Files
source/Utils/_RussianText.cpp
T
ChrisL 6d31772abd Altered the pName field from Pockets.xml to a CHAR16 value so it will support multilingual code.
Updated the Pockets.xml reader function so that we can include a german.pockets.xml and russian.pockets.xml (and any other language we eventually choose to support) just like we have with Items.xml.
I moved the "Sold Item" and "Delete Item" phrases to the language specific cpp files.
I updated the SHIFT+N hotkey so that it will now work from the strategic screen.  On tactical it handles the entire team.  On strategic, it handles only the one merc who is currently active.
I fixed a problem with the ALT+W cheat key so that it cycles properly.
I fixed a problem with the backpack buttons where the button key wasn't being properly deleted.  This could sometimes cause an "overload" which would result in a crash.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-03-09 17:26:55 +00:00

4265 lines
126 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#endif
#include "Language Defines.h"
#include "text.h"
#include "Fileman.h"
#ifdef RUSSIAN
/*
******************************************************************************************************
** IMPORTANT TRANSLATION NOTES **
******************************************************************************************************
GENERAL TOPWARE INSTRUCTIONS
- Always be aware that German 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 the German language 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 Topware 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 Topware to ask questions and address problems as
SirTech uses the "@@@" notation.
*/
STR16 pCreditsJA2113[] =
{
L"@T,{;Ðàçðàáîò÷èêè JA2 v1.13",
L"@T,C144,R134,{;Ïðîãðàììèðîâàíèå",
L"@T,C144,R134,{;Ãðàôèêà è çâóê",
L"@};(Ìíîãîå áûëî âçÿòî èç äðóãèõ ìîäîâ!)",
L"@T,C144,R134,{;Ïðåäìåòû",
L"@T,C144,R134,{;Òàêæå ïîìîãàëè",
L"@};(È ìíîãèå äðóãèå, ïðåäëîæèâøèå õîðîøèå èäåè è âûñêàçàâøèå âàæíûå çàìå÷àíèÿ!)",
};
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",38 êàë",
// L"9ìì",
// L",45 êàë",
// L",357 êàë",
// L"12 êàë",
// L"ÎÁÁ",
// L"5,45ìì",
// L"5,56ìì",
// L"7,62ìì ÍÀÒÎ",
// L"7,62ìì ÂÄ",
// L"4,7ìì",
// L"5,7ìì",
// L"Ìîíñòð",
// L"Ðàêåòà",
// L"", // äðîòèê
// L"", // ïëàìÿ
//// 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",38 êàë",
// L"9ìì",
// L",45 êàë",
// L",357 êàë",
// L"12 êàë",
// L"ÎÁÁ",
// L"5,45ìì",
// L"5,56ìì",
// L"7,62ìì Í.",
// L"7,62ìì ÂÄ",
// L"4,7ìì",
// L"5.7ìì",
// L"Ìîíñòð",
// L"Ðàêåòà",
// L"", // äðîòèê
//// L"", // flamethrower
//// L".50 cal", // barrett
//// L"9mm Hvy", // Val silent
//};
CHAR16 WeaponType[][30] =
{
L"", //Other
L"Ïèñòîëåò", //Pistol
L"Àâò.ïèñòîëåò", //MP //'Àâòîìàòè÷åñêèé ïèñòîëåò'
L"ÏÏ", //SMG //'Ïèñòîëåò-ïóëåìåò'
L"Âèíòîâêà", //Rifle
L"Ñí.âèíòîâêà", //Sniper rifle //'Ñíàéïåðñêàÿ âèíòîâêà'
L"Øò.âèíòîâêà", //Assault rifle //'Øòóðìîâàÿ âèíòîâêà'
L"Ðó÷íîé ïóëåìåò", //LMG //'Ðó÷íîé ïóëåìåò'
L"Ðóæüå" //Shotgun //'Ãëàäêîñòâîëüíîå ðóæüå'
};
CHAR16 TeamTurnString[][STRING_LENGTH] =
{
L"Õîä Èãðîêà", // player's turn
L"Õîä Ïðîòèâíèêà",
L"Õîä Òâàðåé",
L"Õîä Îïîë÷åíèÿ",
L"Õîä Ãðàæäàíñêèõ"
// planning turn
};
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 ïîëó÷àåò ðàíåíèå â ãîëîâó è òåðÿåò â èíòåëëåêòå!",
L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò â ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò â ñèëå!",
L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò â ïðîâîðíîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãîëîâó è òåðÿåò %d î÷êîâ èíòåëëåêòà!",
L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò %d î÷êîâ ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò %d î÷êîâ ñèëû!",
L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò %d î÷êîâ ïðîâîðíîñòè!",
L"Ïåðåõâàò!",
// 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"Ê âàì íà ïîìîùü ïðèáûëî ïîäêðåïëåíèå!",
// In the following four lines, all %s's are merc names
L"%s ïåðåçàðÿæàåò îðóæèå.",
L"%s íåäîñòàòî÷íî î÷êîâ äåéñòâèÿ!",
L"%s îêàçûâàåò ïåðâóþ ïîìîùü (ëþáàÿ êëàâèøà - îòìåíà).",
L"%s è %s îêàçûâàþò ïåðâóþ ïîìîùü (ëþáàÿ êëàâèøà - îòìåíà).",
// the following 17 strings are used to create lists of gun advantages and disadvantages
// (separated by commas)
L"íàäåæåí",
L"íåíàäåæåí",
L"ïðîñòîé ðåìîíò",
L"ñëîæíûé ðåìîíò",
L"áîëüøîé óðîí",
L"ìàëûé óðîí",
L"ñêîðîñòðåëüíûé",
L"íåñêîðîñòð.",
L"äàëüíèé áîé",
L"áëèæíèé áîé",
L"ëåãêèé",
L"òÿæåëûé",
L"êîìïàêòíûé",
L"î÷åðåäÿìè",
L"", //íåò îòñå÷êè î÷åðåäè
L"áîë.ìàãàçèí",
L"ìàë.ìàãàçèí",
// In the following two lines, all %s's are merc names
L"%s: êàìóôëÿæíàÿ êðàñêà ñòåðëàñü.",
L"%s: êàìóôëÿæíàÿ êðàñêà ñìûëàñü.",
// The first %s is a merc name and the second %s is an item name
L"Âòîðîå îðóæèå: çàêîí÷èëèñü ïàòðîíû!",
L"%s êðàäåò %s.",
// The %s is a merc name
L"%s: îðóæèå íå ñòðåëÿåò î÷åðåäÿìè.",
L"Óæå óñòàíîâëåíî!", //íå èñïîëüçóåòñÿ, ïðèìåíÿëîñü ïðè ïðèàòòà÷èâàíèè àòòà÷à êîãäà òàêîé æå óæå ïðèàòòà÷åí
L"Îáúåäèíèòü?", //èñïîëüçóåòñÿ åñëè ïðåäìåòîì-àòòà÷åì íà êóðñîðå êëèêíóòü íà ïðåäìåò, ëåæàùèé â ñëîòå ðóêè
// Both %s's are item names
L"Íåëüçÿ ïðèñîåäèíèòü %s ê %s.",
L"Íè÷åãî",
L"Ðàçðÿäèòü",
L"Íàâåñêà",
//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"Íåëüçÿ èñïîëüçîâàòü %s è %s îäíîâðåìåííî.",
L"Ýòîò ïðåäìåò ìîæíî ïðèñîåäèíèòü ê äðóãèì ïðåäìåòàì, ïîìåñòèâ åãî â îäíî èç ÷åòûðåõ ìåñò äëÿ ïðèñïîñîáëåíèé.",
L"Ýòîò ïðåäìåò ìîæíî ïðèñîåäèíèòü ê äðóãèì ïðåäìåòàì, ïîìåñòèâ åãî â îäíî èç ÷åòûðåõ ìåñò äëÿ ïðèñïîñîáëåíèé. (Îäíàêî ýòè ïðåäìåòû íåñîâìåñòèìû)",
L"Â ñåêòîðå åùå îñòàëèñü âðàãè!",
L"%s òðåáóåò ïîëíóþ îïëàòó, íóæíî çàïëàòèòü åùå %s",
L"%s: ïîïàäàíèå â ãîëîâó!",
L"Ïîêèíóòü áèòâó?",
L"Ýòî íåñúåìíîå ïðèñïîñîáëåíèå. Óñòàíîâèòü åãî?",
L"%s ÷óâñòâóåò ïðèëèâ ýíåðãèè!",
L"%s ïîñêàëüçûâàåòñÿ íà ñòåêëÿííûõ øàðèêàõ!",
L"%s íå óäàëîñü îòîáðàòü %s ó âðàãà!",
L"%s ÷èíèò %s",
L"Ïåðåõâàòèëè õîä: ", //ïðè ïåðåõâàòå õîäà ó âðàãà
L"Ñäàòüñÿ?",
L"×åëîâåê îòâåðã âàøó ïîìîùü.",
L"Âàì ýòî íàäî?", //ïîÿâëÿåòñÿ ïðè ïîïûòêå ïåðåâÿçàòü æóêà èëè êîøêó
L"×òîáû âîñïîëüçîâàòüñÿ âåðòîëåòîì Íåáåñíîãî Âñàäíèêà âûáåðèòå 'Ìàøèíà/Âåðòîëåò'.",
L"%s óñïåâàåò çàðÿäèòü òîëüêî îäíî îðóæèå.", //%s only had enough time to reload ONE gun
L"Õîä Êîøåê-Óáèéö", //Bloodcats' turn
L"àâòîìàòè÷åñêèé", //full auto
L"íåàâòîìàòè÷åñêèé", //no full auto
L"òî÷íûé", //accurate
L"íåòî÷íûé", //inaccurate
L"íåò îäèíî÷íûõ", //no semi auto
L"Âðàã îáîáðàí äî íèòêè!",
L"Ó âðàãà â ðóêàõ íè÷åãî íåò!",
};
// the names of the towns in the game
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
{
L"",
L"Îìåðòà",
L"Äðàññåí",
L"Àëüìà",
L"Ãðàì",
L"Òèêñà",
L"Êàìáðèÿ",
L"Ñàí-Ìîíà",
L"Ýñòîíè",
L"Îðòà",
L"Áàëàéì",
L"Ìåäóíà",
L"×èòçåíà",
};
// 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"Ïàóçà",
L"Íîðìà", //åñòü ïîäîçðåíèå, ÷òî â èãðå ýòîãî íå óâèäèø
L"5 ìèí",
L"30 ìèí",
L"60 ìèí",
L"6 ÷àñîâ", //åñòü ïîäîçðåíèå, ÷òî â èãðå ýòîãî íå óâèäèø
};
// 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"Îòðÿä 1",
L"Îòðÿä 2",
L"Îòðÿä 3",
L"Îòðÿä 4",
L"Îòðÿä 5",
L"Îòðÿä 6",
L"Îòðÿä 7",
L"Îòðÿä 8",
L"Îòðÿä 9",
L"Îòðÿä 10",
L"Îòðÿä 11",
L"Îòðÿä 12",
L"Îòðÿä 13",
L"Îòðÿä 14",
L"Îòðÿä 15",
L"Îòðÿä 16",
L"Îòðÿä 17",
L"Îòðÿä 18",
L"Îòðÿä 19",
L"Îòðÿä 20",
L"Íà ñëóæáå", // on active duty //SB: êîðÿâî
L"Ìåäèê", // îêàçûâàåò ìåäïîìîùü
L"Ïàöèåíò", //ïðèíèìàåò ìåäïîìîùü
L"Òðàíñïîðò", // in a vehicle
L"Â ïóòè", //òðàíçèòîì - ñîêðàùåíèå
L"Ðåìîíò", // ðåìîíòèðóþòñÿ
L"Ïðàêòèêà", // òðåíèðóþòñÿ
L"Îïîë÷åíèå", //ãîòîâÿò âîññòàíèå ñðåäè ãîðîæàí
L"Òðåíåð", // training a teammate
L"Ó÷åíèê", // being trained by someone else
L"Ìåðòâ", // ìåðòâ
L"Íåäååñï.", // abbreviation for incapacitated
L"Â ïëåíó", // Prisoner of war - captured
L"Ãîñïèòàëü", // patient in a hospital
L"Ïóñò", // Vehicle is empty
};
STR16 pMilitiaString[] =
{
L"Îïîë÷åíèå", // the title of the militia box
L"Çàïàñ", //the number of unassigned militia troops
L"Íåëüçÿ ïåðåðàñïðåäåëÿòü îïîë÷åíèå, êîãäà âðàã íàõîäèòñÿ â ýòîì ðàéîíå!",
};
STR16 pMilitiaButtonString[] =
{
L"Àâòî", // auto place the militia troops for the player
L"Ãîòîâî", // done placing militia troops
};
STR16 pConditionStrings[] =
{
L"Îòëè÷íîå", //ñîñòîÿíèå ñîëäàòà..îòëè÷íîå çäîðîâüå
L"Õîðîøåå", //õîðîøåå çäîðîâüå
L"Ñíîñíîå", //íîðìàëüíîå çäîðîâüå
L"Ðàíåí", //ðàíû
L"Óñòàë", // óñòàëûé
L"Êðîâîòå÷åíèå", // èñòåêàåò êðîâüþ
L"Áåç ñîçíàíèÿ", // â îáìîðîêå
L"Óìèðàåò", //óìèðàåò
L"Ìåðòâ", // ìåðòâ
};
STR16 pEpcMenuStrings[] =
{
L"Ñðàæàòüñÿ", // set merc on active duty //ýòî ñòðîêè èç ìåíþ ÒÎËÜÊÎ äëÿ ýñêîðòèðóåìûõ
L"Ïàöèåíò", // set as a patient to receive medical aid
L"Òðàíñïîðò", // tell merc to enter vehicle
L"Áåç ýñêîðòà", // îõðàíà ïîêèäàåò ãåðîÿ
L"Îòìåíà", // âûõîä èç ýòîãî ìåíþ
};
// look at pAssignmentString above for comments
STR16 pPersonnelAssignmentStrings[] =
{
L"Îòðÿä 1",
L"Îòðÿä 2",
L"Îòðÿä 3",
L"Îòðÿä 4",
L"Îòðÿä 5",
L"Îòðÿä 6",
L"Îòðÿä 7",
L"Îòðÿä 8",
L"Îòðÿä 9",
L"Îòðÿä 10",
L"Îòðÿä 11",
L"Îòðÿä 12",
L"Îòðÿä 13",
L"Îòðÿä 14",
L"Îòðÿä 15",
L"Îòðÿä 16",
L"Îòðÿä 17",
L"Îòðÿä 18",
L"Îòðÿä 19",
L"Îòðÿä 20",
L"Íà ñëóæáå",
L"Ìåäèê",
L"Ïàöèåíò",
L"Òðàíñïîðò",
L"Â ïóòè",
L"Ðåìîíò",
L"Ïðàêòèêà",
L"Îïîë÷åíèå",
L"Òðåíåð",
L"Ó÷åíèê",
L"Ìåðòâ",
L"Íåäååñï.",
L"Â ïëåíó",
L"Ãîñïèòàëü",
L"Ïóñò", // Vehicle is empty
};
// refer to above for comments
STR16 pLongAssignmentStrings[] =
{
L"Îòðÿä 1",
L"Îòðÿä 2",
L"Îòðÿä 3",
L"Îòðÿä 4",
L"Îòðÿä 5",
L"Îòðÿä 6",
L"Îòðÿä 7",
L"Îòðÿä 8",
L"Îòðÿä 9",
L"Îòðÿä 10",
L"Îòðÿä 11",
L"Îòðÿä 12",
L"Îòðÿä 13",
L"Îòðÿä 14",
L"Îòðÿä 15",
L"Îòðÿä 16",
L"Îòðÿä 17",
L"Îòðÿä 18",
L"Îòðÿä 19",
L"Îòðÿä 20",
L"Íà ñëóæáå",
L"Ìåäèê",
L"Ïàöèåíò",
L"Òðàíñïîðò",
L"Â ïóòè",
L"Ðåìîíò",
L"Ïðàêòèêà",
L"Îïîë÷åíèå",
L"Òðåíåð",
L"Ó÷åíèê",
L"Ìåðòâ",
L"Íåäååñï.",
L"Â ïëåíó",
L"Ãîñïèòàëü", // patient in a hospital
L"Ïóñò", // Vehicle is empty
};
// the contract options
STR16 pContractStrings[] =
{
L"Èçìåíåíèå êîíòðàêòà:",
L"", // a blank line, required
L"Ïðîäëèòü íà 1 äåíü", // offer merc a one day contract extension
L"Ïðîäëèòü íà 7 äíåé", // 1 week
L"Ïðîäëèòü íà 14 äíåé", // 2 week
L"Óâîëèòü", // end merc's contract
L"Îòìåíà", // stop showing this menu
};
STR16 pPOWStrings[] =
{
L"Â ïëåíó", //an acronym for Prisoner of War
L"??",
};
STR16 pLongAttributeStrings[] =
{
L"ÑÈËÀ",
L"ËÎÂÊÎÑÒÜ",
L"ÏÐÎÂÎÐÍÎÑÒÜ",
L"ÈÍÒÅËËÅÊÒ",
L"ÌÅÒÊÎÑÒÜ",
L"ÌÅÄÈÖÈÍÀ",
L"ÌÅÕÀÍÈÊÀ",
L"ËÈÄÅÐÑÒÂÎ",
L"ÂÇÐÛÂ×ÀÒÊÀ",
L"ÓÐÎÂÅÍÜ",
};
STR16 pInvPanelTitleStrings[] =
{
L"Áðîíÿ", // the armor rating of the merc
L"Âåñ", // the weight the merc is carrying //'Ãðóç'
L"Êàìóô.", // the merc's camouflage rating //íàäî ïîìåíÿòü ìåñòàìè áðîíÿ è êàìóôëÿæ äëÿ îêíà èíâåíòîðÿ íàåìíèêà
L"Êàìóôëÿæ:",
L"Áðîíÿ:",
};
STR16 pShortAttributeStrings[] =
{
L"Ïðâ", // the abbreviated version of : agility
L"Ëîâ", // dexterity
L"Ñèë", // strength
L"Ëèä", // leadership
L"Èíò", // wisdom
L"Îïò", // experience level
L"Ìåò", // marksmanship skill
L"Âçð", // explosive skill
L"Ìåõ", // mechanical skill
L"Ìåä", // medical skill
};
STR16 pUpperLeftMapScreenStrings[] =
{
L"Íàçíà÷åíèå", // the mercs current assignment
L"Êîíòðàêò", // the contract info about the merc
L"Çäîðîâüå", // the health level of the current merc
L"Ìîðàëü", // the morale of the current merc
L"Ñîñò.", // the condition of the current vehicle
L"Áåíçèí", // the fuel level of the current vehicle
};
STR16 pTrainingStrings[] =
{
L"Òðåíèíã", // tell merc to train self
L"Îïîë÷åíèå", // tell merc to train town
L"Òðåíåð", // tell merc to act as trainer
L"Ó÷åíèê", // tell merc to be train by other
};
STR16 pGuardMenuStrings[] =
{
L"Ñêîðîñòð.:", // the allowable rate of fire for a merc who is guarding
L" Àãðåññèâíàÿ àòàêà", // the merc can be aggressive in their choice of fire rates
L" Áåðå÷ü ïàòðîíû", // conserve ammo
L" Âîçäåðæàòüñÿ îò ñòðåëüáû", // fire only when the merc needs to
L"Äðóãèå ïàðàìåòðû:", // other options available to merc
L" Ìîæåò îòñòóïèòü", // merc can retreat
L" Ìîæåò èñêàòü óêðûòèå", // merc is allowed to seek cover
L" Ìîæåò ïîìî÷ü êîìàíäå", // merc can assist teammates
L"Ãîòîâî", // done with this menu
L"Îòìåíà", // 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"Ñêîðîñòð.:",
L" *Àãðåññèâíàÿ àòàêà*",
L" *Áåðå÷ü ïàòðîíû*",
L" *Âîçäåðæàòüñÿ îò ñòðåëüáû*",
L"Äðóãèå ïàðàìåòðû:",
L" *Ìîæåò îòñòóïèòü*",
L" *Ìîæåò èñêàòü óêðûòèå*",
L" *Ìîæåò ïîìî÷ü êîìàíäå*",
L"Ãîòîâî",
L"Îòìåíà",
};
STR16 pAssignMenuStrings[] =
{
L"Íà ñëóæáå", // merc is on active duty
L"Ìåäèê", // the merc is acting as a doctor
L"Ïàöèåíò", // the merc is receiving medical attention
L"Ìàøèíà", // the merc is in a vehicle
L"Ðåìîíò", // the merc is repairing items
L"Îáó÷åíèå", // the merc is training //îáó÷åíèå
L"Îòìåíà", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Â àòàêó", // set militia to aggresive
L"Äåðæàòü îáîðîíó", // set militia to stationary
L"Îòñòóïàòü", // retreat militia
L"Çà ìíîé", // retreat militia
L"Ëîæèñü", // retreat militia
L"Â óêðûòèå",
L"Âñå â àòàêó",
L"Âñåì äåðæàòü îáîðîíó",
L"Âñåì îòñòóïàòü",
L"Âñå çà ìíîé",
L"Âñåì ðàññåÿòüñÿ",
L"Âñåì çàëå÷ü",
L"Âñåì â óêðûòèå",
//L"Âñåì èñêàòü ïðåäìåòû",
L"Îòìåíà", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Óáðàòü áîéöà", // remove dead merc from current team
L"Îòìåíà",
};
STR16 pAttributeMenuStrings[] =
{
L"Ñèëà",
L"Ëîâêîñòü",
L"Ïðîâîðíîñòü",
L"Çäîðîâüå",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Ìåõàíèêà",
L"Ëèäåðñòâî",
L"Âçðûâ÷àòêà",
L"Îòìåíà",
};
STR16 pTrainingMenuStrings[] =
{
L"Ïðàêòèêà", // train yourself
L"Îïîë÷åíèå", // train the town
L"Òðåíåð", // train your teammates
L"Ó÷åíèê", // be trained by an instructor
L"Îòìåíà", // cancel this menu
};
STR16 pSquadMenuStrings[] =
{
L"Îòðÿä 1",
L"Îòðÿä 2",
L"Îòðÿä 3",
L"Îòðÿä 4",
L"Îòðÿä 5",
L"Îòðÿä 6",
L"Îòðÿä 7",
L"Îòðÿä 8",
L"Îòðÿä 9",
L"Îòðÿä 10",
L"Îòðÿä 11",
L"Îòðÿä 12",
L"Îòðÿä 13",
L"Îòðÿä 14",
L"Îòðÿä 15",
L"Îòðÿä 16",
L"Îòðÿä 17",
L"Îòðÿä 18",
L"Îòðÿä 19",
L"Îòðÿä 20",
L"Îòìåíà",
};
STR16 pPersonnelTitle[] =
{
L"Êîìàíäà", // the title for the personnel screen/program application
};
STR16 pPersonnelScreenStrings[] =
{
L"Çäîðîâüå:", // health of merc
L"Ïðîâîðíîñòü:",
L"Ëîâêîñòü:",
L"Ñèëà:",
L"Ëèäåðñòâî:",
L"Èíòåëëåêò:",
L"Îïûò:", // experience level
L"Ìåòêîñòü:",
L"Ìåõàíèêà:",
L"Âçðûâ÷àòêà:",
L"Ìåäèöèíà:",
L"Ìåä. äåïîçèò:", // amount of medical deposit put down on the merc
L"Äî êîíöà êîíòðàêòà:", // cost of current contract
L"Óáèë âðàãîâ:", // number of kills by merc
L"Ïîìîã óáèòü:", // number of assists on kills by merc
L"Ãîíîðàð çà äåíü:", // daily cost of merc
L"Îáùàÿ öåíà óñëóã:", // total cost of merc
L"Êîíòðàêò:", // cost of current contract
L"Ó âàñ íà ñëóæáå:", // total service rendered by merc
L"Çàäîëæ. æàëîâàíèÿ:", // amount left on MERC merc to be paid
L"Ïðîöåíò ïîïàäàíèé:", // percentage of shots that hit target
L"Áîåâ:", // number of battles fought
L"Ðàíåíèé:", // number of times merc has been wounded
L"Íàâûêè:",
L"Íåò íàâûêîâ",
};
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] =
{
L"Íåò íàâûêà",
L"Âçëîì çàìêîâ",
L"Ðóêîïàøíûé áîé",
L"Ýëåêòðîíèêà",
L"Íî÷íûå îïåðàöèè",
L"Ìåòàíèå",
L"Èíñòðóêòîð",
L"Òÿæåëîå îðóæèå",
L"Àâò. îðóæèå",
L"Ñêðûòíîñòü",
L"Ñòðåëüáà ñ äâóõ ðóê",
L"Âîðîâñòâî",
L"Áîåâûå èñêóññòâà",
L"Õîëîäíîå îðóæèå",
L"Ñíàéïåð",
L"Êàìóôëÿæ",
L"Êàìóôëÿæ (Ãîðîä)",
L"Êàìóôëÿæ (Ïóñòûíÿ)",
L"Êàìóôëÿæ (Ñíåã)",
L"(Ýêñïåðò)",
};
// This is pop up help text for the options that are available to the merc
STR16 pTacticalPopupButtonStrings[] =
{
L"Âñòàòü/Èäòè (|S)",
L"Ïðèñåñòü/Ãóñèíûé øàã (|C)",
L"Ñòîÿòü/Áåæàòü (|R)",
L"Ëå÷ü/Ïîëçòè (|P)",
L"Ïîâîðîò (|L)",
L"Äåéñòâèå",
L"Ïîãîâîðèòü",
L"Îñìîòðåòü (|C|t|r|l)",
// Pop up door menu
L"Îòêðûòü",
L"Èñêàòü ëîâóøêè",
L"Âñêðûòü îòìû÷êàìè",
L"Îòêðûòü cèëîé",
L"Îáåçâðåäèòü",
L"Çàïåðåòü",
L"Îòïåðåòü",
L"Èñïîëüçîâàòü çàðÿä âçðûâ÷àòêè",
L"Âçëîìàòü ëîìîì",
L"Îòìåíà (|E|s|c)",
L"Çàêðûòü",
};
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
STR16 pDoorTrapStrings[] =
{
L"íåò ëîâóøêè",
L"áîìáà-ëîâóøêà",
L"ýëåêòðîëîâóøêà",
L"ñèðåíà",
L"ñèãíàëèçàöèÿ"
};
// Contract Extension. These are used for the contract extension with AIM mercenaries.
STR16 pContractExtendStrings[] =
{
L"1 äåíü",
L"7 äíåé",
L"14 äíåé",
};
// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.
STR16 pMapScreenMouseRegionHelpText[] =
{
L"Âûáðàòü íàåìíèêà",
L"Îòäàòü ïðèêàç",
L"Ïðîëîæèòü ïóòü äâèæåíèÿ",
L"Êîíòðàêò íàåìíèêà (|C)",
L"Ìåñòîíàõîæäåíèå áîéöà",
L"Ñïàòü",
};
// volumes of noises
STR16 pNoiseVolStr[] =
{
L"ÒÈÕÈÉ",
L"×ÅÒÊÈÉ",
L"ÃÐÎÌÊÈÉ",
L"Î×ÅÍÜ ÃÐÎÌÊÈÉ"
};
// types of noises
STR16 pNoiseTypeStr[] = // OBSOLETE
{
L"ÍÅÇÍÀÊÎÌÛÉ",
L"ÇÂÓÊ ØÀÃÎÂ",
L"ÑÊÐÈÏ",
L"ÂÑÏËÅÑÊ",
L"ÓÄÀÐ",
L"ÂÛÑÒÐÅË",
L"ÂÇÐÛÂ",
L"ÊÐÈÊ",
L"ÓÄÀÐ",
L"ÓÄÀÐ",
L"ÇÂÎÍ",
L"ÃÐÎÕÎÒ"
};
// Directions that are used to report noises
STR16 pDirectionStr[] =
{
L"c ÑÅÂÅÐÎ-ÂÎÑÒÎÊÀ",
L"c ÂÎÑÒÎÊÀ",
L"c ÞÃÎ-ÂÎÑÒÎÊÀ",
L"c ÞÃÀ",
L"c ÞÃÎ-ÇÀÏÀÄÀ",
L"c ÇÀÏÀÄÀ",
L"c ÑÅÂÅÐÎ-ÇÀÏÀÄÀ",
L"c ÑÅÂÅÐÀ"
};
// These are the different terrain types.
STR16 pLandTypeStrings[] =
{
L"Ãîðîä",
L"Äîðîãà",
L"Ðàâíèíà",
L"Ïóñòûíÿ",
L"Ïðåðèÿ",
L"Ëåñ",
L"Áîëîòî",
L"Âîäà",
L"Õîëìû",
L"Íåïðîõîäèìî",
L"Ðåêà", //river from north to south
L"Ðåêà", //river from east to west
L"×óæàÿ ñòðàíà",
//NONE of the following are used for directional travel, just for the sector description.
L"Òðîïèêè",
L"Ôåðìà",
L"Ïîëÿ, äîðîãà",
L"Ëåñà, äîðîãà",
L"Ôåðìà, äîðîãà",
L"Òðîïèêè, äîðîãà",
L"Ëåñà, äîðîãà",
L"Ïîáåðåæüå",
L"Ãîðû, äîðîãà",
L"Áåðåã, äîðîãà",
L"Ïóñòûíÿ, äîðîãà",
L"Áîëîòà, äîðîãà",
L"Ïðåðèÿ, ÏÂÎ",
L"Ïóñòûíÿ, ÏÂÎ",
L"Òðîïèêè, ÏÂÎ",
L"Ìåäóíà, ÏÂÎ",
//These are descriptions for special sectors
L"Ãîñïèòàëü Êàìáðèè",
L"Àýðîïîðò Äðàññåíà",
L"Àýðîïîðò Ìåäóíû",
L"Áàçà ÏÂÎ",
L"Óáåæèùå ïîâñòàíöåâ", //The rebel base underground in sector A10
L"Ïîäâàëû Òèêñû", //The basement of the Tixa Prison (J9)
L"Ëîãîâî òâàðåé", //Any mine sector with creatures in it
L"Ïîäâàëû Îðòû", //The basement of Orta (K4)
L"Òóííåëü", //The tunnel access from the maze garden in Meduna
//leading to the secret shelter underneath the palace
L"Óáåæèùå", //The shelter underneath the queen's palace
L"", //Unused
};
STR16 gpStrategicString[] =
{
L"", //Unused
L"%s çàìå÷åí â ñåêòîðå %c%d, è äðóãîé îòðÿä óæå íà ïîäõîäå.", //STR_DETECTED_SINGULAR
L"%s çàìå÷åí â ñåêòîðå %c%d, è îñòàëüíûå îòðÿäû óæå íà ïîäõîäå.", //STR_DETECTED_PLURAL
L"Æåëàåòå äîæäàòüñÿ ïðèáûòèÿ îñòàëüíûõ?", //STR_COORDINATE
//Dialog strings for enemies.
L"Âðàã ïðåäëàãàåò âàì ñäàòüñÿ.", //STR_ENEMY_SURRENDER_OFFER
L"Îñòàâøèåñÿ áåç ñîçíàíèÿ áîéöû ïîïàëè â ïëåí.", //STR_ENEMY_CAPTURED
//The text that goes on the autoresolve buttons
L"Îòñòóïèòü", //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"ÎÁÎÐÎÍÀ", //STR_AR_DEFEND_HEADER
L"ÀÒÀÊÀ", //STR_AR_ATTACK_HEADER
L"ÂÑÒÐÅ×À", //STR_AR_ENCOUNTER_HEADER
L"Ñåêòîð", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
//The battle ending conditions
L"ÏÎÁÅÄÀ!", //STR_AR_OVER_VICTORY
L"ÏÎÐÀÆÅÍÈÅ!", //STR_AR_OVER_DEFEAT
L"ÑÄÀËÑß!", //STR_AR_OVER_SURRENDERED
L"ÏËÅÍÅÍ!", //STR_AR_OVER_CAPTURED
L"ÎÒÑÒÓÏÈË!", //STR_AR_OVER_RETREATED
//These are the labels for the different types of enemies we fight in autoresolve.
L"Îïîë÷åíåö", //STR_AR_MILITIA_NAME,
L"Ýëèòà", //STR_AR_ELITE_NAME,
L"Ñîëäàò", //STR_AR_TROOP_NAME,
L"Ñìîòðèòåëü", //STR_AR_ADMINISTRATOR_NAME,
L"Ðåïòèîí", //STR_AR_CREATURE_NAME,
//Label for the length of time the battle took
L"Ïðîøëî âðåìåíè", //STR_AR_TIME_ELAPSED,
//Labels for status of merc if retreating. (UPPERCASE)
L"ÎÒÑÒÓÏÈË", //STR_AR_MERC_RETREATED,
L"ÎÒÑÒÓÏÀÅÒ", //STR_AR_MERC_RETREATING,
L"ÎÒÑÒÓÏÈÒÜ", //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"Àâòî áèòâà", //STR_PB_AUTORESOLVE_BTN,
L"Ïåðåéòè â ñåêòîð", //STR_PB_GOTOSECTOR_BTN,
L"Óéòè èç ñåêòîðà", //STR_PB_RETREATMERCS_BTN,
//The different headers(titles) for the prebattle interface.
L"ÂÑÒÐÅ×À Ñ ÂÐÀÃÎÌ", //STR_PB_ENEMYENCOUNTER_HEADER,
L"ÍÀÑÒÓÏËÅÍÈÅ ÂÐÀÃÀ", //STR_PB_ENEMYINVASION_HEADER, // 30
L"ÂÐÀÆÅÑÊÀß ÇÀÑÀÄÀ", //STR_PB_ENEMYAMBUSH_HEADER
L"ÂÐÀÆÅÑÊÈÉ ÑÅÊÒÎÐ", //STR_PB_ENTERINGENEMYSECTOR_HEADER
L"ÀÒÀÊÀ ÒÂÀÐÅÉ", //STR_PB_CREATUREATTACK_HEADER
L"ÇÀÑÀÄÀ ÊÎØÅÊ-ÓÁÈÉÖ", //STR_PB_BLOODCATAMBUSH_HEADER
L"ÂÕÎÄ Â ËÎÃÎÂÈÙÅ ÊÎØÅÊ-ÓÁÈÉÖ", //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"Ëîêàöèÿ", //íàäïèñè â êðàñíîì îêíå
L"Âðàã",
L"Íàåìíèêè",
L"Îïîë÷åíèå",
L"Ðåïòèîíû",
L"Êîøêè-óáèéöû",
L"Ñåêòîð",
L"Íåò", //If there are no uninvolved mercs in this fight.
L"Í/Ä", //Acronym of Not Applicable
L"ä", //One letter abbreviation of day
L"÷", //One letter abbreviation of hour
//TACTICAL PLACEMENT USER INTERFACE STRINGS
//The four buttons
L"Îòìåíà",
L"Ñëó÷àéíî",
L"Ãðóïïîé",
L"B aòaêó!",
//The help text for the four buttons. Use \n to denote new line (just like enter).
L"Óáèðàåò âñå ïîçèöèè áîéöîâ \nè ïîçâîëÿåò çàíîâî ðàññòàâèòü èõ. (|C)",
L"Ïðè êàæäîì íàæàòèè ðàñïðåäåëÿåò \náîéöîâ ñëó÷àéíûì îáðàçîì. (|S)",
L"Ïîçâîëÿåò âûáðàòü ìåñòî, \nãäå ñãðóïïèðîâàòü âàøèõ áîéöîâ. (|G)",
L"Íàæìèòå ýòó êíîïêó, êîãäà çàâåðøèòå \nâûáîð ïîçèöèé äëÿ áîéöîâ. (|Â|â|î|ä)",
L"Âû äîëæíû ðàçìåñòèòü âñåõ ñâîèõ áîéöîâ \näî òîãî, êàê íà÷àòü áîé.",
//Various strings (translate word for word)
L"Ñåêòîð",
L"Âûáîð òî÷åê âõîäà",
//Strings used for various popup message boxes. Can be as long as desired.
L"Ïðåïÿòñòâèå. Ìåñòî íåäîñòóïíî. Ïîïðîáóéòå ïðîéòè äðóãèì ïóòåì.",
L"Ïîìåñòèòå áîéöîâ â íåçàòåíåííóþ ÷àñòü êàðòû.",
//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"ïðèáûë(à) â ñåêòîð",
//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"Àâòîìàòè÷åñêè ïðîñ÷èòûâàåò áîé\náåç çàãðóçêè êàðòû. (|A)",
L"Íåëüçÿ âêëþ÷èòü àâòîáîé\nâî âðåìÿ íàïàäåíèÿ.",
L"Âîéòè â ñåêòîð, ÷òîáû àòàêîâàòü âðàãà. (|E)",
L"Îòñòóïèòü îòðÿäîì â ïðåäûäóùèé ñåêòîð. (|R)", //singular version
L"Âñåì îòðÿäàì îòñòóïèòü â ïðåäûäóùèé ñåêòîð. (|R)", //multiple groups with same previous sector
//!!!What about repeated "R" as hotkey?
//various popup messages for battle conditions.
//%c%d is the sector -- ex: A9
L"Âðàãè àòàêîâàëè âàøèõ îïîë÷åíöåâ â ñåêòîðå %c%d.",
//%c%d ñåêòîð -- íàïð: A9
L"Òâàðè àòàêîâàëè âàøèõ îïîë÷åíöåâ â ñåêòîðå %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"Òâàðè óáèëè %d ãðàæäàíñêèõ âî âðåìÿ àòàêè ñåêòîðà %s.",
//%s is the sector location -- ex: A9: Omerta
L"Âðàãè àòàêîâàëè âàøèõ íàåìíèêîâ â ñåêòîðå %s. Íè îäèí èç âàøèõ áîéöîâ íå â ñîñòîÿíèè ñðàæàòüñÿ!",
//%s is the sector location -- ex: A9: Omerta
L"Òâàðè àòàêîâàëè âàøèõ íàåìíèêîâ â ñåêòîðå %s. Íè îäèí èç âàøèõ áîéöîâ íå â ñîñòîÿíèè ñðàæàòüñÿ!",
};
STR16 gpGameClockString[] =
{
//This is the day represented in the game clock. Must be very short, 4 characters max.
L"Äåíü",
};
//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"Íàõîäêè ñåêòîðà:",
L"Íàõîäêè çà äåíü:",
};
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
{
L"Âåñ (%s):",
L"Ñîñòîÿíèå:",
L"Âñåãî:", // Number of bullets left in a magazine
L"Äèñò:", // Range
L"Óðîí:", // Damage
L"ÎÄ:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
L"Òî÷íîñòü:", //9
L"Äèñò:", //10
L"Óðîí:", //11
L"Âåñ:", //12
L"Øîê:",//13 //ïð
};
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
{
L"Êîë-âî", //ïð
L"Îñòàëîñü:", //ïðîâåðèòü this is the overall balance
L"Êîë-âî", //ïð
L"Îòäåëèòü:", //ïðîâåðèòü the amount he wants to separate from the overall balance to get two piles of money
L"Òåêóùèé",
L"Áàëàíñ",
L"Ñíèìàåìàÿ",
L"Ñóììà",
};
//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"ÓÌÈÐÀÅÒ", // >= 0
L"ÊÐÈÒÈ×ÅÍ", // >= 15
L"ÏËÎÕ", // >= 30
L"ÐÀÍÅÍ", // >= 45
L"ÇÄÎÐÎÂ", // >= 60
L"ÑÈËÅÍ", // >= 75
L"ÎÒËÈ×ÍÎ", // >= 90
};
STR16 gzMoneyAmounts[6] =
{
L"1000$",
L"100$",
L"10$",
L"Ñíÿòü",
L"Ðàçäåëèòü", //ïð
L"Âçÿòü"
};
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
CHAR16 gzProsLabel[10] =
{
L"Ïëþñû:", //â îïèñàíèè ÒÒÕ îðóæèÿ
};
CHAR16 gzConsLabel[10] =
{
L"Ìèíóñû:", //â îïèñàíèè ÒÒÕ îðóæèÿ
};
//Conversation options a player has when encountering an NPC
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
L"Ïîâòîðèòü", //meaning "Repeat yourself"
L"Äðóæåñòâåííî", //approach in a friendly
L"Íàïðÿìóþ", //approach directly - let's get down to business
L"Óãðîæàòü", //approach threateningly - talk now, or I'll blow your face off
L"Äàòü",
L"Íàíÿòü"
};
//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
{
L"Êóïèòü/Ïðîäàòü",
L"Êóïèòü",
L"Ïðîäàòü",
L"Ðåìîíòèðîâàòü",
};
CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
{
L"Äî âñòðå÷è", //êíîïêà â äèàëîãîâîì îêíå ñ ìèðíûì
};
//These are vehicles in the game.
STR16 pVehicleStrings[] =
{
L"Ýëüäîðàäî",
L"Õàììåð", // a hummer jeep/truck -- military vehicle
L"Ôóðãîí",
L"Äæèï",
L"Òàíê",
L"Âåðòîëåò",
};
STR16 pShortVehicleStrings[] =
{
L"Ýëüäîð",
L"Õàììåð", // the HMVV
L"Ôóðãîí",
L"Äæèï",
L"Òàíê",
L"Âåðò.", // the helicopter
};
STR16 zVehicleName[] =
{
L"Ýëüäîðàäî",
L"Õàììåð", //a military jeep. This is a brand name.
L"Ôóðãîí", // Ice cream truck
L"Äæèï",
L"Òàíê",
L"Âåðòîëåò", //an abbreviation for Helicopter
};
//These are messages Used in the Tactical Screen
CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
{
L"Âîçäóøíûé Ðåéä", //ïð
L"Îêàçàòü ïåðâóþ ïîìîùü?",
// CAMFIELD NUKE THIS and add quote #66.
L"%s çàìå÷àåò, ÷òî íåêîòîðûå âåùè îòñóòñòâóþò â ïîñûëêå.", //ïîÿâëÿåòñÿ êîãäà ìåðê çàìå÷àåò êðàæó?
// The %s is a string from pDoorTrapStrings
L"Çàìîê (%s).", //ïð
L"Òóò íåò çàìêà.", //ïð
L"Óñïåõ!", //ïð
L"Ïðîâàë.", //ïð
L"Óñïåõ!", //ïð
L"Ïðîâàë", //ïð
L"Íà çàìêå íåò ëîâóøêè.", //ïèøåò ïðè äåéñòâèè 'èñêàòü ëîâóøêè'
L"Óñïåõ!", //ïð
// The %s is a merc name
L"Ó %s íåò ïîäõîäÿùåãî êëþ÷à", //ïð
L"Ëîâóøêà îáåçâðåæåíà", //ïð
L"Íà çàìêå íå íàéäåíî ëîâóøêè.", //ïèøåò ïðè äåéñòâèè 'îáåçâðåäèòü'
L"Çàïåðòî", //ïð
L"ÄÂÅÐÜ", //ïèøåò íàä äâåðüþ
L"Ñ ËÎÂÓØÊÎÉ", //ïèøåò íàä äâåðüþ
L"ÇÀÏÅÐÒÀß", //ïèøåò íàä äâåðüþ
L"ÍÅÇÀÏÅÐÒÀß", //ïèøåò íàä äâåðüþ
L"ÑËÎÌÀÍÀß", //ïð
L"Òóò åñòü êíîïêà. Íàæàòü?", //ê ïðèìåðó êíîïêà â øêàôó øèçà
L"Ðàçðÿäèòü ëîâóøêó?", //ïð
L"Ïðåä...", //ïð
L"Ñëåä...", //ïð
L"Åùå...", //ïð
// In the next 2 strings, %s is an item name
L"%s ïîìåùåí(à) íà çåìëþ.", //ïð
L"%s îòäàí(à) %s.", //ïð
// In the next 2 strings, %s is a name
L"%s: Îïëà÷åíî ñïîëíà.", //ïð
L"%s: Åùå äîëæåí %d.", //ïð
L"Óñòàíîâèòü ÷àñòîòó ðàäèîäåòîíàòîðà:", //in this case, frequency refers to a radio signal
L"Êîëè÷åñòâî õîäîâ äî âçðûâà:", //how much time, in turns, until the bomb blows
L"Âûáåðèòå ÷àñòîòó ðàäèîäåòîíàòîðà íà ïóëüòå:", //in this case, frequency refers to a radio signal
L"Îáåçâðåäèòü ëîâóøêó?",
L"Óáðàòü ñèíèé ôëàã?", //ïð
L"Ïîñòàâèòü çäåñü ñèíèé ôëàã?",
L"Çàâåðøàþùèé õîä", //ïð
// In the next string, %s is a name. Stance refers to way they are standing.
L"Âû äåéñòâèòåëüíî õîòèòå àòàêîâàòü %s?",
L"Óâû, â ìàøèíå áîåö íå ìîæåò èçìåíèòü ïîëîæåíèå.", //ïèøåò êîãäà ïûòàåøüñÿ íàåìíèêîì â ìàøèíå íà òàêòèêå ïðèñåñòü
L"Ðîáîò íå ìîæåò ìåíÿòü ïîëîæåíèå.", //ïèøåò êîãäà ïûòàåøüñÿ ïðèñåñòü ðîáîòîì
// In the next 3 strings, %s is a name
L"%s íå ìîæåò ïîìåíÿòü ïîëîæåíèå çäåñü.", //ïð
L"%s íå ìîæåò ïîëó÷èòü ïåðâóþ ïîìîùü.", //ïð
L"%s íå íóæäàåòñÿ â ìåäèöèíñêîé ïîìîùè.", //ïð
L"Òóäà èäòè íåëüçÿ.", //ïð
L"Ó âàñ óæå ïîëíàÿ êîìàíäà, ìåñò íåò.", //there's no room for a recruit on the player's team
// In the next string, %s is a name
L"%s íàíÿò(à).", //ê ïðèìåðó, ïèøóò êîãäà Àéðó íàíèìàåøü.
// Here %s is a name and %d is a number
L"%s äîëæåí ïîëó÷èòü $%d.", //ïð
// In the next string, %s is a name
L"Ñîïðîâîäèòü %s?", //ïð
// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)
L"Íàíÿòü %s çà %s â äåíü?", //ïð
// This line is used repeatedly to ask player if they wish to participate in a boxing match.
L"Õîòèòå ó÷àñòâîâàòü â ïîåäèíêå?",
// In the next string, the first %s is an item name and the
// second %s is an amount of money (including $ sign)
L"Êóïèòü %s çà %s?", //ïð
// In the next string, %s is a name
L"%s ñîïðîâîæäàåòñÿ îòðÿäîì %d.", //ïð
// These messages are displayed during play to alert the player to a particular situation
L"ÎÒÊÀÇ", //ÎÒÊÀÇÀËÎ, ÇÀÊËÈÍÈËÎ //weapon is jammed.
L"Ðîáîòó íóæíû ïàòðîíû %s êàëèáðà.", //Robot is out of ammo
L"Áðîñèòü òóäà? Íåò. Íå âûéäåò.", //Merc can't throw to the destination he selected
// These are different buttons that the player can turn on and off.
L"Ðåæèì ñêðûòíîñòè (|Z)",
L"Êàðòà (|M)",
L"Çàâåðøèòü õîä (|D)",
L"Ãîâîðèòü",
L"Ìîë÷àòü",
L"Ïîäíÿòüñÿ (|P|g|U|p)",
L"Ñìåíà óðîâíÿ (|T|a|b)",
L"Çàáðàòüñÿ/Ñïðûãíóòü",
L"Ïðèñåñòü/Ëå÷ü (|P|g|D|n)",
L"Îñìîòðåòü (|C|t|r|l)",
L"Ïðåäûäóùèé áîåö",
L"Ñëåäóþùèé áîåö (|Ï|p|o|á|e|ë)",
L"Íàñòðîéêè (|O)",
L"Ðåæèì î÷åðåäè (|B)",
L"Ñìîòðåòü/Ïîâåðíóòüñÿ (|L)",
L"Çäîðîâüå: %d/%d\nÝíåðãèÿ: %d/%d\nÌîðàëü: %s",
L"Íó è?", //this means "what?"
L"Ïðîäîëæ.", //ïð an abbrieviation for "Continued"
L"%s áóäåò ãîâîðèòü.",
L"%s áóäåò ìîë÷àòü.",
L"Ñîñòîÿíèå: %d/%d\nÒîïëèâî: %d/%d",
L"Âûéòè èç ìàøèíû", //ïð
L"Ñìåíèòü îòðÿä (|S|h|i|f|t |Ï|p|î|á|e|ë)",
L"Åõàòü", //ïð
L"Í/Ä", //this is an acronym for "Not Applicable."
L"Ðóêîïàøíûé áîé", //ìîæåò ïðîñòî "Ðóêîïàøíàÿ"\Êóëà÷íûé áîé"?
L"Ïðèìåíèòü îðóæèå", //âìíñòî âñåõ èñïîëüçîâàòü ìîæíî "ïðèìåíèòü" - âðîäå òîæå è êîðî÷å.
L"Âîñïîëüçîâàòüñÿ íîæîì", //
L"Èñïîëüçîâàòü âçðûâ÷àòêó", //
L"Âîñïîëüçîâàòüñÿ àïòå÷êîé", //ìîæåò ïðîñòî íàïèñàòü ÷òî-òî âðîäå "ëå÷èòü"\"Àïòå÷êà"
L"(Ëîâèò)",
L"(Ïåðåçàðÿäêà)", //ïð
L"(Äàòü)", //ïèøåòñÿ ïîä èìåíåì ìèðíîãî, êîãäà íàâîäèøü êóðñîð ñ ïðåäìåòîì
L"Ñðàáîòàëà %s.", // The %s here is a string from pDoorTrapStrings ASSUME all traps are female gender
L"%s ïðèáûë(à).", //ê ïðèìåðó, ïîÿâëÿåòñÿ ïðè âûñàäêå â îìåðòå
L"%s: èñòðàòèë(à) âñå î÷êè äåéñòâèÿ.",
L"%s ñåé÷àñ íå ìîæåò äåéñòâîâàòü.", //ïèøåò êîãäà âî âðåìÿ ïåðåõâàòà ïûòàåøüñÿ âûáðàòü íàåìíèêà, êîòîðûé íå ïåðåõâàòèë õîä
L"%s ïåðåâÿçàí(à).",
L"%s: çàêîí÷èëèñü áèíòû.",
L"Âðàã â ñåêòîðå!",
L"Âðàãîâ â ïîëå çðåíèÿ íåò.", //ïèøåò êîãäà âðàãà íå âèäèøü è íàæèìàåøü àëò+ââîä
L"Íåäîñòàòî÷íî î÷êîâ äåéñòâèÿ.",
L"Îäåíüòå íà ãîëîâó îäíîãî èç íàåìíèêîâ ïóëüò óïðàâëåíèÿ ðîáîòîì.",
L"Ïîñëåäíÿÿ î÷åðåäü îïóñòîøèëà ìàãàçèí!",
L"ÑÎËÄÀÒ", //ïð
L"ÐÅÏÒÈÎÍ", //ïð
L"ÎÏÎË×ÅÍÅÖ", //ïèøåò êàê îáðàùåíèå ïðè ïîïûòêå ëå÷èòü îïîë÷åíöà
L"ÆÈÒÅËÜ", //ïð
L"Âûõîä èç ñåêòîðà",
L"ÄÀ",
L"ÎÒÌÅÍÀ",
L"Âûáðàííûé áîåö",
L"Âñå áîéöû îòðÿäà",
L"Èäòè â ñåêòîð",
L"Èäòè íà êàðòó",
L"Ýòîò ñåêòîð îòñþäà ïîêèíóòü íåëüçÿ.", //ïð
L"%s ñëèøêîì äàëåêî.", //êîãäà ïûòàåøüñÿ âûéòè èç ñåêòîðà ïðè ïåðå÷åðêíóòîì çíà÷êå âûõîäà
L"Ñêðûòü êðîíû äåðåâüåâ",
L"Ïîêàçàòü êðîíû äåðåâüåâ",
L"ÂÎÐÎÍÀ", //Crow, as in the large black bird
L"ØÅß",
L"ÃÎËÎÂÀ",
L"ÒÎÐÑ",
L"ÍÎÃÈ",
L"Ðàññêàçàòü Êîðîëåâå òî, ÷òî îíà õî÷åò çíàòü?",
L"Ðåãèñòðàöèÿ îòïå÷àòêîâ ïàëüöåâ ïðîéäåíà.",
L"Íåîïîçíàííûå îòïå÷àòêè ïàëüöåâ. Îðóæèå çàáëîêèðîâàíî.",
L"Öåëü çàõâà÷åíà", //ïð
L"Ïóòü çàáëîêèðîâàí", //ïð
L"Ïîëîæèòü/Ñíÿòü äåíüãè", //ïîäñêàçêà äæÿ çíà÷êà $ íà òàêòèêå Help text over the $ button on the Single Merc Panel
L"Íèêòî íå íóæäàåòñÿ â ìåäèöèíñêîé ïîìîùè.",
L"îòêàç", // Short form of JAMMED, for small inv slots
L"Òóäà âñêàðàáêàòüñÿ íåâîçìîæíî.", // used ( now ) for when we click on a cliff
L"Ïóòü áëîêèðîâàí. Õîòèòå ïîìåíÿòüñÿ ìåñòàìè ñ ýòèì ÷åëîâåêîì?", //ïð
L"×åëîâåê îòêàçûâàåòñÿ äâèãàòüñÿ.", //ïð
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
L"Âû ñîãëàñíû çàïëàòèòü %s?", //ïð
L"Ïðèíÿòü áåñïëàòíîå ëå÷åíèå?", //ïð
L"Ñîãëàñèòüñÿ âûéòè çàìóæ çà Äýððåëà?",
L"Ñâÿçêà êëþ÷åé",
L"Ñ ýñêîðòèðóåìûìè ýòîãî ñäåëàòü íåëüçÿ.",
L"Ïîùàäèòü ñåðæàíòà?",
L"Çà ïðåäåëàìè ïðèöåëüíîé äàëüíîñòè.",
L"Øàõòåð", //ïð
L"Ìàøèíà ìîæåò åçäèòü òîëüêî ìåæäó ñåêòîðàìè.",
L"Íè ó êîãî èç íàåìíèêîâ íåò àïòå÷êè", //ïð
L"Ïóòü äëÿ %s çàáëîêèðîâàí",
L"Âàøè áîéöû, çàõâà÷åííûå àðìèåé Äåéäðàíû, òîìÿòñÿ çäåñü â ïëåíó!",
L"Çàìîê ïîâðåæäåí.",
L"Çàìîê ðàçðóøåí.",
L"Êòî-òî ñ äðóãîé ñòîðîíû ïûòàåòñÿ îòêðûòü ýòó äâåðü.", //ïð
L"Ñîñòîÿíèå: %d/%d\nÒîïëèâî: %d/%d",
L"%s íå âèäèò %s.", // Cannot see person trying to talk to
L"Ïðèíàäëåæíîñòü îòñîåäèíåíà", //ïð
L"Âû íå ìîæåòå ñîäåðæàòü åùå îäíó ìàøèíó, äîâîëüñòâóéòåñü óæå èìåþùèìèñÿ äâóìÿ.",
};
//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"Åñëè âûáðàíî, òî êàðòà ñîñåäíåãî ñåêòîðà áóäåò ñðàçó æå çàãðóæåíà.",
L"Åñëè âûáðàíî, òî âû àâòîìàòè÷åñêè ïîïàäåòå íà ýêðàí êàðòû,\nòàê êàê ïóòåøåñòâèå çàéìåò íåêîòîðîå âðåìÿ.",
//If you attempt to leave a sector when you have multiple squads in a hostile sector.
L"Ýòîò ñåêòîð îêêóïèðîâàí âðàãîì, è âû íå ìîæåòå âûéòè îòñþäà.\nÂû äîëæíû ðàçîáðàòüñÿ ñ ýòèì, ïðåæäå ÷åì ïåðåéòè â ëþáîé äðóãîé ñåêòîð.",
//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"Êàê òîëüêî îñòàâøèåñÿ íàåìíèêè ïîêèíóò ýòîò ñåêòîð,\nñðàçó áóäåò çàãðóæåí ñîñåäíèé ñåêòîð.",
L"Âûâåäÿ îñòàâøèõñÿ íàåìíèêîâ èç ýòîãî ñåêòîðà,\nâû àâòîìàòè÷åñêè ïîïàäåòå íà ýêðàí êàðòû,\nòàê êàê íà ïóòåøåñòâèå ïîòðåáóåòñÿ íåêîòîðîå âðåìÿ.",
//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 íóæäàåòñÿ â ñîïðîâîæäåíèè âàøèõ íàåìíèêîâ è íå ìîæåò â îäèíî÷êó ïîêèíóòü ñåêòîð.",
//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 è %s íå ìîãóò ïîêèíóòü ñåêòîð ïîîäèíî÷êå. Íàåìíèê ñîïðîâîæäàåò ãðàæäàíñêîãî.", //male singular
L"%s è %s íå ìîãóò ïîêèíóòü ñåêòîð ïîîäèíî÷êå. Íàåìíèê ñîïðîâîæäàåò ãðàæäàíñêîãî.", //female singular
L"%s íå ìîæåò ïîêèíóòü ñåêòîð â îäèíî÷êó, òàê êàê îí ñîïðîâîæäàåò ãðóïïó èç íåñêîëüêèõ ÷åëîâåê.", //male plural
L"%s íå ìîæåò ïîêèíóòü ñåêòîð â îäèíî÷êó, òàê êàê îíà ñîïðîâîæäàåò ãðóïïó èç íåñêîëüêèõ ÷åëîâåê.", //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"Âñå âàøè íàåìíèêè äîëæíû áûòü â ìàøèíå,\n÷òîáû îòðÿä ñìîã îòïðàâèòüñÿ â ìåñòî íàçíà÷åíèÿ.",
L"", //UNUSED
//Standard helptext for single movement. Explains what will happen (splitting the squad)
L"Åñëè âûáðàòü, òî %s îòïðàâèòñÿ â îäèíî÷êó\nè àâòîìàòè÷åñêè áóäåò ïåðåâåäåí â îòäåëüíûé îòðÿä.",
//Standard helptext for all movement. Explains what will happen (moving the squad)
L"Åñëè âûáðàòü, äàííûé îòðÿä îòïðàâèòñÿ\nâ ìåñòî íàçíà÷åíèÿ, ïîêèíóâ ýòîò ñåêòîð.",
//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 ñîïðîâîæäàåòñÿ âàøèìè íàåìíèêàìè è íå ìîæåò ïîêèíóòü ýòîò ñåêòîð â îäèíî÷êó. Îñòàëüíûå íàåìíèêè äîëæíû áûòü ðÿäîì, ïðåæäå ÷åì âû ñìîæåòå ïîêèíóòü ñåêòîð.",
};
STR16 pRepairStrings[] =
{
L"Ïðåäìåòû", // tell merc to repair items in inventory
L"Áàçà ÏÂÎ", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
L"Îòìåíà", // cancel this menu
L"Ðîáîò", // 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"òåðÿåò", // the merc has lost a statistic
L"ïîëó÷àåò", // the merc has gained a statistic
L"åäèíèöó", // singular
L"åäèíèö", // plural
L"óðîâåíü", // singular
L"óðîâíÿ", // plural
};
STR16 sStatGainStrings[] =
{
L"çäîðîâüÿ.",
L"ïðîâîðíîñòè.",
L"ëîâêîñòè.",
L"èíòåëëåêòà.",
L"ìåäèöèíû.",
L"âçðûâíîãî äåëà.",
L"ìåõàíèêè.",
L"ìåòêîñòè.",
L"îïûòà.",
L"ñèëû.",
L"ëèäåðñòâà.",
};
STR16 pHelicopterEtaStrings[] =
{
L"Îáùàÿ äèñòàíöèÿ:", // total distance for helicopter to travel
L"Áåçîïàñíî: ", // distance to travel to destination
L"Îïàñíî:", // distance to return from destination to airport
L"Èòîãî:", // total cost of trip by helicopter
L"ÎÂÏ:", // ETA is an acronym for "estimated time of arrival"
L"Ó âåðòîëåòà çàêîí÷èëîñü òîïëèâî. Ïðèäåòñÿ ñîâåðøèòü ïîñàäêó íà âðàæåñêîé òåððèòîðèè!", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
L"Ïàññàæèðû:",
L"Âûáðàòü âåðòîëåò èëè òî÷êó âûñàäêè?",
L"Âåðòîëåò",
L"Âûñàäêà",
};
STR16 sMapLevelString[] =
{
L"Ïîäóðîâåíü:", // what level below the ground is the player viewing in mapscreen
};
STR16 gsLoyalString[] =
{
L"Ëîÿëüíîñòü", // 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"íå ìîæåò âûéòè íà ìàðø â ïîäçåìåëüÿõ.",
};
STR16 gsTimeStrings[] =
{
L"÷", // hours abbreviation
L"ì", // minutes abbreviation
L"ñ", // seconds abbreviation
L"ä", // days abbreviation
};
// text for the various facilities in the sector
STR16 sFacilitiesStrings[] =
{
L"Íåò", //âàæíûå îáúåêòû ñåêòîðà
L"Ãîñïèòàëü",
L"Ôàáðèêà",
L"Òþðüìà",
L"Âîåííàÿ áàçà",
L"Àýðîïîðò",
L"Ñòðåëüáèùå", // a field for soldiers to practise their shooting skills
};
// text for inventory pop up button
STR16 pMapPopUpInventoryText[] =
{
L"Èíâåíòàðü",
L"Âûéòè",
};
// town strings
STR16 pwTownInfoStrings[] =
{
L"Ðàçìåð", // 0 // size of the town in sectors
L"", // blank line, required
L"Êîíòðîëü", // how much of town is controlled
L"Íåò", // none of this town
L"Øàõòà ãîðîäà", // mine associated with this town
L"Ëîÿëüíîñòü", // 5 // the loyalty level of this town
L"Ãîòîâû", // the forces in the town trained by the player
L"",
L"Âàæíûå îáúåêòû", // main facilities in this town
L"Óðîâåíü", // the training level of civilians in this town
L"Òðåíèðîâêà îïîë÷åíèÿ", // 10 // state of civilian training in town
L"Îïîë÷åíèå", // the state of the trained civilians in the town
};
// Mine strings
STR16 pwMineStrings[] =
{
L"Øàõòà", // 0
L"Ñåðåáðî",
L"Çîëîòî",
L"Äíåâíàÿ âûðàáîòêà",
L"Ïðîèçâîäñòâåííûå âîçìîæíîñòè",
L"Çàáðîøåíà", // 5
L"Çàêðûòà",
L"Èñòîùàåòñÿ",
L"Èäåò äîáû÷à",
L"Ñòàòóñ",
L"Óðîâåíü äîáû÷è",
L"Òèï ðóäû", // 10
L"Ïðèíàäëåæíîñòü",
L"Ëîÿëüíîñòü",
// L"Ðàáîò.øàõòåðû",
};
// blank sector strings
STR16 pwMiscSectorStrings[] =
{
L"Âðàæåñêèå ñèëû",
L"Ñåêòîð",
L"Êîëè÷åñòâî ïðåäìåòîâ",
L"Íåèçâåñòíî",
L"Ïîä êîíòðîëåì",
L"Äà",
L"Íåò",
};
// error strings for inventory
STR16 pMapInventoryErrorString[] =
{
L"%s ñòîèò ñëèøêîì äàëåêî.", //Merc is in sector with item but not close enough
L"Íåëüçÿ âûáðàòü ýòîãî áîéöà.", //MARK CARTER
L"%s âíå ýòîãî ñåêòîðà, è íå ìîæåò ïîäîáðàòü ïðåäìåò.",
L"Âî âðåìÿ áîÿ âàì ïðèäåòñÿ ïîäáèðàòü âåùè âðó÷íóþ.", //*ïåðåôðàçèðîâàòü, ïîêàçûâàåòñÿ êîãäà ïûòàåøüñÿ ñî ñòðàòåãè÷ êàðòû â èíâåíòàðå ñåêòîðà âçÿòü ïðåäìåò
L"Âî âðåìÿ áîÿ âàì ïðèäåòñÿ âûêëàäûâàòü âåùè âðó÷íóþ.",
L"%s âíå ýòîãî ñåêòîðà, è íå ìîæåò îñòàâèòü ïðåäìåò.",
L"Âî âðåìÿ áèòâû âû íå ìîæåòå çàðÿæàòü îðóæèå ïàòðîíàìè èç êîðîáà.",
};
STR16 pMapInventoryStrings[] =
{
L"Ëîêàöèÿ", // sector these items are in
L"Âñåãî ïðåäìåòîâ", // total number of items in sector
};
// help text for the user
STR16 pMapScreenFastHelpTextList[] =
{
L"×òîáû ïåðåâåñòè íàåìíèêà â äðóãîé îòðÿä, íàçíà÷èòü åãî âðà÷îì èëè îòäàòü ïðèêàç ðåìîíòèðîâàòü âåùè, ùåëêíèòå ïî êîëîíêå 'ÇÀÍßÒÈÅ'.",
L"×òîáû ïðèêàçàòü íàåìíèêó ïåðåéòè â äðóãîé ñåêòîð, ùåëêíèòå â êîëîíêå 'ÊÓÄÀ'.",
L"Êàê òîëüêî íàåìíèê ïîëó÷èò ïðèêàç íà ïåðåäâèæåíèå, âêëþ÷èòñÿ ñæàòèå âðåìåíè.",
L"Íàæàòèåì ëåâîé êíîïêè ìûøè âûáèðàåòñÿ ñåêòîð. Åùå îäíî íàæàòèå íóæíî, ÷òîáû îòäàòü íàåìíèêàì ïðèêàçû íà ïåðåäâèæåíèå. Íàæàòèå ïðàâîé êíîïêè ìûøè íà ñåêòîðå îòêðîåò ýêðàí äîïîëíèòåëüíîé èíôîðìàöèè.",
L"×òîáû âûçâàòü ýêðàí ïîìîùè - â ëþáîé ìîìåíò âðåìåíè íàæìèòå 'h'.",
L"Òåñòîâûé òåêñò",
L"Òåñòîâûé òåêñò",
L"Òåñòîâûé òåêñò",
L"Òåñòîâûé òåêñò",
L"Âû ïðàêòè÷åñêè íè÷åãî íå ñìîæåòå ñäåëàòü íà ýòîì ýêðàíå, ïîêà íå ïðèáóäåòå â Àðóëüêî. Êîãäà ïîçíàêîìèòåñü ñî ñâîåé êîìàíäîé, âêëþ÷èòå ñæàòèå âðåìåíè (êíîïêè â ïðàâîì íèæíåì óãëó). Ýòî óñêîðèò òå÷åíèå âðåìåíè, ïîêà âàøà êîìàíäà íå ïðèáóäåò â Àðóëüêî.",
};
// movement menu text
STR16 pMovementMenuStrings[] =
{
L"Îòïðàâèòü íàåìíèêîâ â ñåêòîð", // title for movement box
L"Ïóòü", //ïð done with movement menu, start plotting movement
L"Îòìåíà", //ïð cancel this menu
L"Äðóãîå", //ïð title for group of mercs not on squads nor in vehicles
};
STR16 pUpdateMercStrings[] =
{
L"Îé!:", // an error has occured
L"Ñðîê êîíòðàêòà èñòåê:", // this pop up came up due to a merc contract ending
L"Çàäàíèå âûïîëíèëè:", // this pop up....due to more than one merc finishing assignments
L"Áîéöû âåðíóëèñü ê ñâîèì îáÿçàííîñòÿì:", // this pop up ....due to more than one merc waking up and returing to work
L"Áîéöû ëîæàòñÿ ñïàòü:", // this pop up ....due to more than one merc being tired and going to sleep
L"Ñêîðî çàêîí÷àòñÿ êîíòðàêòû ó:", // this pop up came up due to a merc contract ending
};
// map screen map border buttons help text
STR16 pMapScreenBorderButtonHelpText[] =
{
L"Íàñåëåííûå ïóíêòû (|W)",
L"Øàõòû (|M)",
L"Îòðÿäû è âðàãè (|T)",
L"Êàðòà âîçäóøíîãî ïðîñòðàíñòâà (|A)",
L"Ïîêàçàòü âåùè (|I)",
L"Îïîë÷åíèå è âðàãè (|Z)",
};
STR16 pMapScreenBottomFastHelp[] =
{
L"Íîóòáóê (|L)",
L"Òàêòè÷åñêèé ýêðàí (|E|s|c)",
L"Íàñòðîéêè (|O)",
L"Ñæàòèå âðåìåíè (|+)", // time compress more
L"Ñæàòèå âðåìåíè (|-)", // time compress less
L"Ïðåäûäóùåå ñîîáùåíèå (|Ñ|ò|ð|å|ë|ê|à |â|â|å|ð|õ)\nÏðåäûäóùàÿ ñòðàíèöà (|P|g|U|p)", // previous message in scrollable list
L"Ñëåäóþùåå ñîîáùåíèå (|Ñ|ò|ð|å|ë|ê|à |â|í|è|ç)\nÑëåäóþùàÿ ñòðàíèöà (|P|g|D|n)", // next message in the scrollable list
L"Âêëþ÷èòü / âûêëþ÷èòü\nñæàòèå âðåìåíè (|Ï|ð|î|á|å|ë)", // start/stop time compression
};
STR16 pMapScreenBottomText[] =
{
L"Òåêóùèé áàëàíñ", // current balance in player bank account
};
STR16 pMercDeadString[] =
{
L"%s ìåðòâ(à)",
};
STR16 pDayStrings[] =
{
L"Äåíü",
};
// the list of email sender names
STR16 pSenderNameList[] =
{
L"Ýíðèêî",
L"Psych Pro Inc.",
L"Ïîìîùü",
L"Psych Pro Inc.",
L"Ñïåê",
L"R.I.S.", //5
L"Áàððè",
L"Áëàä",
L"Ðûñü",
L"Ãðèçëè",
L"Âèêè", //10
L"Òðåâîð",
L"Õðÿï",
L"Èâàí",
L"Àíàáîëèê",
L"Èãîðü", //15
L"Òåíü",
L"Ðûæèé",
L"Æíåö (Ïîòðîøèòåëü)",
L"Ôèäåëü",
L"Ëèñêà", //20
L"Ñèäíåé",
L"Ãàñ",
L"Ñäîáà",
L"Àéñ",
L"Ïàóê", //25
L"Ñêàëà (Êëèôô)",
L"Áûê",
L"Ñòðåëîê",
L"Òîñêà",
L"Ðåéäåð", //30
L"Ñîâà",
L"Ñòàòèê",
L"Ëåí",
L"Äýííè",
L"Ìàã",
L"Ñòåôàí",
L"Ëûñûé",
L"Çëîáíûé",
L"Äîêòîð Êüþ",
L"Ãâîçäü",
L"Òîð",
L"Ñòðåëêà",
L"Âîëê",
L"ÝìÄè",
L"Ëàâà",
//----------
L"M.I.S. Ñòðàõîâêà",
L"Áîááè Ðýé",
L"Áîññ",
L"Äæîí Êóëüáà",
L"À.I.Ì.",
};
// next/prev strings
STR16 pTraverseStrings[] =
{
L"<<",
L">>",
};
// new mail notify string
STR16 pNewMailStrings[] =
{
L"Ïîëó÷åíà íîâàÿ ïî÷òà...",
};
// confirm player's intent to delete messages
STR16 pDeleteMailStrings[] =
{
L"Óäàëèòü ïèñüìî?",
L"Óäàëèòü, ÍÅ ÏÐÎ×ÈÒÀÂ?",
};
// the sort header strings
STR16 pEmailHeaders[] =
{
L"Îò:",
L"Òåìà:",
L"Äåíü:",
};
// email titlebar text
STR16 pEmailTitleText[] =
{
L"Ïî÷òîâûé ÿùèê",
};
// the financial screen strings
STR16 pFinanceTitle[] =
{
L"Ôèíàíñîâûé îò÷åò", //the name we made up for the financial program in the game
};
STR16 pFinanceSummary[] =
{
L"Äîõîä:", // credit (subtract from) to player's account
L"Ðàñõîä:", // debit (add to) to player's account
L"Â÷åðàøíèé ÷èñòûé äîõîä:",
L"Â÷åðàøíèå äðóãèå ïîñòóïëåíèÿ:",
L"Â÷åðàøíèé ðàñõîä:",
L"Áàëàíñ íà êîíåö äíÿ:",
L"×èñòûé äîõîä ñåãîäíÿ:",
L"Äðóãèå ïîñòóïëåíèÿ çà ñåãîäíÿ:",
L"Ðàñõîä çà ñåãîäíÿ:",
L"Òåêóùèé áàëàíñ:",
L"Îæèäàåìûé äîõîä:",
L"Îæèäàåìûé áàëàíñ:", // projected balance for player for tommorow
};
// headers to each list in financial screen
STR16 pFinanceHeaders[] =
{
L"Äåíü", //ïð the day column
L"Äîõîä", // the credits column
L"Ðàñõîä", // the debits column
L"Îïåðàöèè", // transaction type - see TransactionText below
L"Áàëàíñ", // balance at this point in time
L"Ñòð.", // page number
L"Äíåé", // the day(s) of transactions this page displays
};
STR16 pTransactionText[] =
{
L"Íà÷èñëåííûé ïðîöåíò", // interest the player has accumulated so far
L"Àíîíèìíûé âçíîñ",
L"Ïåðåâîä ñðåäñòâ",
L"Íàíÿò", // Merc was hired
L"Ïîêóïêè ó Áîááè Ðýÿ", // Bobby Ray is the name of an arms dealer
L"Îïëàòà ñ÷åòà M.E.R.C.",
L"%s: ñòðàõîâêà.", // medical deposit for merc
L"I.M.P. àíàëèç ïðîôèëÿ", // IMP is the acronym for International Mercenary Profiling
L"%s: êóïëåíà ñòðàõîâêà.",
L"%s: Ñòðàõîâêà óìåíüøåíà",
L"%s: Ïðîäëåíèå ñòðàõîâêè", // johnny contract extended
L"äëÿ %s: Ñòðàõîâêà àííóëèðîâàíà",
L"%s: Òðåáóåòñÿ ñòðàõîâêà", // insurance claim for merc
L"1 äåíü", // merc's contract extended for a day
L"7 äíåé", // merc's contract extended for a week
L"14 äíåé", // ... for 2 weeks
L"Äîõîä øàõòû",
L"", //String nuked
L"Êóïëåíû öâåòû",
L"%s: Âîçâðàò ìåä. äåïîçèòà",
L"%s: Îñòàòîê ìåä. äåïîçèòà",
L"%s: Ìåä. äåïîçèò óäåðæàí",
L"%s: îïëàòà óñëóã.", // %s is the name of the npc being paid
L"%s áåðåò íàëè÷íûå.", // transfer funds to a merc
L"%s: ïåðåâîäèò äåíüãè.", // transfer funds from a merc
L"%s: îðóæèå îïîë÷åíèþ.", // initial cost to equip a town's militia
L"%s ïðîäàë âàì âåùè.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
L"%s êëàäåò íàëè÷íûå íà ñ÷åò.",
L"Ñíàðÿæåíèå ïðîäàíî íàñåëåíèþ", //ïèøåò ïðè ïðîäàæå âåùåé èç èíâåíòàðÿ ñåêòîðà (àëò+êëèê)
};
STR16 pTransactionAlternateText[] =
{
L"Ñòðàõîâêà äëÿ", // insurance for a merc
L"%s: êîíòðàêò ïðîäëåí íà 1 äåíü.", // entend mercs contract by a day
L"%s: êîíòðàêò ïðîäëåí íà 7 äíåé.",
L"%s: êîíòðàêò ïðîäëåí íà 14 äíåé.",
};
// helicopter pilot payment
STR16 pSkyriderText[] =
{
L"Íåáåñíîìó Âñàäíèêó çàïëà÷åíî $%d", // skyrider was paid an amount of money
L"Âû âñå åùå äîëæíû Íåáåñíîìó Âñàäíèêó $%d.", // skyrider is still owed an amount of money
L"Íåáåñíûé Âñàäíèê çàâåðøèë çàïðàâêó.", // skyrider has finished refueling
L"",//unused
L"",//unused
L"Íåáåñíûé Âñàäíèê ãîòîâ ê ïîëåòó.", // Skyrider was grounded but has been freed
L"Ó Íåáåñíîãî Âñàäíèêà íåò ïàññàæèðîâ. Åñëè âû õîòèòå ïåðåïðàâèòü áîéöîâ â ýòîò ñåêòîð, ïîñàäèòå èõ â âåðòîëåò (ïðèêàç 'Ìàøèíà/Âåðòîëåò')."
};
// strings for different levels of merc morale
STR16 pMoralStrings[] =
{
L"Îòëè÷íî",
L"Õîðîøî",
L"Íîðìà",
L"Íèçêàÿ",
L"Ïàíèêà",
L"Óæàñ",
};
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
STR16 pLeftEquipmentString[] =
{
L"%s îñòàâëÿåò ñâîþ ýêèïèðîâêó â Îìåðòå (A9).", //%s ìîæåò âçÿòü çàêàçàííóþ ýêèïèðîâêó â Îìåðòå (A9).
L"%s îñòàâëÿåò ñâîþ ýêèïèðîâêó â Äðàññåíå (B13).", //%s ìîæåò âçÿòü çàêàçàííóþ ýêèïèðîâêó â Äðàññåíå (B13).
};
// Status that appears on the Map Screen
STR16 pMapScreenStatusStrings[] =
{
L"Çäîðîâüå",
L"Ýíåðãèÿ",
L"Ìîðàëü",
L"Ñîñòîÿíèå", // the condition of the current vehicle (its "health")
L"Áåíçèí", // the fuel level of the current vehicle (its "energy")
};
STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
L"Ïðåäûäóùèé íàåìíèê\n(|Ñ|ò|ð|å|ë|ê|à |Â|ë|å|â|î)", // previous merc in the list
L"Ñëåäóþùèé íàåìíèê\n(|Ñ|ò|ð|å|ë|ê|à |Â|ï|ð|à|â|î)", // next merc in the list
};
STR16 pEtaString[] =
{
L"ÐÂÏ:", // eta is an acronym for Estimated Time of Arrival
};
STR16 pTrashItemText[] =
{
L"Âû áîëüøå íèêîãäà íå óâèäèòå ýòîò ïðåäìåò. Óâåðåíû?", // do you want to continue and lose the item forever
L"Ýòîò ïðåäìåò êàæåòñÿ Î×ÅÍÜ âàæíûì. Âû ÄÅÉÑÒÂÈÒÅËÜÍÎ õîòèòå âûêèíóòü åãî?", // does the user REALLY want to trash this item
};
STR16 pMapErrorString[] =
{
L"Îòðÿä íå ìîæåò âûéòè íà ìàðø, êîãäà îäèí èç íàåìíèêîâ ñïèò.",
//1-5
L"Ñíà÷àëà âûâåäèòå îòðÿä íà ïîâåðõíîñòü.",
L"Âûéòè íà ìàðø? Äà òóò æå âðàãè ïîâñþäó!",
L"×òîáû âûéòè íà ìàðø, íàåìíèêè äîëæíû áûòü íàçíà÷åíû â îòðÿä èëè ïîñàæåíû â ìàøèíó.",
L"Ó âàñ åùå íåò íè îäíîãî áîéöà.", // you have no members, can't do anything
L"Íàåìíèê íå ìîæåò âûïîëíèòü.", // merc can't comply with your order
//6-10
L"íóæäàåòñÿ â ñîïðîâîæäåíèè ÷òîáû èäòè. Íàçíà÷üòå åãî ñ êåì-íèáóäü â îòðÿä.", // merc can't move unescorted .. for a male
L"íóæäàåòñÿ â ñîïðîâîæäåíèè ÷òîáû èäòè. Íàçíà÷üòå åå ñ êåì-íèáóäü â îòðÿä.", // for a female
L"Íàåìíèê åùå íå ïðèáûë â Àðóëüêî!",
L"Êàæåòñÿ, ñíà÷àëà íàäî óëàäèòü ïðîáëåìû ñ êîíòðàêòîì.",
L"Áåæàòü îò ñàìîëåòà? Òîëüêî ïîñëå âàñ!", //ïð Cannot give a movement order. Air raid is going on.
//11-15
L"Âûñòóïèòü íà ìàðø? Äà ó íàñ òóò áîé èäåò!",
L"Âû ïîïàëè â çàñàäó êîøåê-óáèéö â ñåêòîðå %s!",
L"Âû òîëüêî ÷òî ïîïàëè â ëîãîâî êîøåê-óáèéö, ñåêòîð I16!",
L"",
L"Áàçà ÏÂÎ â %s áûëà çàõâà÷åíà.",
//16-20
L"Øàõòà â %s áûëà çàõâà÷åíà âðàãîì. Âàø äíåâíîé äîõîä ñîêðàòèëñÿ äî %s â äåíü.",
L"Âðàã çàíÿë áåç ñîïðîòèâëåíèÿ ñåêòîð %s.",
L"Êàê ìèíèìóì îäèí èç âàøèõ áîéöîâ íå ìîæåò âûïîëíèòü ýòîò ïðèêàç.",
L"%s íå ìîæåò ïðèñîåäèíèòüñÿ ê %s - íåò ìåñòà.",
L"%s íå ìîæåò ïðèñîåäèíèòüñÿ ê %s - ñëèøêîì áîëüøîå ðàññòîÿíèå.",
//21-25
L"Øàõòà â %s áûëà çàõâà÷åíà âîéñêàìè Äåéäðàíû!",
L"Âîéñêà Äåéäðàíû òîëüêî ÷òî âòîðãëèñü íà áàçó ÏÂÎ â %s.",
L"Âîéñêà Äåéäðàíû òîëüêî ÷òî âòîðãëèñü â %s.",
L"Âîéñêà Äåéäðàíû áûëè çàìå÷åíû â %s.",
L"Âîéñêà Äåéäðàíû òîëüêî ÷òî çàõâàòèëè %s.",
//26-30
L"Êàê ìèíèìóì îäèí èç âàøèõ áîéöîâ íå õî÷åò ñïàòü.",
L"Êàê ìèíèìóì îäèí èç âàøèõ áîéöîâ íå ìîæåò ïðîñíóòüñÿ.",
L"Îïîë÷åíöû íå ïîÿâÿòñÿ, ïîêà íå çàâåðøàò òðåíèðîâêó.",
L"%s ñåé÷àñ íå â ñîñòîÿíèè ïðèíÿòü ïðèêàç î ïåðåìåùåíèè.",
L"Îïîë÷åíöû âíå ãðàíèö ãîðîäà íå ìîãóò ïåðåéòè â äðóãîé ñåêòîð.",
//31-35
L"Âû íå ìîæåòå äåðæàòü îïîë÷åíöåâ â %s.",
L"Ïóñòàÿ ìàøèíà íå ìîæåò äâèãàòüñÿ!",
L"%s èç-çà òÿæåëûõ ðàíåíèé íå ìîæåò èäòè!",
L"Ñíà÷àëà âàì íóæíî ïîêèíóòü ìóçåé!",
L"%s ìåðòâ(à)!",
//36-40
L"%s íå ìîæåò ïåðåêëþ÷èòüñÿ íà %s, òàê êàê íàõîäèòñÿ â äâèæåíèè.",
L"%s íå ìîæåò ñåñòü â ìàøèíó ñ ýòîé ñòîðîíû.",
L"%s íå ìîæåò âñòóïèòü â %s",
L"Âû íå ìîæåòå âêëþ÷èòü ñæàòèå âðåìåíè, ïîêà íå íàéìåòå íîâûõ áîéöîâ!",
L"Ýòà ìàøèíà ìîæåò äâèãàòüñÿ òîëüêî ïî äîðîãàì!",
//41-45
L"Âû íå ìîæåòå ïåðåíàçíà÷èòü íàåìíèêîâ íà ìàðøå.",
L"Ó ìàøèíû çàêîí÷èëñÿ áåíçèí!",
L"%s åëå âîëî÷èò íîãè è èäòè íå ìîæåò.",
L"Íè îäèí èç ïàññàæèðîâ íå â ñîñòîÿíèè âåñòè ìàøèíó.",
L"Îäèí èëè íåñêîëüêî íàåìíèêîâ èç ýòîãî îòðÿäà íå ìîãóò ñåé÷àñ äâèãàòüñÿ.",
//46-50
L"Îäèí èëè íåñêîëüêî íàåìíèêîâ íå ìîãóò ñåé÷àñ äâèãàòüñÿ.",
L"Ìàøèíà ñèëüíî ïîâðåæäåíà!",
L"Âíèìàíèå! Òðåíèðîâàòü îïîë÷åíöåâ â îäíîì ñåêòîðå ìîãóò íå áîëåå äâóõ íàåìíèêîâ.",
L"Ðîáîòîì îáÿçàòåëüíî íóæíî óïðàâëÿòü. Íàçíà÷üòå íàåìíèêà ñ ïóëüòîì è ðîáîòà â îäèí îòðÿä.",
};
// help text used during strategic route plotting
STR16 pMapPlotStrings[] =
{
L"Åùå ðàç ùåëêíèòå ïî òî÷êå íàçíà÷åíèÿ, ÷òîáû ïîäòâåðäèòü ïóòü èëè ùåëêíèòå ïî äðóãîìó ñåêòîðó, ÷òîáû óñòàíîâèòü áîëüøå ïóòåâûõ òî÷åê.",
L"Ïóòü äâèæåíèÿ ïîäòâåðæäåí.",
L"Òî÷êà íàçíà÷åíèÿ íå èçìåíåíà.",
L"Ïóòü äâèæåíèÿ îòìåíåí.",
L"Ïóòü ñîêðàùåí.",
};
// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
L"Âûáåðèòå ñåêòîð, â êîòîðûé ïðèáóäóò íàåìíèêè.",
L"Âíîâü ïðèáûâøèå íàåìíèêè âûñàäÿòñÿ â %s.",
L"Âûñàäèòü çäåñü íàåìíèêîâ íåëüçÿ. Âîçäóøíîå ïðîñòðàíñòâî íå áåçîïàñíî!",
L"Îòìåíåíî. Ñåêòîð ïðèáûòèÿ íå èçìåíèëñÿ.",
L"Íåáî íàä %s áîëåå íå áåçîïàñíî! Ìåñòî âûñàäêè áûëî ïåðåìåùåíî â %s.",
};
// help text for mouse regions
STR16 pMiscMapScreenMouseRegionHelpText[] =
{
L"Îòêðûòü èíâåíòàðü (|Â|â|î|ä)",
L"Âûêèíóòü ïðåäìåò",
L"Çàêðûòü èíâåíòàðü (|Â|â|î|ä)",
};
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
L"Äîëæåí ëè %s îñòàâèòü ñâîþ àìóíèöèþ çäåñü (â %s) èëè ïîçæå â Äðàññåíå (B13) ïåðåä îòëåòîì?",
L"Äîëæåí ëè %s îñòàâèòü ñâîþ àìóíèöèþ çäåñü (â %s) èëè ïîçæå â Îìåðòå (A9) ïåðåä îòëåòîì?",
L"ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â Îìåðòå (À9).",
L"ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â Äðàññåíå (B13).",
L"%s ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â %s.",
};
// female version
STR16 pMercSheLeaveString[] =
{
L"Äîëæíà ëè %s îñòàâèòü ñâîþ àìóíèöèþ çäåñü (â %s) èëè ïîçæå â Äðàññåíå (B13) ïåðåä îòëåòîì?",
L"Äîëæíà ëè %s îñòàâèòü ñâîþ àìóíèöèþ çäåñü (â %s) èëè ïîçæå â Îìåðòå (A9) ïåðåä îòëåòîì?",
L"ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â Îìåðòå (À9).",
L"ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â Äðàññåíå (B13).",
L"%s ñêîðî óõîäèò è îñòàâèò ñâîþ àìóíèöèþ â %s.",
};
STR16 pMercContractOverStrings[] =
{
L"îòïðàâëÿåòñÿ äîìîé, òàê êàê åãî êîíòðàêò çàâåðøåí.", // merc's contract is over and has departed
L"îòïðàâëÿåòñÿ äîìîé, òàê êàê åå êîíòðàêò çàâåðøåí.", // merc's contract is over and has departed
L"óõîäèò, òàê êàê åãî êîíòðàêò áûë ïðåðâàí.", // merc's contract has been terminated
L"óõîäèò, òàê êàê åå êîíòðàêò áûë ïðåðâàí.", // merc's contract has been terminated
L"Âû äîëæíû M.E.R.C. ñëèøêîì ìíîãî äåíåã, òàê ÷òî %s óõîäèò.", // Your M.E.R.C. account is invalid so merc left
};
// Text used on IMP Web Pages
STR16 pImpPopUpStrings[] =
{
L"Íåâåðíûé êîä äîñòóïà.",
L"Ýòî ïðèâåäåò ê ïîòåðå óæå ïîëó÷åííûõ ðåçóëüòàòîâ òåñòèðîâàíèÿ. Âû óâåðåíû?",
L"Ââåäèòå ïðàâèëüíîå èìÿ è óêàæèòå ïîë.",
L"Ïðåäâàðèòåëüíûé àíàëèç âàøåãî ñ÷åòà ïîêàçûâàåò, ÷òî âû íå ìîæåòå ïîçâîëèòü ñåáå ïðîéòè òåñòèðîâàíèå.",
L"Ñåé÷àñ âû íå ìîæåòå âûáðàòü ýòîò ïóíêò.",
L"×òîáû çàêîí÷èòü àíàëèç, íóæíî èìåòü ìåñòî åùå õîòÿ áû äëÿ îäíîãî ÷ëåíà êîìàíäû.",
L"Ïðîôèëü óæå ñîçäàí.",
L"Íå ìîãó çàãðóçèòü I.M.P.-ïåðñîíàæ ñ äèñêà.", //ïð
L"Âû äîñòèãëè ìàêñèìàëüíîãî êîëè÷åñòâà I.M.P.-ïåðñîíàæåé.", //ïð
L"Ó âàñ â êîìàíäå óæå åñòü òðè I.M.P.-ïåðñîíàæà òîãî æå ïîëà.", //ïð
L"Âû íå ìîæåòå ïîçâîëèòü ñåáå òàêîé I.M.P.-ïåðñîíàæ.", //ïð
L"Íîâûé I.M.P.-ïåðñîíàæ ïðèñîåäèíèëñÿ ê êîìàíäå.", //ïð
};
// button labels used on the IMP site
STR16 pImpButtonText[] =
{
L"Èíôîðìàöèÿ î íàñ", // about the IMP site
L"ÍÀ×ÀÒÜ", // begin profiling
L"Ñïîñîáíîñòè", // personality section
L"Õàðàêòåðèñòèêè", // personal stats/attributes section
L"Ïîðòðåò", // the personal portrait selection
L"Ãîëîñ: %d", // the voice selection
L"Ãîòîâî", // done profiling
L"Íà÷àòü ñíà÷àëà", // start over profiling
L"Äà, ÿ âûáèðàþ îòìå÷åííûé îòâåò.",
L"Äà",
L"Íåò",
L"Ãîòîâî", // finished answering questions
L"Íàçàä", // previous question..abbreviated form
L"Äàëüøå", // next question
L"ÄÀ.", // yes, I am certain
L"ÍÅÒ, ß ÕÎ×Ó ÍÀ×ÀÒÜ ÑÍÎÂÀ.", // no, I want to start over the profiling process
L"ÄÀ",
L"ÍÅÒ",
L"Íàçàä", // back one page
L"Îòìåíèòü", // cancel selection
L"Äà, âñå âåðíî.",
L"Íåò, åùå ðàç âçãëÿíó.",
L"Ðåãèñòðàöèÿ", // the IMP site registry..when name and gender is selected
L"Àíàëèç äàííûõ", // analyzing your profile results
L"Ãîòîâî",
L"Ãîëîñ",
};
STR16 pExtraIMPStrings[] =
{
L"×òîáû ñîçäàòü ïðîôèëü, óêàæèòå ñâîè ëè÷íûå äàííûå.",
L"Çàâåðøèâ ôîðìèðîâàíèå ëè÷íîñòè, óêàæèòå ñâîè ñïîñîáíîñòè è óìåíèÿ.",
L"Ñïîñîáíîñòè ãåðîÿ çàäàíû. Òåïåðü âû ìîæåòå âûáðàòü ïîðòðåò.",
L"×òîáû çàâåðøèòü ïðîöåññ, âûáåðèòå ãîëîñ, êîòîðûé âàì ïîäõîäèò."
};
STR16 pFilesTitle[] =
{
L"Ïðîñìîòð äàííûõ",
};
STR16 pFilesSenderList[] =
{
L"Îò÷åò ðàçâåäêè", // the recon report sent to the player. Recon is an abbreviation for reconissance
L"Â ðîçûñêå #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"Â ðîçûñêå #2", // second intercept file
L"Â ðîçûñêå #3", // third intercept file
L"Â ðîçûñêå #4", // fourth intercept file
L"Â ðîçûñêå #5", // fifth intercept file
L"Â ðîçûñêå #6", // sixth intercept file
};
// Text having to do with the History Log
STR16 pHistoryTitle[] =
{
L"Æóðíàë ñîáûòèé",
};
STR16 pHistoryHeaders[] =
{
L"Äåíü", // the day the history event occurred
L"Ñòð.", // the current page in the history report we are in
L"Äåíü", // the days the history report occurs over
L"Ëîêàöèÿ", // location (in sector) the event occurred
L"Ñîáûòèå", // 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"Íàíÿò(à) %s èç A.I.M.", // merc was hired from the aim site
L"Íàíÿò(à) %s èç M.E.R.C.", // merc was hired from the aim site
L"%s ìåðòâ(à).", // merc was killed
L"Îïëà÷åíû óñëóãè M.E.R.C.", // paid outstanding bills at MERC
L"Ïðèíÿòî çàäàíèå îò Ýíðèêî ×èâàëäîðè",
//6-10
L"Âîñïîëüçîâàëèñü óñëóãàìè I.M.P.",
L"Îôîðìëåíà ñòðàõîâêà äëÿ %s.", // insurance contract purchased
L"%s: còðàõîâîé êîíòðàêò àííóëèðîâàí.", // insurance contract canceled
L"Âûïëàòà ñòðàõîâêè %s.", // insurance claim payout for merc
L"%s: êîíòðàêò ïðîäëåí íà 1 äåíü.", // Extented "mercs name"'s for a day
//11-15
L"%s: êîíòðàêò ïðîäëåí íà 7 äíåé.", // Extented "mercs name"'s for a week
L"%s: êîíòðàêò ïðîäëåí íà 14 äíåé.", // Extented "mercs name"'s 2 weeks
L"Âû óâîëèëè %s.", // "merc's name" was dismissed.
L"%s óõîäèò îò âàñ.", // "merc's name" quit.
L"ïîëó÷åíî çàäàíèå.", // a particular quest started
//16-20
L"çàäàíèå âûïîëíåíî.",
L"Ïîãîâîðèëè ñî ñòàðøèì ãîðíÿêîì ãîðîäà %s", // talked to head miner of town
L"%s îñâîáîæäåí(à).",
L"Âêëþ÷åí ðåæèì ÷èò-êîäîâ",
L"Ïðîâèçèÿ áóäåò äîñòàâëåíà â Îìåðòó çàâòðà.",
//21-25
L"%s óøëà, ÷òîáû âûéòè çàìóæ çà Äåðèëà Õèêà.",
L"Èñòåê êîíòðàêò ó %s.",
L"Íàíÿò(à) %s.",
L"Ýíðèêî ñåòóåò íà îòñóòñòâèå óñïåõîâ â êàìïàíèè.",
L"Ïîáåäà â ñðàæåíèè!",
//26-30
L"Â øàõòå %s èññÿêàåò çàïàñ ðóäû.",
L"Øàõòà %s èñòîùèëàñü.",
L"Øàõòà %s çàêðûòà.",
L"Øàõòà %s ñíîâà ðàáîòàåò.",
L"Ïîëó÷åíà èíôîðìàöèÿ î òþðüìå Òèêñà.",
//31-35
L"Óçíàëè îá Îðòå - ñåêðåòíîì âîåííîì çàâîäå.",
L"Ó÷åíûé èç Îðòû ïîäàðèë âàì ðàêåòíûå âèíòîâêè.",
L"Êîðîëåâà Äåéäðàíà íàøëà ïðèìåíåíèå òðóïàì.",
L"Ôðýíê ãîâîðèë ÷òî-òî î áîÿõ â Ñàí-Ìîíå.",
L"Ïàöèåíòó êàæåòñÿ, ÷òî îí ÷òî-òî âèäåë â øàõòàõ.",
//36-40
L"Âñòðåòèëè Äýâèíà - òîðãîâöà âçðûâ÷àòêîé.",
L"Ïåðåñåêëèñü ñ áûâøèì íàåìíèêîì A.I.M., Ìàéêîì!",
L"Âñòðåòèëè Òîíè, òîðãîâöà îðóæèåì.",
L"Ïîëó÷åíà ðàêåòíàÿ âèíòîâêà îò ñåðæàíòà Êðîòòà.",
L"Äîêóìåíòû íà ìàãàçèí Ýíäæåëà ïåðåäàíû Êàéëó.",
//41-45
L"Øèç ïðåäëàãàåò ïîñòðîèòü ðîáîòà.", //ìîæåò, ñîáðàòü ðîáîòà?
L"Áîëòóí ìîæåò ñäåëàòü âàðåâî, îáìàíûâàþùåå æóêîâ.",
L"Êèò îòîøåë îò äåë.",
L"Ãîâàðä ïîñòàâëÿë öèàíèäû Äåéäðàíå.",
L"Âñòðåòèëè òîðãîâöà Êèòà èç Êàìáðèè.",
//46-50
L"Âñòðåòèëè Ãîâàðäà, ôàðìàöåâòà èç Áàëàéìà.",
L"Âñòðåòèëè Ïåðêî. Îí äåðæèò íåáîëüøóþ ìàñòåðñêóþ.",
L"Âñòðåòèëè Ñýìà èç Áàëàéìà. Îí òîðãóåò æåëåçêàìè.",
L"Ôðàíö ðàçáèðàåòñÿ â ýëåêòðîíèêå è äðóãèõ âåùàõ.",
L"Àðíîëüä äåðæèò ìàñòåðñêóþ â Ãðàìå.",
//51-55
L"Ôðåäî èç Ãðàìà ÷èíèò ýëåêòðîíèêó.",
L"Îäèí áîãàòåé èç Áàëàéìà äàë âàì äåíåã.",
L"Âñòðåòèëè ñòàðüåâùèêà Äæåéêà.",
L"Îäèí áðîäÿãà äàë íàì ýëåêòðîííóþ êàðòî÷êó.",
L"Âàëüòåð ïîäêóïëåí, îí îòêðîåò äâåðü â ïîäâàë.",
//56-60
L"Äýéâ çàïðàâèò ìàøèíó áåñïëàòíî, åñëè áóäåò áåíçèí.",
L"Äàëè âçÿòêó Ïàáëî.",
L"Áîññ äåðæèò äåíüãè â øàõòå Ñàí-Ìîíû.",
L"%s: ïîáåäà â áîå áåç ïðàâèë.",
L"%s: ïðîèãðûø â áîå áåç ïðàâèë.",
//61-65
L"%s: äèñêâàëèôèêàöèÿ â áîå áåç ïðàâèë.", //äèñêâàëèôèêàöèÿ èç áîÿ?
L" çàáðîøåííîé øàõòå íàéäåíà êó÷à äåíåã.",
L"Âñòðå÷åí óáèéöà, ïîñëàííûé Áîññîì.",
L"Ïîòåðÿí êîíòðîëü íàä ñåêòîðîì", //ENEMY_INVASION_CODE
L"Îòáèòà àòàêà âðàãà",
//66-70
L"Ñðàæåíèå ïðîèãðàíî", //ENEMY_ENCOUNTER_CODE
L"Ñìåðòåëüíàÿ çàñàäà", //ENEMY_AMBUSH_CODE
L"Âûðâàëèñü èç çàñàäû",
L"Àòàêà ïðîâàëèëàñü!", //ENTERING_ENEMY_SECTOR_CODE
L"Óñïåøíàÿ àòàêà!",
//71-75
L"Àòàêà òâàðåé", //CREATURE_ATTACK_CODE
L"Êîøêè-óáèéöû óíè÷òîæèëè âàø îòðÿä.", //BLOODCAT_AMBUSH_CODE
L"Âñå êîøêè-óáèéöû óáèòû",
L"%s áûë óáèò(à).",
L"Îòäàëè Êàðìåíó ãîëîâó òåððîðèñòà.",
L"Óáèéöà óøåë.",
L"%s óáèò(à) âàøèì îòðÿäîì.",
};
STR16 pHistoryLocations[] =
{
L"Í/Ä", // N/A is an acronym for Not Applicable
};
// icon text strings that appear on the laptop
STR16 pLaptopIcons[] =
{
L"Ïî÷òà",
L"Ñàéòû",
L"Ôèíàíñû",
L"Êîìàíäà",
L"Æóðíàë",
L"Äàííûå",
L"Âûêëþ÷èòü",
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"À.I.M.",
L"Áîááè Ðýé",
L"I.M.P.",
L"Ì.Å.R.Ñ.",
L"Ïîõîðîíû",
L"Öâåòû",
L"Ñòðàõîâêà",
L"Îòìåíà",
};
STR16 pBookmarkTitle[] =
{
L"Çàêëàäêè",
L"Ïîçæå ýòî ìåíþ ìîæíî âûçâàòü ïðàâûì ùåë÷êîì ìûøè.",
};
// When loading or download a web page
STR16 pDownloadString[] =
{
L"Çàãðóçêà",
L"Îáíîâëåíèå",
};
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
STR16 gsAtmSideButtonText[] =
{
L"OK", //ïð
L"Âçÿòü", // take money from merc
L"Äàòü", // give money to merc
L"Îòìåíà", //ïð cancel transaction
L"Î÷èñò.", //ïð clear amount being displayed on the screen
};
STR16 gsAtmStartButtonText[] =
{
L"Ïåðåâåñòè $", // transfer money to merc -- short form
L"Ïàðàìåòðû", // view stats of the merc
L"Èíâåíòàðü", // view the inventory of the merc
L"Êîíòðàêò",
};
STR16 sATMText[ ]=
{
L"Ïåðåâåñòè ñðåäñòâà?", // transfer funds to merc?
L"Óâåðåíû?", //ïð are we certain?
L"Ââåñòè ñóììó", // enter the amount you want to transfer to merc
L"Âûáðàòü òèï", // select the type of transfer to merc
L"Íå õâàòàåò äåíåã", // not enough money to transfer to merc
L"Ñóììà äîëæíà áûòü êðàòíà $10", // transfer amount must be a multiple of $10
};
// Web error messages. Please use German equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator
STR16 pErrorStrings[] =
{
L"Îøèáêà",
L"Ñåðâåð íå çàðåãèñòðèðîâàí â DNS.",
L"Ïðîâåðüòå àäðåñ è ïîïðîáóéòå åùå ðàç.",
L"OK", //ïð //Ïðåâûøåíî âðåìÿ îæèäàíèÿ îòâåòà ñåðâåðà.
L"Îáðûâ ñîåäèíåíèÿ ñ ñåðâåðîì.",
};
STR16 pPersonnelString[] =
{
L"Áîéöîâ:", // 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"À.I.M.",
L"A.I.M. Ñîñòàâ",
L"A.I.M. Ïîðòðåòû", // a mug shot is another name for a portrait
L"A.I.M. Ñîðòèðîâêà",
L"A.I.M.",
L"A.I.M. Ãàëåðåÿ", //$$
L"A.I.M. Ïðàâèëà",
L"A.I.M. Èñòîðèÿ",
L"A.I.M. Ññûëêè",
L"M.E.R.C.",
L"M.E.R.C. Ñ÷åòà",
L"M.E.R.C. Ðåãèñòðàöèÿ",
L"M.E.R.C. Îãëàâëåíèå",
L"Áîááè Ðýé",
L"Áîááè Ðýé - îðóæèå",
L"Áîááè Ðýé - áîåïðèïàñû",
L"Áîááè Ðýé - áðîíÿ",
L"Áîááè Ðýé - ðàçíîå", //misc is an abbreviation for miscellaneous
L"Áîááè Ðýé - âåùè á/ó.",
L"Áîááè Ðýé - ïî÷òîâûé çàêàç",
L"I.M.P.",
L"I.M.P.",
L"\"Öâåòû ïî âñåìó ìèðó\"",
L"\"Öâåòû ïî âñåìó ìèðó\" - ãàëåðåÿ",
L"\"Öâåòû ïî âñåìó ìèðó\" - áëàíê çàêàçà",
L"\"Öâåòû ïî âñåìó ìèðó\" - îòêðûòêè",
L"Ñòðàõîâûå àãåíòû: Ìàëåóñ, Èíêóñ è Ñòýéïñ",
L"Èíôîðìàöèÿ",
L"Êîíòðàêò", //ïð
L"Êîììåíòàðèè",
L"Ïîõîðîííàÿ ñëóæáà Ìàêãèëëèêàòòè",
L"",
L"Àäðåñ íå íàéäåí.",
L"Áîááè Ðýé - ïîñëåäíèå ïîñòóïëåíèÿ",//@@@3 Translate new text
L"",
L"",
};
STR16 pShowBookmarkString[] =
{
L"Ïîäñêàçêà",
L"Ùåëêíèòå åùå ðàç ïî êíîïêå \"Ñàéòû\" äëÿ îòîáðàæåíèÿ ìåíþ ñàéòîâ.",
};
STR16 pLaptopTitles[] =
{
L"Ïî÷òîâûé ÿùèê",
L"Ïðîñìîòð äàííûõ",
L"Ïåðñîíàë", //ïð
L"Ôèíàíñîâûé îò÷åò",
L"Æóðíàë", //ïð
};
STR16 pPersonnelDepartedStateStrings[] =
{
//reasons why a merc has left.
L"Ïîãèá â áîþ",
L"Óâîëåí",
L"Äðóãîå",
L"Çàìóæåì",
L"Êîíòðàêò èñòåê",
L"Âûõîä",
};
// personnel strings appearing in the Personnel Manager on the laptop
STR16 pPersonelTeamStrings[] =
{
L"Â êîìàíäå",
L"Âûáûâøèå",
L"Ãîíîðàð çà äåíü:",
L"Âûñøèé ãîíîðàð:",
L"Íèçøèé ãîíîðàð:",
L"Ïîãèáëî â áîÿõ:",
L"Óâîëåíî:",
L"Äðóãîå:",
};
STR16 pPersonnelCurrentTeamStatsStrings[] =
{
L"Õóäøèé",
L"Ñðåäíåå",
L"Ëó÷øèé",
};
STR16 pPersonnelTeamStatsStrings[] =
{
L"ÇÄÐ",
L"ÏÐÂ",
L"ËÎÂ",
L"ÑÈË",
L"ËÈÄ",
L"ÈÍÒ",
L"ÎÏÒ",
L"ÌÅÒ",
L"ÌÅÕ",
L"ÂÇÐ",
L"ÌÅÄ",
};
// 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"Êîíòðàêò",
};
// text that appears on the update panel buttons
STR16 pUpdatePanelButtons[] =
{
L"Äàëåå",
L"Ñòîï",
};
// Text which appears when everyone on your team is incapacitated and incapable of battle
CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
L"Âû ïîòåðïåëè ïîðàæåíèå â ýòîì ñåêòîðå!",
L"Ðåïòèîíû, íå èñïûòûâàÿ óãðûçåíèé ñîâåñòè, ïîæðóò âñåõ äî åäèíîãî!", //ïð
L"Âàøè áîéöû çàõâà÷åíû â ïëåí (íåêîòîðûå áåç ñîçíàíèÿ)!",
L"Âàøè áîéöû çàõâà÷åíû â ïëåí.",
};
//Insurance Contract.c
//The text on the buttons at the bottom of the screen.
STR16 InsContractText[] =
{
L"Íàçàä",
L"Äàëüøå",
L"Äà", //ïð
L"Î÷èñòèòü", //ïð
};
//Insurance Info
// Text on the buttons on the bottom of the screen
STR16 InsInfoText[] =
{
L"Íàçàä",
L"Äàëüøå"
};
//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"Âíåñòè ñóììó",
L" íà÷àëî",
L"Íîìåð ñ÷åòà:",
L"Íàåìíèê",
L"Äíåé",
L"Ñòàâêà", //5
L"Ñòîèìîñòü",
L"Âñåãî:",
L"Âû ïîäòâåðæäàåòå ïëàòåæ â ðàçìåðå %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"Íàçàä",
L"Äàëüøå",
};
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
STR16 MercInfo[] =
{
L"Çäîðîâüå",
L"Ïðîâîðíîñòü",
L"Ëîâêîñòü",
L"Ñèëà",
L"Ëèäåðñòâî",
L"Èíòåëëåêò",
L"Óðîâåíü îïûòà",
L"Ìåòêîñòü",
L"Ìåõàíèêà",
L"Âçðûâ÷àòêà",
L"Ìåäèöèíà",
L"Íàçàä",
L"Íàíÿòü",
L"Äàëüøå",
L"Äîïîëíèòåëüíàÿ èíôîðìàöèÿ",
L" íà÷àëî",
L"Íàíÿò",
L"Oïëaòa",
L"â äåíü",
L"Ïîãèá",
L"Ïîõîæå, âû ïûòàåòåñü íàíÿòü áîëåå 18 íàåìíèêîâ, à ýòî íåäîïóñòèìî.",
L"Íåäîñòóïíî",
};
// 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"Îòêðûòü ñ÷åò",
L"Îòìåíà",
L"Âû åùå íå çàðåãèñòðèðîâàëèñü. Æåëàåòå îòêðûòü ñ÷åò?"
};
// For use at the M.E.R.C. web site. MERC Homepage
STR16 MercHomePageText[] =
{
//Description of various parts on the MERC page
L"Ñïåê Ò. Êëÿéí, îñíîâàòåëü è õîçÿèí",
L"Îòêðûòü ñ÷åò",
L"Ïðîñìîòð ñ÷åòà",
L"Ïðîñìîòð ôàéëîâ",
// The version number on the video conferencing system that pops up when Speck is talking
L"Ñïåê Êîì v3.2"
};
// For use at MiGillicutty's Web Page.
STR16 sFuneralString[] =
{
L"Ïîõîðîííîå àãåíòñòâî Ìàêãèëëèêàòòè: ñêîðáèì âìåñòå ñ ñåìüÿìè óñîïøèõ ñ 1983.",
L"Äèðåêòîð ïî ïîõîðîíàì è áûâøèé íàåìíèê À.I.Ì. - Ìþððýé Ìàêãèëëèêàòòè \"Ïàïàøà\", ñïåöèàëèñò ïî ÷àñòè ïîõîðîí.",
L"Âñþ æèçíü Ïàïàøó ñîïðîâîæäàëè ñìåðòü è óòðàòû, ïîýòîìó îí, êàê íèêòî, ïîçíàë èõ òÿæåñòü.",
L"Ïîõîðîííîå àãåíòñòâî Ìàêãèëëèêàòòè ïðåäëàãàåò øèðîêèé ñïåêòð ðèòóàëüíûõ óñëóã - îò æèëåòêè, â êîòîðóþ ìîæíî ïîïëàêàòü, äî âîññòàíîâëåíèÿ ñèëüíî ïîâðåæäåííûõ îñòàíêîâ.",
L"Ïîõîðîííîå àãåíòñòâî Ìàêãèëëèêàòòè ïîìîæåò âàì è âàøèì ðîäñòâåííèêàì ïîêîèòüñÿ ñ ìèðîì.",
// Text for the various links available at the bottom of the page
L"ÄÎÑÒÀÂÊÀ ÖÂÅÒÎÂ",
L"ÊÎËËÅÊÖÈß ÓÐÍ È ÃÐÎÁÎÂ",
L"ÓÑËÓÃÈ ÏÎ ÊÐÅÌÀÖÈÈ",
L"ÏÎÌÎÙÜ Â ÏÐÎÂÅÄÅÍÈÈ ÏÎÕÎÐÎÍ",
L"ÏÎÕÎÐÎÍÍÛÅ ÐÈÒÓÀËÛ",
// The text that comes up when you click on any of the links ( except for send flowers ).
L"Ê ñîæàëåíèþ, íàø ñàéò íå çàêîí÷åí, â ñâÿçè ñ óòðàòîé â ñåìüå. Ìû ïîñòàðàåìñÿ ïðîäîëæèòü ðàáîòó ïîñëå ïðî÷òåíèÿ çàâåùàíèÿ è âûïëàò äîëãîâ óìåðøåãî. Ñàéò âñêîðå îòêðîåòñÿ.",
L"Ìû èñêðåííå ñî÷óâñòâóåì âàì â ýòî òðóäíîå âðåìÿ. Çàõîäèòå åùå."
};
// Text for the florist Home page
STR16 sFloristText[] =
{
//Text on the button on the bottom of the page
L"Ãàëåðåÿ",
//Address of United Florist
L"\"Ìû ñáðîñèì âàø áóêåò ãäå óãîäíî!\"",
L"1-555-SCENT-ME",
L"333 NoseGay Dr,Seedy City, CA USA 90210",
L"http://www.scent-me.com",
// detail of the florist page
L"Ìû ðàáîòàåì áûñòðî è ýôôåêòèâíî!",
L"Ãàðàíòèðóåì äîñòàâêó íà ñëåäóþùèé äåíü ïðàêòè÷åñêè â ëþáîé óãîëîê ìèðà. Åñòü íåêîòîðûå îãðàíè÷åíèÿ.",
L"Ãàðàíòèðóåì ñàìûå íèçêèå öåíû â ìèðå!",
L"Ïîêàæèòå íàì ðåêëàìó áîëåå äåøåâîãî ñåðâèñà è ïîëó÷èòå 10 áåñïëàòíûõ ðîç.",
L"\"Êðûëàòàÿ Ôëîðà\", çàíèìàåìñÿ ôàóíîé è öâåòàìè ñ 1981 ã.",
L"Íàøè ëåò÷èêè, áûâøèå ïèëîòû áîìáàðäèðîâùèêîâ, ñáðîñÿò âàø áóêåò â ðàäèóñå 10 ìèëü îò çàäàííîãî ðàéîíà. Êîãäà óãîäíî è ñêîëüêî óãîäíî!",
L"Ïîçâîëüòå íàì óäîâëåòâîðèòü âàøè öâåòî÷íûå ôàíòàçèè.",
L"Ïóñòü Áðþñ, èçâåñòíûé âî âñåì ìèðå ñàäîâíèê, ñàì ñîáåðåò âàì îòëè÷íûé áóêåò â íàøåì ñàäó.",
L"È çàïîìíèòå, åñëè ó íàñ íåò òàêèõ öâåòîâ, ìû áûñòðî âûðàñòèì òî, ÷òî âàì íàäî!"
};
//Florist OrderForm
STR16 sOrderFormText[] =
{
//Text on the buttons
L"Íàçàä",
L"Ïîñëàòü",
L"Îòìåíà",
L"Ãàëåðåÿ",
L"Íàçâàíèå áóêåòà:",
L"Öåíà:", //5
L"Íîìåð çàêàçà:",
L"Äîñòàâèòü",
L"Çàâòðà",
L"Êàê áóäåòå â òåõ êðàÿõ",
L"Ìåñòî äîñòàâêè", //10
L"Äîïîëíèòåëüíî",
L"Ñëîìàòü öâåòû ($10)",
L"×åðíûå ðîçû ($20)",
L"Óâÿäøèé áóêåò ($10)",
L"Ôðóêòîâûé ïèðîã (åñëè åñòü) ($10)", //15
L"Òåêñò ïîçäðàâëåíèÿ:",
L"Ââèäó íåáîëüøîãî ðàçìåðà îòêðûòêè, ïîñòàðàéòåñü óëîæèòüñÿ â 75 ñèìâîëîâ.",
L"...èëè âûáåðèòå îäíó èç",
L"ÑÒÀÍÄÀÐÒÍÛÕ ÎÒÊÐÛÒÎÊ",
L"Èíôîðìàöèÿ î ñ÷åòå",//20
//The text that goes beside the area where the user can enter their name
L"Íàçâàíèå:",
};
//Florist Gallery.c
STR16 sFloristGalleryText[] =
{
//text on the buttons
L"Íàçàä", //abbreviation for previous
L"Äàëüøå", //abbreviation for next
L"Âûáåðèòå áóêåò, êîòîðûå õîòèòå ïîñëàòü.",
L"Ïðèìå÷àíèå: Åñëè Âàì íóæíî ïîñëàòü óâÿäøèé èëè ñëîìàííûé áóêåò - çàïëàòèòå åùå $10.",
//text on the button
L" íà÷àëî",
};
//Florist Cards
STR16 sFloristCards[] =
{
L"Âûáåðèòå òåêñò, êîòîðûé áóäåò íàïå÷àòàí íà îòêðûòêå.",
L"Íàçàä"
};
// Text for Bobby Ray's Mail Order Site
STR16 BobbyROrderFormText[] =
{
L"Áëàíê çàêàçà", //Title of the page
L"Øòê", // The number of items ordered
L"Âåñ (%s)", // The weight of the item
L"Íàçâàíèå", // The name of the item
L"öåíà 1 âåùè", // the item's weight
L"Èòîãî", //5 // The total price of all of items of the same type
L"Ñòîèìîñòü", // The sub total of all the item totals added
L"ÄèÓ (ñì. Ìåñòî Äîñòàâêè)", // S&H is an acronym for Shipping and Handling
L"Âñåãî", // The grand total of all item totals + the shipping and handling
L"Ìåñòî äîñòàâêè",
L"Ñêîðîñòü äîñòàâêè", //10 // See below
L"Öåíà (çà %s.)", // The cost to ship the items
L"Ýêñïðåññ-äîñòàâêà", // Gets deliverd the next day
L"2 ðàáî÷èõ äíÿ", // Gets delivered in 2 days
L"Îáû÷íàÿ äîñòàâêà", // Gets delivered in 3 days
L"Î×ÈÑÒÈÒÜ",//15 // Clears the order page
L"ÇÀÊÀÇÀÒÜ", // Accept the order
L"Íàçàä", // text on the button that returns to the previous page
L" íà÷àëî", // Text on the button that returns to the home page
L"* - âåùè, áûâøèå â óïîòðåáëåíèè", // Disclaimer stating that the item is used
L"Âû íå ìîæåòå ýòî îïëàòèòü.", //20 // A popup message that to warn of not enough money
L"<ÍÅ ÂÛÁÐÀÍÎ>", // Gets displayed when there is no valid city selected
L"Âû äåéñòâèòåëüíî õîòèòå îòïðàâèòü ãðóç â %s?", // A popup that asks if the city selected is the correct one
L"Âåñ ãðóçà**", // Displays the weight of the package
L"** Ìèí. âåñ", // Disclaimer states that there is a minimum weight for the package
L"Çàêàçû",
};
STR16 BobbyRFilter[] =
{
// Guns
L"Òÿæåëîå",
L"Ïèñòîëåòû",
L"Àâò.ïèñòîë.",
L"ÏÏ",
L"Âèíòîâêè",
L"Ñí.âèíòîâêè",
L"Øò.âèíòîâêè",
L"Ïóëåìåòû",
L"Ðóæüÿ",
// Ammo
//L"Heavy W.",
L"Ïèñòîëåòû",
L"Àâò.ïèñòîë.",
L"ÏÏ",
L"Âèíòîâêè",
L"Ñí.âèíòîâêè",
L"Øò.âèíòîâêè",
L"Ïóëåìåòû",
L"Ðóæüÿ",
// Used
L"Îðóæèå",
L"Áðîíÿ",
L"Ðàçãð.ñ-ìû",
L"Ðàçíîå",
// Armour
L"Êàñêè",
L"Æèëåòû",
L"Áðþêè",
L"Ïëàñòèíû",
// Misc
L"Ðåæóùèå",
L"Ìåòàòåëüí.",
L"Äðîáÿùèå",
L"Ãðàíàòû",
L"Áîìáû",
L"Àïòå÷êè",
L"Íàáîðû",
L"Ãîëîâíûå",
L"Ðàçãð.ñ-ìû",
L"Ðàçíîå",
};
// This text is used when on the various Bobby Ray Web site pages that sell items
STR16 BobbyRText[] =
{
L"Çàêàçàòü", // Title
// instructions on how to order
L"Íàæìèòå íà òîâàð. Ëåâàÿ êíîïêà - äîáàâèòü, ïðàâàÿ êíîïêà - óìåíüøèòü. Ïîñëå òîãî êàê âûáåðåòå òîâàð, îôîðìèòå çàêàç.",
//Text on the buttons to go the various links
L"Íàçàä", //
L"Îðóæèå", //3
L"Ïàòðîíû", //4
L"Áðîíÿ", //5
L"Ðàçíîå", //6 //misc is an abbreviation for miscellaneous
L"Á/Ó", //7
L"Äàëåå",
L"ÁËÀÍÊ ÇÀÊÀÇÀ",
L" íà÷àëî", //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"Ó âàøåé êîìàíäû åñòü",//11
L"îðóæ., èñïîëüçóþùåå ýòîò òèï áîåïðèïàñîâ", //12
//The following lines provide information on the items
L"Âåñ:", // Weight of all the items of the same type
L"Êàë.:", // the caliber of the gun
L"Ìàã:", // number of rounds of ammo the Magazine can hold
L"Äèñò:", // The range of the gun
L"Óðîí:", // Damage of the weapon
L"Ñêîð:", // Weapon's Rate Of Fire, acronym ROF
L"Öåíà:", // Cost of the item
L"Ñêëàä:", // The number of items still in the store's inventory
L"Øòóê â çàêàçå:", // The number of items on order
L"Óðîí:", // If the item is damaged
L"Âåñ:", // the Weight of the item
L"Èòîãî:", // The total cost of all items on order
L"* %% äî èçíîñà", // 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"×åðò! Ýòà ôîðìà ïîääåðæèâàåò íå áîëåå 10 ïðåäìåòîâ â îäíîì çàêàçå. Åñëè âû õîòèòå çàêàçàòü áîëüøå (à ìû íàäååìñÿ, âû õîòèòå), òî çàïîëíèòå åùå îäèí çàêàç è ïðèìèòå íàøè èçâèíåíèÿ çà íåóäîáñòâà.",
// A popup that tells the user that they are trying to order more items then the store has in stock
L"Èçâèíèòå, íî äàííîãî òîâàðà íåò íà ñêëàäå. Ïîïðîáóéòå çàãëÿíóòü ïîçæå.",
//A popup that tells the user that the store is temporarily sold out
L"Èçâèíèòå, íî äàííîãî òîâàðà ïîêà íåò íà ñêëàäå.",
};
// Text for Bobby Ray's Home Page
STR16 BobbyRaysFrontText[] =
{
//Details on the web site
L"Çäåñü âû íàéäåòå ëó÷øèå è íîâåéøèå îáðàçöû îðóæèÿ",
L"Ìû ñíàáäèì âàñ âñåì, ÷òî íóæíî äëÿ ïîáåäû íàä ïðîòèâíèêîì",
L"ÂÅÙÈ Á/Ó",
//Text for the various links to the sub pages
L"ÐÀÇÍÎÅ",
L"ÎÐÓÆÈÅ",
L"ÁÎÅÏÐÈÏÀÑÛ", //5
L"ÁÐÎÍß",
//Details on the web site
L"Åñëè ó íàñ ÷åãî-òî íåò, òî ýòîãî íåò íèãäå!",
L"Â ðàçðàáîòêå",
};
// 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"À.I.M. Ñîñòàâ", // Title
// Title for the way to sort
L"Ñîðòèðîâêà:",
// sort by...
L"Öåíà",
L"Îïûò",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Âçðûâ÷àòêà",
L"Ìåõàíèêà",
//Text of the links to other AIM pages
L"Ïîêàçàòü ôîòîãðàôèè íàåìíèêîâ",
L"Ïðîñìîòðåòü èíôîðìàöèþ î íàåìíèêàõ",
L"Ïðîñìîòðåòü àðõèâíóþ ãàëåðåþ A.I.M.",
// text to display how the entries will be sorted
L"Ïî âîçðàñòàíèþ",
L"Ïî óáûâàíèþ"
};
//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"Íàçàä",
L" íà÷àëî",
L"Îãëàâëåíèå",
L"Äàëüøå",
L"Íå ñîãëàñåí",
L"Ñîãëàñåí"
};
//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"Ëåâàÿ êíîïêà ìûøè",
L"÷òîáû ñâÿçàòüñÿ ñ áîéöîì.",
L"Ïðàâàÿ êíîïêà ìûøè",
L"ýêðàí ñ ôîòîãðàôèÿìè.",
};
//Aim Member.c
//The page in which the players hires AIM mercenaries
STR16 CharacterInfo[] =
{
// The various attributes of the merc
L"Çäîðîâüå",
L"Ïðîâîðíîñòü",
L"Ëîâêîñòü",
L"Ñèëà",
L"Ëèäåðñòâî",
L"Èíòåëëåêò",
L"Óðîâåíü îïûòà",
L"Ìåòêîñòü",
L"Ìåõàíèêà",
L"Âçðûâ÷àòêà",
L"Ìåäèöèíà", //10
// the contract expenses' area
L"Ãîíîðàð",
L"Ñðîê",
L"1 äåíü",
L"7 äíåé",
L"14 äíåé",
// text for the buttons that either go to the previous merc,
// start talking to the merc, or go to the next merc
L"<<",
L"Ñâÿçàòüñÿ",
L">>",
L"Äîïîëíèòåëüíàÿ èíôîðìàöèÿ", // Title for the additional info for the merc's bio
L"Äåéñòâóþùèé ñîñòàâ", //20 // Title of the page
L"Ñíàðÿæåíèå:", // Displays the optional gear cost
L"Ñòîèìîñòü Ìåä. äåïîçèòà", // If the merc required a medical deposit, this is displayed
};
//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"Ñóììà êîíòðàêòà:", //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 äåíü",
L"7 äíåé",
L"14 äíåé",
//Text on the buttons to determine if you want the merc to come with the equipment
L"Áåç ñíàðÿæåíèÿ",
L"Ñî ñíàðÿæåíèåì",
// Text on the Buttons
L"ÎÏËÀÒÈÒÜ", // to actually hire the merc
L"ÎÒÌÅÍÀ", // go back to the previous menu
L"ÍÀÍßÒÜ", // go to menu in which you can hire the merc
L"ÎÒÁÎÉ", // stops talking with the merc
L"ÇÀÊÐÛÒÜ",
L"ÑÎÎÁÙÅÍÈÅ", // if the merc is not there, you can leave a message
//Text on the top of the video conference popup
L"Âèäåîêîíôåðåíöèÿ ñ",
L"Ïîäêëþ÷åíèå. . .",
L"+ ñòðàõîâêà" // 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"ÏÐÎÈÇÂÅÄÅÍ ÝËÅÊÒÐÎÍÍÛÉ ÏËÀÒÅÆ", // You hired the merc
L"ÍÅËÜÇß ÏÅÐÅÂÅÑÒÈ ÑÐÅÄÑÒÂÀ", // Player doesn't have enough money, message 1
L"ÍÅ ÕÂÀÒÀÅÒ ÑÐÅÄÑÒÂ", // 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"Íà çàäàíèè",
L"Ïîæàëóéñòà, îñòàâüòå ñîîáùåíèå",
L"Ñêîí÷àëñÿ",
//If you try to hire more mercs than game can support
L"Ó âàñ óæå ïîëíàÿ êîìàíäà èç 18 íàåìíèêîâ.",
L"Àâòîîòâåò÷èê",
L"Ñîîáùåíèå îñòàâëåíî íà àâòîîòâåò÷èêå",
};
//AIM Link.c
STR16 AimLinkText[] =
{
L"A.I.M. Ññûëêè", //The title of the AIM links page
};
//Aim History
// This page displays the history of AIM
STR16 AimHistoryText[] =
{
L"A.I.M. Èñòîðèÿ", //Title
// Text on the buttons at the bottom of the page
L"Íàçàä",
L" íà÷àëî",
L"A.I.M. Ãàëåðåÿ", //$$
L"Äàëüøå"
};
//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"Öåíà",
L"Îïûò",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Âçðûâ÷àòêà",
L"Ìåõàíèêà",
// The title of the page, the above text gets added at the end of this text
L"Ñîðòèðîâêà ñîñòàâà A.I.M. Ïî âîçðàñòàíèþ, êðèòåðèé - %s",
L"Ñîðòèðîâêà ñîñòàâà A.I.M. Ïî óáûâàíèþ, êðèòåðèé - %s",
// Instructions to the players on what to do
L"Ëåâûé ùåë÷îê",
L"Âûáðàòü íàåìíèêà", //10
L"Ïðàâûé ùåë÷îê",
L"Êðèòåðèé ñîðòèðîâêè",
// Gets displayed on top of the merc's portrait if they are...
L"Âûáûë",
L"Ñêîí÷àëñÿ", //14
L"Íà çàäàíèè",
};
//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"ÑÒÐ. 1",
L"ÑÒÐ. 2",
L"ÑÒÐ. 3",
L"A.I.M. Ãàëåðåÿ", // Title of the page //$$
L"ÎÊ" // Stops displaying information on selected merc
};
//AIM Home Page
STR16 AimScreenText[] =
{
// AIM disclaimers
L"A.I.M. è ëîãîòèï A.I.M. - çàðåãèñòðèðîâàííûå âî ìíîãèõ ñòðàíàõ òîðãîâûå ìàðêè.",
L"Òàê ÷òî è íå äóìàé ïîäðàæàòü íàì.",
L"(ñ) 1998-1999 A.I.M., Ltd. Âñå ïðàâà çàùèùåíû.",
//Text for an advertisement that gets displayed on the AIM page
L"\"Öâåòû ïî âñåìó ìèðó\"",
L"\"Ìû ñáðîñèì âàø áóêåò ãäå óãîäíî!\"", //10
L"Ñäåëàé êàê íàäî",
L"...â ïåðâûé ðàç",
L"Åñëè ó íàñ íåò òàêîãî ñòâîëà, òî îí âàì è íå íóæåí.",
};
//Aim Home Page
STR16 AimBottomMenuText[] =
{
//Text for the links at the bottom of all AIM pages
L" íà÷àëî",
L"Íàåìíèêè",
L"Àðõèâ", //$$
L"Ïðàâèëà",
L"Èíôîðìàöèÿ",
L"Ññûëêè"
};
//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"ÈÌÅÞÙÈÅÑß ÒÎÂÀÐÛ", //Header for the merchandise available
L"ÑÒÐ.", //The current store inventory page being displayed
L"ÎÁÙÀß ÖÅÍÀ", //The total cost of the the items in the Dealer inventory area
L"ÎÁÙÀß ÖÅÍÍÎÑÒÜ", //The total value of items player wishes to sell
L"ÎÖÅÍÊÀ", //Button text for dealer to evaluate items the player wants to sell
L"ÏÅÐÅÂÎÄ", //Button text which completes the deal. Makes the transaction.
L"ÓÉÒÈ", //Text for the button which will leave the shopkeeper interface.
L"ÖÅÍÀ ÐÅÌÎÍÒÀ", //The amount the dealer will charge to repair the merc's goods
L"1 ×ÀÑ", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"%d ×ÀÑÎÂ", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"ÈÑÏÐÀÂÍÎ", // Text appearing over an item that has just been repaired by a NPC repairman dealer
L"Âàì óæå íåêóäà êëàñòü âåùè.", //Message box that tells the user there is no more room to put there stuff
L"%d ÌÈÍÓÒ", // The text underneath the inventory slot when an item is given to the dealer to be repaired
L"Âûáðîñèòü ïðåäìåò íà çåìëþ.",
};
//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", //ïð Transfer the money
L"Âçÿòü", //ïð Take money from the player
L"Äàòü", //ïð Give money to the player
L"Îòìåíà", //ïð Cancel the transfer
L"Î÷èñòèòü", //ïð Clear the money display
};
//Shopkeeper Interface
STR16 gzSkiAtmText[] =
{
// Text on the bank machine panel that....
L"Select Type", //ïð tells the user to select either to give or take from the merc
L"Ââåäèòå ñóììó", //ïð Enter the amount to transfer
L"Ïåðåâåñòè äåíüãè áîéöó", //ïð Giving money to the merc
L"Çàáðàòü äåíüãè ó áîéöà", //ïð Taking money from the merc
L"Íåäîñòàòî÷íî ñðåäñòâ", //ïð Not enough money to transfer
L"Áàëàíñ", //ïð Display the amount of money the player currently has
};
STR16 SkiMessageBoxText[] =
{
L"Æåëàåòå ñíÿòü ñî ñ÷åòà %s, ÷òîáû ïîêðûòü ðàçíèöó?",
L"Íåäîñòàòî÷íî ñðåäñòâ. Íå õâàòàåò %s",
L"Æåëàåòå ñíÿòü ñî ñ÷åòà %s, ÷òîáû îïëàòèòü ïîëíóþ ñòîèìîñòü?",
L"Ïîïðîñèòü òîðãîâöà ñäåëàòü ïåðåâîä",
L"Ïîïðîñèòü òîðãîâöà ïî÷èíèòü âûáðàííûå ïðåäìåòû",
L"Çàêîí÷èòü áåñåäó", //âñïë. ïîäñêàçêà ïî íàæàòèè êíîïêè êýíñýë ïðè òîðãîâëå\ðåìîíòå
L"Òåêóùèé áàëàíñ",
};
//OptionScreen.c
STR16 zOptionsText[] =
{
//button Text
L"Ñîõðàíèòü èãðó",
L"Çàãðóçèòü èãðó",
L"Âûõîä",
L"Ãîòîâî",
//Text above the slider bars
L"Çâóêè",
L"Ðå÷ü",
L"Ìóçûêà",
//Confirmation pop when the user selects..
L"Âûéòè èç èãðû è âåðíóòüñÿ â ãëàâíîå ìåíþ?",
L"Íåîáõîäèìî âûáðàòü èëè \"Ðå÷ü\", èëè \"Ñóáòèòðû\"",
};
//SaveLoadScreen
STR16 zSaveLoadText[] =
{
L"Ñîõðàíèòü",
L"Çàãðóçèòü",
L"Îòìåíà",
L"Ñîõðàíåíèå âûáðàíî",
L"Çàãðóçêà âûáðàíà",
L"Èãðà óñïåøíî ñîõðàíåíà",
L"ÎØÈÁÊÀ ñîõðàíåíèÿ èãðû!",
L"Èãðà óñïåøíî çàãðóæåíà",
L"ÎØÈÁÊÀ çàãðóçêè èãðû!",
L"Ýòî ñîõðàíåíèå áûëî ñäåëàíî èíîé âåðñèåé èãðû. Ñêîðåå âñåãî, âû íå ñìîæåòå çàãðóçèòü åãî. Âñå ðàâíî ïðîäîëæèòü?",
L"Âåðñèÿ ôàéëà ñîõðàíåíèÿ îòëè÷àåòñÿ îò òåêóùåé âåðñèè èãðû.",
//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"Ñêîðåå âñåãî, âû íå ñìîæåòå íîðìàëüíî ïðîäîëæèòü èãðó. Âñå ðàâíî ïðîäîëæèòü?",
#else
L"Âåðñèÿ ôàéëà ñîõðàíåíèÿ îòëè÷àåòñÿ îò òåêóùåé âåðñèè èãðû.",
#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"Âåðîÿòíî, ôàéëû ñîõðàíåíèÿ ïîâðåæäåíû. Æåëàåòå óäàëèòü èõ?",
#else
L"Ïûòàþñü çàãðóçèòü ñòàðóþ âåðñèþ ôàéëà ñîõðàíåíèÿ. Àâòîìàòè÷åñêè îáíîâèòü è çàãðóçèòü ôàéë?",
#endif
L"Âû ðåøèëè çàïèñàòü èãðó íà ñóùåñòâóþùåå ñîõðàíåíèå #%d?",
L"Õîòèòå çàãðóçèòü èãðó èç ñîõðàíåíèÿ #",
//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"Ó âàñ çàêàí÷èâàåòñÿ ñâîáîäíîå ìåñòî íà æåñòêîì äèñêå. Ñåé÷àñ ñâîáîäíî %d Ìá, à òðåáóåòñÿ %d Ìá ñâîáîäíîãî ìåñòà äëÿ JA.",
L"Ñîõðàíÿþ...", //When saving a game, a message box with this string appears on the screen
L"Íîðìàëüíûé",
L"Ðàñøèðåííûé",
L"Ðåàëèñòè÷íûé",
L"Ôàíòàñòè÷åñêèé",
L"Ñòèëü èãðû", //ïð
L"Çîëîòàÿ ñåðèÿ", //Placeholder English
L"Áîááè Ðåé",
L"Íîðìàëüíûé",
L"Áîëüøîé",
L"Îãðîìíûé",
L"Âñå, âêëþ÷àÿ ýêñêëþçèâ",
L"Íîâûé èíâåíòàðü, èñïîëüçóåìûé â ýòîì ðåëèçå, íå ðàáîòàåò ïðè ðàçðåøåíèè ýêðàíà 640õ480. Èçìåíèòå ðàçðåøåíèå è çàïóñòèò èãðó çàíîâî.",
};
//MapScreen
STR16 zMarksMapScreenText[] =
{
L"Óðîâåíü êàðòû",
L"Ó âàñ íåò îïîë÷åíöåâ. ×òîáû îíè ïîÿâèëèñü, âàì íóæíî ñêëîíèòü íà ñâîþ ñòîðîíó ãîðîæàí.",
L"Äîõîä â ñóòêè",
L"Íàåìíèê çàñòðàõîâàí",
L"%s íå íóæäàåòñÿ â îòäûõå.",
L"%s íà ìàðøå è íå ìîæåò ëå÷ü ñïàòü.",
L"%s âàëèòñÿ ñ íîã îò óñòàëîñòè, ïîãîäè íåìíîãî.",
L"%s âåäåò ìàøèíó.",
L"Îòðÿä íå ìîæåò äâèãàòüñÿ, êîãäà îäèí èç íàåìíèêîâ ñïèò.",
// stuff for contracts
L"Õîòÿ ó âàñ è åñòü äåíüãè íà ïîäïèñàíèå êîíòðàêòà, íî èõ íå õâàòèò, ÷òîáû îïëàòèòü ñòðàõîâêó íàåìíèêà.",
L"%s: ïðîäëåíèå ñòðàõîâêè ñîñòàâèò %s çà %d äîïîëíèòåëüíûõ äíåé. Æåëàåòå çàïëàòèòü?",
L"Ïðåäìåòû â ñåêòîðå",
L"Æèçíü íàåìíèêà çàñòðàõîâàíà.",
// other items
L"Ìåäèêè", // people acting a field medics and bandaging wounded mercs
L"Ðàíåíûå", // people who are being bandaged by a medic
L"Ãîòîâî", // Continue on with the game after autobandage is complete
L"Ñòîï", // Stop autobandaging of patients by medics now
L"Èçâèíèòå, ýòîò ïóíêò íåäîñòóïåí â äåìîíñòðàöèîííîé âåðñèè.", // informs player this option/button has been disabled in the demo
L"%s: íåò èíñòðóìåíòîâ.",
L"%s: íåò àïòå÷êè.",
L"Çäåñü íåäîñòàòî÷íî äîáðîâîëüöåâ äëÿ òðåíèðîâêè.",
L" %s ìàêñèìàëüíîå êîëè÷åñòâî îïîë÷åíöåâ.",
L"Ó íàåìíèêà îãðàíè÷åííûé êîíòðàêò.",
L"Êîíòðàêò íàåìíèêà íå çàñòðàõîâàí",
L"Êàðòà Àðóëüêî", // 24
};
STR16 pLandMarkInSectorString[] =
{
L"Îòðÿä %d çàìåòèë êîãî-òî â ñåêòîðå %s.",
};
// confirm the player wants to pay X dollars to build a militia force in town
STR16 pMilitiaConfirmStrings[] =
{
L"Òðåíèðîâêà îòðÿäà îïîë÷åíöåâ áóäåò ñòîèòü $", // telling player how much it will cost
L"Ïîäòâåðäèòü ïëàòåæ?", // asking player if they wish to pay the amount requested
L"Âû íå ìîæåòå ñåáå ýòîãî ïîçâîëèòü.", // telling the player they can't afford to train this town
L"Ïðîäîëæèòü òðåíèðîâêó â %s (%s %d)?", // continue training this town?
L"Öåíà $", // the cost in dollars to train militia
L"( Ä/Í )", // abbreviated yes/no
L"", // unused
L"Òðåíèðîâêà îïîë÷åíèÿ â ñåêòîðå %d áóäåò ñòîèòü $%d. %s", // cost to train sveral sectors at once
L"Ó âàñ íåò $%d, ÷òîáû ïðèñòóïèòü ê òðåíèðîâêå îïîë÷åíèÿ.",
L"%s: Òðåáóåòñÿ íå ìåíåå %d ïðîöåíòîâ ëîÿëüíîñòè, ÷òîáû ïðîäîëæèòü òðåíèðîâêó îïîë÷åíèÿ.",
L"Áîëüøå âû íå ìîæåòå òðåíèðîâàòü îïîë÷åíèå â %s.",
};
//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"Çà îäèí ðàç âû ìîæåòå ñíÿòü ñî ñ÷åòà íå áîëåå $20.000.",
L"Âû ðåøèëè ïîëîæèòü %s íà ñâîé ñ÷åò?",
};
STR16 gzCopyrightText[] =
{
L"Aâòopcêèe ïpaâa (C) 1999 Sir-Tech Canada Ltd. Bce ïpaâa çaùèùeíû.",
};
//option Text
STR16 zOptionsToggleText[] =
{
L"Ðå÷ü",
L"Ìîë÷àëèâûå ãåðîè", //$$
L"Ñóáòèòðû",
L"Ïàóçà â äèàëîãàõ",
L"Àíèìèðîâàííûé äûì",
L"Êðîâü è æåñòîêîñòü",
L"Íå òðîãàòü ìûøü!",
L"Ñòàðûé ìåòîä âûáîðà",
L"Ïîêàçûâàòü ïóòü äâèæåíèÿ",
L"Ïîêàçûâàòü ïðîìàõè",
L"Èãðà â ðåàëüíîì âðåìåíè",
L"Ïîäòâåðæäåíèå ñíà/ïîäúåìà",
L"Ìåòðè÷åñêàÿ ñèñòåìà",
L"Äâèæóùàÿñÿ ïîäñâåòêà áîéöà",
L"Êóðñîð íà áîéöîâ",
L"Êóðñîð íà äâåðü",
L"Ìåðöàíèå âåùåé",
L"Ïîêàçàòü êðîíû äåðåâüåâ",
L"Ïîêàçûâàòü êàðêàñû",
L"Òðåõìåðíûé êóðñîð",
L"Ïîêàçûâàòü øàíñ ïîïàäàíèÿ",
L"Êóðñîð î÷åðåäè äëÿ ãðàíàò",
L"Âûïàäåíèå âñåãî èç âðàãîâ", //Âåñü òðîôåé âðàãà
L"Ñòðåëüáà ãðàíàòîé íàâåñîì",
L"Êëàññè÷åñêîå ïðèöåëèâàíèå",
L"Âûáîð ïðîáåëîì ñëåä. îòðÿäà",
L"Òåíè ïðåäìåòîâ â èíâåíòàðå",
L"Äàëüíîñòü îðóæèÿ â òàéëàõ",
L"Îäèíî÷íûé òðàññåð",
L"Øóì äîæäÿ",
L"Âîðîíû",
L"Ñëó÷àéíûé I.M.P ïåðñîíàæ",
L"Àâòîñîõðàíåíèå êàæäûé õîä",
L"Ìîë÷àëèâûé ïèëîò âåðòîëåòà",
L"Íèçêîå èñïîëüçîâàíèå CPU",
};
//This is the help text associated with the above toggles.
STR16 zOptionsScreenHelpText[] =
{
//speech
L"Âêëþ÷èòü èëè âûêëþ÷èòü\nãîëîñ âî âðåìÿ äèàëîãîâ.",
//Mute Confirmation
L"Âêëþ÷èòü èëè âûêëþ÷èòü ðå÷åâîå\nïîäòâåðæäåíèå âûïîëíåíèÿ ïðèêàçîâ.",
//Subtitles
L"Âêëþ÷èòü èëè âûêëþ÷èòü îòîáðàæåíèå\nñóáòèòðîâ âî âðåìÿ äèàëîãîâ.", //$$
//Key to advance speech
L"Åñëè ñóáòèòðû âêëþ÷åíû, âûáåðèòå ýòîò ïóíêò,\n÷òîáû óñïåòü ïðî÷èòàòü äèàëîãè ïåðñîíàæåé.",
//Toggle smoke animation
L"Îòêëþ÷èòå àíèìàöèþ äûìà,\nåñëè îí çàìåäëÿåò èãðó.",
//Blood n Gore
L"Îòêëþ÷èòå ýòîò ïóíêò, åñëè áîèòåñü êðîâè.",
//Never move my mouse
L"Åñëè âûêëþ÷åíî, òî êóðñîð àâòîìàòè÷åñêè ïåðåìåùàåòñÿ\níà êíîïêó âñïëûâàþùåãî îêíà äèàëîãà.",
//Old selection method
L"Åñëè âêëþ÷åíî, òî áóäåò èñïîëüçîâàòüñÿ ñòàðûé ìåòîä âûáîðà íàåìíèêîâ\n(äëÿ òåõ, êòî ïðèâûê ê óïðàâëåíèþ ïðåäûäóùèõ ÷àñòåé Jagged Alliance).",
//Show movement path
L"Åñëè âêëþ÷åíî, òî â ðåæèìå ðåàëüíîãî âðåìåíè áóäåò îòîáðàæàòüñÿ ïóòü ïåðåäâèæåíèÿ\n(åñëè âûêëþ÷åíî, íàæìèòå SHIFT, ÷òîáû óâèäåòü ïóòü).",
//show misses
L"Åñëè âêëþ÷åíî, òî êàìåðà áóäåò îòñëåæèâàòü\nòðàåêòîðèþ ïóëü, ïðîøåäøèõ ìèìî öåëè.",
//Real Time Confirmation
L"Åñëè âêëþ÷åíî, òî äëÿ ïðèêàçà íà ïåðåäâèæåíèå áóäåò òðåáîâàòüñÿ\näîïîëíèòåëüíûé, ïîäòâåðæäàþùèé ùåë÷îê ìûøè íà ìåñòå íàçíà÷åíèÿ.",
//Display the enemy indicator
L"Åñëè âêëþ÷åíî, òî âû ïîëó÷èòå ïðåäóïðåæäåíèå,\nêîãäà íàåìíèêè ëÿãóò ñïàòü èëè ïðîñíóòñÿ.",
//Use the metric system
L"Åñëè âêëþ÷åíî, òî èñïîëüçóåòñÿ ìåòðè÷åñêàÿ ñèñòåìà ìåð,\nèíà÷å áóäåò áðèòàíñêàÿ.",
//Merc Lighted movement
L"Ïðè õîäüáå êàðòà ïîäñâå÷èâàåòñÿ âîêðóã áîéöà.\nÂûêëþ÷èòå îïöèþ äëÿ ïîâûøåíèÿ ïðîèçâîäèòåëüíîñòè ñèñòåìû.",
//Smart cursor
L"Åñëè âêëþ÷åíî, òî ïåðåìåùåíèå êóðñîðà âîçëå íàåìíèêà\nàâòîìàòè÷åñêè âûáèðàåò åãî.",
//snap cursor to the door
L"Åñëè âêëþ÷åíî, òî ïåðåìåùåíèå êóðñîðà âîçëå äâåðè\nàâòîìàòè÷åñêè ïîìåùàåò åãî íà äâåðü.",
//glow items
L"Åñëè âêëþ÷åíî, òî âñå ïðåäìåòû ïîäñâå÷èâàþòñÿ. (|I)",
//toggle tree tops
L"Åñëè âêëþ÷åíî, òî îòîáðàæàþòñÿ êðîíû äåðåâüåâ. (|T)",
//toggle wireframe
L"Åñëè âêëþ÷åíî, òî ó ïðåïÿòñòâèé\näîïîëíèòåëüíî ïîêàçûâàåòñÿ êàðêàñ. (|W)", //$$
L"Åñëè âêëþ÷åíî, òî êóðñîð ïåðåäâèæåíèÿ\nîòîáðàæàåòñÿ â 3D. (|Home )",
// Options for 1.13
L"Åñëè âêëþ÷åíî, øàíñ ïîïàäàíèÿ\nïîêàçûâàåòñÿ íàä êóðñîðîì.",
L"Åñëè âêëþ÷åíî, î÷åðåäü èç ãðàíàòîìåòà\nèñïîëüçóåò êóðñîð ñòðåëüáû î÷åðåäÿìè.",
L"Åñëè âêëþ÷åíî, èç óáèòûõ âðàãîâ\nâûïàäàåò âñå èõ ñíàðÿæåíèå.",
L"Åñëè âêëþ÷åíî, ãðàíàòîìåòû âûñòðåëèâàþò çàðÿä ïîä áîëüøèì óãëîì ê ãîðèçîíòó (|Q).",
L"Åñëè âêëþ÷åíî, èç âèíòîâîê íåëüçÿ öåëèòñÿ\näîëüøå 4 î÷êîâ äåéñòâèÿ.",
L"Åñëè âêëþ÷åíî, |Ï|ð|î|á|å|ë âûäåëÿåò ñëåäóþùèé îòðÿä àâòîìàòè÷åñêè.",
L"Åñëè âêëþ÷åíî, ïîêàçûâàþòñÿ òåíè ïðåäìåòîâ â èíâåíòàðå.",
L"Åñëè âêëþ÷åíî, äàëüíîñòü îðóæèÿ ïîêàçûâàåòñÿ â òàéëàõ.",
L"Åñëè âêëþ÷åíî, òðàññèðóþùèé ýôôåêò\nñîçäàåòñÿ îäèíî÷íûì âûñòðåëîì.",
L"Åñëè âêëþ÷åíî, âû óñëûøèòå øóì äîæäÿ âî âðåìÿ íåïîãîäû.",
L"Åñëè âêëþ÷åíî, âîðîíû ïðèñóòñòâóþò â èãðå.",
L"Åñëè âêëþ÷åíî, ïåðñîíàæ I.M.P áóäåò ïîëó÷àòü\nñëó÷àéíóþ âíåøíîñòü è õàðàêòåðèñòèêè.",
L"Åñëè âêëþ÷åíî, èãðà áóäåò àâòîìàòè÷åñêè ñîõðàíÿòüñÿ\nïîñëå êàæäîãî õîäà èãðîêà.",
L"Åñëè âêëþ÷åíî, Íåáåñíûé Âñàäíèê\níå áóäåò âàñ ðàçäðàæàòü áîëòëèâîñòüþ.",
L"Åñëè âêëþ÷åíî, èãðà áóäåò èñïîëüçîâàòü\nìåíüøå ïðîöåññîðíîãî âðåìåíè.",
};
STR16 gzGIOScreenText[] =
{
L"ÓÑÒÀÍÎÂÊÀ ÍÀ×ÀËÀ ÈÃÐÛ",
L"Ñòèëü èãðû",
L"Ðåàëèñòè÷íûé",
L"Ôàíòàñòè÷åñêèé",
L"Çîëîòàÿ ñåðèÿ", //Placeholder English
L"Âûáîð îðóæèÿ",
L"Ðàñøèðåííûé",
L"Íîðìàëüíûé",
L"Óðîâåíü ñëîæíîñòè",
L"Ëåãêèé",
L"Íîðìàëüíûé",
L"Òðóäíûé",
L"ÁÅÇÓÌÈÅ",
L"Íà÷àòü èãðó",
L"Ãëàâíîå ìåíþ",
L"Äîïîëíèòåëüíàÿ ñëîæíîñòü",
L"Ñîõðàíåíèå â ëþáîå âðåìÿ",
L"ÑÒÀËÜÍÀß ÂÎËß",
L"Îòêëþ÷åíî â äåìî-âåðñèè",
L"Àññîðòèìåíò Áîááè Ðýÿ",
L"Íîðìàëüíûé",
L"Áîëüøîé",
L"Îãðîìíûé",
L"Âñå, âêëþ÷àÿ ýêñêëþçèâ",
L"Ðåæèì èíâåíòàðÿ",
L"Êëàññè÷åñêèé",
L"Íîâûé âàðèàíò",
};
STR16 pDeliveryLocationStrings[] =
{
L"Îñòèí", //Austin, Texas, USA
L"Áàãäàä", //Baghdad, Iraq (Suddam Hussein's home)
L"Äðàññåí", //The main place in JA2 that you can receive items. The other towns are dummy names...
L"Ãîíêîíã", //Hong Kong, Hong Kong
L"Áåéðóò", //Beirut, Lebanon (Middle East)
L"Ëîíäîí", //London, England
L"Ëîñ-Àíäæåëåñ", //Los Angeles, California, USA (SW corner of USA)
L"Ìåäóíà", //Meduna -- the other airport in JA2 that you can receive items.
L"Ìåòàâèðà", //The island of Metavira was the fictional location used by JA1
L"Ìàéàìè", //Miami, Florida, USA (SE corner of USA)
L"Ìîñêâà", //Moscow, USSR
L"Íüþ-Éîðê", //New York, New York, USA
L"Îòòàâà", //Ottawa, Ontario, Canada -- where JA2 was made!
L"Ïàðèæ", //Paris, France
L"Òðèïîëè", //Tripoli, Libya (eastern Mediterranean)
L"Òîêèî", //Tokyo, Japan
L"Âàíêóâåð", //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"Âû óâåðåíû? Çíà÷åíèå 0 îçíà÷àåò îòñóòñòâèå ýòîãî íàâûêà âîîáùå."
};
STR16 pIMPBeginScreenStrings[] =
{
L"( äî 8 ñèìâîëîâ )",
};
STR16 pIMPFinishButtonText[ 1 ]=
{
L"Àíàëèç", //ïð
};
STR16 pIMPFinishStrings[ ]=
{
L"Ñïàñèáî, %s", //%s is the name of the merc
};
// the strings for imp voices screen
STR16 pIMPVoicesStrings[] =
{
L"Ãîëîñ",
};
STR16 pDepartedMercPortraitStrings[ ]=
{
L"Ïîãèá â áîþ",
L"Óâîëåí",
L"Äðóãîå",
};
// title for program
STR16 pPersTitleText[] =
{
L"Äîñüå", //ïð
};
// paused game strings
STR16 pPausedGameText[] =
{
L"Ïàóçà â èãðå",
L"Ïðîäîëæèòü (|P|a|u|s|e)",
L"Ïàóçà (|P|a|u|s|e)",
};
STR16 pMessageStrings[] =
{
L"Âûéòè èç èãðû?",
L"Äà",
L"ÄÀ",
L"ÍÅÒ",
L"ÎÒÌÅÍÀ",
L"ÍÀÍßÒÜ",
L"ÑÎËÃÀÒÜ",
L"Íåò îïèñàíèÿ.", //Save slots that don't have a description.
L"Èãðà ñîõðàíåíà.",
L"Èãðà ñîõðàíåíà.",
L"QuickSave", //The name of the quicksave file (filename, text reference)
L"SaveGame", //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"Äåíü", //ïð
L"Íàåìí", //ïð
L"Ñâîáîäíîå ìåñòî", //An empty save game slot
L"Äåìî", //Demo of JA2
L"Ëîâëÿ Áàãîâ", //State of development of a project (JA2) that is a debug build
L"Release", //Release build for JA2
L"ïâì", //ïð //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
L"ìèí", //Abbreviation for minute.
L"ì", //One character abbreviation for meter (metric distance measurement unit).
L"ïóëü", //ïð //Abbreviation for rounds (# of bullets)
L"êã", //Abbreviation for kilogram (metric weight measurement unit)
L"ôóíò", //Abbreviation for pounds (Imperial weight measurement unit)
L" íà÷àëî", //ïð //Home as in homepage on the internet.
L"USD", //Abbreviation to US dollars
L"í/ä", //Lowercase acronym for not applicable.
L"Ïîñìîòðèì ÷òî ïðîèñõîäèò òåì âðåìåíåì â äðóãîì ìåñòå", //Meanwhile
L"%s: ïðèáûë â ñåêòîð %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying
//SirTech
L"Âåðñèÿ",
L"Ïóñòàÿ ÿ÷åéêà áûñòðîãî ñîõð",
L"Ýòà ÿ÷åéêà çàðåçåðâèðîâàíà äëÿ Áûñòðîãî Ñîõðàíåíèÿ, êîòîðîå ìîæíî ïðîâåñòè ñ òàêòè÷åñêîé êàðòû èëè ñ ãëîáàëüíîé êàðòû, íàæàâ êëàâèøè ALT+S.",
L"Îòêðûòàÿ", //âîçìîæíî ýòî ïðî äâåðü, ïðîâåðèòü
L"Çàêðûòàÿ", //âîçìîæíî ýòî ïðî äâåðü, ïðîâåðèòü
L"Ó âàñ çàêàí÷èâàåòñÿ ñâîáîäíîå äèñêîâîå ïðîñòðàíñòâî. Íà äèñêå åñòü âñåãî %sMá ñâîáîäíîãî ìåñòà, à äëÿ Jagged Alliance 2 òðåáóåòñÿ %sMá.",
L"Èç A.I.M. íàíÿò áîåö %s.",
L"%s ëîâèò %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
L"%s ïðèíèìàåò ïðåïàðàò.", //'Merc name' has taken the drug
L"%s: îòñóòñòâóþò íàâûêè â ìåäèöèíå.",//'Merc name' has no medical skill.
//CDRom errors (such as ejecting CD while attempting to read the CD)
L"Íàðóøåíà öåëîñòíîñòü ïðîãðàììû.",
L"ÎØÈÁÊÀ: CD-ROM îòêðûò.",
//When firing heavier weapons in close quarters, you may not have enough room to do so.
L"Íåò ìåñòà, ÷òîáû âåñòè îòñþäà îãîíü.",
//Can't change stance due to objects in the way...
L"Ñåé÷àñ íåëüçÿ èçìåíèòü ïîëîæåíèå òåëà.",
//Simple text indications that appear in the game, when the merc can do one of these things.
L"Âûêèíóòü",
L"Áðîñèòü",
L"Ïåðåäàòü",
L"%s ïåðåäàí %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise,
//must notify SirTech.
L"Íå õâàòàåò ìåñòà, ÷òîáû ïåðåäàòü %s %s.", //pass "item" to "merc". Same instructions as above.
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
L" ïðèñîåäèíåí )",
//Cheat modes
L"Äîñòèãíóò ÷èò-óðîâåíü îäèí.",
L"Äîñòèãíóò ÷èò-óðîâåíü äâà.",
//Toggling various stealth modes
L"Îòðÿä ïåðåøåë â ðåæèì ñêðûòíîñòè.",
L"Îòðÿä ïåðåøåë â îáû÷íûé ðåæèì.",
L"%s òåïåðü â ðåæèìå ñêðûòíîñòè.",
L"%s òåïåðü â îáû÷íîì ðåæèìå.",
//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"Êàðêàñ çäàíèé ÂÊË.",//$$
L"Êàðêàñ çäàíèé ÂÛÊË.",//$$
//These are used in the cheat modes for changing levels in the game. Going from a basement level to
//an upper level, etc.
L"Íåëüçÿ ïîäíÿòüñÿ ñ ýòîãî óðîâíÿ...",
L"Íåò íèæíèõ ýòàæåé...",
L"Âõîäèì â ïîäâàë. Óðîâåíü %d...",
L"Ïîêèäàåì ïîäâàë...",
L".", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun
L"Ðåæèì ñëåäîâàíèÿ ÂÛÊË.",
L"Ðåæèì ñëåäîâàíèÿ ÂÊË.",
L"3D êóðñîð ÂÛÊË.",
L"3D êóðñîð ÂÊË.",
L"Âûáðàí %dé îòðÿä.",
L"Íå õâàòàåò äåíåã, ÷òîáû çàïëàòèòü %s åæåäíåâíûé ãîíîðàð %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Íåò",
L"%s íå ìîæåò óéòè â îäèíî÷êó.",
L"Ôàéë ñîõðàíåíèÿ áûë çàïèñàí ïîä íàçâàíèåì SaveGame99.sav. Åñëè íåîáõîäèìî, ïåðåèìåíóéòå åãî â SaveGame01 - SaveGame10 è òîãäà, îí ñòàíåò äîñòóïåí â ýêðàíå ñîõðàíåíèé.",
L"%s: âûïèë(à) íåìíîãî %s.",
L"Ïîñûëêà ïðèáûëà â Äðàññåí.",
L"%s ïðèáóäåò â òî÷êó íàçíà÷åíèÿ (ñåêòîð %s) â %dé äåíü, ïðèìåðíî â %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"Â æóðíàë äîáàâëåíà çàïèñü!",
L"Î÷åðåäè èç ãðàíàò èñïîëüçóþò êóðñîð ñòðåëüáû î÷åðåäÿìè (ñòðåëüáà ïî ïëîùàäÿì âîçìîæíà)",
L"Î÷åðåäè èç ãðàíàò èñïîëüçóþò êóðñîð ìåòàíèÿ (ñòðåëüáà ïî ïëîùàäÿì íå âîçìîæíà)",
L"Âûïàäåíèå âñåãî ñíàðÿæåíèÿ ÂÊË",
L"Âûïàäåíèå âñåãî ñíàðÿæåíèÿ ÂÛÊË",
L"Ãðàíàòîìåòû ñòðåëÿþò ïîä îáû÷íûì óãëîì",
L"Ãðàíàòîìåòû ñòðåëÿþò íàâåñîì",
#ifdef JA2BETAVERSION
L"Èãðà ñîõðàíåíà â ÿ÷åéêó àâòî-ñîõðàíåíèÿ.",
#endif
};
CHAR16 ItemPickupHelpPopup[][40] =
{
L"Âçÿòü",
L"Ââåðõ",
L"Âûáðàòü âñå",
L"Âíèç",
L"Îòìåíà"
};
STR16 pDoctorWarningString[] =
{
L"%s ñëèøêîì äàëåêî, ÷òîáû ïîäëå÷èòüñÿ.",
L"Âàøè ìåäèêè íå ìîãóò îêàçàòü ïåðâóþ ïîìîùü âñåì ðàíåíûì.",
};
STR16 pMilitiaButtonsHelpText[] =
{
L"Óìåíüøèòü (ïðàâÿ êíîïêà)\nÓâåëè÷èòü (ëåâàÿ êíîïêà)\n÷èñëî íîâîáðàíöåâ", // button help text informing player they can pick up or drop militia with this button
L"Óìåíüøèòü (ïðàâàÿ êíîïêà)\nÓâåëè÷èòü (ëåâàÿ êíîïêà)\n÷èñëî ðÿäîâûõ",
L"Óìåíüøèòü (ïðàâàÿ êíîïêà)\nÓâåëè÷èòü (ëåâàÿ êíîïêà)\n÷èñëî ýëèòíûõ ñîëäàò",
L"Ðàâíîìåðíî ðàñïðåäåëèòü\nîïîë÷åíöåâ ïî âñåì ñåêòîðàì.",
};
STR16 pMapScreenJustStartedHelpText[] =
{
L"Îòïðàâëÿéòåñü â A.I.M. è íàéìèòå áîéöîâ (*Ïîäñêàçêà* - ýòî â íîóòáóêå).", // to inform the player to hired some mercs to get things going
L"Êîãäà áóäåòå ãîòîâû îòïðàâèòüñÿ â Àðóëüêî, âêëþ÷èòå ñæàòèå âðåìåíè â ïðàâîì íèæíåì óãëó ýêðàíà.", // to inform the player to hit time compression to get the game underway
};
STR16 pAntiHackerString[] =
{
L"Îøèáêà. Ïðîïóùåí èëè èñïîð÷åí ôàéë(û). Èãðà ïðåêðàùàåò ðàáîòó.",
};
STR16 gzLaptopHelpText[] =
{
//Buttons:
L"Ïðîñìîòðåòü ïî÷òó",
L"Ïîñåòèòü Èíòåðíåò ñàéòû",
L"Ïðîñìîòðåòü ïîëó÷åííûå äàííûå",
L"Ïðîñìîòðåòü æóðíàë ïîñëåäíèõ ñîáûòèé",
L"Ïîêàçàòü èíôîðìàöèþ î êîìàíäå",
L"Ïðîñìîòðåòü ôèíàíñîâûå îò÷åòû",
L"Çàêðûòü íîóòáóê",
//Bottom task bar icons (if they exist):
L"Ïîëó÷åíà íîâàÿ ïî÷òà",
L"Ïîëó÷åíû íîâûå äàííûå",
//Bookmarks:
L"Ìåæäóíàðîäíàÿ Àññîöèàöèÿ Íàåìíèêîâ A.I.M.",
L"Áîááè Ðýé - çàêàç îðóæèÿ ÷åðåç Èíòåðíåò",
L"Èíñòèòóò Èçó÷åíèÿ Ëè÷íîñòè Íàåìíèêà I.M.P.",
L"Öåíòð ðåêðóòîâ M.E.R.C.",
L"Ïîõîðîííàÿ ñëóæáà Ìàêãèëëèêàòòè",
L"'Öâåòû ïî âñåìó ìèðó'",
L"Ñòðàõîâûå àãåíòû ïî êîíòðàêòàì A.I.M.",
};
STR16 gzHelpScreenText[] =
{
L"Çàêðûòü ýêðàí ïîìîùè",
};
STR16 gzNonPersistantPBIText[] =
{
L"Èäåò áîé. Âû ìîæåòå îòñòóïèòü òîëüêî ÷åðåç òàêòè÷åñêèé ýêðàí.",
L"Âîéòè â ñåêòîð, ÷òîáû ïðîäîëæèòü áîé. (|E)",
L"Ïðîâåñòè áîé àâòîìàòè÷åñêè (|A).",
L"Âî âðåìÿ àòàêè âðàãà àâòîìàòè÷åñêóþ áèòâó âêëþ÷èòü íåëüçÿ.",
L"Ïîñëå òîãî êàê âû ïîïàëè â çàñàäó, àâòîìàòè÷åñêóþ áèòâó âêëþ÷èòü íåëüçÿ.",
L"Ðÿäîì ðåïòèîíû - àâòîìàòè÷åñêóþ áèòâó âêëþ÷èòü íåëüçÿ.",
L"Ðÿäîì âðàæäåáíûå ãðàæäàíñêèå - àâòîìàòè÷åñêóþ áèòâó âêëþ÷èòü íåëüçÿ.",
L"Ðÿäîì êîøêè-óáèéöû - àâòîìàòè÷åñêóþ áèòâó âêëþ÷èòü íåëüçÿ.",
L"ÈÄÅÒ ÁÎÉ",
L"Ñåé÷àñ âû íå ìîæåòå îòñòóïèòü.",
};
STR16 gzMiscString[] =
{
L"Âàøè îïîë÷åíöû ïðîäîëæàþò áîé áåç ïîìîùè íàåìíèêîâ...",
L"Ñåé÷àñ ìàøèíå òîïëèâî íå òðåáóåòñÿ.",
L"Òîïëèâíûé áàê ïîëîí íà %d%%.",
L"%s ïîëíîñòüþ ïîä êîíòðîëåì Äåéäðàíû.",
L"Âû ïîòåðÿëè çàïðàâî÷íóþ ñòàíöèþ.",
};
STR16 gzIntroScreen[] =
{
L"Íå óäàåòñÿ íàéòè âñòóïèòåëüíûé âèäåîðîëèê",
};
// 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 ñëûøèò %s çâóê %s.",
L"%s ñëûøèò %s çâóê äâèæåíèÿ %s.",
L"%s ñëûøèò %s ñêðèï, èäóùèé %s.",
L"%s ñëûøèò %s çâóê âñïëåñêà %s.",
L"%s ñëûøèò %s çâóê óäàðà %s.", //$$
L"%s ñëûøèò %s çâóê âçðûâà %s.",
L"%s ñëûøèò %s êðèê %s.",
L"%s ñëûøèò %s çâóê óäàðà %s.",
L"%s ñëûøèò %s çâóê óäàðà %s.",
L"%s ñëûøèò %s çâîí %s.",
L"%s ñëûøèò %s ãðîõîò %s.",
};
STR16 wMapScreenSortButtonHelpText[] =
{
L"Ñîðòèðîâêà ïî èìåíè (|F|1)",
L"Ñîðòèðîâêà ïî ðîäó äåÿòåëüíîñòè (|F|2)",
L"Ñîðòèðîâêà ïî ñîñòîÿíèþ ñíà (|F|3)",
L"Ñîðòèðîâêà ïî ìåñòó ïðåáûâàíèÿ (|F|4)",
L"Ñîðòèðîâêà ïî ìåñòó íàçíà÷åíèÿ (|F|5)",
L"Ñîðòèðîâêà ïî âðåìåíè êîíòðàêòà (|F|6)",
};
STR16 BrokenLinkText[] =
{
L"Îøèáêà 404",
L"Ñàéò íå íàéäåí.",
};
STR16 gzBobbyRShipmentText[] =
{
L"Ïîñëåäíèå ïîñòóïëåíèÿ",
L"Çàêàç #",
L"Êîëè÷åñòâî",
L"Çàêàçàíî",
};
STR16 gzCreditNames[]=
{
L"Chris Camfield",
L"Shaun Lyng",
L"Kris Mornes",
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"Âåäóùèé ïðîãðàììèñò èãðû", // Chris Camfield !!!
L"Äèçàéíåð/Ñöåíàðèñò", // Shaun Lyng
L"Ïðîãðàììèñò ñòðàòåãè÷åñêîé ÷àñòè è ðåäàêòîðà", //Kris Marnes
L"Ïðîäþñåð/Äèçàéíåð", // Ian Currie
L"Äèçàéíåð/Äèçàéí êàðò", // Linda Currie
L"Õóäîæíèê", // Eric \"WTF\" Cheng
L"Òåñòèðîâàíèå, ïîääåðæêà", // Lynn Holowka
L"Ãëàâíûé õóäîæíèê", // Norman \"NRG\" Olsen
L"Ìàñòåð ïî çâóêó", // George Brooks
L"Äèçàéíåð ýêðàíîâ/õóäîæíèê", // Andrew Stacey
L"Âåäóùèé õóäîæíèê/àíèìàòîð", // Scot Loving
L"Âåäóùèé ïðîãðàììèñò", // Andrew \"Big Cheese Doddle\" Emmons
L"Ïðîãðàììèñò", // Dave French
L"Ïðîãðàììèñò ñòðàòåãèè è áàëàíñà èãðû", // Alex Meduna
L"Õóäîæíèê-ïîðòðåòèñò", // Joey \"Joeker\" Whelan",
};
STR16 gzCreditNameFunny[]=
{
L"", // Chris Camfield
L"(Âñå åùå çóáðèò ïðàâèëà ïóíêòóàöèè)", // Shaun Lyng
L"(\"ß ïðîñòî âíîñèë èñïðàâëåíèÿ.\")", //Kris \"The Cow Rape Man\" Marnes
L"(óæå ñëèøêîì ñòàð äëÿ âñåãî ýòîãî)", // Ian Currie
L"(òàêæå ðàáîòàåò íàä Wizardry 8)", // Linda Currie
L"(òåñòèðîâàë ïðîåêò ïîä äóëîì ïèñòîëåòà)", // Eric \"WTF\" Cheng
L"(óøëà îò íàñ â CFSA - ñêàòåðòüþ äîðîæêà...)", // Lynn Holowka
L"", // Norman \"NRG\" Olsen
L"", // George Brooks
L"(ïîêëîííèê Ìåðòâîé Ãîëîâû è äæàçà)", // Andrew Stacey
L"(åãî íàñòîÿùåå èìÿ Ðîáåðò)", // Scot Loving
L"(åäèíñòâåííûé îòâåòñòâåííûé ÷åëîâåê)", // Andrew \"Big Cheese Doddle\" Emmons
L"(ìîæåò îïÿòü çàíÿòüñÿ ìîòîãîíêàìè)", // Dave French
L"(óêðàäåí èç Wizardry 8!)", // Alex Meduna
L"(åùå äåëàë ïðåäìåòû è çàãðóçî÷íûå ýêðàíû!)", // Joey \"Joeker\" Whelan",
};
STR16 sRepairsDoneString[] =
{
L"%s: çàâåðøåí ðåìîíò ëè÷íûõ âåùåé.",
L"%s: çàâåðøåí ðåìîíò âñåãî îðóæèÿ è áðîíè.",
L"%s: çàâåðøåí ðåìîíò âñåé ýêèïèðîâêè îòðÿäà.",
L"%s: çàâåðøåí ðåìîíò âñåõ âåùåé, èìåþùèõñÿ ó îòðÿäà.",
L"%s: çàâåðøåí ðåìîíò âñåõ âåùåé, èìåþùèõñÿ ó îòðÿäà.",
L"%s: çàâåðøåí ðåìîíò âñåõ âåùåé, èìåþùèõñÿ ó îòðÿäà.",
};
STR16 zGioDifConfirmText[]=
{
L"Âû âûáðàëè ËÅÃÊÈÉ ðåæèì. Ýòîò ðåæèì ïðåäíàçíà÷åí äëÿ òåõ, êòî íå çíàêîì ñ Jagged Alliance è ñòðàòåãè÷åñêèìè èãðàìè âîîáùå. Âàø âûáîð îïðåäåëèò õîä âñåé èãðû, òàê ÷òî áóäüòå îñòîðîæíû. Âû äåéñòâèòåëüíî õîòèòå íà÷àòü èãðó â ýòîì ðåæèìå?",
L"Âû âûáðàëè ÍÎÐÌÀËÜÍÛÉ ðåæèì. Ýòîò ðåæèì ïðåäíàçíà÷åí äëÿ òåõ, êòî çíàêîì ñ Jagged Alliance èëè äðóãèìè ïîäîáíûìè èãðàìè. Âàø âûáîð îïðåäåëèò õîä âñåé èãðû, òàê ÷òî áóäüòå îñòîðîæíû. Âû äåéñòâèòåëüíî õîòèòå íà÷àòü èãðó â ýòîì ðåæèìå?",
L"Âû âûáðàëè ÒÐÓÄÍÛÉ ðåæèì. Ïðåäóïðåæäàåì: íå ñåòóéòå íà íàñ, åñëè âàñ áûñòðî ðàçãðîìÿò. Âàø âûáîð îïðåäåëèò õîä âñåé èãðû, òàê ÷òî áóäüòå îñòîðîæíû. Âû äåéñòâèòåëüíî õîòèòå íà÷àòü èãðó â ýòîì ðåæèìå?",
L"Âû âûáðàëè ðåæèì ÁÅÇÓÌÈÅ. Åñëè èãðà óæå ïðîéäåíà íà ïðåäûäóùèõ òðåõ óðîâíÿõ ñëîæíîñòè, òî íóæíî ïîäóìàòü î ñìûñëå æèçíè, î ïðîèñõîæäåíèè âñåëåííîé è âîîáùå... Íî åñëè âàì âñå ðàâíî íà ÷òî òðàòèòü âðåìÿ è íåðâû, òî ìîæåòå èãðàòü â ýòîì ðåæèìå. Ñòðàøíî?",
};
STR16 gzLateLocalizedString[] =
{
L"%S ôàéë äëÿ çàãðóçêè ýêðàíà íå íàéäåí...",
//1-5
L"Ðîáîò íå ñìîæåò ïîêèíóòü ýòîò ñåêòîð, ïîêà êòî-íèáóäü íå âîçüìåò ïóëüò óïðàâëåíèÿ.",
//This message comes up if you have pending bombs waiting to explode in tactical.
L"Ñåé÷àñ íåëüçÿ âêëþ÷èòü ñæàòèå âðåìåíè. Äîæäèòåñü âçðûâà!",
//'Name' refuses to move.
L"%s îòêàçûâàåòñÿ ïîäâèíóòüñÿ.",
//%s a merc name
L"%s: íåäîñòàòî÷íî î÷êîâ äåéñòâèÿ äëÿ èçìåíåíèÿ ïîëîæåíèÿ.",
//A message that pops up when a vehicle runs out of gas.
L"%s: çàêîí÷èëîñü òîïëèâî. Ìàøèíà îñòàëàñü â %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"ñâåðõó",
L"ñíèçó",
//The following strings are used in autoresolve for autobandaging related feedback.
L"Íèêòî èç âàøèõ íàåìíèêîâ íå èìååò ìåäèöèíñêèõ íàâûêîâ.",
L"Íå÷åì áèíòîâàòü. Íè ó êîãî èç íàåìíèêîâ íåò àïòå÷êè.",
L"×òîáû ïåðåâÿçàòü âñåõ íàåìíèêîâ, íå õâàòèëî áèíòîâ.",
L"Íèêòî èç âàøèõ íàåìíèêîâ íå íóæäàåòñÿ â ïåðåâÿçêå.",
L"Àâòîìàòè÷åñêè ïåðåâÿçûâàòü áîéöîâ.",
L"Âñå âàøè íàåìíèêè ïåðåâÿçàíû.",
//14
L"Àðóëüêî",
L"(íà êðûøå)",
L"Çäîðîâüå: %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 ïðîòèâ %d",
L"%s ïîëîí!", //(ex "The ice cream truck is full")
L"%s íóæäàåòñÿ íå â ïåðâîé ïîìîùè èëè ïåðåâÿçêå, à â ñåðüåçíîì ëå÷åíèè è/èëè îòäûõå.",
//20
//Happens when you get shot in the legs, and you fall down.
L"Èç-çà ðàíåíèÿ â íîãó %s ïàäàåò íà çåìëþ!",
//Name can't speak right now.
L"%s ñåé÷àñ íå ìîæåò ãîâîðèòü",
//22-24 plural versions @@@2 elite to veteran
L"%d íîâîáðàíöà èç îïîë÷åíèÿ ïðîèçâåäåíû â ýëèòíûõ ñîëäàò.",
L"%d íîâîáðàíöà èç îïîë÷åíèÿ ïðîèçâåäåíû â ðÿäîâûå.",
L"%d ðÿäîâûõ îïîë÷åíöà ïðîèçâåäåíû â ýëèòíûõ ñîëäàò.",
//25
L"Êíîïêà",
//26
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
L"%s ïðèñòóï áåçóìèÿ!",
//27-28
//Messages why a player can't time compress.
L"Ñåé÷àñ íåáåçîïàñíî âêëþ÷àòü ñæàòèå âðåìåíè - ó âàñ åñòü íàåìíèêè â ñåêòîðå %s.", //
L"Ñåé÷àñ íåáåçîïàñíî âêëþ÷àòü ñæàòèå âðåìåíè - ó âàñ åñòü íàåìíèêè â ïåùåðàõ ñ æóêàìè.", //
//29-31 singular versions @@@2 elite to veteran
L"1 íîâîáðàíåö èç îïîë÷åíèÿ ñòàë ýëèòíûì ñîëäàòîì.",
L"1 íîâîáðàíåö èç îïîë÷åíèÿ ñòàë ðÿäîâûì îïîë÷åíöåì.",
L"1 ðÿäîâîé îïîë÷åíåö ñòàë ýëèòíûì ñîëäàòîì.",
//32-34
L"%s íè÷åãî íå ãîâîðèò.",
L"Âûáðàòüñÿ íà ïîâåðõíîñòü?",
L"(%dé îòðÿä)",
//35
//Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K)
L"%s îòðåìîíòèðîâàë(à) ó %s %s",
//36
L"ÃÅÏÀÐÄ",
//37-38 "Name trips and falls"
L"%s ñïîòûêàåòñÿ è ïàäàåò.",
L"Ýòîò ïðåäìåò îòñþäà âçÿòü íåâîçìîæíî.",
//39
L"Îñòàâøèåñÿ íàåìíèêè íå ìîãóò ñðàæàòüñÿ. Ñðàæåíèå ñ òâàðÿìè ïðîäîëæàò îïîë÷åíöû.",
//40-43
//%s is the name of merc.
L"%s: çàêîí÷èëèñü ìåäèêàìåíòû!",
L"%s: íåäîñòàòî÷íî íàâûêîâ äëÿ ëå÷åíèÿ.",
L"%s: çàêîí÷èëñÿ ðåìîíòíûé íàáîð!",
L"%s: íåäîñòàòî÷íî íàâûêîâ äëÿ ðåìîíòà.", //ïðîâåðèòü! ïèøåò êîãäà âñå ïðåäìåòû îòðåìîíòèðîâàíû "%s lacks the necessary skill to repair anything!"
//44-45
L"Âðåìÿ ðåìîíòà",
L"%s íå âèäèò ýòîãî ÷åëîâåêà.",
//46-48
L"%s: îòâàëèëàñü ñòâîëüíàÿ íàñàäêà!",
L" îäíîì ñåêòîðå ìîæåò áûòü íå áîëåå %d òðåíåðîâ îïîë÷åíèÿ.",
L"Âû óâåðåíû?",
//49-50
L"Ñæàòèå âðåìåíè.",
L"Áàê ìàøèíû ïîëîí.",
//51-52 Fast help text in mapscreen.
L"Âîçîáíîâèòü ñæàòèå âðåìåíè (|Ï|ð|î|á|å|ë)",
L"Ïðåêðàòèòü ñæàòèå âðåìåíè (|E|s|c)",
//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
L"%s ïî÷èíèë(à) %s",
L"%s ïî÷èíèë(à) %s (%s)",
//55
L"Íåëüçÿ âêëþ÷èòü ñæàòèå âðåìåíè ïðè ïðîñìîòðå ïðåäìåòîâ â ñåêòîðå.",
L"CD Àãîíèÿ Âëàñòè íå íàéäåí. Ïðîãðàììà âûõîäèò â ÎÑ.",
L"Ïðåäìåòû óñïåøíî ñîâìåùåíû.",
//58
//Displayed with the version information when cheats are enabled.
L"Ïðîãðåññ èãðû òåêóùèé/ìàêñèìàëüíî äîñòèãíóòûé: %d%%/%d%%",
//59
L"Ñîïðîâîäèòü Äæîíà è Ìýðè?",
L"Êíîïêà íàæàòà.", //ïèøåò ïðè íàæàòèè êíîïêè, ê ïðèìåðó êíîïêà â øêàôó øèçà
L"%s ÷óâñòâóåò ÷òî â áðîíåæèëåòå ÷òî-òî òðåñíóëî!",
L"%s âûïóñòèë íà %d áîëüøå ïóëü!",
L"%s âûïóñòèë íà %d ïóëþ áîëüøå!",
};
STR16 gzCWStrings[] =
{
L"Íóæíà ëè ïîääåðæêà îïîë÷åíèÿ èç ñîñåäíèõ ñåêòîðîâ?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Ìåñòî: %d\n",
L"%s|ßðêîñòü: %d / %d\n",
L"%s|Äèñòàíöèÿ äî |Öåëè: %d\n",
L"%s|I|D: %d\n",
L"%s|Ïðèêàçû: %d\n",
L"%s|Íàñòðîé: %d\n",
L"%s|Òåêóùèå |A|Ps: %d\n",
L"%s|Òåêóùåå |Çäîðîâüå: %d\n",
// Full info
L"%s|Êàñêà: %s\n",
L"%s|Æèëåò: %s\n",
L"%s|Áðþêè: %s\n",
// Limited, Basic
L"|Áðîíÿ: ",
L"Êàñêà ",
L"Æèëåò ",
L"Áðþêè",
L"Îäåò",
L"íåò áðîíè",
L"%s|Ï|Í|Â: %s\n",
L"íåò ÏÍÂ",
L"%s|Ïðîòèâîãàç: %s\n",
L"íåò ïðîòèâîãàçà",
L"%s|Ãîëîâà,|Ñëîò |1: %s\n",
L"%s|Ãîëîâà,|Ñëîò |2: %s\n",
L"\n(â ðþêçàêå) ",
L"%s|Îðóæèå: %s ",
L"áåç îðóæèÿ",
L"Ïèñòîëåò",
L"Ïèñòîëåò-ïóëåìåò",
L"Âèíòîâêà",
L"Ðó÷íîé ïóëåìåò",
L"Ðóæüå",
L"Íîæ",
L"Òÿæåëîå îðóæèå",
L"áåç êàñêè",
L"áåç áðîíåæèëåòà",
L"áåç ïîíîæåé",
L"|Áðîíÿ: %s\n",
};
STR16 New113Message[] =
{
L"Íà÷àëàñü áóðÿ.",
L"Áóðÿ çàêîí÷èëàñü.",
L"Íà÷àëñÿ äîæäü.",
L"Äîæäü çàêîí÷èëñÿ.",
L"Îïàñàéòåñü ñíàéïåðîâ...",
L"Îãîíü íà ïîäàâëåíèå!", //suppression fire!
L"*", //BRST - âñåãäà ñòàáèëüíà ïî êîëè÷åñòâó âûïóùåíûõ ïóëü
L"***", //AUTO - ðåãóëèðóåìàÿ î÷åðåäü (òðè çâåçäî÷êè - ýòî ïîòîìó ÷òî îíà ìîæåòü áûòü íàìíîãî äëèííåå î÷åðåäè ñ îòñå÷êîé)
L"ÃÐ", //ãðàíàòîìåò
L"ÃÐ *", //
L"ÃÐ ***", //
L"Ñíàéïåð!",
L"Íåâîçìîæíî ðàçäåëèòü äåíüãè èç-çà ïðåäìåòà íà êóðñîðå.",
L"Òî÷êà âûñàäêè íîâûõ íàåìíèêîâ ïåðåíåñåíà â %s, òàê êàê ïðåäûäóùàÿ òî÷êà âûñàäêè %s çàõâà÷åíà ïðîòèâíèêîì.",
L"Deleted item",
L"Deleted all items of this type",
L"Sold item",
L"Sold all items of this type",
};
// 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 <B2> (-> Newline) from the edt files
STR16 New113MERCMercMailTexts[] =
{
// Gaston: Text from Line 39 in Email.edt
L"Ïîæàëóéñòà, ïðèìèòå ê ñâåäåíèþ, ÷òî ñ íàñòîÿùåãî ìîìåíòà ãîíîðàð Ãàñòîíà óâåëè÷èâàåòñÿ âñëåäñòâèå ïîâûøåíèÿ åãî ïðîôåññèîíàëüíîãî óðîâíÿ. ± ± Ñïåê Ò. Êëÿéí ± ",
// Stogie: Text from Line 43 in Email.edt
L"Ïîæàëóéñòà, ïðèìèòå ê ñâåäåíèþ, ÷òî ïîâûøåíèå áîåâûõ íàâûêîâ ëåéòåíàíòà Õîðãà 'Ñèãàðû' âëå÷åò çà ñîáîé ïîâûøåíèå åãî ãîíîðàðà. ± ± Ñïåê Ò. Êëÿéí ± ",
// Tex: Text from Line 45 in Email.edt
L"Ïðîøó ïðèíÿòü ê ñâåäåíèþ, ÷òî çàñëóãè Òåêñà ïîçâîëÿþò åìó òðåáîâàòü áîëåå äîñòîéíîé îïëàòû. Ïîýòîìó åãî ãîíîðàð áûë óâåëè÷åí, ÷òîáû ñîîòâåòñòâîâàòü åãî óìåíèÿì. ± ± Ñïåê Ò. Êëÿéí ± ",
// Biggens: Text from Line 49 in Email.edt
L"Ñòàâèì â èçâåñòíîñòü, ÷òî îòëè÷íàÿ ðàáîòà ïîëêîâíèêà Ôðåäåðèêà Áèããåíñà çàñëóæèâàåò ïîîùðåíèÿ â âèäå ïîâûøåíèÿ ãîíîðàðà. Ïîñòàíîâëåíèå ñ÷èòàòü äåéñòâèòåëüíûì ñ òåêóùåãî ìîìåíòà. ± ± Ñïåê Ò. Êëÿéí ± ",
};
// WANNE: These are the missing skills from the impass.edt file
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16 MissingIMPSkillsDescriptions[] =
{
// Sniper
L"Ñíàéïåð: Ó âàñ ãëàçà ÿñòðåáà. Â ñâîáîäíîå âðåìÿ âû ðàçâëåêàåòåñü îòñòðåëèâàÿ êðûëûøêè ó ìóõ ñ ðàññòîÿíèÿ 100 ìåòðîâ! ± ",
// Camouflage
L"Ìàñêèðîâêà: Íà âàøåì ôîíå êóñòû âûãëÿäÿò ñèíòåòè÷åñêèìè! ± ",
};
STR16 NewInvMessage[] =
{
L"Â äàííûé ìîìåíò ïîäíÿòü ðþêçàê íåëüçÿ.",
L"Âû íå ìîæåòå îäíîâðåìåííî íîñèòü 2 ðþêçàêà.",
L"Âû ïîòåðÿëè ñâîé ðþêçàê...",
L"Çàìîê ðþêçàêà ðàáîòàåò ëèøü âî âðåìÿ áèòâû.",
L"Âû íå ìîæåòå ïåðåäâèãàòüñÿ ñ îòêðûòûì ðþêçàêîì.",
};
#endif //RUSSIAN