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* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
515 lines
23 KiB
C++
515 lines
23 KiB
C++
//#pragma setlocale("CHINESE")
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#include "_Ja25Englishtext.h"
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#else
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#include "Language Defines.h"
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#ifdef CHINESE
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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_Ja25ChineseText_public_symbol(void){;}
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#ifdef CHINESE
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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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/*
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L"Range to target: %d tiles, Brightness: %d/%d",
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L"Attaching the transmitter to your laptop computer.",
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L"You cannot afford to hire %s",
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L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
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L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
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*/
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//L"目标的距离: %d格, 亮度: %d/%d",
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L"将发报机装到笔记本电脑上。",
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L"你无法支付雇佣%s的费用",
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L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
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L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
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/*
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L"Fee",
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L"There is someone else in the sector...",
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L"Gun Range: %d tiles, Chance to hit: %d percent",
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L"Display Cover",
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L"Line of Sight",
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*/
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L"费用",
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L"在本分区发现有人……",
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//L"枪的射程: %d格, 命中率: %d%",
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L"显示覆盖物",
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L"视距",
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/*
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L"New Recruits cannot arrive there.",
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L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
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L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
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L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
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L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
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*/
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L"新雇请的佣兵无法到达那里。",
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L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
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L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
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L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
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L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
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/*
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L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
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L"(Cannot save during combat)", //@@@@ new text
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L"The current campaign name is greater than 30 characters.", // @@@ new text
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L"The current campaign cannot be found.", // @@@ new text
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L"Campaign: Default ( %S )", // @@@ new text
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*/
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L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
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L"(不能在战斗时存盘)",
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L"当前的战役名称超过了30个字符。",
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L"无法找到当前的战役。", // @@@ new text
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L"战役: 默认 ( %S )", // @@@ new text
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/*
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L"Campaign: %S", // @@@ new text
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L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
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L"In order to use the editor, please select a campaign other than the default.", ///@@new
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*/
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L"战役: %S", // @@@ new text
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L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
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L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
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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"开锁", //"Lock picking",
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L"徒手格斗", //"Hand to hand combat",
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L"电子", //"Electronics",
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L"夜战", //"Night operations",
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L"投掷", //"Throwing",
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L"教学", //"Teaching",
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L"重武器", //"Heavy Weapons",
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L"自动武器", //"Auto Weapons",
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L"潜行", //"Stealth",
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L"双手武器", //"Ambidextrous",
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L"刀技", //"Knifing",
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L"狙击手", //"Sniper",
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L"伪装", //"Camouflage",
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L"武术", //"Martial Arts",
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L"无", //"None",
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L"I.M.P 专属技能", //"I.M.P. Specialties",
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L"(Expert)",
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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"Auto Weapons",
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L"Heavy Weapons",
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L"Marksman",
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L"Hunter",
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L"Gunslinger",
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L"Hand to Hand",
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L"Deputy",
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L"Technician",
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L"Paramedic",
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L"None",
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L"I.M.P. Major Traits",
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// second names
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L"Machinegunner",
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L"Bombardier",
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L"Sniper",
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L"Ranger",
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L"Gunfighter",
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L"Martial Arts",
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L"Squadleader",
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L"Engineer",
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L"Doctor",
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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"Ambidextrous",
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L"Melee",
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L"Throwing",
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L"Night Ops",
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L"Stealthy",
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L"Athletics",
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L"Bodybuilding",
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L"Demolitions",
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L"Teaching",
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L"Scouting",
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L"None",
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L"I.M.P. Minor Traits",
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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 Chance to Hit with Assault Rifles\n",
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L"+%d%s Chance to Hit with SMGs\n",
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L"+%d%s Chance to Hit with LMGs\n",
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L"-%d%s APs needed to fire with LMGs\n",
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L"-%d%s APs needed to ready light machine guns\n",
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L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
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L"Reduced chance for shooting unwanted bullets on autofire\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
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{
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L"-%d%s APs needed to fire grenade launchers\n",
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L"-%d%s APs needed to fire rocket launchers\n",
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L"+%d%s chance to hit with grenade launchers\n",
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L"+%d%s chance to hit with rocket launchers\n",
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L"-%d%s APs needed to fire mortar\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 raise pistols and revolvers\n",
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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 state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
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L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
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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\n",
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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 of other mercs in vicinity and %s himself\n",
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L"+%d morale gain of other mercs in vicinity\n",
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L"-%d morale loss of other mercs in vicinity\n",
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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 make surgical intervention by using medical bag on wounded soldier\n",
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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 of all soldiers in the same sector",
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L" (max %d these bonuses per sector)",
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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 of blades\n",
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L"+%d%s damage of blunt melee weapons\n",
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L"Aimed attack by any melee weapon deals +%d%s damage\n",
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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 having a blade in hands\n",
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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 having a blade in hands\n",
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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 of throwing blades\n",
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L"+%d%s damage of throwing blades per aim click\n",
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L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n",
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L"+%d critical hit by throwing blade multiplier\n",
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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 dark\n",
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L"+%d to general effective hearing range\n",
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L"+%d to effective hearing range in dark on top\n",
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L"+%d to interrupts modifier in 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, swatting, 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",
|
||
|
||
};
|
||
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
|
||
{
|
||
L"+%d%s bonus to train militia\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 the enemy to ambush your squad\n",
|
||
L"Prevents the bloodcats to ambush 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 dark\n",
|
||
L"+%d to general effective hearing range\n",
|
||
L"+%d to effective hearing range in dark on top\n",
|
||
L"+%d to interrupts modifier in 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 train militia and instruct other mercs\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 for second hand 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 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 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 needs patience like repairing items, picking locks, removing traps, doctoring, training militia.",
|
||
L"A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupts chance is slightly lowered.",
|
||
L"A: Incresed 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 bigger chance for inflicting stat loss and can inflict special painful wounds when able to\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 make a 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 per a while\nand can lose morale if unable to do that 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"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
|
||
L"你选择了铁人模式。这将会游戏变得相当有挑战性,因为你无法在敌人占据的分区存档。 这个设置会影响游戏的整个进程。你确认你要在铁人模式下进行游戏吗?",
|
||
};
|
||
|
||
STR16 gzDisplayCoverText[]=
|
||
{
|
||
L"隐蔽程度: %d/100 %s, 光亮度: %d/100",
|
||
L"武器射程: %d/%d 格, 命中率: %d/100",
|
||
L"关闭隐蔽程度显示",
|
||
L"显示佣兵的视线",
|
||
L"显示佣兵的隐蔽程度",
|
||
L"树林", //本想用丛林, 但树林这词在德文中更短 (dschungel vs wald) // wanted to use jungle , but wood is shorter in german too (dschungel vs wald)
|
||
L"城市",
|
||
L"沙漠",
|
||
L"雪地", // NOT USED!!!
|
||
L"树林和沙漠",
|
||
L"" // yes empty for now
|
||
};
|
||
|
||
|
||
#endif
|