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https://github.com/1dot13/source.git
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o Now we can also build FUNCTIONAL Polish version with VS 2005 instead of only building with VS 2008/VS 2010 - Multiplayer fixes and improvements o Increased MP version to v1.9 o Added and info output text when the AI interrupts the pure client, that the game could hang and the server should press ALT + E o Disabled the possibility, that the server could always give himself the turn with ALT + E. Now when pressing '1' on the dialog instead of giving the server the turn, the dialog closes without any action o Disabled the possibility, that the server could kick himself from the game when pressing ALT + K and then selecting '1'. The '1' button now cancels the dialog without doing any action. o Disabled the possibility, that the server could kick a client in the strategy screen o When client gets kicked from tactical, the game automatically switches to spectator mode for the kicked client o Disabled Encyclopedia and Briefing room links from the laptop git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4692 3b4a5df2-a311-0410-b5c6-a8a6f20db521
485 lines
22 KiB
C++
485 lines
22 KiB
C++
// WANNE: This pragma should not be needed anymore for Polish version, after we set the encoding to UTF8
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// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions.
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//#pragma setlocale("POLISH")
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#include "_Ja25Polishtext.h"
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#else
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#include "Language Defines.h"
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#ifdef POLISH
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#include "text.h"
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#include "Fileman.h"
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#endif
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#endif
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//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
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void this_is_the_Ja25PolishText_public_symbol(void){;}
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#ifdef POLISH
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// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
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STR16 zNewTacticalMessages[]=
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{
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//L"Odleg³oœæ od celu (w polach): %d, Jasnoœæ = %d/%d",
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L"Nadajnik zosta³ pod³¹czony do twojego laptopa.",
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L"Nie mo¿esz zatrudniæ %s(a)",
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L"Na okreœlony czas, poni¿sze honorarium pokryje koszt ca³ej misji razem z wyposa¿eniem zamieszonym poni¿ej.",
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L"Zatrudnij %s(a) ju¿ teraz i weŸ udzia³ naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie ca³y ekwipunek najemnika dostaniesz za darmo.",
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L"Honorarium",
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L"Ktoœ jest w sektorze...",
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//L"Zasiêg broni (w polach): %d, Szansa na trafienie: %d procent",
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L"Poka¿ os³onê",
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L"Zasiêg wzroku",
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L"Nowi rekruci nie mog¹ tam przybyæ.",
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L"Dopóki twój laprop bêdzie bez nadajnika, nie bêdziesz móg³ zatrudniaæ nowych cz³onków zespo³u. Mo¿liwe, ¿e to odpowiedni moment ¿eby odczytaæ zapisany stan gry lub zacz¹æ graæ od nowa!",
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L"%s s³yszy dŸwiêk zgniatanego metalu dochodz¹cy spod cia³a Jerrego. To niestety zabrzmia³o jak dŸwiêk zgniatanej anteny od twojego laptopa.", //the %s is the name of a merc. @@@ Modified
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L"Po przej¿eniu notatki zostawionej przez zastêpce dowódcy Morris'a, %s zauwa¿a pewn¹ mo¿liwoœæ. Notatka zawiera koordynaty do wystrzelenia pocisków w dwa miasteczka w Arulco. S¹ na niej równie¿ koordynaty z których te pociski zostan¹ wystrzelone - wojskowej placówki.",
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L"Przygl¹daj¹c siê panelowi kontrolnemu, %s zauwa¿a, ¿e cyfry mo¿na odwróciæ, tak, ¿e pociski mog¹ zniszczyæ t¹ placówkê. %s musi znaleŸæ drogê ucieczki. Wydaje siê, ¿e winda jest najszybszym rozwi¹zaniem...",
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L"To jest tryb CZ£OWIEK ZE STALI i nie mo¿esz zapisywaæ gry gdy wróg jest w sektorze.", // @@@ new text
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L"(Nie mo¿na zapisywaæ gry podczas walki)", //@@@@ new text
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L"Kampania ma wiêcej ni¿ 30 postaci.", // @@@ new text
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L"Nie mo¿na odnaleŸæ kampanii.", // @@@ new text
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L"Kampania: Standardowa ( %S )", // @@@ new text
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L"Kampania: %S", // @@@ new text
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L"Wybra³eœ kampaniê %S. Ta kampania zosta³a stworzona przez fanów gry. Czy jesteœ pewien, ¿e chcesz w ni¹ zagraæ?", // @@@ new text
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L"¯eby u¿yæ edytora powinieneœ wczeœniej wybraæ kampaniê inn¹ ni¿ standardowa.", ///@@new
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - New STOMP laptop strings
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//these strings match up with the defines in IMP Skill trait.cpp
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STR16 gzIMPSkillTraitsText[]=
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{
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L"Otwieranie zamków",
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L"Walka wrêcz",
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L"Elektronika",
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L"Operacje nocne",
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L"Rzucanie",
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L"Szkolenie",
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L"Broñ ciê¿ka",
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L"Broñ automatyczna",
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L"Skradanie siê",
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L"Oburêcznoœæ",
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L"Broñ bia³a",
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L"Snajper",
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L"Kamufla¿",
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L"Sztuki walki",
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L"Brak",
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L"Umiejêtnoœci",
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L"(Ekspert)",
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};
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//added another set of skill texts for new major traits
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STR16 gzIMPSkillTraitsTextNewMajor[]=
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{
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L"Broñ automatyczna",
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L"Broñ ciê¿ka",
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L"Strzelec wyborowy",
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L"£owca",
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L"Rewolwerowiec",
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L"Walka wrêcz",
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L"Zastêpca szeryfa",
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L"Technik",
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L"Paramedyk",
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L"None",
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L"G³ówne cechy I.M.P",
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// second names
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L"Strzelec CKM",
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L"Bombardier",
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L"Snajper",
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L"Leœniczy",
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L"Rewolwerowiec",
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L"Walka wrêcz",
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L"Dowódca dru¿yny",
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L"In¿ynier",
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L"Doktor",
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};
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//added another set of skill texts for new minor traits
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STR16 gzIMPSkillTraitsTextNewMinor[]=
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{
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L"Oburêcznoœæ",
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L"Walka wrêcz",
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L"Rzucanie",
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L"Operacje nocne",
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L"Cichy",
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L"Atletyka",
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L"Bodybuilding",
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L"£adunki wybuchowe",
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L"Nauczanie",
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L"Zwiad",
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L"Brak",
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L"Pomniejsze cechy I.M.P",
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};
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//these texts are for help popup windows, describing trait properties
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STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
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{
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L"+%d%s do szansy trafienia karabinem szturmowym\n",
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L"+%d%s do szansy trafienia pistoletem maszynowym\n",
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L"+%d%s do szansy trafienia erkaemem\n",
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L"-%d%s do liczby PA potrzebnych do strza³u erkaemem w trybie automatycznym lub seri¹\n",
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L"-%d%s do liczby PA potrzebnych do przygotowania erkaemu\n",
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L"Kara do szansy trafienia ogniem automatycznym/seri¹ jest zmniejszona o %d%s\n",
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L"Zmniejszona szansa na wystrzelenie przez przypadek wiêkszej liczby pocisków w ogniu automatycznym o -%d%s\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
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{
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L"-%d%s do liczby PA potrzebnych do strza³u z granatnika\n",
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L"-%d%s do liczby PA potrzebnych do strza³u z wyrzutni rakiet\n",
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L"+%d%s do szansy trafienia grantnikiem\n",
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L"+%d%s do szansy trafienia wyrzutni¹ rakiet\n",
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L"-%d%s do liczby PA potrzebnych do strza³u z moŸdzierza\n",
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L"Reduce penalty for mortar CtH by %d%s\n",
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L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
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L"+%d%s damage to other targets with heavy weapons\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Sniper Rifles\n",
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L"-%d%s effective range to target with all weapons\n",
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L"+%d%s aiming bonus per aim click (except for handguns)\n",
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L"+%d%s damage on shot",
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L" plus",
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L" per every aim click",
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L" after first",
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L" after second",
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L" after third",
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L" after fourth",
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L" after fifth",
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L" after sixth",
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L" after seventh",
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L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
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L"Adds one more aim click for rifle-type guns\n",
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L"Adds %d more aim clicks for rifle-type guns\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsRanger[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Shotguns\n",
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L"-%d%s APs needed to pump Shotguns\n",
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L"+%d%s group travelling speed between sectors if traveling by foot\n",
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L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
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L"-%d%s less energy spent for travelling between sectors\n",
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L"-%d%s weather penalties\n",
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L"+%d%s camouflage effectiveness\n",
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L"-%d%s worn out speed of camouflage by water or time\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
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{
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L"-%d%s APs needed to fire with pistols and revolvers\n",
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L"+%d%s effective range with pistols and revolvers\n",
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L"+%d%s chance to hit with pistols and revolvers\n",
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L"+%d%s chance to hit with machine pistols",
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L" (on single shots only)",
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L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
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L"-%d%s APs needed to ready pistols and revolvers\n", // MINTY - "raise" changed to "ready"
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L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
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L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
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L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
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{
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L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
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L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
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L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
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L"Enemy knocked out due to your HtH attacks probably never stand up\n",
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L"Focused (aimed) punch deals +%d%s more damage\n",
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L"Your special spinning kick deals +%d%s more damage\n",
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L"+%d%s change to dodge hand to hand attacks\n",
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L"+%d%s on top chance to dodge HtH attacks with bare hands",
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L" or brass knuckles",
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L" (+%d%s with brass knuckles)",
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L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
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L"+%d%s chance to dodge attacks by any melee weapon\n",
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L"-%d%s APs needed to steal weapon from enemy hands\n",
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L"-%d%s APs needed to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", // MINTY - "state" changed to "stance"
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L"-%d%s APs needed to change stance (stand, crouch, lie down)\n", // MINTY - "state" changed to "stance"
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L"-%d%s APs needed to turn around\n",
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L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
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L"+%d%s chance to kick doors in\n", // MINTY - Changed to "kick doors in"
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L"You gain special animations for hand to hand combat\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
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{
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L"+%d%s APs per round of other mercs in vicinity\n",
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L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
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L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
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L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", // MINTY - Changed "of" to "for"
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L"+%d morale gain for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
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L"-%d morale loss for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
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L"The vicinity for bonuses is %d tiles",
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L" (%d tiles with extended ears)",
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L"(Max simultaneous bonuses for one soldier is %d)\n",
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L"+%d%s fear resistence of %s\n",
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L"Drawback: %dx morale loss for %s's death for all other mercs\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
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{
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L"+%d%s to repairing speed\n",
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L"+%d%s to lockpicking (normal/electronic locks)\n",
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L"+%d%s to disarming electronic traps\n",
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L"+%d%s to attaching special items and combining things\n",
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L"+%d%s to unjamming a gun in combat\n",
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L"Reduce penalty to repair electronic items by %d%s\n",
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L"Increased chance to detect traps and mines (+%d detect level)\n",
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L"+%d%s CtH of robot controlled by the %s\n",
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L"%s trait grants you the ability to repair the robot\n",
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L"Reduced penalty to repair speed of the robot by %d%s\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
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{
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L"Has ability to perform surgical intervention by using medical bag on wounded soldier\n", // MINTY - "make" changed to "perform"
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L"Surgery instantly returns %d%s of lost health back.",
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L" (This drains the medical bag a lot.)",
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L"Can heal lost stats (from critical hits) by the",
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L" surgery or",
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L" doctor assignment.\n",
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L"+%d%s effectiveness on doctor-patient assignment\n",
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L"+%d%s bandaging speed\n",
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L"+%d%s natural regeneration speed for all soldiers in the same sector", // MINTY - Changed "of" to "for"
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L" (max %d of these bonuses per sector stack)",
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};
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STR16 gzIMPMajorTraitsHelpTextsNone[]=
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{
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L"No bonuses",
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};
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STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
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{
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L"Reduce penalty to shoot dual weapons by %d%s\n",
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L"+%d%s speed of reloading guns with magazines\n",
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L"+%d%s speed of reloading guns with loose rounds\n",
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L"-%d%s APs needed to pickup items\n",
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L"-%d%s APs needed to work backpack\n",
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L"-%d%s APs needed to handle doors\n",
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L"-%d%s APs needed to plant/remove bombs and mines\n",
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L"-%d%s APs needed to attach items\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsMelee[]=
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{
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L"-%d%s APs needed to attack by blades\n",
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L"+%d%s chance to hit with blades\n",
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L"+%d%s chance to hit with blunt melee weapons\n",
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L"+%d%s damage with blades\n", // MINTY - Changed "of" to "with"
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L"+%d%s damage with blunt melee weapons\n", // MINTY - Changed "of" to "with"
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L"Aimed attack with any melee weapon deals +%d%s damage\n", // MINTY - Changed "by" to "with"
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L"+%d%s chance to dodge attack by melee blades\n",
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L"+%d%s on top chance to dodge melee blades if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
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L"+%d%s chance to dodge attack by blunt melee weapons\n",
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L"+%d%s on top chance to dodge blunt melee weapons if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
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};
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STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
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{
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L"-%d%s basic APs needed to throw blades\n",
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L"+%d%s max range when throwing blades\n",
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L"+%d%s chance to hit when throwing blades\n",
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L"+%d%s chance to hit when throwing blades per aim click\n",
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L"+%d%s damage with throwing blades\n", // MINTY - Changed "of" to "with"
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L"+%d%s damage with throwing blades per aim click\n", // MINTY - Changed "of" to "with"
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L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", // MINTY - Changed "by" to "with"
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L"+%d critical hit with throwing blade multiplier\n", // MINTY - Changed "by" to "with"
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L"Adds %d more aim click for throwing blades\n",
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L"Adds %d more aim clicks for throwing blades\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
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{
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L"+%d to effective sight range in the dark\n",
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L"+%d to general effective hearing range\n",
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L"+%d additional hearing range in the dark\n", // MINTY - Changed "effective hearing range in dark on top" to "additional hearing range in the dark"
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L"+%d to interrupts modifier in the dark\n",
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L"-%d need to sleep\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
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{
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L"-%d%s APs needed to move quietly\n",
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L"+%d%s chance to move quietly\n",
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L"+%d%s stealth (being 'invisible' if unnoticed)\n",
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L"Reduced cover penalty for movement by %d%s\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
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{
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L"-%d%s APs needed for moving (running, walking, squatting, crawling, swimming, etc.)\n",
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L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
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{
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L"Has %d%s damage resistance\n",
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L"+%d%s effective strength for carrying weight capacity \n",
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L"Reduced energy lost when hit by HtH attack by %d%s\n",
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L"Increased damage needed to fall down if hit to legs by %d%s\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
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{
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L"-%d%s APs needed to throw grenades\n",
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L"+%d%s max range when throwing grenades\n",
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L"+%d%s chance to hit when throwing grenades\n",
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L"+%d%s damage of set bombs and mines\n",
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L"+%d%s to attaching detonators check\n",
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L"+%d%s to planting/removing bombs check\n",
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L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
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L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
|
|
{
|
|
L"+%d%s bonus to militia training speed\n",
|
|
L"+%d%s bonus to effective leadership for determining militia training\n",
|
|
L"+%d%s bonus to teaching other mercs\n",
|
|
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
|
|
L"+%d%s bonus to train stats through self-practising assignment\n",
|
|
|
|
};
|
|
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
|
|
{
|
|
L"+%d to effective sight range with scopes on weapons\n",
|
|
L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
|
|
L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
|
|
L"If in sector, adjacent sectors will show exact number of enemies\n",
|
|
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
|
|
L"Prevents enemy ambushes on your squad\n",
|
|
L"Prevents bloodcat ambushes on your squad\n",
|
|
|
|
};
|
|
STR16 gzIMPMinorTraitsHelpTextsNone[]=
|
|
{
|
|
L"No bonuses",
|
|
};
|
|
|
|
STR16 gzIMPOldSkillTraitsHelpTexts[]=
|
|
{
|
|
L"+%d%s bonus to lockpicking\n", // 0
|
|
L"+%d%s hand to hand chance to hit\n",
|
|
L"+%d%s hand to hand damage\n",
|
|
L"+%d%s chance to dodge hand to hand attacks\n",
|
|
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
|
|
L"+%d to effective sight range in the dark\n",
|
|
L"+%d to general effective hearing range\n",
|
|
L"+%d extra hearing range in the dark\n",
|
|
L"+%d to interrupts modifier in the dark\n",
|
|
L"-%d need to sleep\n",
|
|
L"+%d%s max range when throwing anything\n", // 10
|
|
L"+%d%s chance to hit when throwing anything\n",
|
|
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
|
|
L"+%d%s bonus to militia training and other mercs instructing speed\n",
|
|
L"+%d%s effective leadership for militia training calculations\n",
|
|
L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
|
|
L"Auto fire/burst chance to hit penalty is divided by %d\n",
|
|
L"Reduced chance for shooting unwanted bullets on autofire\n",
|
|
L"+%d%s chance to move quietly\n",
|
|
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
|
|
L"Eliminates the CtH penalty when firing two weapons at once\n", // 20
|
|
L"+%d%s chance to hit with melee blades\n",
|
|
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
|
|
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
|
|
L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n",
|
|
L"-%d%s effective range to target with all weapons\n",
|
|
L"+%d%s aiming bonus per aim click\n",
|
|
L"Provides permanent camouflage\n",
|
|
L"+%d%s hand to hand chance to hit\n",
|
|
L"+%d%s hand to hand damage\n",
|
|
L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30
|
|
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
|
|
L"+%d%s chance to dodge attacks by melee blades\n",
|
|
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
|
|
L"You gain special animations for hand to hand combat\n",
|
|
L"No bonuses",
|
|
};
|
|
|
|
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
|
|
{
|
|
L"A: No advantage.\nD: No disadvantage.",
|
|
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
|
|
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
|
|
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
|
|
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
|
|
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
|
|
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
|
|
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
|
|
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
|
|
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
|
|
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
|
|
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
|
|
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
|
|
|
|
};
|
|
|
|
STR16 gzIMPDisabilitiesHelpTexts[]=
|
|
{
|
|
L"No effects.",
|
|
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
|
|
L"Can suffer panic attack if left alone in certain situations.",
|
|
L"His overall performance is reduced if underground.",
|
|
L"If trying to swim he can easily drown.",
|
|
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
|
|
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
|
|
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
|
|
|
|
};
|
|
|
|
|
|
|
|
STR16 gzIMPProfileCostText[]=
|
|
{
|
|
L"The profile cost is %d$. Do you authorize the payment? ",
|
|
};
|
|
|
|
STR16 zGioNewTraitsImpossibleText[]=
|
|
{
|
|
L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.",
|
|
};
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//@@@: New string as of March 3, 2000.
|
|
STR16 gzIronManModeWarningText[]=
|
|
{
|
|
L"Wybra³eœ tryb CZ£OWIEK ZE STALI. Opcja ta sprawi, ¿e gra bêdzie du¿o trudniejsza poniewa¿ nie bêdzie mo¿liwoœci zapisywania gry podczas walki. Bêdzie to mia³o wp³yw na ca³y przebieg rozgrywki. Czy na pewno chcesz graæ w trybie CZ£OWIEK ZE STALI?",
|
|
};
|
|
|
|
STR16 gzDisplayCoverText[]=
|
|
{
|
|
L"Cover: %d/100 %s, Brightness: %d/100",
|
|
L"Gun Range: %d/%d tiles, Chance to hit: %d/100",
|
|
L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100",
|
|
L"Disabling cover display",
|
|
L"Showing mercenary view",
|
|
L"Showing danger zones for mercenary",
|
|
L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald)
|
|
L"Urban",
|
|
L"Desert",
|
|
L"Snow", // NOT USED!!!
|
|
L"Wood and Desert",
|
|
L"" // yes empty for now
|
|
};
|
|
|
|
|
|
#endif
|