[]= { L"SINGLE", L"AP", }; ////////////////////////////////////////////////////// // HEADROCK HAM 4: End new UDB texts and tooltips ////////////////////////////////////////////////////// #endif //FRENCH