Files
source/Utils/_EnglishText.cpp
T
silversurfer f3a36ee7c6 New feature for UDB
It is now possible to see secondary attributes on the general tab for weapons. Just click on the tab a second time.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6428 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-21 16:03:47 +00:00

7720 lines
263 KiB
C++

// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ENGLISH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( ENGLISH )
#include "text.h"
#include "Fileman.h"
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_EnglishText_public_symbol(void);
#if defined( ENGLISH )
/*
******************************************************************************************************
** IMPORTANT TRANSLATION NOTES **
******************************************************************************************************
GENERAL INSTRUCTIONS
- Always be aware that foreign strings should be of equal or shorter length than the English equivalent.
I know that this is difficult to do on many occasions due to the nature of foreign languages when
compared to English. By doing so, this will greatly reduce the amount of work on both sides. In
most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.
The general rule is if the string is very short (less than 10 characters), then it's short because of
interface limitations. On the other hand, full sentences commonly have little limitations for length.
Strings in between are a little dicey.
- Never translate a string to appear on multiple lines. All strings L"This is a really long string...",
must fit on a single line no matter how long the string is. All strings start with L" and end with ",
- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only
have one space after a period, which is different than standard typing convention. Never modify sections
of strings contain combinations of % characters. These are special format characters and are always
used in conjunction with other characters. For example, %s means string, and is commonly used for names,
locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9).
%% is how a single % character is built. There are countless types, but strings containing these
special characters are usually commented to explain what they mean. If it isn't commented, then
if you can't figure out the context, then feel free to ask SirTech.
- Comments are always started with // Anything following these two characters on the same line are
considered to be comments. Do not translate comments. Comments are always applied to the following
string(s) on the next line(s), unless the comment is on the same line as a string.
- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching
for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the
comments intact, and SirTech will remove them once the translation for that particular area is resolved.
- If you have a problem or question with translating certain strings, please use "//!!! comment"
(without the quotes). The syntax is important, and should be identical to the comments used with @@@
symbols. SirTech will search for !!! to look for your problems and questions. This is a more
efficient method than detailing questions in email, so try to do this whenever possible.
FAST HELP TEXT -- Explains how the syntax of fast help text works.
**************
1) BOLDED LETTERS
The popup help text system supports special characters to specify the hot key(s) for a button.
Anytime you see a '|' symbol within the help text string, that means the following key is assigned
to activate the action which is usually a button.
EX: L"|Map Screen"
This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that
button. When translating the text to another language, it is best to attempt to choose a word that
uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end
of the string in this format:
EX: L"Ecran De Carte (|M)" (this is the French translation)
Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e)
2) NEWLINE
Any place you see a \n within the string, you are looking at another string that is part of the fast help
text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish
to start a new line.
EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually."
Would appear as:
Clears all the mercs' positions,
and allows you to re-enter them manually.
NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this
in the above example, we would see
WRONG WAY -- spaces before and after the \n
EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually."
Would appear as: (the second line is moved in a character)
Clears all the mercs' positions,
and allows you to re-enter them manually.
@@@ NOTATION
************
Throughout the text files, you'll find an assortment of comments. Comments are used to describe the
text to make translation easier, but comments don't need to be translated. A good thing is to search for
"@@@" after receiving new version of the text file, and address the special notes in this manner.
!!! NOTATION
************
As described above, the "!!!" notation should be used by you to ask questions and address problems as
SirTech uses the "@@@" notation.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Enter",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
L"Briefing Room. Please click the 'Enter' button.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - city
L"SAM Site", //2 - SAM Site
L"Other Location", //3 - other location
L"Mine", //4 - mines
L"Military Complex", //5 - military complex
L"Laboratory Complex", //6 - laboratory complex
L"Factory Complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - airport
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show All",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Vehicle",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show All",
L"Show City",
L"Show SAM Site",
L"Show Other Location",
L"Show Mine",
L"Show Military Complex",
L"Show Laboratory Complex",
L"Show Factory Complex",
L"Show Hospital",
L"Show Prison",
L"Show Airport",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"Show All", //5
L"Show Gun",
L"Show Ammo",
L"Show LBE Gear",
L"Show Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Used
L"Gun",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmet",
L"Vest",
L"Legging",
L"Plate",
// Misc
L"Blade",
L"Th. Kn.",
L"Blunt",
L"Grena.",
L"Bomb",
L"Med.", //30
L"Kit",
L"Face",
L"LBE",
L"Misc", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
{
L"Delete",
L"Delete item (|D|e|l)",
};
STR16 FaceDirs[8] =
{
L"north",
L"northeast",
L"east",
L"southeast",
L"south",
L"southwest",
L"west",
L"northwest"
};
STR16 iEditorMercsToolbarText[] =
{
L"Toggle viewing of players", //0
L"Toggle viewing of enemies",
L"Toggle viewing of creatures",
L"Toggle viewing of rebels",
L"Toggle viewing of civilians",
L"Player",
L"Enemy",
L"Creature",
L"Rebels",
L"Civilian",
L"DETAILED PLACEMENT", //10
L"General information mode",
L"Physical appearance mode",
L"Attributes mode",
L"Inventory mode",
L"Profile ID mode",
L"Schedule mode",
L"Schedule mode",
L"DELETE",
L"Delete currently selected merc (|D|e|l)",
L"NEXT", //20
L"Find next merc (|S|p|a|c|e)",
L"Toggle priority existance",
L"Toggle whether or not placement has/naccess to all doors",
//Orders
L"STATIONARY",
L"ON GUARD",
L"ON CALL",
L"SEEK ENEMY",
L"CLOSE PATROL",
L"FAR PATROL",
L"POINT PATROL", //30
L"RND PT PATROL",
//Attitudes
L"DEFENSIVE",
L"BRAVE SOLO",
L"BRAVE AID",
L"AGGRESSIVE",
L"CUNNING SOLO",
L"CUNNING AID",
L"Set merc to face %s",
L"Find",
L"BAD", //40
L"POOR",
L"AVERAGE",
L"GOOD",
L"GREAT",
L"BAD",
L"POOR",
L"AVERAGE",
L"GOOD",
L"GREAT",
L"Previous color set", //50
L"Next color set",
L"Previous body type",
L"Next body type",
L"Toggle time variance (+ or - 15 minutes)",
L"Toggle time variance (+ or - 15 minutes)",
L"Toggle time variance (+ or - 15 minutes)",
L"Toggle time variance (+ or - 15 minutes)",
L"No action",
L"No action",
L"No action", //60
L"No action",
L"Clear Schedule",
L"Find selected merc",
};
STR16 iEditorBuildingsToolbarText[] =
{
L"ROOFS", //0
L"WALLS",
L"ROOM INFO",
L"Place walls using selection method",
L"Place doors using selection method",
L"Place roofs using selection method",
L"Place windows using selection method",
L"Place damaged walls using selection method.",
L"Place furniture using selection method",
L"Place wall decals using selection method",
L"Place floors using selection method", //10
L"Place generic furniture using selection method",
L"Place walls using smart method",
L"Place doors using smart method",
L"Place windows using smart method",
L"Place damaged walls using smart method",
L"Lock or trap existing doors",
L"Add a new room",
L"Edit cave walls.",
L"Remove an area from existing building.",
L"Remove a building", //20
L"Add/replace building's roof with new flat roof.",
L"Copy a building",
L"Move a building",
L"Draw room number",
L"Erase room numbers",
L"Toggle |Erase mode",
L"Undo last change (|B|a|c|k|s|p|a|c|e)",
L"Cycle brush size (|A/|Z)",
L"Roofs (|H)",
L"|Walls", //30
L"Room Info (|N)",
};
STR16 iEditorItemsToolbarText[] =
{
L"Wpns", //0
L"Ammo",
L"Armour",
L"LBE",
L"Exp",
L"E1",
L"E2",
L"E3",
L"Triggers",
L"Keys",
L"Rnd", //10
L"Previous (|,)", // previous page
L"Next (|.)", // next page
};
STR16 iEditorMapInfoToolbarText[] =
{
L"Add ambient light source", //0
L"Toggle fake ambient lights.",
L"Add exit grids (r-clk to query existing).",
L"Cycle brush size (|A/|Z)",
L"Undo last change (|B|a|c|k|s|p|a|c|e)",
L"Toggle |Erase mode",
L"Specify north point for validation purposes.",
L"Specify west point for validation purposes.",
L"Specify east point for validation purposes.",
L"Specify south point for validation purposes.",
L"Specify center point for validation purposes.", //10
L"Specify isolated point for validation purposes.",
};
STR16 iEditorOptionsToolbarText[]=
{
L"New outdoor level", //0
L"New basement",
L"New cave level",
L"Save map (|C|t|r|l+|S)",
L"Load map (|C|t|r|l+|L)",
L"Select tileset",
L"Leave Editor mode",
L"Exit game (|A|l|t+|X)",
L"Create radar map",
L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.",
L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.",
};
STR16 iEditorTerrainToolbarText[] =
{
L"Draw |Ground textures", //0
L"Set map ground textures",
L"Place banks and |Cliffs",
L"Draw roads (|P)",
L"Draw |Debris",
L"Place |Trees & bushes",
L"Place |Rocks",
L"Place barrels & |Other junk",
L"Fill area",
L"Undo last change (|B|a|c|k|s|p|a|c|e)",
L"Toggle |Erase mode", //10
L"Cycle brush size (|A/|Z)",
L"Raise brush density (|])",
L"Lower brush density (|[)",
};
STR16 iEditorTaskbarInternalText[]=
{
L"Terrain", //0
L"Buildings",
L"Items",
L"Mercs",
L"Map Info",
L"Options",
L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text
L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text
L"|C|t|r|l+|/: Place new item under mouse cursor\n|/: Place same item under mouse cursor", //Items fasthelp text
L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc", //Mercs fasthelp text
L"|C|t|r|l+|G: Go to grid no\n \n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text
L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)", //Options fasthelp text
};
//Editor Taskbar Utils.cpp
STR16 iRenderMapEntryPointsAndLightsText[] =
{
L"North Entry Point", //0
L"West Entry Point",
L"East Entry Point",
L"South Entry Point",
L"Center Entry Point",
L"Isolated Entry Point",
L"Prime",
L"Night",
L"24Hour",
};
STR16 iBuildTriggerNameText[] =
{
L"Panic Trigger1", //0
L"Panic Trigger2",
L"Panic Trigger3",
L"Trigger%d",
L"Pressure Action",
L"Panic Action1",
L"Panic Action2",
L"Panic Action3",
L"Action%d",
};
STR16 iRenderDoorLockInfoText[]=
{
L"No Lock ID", //0
L"Explosion Trap",
L"Electric Trap",
L"Siren Trap",
L"Silent Alarm",
L"Super Electric Trap", //5
L"Brothel Siren Trap",
L"Trap Level %d",
};
STR16 iRenderEditorInfoText[]=
{
L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0
L"No map currently loaded.",
L"File: %S, Current Tileset: %s",
L"Enlarge map on loading",
};
//EditorBuildings.cpp
STR16 iUpdateBuildingsInfoText[] =
{
L"TOGGLE", //0
L"VIEWS",
L"SELECTION METHOD",
L"SMART METHOD",
L"BUILDING METHOD",
L"Room#", //5
};
STR16 iRenderDoorEditingWindowText[] =
{
L"Editing lock attributes at map index %d.",
L"Lock ID",
L"Trap Type",
L"Trap Level",
L"Locked",
};
//EditorItems.cpp
STR16 pInitEditorItemsInfoText[] =
{
L"Pressure Action", //0
L"Panic Action1",
L"Panic Action2",
L"Panic Action3",
L"Action%d",
L"Panic Trigger1", //5
L"Panic Trigger2",
L"Panic Trigger3",
L"Trigger%d",
};
STR16 pDisplayItemStatisticsTex[] =
{
L"Status Info Line 1",
L"Status Info Line 2",
L"Status Info Line 3",
L"Status Info Line 4",
L"Status Info Line 5",
};
//EditorMapInfo.cpp
STR16 pUpdateMapInfoText[] =
{
L"R", //0
L"G",
L"B",
L"Prime",
L"Night",
L"24Hrs", //5
L"Radius",
L"Underground",
L"Light Level",
L"Outdoors",
L"Basement", //10
L"Caves",
L"Restricted",
L"Scroll ID",
L"Destination",
L"Sector", //15
L"Destination",
L"Bsmt. Level",
L"Dest.",
L"GridNo",
};
//EditorMercs.cpp
CHAR16 gszScheduleActions[ 11 ][20] =
{
L"No action",
L"Lock door",
L"Unlock door",
L"Open door",
L"Close door",
L"Move to gridno",
L"Leave sector",
L"Enter sector",
L"Stay in sector",
L"Sleep",
L"Ignore this!"
};
STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5
{
L"Wimp",
L"Easy",
L"Average",
L"Tough",
L"Steroid Users Only"
};
STR16 EditMercStat[12] =
{
L"Max Health",
L"Cur Health",
L"Strength",
L"Agility",
L"Dexterity",
L"Charisma",
L"Wisdom",
L"Marksmanship",
L"Explosives",
L"Medical",
L"Scientific",
L"Exp Level",
};
STR16 EditMercOrders[8] =
{
L"Stationary",
L"On Guard",
L"Close Patrol",
L"Far Patrol",
L"Point Patrol",
L"On Call",
L"Seek Enemy",
L"Random Point Patrol",
};
STR16 EditMercAttitudes[6] =
{
L"Defensive",
L"Brave Loner",
L"Brave Buddy",
L"Cunning Loner",
L"Cunning Buddy",
L"Aggressive",
};
STR16 pDisplayEditMercWindowText[] =
{
L"Merc Name:", //0
L"Orders:",
L"Combat Attitude:",
};
STR16 pCreateEditMercWindowText[] =
{
L"Merc Colors", //0
L"Done",
L"Previous merc standing orders",
L"Next merc standing orders",
L"Previous merc combat attitude",
L"Next merc combat attitude", //5
L"Decrease merc stat",
L"Increase merc stat",
};
STR16 pDisplayBodyTypeInfoText[] =
{
L"Random", //0
L"Reg Male",
L"Big Male",
L"Stocky Male",
L"Reg Female",
L"NE Tank", //5
L"NW Tank",
L"Fat Civilian",
L"M Civilian",
L"Miniskirt",
L"F Civilian", //10
L"Kid w/ Hat",
L"Humvee",
L"Eldorado",
L"Icecream Truck",
L"Jeep", //15
L"Kid Civilian",
L"Domestic Cow",
L"Cripple",
L"Unarmed Robot",
L"Larvae", //20
L"Infant",
L"Yng F Monster",
L"Yng M Monster",
L"Adt F Monster",
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
};
STR16 pUpdateMercsInfoText[] =
{
L" --=ORDERS=-- ", //0
L"--=ATTITUDE=--",
L"RELATIVE",
L"ATTRIBUTES",
L"RELATIVE",
L"EQUIPMENT",
L"RELATIVE",
L"ATTRIBUTES",
L"Army",
L"Admin",
L"Elite", //10
L"Exp. Level",
L"Life",
L"LifeMax",
L"Marksmanship",
L"Strength",
L"Agility",
L"Dexterity",
L"Wisdom",
L"Leadership",
L"Explosives", //20
L"Medical",
L"Mechanical",
L"Morale",
L"Hair color:",
L"Skin color:",
L"Vest color:",
L"Pant color:",
L"RANDOM",
L"RANDOM",
L"RANDOM", //30
L"RANDOM",
L"By specifying a profile index, all of the information will be extracted from the profile ",
L"and override any values that you have edited. It will also disable the editing features ",
L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ",
L"extract the number you have typed. A blank field will clear the profile. The current ",
L"number of profiles range from 0 to ",
L"Current Profile: n/a ",
L"Current Profile: %s",
L"STATIONARY",
L"ON CALL", //40
L"ON GUARD",
L"SEEK ENEMY",
L"CLOSE PATROL",
L"FAR PATROL",
L"POINT PATROL",
L"RND PT PATROL",
L"Action",
L"Time",
L"V",
L"GridNo 1", //50
L"GridNo 2",
L"1)",
L"2)",
L"3)",
L"4)",
L"lock",
L"unlock",
L"open",
L"close",
L"Click on the gridno adjacent to the door that you wish to %s.", //60
L"Click on the gridno where you wish to move after you %s the door.",
L"Click on the gridno where you wish to move to.",
L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.",
L" Hit ESC to abort entering this line in the schedule.",
};
CHAR16 pRenderMercStringsText[][100] =
{
L"Slot #%d",
L"Patrol orders with no waypoints",
L"Waypoints with no patrol orders",
};
STR16 pClearCurrentScheduleText[] =
{
L"No action",
};
STR16 pCopyMercPlacementText[] =
{
L"Placement not copied because no placement selected.",
L"Placement copied.",
};
STR16 pPasteMercPlacementText[] =
{
L"Placement not pasted as no placement is saved in buffer.",
L"Placement pasted.",
L"Placement not pasted as the maximum number of placements for this team has been reached.",
};
//editscreen.cpp
STR16 pEditModeShutdownText[] =
{
L"Exit editor?",
};
STR16 pHandleKeyboardShortcutsText[] =
{
L"Are you sure you wish to remove all lights?", //0
L"Are you sure you wish to reverse the schedules?",
L"Are you sure you wish to clear all of the schedules?",
L"Clicked Placement Enabled",
L"Clicked Placement Disabled",
L"Draw High Ground Enabled", //5
L"Draw High Ground Disabled",
L"Number of edge points: N=%d E=%d S=%d W=%d",
L"Random Placement Enabled",
L"Random Placement Disabled",
L"Removing Treetops", //10
L"Showing Treetops",
L"World Raise Reset",
L"World Raise Set Old",
L"World Raise Set",
};
STR16 pPerformSelectedActionText[] =
{
L"Creating radar map for %S", //0
L"Delete current map and start a new basement level?",
L"Delete current map and start a new cave level?",
L"Delete current map and start a new outdoor level?",
L" Wipe out ground textures? ",
};
STR16 pWaitForHelpScreenResponseText[] =
{
L"HOME", //0
L"Toggle fake editor lighting ON/OFF",
L"INSERT",
L"Toggle fill mode ON/OFF",
L"BKSPC",
L"Undo last change",
L"DEL",
L"Quick erase object under mouse cursor",
L"ESC",
L"Exit editor",
L"PGUP/PGDN", //10
L"Change object to be pasted",
L"F1",
L"This help screen",
L"F10",
L"Save current map",
L"F11",
L"Load map as current",
L"+/-",
L"Change shadow darkness by .01",
L"SHFT +/-", //20
L"Change shadow darkness by .05",
L"0 - 9",
L"Change map/tileset filename",
L"b",
L"Change brush size",
L"d",
L"Draw debris",
L"o",
L"Draw obstacle",
L"r", //30
L"Draw rocks",
L"t",
L"Toggle trees display ON/OFF",
L"g",
L"Draw ground textures",
L"w",
L"Draw building walls",
L"e",
L"Toggle erase mode ON/OFF",
L"h", //40
L"Toggle roofs ON/OFF",
};
STR16 pAutoLoadMapText[] =
{
L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
};
STR16 pShowHighGroundText[] =
{
L"Showing High Ground Markers",
L"Hiding High Ground Markers",
};
//Item Statistics.cpp
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
L"Klaxon Mine",
L"Flare Mine",
L"Teargas Explosion",
L"Stun Explosion",
L"Smoke Explosion",
L"Mustard Gas",
L"Land Mine",
L"Open Door",
L"Close Door",
L"3x3 Hidden Pit",
L"5x5 Hidden Pit",
L"Small Explosion",
L"Medium Explosion",
L"Large Explosion",
L"Toggle Door",
L"Toggle Action1s",
L"Toggle Action2s",
L"Toggle Action3s",
L"Toggle Action4s",
L"Enter Brothel",
L"Exit Brothel",
L"Kingpin Alarm",
L"Sex with Prostitute",
L"Reveal Room",
L"Local Alarm",
L"Global Alarm",
L"Klaxon Sound",
L"Unlock door",
L"Toggle lock",
L"Untrap door",
L"Tog pressure items",
L"Museum alarm",
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
L"No item selected.",
L"Slot available for",
L"Random generation.",
L"Keys not editable.",
L"ProfileID of owner",
L"Item class not implemented.",
L"Slot locked as empty.",
L"Status",
L"Rounds",
L"Trap Level", //10
L"Quantity",
L"Trap Level",
L"Status",
L"Trap Level",
L"Status",
L"Quantity",
L"Trap Level",
L"Dollars",
L"Status",
L"Trap Level", //20
L"Trap Level",
L"Tolerance",
L"Alarm Trigger",
L"Exist Chance",
L"B",
L"R",
L"S",
};
STR16 pSetupGameTypeFlagsText[] =
{
L"Item appears in both Sci-Fi and Realistic modes", //0
L"Item appears in Realistic mode only",
L"Item appears in Sci-Fi mode only",
};
STR16 pSetupGunGUIText[] =
{
L"SILENCER", //0
L"SNIPERSCOPE",
L"LASERSCOPE",
L"BIPOD",
L"DUCKBILL",
L"G-LAUNCHER", //5
};
STR16 pSetupArmourGUIText[] =
{
L"CERAMIC PLATES", //0
};
STR16 pSetupExplosivesGUIText[] =
{
L"DETONATOR",
};
STR16 pSetupTriggersGUIText[] =
{
L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.",
};
//Sector Summary.cpp
STR16 pCreateSummaryWindowText[]=
{
L"Okay", //0
L"A",
L"G",
L"B1",
L"B2",
L"B3", //5
L"LOAD",
L"SAVE",
L"Update",
};
STR16 pRenderSectorInformationText[] =
{
L"Tileset: %s", //0
L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d",
L"Number of items: %d",
L"Number of lights: %d",
L"Number of entry points: %d",
L"N",
L"E",
L"S",
L"W",
L"C",
L"I", //10
L"Number of rooms: %d",
L"Total map population: %d",
L"Enemies: %d",
L"Admins: %d",
L"(%d detailed, %d profile -- %d have priority existance)",
L"Troops: %d",
L"(%d detailed, %d profile -- %d have priority existance)",
L"Elites: %d",
L"(%d detailed, %d profile -- %d have priority existance)",
L"Civilians: %d", //20
L"(%d detailed, %d profile -- %d have priority existance)",
L"Humans: %d",
L"Cows: %d",
L"Bloodcats: %d",
L"Creatures: %d",
L"Monsters: %d",
L"Bloodcats: %d",
L"Number of locked and/or trapped doors: %d",
L"Locked: %d",
L"Trapped: %d", //30
L"Locked & Trapped: %d",
L"Civilians with schedules: %d",
L"Too many exit grid destinations (more than 4)...",
L"ExitGrids: %d (%d with a long distance destination)",
L"ExitGrids: none",
L"ExitGrids: 1 destination using %d exitgrids",
L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d",
L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d",
L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d",
L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40
L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)",
L"%d placements have patrol orders without any waypoints defined.",
L"%d placements have waypoints, but without any patrol orders.",
L"%d gridnos have questionable room numbers. Please validate.",
};
STR16 pRenderItemDetailsText[] =
{
L"R", //0
L"S",
L"Enemy",
L"TOO MANY ITEMS TO DISPLAY!",
L"Panic1",
L"Panic2",
L"Panic3",
L"Norm1",
L"Norm2",
L"Norm3",
L"Norm4", //10
L"Pressure Actions",
L"TOO MANY ITEMS TO DISPLAY!",
L"PRIORITY ENEMY DROPPED ITEMS",
L"None",
L"TOO MANY ITEMS TO DISPLAY!",
L"NORMAL ENEMY DROPPED ITEMS",
L"TOO MANY ITEMS TO DISPLAY!",
L"None",
L"TOO MANY ITEMS TO DISPLAY!",
L"ERROR: Can't load the items for this map. Reason unknown.", //20
};
STR16 pRenderSummaryWindowText[] =
{
L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0
L"(NO MAP LOADED).",
L"You currently have %d outdated maps.",
L"The more maps that need to be updated, the longer it takes. It'll take ",
L"approximately 4 minutes on a P200MMX to analyse 100 maps, so",
L"depending on your computer, it may vary.",
L"Do you wish to regenerate info for ALL these maps at this time (y/n)?",
L"There is no sector currently selected.",
L"Entering a temp file name that doesn't follow campaign editor conventions...",
L"You need to either load an existing map or create a new map before being",
L"able to enter the editor, or you can quit (ESC or Alt+x).", //10
L", ground level",
L", underground level 1",
L", underground level 2",
L", underground level 3",
L", alternate G level",
L", alternate B1 level",
L", alternate B2 level",
L", alternate B3 level",
L"ITEM DETAILS -- sector %s",
L"Summary Information for sector %s:",//20
L"Summary Information for sector %s",
L"does not exist.",
L"Summary Information for sector %s",
L"does not exist.",
L"No information exists for sector %s.",
L"No information exists for sector %s.",
L"FILE: %s",
L"FILE: %s",
L"Override READONLY",
L"Overwrite File", //30
L"You currently have no summary data. By creating one, you will be able to keep track",
L"of information pertaining to all of the sectors you edit and save. The creation process",
L"will analyse all maps in your \\MAPS directory, and generate a new one. This could",
L"take a few minutes depending on how many valid maps you have. Valid maps are",
L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps",
L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ",
L"Do you wish to do this now (y/n)?",
L"No summary info. Creation denied.",
L"Grid",
L"Progress", //40
L"Use Alternate Maps",
L"Summary",
L"Items",
};
STR16 pUpdateSectorSummaryText[] =
{
L"Analyzing map: %s...",
};
STR16 pSummaryLoadMapCallbackText[] =
{
L"Loading map: %s",
};
STR16 pReportErrorText[] =
{
L"Skipping update for %s. Probably due to tileset conflicts...",
};
STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] =
{
L"Generating map information",
};
STR16 pSummaryUpdateCallbackText[] =
{
L"Generating map summary",
};
STR16 pApologizeOverrideAndForceUpdateEverythingText[] =
{
L"MAJOR VERSION UPDATE",
L"There are %d maps requiring a major version update.",
L"Updating all outdated maps",
};
//selectwin.cpp
STR16 pDisplaySelectionWindowGraphicalInformationText[] =
{
L"%S[%d] is from default tileset %s (%S)",
L"File: %S, subindex: %d (%S)",
L"Current Tileset: %s",
};
//Cursor Modes.cpp
STR16 wszSelType[6] = {
L"Small",
L"Medium",
L"Large",
L"XLarge",
L"Width: xx",
L"Area"
};
//---
CHAR16 gszAimPages[ 6 ][ 20 ] =
{
L"Page 1/2", //0
L"Page 2/2",
L"Page 1/3",
L"Page 2/3",
L"Page 3/3",
L"Page 1/1", //5
};
// by Jazz:
CHAR16 zGrod[][500] =
{
L"Robot", //0 // Robot
};
STR16 pCreditsJA2113[] =
{
L"@T,{;JA2 v1.13 Development Team",
L"@T,C144,R134,{;Coding",
L"@T,C144,R134,{;Graphics and Sounds",
L"@};(Various other mods!)",
L"@T,C144,R134,{;Items",
L"@T,C144,R134,{;Other Contributors",
L"@};(All other community members who contributed input and feedback!)",
};
CHAR16 ItemNames[MAXITEMS][80] =
{
L"",
};
CHAR16 ShortItemNames[MAXITEMS][80] =
{
L"",
};
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 AmmoCaliber[MAXITEMS][20];// =
//{
// L"0",
// L".38 cal",
// L"9mm",
// L".45 cal",
// L".357 cal",
// L"12 gauge",
// L"CAWS",
// L"5.45mm",
// L"5.56mm",
// L"7.62mm NATO",
// L"7.62mm WP",
// L"4.7mm",
// L"5.7mm",
// L"Monster",
// L"Rocket",
// L"", // dart
// L"", // flame
// L".50 cal", // barrett
// L"9mm Hvy", // Val silent
//};
// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
//
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
//{
// L"0",
// L".38 cal",
// L"9mm",
// L".45 cal",
// L".357 cal",
// L"12 gauge",
// L"CAWS",
// L"5.45mm",
// L"5.56mm",
// L"7.62mm N.",
// L"7.62mm WP",
// L"4.7mm",
// L"5.7mm",
// L"Monster",
// L"Rocket",
// L"dart", // dart
// L"", // flamethrower
// L".50 cal", // barrett
// L"9mm Hvy", // Val silent
//};
CHAR16 WeaponType[MAXITEMS][30] =
{
L"Other",
L"Pistol",
L"MP",
L"SMG",
L"Rifle",
L"Sniper rifle",
L"Assault rifle",
L"LMG",
L"Shotgun",
};
CHAR16 TeamTurnString[][STRING_LENGTH] =
{
L"Player's Turn", // player's turn
L"Opponents' Turn",
L"Creatures' Turn",
L"Militia's Turn",
L"Civilians' Turn",
L"Player_Plan",// planning turn
L"Client #1",//hayden
L"Client #2",//hayden
L"Client #3",//hayden
L"Client #4",//hayden
};
CHAR16 Message[][STRING_LENGTH] =
{
L"",
// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.
L"%s is hit in the head and loses a point of wisdom!",
L"%s is hit in the shoulder and loses a point of dexterity!",
L"%s is hit in the chest and loses a point of strength!",
L"%s is hit in the legs and loses a point of agility!",
L"%s is hit in the head and loses %d points of wisdom!",
L"%s is hit in the shoulder and loses %d points of dexterity!",
L"%s is hit in the chest and loses %d points of strength!",
L"%s is hit in the legs and loses %d points of agility!",
L"Interrupt!",
// 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"Your reinforcements have arrived!",
// In the following four lines, all %s's are merc names
L"%s reloads.",
L"%s doesn't have enough Action Points!",
L"%s is applying first aid. (Press any key to cancel.)",
L"%s and %s are applying first aid. (Press any key to cancel.)",
// the following 17 strings are used to create lists of gun advantages and disadvantages
// (separated by commas)
L"reliable",
L"unreliable",
L"easy to repair",
L"hard to repair",
L"high damage",
L"low damage",
L"quick firing",
L"slow firing",
L"long range",
L"short range",
L"light",
L"heavy",
L"small",
L"fast burst fire",
L"no burst fire",
L"large magazine",
L"small magazine",
// In the following two lines, all %s's are merc names
L"%s's camouflage has worn off.",
L"%s's camouflage has washed off.",
// The first %s is a merc name and the second %s is an item name
L"Second weapon is out of ammo!",
L"%s has stolen the %s.",
// The %s is a merc name
L"%s's weapon can't burst fire.",
L"You've already got one of those attached.",
L"Merge items?",
// Both %s's are item names
L"You can't attach a %s to a %s.",
L"None",
L"Eject ammo",
L"Attachments",
//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"You cannot use your %s and your %s at the same time.",
L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots.",
L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots. (However in this case, the item is not compatible.)",
L"The sector isn't cleared of enemies!",
L"You still need to give %s %s",
L"%s is hit in the head!",
L"Abandon the fight?",
L"This attachment will be permanent. Go ahead with it?",
L"%s feels more energetic!",
L"%s slipped on some marbles!",
L"%s failed to grab the %s from enemy's hand!",
L"%s has repaired the %s",
L"Interrupt for ",
L"Surrender?",
L"This person refuses your aid.",
L"I DON'T think so!",
L"To travel in Skyrider's chopper, you'll have to ASSIGN mercs to VEHICLE/HELICOPTER first.",
L"%s only had enough time to reload ONE gun",
L"Bloodcats' turn",
L"full auto",
L"no full auto",
L"accurate",
L"inaccurate",
L"no semi auto",
L"The enemy has no more items to steal!",
L"The enemy has no item in its hand!",
L"%s's desert camouflage has worn off.",
L"%s's desert camouflage has washed off.",
L"%s's wood camouflage has worn off.",
L"%s's wood camouflage has washed off.",
L"%s's urban camouflage urban has worn off.",
L"%s's urban camouflage urban has washed off.",
L"%s's snow camouflage snow has worn off.",
L"%s's snow camouflage has washed off.",
L"You cannot attach %s to this slot.",
L"The %s will not fit in any open slots.",
L"There's not enough space for this pocket.",
};
// the names of the towns in the game
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
{
L"",
L"Omerta",
L"Drassen",
L"Alma",
L"Grumm",
L"Tixa",
L"Cambria",
L"San Mona",
L"Estoni",
L"Orta",
L"Balime",
L"Meduna",
L"Chitzena",
};
// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
// min is an abbreviation for minutes
STR16 sTimeStrings[] =
{
L"Paused",
L"Normal",
L"5 min",
L"30 min",
L"60 min",
L"6 hrs",
};
// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training,
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.
STR16 pAssignmentStrings[] =
{
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
L"On Duty", // on active duty
L"Doctor", // administering medical aid
L"Patient", // getting medical aid
L"Vehicle", // in a vehicle
L"In Trans", // in transit - abbreviated form
L"Repair", // repairing
L"Practice", // training themselves
L"Militia", // training a town to revolt
L"M.Militia", //training moving militia units
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"MoveItem", // move items
L"Staff", // operating a strategic facility
L"Eat", // eating at a facility (cantina etc.)
L"Rest", // Resting at a facility
L"Prison", // Flugente: interrogate prisoners
L"Dead", // dead
L"Incap.", // abbreviation for incapacitated
L"POW", // Prisoner of war - captured
L"Hospital", // patient in a hospital
L"Empty", // Vehicle is empty
};
STR16 pMilitiaString[] =
{
L"Militia", // the title of the militia box
L"Unassigned", //the number of unassigned militia troops
L"You can't redistribute militia while there are hostilities in the area!",
L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6
};
STR16 pMilitiaButtonString[] =
{
L"Auto", // auto place the militia troops for the player
L"Done", // done placing militia troops
L"Disband", // HEADROCK HAM 3.6: Disband militia
L"Unassign All", // move all milita troops to unassigned pool
};
STR16 pConditionStrings[] =
{
L"Excellent", //the state of a soldier .. excellent health
L"Good", // good health
L"Fair", // fair health
L"Wounded", // wounded health
L"Fatigued", // tired
L"Bleeding", // bleeding to death
L"Unconscious", // knocked out
L"Dying", // near death
L"Dead", // dead
};
STR16 pEpcMenuStrings[] =
{
L"On Duty", // set merc on active duty
L"Patient", // set as a patient to receive medical aid
L"Vehicle", // tell merc to enter vehicle
L"Unescort", // let the escorted character go off on their own
L"Cancel", // close this menu
};
// look at pAssignmentString above for comments
STR16 pPersonnelAssignmentStrings[] =
{
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
L"On Duty",
L"Doctor",
L"Patient",
L"Vehicle",
L"In Transit",
L"Repair",
L"Practice",
L"Training Militia",
L"Training Mobile Militia", // Missing
L"Trainer",
L"Student",
L"MoveItem", // move items
L"Facility Staff", // Missing
L"Eat", // eating at a facility (cantina etc.)
L"Resting at Facility", // Missing
L"Interrogate prisoners", // Flugente: interrogate prisoners
L"Dead",
L"Incap.",
L"POW",
L"Hospital",
L"Empty", // Vehicle is empty
};
// refer to above for comments
STR16 pLongAssignmentStrings[] =
{
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
L"On Duty",
L"Doctor",
L"Patient",
L"Vehicle",
L"In Transit",
L"Repair",
L"Practice",
L"Train Militia",
L"Train Mobiles", // Missing
L"Train Teammate",
L"Student",
L"MoveItem", // move items
L"Staff Facility", // Missing
L"Rest at Facility", // Missing
L"Interrogate prisoners", // Flugente: interrogate prisoners
L"Dead",
L"Incap.",
L"POW",
L"Hospital", // patient in a hospital
L"Empty", // Vehicle is empty
};
// the contract options
STR16 pContractStrings[] =
{
L"Contract Options:",
L"", // a blank line, required
L"Offer One Day", // offer merc a one day contract extension
L"Offer One Week", // 1 week
L"Offer Two Weeks", // 2 week
L"Dismiss", // end merc's contract
L"Cancel", // stop showing this menu
};
STR16 pPOWStrings[] =
{
L"POW", //an acronym for Prisoner of War
L"??",
};
STR16 pLongAttributeStrings[] =
{
L"STRENGTH",
L"DEXTERITY",
L"AGILITY",
L"WISDOM",
L"MARKSMANSHIP",
L"MEDICAL",
L"MECHANICAL",
L"LEADERSHIP",
L"EXPLOSIVES",
L"LEVEL",
};
STR16 pInvPanelTitleStrings[] =
{
L"Armor", // the armor rating of the merc
L"Weight", // the weight the merc is carrying
L"Camo", // the merc's camouflage rating
L"Camouflage:",
L"Protection:",
};
STR16 pShortAttributeStrings[] =
{
L"Agi", // the abbreviated version of : agility
L"Dex", // dexterity
L"Str", // strength
L"Ldr", // leadership
L"Wis", // wisdom
L"Lvl", // experience level
L"Mrk", // marksmanship skill
L"Mec", // mechanical skill
L"Exp", // explosive skill
L"Med", // medical skill
};
STR16 pUpperLeftMapScreenStrings[] =
{
L"Assignment", // the mercs current assignment
L"Contract", // the contract info about the merc
L"Health", // the health level of the current merc
L"Morale", // the morale of the current merc
L"Cond.", // the condition of the current vehicle
L"Fuel", // the fuel level of the current vehicle
};
STR16 pTrainingStrings[] =
{
L"Practice", // tell merc to train self
L"Militia", // tell merc to train town
L"Trainer", // tell merc to act as trainer
L"Student", // tell merc to be train by other
};
STR16 pGuardMenuStrings[] =
{
L"Fire Rate:", // the allowable rate of fire for a merc who is guarding
L" Aggressive Fire", // the merc can be aggressive in their choice of fire rates
L" Conserve Ammo", // conserve ammo
L" Refrain From Firing", // fire only when the merc needs to
L"Other Options:", // other options available to merc
L" Can Retreat", // merc can retreat
L" Can Seek Cover", // merc is allowed to seek cover
L" Can Assist Teammates", // merc can assist teammates
L"Done", // done with this menu
L"Cancel", // 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"Fire Rate:",
L" *Aggressive Fire*",
L" *Conserve Ammo*",
L" *Refrain From Firing*",
L"Other Options:",
L" *Can Retreat*",
L" *Can Seek Cover*",
L" *Can Assist Teammates*",
L"Done",
L"Cancel",
};
STR16 pAssignMenuStrings[] =
{
L"On Duty", // merc is on active duty
L"Doctor", // the merc is acting as a doctor
L"Patient", // the merc is receiving medical attention
L"Vehicle", // the merc is in a vehicle
L"Repair", // the merc is repairing items
L"Train", // the merc is training
L"MoveItem", // move items
L"Facility", // the merc is using/staffing a facility
L"Cancel", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me",
L"Get down",
L"Crouch",
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Spread out",
L"All: Get down",
L"All: Crouch",
L"All: Take cover",
//L"All: Find items",
L"Cancel", // 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"Remove Merc", // remove dead merc from current team
L"Cancel",
};
STR16 pAttributeMenuStrings[] =
{
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Marksmanship",
L"Mechanical",
L"Explosives",
L"Medical",
L"Cancel",
};
STR16 pTrainingMenuStrings[] =
{
L"Practice", // train yourself
L"Militia", // train the town
L"Mobile Militia",
L"Trainer", // train your teammates
L"Student", // be trained by an instructor
L"Cancel", // cancel this menu
};
STR16 pSquadMenuStrings[] =
{
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
L"Cancel",
};
STR16 pPersonnelTitle[] =
{
L"Personnel", // the title for the personnel screen/program application
};
STR16 pPersonnelScreenStrings[] =
{
L"Health: ", // health of merc
L"Agility: ",
L"Dexterity: ",
L"Strength: ",
L"Leadership: ",
L"Wisdom: ",
L"Exp. Lvl: ", // experience level
L"Marksmanship: ",
L"Mechanical: ",
L"Explosives: ",
L"Medical: ",
L"Med. Deposit: ", // amount of medical deposit put down on the merc
L"Remaining Contract: ", // cost of current contract
L"Kills: ", // number of kills by merc
L"Assists: ", // number of assists on kills by merc
L"Daily Cost:", // daily cost of merc
L"Tot. Cost to Date:", // total cost of merc
L"Contract:", // cost of current contract
L"Tot. Service to Date:", // total service rendered by merc
L"Salary Owing:", // amount left on MERC merc to be paid
L"Hit Percentage:", // percentage of shots that hit target
L"Battles:", // number of battles fought
L"Times Wounded:", // number of times merc has been wounded
L"Skills:",
L"No Skills",
L"Achievements:", // added by SANDRO
};
// SANDRO - helptexts for merc records
STR16 pPersonnelRecordsHelpTexts[] =
{
L"Elite soldiers: %d\n",
L"Regular soldiers: %d\n",
L"Admin soldiers: %d\n",
L"Hostile groups: %d\n",
L"Creatures: %d\n",
L"Tanks: %d\n",
L"Others: %d\n",
L"Mercs: %d\n",
L"Militia: %d\n",
L"Others: %d\n",
L"Shots fired: %d\n",
L"Missiles fired: %d\n",
L"Grenades thrown: %d\n",
L"Knives thrown: %d\n",
L"Blade attacks: %d\n",
L"Hand to hand attacks: %d\n",
L"Successful hits: %d\n",
L"Locks picked: %d\n",
L"Locks breached: %d\n",
L"Traps removed: %d\n",
L"Explosives detonated: %d\n",
L"Items repaired: %d\n",
L"Items combined: %d\n",
L"Items stolen: %d\n",
L"Militia trained: %d\n",
L"Mercs bandaged: %d\n",
L"Surgeries made: %d\n",
L"Persons met: %d\n",
L"Sectors discovered: %d\n",
L"Ambushes prevented: %d\n",
L"Quests handled: %d\n",
L"Tactical battles: %d\n",
L"Autoresolve battles: %d\n",
L"Times retreated: %d\n",
L"Ambushes experienced: %d\n",
L"Hardest battle: %d Enemies\n",
L"Shot: %d\n",
L"Stabbed: %d\n",
L"Punched: %d\n",
L"Blasted: %d\n",
L"Suffered damages in facilities: %d\n",
L"Surgeries undergone: %d\n",
L"Facility accidents: %d\n",
L"Character:",
L"Weakness:",
L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
L"Zombies: %d\n", // Flugente Zombies
};
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] =
{
// SANDRO - tweaked this
L"No Skill",
L"Lock Picking",
L"Hand to Hand", //JA25: modified
L"Electronics",
L"Night Operations", //JA25: modified
L"Throwing",
L"Teaching",
L"Heavy Weapons",
L"Auto Weapons",
L"Stealthy",
L"Ambidextrous",
L"Thief",
L"Martial Arts",
L"Knifing",
L"Sniper",
L"Camouflage", //JA25: modified
L"(Expert)",
};
//////////////////////////////////////////////////////////
// SANDRO - added this
STR16 gzMercSkillTextNew[] =
{
// Major traits
L"No Skill", // 0
L"Auto Weapons", // 1
L"Heavy Weapons",
L"Marksman",
L"Hunter",
L"Gunslinger", // 5
L"Hand to Hand",
L"Deputy",
L"Technician",
L"Paramedic", // 9
// Minor traits
L"Ambidextrous", // 10
L"Melee",
L"Throwing",
L"Night Ops",
L"Stealthy",
L"Athletics", // 15
L"Bodybuilding",
L"Demolitions",
L"Teaching",
L"Scouting", // 19
// covert ops is a major trait that was added later
L"Covert Ops", // 20
// second names for major skills
L"Machinegunner", // 21
L"Bombardier",
L"Sniper",
L"Ranger",
L"Gunfighter", // 25
L"Martial Arts",
L"Squadleader",
L"Engineer",
L"Doctor", // 20
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40
L"More...",
};
//////////////////////////////////////////////////////////
// This is pop up help text for the options that are available to the merc
STR16 pTacticalPopupButtonStrings[] =
{
L"|Stand/Walk",
L"|Crouch/Crouched Move",
L"Stand/|Run",
L"|Prone/Crawl",
L"|Look",
L"Action",
L"Talk",
L"Examine (|C|t|r|l)",
// Pop up door menu
L"Open Manually",
L"Examine for Traps",
L"Lockpick",
L"Force Open",
L"Untrap",
L"Lock",
L"Unlock",
L"Use Door Explosive",
L"Use Crowbar",
L"Cancel (|E|s|c)",
L"Close",
};
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
STR16 pDoorTrapStrings[] =
{
L"no trap",
L"an explosion trap",
L"an electric trap",
L"a siren trap",
L"a silent alarm trap",
};
// Contract Extension. These are used for the contract extension with AIM mercenaries.
STR16 pContractExtendStrings[] =
{
L"day",
L"week",
L"two weeks",
};
// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.
STR16 pMapScreenMouseRegionHelpText[] =
{
L"Select Character",
L"Assign Merc",
L"Plot Travel Route",
L"Merc |Contract",
L"Remove Merc",
L"Sleep",
};
// volumes of noises
STR16 pNoiseVolStr[] =
{
L"FAINT",
L"DEFINITE",
L"LOUD",
L"VERY LOUD",
};
// types of noises
STR16 pNoiseTypeStr[] = // OBSOLETE
{
L"UNKNOWN",
L"sound of MOVEMENT",
L"CREAKING",
L"SPLASHING",
L"IMPACT",
L"GUNSHOT",
L"EXPLOSION",
L"SCREAM",
L"IMPACT",
L"IMPACT",
L"SHATTERING",
L"SMASH",
};
// Directions that are used to report noises
STR16 pDirectionStr[] =
{
L"the NORTHEAST",
L"the EAST",
L"the SOUTHEAST",
L"the SOUTH",
L"the SOUTHWEST",
L"the WEST",
L"the NORTHWEST",
L"the NORTH",
};
// These are the different terrain types.
STR16 pLandTypeStrings[] =
{
L"Urban",
L"Road",
L"Plains",
L"Desert",
L"Woods",
L"Forest",
L"Swamp",
L"Water",
L"Hills",
L"Impassable",
L"River", //river from north to south
L"River", //river from east to west
L"Foreign Country",
//NONE of the following are used for directional travel, just for the sector description.
L"Tropical",
L"Farmland",
L"Plains, road",
L"Woods, road",
L"Farm, road",
L"Tropical, road",
L"Forest, road",
L"Coastline",
L"Mountain, road",
L"Coastal, road",
L"Desert, road",
L"Swamp, road",
L"Woods, SAM site",
L"Desert, SAM site",
L"Tropical, SAM site",
L"Meduna, SAM site",
//These are descriptions for special sectors
L"Cambria Hospital",
L"Drassen Airport",
L"Meduna Airport",
L"SAM site",
L"Rebel Hideout", //The rebel base underground in sector A10
L"Tixa Dungeon", //The basement of the Tixa Prison (J9)
L"Creature Lair", //Any mine sector with creatures in it
L"Orta Basement", //The basement of Orta (K4)
L"Tunnel", //The tunnel access from the maze garden in Meduna
//leading to the secret shelter underneath the palace
L"Shelter", //The shelter underneath the queen's palace
L"", //Unused
};
STR16 gpStrategicString[] =
{
L"", //Unused
L"%s have been detected in sector %c%d and another squad is about to arrive.", //STR_DETECTED_SINGULAR
L"%s have been detected in sector %c%d and other squads are about to arrive.", //STR_DETECTED_PLURAL
L"Do you want to coordinate a simultaneous arrival?", //STR_COORDINATE
//Dialog strings for enemies.
L"The enemy offers you the chance to surrender.", //STR_ENEMY_SURRENDER_OFFER
L"The enemy has captured your remaining unconscious mercs.", //STR_ENEMY_CAPTURED
//The text that goes on the autoresolve buttons
L"Retreat", //The retreat button //STR_AR_RETREAT_BUTTON
L"Done", //The done button //STR_AR_DONE_BUTTON
//The headers are for the autoresolve type (MUST BE UPPERCASE)
L"DEFENDING", //STR_AR_DEFEND_HEADER
L"ATTACKING", //STR_AR_ATTACK_HEADER
L"ENCOUNTER", //STR_AR_ENCOUNTER_HEADER
L"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
//The battle ending conditions
L"VICTORY!", //STR_AR_OVER_VICTORY
L"DEFEAT!", //STR_AR_OVER_DEFEAT
L"SURRENDERED!", //STR_AR_OVER_SURRENDERED
L"CAPTURED!", //STR_AR_OVER_CAPTURED
L"RETREATED!", //STR_AR_OVER_RETREATED
//These are the labels for the different types of enemies we fight in autoresolve.
L"Militia", //STR_AR_MILITIA_NAME,
L"Elite", //STR_AR_ELITE_NAME,
L"Troop", //STR_AR_TROOP_NAME,
L"Admin", //STR_AR_ADMINISTRATOR_NAME,
L"Creature", //STR_AR_CREATURE_NAME,
//Label for the length of time the battle took
L"Time Elapsed", //STR_AR_TIME_ELAPSED,
//Labels for status of merc if retreating. (UPPERCASE)
L"RETREATED", //STR_AR_MERC_RETREATED,
L"RETREATING", //STR_AR_MERC_RETREATING,
L"RETREAT", //STR_AR_MERC_RETREAT,
//PRE BATTLE INTERFACE STRINGS
//Goes on the three buttons in the prebattle interface. The Auto resolve button represents
//a system that automatically resolves the combat for the player without having to do anything.
//These strings must be short (two lines -- 6-8 chars per line)
L"Auto Resolve", //STR_PB_AUTORESOLVE_BTN,
L"Go To Sector", //STR_PB_GOTOSECTOR_BTN,
L"Retreat Mercs", //STR_PB_RETREATMERCS_BTN,
//The different headers(titles) for the prebattle interface.
L"ENEMY ENCOUNTER", //STR_PB_ENEMYENCOUNTER_HEADER,
L"ENEMY INVASION", //STR_PB_ENEMYINVASION_HEADER, // 30
L"ENEMY AMBUSH", //STR_PB_ENEMYAMBUSH_HEADER
L"ENTERING ENEMY SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER
L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER
L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER
L"ENTERING BLOODCAT LAIR", //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"Location",
L"Enemies",
L"Mercs",
L"Militia",
L"Creatures",
L"Bloodcats",
L"Sector",
L"None", //If there are no uninvolved mercs in this fight.
L"N/A", //Acronym of Not Applicable
L"d", //One letter abbreviation of day
L"h", //One letter abbreviation of hour
//TACTICAL PLACEMENT USER INTERFACE STRINGS
//The four buttons
L"Clear",
L"Spread",
L"Group",
L"Done",
//The help text for the four buttons. Use \n to denote new line (just like enter).
L"|Clears all the mercs' positions, \nand allows you to re-enter them manually.",
L"Randomly |spreads your mercs out \neach time it's pressed.",
L"Allows you to select where you wish to |group your mercs.",
L"Click this button when you're finished \nchoosing your mercs' positions. (|E|n|t|e|r)",
L"You must place all of your mercs \nbefore you start the battle.",
//Various strings (translate word for word)
L"Sector",
L"Choose entry positions",
//Strings used for various popup message boxes. Can be as long as desired.
L"Doesn't look so good there. It's inaccessible. Try a different location.",
L"Place your mercs in the highlighted section of the map.",
//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"has arrived in sector",
//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"|Automatically resolves combat for you\nwithout loading map.",
L"Can't use auto resolve feature when\nthe player is attacking.",
L"|Enter the sector to engage the enemy.",
L"|Retreat group to their previous sector.", //singular version
L"|Retreat all groups to their previous sectors.", //multiple groups with same previous sector
//various popup messages for battle conditions.
//%c%d is the sector -- ex: A9
L"Enemies attack your militia in sector %c%d.",
//%c%d is the sector -- ex: A9
L"Creatures attack your militia in sector %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"Creatures attack and kill %d civilians in sector %s.",
//%s is the sector location -- ex: A9: Omerta
L"Enemies attack your mercs in sector %s. None of your mercs are able to fight!",
//%s is the sector location -- ex: A9: Omerta
L"Creatures attack your mercs in sector %s. None of your mercs are able to fight!",
};
STR16 gpGameClockString[] =
{
//This is the day represented in the game clock. Must be very short, 4 characters max.
L"Day",
};
//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"Sector Found:",
L"Day Found:",
};
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Status:",
L"Weight:",
L"AP Costs",
L"Rng:", // Range
L"Dam:", // Damage
L"Amount:", // Number of bullets left in a magazine
L"AP:", // abbreviation for Action Points
L"=",
L"=",
//Lal: additional strings for tooltips
L"Accuracy:", //9
L"Range:", //10
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
// HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only)
// Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES...
L"Attachments:", //14
L"AUTO/5:", //15
L"Remaining ammo:", //16
L"Default:", //17 //WarmSteel - So we can also display default attachments
L"Dirt:", // 18 //added by Flugente
L"Space:", // 19 //space left on Molle items
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
{
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
L"", //12
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"Burst Penalty (Lower is better)", //19
L"Bipod Modifier",
L"Autofire shots per 5 AP",
L"Autofire Penalty (Lower is better)",
L"Burst/Auto Penalty (Lower is better)", //23
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
L"",
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
// HEADROCK HAM 4: New condition-based text similar to JA1.
STR16 gConditionDesc[] =
{
L"In ",
L"PERFECT",
L"EXCELLENT",
L"GOOD",
L"FAIR",
L"POOR",
L"BAD",
L"TERRIBLE",
L" condition."
};
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 14 ] =
{
L"Amount",
L"Remaining:", //this is the overall balance
L"Amount",
L"To Split:", // the amount he wants to separate from the overall balance to get two piles of money
L"Current",
L"Balance:",
L"Amount",
L"To Withdraw:",
};
//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"DYING", // >= 0
L"CRITICAL", // >= 15
L"POOR", // >= 30
L"WOUNDED", // >= 45
L"HEALTHY", // >= 60
L"STRONG", // >= 75
L"EXCELLENT", // >= 90
L"CAPTURED", // added by Flugente
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
L"$100",
L"$10",
L"Done",
L"Separate",
L"Withdraw",
};
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
CHAR16 gzProsLabel[10] =
{
L"Pros:",
};
CHAR16 gzConsLabel[10] =
{
L"Cons:",
};
//Conversation options a player has when encountering an NPC
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
L"Come Again?", //meaning "Repeat yourself"
L"Friendly", //approach in a friendly
L"Direct", //approach directly - let's get down to business
L"Threaten", //approach threateningly - talk now, or I'll blow your face off
L"Give",
L"Recruit",
};
//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
{
L"Buy/Sell",
L"Buy",
L"Sell",
L"Repair",
};
CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
{
L"Done",
};
//These are vehicles in the game.
STR16 pVehicleStrings[] =
{
L"Eldorado",
L"Hummer", // a hummer jeep/truck -- military vehicle
L"Icecream Truck",
L"Jeep",
L"Tank",
L"Helicopter",
};
STR16 pShortVehicleStrings[] =
{
L"Eldor.",
L"Hummer", // the HMVV
L"Truck",
L"Jeep",
L"Tank",
L"Heli", // the helicopter
};
STR16 zVehicleName[] =
{
L"Eldorado",
L"Hummer", //a military jeep. This is a brand name.
L"Truck", // Ice cream truck
L"Jeep",
L"Tank",
L"Heli", //an abbreviation for Helicopter
};
//These are messages Used in the Tactical Screen
CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
{
L"Air Raid",
L"Apply first aid automatically?",
// CAMFIELD NUKE THIS and add quote #66.
L"%s notices that items are missing from the shipment.",
// The %s is a string from pDoorTrapStrings
L"The lock has %s.",
L"There's no lock.",
L"Success!",
L"Failure.",
L"Success!",
L"Failure.",
L"The lock isn't trapped.",
L"Success!",
// The %s is a merc name
L"%s doesn't have the right key.",
L"The lock is untrapped.",
L"The lock isn't trapped.",
L"Locked.",
L"DOOR",
L"TRAPPED",
L"LOCKED",
L"UNLOCKED",
L"SMASHED",
L"There's a switch here. Activate it?",
L"Disarm trap?",
L"Prev...",
L"Next...",
L"More...",
// In the next 2 strings, %s is an item name
L"The %s has been placed on the ground.",
L"The %s has been given to %s.",
// In the next 2 strings, %s is a name
L"%s has been paid in full.",
L"%s is still owed %d.",
L"Choose detonation frequency:", //in this case, frequency refers to a radio signal
L"How many turns 'til she blows:", //how much time, in turns, until the bomb blows
L"Set remote detonator frequency:", //in this case, frequency refers to a radio signal
L"Disarm boobytrap?",
L"Remove blue flag?",
L"Put blue flag here?",
L"Ending Turn",
// In the next string, %s is a name. Stance refers to way they are standing.
L"You sure you want to attack %s ?",
L"Ah, vehicles can't change stance.",
L"The robot can't change its stance.",
// In the next 3 strings, %s is a name
L"%s can't change to that stance here.",
L"%s can't have first aid done here.",
L"%s doesn't need first aid.",
L"Can't move there.",
L"Your team's full. No room for a recruit.", //there's no room for a recruit on the player's team
// In the next string, %s is a name
L"%s has been recruited.",
// Here %s is a name and %d is a number
L"%s is owed $%d.",
// In the next string, %s is a name
L"Escort %s?",
// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)
L"Hire %s for %s per day?",
// This line is used repeatedly to ask player if they wish to participate in a boxing match.
L"You want to fight?",
// In the next string, the first %s is an item name and the
// second %s is an amount of money (including $ sign)
L"Buy %s for %s?",
// In the next string, %s is a name
L"%s is being escorted on squad %d.",
// These messages are displayed during play to alert the player to a particular situation
L"JAMMED", //weapon is jammed.
L"Robot needs %s caliber ammo.", //Robot is out of ammo
L"Throw there? Not gonna happen.", //Merc can't throw to the destination he selected
// These are different buttons that the player can turn on and off.
L"Stealth Mode (|Z)",
L"|Map Screen",
L"|Done (End Turn)",
L"Talk",
L"Mute",
L"Stance Up (|P|g|U|p)",
L"Cursor Level (|T|a|b)",
L"Climb / |Jump",
L"Stance Down (|P|g|D|n)",
L"Examine (|C|t|r|l)",
L"Previous Merc",
L"Next Merc (|S|p|a|c|e)",
L"|Options",
L"|Burst Mode",
L"|Look/Turn",
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s",
L"Heh?", //this means "what?"
L"Cont", //an abbrieviation for "Continued"
L"Mute off for %s.",
L"Mute on for %s.",
L"Health: %d/%d\nFuel: %d/%d",
L"Exit Vehicle" ,
L"Change Squad ( |S|h|i|f|t |S|p|a|c|e )",
L"Drive",
L"N/A", //this is an acronym for "Not Applicable."
L"Use ( Hand To Hand )",
L"Use ( Firearm )",
L"Use ( Blade )",
L"Use ( Explosive )",
L"Use ( Medkit )",
L"(Catch)",
L"(Reload)",
L"(Give)",
L"%s has been set off.",
L"%s has arrived.",
L"%s ran out of Action Points.",
L"%s isn't available.",
L"%s is all bandaged.",
L"%s is out of bandages.",
L"Enemy in sector!",
L"No enemies in sight.",
L"Not enough Action Points.",
L"Nobody's using the remote.",
L"Burst fire emptied the clip!",
L"SOLDIER",
L"CREPITUS",
L"MILITIA",
L"CIVILIAN",
L"ZOMBIE",
L"PRISONER",
L"Exiting Sector",
L"OK",
L"Cancel",
L"Selected Merc",
L"All Mercs in Squad",
L"Go to Sector",
L"Go to Map",
L"You can't leave the sector from this side.",
L"You can't leave in turn based mode.",
L"%s is too far away.",
L"Removing Treetops",
L"Showing Treetops",
L"CROW", //Crow, as in the large black bird
L"NECK",
L"HEAD",
L"TORSO",
L"LEGS",
L"Tell the Queen what she wants to know?",
L"Fingerprint ID aquired",
L"Invalid fingerprint ID. Weapon non-functional",
L"Target aquired",
L"Path Blocked",
L"Deposit/Withdraw Money", //Help text over the $ button on the Single Merc Panel
L"No one needs first aid.",
L"Jam.", // Short form of JAMMED, for small inv slots
L"Can't get there.", // used ( now ) for when we click on a cliff
L"Path is blocked. Do you want to switch places with this person?",
L"The person refuses to move.",
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
L"Do you agree to pay %s?",
L"Accept free medical treatment?",
L"Agree to marry Daryl?",
L"Key Ring Panel",
L"You cannot do that with an EPC.",
L"Spare Krott?",
L"Out of effective weapon range.",
L"Miner",
L"Vehicle can only travel between sectors",
L"Can't autobandage right now",
L"Path Blocked for %s",
L"Your mercs, who were captured by Deidranna's army are imprisoned here!",
L"Lock hit",
L"Lock destroyed",
L"Somebody else is trying to use this door.",
L"Health: %d/%d\nFuel: %d/%d",
L"%s cannot see %s.", // Cannot see person trying to talk to
L"Attachment removed",
L"Can not gain another vehicle as you already have 2",
// added by Flugente for defusing/setting up trap networks
L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):",
L"Set defusing frequency:",
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
// added by Flugente to display health and poisoning
L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s",
// added by Flugente to display food status
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
// added by Flugente: selection of a function to call in tactical
L"What do you want to do?",
L"Fill canteens",
L"Clean guns (Merc)",
L"Clean guns (Team)",
L"Take off clothes",
L"Lose disguise",
L"Militia inspection",
L"Militia restock",
L"Test disguise",
L"unused",
// added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?",
L"Decapitate",
L"Gut",
L"Take Clothes",
L"Take Body",
// Flugente: weapon cleaning
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"Where do you want to send the prisoners?",
L"Let them go",
L"What do you want to do?",
L"Demand surrender",
L"Offer surrender",
L"Talk",
};
//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"If checked, the adjacent sector will be immediately loaded.",
L"If checked, you will be placed automatically in the map screen\nas it will take time for your mercs to travel.",
//If you attempt to leave a sector when you have multiple squads in a hostile sector.
L"This sector is enemy occupied and you can't leave mercs here.\nYou must deal with this situation before loading any other sectors.",
//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"By moving your remaining mercs out of this sector,\nthe adjacent sector will immediately be loaded.",
L"By moving your remaining mercs out of this sector,\nyou will be placed automatically in the map screen\nas it will take time for your mercs to travel.",
//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 needs to be escorted by your mercs and cannot leave this sector alone.",
//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 cannot leave this sector alone as he is escorting %s.", //male singular
L"%s cannot leave this sector alone as she is escorting %s.", //female singular
L"%s cannot leave this sector alone as he is escorting multiple characters.", //male plural
L"%s cannot leave this sector alone as she is escorting multiple characters.", //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"All of your mercs must be in the vicinity\nin order to allow the squad to traverse.",
L"", //UNUSED
//Standard helptext for single movement. Explains what will happen (splitting the squad)
L"If checked, %s will travel alone, and\nautomatically get reassigned to a unique squad.",
//Standard helptext for all movement. Explains what will happen (moving the squad)
L"If checked, your currently selected\nsquad will travel, leaving this sector.",
//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 is being escorted by your mercs and cannot leave this sector alone. Your other mercs must be nearby before you can leave.",
};
STR16 pRepairStrings[] =
{
L"Items", // tell merc to repair items in inventory
L"SAM Site", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
L"Cancel", // cancel this menu
L"Robot", // repair the robot
};
// NOTE: combine prestatbuildstring with statgain to get a line like the example below.
// "John has gained 3 points of marksmanship skill."
STR16 sPreStatBuildString[] =
{
L"lost", // the merc has lost a statistic
L"gained", // the merc has gained a statistic
L"point of", // singular
L"points of", // plural
L"level of", // singular
L"levels of", // plural
};
STR16 sStatGainStrings[] =
{
L"health.",
L"agility.",
L"dexterity.",
L"wisdom.",
L"medical skill.",
L"explosives skill.",
L"mechanical skill.",
L"marksmanship skill.",
L"experience.",
L"strength.",
L"leadership.",
};
STR16 pHelicopterEtaStrings[] =
{
L"Total Distance: ", // total distance for helicopter to travel
L" Safe: ", // distance to travel to destination
L" Unsafe:", // distance to return from destination to airport
L"Total Cost: ", // total cost of trip by helicopter
L"ETA: ", // ETA is an acronym for "estimated time of arrival"
L"Helicopter is low on fuel and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
L"Passengers: ",
L"Select Skyrider or the Arrivals Drop-off?",
L"Skyrider",
L"Arrivals",
};
STR16 sMapLevelString[] =
{
L"Sublevel:", // what level below the ground is the player viewing in mapscreen
};
STR16 gsLoyalString[] =
{
L"Loyal", // 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"can't get travel orders underground.",
};
STR16 gsTimeStrings[] =
{
L"h", // hours abbreviation
L"m", // minutes abbreviation
L"s", // seconds abbreviation
L"d", // days abbreviation
};
// text for the various facilities in the sector
STR16 sFacilitiesStrings[] =
{
L"None",
L"Hospital",
L"Factory",
L"Prison",
L"Military",
L"Airport",
L"Shooting Range", // a field for soldiers to practise their shooting skills
};
// text for inventory pop up button
STR16 pMapPopUpInventoryText[] =
{
L"Inventory",
L"Exit",
};
// town strings
STR16 pwTownInfoStrings[] =
{
L"Size", // 0 // size of the town in sectors
L"", // blank line, required
L"Control", // how much of town is controlled
L"None", // none of this town
L"Associated Mine", // mine associated with this town
L"Loyalty", // 5 // the loyalty level of this town
L"Trained", // the forces in the town trained by the player
L"",
L"Main Facilities", // main facilities in this town
L"Level", // the training level of civilians in this town
L"Civilian Training", // 10 // state of civilian training in town
L"Militia", // the state of the trained civilians in the town
L"Mobile Training", // HEADROCK HAM 3.6: The stat of Mobile militia training in town
};
// Mine strings
STR16 pwMineStrings[] =
{
L"Mine", // 0
L"Silver",
L"Gold",
L"Daily Production",
L"Possible Production",
L"Abandoned", // 5
L"Shut Down",
L"Running Out",
L"Producing",
L"Status",
L"Production Rate",
L"Ore Type", // 10
L"Town Control",
L"Town Loyalty",
// L"Working Miners",
};
// blank sector strings
STR16 pwMiscSectorStrings[] =
{
L"Enemy Forces",
L"Sector",
L"# of Items",
L"Unknown",
L"Controlled",
L"Yes",
L"No",
};
// error strings for inventory
STR16 pMapInventoryErrorString[] =
{
L"%s isn't close enough.", //Merc is in sector with item but not close enough
L"Can't select that merc.", //MARK CARTER
L"%s isn't in the sector to take that item.",
L"During combat, you'll have to pick up items manually.",
L"During combat, you'll have to drop items manually.",
L"%s isn't in the sector to drop that item.",
L"During combat, you can't reload with an ammo crate.",
};
STR16 pMapInventoryStrings[] =
{
L"Location", // sector these items are in
L"Total Items", // total number of items in sector
};
// help text for the user
STR16 pMapScreenFastHelpTextList[] =
{
L"To change a merc's assignment to such things as another squad, doctor or repair, click within the 'Assign' column",
L"To give a merc a destination in another sector, click within the 'Dest' column",
L"Once a merc has been given a movement order, time compression allows them to get going.",
L"Left click selects the sector. Left click again to give a merc movement orders, or Right click to get sector summary information.",
L"Press 'h' at any time in this screen to get this help dialogue up.",
L"Test Text",
L"Test Text",
L"Test Text",
L"Test Text",
L"There isn't much you can do on this screen until you arrive in Arulco. When you've finalized your team, click on the Time Compression button at the lower right. This will advance time until your team arrives in Arulco.",
};
// movement menu text
STR16 pMovementMenuStrings[] =
{
L"Move Mercs In Sector", // title for movement box
L"Plot Travel Route", // done with movement menu, start plotting movement
L"Cancel", // cancel this menu
L"Other", // title for group of mercs not on squads nor in vehicles
};
STR16 pUpdateMercStrings[] =
{
L"Oops:", // an error has occured
L"Mercs Contract Expired:", // this pop up came up due to a merc contract ending
L"Mercs Completed Assignment:", // this pop up....due to more than one merc finishing assignments
L"Mercs Back on the Job:", // this pop up ....due to more than one merc waking up and returing to work
L"Mercs Catching Some Z's:", // this pop up ....due to more than one merc being tired and going to sleep
L"Contracts Expiring Soon:", // this pop up came up due to a merc contract ending
};
// map screen map border buttons help text
STR16 pMapScreenBorderButtonHelpText[] =
{
L"Show To|wns",
L"Show |Mines",
L"Show |Teams & Enemies",
L"Show |Airspace",
L"Show |Items",
L"Show Militia & Enemies (|Z)",
L"Show Mobile Militia |Restrictions", // HEADROCK HAM 4: Mobile Restrictions Button
};
STR16 pMapScreenInvenButtonHelpText[] =
{
L"Next (|.)", // next page
L"Previous (|,)", // previous page
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
// 6 - 10
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
// 11 - 15
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
// 16 - 20
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
L"|L|e|f|t |C|l|i|c|k: Toggle Move Item Display", // Flugente: move item display
};
STR16 pMapScreenBottomFastHelp[] =
{
L"|Laptop",
L"Tactical (|E|s|c)",
L"|Options",
L"Time Compress (|+)", // time compress more
L"Time Compress (|-)", // time compress less
L"Previous Message (|U|p)\nPrevious Page (|P|g|U|p)", // previous message in scrollable list
L"Next Message (|D|o|w|n)\nNext Page (|P|g|D|n)", // next message in the scrollable list
L"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression
};
STR16 pMapScreenBottomText[] =
{
L"Current Balance", // current balance in player bank account
};
STR16 pMercDeadString[] =
{
L"%s is dead.",
};
STR16 pDayStrings[] =
{
L"Day",
};
// the list of email sender names
CHAR16 pSenderNameList[500][128] =
{
L"",
};
/*
{
L"Enrico",
L"Psych Pro Inc",
L"Help Desk",
L"Psych Pro Inc",
L"Speck",
L"R.I.S.", //5
L"Barry",
L"Blood",
L"Lynx",
L"Grizzly",
L"Vicki", //10
L"Trevor",
L"Grunty",
L"Ivan",
L"Steroid",
L"Igor", //15
L"Shadow",
L"Red",
L"Reaper",
L"Fidel",
L"Fox", //20
L"Sidney",
L"Gus",
L"Buns",
L"Ice",
L"Spider", //25
L"Cliff",
L"Bull",
L"Hitman",
L"Buzz",
L"Raider", //30
L"Raven",
L"Static",
L"Len",
L"Danny",
L"Magic",
L"Stephen",
L"Scully",
L"Malice",
L"Dr.Q",
L"Nails",
L"Thor",
L"Scope",
L"Wolf",
L"MD",
L"Meltdown",
//----------
L"M.I.S. Insurance",
L"Bobby Rays",
L"Kingpin",
L"John Kulba",
L"A.I.M.",
};
*/
// next/prev strings
STR16 pTraverseStrings[] =
{
L"Previous",
L"Next",
};
// new mail notify string
STR16 pNewMailStrings[] =
{
L"You have new mail...",
};
// confirm player's intent to delete messages
STR16 pDeleteMailStrings[] =
{
L"Delete mail?",
L"Delete UNREAD mail?",
};
// the sort header strings
STR16 pEmailHeaders[] =
{
L"From:",
L"Subject:",
L"Day:",
};
// email titlebar text
STR16 pEmailTitleText[] =
{
L"Mail Box",
};
// the financial screen strings
STR16 pFinanceTitle[] =
{
L"Bookkeeper Plus", //the name we made up for the financial program in the game
};
STR16 pFinanceSummary[] =
{
L"Credit:", // credit (subtract from) to player's account
L"Debit:", // debit (add to) to player's account
L"Yesterday's Actual Income:",
L"Yesterday's Other Deposits:",
L"Yesterday's Debits:",
L"Balance At Day's End:",
L"Today's Actual Income:",
L"Today's Other Deposits:",
L"Today's Debits:",
L"Current Balance:",
L"Forecasted Income:",
L"Projected Balance:", // projected balance for player for tommorow
};
// headers to each list in financial screen
STR16 pFinanceHeaders[] =
{
L"Day", // the day column
L"Credit", // the credits column (to ADD money to your account)
L"Debit", // the debits column (to SUBTRACT money from your account)
L"Transaction", // transaction type - see TransactionText below
L"Balance", // balance at this point in time
L"Page", // page number
L"Day(s)", // the day(s) of transactions this page displays
};
STR16 pTransactionText[] =
{
L"Accrued Interest", // interest the player has accumulated so far
L"Anonymous Deposit",
L"Transaction Fee",
L"Hired", // Merc was hired
L"Bobby Ray Purchase", // Bobby Ray is the name of an arms dealer
L"Settled Accounts at M.E.R.C.",
L"Medical Deposit for %s", // medical deposit for merc
L"IMP Profile Analysis", // IMP is the acronym for International Mercenary Profiling
L"Purchased Insurance for %s",
L"Reduced Insurance for %s",
L"Extended Insurance for %s", // johnny contract extended
L"Canceled Insurance for %s",
L"Insurance Claim for %s", // insurance claim for merc
L"a day", // merc's contract extended for a day
L"1 week", // merc's contract extended for a week
L"2 weeks", // ... for 2 weeks
L"Mine income",
L"", //String nuked
L"Purchased Flowers",
L"Full Medical Refund for %s",
L"Partial Medical Refund for %s",
L"No Medical Refund for %s",
L"Payment to %s", // %s is the name of the npc being paid
L"Transfer Funds to %s", // transfer funds to a merc
L"Transfer Funds from %s", // transfer funds from a merc
L"Equip militia in %s", // initial cost to equip a town's militia
L"Purchased items from %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
L"%s deposited money.",
L"Sold Item(s) to the Locals",
L"Facility Use", // HEADROCK HAM 3.6
L"Militia upkeep", // HEADROCK HAM 3.6
L"Ransom for released prisoners", // Flugente: prisoner system
};
STR16 pTransactionAlternateText[] =
{
L"Insurance for", // insurance for a merc
L"Ext. %s's contract by one day.", // entend mercs contract by a day
L"Ext. %s contract by 1 week.",
L"Ext. %s contract by 2 weeks.",
};
// helicopter pilot payment
STR16 pSkyriderText[] =
{
L"Skyrider was paid $%d", // skyrider was paid an amount of money
L"Skyrider is still owed $%d", // skyrider is still owed an amount of money
L"Skyrider has finished refueling", // skyrider has finished refueling
L"",//unused
L"",//unused
L"Skyrider is ready to fly once more.", // Skyrider was grounded but has been freed
L"Skyrider has no passengers. If it is your intention to transport mercs in this sector, assign them to Vehicle/Helicopter first.",
};
// strings for different levels of merc morale
STR16 pMoralStrings[] =
{
L"Great",
L"Good",
L"Stable",
L"Poor",
L"Panic",
L"Bad",
};
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
STR16 pLeftEquipmentString[] =
{
L"%s's equipment is now available in Omerta (A9).",
L"%s's equipment is now available in Drassen (B13).",
};
// Status that appears on the Map Screen
STR16 pMapScreenStatusStrings[] =
{
L"Health",
L"Energy",
L"Morale",
L"Condition", // the condition of the current vehicle (its "health")
L"Fuel", // the fuel level of the current vehicle (its "energy")
L"Poison", // for display of poisoning
L"Water", // drink level
L"Food", // food level
};
STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
L"Previous Merc (|L|e|f|t)", // previous merc in the list
L"Next Merc (|R|i|g|h|t)", // next merc in the list
};
STR16 pEtaString[] =
{
L"ETA:", // eta is an acronym for Estimated Time of Arrival
};
STR16 pTrashItemText[] =
{
L"You'll never see it again. You sure?", // do you want to continue and lose the item forever
L"This item looks REALLY important. Are you REALLY REALLY sure you want to trash it?", // does the user REALLY want to trash this item
};
STR16 pMapErrorString[] =
{
L"Squad can't move with a sleeping merc on it.",
//1-5
L"Move the squad above ground first.",
L"Movement orders? It's a hostile sector!",
L"Mercs must be assigned to a squad or vehicle in order to travel.",
L"You don't have any team members yet.", // you have no members, can't do anything
L"Merc can't comply.", // merc can't comply with your order
//6-10
L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
L"needs an escort to move. Place her on a squad with one.", // for a female
#ifdef JA2UB
L"Merc hasn't yet arrived in Tracona!",
#else
L"Merc hasn't yet arrived in Arulco!",
#endif
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.",
//11-15
L"Movement orders? There's a battle going on!",
L"You have been ambushed by bloodcats in sector %s!",
L"You have just entered what appears to be a bloodcat lair in sector %s!", // HEADROCK HAM 3.6: Added argument.
L"",
L"The SAM site in %s has been taken over.",
//16-20
L"The mine in %s has been taken over. Your daily income has been reduced to %s per day.",
L"The enemy has taken over sector %s uncontested.",
L"At least one of your mercs could not be put on this assignment.",
L"%s could not join %s as it is already full",
L"%s could not join %s as it is too far away.",
//21-25
L"The mine in %s has been captured by enemy forces!",
L"Enemy forces have just invaded the SAM site in %s",
L"Enemy forces have just invaded %s",
L"Enemy forces have just been spotted in %s.",
L"Enemy forces have just taken over %s.",
//26-30
L"At least one of your mercs is not tired.",
L"At least one of your mercs could not be woken up.",
L"Militia will not appear until they have finished training.",
L"%s cannot be given movement orders at this time.",
L"Militia that are not within town boundaries cannot be moved to another sector.",
//31-35
L"You can't have militia in %s.",
L"A vehicle can't move while empty!",
L"%s is too injured to travel!",
L"You must leave the museum first!",
L"%s is dead!",
//36-40
L"%s can't switch to %s because it's moving",
L"%s can't enter the vehicle that way",
L"%s can't join %s",
L"You can't compress time until you hire some new mercs!",
L"This vehicle can only travel along roads!",
//41-45
L"You can't reassign mercs who are on the move",
L"Vehicle is out of gas!",
L"%s is too tired to travel.",
L"Nobody aboard is able to drive the vehicle.",
L"One or more members of this squad can't move right now.",
//46-50
L"One or more of the OTHER mercs can't move right now.",
L"Vehicle is too damaged!",
L"Note that only two mercs may train militia in each sector.",
L"The robot can't move without its controller. Place them together in the same squad.",
};
// help text used during strategic route plotting
STR16 pMapPlotStrings[] =
{
L"Click again on the destination to confirm your final route, or click on another sector to place more waypoints.",
L"Travel route confirmed.",
L"Destination unchanged.",
L"Travel route canceled.",
L"Travel route shortened.",
};
// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
L"Click on the sector where you would like the mercs to arrive instead.",
L"OK. Arriving mercs will be dropped off in %s",
L"Mercs can't be flown there, the airspace isn't secured!",
L"Canceled. Arrival sector unchanged",
L"Airspace over %s is no longer secure! Arrival sector was moved to %s.",
};
// help text for mouse regions
STR16 pMiscMapScreenMouseRegionHelpText[] =
{
L"Enter Inventory (|E|n|t|e|r)",
L"Throw Item Away",
L"Exit Inventory (|E|n|t|e|r)",
};
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off his equipment in Omerta (A9).",
L"is about to leave and will drop off his equipment in Drassen (B13).",
L"%s is about to leave and will drop off his equipment in %s.",
};
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off her equipment in Omerta (A9).",
L"is about to leave and will drop off her equipment in Drassen (B13).",
L"%s is about to leave and will drop off her equipment in %s.",
};
STR16 pMercContractOverStrings[] =
{
L"'s contract ended, so he's gone home.", // merc's contract is over and has departed
L"'s contract ended, so she's gone home.", // merc's contract is over and has departed
L"'s contract was terminated, so he left.", // merc's contract has been terminated
L"'s contract was terminated, so she left.", // merc's contract has been terminated
L"You owe M.E.R.C. too much cash, so %s took off.", // Your M.E.R.C. account is invalid so merc left
};
// Text used on IMP Web Pages
// WDS: Allow flexible numbers of IMPs of each sex
// note: I only updated the English text to remove "three" below
STR16 pImpPopUpStrings[] =
{
L"Invalid authorization code",
L"You are about to restart the entire profiling process. Are you certain?",
L"Please enter a valid full name and gender",
L"Preliminary analysis of your financial status shows that you cannot afford a profile analysis.",
L"Not a valid option at this time.",
L"To complete an accurate profile, you must have room for at least one team member.",
L"Profile already completed.",
L"Cannot load I.M.P. character from disk.",
L"You have already reached the maximum number of I.M.P. characters.",
L"You have already the maximum number of I.M.P characters with that gender on your team.",
L"You cannot afford the I.M.P character.",
L"The new I.M.P character has joined your team.",
};
// button labels used on the IMP site
STR16 pImpButtonText[] =
{
L"About Us", // about the IMP site
L"BEGIN", // begin profiling
L"Skills", // personality section
L"Attributes", // personal stats/attributes section
L"Appearance", // changed from portrait
L"Voice %d", // the voice selection
L"Done", // done profiling
L"Start Over", // start over profiling
L"Yes, I choose the highlighted answer.",
L"Yes",
L"No",
L"Finished", // finished answering questions
L"Prev", // previous question..abbreviated form
L"Next", // next question
L"YES, I AM.", // yes, I am certain
L"NO, I WANT TO START OVER.", // no, I want to start over the profiling process
L"YES, I DO.",
L"NO",
L"Back", // back one page
L"Cancel", // cancel selection
L"Yes, I am certain.",
L"No, let me have another look.",
L"Registry", // the IMP site registry..when name and gender is selected
L"Analyzing", // analyzing your profile results
L"OK",
L"Character", // Change from "Voice"
};
STR16 pExtraIMPStrings[] =
{
// These texts have been also slightly changed
L"With your character traits chosen, it is time to select your skills.",
L"To complete the process, select your attributes.",
L"To commence actual profiling, select portrait, voice and colors.",
L"Now that you have completed your appearence choice, procced to character analysis.",
};
STR16 pFilesTitle[] =
{
L"File Viewer",
};
STR16 pFilesSenderList[] =
{
L"Recon Report", // the recon report sent to the player. Recon is an abbreviation for reconissance
L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Intercept #2", // second intercept file
L"Intercept #3", // third intercept file
L"Intercept #4", // fourth intercept file
L"Intercept #5", // fifth intercept file
L"Intercept #6", // sixth intercept file
};
// Text having to do with the History Log
STR16 pHistoryTitle[] =
{
L"History Log",
};
STR16 pHistoryHeaders[] =
{
L"Day", // the day the history event occurred
L"Page", // the current page in the history report we are in
L"Day", // the days the history report occurs over
L"Location", // location (in sector) the event occurred
L"Event", // the event label
};
// various history events
// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED.
// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS
// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN
// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS
// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME.
STR16 pHistoryStrings[] =
{
L"", // leave this line blank
//1-5
L"%s was hired from A.I.M.", // merc was hired from the aim site
L"%s was hired from M.E.R.C.", // merc was hired from the aim site
L"%s died.", // merc was killed
L"Settled Accounts at M.E.R.C.", // paid outstanding bills at MERC
L"Accepted Assignment From Enrico Chivaldori",
//6-10
L"IMP Profile Generated",
L"Purchased Insurance Contract for %s.", // insurance contract purchased
L"Canceled Insurance Contract for %s.", // insurance contract canceled
L"Insurance Claim Payout for %s.", // insurance claim payout for merc
L"Extended %s's contract by a day.", // Extented "mercs name"'s for a day
//11-15
L"Extended %s's contract by 1 week.", // Extented "mercs name"'s for a week
L"Extended %s's contract by 2 weeks.", // Extented "mercs name"'s 2 weeks
L"%s was dismissed.", // "merc's name" was dismissed.
L"%s quit.", // "merc's name" quit.
L"quest started.", // a particular quest started
//16-20
L"quest completed.",
L"Talked to head miner of %s", // talked to head miner of town
L"Liberated %s",
L"Cheat Used",
L"Food should be in Omerta by tomorrow",
//21-25
L"%s left team to become Daryl Hick's wife",
L"%s's contract expired.",
L"%s was recruited.",
L"Enrico complained about lack of progress",
L"Battle won",
//26-30
L"%s mine started running out of ore",
L"%s mine ran out of ore",
L"%s mine was shut down",
L"%s mine was reopened",
L"Found out about a prison called Tixa.",
//31-35
L"Heard about a secret weapons plant called Orta.",
L"Scientist in Orta donated a slew of rocket rifles.",
L"Queen Deidranna has a use for dead bodies.",
L"Frank talked about fighting matches in San Mona.",
L"A patient thinks he saw something in the mines.",
//36-40
L"Met someone named Devin - he sells explosives.",
L"Ran into the famous ex-AIM merc Mike!",
L"Met Tony - he deals in arms.",
L"Got a rocket rifle from Sergeant Krott.",
L"Gave Kyle the deed to Angel's leather shop.",
//41-45
L"Madlab offered to build a robot.",
L"Gabby can make stealth concoction for bugs.",
L"Keith is out of business.",
L"Howard provided cyanide to Queen Deidranna.",
L"Met Keith - all purpose dealer in Cambria.",
//46-50
L"Met Howard - deals pharmaceuticals in Balime",
L"Met Perko - runs a small repair business.",
L"Met Sam of Balime - runs a hardware shop.",
L"Franz deals in electronics and other goods.",
L"Arnold runs a repair shop in Grumm.",
//51-55
L"Fredo repairs electronics in Grumm.",
L"Received donation from rich guy in Balime.",
L"Met a junkyard dealer named Jake.",
L"Some bum gave us an electronic keycard.",
L"Bribed Walter to unlock the door to the basement.",
//56-60
L"If Dave has gas, he'll provide free fillups.",
L"Greased Pablo's palms.",
L"Kingpin keeps money in San Mona mine.",
L"%s won Extreme Fighting match",
L"%s lost Extreme Fighting match",
//61-65
L"%s was disqualified in Extreme Fighting",
L"Found a lot of money stashed in the abandoned mine.",
L"Encountered assassin sent by Kingpin.",
L"Lost control of sector", //ENEMY_INVASION_CODE
L"Defended sector",
//66-70
L"Lost battle", //ENEMY_ENCOUNTER_CODE
L"Fatal ambush", //ENEMY_AMBUSH_CODE
L"Wiped out enemy ambush",
L"Unsuccessful attack", //ENTERING_ENEMY_SECTOR_CODE
L"Successful attack!",
//71-75
L"Creatures attacked", //CREATURE_ATTACK_CODE
L"Killed by bloodcats", //BLOODCAT_AMBUSH_CODE
L"Slaughtered bloodcats",
L"%s was killed",
L"Gave Carmen a terrorist's head",
L"Slay left",
L"Killed %s",
};
STR16 pHistoryLocations[] =
{
L"N/A", // N/A is an acronym for Not Applicable
};
// icon text strings that appear on the laptop
STR16 pLaptopIcons[] =
{
L"E-mail",
L"Web",
L"Financial",
L"Personnel",
L"History",
L"Files",
L"Shut Down",
L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER
};
// bookmarks for different websites
// IMPORTANT make sure you move down the Cancel string as bookmarks are being added
STR16 pBookMarkStrings[] =
{
L"A.I.M.",
L"Bobby Ray's",
L"I.M.P",
L"M.E.R.C.",
L"Mortuary",
L"Florist",
L"Insurance",
L"Cancel",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
{
L"Bookmarks",
L"Right click to access this menu in the future.",
};
// When loading or download a web page
STR16 pDownloadString[] =
{
L"Downloading",
L"Reloading",
};
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
STR16 gsAtmSideButtonText[] =
{
L"OK",
L"Take", // take money from merc
L"Give", // give money to merc
L"Cancel", // cancel transaction
L"Clear", // clear amount being displayed on the screen
};
STR16 gsAtmStartButtonText[] =
{
L"Transfer $", // transfer money to merc -- short form
L"Stats", // view stats of the merc
L"Inventory", // view the inventory of the merc
L"Employment",
};
STR16 sATMText[ ]=
{
L"Transfer Funds?", // transfer funds to merc?
L"Ok?", // are we certain?
L"Enter Amount", // enter the amount you want to transfer to merc
L"Select Type", // select the type of transfer to merc
L"Insufficient Funds", // not enough money to transfer to merc
L"Amount must be a multiple of $10", // transfer amount must be a multiple of $10
};
// Web error messages. Please use foreign language equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator
STR16 pErrorStrings[] =
{
L"Error",
L"Server does not have DNS entry.",
L"Check URL address and try again.",
L"OK",
L"Intermittent Connection to Host. Expect longer transfer times.",
};
STR16 pPersonnelString[] =
{
L"Mercs:", // mercs we have
};
STR16 pWebTitle[ ]=
{
L"sir-FER 4.0", // our name for the version of the browser, play on company name
};
// The titles for the web program title bar, for each page loaded
STR16 pWebPagesTitles[] =
{
L"A.I.M.",
L"A.I.M. Members",
L"A.I.M. Mug Shots", // a mug shot is another name for a portrait
L"A.I.M. Sort",
L"A.I.M.",
L"A.I.M. Alumni",
L"A.I.M. Policies",
L"A.I.M. History",
L"A.I.M. Links",
L"M.E.R.C.",
L"M.E.R.C. Accounts",
L"M.E.R.C. Registration",
L"M.E.R.C. Index",
L"Bobby Ray's",
L"Bobby Ray's - Guns",
L"Bobby Ray's - Ammo",
L"Bobby Ray's - Armor",
L"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous
L"Bobby Ray's - Used",
L"Bobby Ray's - Mail Order",
L"I.M.P.",
L"I.M.P.",
L"United Floral Service",
L"United Floral Service - Gallery",
L"United Floral Service - Order Form",
L"United Floral Service - Card Gallery",
L"Malleus, Incus & Stapes Insurance Brokers",
L"Information",
L"Contract",
L"Comments",
L"McGillicutty's Mortuary",
L"",
L"URL not found.",
L"Bobby Ray's - Recent Shipments",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
{
L"Sir-Help",
L"Click Web Again for Bookmarks.",
};
STR16 pLaptopTitles[] =
{
L"Mail Box",
L"File Viewer",
L"Personnel",
L"Bookkeeper Plus",
L"History Log",
};
STR16 pPersonnelDepartedStateStrings[] =
{
//reasons why a merc has left.
L"Killed in Action",
L"Dismissed",
L"Other",
L"Married",
L"Contract Expired",
L"Quit",
};
// personnel strings appearing in the Personnel Manager on the laptop
STR16 pPersonelTeamStrings[] =
{
L"Current Team",
L"Departures",
L"Daily Cost:",
L"Highest Cost:",
L"Lowest Cost:",
L"Killed in Action:",
L"Dismissed:",
L"Other:",
};
STR16 pPersonnelCurrentTeamStatsStrings[] =
{
L"Lowest",
L"Average",
L"Highest",
};
STR16 pPersonnelTeamStatsStrings[] =
{
L"HLTH",
L"AGI",
L"DEX",
L"STR",
L"LDR",
L"WIS",
L"LVL",
L"MRKM",
L"MECH",
L"EXPL",
L"MED",
};
// horizontal and vertical indices on the map screen
STR16 pMapVertIndex[] =
{
L"X",
L"A",
L"B",
L"C",
L"D",
L"E",
L"F",
L"G",
L"H",
L"I",
L"J",
L"K",
L"L",
L"M",
L"N",
L"O",
L"P",
};
STR16 pMapHortIndex[] =
{
L"X",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"7",
L"8",
L"9",
L"10",
L"11",
L"12",
L"13",
L"14",
L"15",
L"16",
};
STR16 pMapDepthIndex[] =
{
L"",
L"-1",
L"-2",
L"-3",
};
// text that appears on the contract button
STR16 pContractButtonString[] =
{
L"Contract",
};
// text that appears on the update panel buttons
STR16 pUpdatePanelButtons[] =
{
L"Continue",
L"Stop",
};
// Text which appears when everyone on your team is incapacitated and incapable of battle
CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
L"You have been defeated in this sector!",
L"The enemy, having no mercy for the team's soul, devours each and every one of you!",
L"Your unconscious team members have been captured!",
L"Your team members have been taken prisoner by the enemy.",
};
//Insurance Contract.c
//The text on the buttons at the bottom of the screen.
STR16 InsContractText[] =
{
L"Previous",
L"Next",
L"Accept",
L"Clear",
};
//Insurance Info
// Text on the buttons on the bottom of the screen
STR16 InsInfoText[] =
{
L"Previous",
L"Next",
};
//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"Authorize",
L"Home",
L"Account #:",
L"Merc",
L"Days",
L"Rate", //5
L"Charge",
L"Total:",
L"Are you sure you want to authorize the payment of %s?", //the %s is a string that contains the dollar amount ( ex. "$150" )
};
// Merc Account Page buttons
STR16 MercAccountPageText[] =
{
// Text on the buttons on the bottom of the screen
L"Previous",
L"Next",
};
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
STR16 MercInfo[] =
{
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Experience Lvl",
L"Marksmanship",
L"Mechanical",
L"Explosive",
L"Medical",
L"Previous",
L"Hire",
L"Next",
L"Additional Info",
L"Home",
L"Hired",
L"Salary:",
L"per Day",
L"Gear:",
L"Total:",
L"Deceased",
L"You have a full team of mercs already.",
L"Buy Equipment?",
L"Unavailable",
L"Unsettled Bills",
L"Bio",
L"Inv",
};
// 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"Open Account",
L"Cancel",
L"You have no account. Would you like to open one?",
};
// For use at the M.E.R.C. web site. MERC Homepage
STR16 MercHomePageText[] =
{
//Description of various parts on the MERC page
L"Speck T. Kline, founder and owner",
L"To open an account press here",
L"To view account press here",
L"To view files press here",
// The version number on the video conferencing system that pops up when Speck is talking
L"Speck Com v3.2",
L"Transfer failed. No funds available.",
};
// For use at MiGillicutty's Web Page.
STR16 sFuneralString[] =
{
L"McGillicutty's Mortuary: Helping families grieve since 1983.",
L"Funeral Director and former A.I.M. mercenary Murray \"Pops\" McGillicutty is a highly skilled and experienced mortician.",
L"Having been intimately involved in death and bereavement throughout his life, Pops knows how difficult it can be.",
L"McGillicutty's Mortuary offers a wide range of bereavement services, from a shoulder to cry on to post-mortem reconstruction for badly disfigured remains.",
L"Let McGillicutty's Mortuary help you and your loved one rest in peace.",
// Text for the various links available at the bottom of the page
L"SEND FLOWERS",
L"CASKET & URN COLLECTION",
L"CREMATION SERVICES",
L"PRE- FUNERAL PLANNING SERVICES",
L"FUNERAL ETIQUETTE",
// The text that comes up when you click on any of the links ( except for send flowers ).
L"Regretably, the remainder of this site has not been completed due to a death in the family. Pending reading of the will and disbursement of assets, the site will be completed as soon as possible.",
L"Our sympathies do, however, go out to you at this trying time. Please come again.",
};
// Text for the florist Home page
STR16 sFloristText[] =
{
//Text on the button on the bottom of the page
L"Gallery",
//Address of United Florist
L"\"We air-drop anywhere\"",
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"We're fast and efficient!",
L"Next day delivery to most areas worldwide, guaranteed. Some restrictions apply.",
L"Lowest prices in the world, guaranteed!",
L"Show us a lower advertised price for any arrangements, and receive a dozen roses, absolutely free.",
L"Flying Flora, Fauna & Flowers Since 1981.",
L"Our decorated ex-bomber aviators will air-drop your bouquet within a ten mile radius of the requested location. Anytime - Everytime!",
L"Let us satisfy your floral fantasy.",
L"Let Bruce, our world-renowned floral designer, hand-pick the freshest, highest quality flowers from our very own greenhouse.",
L"And remember, if we don't have it, we can grow it - Fast!",
};
//Florist OrderForm
STR16 sOrderFormText[] =
{
//Text on the buttons
L"Back",
L"Send",
L"Clear",
L"Gallery",
L"Name of Bouquet:",
L"Price:", //5
L"Order Number:",
L"Delivery Date",
L"next day",
L"gets there when it gets there",
L"Delivery Location", //10
L"Additional Services",
L"Crushed Bouquet($10)",
L"Black Roses($20)",
L"Wilted Bouquet($10)",
L"Fruit Cake (if available)($10)", //15
L"Personal Sentiments:",
L"Due to the size of gift cards, your message can be no longer than 75 characters.",
L"...or select from one of our",
L"STANDARDIZED CARDS",
L"Billing Information",//20
//The text that goes beside the area where the user can enter their name
L"Name:",
};
//Florist Gallery.c
STR16 sFloristGalleryText[] =
{
//text on the buttons
L"Prev", //abbreviation for previous
L"Next", //abbreviation for next
L"Click on the selection you want to order.",
L"Please Note: there is an additional $10 fee for all wilted or crushed bouquets.",
//text on the button
L"Home",
};
//Florist Cards
STR16 sFloristCards[] =
{
L"Click on your selection",
L"Back",
};
// Text for Bobby Ray's Mail Order Site
STR16 BobbyROrderFormText[] =
{
L"Order Form", //Title of the page
L"Qty", // The number of items ordered
L"Weight (%s)", // The weight of the item
L"Item Name", // The name of the item
L"Unit Price", // the item's weight
L"Total", //5 // The total price of all of items of the same type
L"Sub-Total", // The sub total of all the item totals added
L"S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling
L"Grand Total", // The grand total of all item totals + the shipping and handling
L"Delivery Location",
L"Shipping Speed", //10 // See below
L"Cost (per %s.)", // The cost to ship the items
L"Overnight Express", // Gets deliverd the next day
L"2 Business Days", // Gets delivered in 2 days
L"Standard Service", // Gets delivered in 3 days
L"Clear Order",//15 // Clears the order page
L"Accept Order", // Accept the order
L"Back", // text on the button that returns to the previous page
L"Home", // Text on the button that returns to the home page
L"* Denotes Used Items", // Disclaimer stating that the item is used
L"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money
L"<NONE>", // Gets displayed when there is no valid city selected
L"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one
L"Package Weight**", // Displays the weight of the package
L"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package
L"Shipments",
};
STR16 BobbyRFilter[] =
{
// Guns
L"Pistol",
L"M. Pistol",
L"SMG",
L"Rifle",
L"SN Rifle",
L"AS Rifle",
L"MG",
L"Shotgun",
L"Heavy W.",
// Ammo
L"Pistol",
L"M. Pistol",
L"SMG",
L"Rifle",
L"SN Rifle",
L"AS Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc",
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knives",
L"Blunt W.",
L"Grenades",
L"Bombs",
L"Med. Kits",
L"Kits",
L"Face Items",
L"LBE Gear",
L"Optics", // Madd: new BR filters
L"Grip/LAM",
L"Muzzle",
L"Stock",
L"Mag/Trig.",
L"Other Att.",
L"Misc.",
};
// This text is used when on the various Bobby Ray Web site pages that sell items
STR16 BobbyRText[] =
{
L"To Order", // Title
// instructions on how to order
L"Click on the item(s). For more than one, keep on clicking. Right click for less. Once you've selected all you'd like to buy, go on to the order form.",
//Text on the buttons to go the various links
L"Previous Items", //
L"Guns", //3
L"Ammo", //4
L"Armor", //5
L"Misc.", //6 //misc is an abbreviation for miscellaneous
L"Used", //7
L"More Items",
L"ORDER FORM",
L"Home", //10
//The following 2 lines are used on the Ammunition page.
//They are used for help text to display how many items the player's merc has
//that can use this type of ammo
L"Your team has",//11
L"weapon(s) that use this type of ammo", //12
//The following lines provide information on the items
L"Weight:", // Weight of all the items of the same type
L"Cal:", // the caliber of the gun
L"Size:", // number of rounds of ammo the Magazine can hold
L"Rng:", // The range of the gun
L"Dam:", // Damage of the weapon
L"ROF:", // Weapon's Rate Of Fire, acronym ROF
L"AP:", // Weapon's Action Points, acronym AP
L"Stun:", // Weapon's Stun Damage
L"Protect:", // Armour's Protection
L"Camo:", // Armour's Camouflage
L"Cost:", // Cost of the item
L"In stock:", // The number of items still in the store's inventory
L"Qty on Order:", // The number of items on order
L"Damaged", // If the item is damaged
L"Weight:", // the Weight of the item
L"SubTotal:", // The total cost of all items on order
L"* %% Functional", // 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"Darn! This on-line order form will only accept " ,//First part
L" items per order. If you're looking to order more stuff (and we hope you are), kindly make a separate order and accept our apologies.", //Second part
// A popup that tells the user that they are trying to order more items then the store has in stock
L"Sorry. We don't have any more of that in stock right now. Please try again later.",
//A popup that tells the user that the store is temporarily sold out
L"Sorry, but we are currently out of stock on all items of that type.",
};
// Text for Bobby Ray's Home Page
STR16 BobbyRaysFrontText[] =
{
//Details on the web site
L"This is the place to be for the newest and hottest in weaponry and military supplies",
L"We can find the perfect solution for all your explosives needs",
L"Used and refitted items",
//Text for the various links to the sub pages
L"Miscellaneous",
L"GUNS",
L"AMMUNITION", //5
L"ARMOR",
//Details on the web site
L"If we don't sell it, you can't get it!",
L"Under Construction",
};
// Text for the AIM page.
// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page
STR16 AimSortText[] =
{
L"A.I.M. Members", // Title
// Title for the way to sort
L"Sort By:",
// sort by...
L"Price",
L"Experience",
L"Marksmanship",
L"Mechanical",
L"Explosives",
L"Medical",
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Name",
//Text of the links to other AIM pages
L"View the mercenary mug shot index",
L"Review the individual mercenary's file",
L"Browse the A.I.M. Alumni Gallery",
// text to display how the entries will be sorted
L"Ascending",
L"Descending",
};
//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"Previous Page",
L"AIM HomePage",
L"Policy Index",
L"Next Page",
L"Disagree",
L"Agree",
};
//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"Left Click",
L"to Contact Merc.",
L"Right Click",
L"for Mug Shot Index.",
};
//Aim Member.c
//The page in which the players hires AIM mercenaries
STR16 CharacterInfo[] =
{
// The various attributes of the merc
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Experience Lvl",
L"Marksmanship",
L"Mechanical",
L"Explosive",
L"Medical", //10
// the contract expenses' area
L"Fee",
L"Contract",
L"one day",
L"one week",
L"two weeks",
// text for the buttons that either go to the previous merc,
// start talking to the merc, or go to the next merc
L"Previous",
L"Contact",
L"Next",
L"Additional Info", // Title for the additional info for the merc's bio
L"Active Members", //20 // Title of the page
L"Optional Gear:", // Displays the optional gear cost
L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's
L"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed
L"Kit 1", // Text on Starting Gear Selection Button 1
L"Kit 2", // Text on Starting Gear Selection Button 2
L"Kit 3", // Text on Starting Gear Selection Button 3
L"Kit 4", // Text on Starting Gear Selection Button 4
L"Kit 5", // Text on Starting Gear Selection Button 5
};
//Aim Member.c
//The page in which the player's hires AIM mercenaries
//The following text is used with the video conference popup
STR16 VideoConfercingText[] =
{
L"Contract Charge:", //Title beside the cost of hiring the merc
//Text on the buttons to select the length of time the merc can be hired
L"One Day",
L"One Week",
L"Two Weeks",
//Text on the buttons to determine if you want the merc to come with the equipment
L"No Equipment",
L"Buy Equipment",
// Text on the Buttons
L"TRANSFER FUNDS", // to actually hire the merc
L"CANCEL", // go back to the previous menu
L"HIRE", // go to menu in which you can hire the merc
L"HANG UP", // stops talking with the merc
L"OK",
L"LEAVE MESSAGE", // if the merc is not there, you can leave a message
//Text on the top of the video conference popup
L"Video Conferencing with",
L"Connecting. . .",
L"with medical" // 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"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc
L"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1
L"INSUFFICIENT FUNDS", // 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"On Assignment",
L"Please Leave Message",
L"Deceased",
//If you try to hire more mercs than game can support
L"You have a full team of mercs already.",
L"Pre-recorded message",
L"Message recorded",
};
//AIM Link.c
STR16 AimLinkText[] =
{
L"A.I.M. Links", //The title of the AIM links page
};
//Aim History
// This page displays the history of AIM
STR16 AimHistoryText[] =
{
L"A.I.M. History", //Title
// Text on the buttons at the bottom of the page
L"Previous Page",
L"Home",
L"A.I.M. Alumni",
L"Next Page",
};
//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"Price",
L"Experience",
L"Marksmanship",
L"Mechanical",
L"Explosives",
L"Medical",
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Name",
// The title of the page, the above text gets added at the end of this text
L"A.I.M. Members Sorted Ascending By %s",
L"A.I.M. Members Sorted Descending By %s",
// Instructions to the players on what to do
L"Left Click",
L"To Select Merc", //10
L"Right Click",
L"For Sorting Options",
// Gets displayed on top of the merc's portrait if they are...
L"Away",
L"Deceased", //14
L"On Assign",
};
//AimArchives.
// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM
STR16 AimAlumniText[] =
{
// Text of the buttons
L"PAGE 1",
L"PAGE 2",
L"PAGE 3",
L"A.I.M. Alumni", // Title of the page
L"DONE" // Stops displaying information on selected merc
};
//AIM Home Page
STR16 AimScreenText[] =
{
// AIM disclaimers
L"A.I.M. and the A.I.M. logo are registered trademarks in most countries.",
L"So don't even think of trying to copy us.",
L"Copyright 2005 A.I.M., Ltd. All rights reserved.", //1.13 modified to 2005
//Text for an advertisement that gets displayed on the AIM page
L"United Floral Service",
L"\"We air-drop anywhere\"", //10
L"Do it right",
L"... the first time",
L"Guns and stuff, if we dont have it, you dont need it.",
};
//Aim Home Page
STR16 AimBottomMenuText[] =
{
//Text for the links at the bottom of all AIM pages
L"Home",
L"Members",
L"Alumni",
L"Policies",
L"History",
L"Links",
};
//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"MERCHANDISE IN STOCK", //Header for the merchandise available
L"PAGE", //The current store inventory page being displayed
L"TOTAL COST", //The total cost of the the items in the Dealer inventory area
L"TOTAL VALUE", //The total value of items player wishes to sell
L"EVALUATE", //Button text for dealer to evaluate items the player wants to sell
L"TRANSACTION", //Button text which completes the deal. Makes the transaction.
L"DONE", //Text for the button which will leave the shopkeeper interface.
L"REPAIR COST", //The amount the dealer will charge to repair the merc's goods
L"1 HOUR", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"%d HOURS", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"REPAIRED", // Text appearing over an item that has just been repaired by a NPC repairman dealer
L"There is not enough room in your offer area.", //Message box that tells the user there is no more room to put there stuff
L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired
L"Drop Item To Ground.",
};
//ShopKeeper Interface
//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine
STR16 SkiAtmText[] =
{
//Text on buttons on the banking machine, displayed at the bottom of the page
L"0",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"7",
L"8",
L"9",
L"OK", // Transfer the money
L"Take", // Take money from the player
L"Give", // Give money to the player
L"Cancel", // Cancel the transfer
L"Clear", // Clear the money display
};
//Shopkeeper Interface
STR16 gzSkiAtmText[] =
{
// Text on the bank machine panel that....
L"Select Type", // tells the user to select either to give or take from the merc
L"Enter Amount", // Enter the amount to transfer
L"Transfer Funds To Merc", // Giving money to the merc
L"Transfer Funds From Merc", // Taking money from the merc
L"Insufficient Funds", // Not enough money to transfer
L"Balance", // Display the amount of money the player currently has
};
STR16 SkiMessageBoxText[] =
{
L"Do you want to deduct %s from your main account to cover the difference?",
L"Not enough funds. You're short %s",
L"Do you want to deduct %s from your main account to cover the cost?",
L"Ask the dealer to start the transaction",
L"Ask the dealer to repair the selected items",
L"End conversation",
L"Current Balance",
};
//OptionScreen.c
STR16 zOptionsText[] =
{
//button Text
L"Save Game",
L"Load Game",
L"Quit",
L"Next",
L"Prev",
L"Done",
//Text above the slider bars
L"Effects",
L"Speech",
L"Music",
//Confirmation pop when the user selects..
L"Quit game and return to the main menu?",
L"You need either the Speech option, or the Subtitle option to be enabled.",
};
//SaveLoadScreen
STR16 zSaveLoadText[] =
{
L"Save Game",
L"Load Game",
L"Cancel",
L"Save Selected",
L"Load Selected",
L"Saved the game successfully",
L"ERROR saving the game!",
L"Loaded the game successfully",
L"ERROR loading the game!",
L"The game version in the saved game file is different than the current version. It is most likely safe to continue. Continue?",
L"The saved game files may be invalidated. Do you want them all deleted?",
//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"Save version has changed. Please report if there any problems. Continue?",
#else
L"Attempting to load an older version save. Automatically update and load the save?",
#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"Save version and game version have changed. Please report if there are any problems. Continue?",
#else
L"Attempting to load an older version save. Automatically update and load the save?",
#endif
L"Are you sure you want to overwrite the saved game in slot #%d?",
L"Do you want to load the game from slot #",
//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"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
L"Saving", //When saving a game, a message box with this string appears on the screen
L"Normal Guns",
L"Tons of Guns",
L"Realistic style",
L"Sci Fi style",
L"Difficulty",
L"Platinum Mode", //Placeholder English
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity",
};
//MapScreen
STR16 zMarksMapScreenText[] =
{
L"Map Level",
L"You have no militia. You need to train town residents in order to have a town militia.",
L"Daily Income",
L"Merc has life insurance",
L"%s isn't tired.",
L"%s is on the move and can't sleep",
L"%s is too tired, try a little later.",
L"%s is driving.",
L"Squad can't move with a sleeping merc on it.",
// stuff for contracts
L"While you can pay for the contract, you don't have the bucks to cover this merc's life insurance premium.",
L"%s insurance premium will cost %s for %d extra day(s). Do you want to pay?",
L"Sector Inventory",
L"Merc has a medical deposit.",
// other items
L"Medics", // people acting a field medics and bandaging wounded mercs
L"Patients", // people who are being bandaged by a medic
L"Done", // Continue on with the game after autobandage is complete
L"Stop", // Stop autobandaging of patients by medics now
L"Sorry. This option has been disabled in this demo.", // informs player this option/button has been disabled in the demo
L"%s doesn't have a repair kit.",
L"%s doesn't have a medical kit.",
L"There aren't enough people willing to be trained right now.",
L"%s is full of militia.",
L"Merc has a finite contract.",
L"Merc's contract is not insured",
L"Map Overview", // 24
// HEADROCK HAM 4: Prompt messages when turning on Mobile Militia Restrictions view.
L"You currently have no Mobile Militia. Return to this view mode once you've recruited some.",
L"This view shows where your Mobile Militia can and cannot go. GREY = Mobile Militia refuse to go here. RED = Mobile Militia can go here, but you've told them not to. YELLOW = Mobile Militia can enter this sector, but not leave. GREEN = Mobile Militia can go here freely. Right click a Green/Yellow sector to cycle its behavior.",
};
STR16 pLandMarkInSectorString[] =
{
L"Squad %d has noticed someone in sector %s",
L"Squad %s has noticed someone in sector %s",
};
// confirm the player wants to pay X dollars to build a militia force in town
STR16 pMilitiaConfirmStrings[] =
{
L"Training a squad of town militia will cost $", // telling player how much it will cost
L"Approve expenditure?", // asking player if they wish to pay the amount requested
L"You can't afford it.", // telling the player they can't afford to train this town
L"Continue training militia in %s (%s %d)?", // continue training this town?
L"Cost $", // the cost in dollars to train militia
L"( Y/N )", // abbreviated yes/no
L"", // unused
L"Training town militia in %d sectors will cost $ %d. %s", // cost to train sveral sectors at once
L"You cannot afford the $%d to train town militia here.",
L"%s needs a loyalty of %d percent for you to be able to continue training militia.",
L"You cannot train the militia in %s any further.",
L"You cannot afford the $%d to train mobile militia here.", // HEADROCK HAM 3.6: Mobile Militia
L"Continue training mobile militia in %s (%s %d)?", // HEADROCK HAM 3.6: Mobile Militia
L"Training mobile militia in %d sectors will cost $ %d. %s", // HEADROCK HAM 3.6: Mobile Militia
L"Training a squad of mobile militia will cost $", // HEADROCK HAM 3.6: Mobile Militia
};
//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"You can only withdraw up to $20,000 at a time.",
L"Are you sure you want to deposit the %s into your account?",
};
STR16 gzCopyrightText[] =
{
L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.",
};
//option Text
STR16 zOptionsToggleText[] =
{
L"Speech",
L"Mute Confirmations",
L"Subtitles",
L"Pause Text Dialogue",
L"Animate Smoke",
L"Blood & Gore",
L"Never move my Mouse",
L"Old selection Method",
L"Show Movement Path",
L"Show Misses",
L"Real Time Confirmation",
L"Display sleep/wake Notifications",
L"Use Metric System",
L"Merc Lights during Movement",
L"Snap Cursor to Mercs",
L"Snap Cursor to Doors",
L"Make Items Glow",
L"Show Tree Tops",
L"Show Wireframes",
L"Show 3D Cursor",
L"Show Chance to Hit on Cursor",
L"GL Burst uses Burst Cursor",
L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO
L"High angle Grenade Launching",
L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO
L"Space selects next Squad",
L"Show Item Shadow",
L"Show Weapon Ranges in Tiles",
L"Tracer Effect for Single Shot",
L"Rain Noises",
L"Allow Crows",
L"Show Soldier Tooltips",
L"Tactical End-Turn Save",
L"Silent Skyrider",
L"Enhanced Description Box",
L"Forced Turn Mode", // add forced turn mode
L"Stat Progress Bars", // Show progress towards stat increase
L"Alternate Strategy Map Colors", // Change color scheme of Strategic Map
L"Alternate Bullet Graphics", // Show alternate bullet graphics (tracers)
L"Show Merc Ranks", // shows mercs ranks
L"Show Face Gear Graphics",
L"Show Face Gear Icons",
L"Disable Cursor Swap", // Disable Cursor Swap
L"Quiet Training", // Madd: mercs don't say quotes while training
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns
#ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0
#endif
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv
L"Mark Remaining Hostiles",
L"Show LBE Content",
L"Invert mouse wheel",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
L"--DEBUG OPTIONS--", // an example options screen options header (pure text)
L"Walk in formations", // when multiple mercs are selected, they will try to keep their relative distances
L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation.
L"Reset ALL game options", // failsafe show/hide option to reset all options
L"Do you really want to reset?", // a do once and reset self option (button like effect)
L"Debug Options in other builds", // allow debugging in release or mapeditor
L"DEBUG Render Option group", // an example option that will show/hide other options
L"Render Mouse Regions", // an example of a DEBUG build option
L"-----------------", // an example options screen options divider (pure text)
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
L"THE_LAST_OPTION",
};
//This is the help text associated with the above toggles.
STR16 zOptionsScreenHelpText[] =
{
// HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better.
//speech
L"Keep this option ON if you want to hear character dialogue.",
//Mute Confirmation
L"Turns characters' verbal confirmations on or off.",
//Subtitles
L"Controls whether on-screen text is displayed for dialogue.",
//Key to advance speech
L"If Subtitles are ON, turn this on also to be able to take your time reading NPC dialogue.",
//Toggle smoke animation
L"Turn off this option if animating smoke slows down your game's framerate.",
//Blood n Gore
L"Turn this option OFF if blood offends you.",
//Never move my mouse
L"Turn this option OFF to have your mouse automatically move over pop-up confirmation boxes when they appear.",
//Old selection method
L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
//Show movement path
L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
//show misses
L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
//Real Time Confirmation
L"When ON, an additional \"safety\" click will be required for movement in Real-time.",
//Sleep/Wake notification
L"When ON, you will be notified when mercs on \"assignment\" go to sleep and resume work.",
//Use the metric system
L"When ON, uses the metric system for measurements; otherwise it uses the Imperial system.",
//Merc Lighted movement
L"When ON, the merc will light the ground while walking. Turn OFF for faster frame rate.",
//Smart cursor
L"When ON, moving the cursor near your mercs will automatically highlight them.",
//snap cursor to the door
L"When ON, moving the cursor near a door will automatically position the cursor over the door.",
//glow items
L"When ON, |Items continuously glow",
//toggle tree tops
L"When ON, shows the |Tree tops.",
//toggle wireframe
L"When ON, displays |Wireframes for obscured walls.",
L"When ON, the movement cursor is shown in 3D. ( |Home )",
// Options for 1.13
L"When ON, the chance to hit is shown on the cursor.",
L"When ON, GL burst uses burst cursor.",
L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO
L"When ON, grenade launchers fire grenades at higher angles (|Q).",
L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO
L"When ON, |S|p|a|c|e selects next squad automatically.",
L"When ON, item shadows will be shown.",
L"When ON, weapon ranges will be shown in tiles.",
L"When ON, tracer effect will be shown for single shots.",
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved in 2 alternate save slots after each player's turn.",
L"When ON, Skyrider will not talk anymore.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, turn base mode persists untill sector is free (|C|t|r|l+|S|h|i|f|t+|A|l|t+|T).", // add forced turn mode
L"When ON, shows character progress towards gaining levels.",
L"When ON, the strategic map will be colored differently based on exploration.",
L"When ON, alternate bullet graphics will be shown when you shoot.",
L"When ON, ranks will be displayed before merc names in the strategic view.",
L"When ON, you will see the equipped face gear on the merc portraits.",
L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.",
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.",
L"When ON, mercs will not report progress during training.",
L"When ON, mercs will not report progress during repairing.",
L"When ON, mercs will not report progress during doctoring.",
L"When ON, AI turns will be much faster.",
#ifdef ENABLE_ZOMBIES
L"When ON, zombies will spawn. Be aware!", // allow zombies
#endif
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.",
L"When ON, approximate locations of the last enemies in the sector are highlighted.",
L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.",
L"When ON, inverts mouse wheel directions.",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text)
L"When multiple mercs are selected, they will try to keep their relative distances",
L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.",
L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options
L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect)
L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor
L"Toggle to display debugging render options", // an example option that will show/hide other options
L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
L"TOPTION_LAST_OPTION",
};
STR16 gzGIOScreenText[] =
{
L"INITIAL GAME SETTINGS",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Game Style",
L"Realistic",
L"Sci Fi",
#endif
L"Platinum",
L"Available Arsenal", // changed by SANDRO
L"Tons of Guns",
L"Reduced", // changed by SANDRO
L"Difficulty Level",
L"Novice",
L"Experienced",
L"Expert",
L"INSANE",
L"Start",
L"Cancel",
L"Extra Difficulty",
L"Save Anytime",
L"Iron Man",
L"Disabled for Demo",
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
L"Inventory / Attachments",
L"NOT USED",
L"NOT USED",
L"Load MP Game",
L"INITIAL GAME SETTINGS (Only the server settings take effect)",
// Added by SANDRO
L"Skill Traits",
L"Old",
L"New",
L"Max IMP Characters",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
L"Progress Speed of Item Choices",
L"Very Slow",
L"Slow",
L"Normal",
L"Fast",
L"Very Fast",
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
//L"Faster Bobby Ray Shipments",
L"Inventory Manipulation Costs AP",
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Merc Story Backgrounds",
L"Food System",
L"Bobby Ray Quantity",
};
STR16 gzMPJScreenText[] =
{
L"MULTIPLAYER",
L"Join",
L"Host",
L"Cancel",
L"Refresh",
L"Player Name",
L"Server IP",
L"Port",
L"Server Name",
L"# Plrs",
L"Version",
L"Game Type",
L"Ping",
L"You must enter a player name.",
L"You must enter a valid server IP address. For example: 84.114.195.239",
L"You must enter a valid Server Port between 1 and 65535.",
};
STR16 gzMPJHelpText[] =
{
L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.",
L"HOST",
L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.",
L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com",
L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.",
L"Click on 'Host' to host a new Multiplayer Game.",
L"JOIN",
L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.",
L"Enter the external IP and the Port number from the host.",
L"Click on 'Join' to join an already hosted Multiplayer Game.",
};
STR16 gzMPHScreenText[] =
{
L"HOST GAME",
L"Start",
L"Cancel",
L"Server Name",
L"Game Type",
L"Deathmatch",
L"Team-Deathmatch",
L"Co-Operative",
L"Maximum Players",
L"Maximum Mercs",
L"Merc Selection",
L"Merc Hiring",
L"Hired by Player",
L"Starting Cash",
L"Allow Hiring Same Merc",
L"Report Hired Mercs",
L"Bobby Rays",
L"Sector Starting Edge",
L"You must enter a server name",
L"",
L"",
L"Starting Time",
L"",
L"",
L"Weapon Damage",
L"",
L"Timed Turns",
L"",
L"Enable Civilians in CO-OP",
L"",
L"Maximum Enemies in CO-OP",
L"Synchronize Game Directory",
L"MP Sync. Directory",
L"You must enter a file transfer directory.",
L"(Use '/' instead of '\\' for directory delimiters.)",
L"The specified synchronisation directory does not exist.",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
// Max. Enemies / Report Hired Merc / Enable Civs in CO-OP
L"Yes",
L"No",
// Starting Time
L"Morning",
L"Afternoon",
L"Night",
// Starting Cash
L"Low",
L"Medium",
L"Heigh",
L"Unlimited",
// Time Turns
L"Never",
L"Slow",
L"Medium",
L"Fast",
// Weapon Damage
L"Very low",
L"Low",
L"Normal",
// Merc Hire
L"Random",
L"Normal",
// Sector Edge
L"Random",
L"Selectable",
// Bobby Ray / Hire same merc
L"Disable",
L"Allow",
};
STR16 pDeliveryLocationStrings[] =
{
L"Austin", //Austin, Texas, USA
L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home)
L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names...
L"Hong Kong", //Hong Kong, Hong Kong
L"Beirut", //Beirut, Lebanon (Middle East)
L"London", //London, England
L"Los Angeles", //Los Angeles, California, USA (SW corner of USA)
L"Meduna", //Meduna -- the other airport in JA2 that you can receive items.
L"Metavira", //The island of Metavira was the fictional location used by JA1
L"Miami", //Miami, Florida, USA (SE corner of USA)
L"Moscow", //Moscow, USSR
L"New York", //New York, New York, USA
L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made!
L"Paris", //Paris, France
L"Tripoli", //Tripoli, Libya (eastern Mediterranean)
L"Tokyo", //Tokyo, Japan
L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border)
};
STR16 pSkillAtZeroWarning[] =
{ //This string is used in the IMP character generation. It is possible to select 0 ability
//in a skill meaning you can't use it. This text is confirmation to the player.
L"Are you sure? A value of zero means NO ability in this skill.",
};
STR16 pIMPBeginScreenStrings[] =
{
L"( 8 Characters Max )",
};
STR16 pIMPFinishButtonText[ 1 ]=
{
L"Analyzing",
};
STR16 pIMPFinishStrings[ ]=
{
L"Thank You, %s", //%s is the name of the merc
};
// the strings for imp voices screen
STR16 pIMPVoicesStrings[] =
{
L"Voice",
};
STR16 pDepartedMercPortraitStrings[ ]=
{
L"Killed in Action",
L"Dismissed",
L"Other",
};
// title for program
STR16 pPersTitleText[] =
{
L"Personnel Manager",
};
// paused game strings
STR16 pPausedGameText[] =
{
L"Game Paused",
L"Resume Game (|P|a|u|s|e)",
L"Pause Game (|P|a|u|s|e)",
};
STR16 pMessageStrings[] =
{
L"Exit Game?",
L"OK",
L"YES",
L"NO",
L"CANCEL",
L"REHIRE",
L"LIE",
L"No description", //Save slots that don't have a description.
L"Game Saved.",
L"Game Saved.",
L"QuickSave", //10 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"Day",
L"Mercs",
L"Empty Slot", //An empty save game slot
L"Demo", //Demo of JA2
L"Debug", //State of development of a project (JA2) that is a debug build
L"Release", //Release build for JA2
L"rpm", //20 Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
L"min", //Abbreviation for minute.
L"m", //One character abbreviation for meter (metric distance measurement unit).
L"rnds", //Abbreviation for rounds (# of bullets)
L"kg", //Abbreviation for kilogram (metric weight measurement unit)
L"lb", //Abbreviation for pounds (Imperial weight measurement unit)
L"Home", //Home as in homepage on the internet.
L"USD", //Abbreviation to US dollars
L"n/a", //Lowercase acronym for not applicable.
L"Meanwhile", //Meanwhile
L"%s has arrived in sector %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying
//SirTech
L"Version",
L"Empty Quick Save Slot",
L"This slot is reserved for Quick Saves made from the tactical and map screens using ALT+S.",
L"Opened",
L"Closed",
L"You are running low on disk space. You only have %sMB free and Jagged Alliance 2 v1.13 requires %sMB.",
L"Hired %s from AIM",
L"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
L"%s has taken the drug.", //'Merc name' has taken the drug
L"%s has no medical skill",//40 'Merc name' has no medical skill.
//CDRom errors (such as ejecting CD while attempting to read the CD)
L"The integrity of the game has been compromised.",
L"ERROR: Ejected CD-ROM",
//When firing heavier weapons in close quarters, you may not have enough room to do so.
L"There is no room to fire from here.",
//Can't change stance due to objects in the way...
L"Cannot change stance at this time.",
//Simple text indications that appear in the game, when the merc can do one of these things.
L"Drop",
L"Throw",
L"Pass",
L"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise,
//must notify SirTech.
L"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above.
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
L" attached]", // 50
//Cheat modes
L"Cheat level ONE reached",
L"Cheat level TWO reached",
//Toggling various stealth modes
L"Squad on stealth mode.",
L"Squad off stealth mode.",
L"%s on stealth mode.",
L"%s off stealth mode.",
//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"Extra Wireframes On",
L"Extra Wireframes Off",
//These are used in the cheat modes for changing levels in the game. Going from a basement level to
//an upper level, etc.
L"Can't go up from this level...",
L"There are no lower levels...", // 60
L"Entering basement level %d...",
L"Leaving basement...",
L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun
L"Follow mode OFF.",
L"Follow mode ON.",
L"3D Cursor OFF.",
L"3D Cursor ON.",
L"Squad %d active.",
L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Skip", // 70
L"%s cannot leave alone.",
L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"%s drank some %s",
L"A package has arrived in Drassen.",
L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %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"History log updated.",
L"Grenade Bursts use Targeting Cursor (Spread fire enabled)",
L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)",
L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO
L"Disabled Soldier Tooltips", // Changed from Drop All Off - SANDRO
L"Grenade Launchers fire at standard angles",
L"Grenade Launchers fire at higher angles",
// forced turn mode strings
L"Forced Turn Mode",
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
L"Successfully Saved the Game into the End Turn Auto Save slot.",
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
L"Client",
L"You cannot use the Old Inventory and the New Attachment System at the same time.", // 90
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
// Lock / release mouse in windowed mode (window boundary)
L"Locking mouse cursor to stay within window boundary.", // 104
L"Releasing mouse cursor to move outside window boundary.", // 105
L"Mercenaries walk in formations",
L"Mercenaries stop walking in formations",
};
CHAR16 ItemPickupHelpPopup[][40] =
{
L"OK",
L"Scroll Up",
L"Select All",
L"Scroll Down",
L"Cancel",
};
STR16 pDoctorWarningString[] =
{
L"%s isn't close enough to be healed.",
L"Your medics were unable to completely bandage everyone.",
};
STR16 pMilitiaButtonsHelpText[] =
{
L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button
L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops",
L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops",
L"Distribute available militia equally among all sectors",
};
STR16 pMapScreenJustStartedHelpText[] =
{
L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going
#ifdef JA2UB
L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#else
L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
{
L"Error. Missing or corrupted file(s). Game will exit now.",
};
STR16 gzLaptopHelpText[] =
{
//Buttons:
L"View email",
L"Browse various web sites",
L"View files and email attachments",
L"Read log of events",
L"View team info",
L"View financial summary and history",
L"Close laptop",
//Bottom task bar icons (if they exist):
L"You have new mail",
L"You have new file(s)",
//Bookmarks:
L"Association of International Mercenaries",
L"Bobby Ray's online weapon mail order",
L"Institute of Mercenary Profiling",
L"More Economic Recruiting Center",
L"McGillicutty's Mortuary",
L"United Floral Service",
L"Insurance Brokers for A.I.M. contracts",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
STR16 gzHelpScreenText[] =
{
L"Exit help screen",
};
STR16 gzNonPersistantPBIText[] =
{
L"There is a battle in progress. You can only retreat from the tactical screen.",
L"|Enter sector to continue the current battle in progress.",
L"|Automatically resolves the current battle.",
L"You can't automatically resolve a battle when you are the attacker.",
L"You can't automatically resolve a battle while you are being ambushed.",
L"You can't automatically resolve a battle while you are fighting creatures in the mines.",
L"You can't automatically resolve a battle while there are hostile civilians.",
L"You can't automatically resolve a battle while there are bloodcats.",
L"BATTLE IN PROGRESS",
L"You cannot retreat at this time.",
};
STR16 gzMiscString[] =
{
L"Your militia continue to battle without the aid of your mercs...",
L"The vehicle does not need anymore fuel right now.",
L"The fuel tank is %d%% full.",
L"Deidranna's army has regained complete control over %s.",
L"You have lost a refueling site.",
};
STR16 gzIntroScreen[] =
{
L"Cannot find intro video",
};
// 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 hears a %s sound coming from %s.",
L"%s hears a %s sound of MOVEMENT coming from %s.",
L"%s hears a %s CREAKING coming from %s.",
L"%s hears a %s SPLASHING coming from %s.",
L"%s hears a %s IMPACT coming from %s.",
L"%s hears a %s EXPLOSION to %s.",
L"%s hears a %s SCREAM to %s.",
L"%s hears a %s IMPACT to %s.",
L"%s hears a %s IMPACT to %s.",
L"%s hears a %s SHATTERING coming from %s.",
L"%s hears a %s SMASH coming from %s.",
};
STR16 wMapScreenSortButtonHelpText[] =
{
L"Sort by Name (|F|1)",
L"Sort by Assignment (|F|2)",
L"Sort by Sleep Status (|F|3)",
L"Sort by Location (|F|4)",
L"Sort by Destination (|F|5)",
L"Sort by Departure Time (|F|6)",
};
STR16 BrokenLinkText[] =
{
L"Error 404",
L"Site not found.",
};
STR16 gzBobbyRShipmentText[] =
{
L"Recent Shipments",
L"Order #",
L"Number Of Items",
L"Ordered On",
};
STR16 gzCreditNames[]=
{
L"Chris Camfield",
L"Shaun Lyng",
L"Kris Märnes",
L"Ian Currie",
L"Linda Currie",
L"Eric \"WTF\" Cheng",
L"Lynn Holowka",
L"Norman \"NRG\" Olsen",
L"George Brooks",
L"Andrew Stacey",
L"Scot Loving",
L"Andrew \"Big Cheese\" Emmons",
L"Dave \"The Feral\" French",
L"Alex Meduna",
L"Joey \"Joeker\" Whelan",
};
STR16 gzCreditNameTitle[]=
{
L"Game Internals Programmer", // Chris Camfield
L"Co-designer/Writer", // Shaun Lyng
L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes
L"Producer/Co-designer", // Ian Currie
L"Co-designer/Map Designer", // Linda Currie
L"Artist", // Eric \"WTF\" Cheng
L"Beta Coordinator, Support", // Lynn Holowka
L"Artist Extraordinaire", // Norman \"NRG\" Olsen
L"Sound Guru", // George Brooks
L"Screen Designer/Artist", // Andrew Stacey
L"Lead Artist/Animator", // Scot Loving
L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons
L"Programmer", // Dave French
L"Strategic Systems & Game Balance Programmer", // Alex Meduna
L"Portraits Artist", // Joey \"Joeker\" Whelan",
};
STR16 gzCreditNameFunny[]=
{
L"", // Chris Camfield
L"(still learning punctuation)", // Shaun Lyng
L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes
L"(getting much too old for this)", // Ian Currie
L"(and working on Wizardry 8)", // Linda Currie
L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng
L"(Left us for the CFSA - go figure...)", // Lynn Holowka
L"", // Norman \"NRG\" Olsen
L"", // George Brooks
L"(Dead Head and jazz lover)", // Andrew Stacey
L"(his real name is Robert)", // Scot Loving
L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons
L"(can now get back to motocrossing)", // Dave French
L"(stolen from Wizardry 8)", // Alex Meduna
L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan",
};
// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair.
STR16 sRepairsDoneString[] =
{
L"%s finished repairing own items",
L"%s finished repairing everyone's guns & armor",
L"%s finished repairing everyone's equipped items",
L"%s finished repairing everyone's large carried items",
L"%s finished repairing everyone's medium carried items",
L"%s finished repairing everyone's small carried items",
L"%s finished repairing everyone's LBE gear",
};
STR16 zGioDifConfirmText[]=
{
L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?",
L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?",
L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?",
L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?",
};
STR16 gzLateLocalizedString[] =
{
L"%S loadscreen data file not found...",
//1-5
L"The robot cannot leave this sector when nobody is using the controller.",
//This message comes up if you have pending bombs waiting to explode in tactical.
L"You can't compress time right now. Wait for the fireworks!",
//'Name' refuses to move.
L"%s refuses to move.",
//%s a merc name
L"%s does not have enough energy to change stance.",
//A message that pops up when a vehicle runs out of gas.
L"The %s has run out of gas and is now stranded in %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"above",
L"below",
//The following strings are used in autoresolve for autobandaging related feedback.
L"None of your mercs have any medical ability.",
L"There are no medical supplies to perform bandaging.",
L"There weren't enough medical supplies to bandage everybody.",
L"None of your mercs need bandaging.",
L"Bandages mercs automatically.",
L"All your mercs are bandaged.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(roof)",
L"Health: %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 vs. %d",
L"The %s is full!", //(ex "The ice cream truck is full")
L"%s does not need immediate first aid or bandaging but rather more serious medical attention and/or rest.",
//20
//Happens when you get shot in the legs, and you fall down.
L"%s is hit in the leg and collapses!",
//Name can't speak right now.
L"%s can't speak right now.",
//22-24 plural versions
L"%d green militia have been promoted to veteran militia.",
L"%d green militia have been promoted to regular militia.",
L"%d regular militia have been promoted to veteran militia.",
//25
L"Switch",
//26
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
L"%s goes psycho!",
//27-28
//Messages why a player can't time compress.
L"It is currently unsafe to compress time because you have mercs in sector %s.",
L"It is currently unsafe to compress time when mercs are in the creature infested mines.",
//29-31 singular versions
L"1 green militia has been promoted to a veteran militia.",
L"1 green militia has been promoted to a regular militia.",
L"1 regular militia has been promoted to a veteran militia.",
//32-34
L"%s doesn't say anything.",
L"Travel to surface?",
L"(Squad %d)",
//35
//Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K)
L"%s has repaired %s's %s",
//36
L"BLOODCAT",
//37-38 "Name trips and falls"
L"%s trips and falls",
L"This item can't be picked up from here.",
//39
L"None of your remaining mercs are able to fight. The militia will fight the creatures on their own.",
//40-43
//%s is the name of merc.
L"%s ran out of medical kits!",
L"%s lacks the necessary skill to doctor anyone!",
L"%s ran out of tool kits!",
L"%s lacks the necessary skill to repair anything!",
//44-45
L"Repair Time",
L"%s cannot see this person.",
//46-48
L"%s's gun barrel extender falls off!",
// HEADROCK HAM 3.5: Changed to reflect facility effect.
L"No more than %d militia trainers are permitted in this sector.",
L"Are you sure?",
//49-50
L"Time Compression",
L"The vehicle's gas tank is now full.",
//51-52 Fast help text in mapscreen.
L"Continue Time Compression (|S|p|a|c|e)",
L"Stop Time Compression (|E|s|c)",
//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
L"%s has unjammed the %s",
L"%s has unjammed %s's %s",
//55
L"Can't compress time while viewing sector inventory.",
L"The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit.",
L"Items successfully combined.",
//58
//Displayed with the version information when cheats are enabled.
L"Current/Max Progress: %d%%/%d%%",
L"Escort John and Mary?",
// 60
L"Switch Activated.",
L"%s's armour attachment has been smashed!",
L"%s fires %d more rounds than intended!",
L"%s fires one more round than intended!",
L"You need to close the item description box first!",
L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65
};
// HEADROCK HAM 3.5: Added sector name
STR16 gzCWStrings[] =
{
L"Call reinforcements to %s from adjacent sectors?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
L"%s|Current |Breath: %d\n",
L"%s|Current |Morale: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet ",
L"Vest ",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
// Added - SANDRO
L"%s|Skill 1: %s\n",
L"%s|Skill 2: %s\n",
L"%s|Skill 3: %s\n",
};
STR16 New113Message[] =
{
L"Storm started.",
L"Storm ended.",
L"Rain started.",
L"Rain ended.",
L"Watch out for snipers...",
L"Suppression fire!",
L"BRST",
L"AUTO",
L"GL",
L"GL BRST",
L"GL AUTO",
L"UB",
L"UBRST",
L"UAUTO",
L"BAYONET",
L"Sniper!",
L"Unable to split money due to having an item on your cursor.",
L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.",
L"Deleted item",
L"Deleted all items of this type",
L"Sold item",
L"Sold all items of this type",
L"You should check your goggles",
// Real Time Mode messages
L"In combat already",
L"No enemies in sight",
L"Real-time sneaking OFF",
L"Real-time sneaking ON",
//L"Enemy spotted! (Ctrl + x to enter turn based)",
L"Enemy spotted!", // this should be enough - SANDRO
//////////////////////////////////////////////////////////////////////////////////////
// These added by SANDRO
L"%s was successful at stealing!", // MINTY - Changed "on" to "at": More natural English
L"%s did not have enough action points to steal all selected items.", // MINTY - Changed "had not" to "did not": More natural English
L"Do you want to perform surgery on %s before bandaging? (You can heal about %i Health.)", // MINTY - Changed "make" to "perform": More natural English
L"Do you want to perform surgery on %s? (You can heal about %i Health.)",// MINTY - Changed "make" to "perform": More natural English
L"Do you wish to perform necessary surgeries first? (%i patient(s))",// MINTY - Changed "make" to "perform": More natural English
L"Do you wish to perform the surgery on this patient first?",// MINTY - Changed "make" to "perform": More natural English
L"Apply first aid automatically with necessary surgeries or without them?",
L"Surgery on %s finished.",
L"%s is hit in the chest and loses a point of maximum health!",
L"%s is hit in the chest and loses %d points of maximum health!",
L"%s has regained one point of lost %s",
L"%s has regained %d points of lost %s",
L"Your scouting skills prevented an ambush by the enemy!", // MINTY - Changed "you to be ambushed" to "an ambush": More natural English
L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
L"%s is hit to groin and falls down in pain!",
//////////////////////////////////////////////////////////////////////////////////////
L"Warning: enemy corpse found!!!",
L"%s [%d rnds]\n%s %1.1f %s",
L"Insufficient AP Points! Cost %d, you have %d.",
L"Hint: %s",
};
STR16 New113HAMMessage[] =
{
// 0 - 5
L"%s cowers in fear!",
L"%s is pinned down!",
L"%s fires more rounds than intended!",
L"You cannot train militia in this sector.",
L"Militia picks up %s.",
L"Cannot train militia with enemies present!",
// 6 - 10
L"%s lacks sufficient Leadership score to train militia.",
L"No more than %d Mobile Militia trainers are permitted in this sector.",
L"No room in %s or around it for new Mobile Militia!",
L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.",
L"Can't staff a facility while enemies are present!",
// 11 - 15
L"%s lacks sufficient Wisdom to staff this facility.",
L"The %s is already fully-staffed.",
L"It will cost $%d per hour to staff this facility. Do you wish to continue?",
L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.",
L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.",
// 16 - 20
L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!",
L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.",
L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?",
L"N/A in this sector",
L"Daily Expenses",
// 21 - 25
L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
L"To merge two items during combat, you must pick them both up first.", // HAM 5
};
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
STR16 gzTransformationMessage[] =
{
L"No available adjustments",
L"%s was split into several parts.",
L"%s was split into several parts. Check %s's inventory for the resulting items.",
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
// 6 - 10
L"Split Crate into Inventory",
L"Split into %d-rd Mags",
L"%s was split into %d Magazines containing %d rounds each.",
L"%s was split into %s's inventory.",
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
};
// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file!
// 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"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ",
// Stogie: Text from Line 43 in Email.edt
L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ",
// Tex: Text from Line 45 in Email.edt
L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ",
// Biggens: Text from Line 49 in Email.edt
L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ",
};
// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file!
// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back
STR16 New113AIMMercMailTexts[] =
{
// Monk: Text from Line 58
L"FW from AIM Server: Message from Victor Kolesnikov",
L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±",
// Brain: Text from Line 60
L"FW from AIM Server: Message from Janno Allik",
L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±",
// Scream: Text from Line 62
L"FW from AIM Server: Message from Lennart Vilde",
L"Lennart Vilde now available! ±",
// Henning: Text from Line 64
L"FW from AIM Server: Message from Henning von Branitz",
L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±",
// Luc: Text from Line 66
L"FW from AIM Server: Message from Luc Fabre",
L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±",
// Laura: Text from Line 68
L"FW from AIM Server: Message from Dr. Laura Colin",
L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±",
// Grace: Text from Line 70
L"FW from AIM Server: Message from Graziella Girelli",
L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±",
// Rudolf: Text from Line 72
L"FW from AIM Server: Message from Rudolf Steiger",
L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±",
// WANNE: Generic mail, for additional merc made by modders, index >= 178
L"FW from AIM Server: Message about merc availability",
L"I got your message. Waiting for your call. ±",
};
// WANNE: These are the missing skills from the impass.edt file
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16 MissingIMPSkillsDescriptions[] =
{
// Sniper
L"Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! ± ",
// Camouflage
L"Camouflage: Beside you, even bushes look synthetic! ± ",
// SANDRO - new strings for new traits added
// MINTY - Altered the texts for more natural English, and added a little flavour too
// Ranger
L"Ranger: Those amateurs from Texas have nothing on you! ± ",
// Gunslinger
L"Gunslinger: With one handgun or two, you can be as lethal as Billy the Kid! ± ",
// Squadleader
L"Squadleader: A natural leader, your squadmates look to you for inspiration! ± ",
// Technician
L"Technician: MacGyver's got nothing on you! Mechanical, electronic or explosive, you can fix it! ± ",
// Doctor
L"Doctor: From grazes to gutshot, to amputations, you can heal them all! ± ",
// Athletics
L"Athletics: Your speed and vitality are worthy of an Olympian! ± ",
// Bodybuilding
L"Bodybuilding: Arnie? What a wimp! You could beat him with one arm behind your back! ± ",
// Demolitions
L"Demolitions: Sowing grenades like seeds, planting bombs, watching the limbs flying.. This is what you live for! ± ",
// Scouting
L"Scouting: Nothing can escape your notice! ± ",
// Covert ops
L"Covert Operations: You make 007 look like an amateur! ± ",
};
STR16 NewInvMessage[] =
{
L"Cannot pickup backpack at this time",
L"No place to put backpack",
L"Backpack not found",
L"Zipper only works in combat",
L"Can not move while backpack zipper active",
L"Are you sure you want to sell all sector items?",
L"Are you sure you want to delete all sector items?",
L"Cannot climb while wearing a backpack",
};
// WANNE - MP: Multiplayer messages
STR16 MPServerMessage[] =
{
// 0
L"Initiating RakNet server...",
L"Server started, waiting for connections...",
L"You must now connect with your client to the server by pressing '2'.", // No more used
L"Server is already running.",
L"Server failed to start. Terminating.",
// 5
L"%d/%d clients are ready for realtime-mode.",
L"Server disconnected and shutdown.",
L"Server is not running.",
L"Clients are still loading, please wait...",
L"You cannot change dropzone after the server has started.",
// 10
L"Sent file '%S' - 100/100",
L"Finished sending files to '%S'.",
L"Started sending files to '%S'.",
L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.",
};
STR16 MPClientMessage[] =
{
// 0
L"Initiating RakNet client...",
L"Connecting to IP: %S ...",
L"Received game settings:",
L"You are already connected.",
L"You are already connecting...",
// 5
L"Client #%d - '%S' has hired '%s'.",
L"Client #%d - '%S' has hired another merc.",
L"You are ready - Total ready = %d/%d.",
L"You are no longer ready - Total ready = %d/%d.",
L"Starting battle...",
// 10
L"Client #%d - '%S' is ready - Total ready = %d/%d.",
L"Client #%d - '%S' is no longer ready - Total ready = %d/%d",
L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.",
L"Let us the battle begin!",
L"A client must be running for starting the game.",
// 15
L"Game cannot start. No mercs are hired...",
L"Awaiting 'OK' from server to unlock the laptop...",
L"Interrupted",
L"Finish from interrupt",
L"Mouse grid coordinates:",
// 20
L"X: %d, Y: %d",
L"Grid number: %d",
L"Server only feature",
L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)",
L"Sector=%s, Max. clients=%d, Max. mercs=%d, Game type=%d, Same merc=%d, Damage multiplier=%f, Timed turns=%d, Secs/Tic=%d, Disable Bobby Ray=%d, Disable Aim/Merc Equipment=%d, Disable Morale=%d, Testing=%d.",
// 25
L"", //not used any more
L"New connection: Client #%d - '%S'.",
L"Team: %d.",//not used any more
L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S').",
L"Kicked client #%d - '%S'.",
// 30
L"Start a new turn for the selected client. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
L"Starting turn for client #%d.",
L"Requesting for realtime...",
L"Switched back to realtime.",
L"Error: Something went wrong switching back.",
// 35
L"Unlock laptop for hiring? (Are all clients connected?)",
L"The server has unlocked the laptop. Begin hiring!",
L"Interruptor.",
L"You cannot change dropzone if you are only the client and not the server.",
L"You declined the offer to surrender.",
// 40
L"All your mercs are wiped dead!",
L"Spectator mode enabled.",
L"You have been defeated!",
L"Sorry, climbing is disable in a multiplayer game.",
L"You Hired '%s'",
// 45
L"You can't change the map once purchasing has commenced.",
L"Map changed to '%s'.",
L"Client '%s' disconnected, removing from game",
L"You were disconnected from the game. Returning to Main Menu.",
L"Connection failed, Retrying in 5 seconds, %i retries left...",
//50
L"Connection failed, giving up...",
L"You cannot start the game until another player has connected.",
L"%s : %s",
L"Send to all",
L"Allies only",
// 55
L"Cannot join game. This game has already started.",
L"%s (team): %s",
L"#%i - '%s'",
L"%S - 100/100",
L"%S - %i/100",
// 60
L"Received all files from server.",
L"'%S' finished downloading from server.",
L"'%S' started downloading from server.",
L"Cannot start the game until all clients have finished receiving files.",
L"This server requires that you download modified files to play, do you wish to continue?",
// 65
L"Press 'Ready' to enter tactical screen.",
L"Cannot connect because your version %S is different from the server version %S.",
L"You killed an enemy soldier.",
L"Cannot start the game, because all teams are the same.",
L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.",
// 70
L"Could not save received file '%S'",
L"%s's bomb was disarmed by %s",
L"You loose, what a shame", // All over red rover
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!",
// 80
L"AI's turn - %d left",
};
STR16 gszMPEdgesText[] =
{
L"N",
L"S",
L"E",
L"W",
L"C", // "C"enter
};
STR16 gszMPTeamNames[] =
{
L"Foxtrot",
L"Bravo",
L"Delta",
L"Charlie",
L"N/A", // Acronym of Not Applicable
};
STR16 gszMPMapscreenText[] =
{
L"Game Type: ",
L"Players: ",
L"Mercs each: ",
L"You cannot change starting edge once Laptop is unlocked.",
L"You cannot change teams once the Laptop is unlocked.",
L"Random Mercs: ",
L"Y",
L"Difficulty:",
L"Server Version:",
};
STR16 gzMPSScreenText[] =
{
L"Scoreboard",
L"Continue",
L"Cancel",
L"Player",
L"Kills",
L"Deaths",
L"Queen's Army",
L"Hits",
L"Misses",
L"Accuracy",
L"Damage Dealt",
L"Damage Taken",
L"Please wait for the server to press 'Continue'."
};
STR16 gzMPCScreenText[] =
{
L"Cancel",
L"Connecting to Server",
L"Getting Server Settings",
L"Downloading custom files",
L"Press 'ESC' to cancel or 'Y' to chat",
L"Press 'ESC' to cancel",
L"Ready"
};
STR16 gzMPChatToggleText[] =
{
L"Send to All",
L"Send to Allies only",
};
STR16 gzMPChatboxText[] =
{
L"Multiplayer Chat",
L"'ENTER' to send, 'ESC' to cancel",
};
// Following strings added - SANDRO
STR16 pSkillTraitBeginIMPStrings[] =
{
// For old traits
L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.",
L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.",
// For new major/minor traits
L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is list of possible minor traits, which represent personal feats.",
L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...",
};
STR16 sgAttributeSelectionText[] =
{
L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above",
L"I.M.P. Attributes and skills review.",
L"Bonus Pts.:",
L"Starting Level",
// New strings for new traits
L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.",
L"The rest are called 'skills' and unlike attributes skills can be set to zero meaning you have absolutely no proficieny in it.",
L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.",
};
STR16 pCharacterTraitBeginIMPStrings[] =
{
L"I.M.P. Character Analysis",
L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of character traits to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ",
L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.",
};
STR16 gzIMPAttitudesText[]=
{
L"Normal",
L"Friendly",
L"Loner",
L"Optimist",
L"Pessimist",
L"Aggressive",
L"Arrogant",
L"Big Shot",
L"Asshole",
L"Coward",
L"I.M.P. Attitudes",
};
STR16 gzIMPCharacterTraitText[]=
{
L"Neutral",
L"Sociable",
L"Loner",
L"Optimist",
L"Assertive",
L"Intellectual",
L"Primitive",
L"Aggressive",
L"Phlegmatic",
L"Dauntless",
L"Pacifist",
L"Malicious",
L"Show-off",
L"I.M.P. Character Traits",
};
STR16 gzIMPColorChoosingText[] =
{
L"I.M.P. Colors and Body Type",
L"I.M.P. Colors",
L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.",
L"Please select the respective colors of your skin, hair and clothing.",
L"Toggle this to use alternative rifle holding.",
L"\n(Caution: you will need a big strength for this.)",
};
STR16 sColorChoiceExplanationTexts[]=
{
L"Hair Color",
L"Skin Color",
L"Shirt Color",
L"Pants Color",
L"Normal Body",
L"Big Body",
};
STR16 gzIMPDisabilityTraitText[]=
{
L"No Disability",
L"Heat Intolerant",
L"Nervous",
L"Claustrophobic",
L"Nonswimmer",
L"Fear of Insects",
L"Forgetful",
L"Psychotic",
L"Deaf",
L"Shortsighted",
L"I.M.P. Disabilities",
};
STR16 gzIMPDisabilityTraitEmailTextDeaf[] =
{
L"We bet you're glad this isn't voicemail.",
L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.",
};
STR16 gzIMPDisabilityTraitEmailTextShortSighted[] =
{
L"You'll be screwed if you ever lose your glasses.",
L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
L"%s lacks sufficient Strength to perform this task.",
L"%s lacks sufficient Dexterity to perform this task.",
L"%s lacks sufficient Agility to perform this task.",
L"%s is not Healthy enough to perform this task.",
L"%s lacks sufficient Wisdom to perform this task.",
L"%s lacks sufficient Marksmanship to perform this task.",
// 6 - 10
L"%s lacks sufficient Medical Skill to perform this task.",
L"%s lacks sufficient Mechanical Skill to perform this task.",
L"%s lacks sufficient Leadership to perform this task.",
L"%s lacks sufficient Explosives Skill to perform this task.",
L"%s lacks sufficient Experience to perform this task.",
// 11 - 15
L"%s lacks sufficient Morale to perform this task.",
L"%s is too exhausted to perform this task.",
L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.",
L"Too many people are already working at the %s.",
L"Too many people are already performing this task at the %s.",
// 16 - 20
L"%s can find no items to repair.",
L"%s has lost some %s while working in sector %s!",
L"%s has lost some %s while working at the %s in %s!",
L"%s was injured while working in sector %s, and requires immediate medical attention!",
L"%s was injured while working at the %s in %s, and requires immediate medical attention!",
// 21 - 25
L"%s was injured while working in sector %s. It doesn't seem too bad though.",
L"%s was injured while working at the %s in %s. It doesn't seem too bad though.",
L"The residents of %s seem upset about %s's presence.",
L"The residents of %s seem upset about %s's work at the %s.",
L"%s's actions in sector %s have caused loyalty loss throughout the region!",
// 26 - 30
L"%s's actions at the %s in %s have caused loyalty loss throughout the region!",
L"%s is drunk.", // <--- This is a log message string.
L"%s has become severely ill in sector %s, and has been taken off duty.",
L"%s has become severely ill and cannot continue his work at the %s in %s.",
L"%s was injured in sector %s.", // <--- This is a log message string.
// 31 - 35
L"%s was severely injured in sector %s.", //<--- This is a log message string.
};
STR16 gzFacilityRiskResultStrings[]=
{
L"Strength",
L"Agility",
L"Dexterity",
L"Wisdom",
L"Health",
L"Marksmanship",
// 5-10
L"Leadership",
L"Mechanical skill",
L"Medical skill",
L"Explosives skill",
};
STR16 gzFacilityAssignmentStrings[]=
{
L"AMBIENT",
L"Staff",
L"Eat",
L"Rest",
L"Repair Items",
L"Repair %s", // Vehicle name inserted here
L"Repair Robot",
// 6-10
L"Doctor",
L"Patient",
L"Practice Strength",
L"Practice Dexterity",
L"Practice Agility",
L"Practice Health",
// 11-15
L"Practice Marksmanship",
L"Practice Medical",
L"Practice Mechanical",
L"Practice Leadership",
L"Practice Explosives",
// 16-20
L"Student Strength",
L"Student Dexterity",
L"Student Agility",
L"Student Health",
L"Student Marksmanship",
// 21-25
L"Student Medical",
L"Student Mechanical",
L"Student Leadership",
L"Student Explosives",
L"Trainer Strength",
// 26-30
L"Trainer Dexterity",
L"Trainer Agility",
L"Trainer Health",
L"Trainer Marksmanship",
L"Trainer Medical",
// 30-35
L"Trainer Mechanical",
L"Trainer Leadership",
L"Trainer Explosives",
L"Interrogate Prisoners", // added by Flugente
};
STR16 Additional113Text[]=
{
L"Jagged Alliance 2 v1.13 windowed mode requires a color depth of 16bpp or less.",
// WANNE: Savegame slots validation against INI file
L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)",
L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)",
L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)",
L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)",
L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)",
L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)",
};
// SANDRO - Taunts (here for now, xml for future, I hope)
// MINTY - Changed some of the following taunts to sound more natural
STR16 sEnemyTauntsFireGun[]=
{
L"Suck on this!",
L"Say hello to my lil' friend!", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote.
L"Come get some!",
L"You're mine!",
L"Die!",
L"You scared, motherfucker?",
L"This will hurt!",
L"Come on you bastard!",
L"Come on! I don't got all day!",
L"Come to daddy!",
L"You'll be six feet under in no time!",
L"Gonna send ya home in a pine box, loser!",
L"Hey, wanna play?",
L"You should have stayed home, bitch!",
L"Sucker!",
};
STR16 sEnemyTauntsFireLauncher[]=
{
L"Barbecue time!",
L"I got a present for ya!",
L"Bam!",
L"Smile!",
};
STR16 sEnemyTauntsThrow[]=
{
L"Catch!",
L"Here ya go!",
L"Pop goes the weasel.",
L"This one's for you.",
L"Muahaha!",
L"Catch this, swine!",
L"I like this.",
};
STR16 sEnemyTauntsChargeKnife[]=
{
L"Gonna scalp ya, sucker!",
L"Come to papa.",
L"Show me your guts!",
L"I'll rip you to pieces!",
L"Motherfucker!",
};
STR16 sEnemyTauntsRunAway[]=
{
L"We're in some real shit...",
L"They said join the army. Not for this shit!",
L"I've had enough!",
L"Oh my God!",
L"They ain't paying us enough for this shit..",
L"Mommy!",
L"I'll be back! With friends!",
};
STR16 sEnemyTauntsSeekNoise[]=
{
L"I heard that!",
L"Who's there?",
L"What was that?",
L"Hey! What the...",
};
STR16 sEnemyTauntsAlert[]=
{
L"They're here!",
L"Now the fun can start!",
L"I hoped this would never happen..",
};
STR16 sEnemyTauntsGotHit[]=
{
L"Aaaggh!",
L"Ugh!",
L"This.. hurts!",
L"You fuck!",
L"You will regret.. uhh.. this.",
L"What the..!",
L"Now you have.. pissed me off.",
};
STR16 sEnemyTauntsNoticedMerc[]=
{
L"Da'ffff...!",
L"Oh my God!",
L"Holy crap!",
L"Enemy!!!",
L"Alert! Alert!",
L"There is one!",
L"Attack!",
};
//////////////////////////////////////////////////////
// HEADROCK HAM 4: Begin new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzItemDescTabButtonText[] =
{
L"Description",
L"General",
L"Advanced",
};
STR16 gzItemDescTabButtonShortText[] =
{
L"Desc",
L"Gen",
L"Adv",
};
STR16 gzItemDescGenHeaders[] =
{
L"Primary",
L"Secondary",
L"AP Costs",
L"Burst / Autofire",
};
STR16 gzItemDescGenIndexes[] =
{
L"Prop.",
L"0",
L"+/-",
L"=",
};
STR16 gzUDBButtonTooltipText[]=
{
L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.",
L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.",
L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.",
};
STR16 gzUDBHeaderTooltipText[]=
{
L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).",
L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.",
L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.",
L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.",
};
STR16 gzUDBGenIndexTooltipText[]=
{
L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.",
L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.",
L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.",
L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.",
};
STR16 gzUDBAdvIndexTooltipText[]=
{
L"Property icon (mouse-over to reveal name).",
L"Bonus/penalty given while |s|t|a|n|d|i|n|g.",
L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.",
L"Bonus/penalty given while |p|r|o|n|e.",
L"Bonus/penalty given",
};
STR16 szUDBGenWeaponsStatsTooltipText[]=
{
L"|A|c|c|u|r|a|c|y",
L"|D|a|m|a|g|e",
L"|R|a|n|g|e",
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y",
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
L"|L|o|u|d|n|e|s|s",
L"|R|e|l|i|a|b|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
L"|A|P|s |t|o |R|e|a|d|y",
L"|A|P|s |t|o |A|t|t|a|c|k",
L"|A|P|s |t|o |B|u|r|s|t",
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
L"|A|P|s |t|o |R|e|l|o|a|d",
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used
L"|T|o|t|a|l |R|e|c|o|i|l",
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
};
STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
{
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.",
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
L"\n \nThe minimum range at which a scope can provide it's aimBonus.",
L"\n \nTo hit modifier granted by laser sights.",
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number.
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenArmorStatsTooltipText[]=
{
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
{
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
{
L"|A|r|m|o|r |P|i|e|r|c|i|n|g",
L"|B|u|l|l|e|t |T|u|m|b|l|e",
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n",
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n",
};
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
{
L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.",
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.",
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.",
L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.",
};
STR16 szUDBGenExplosiveStatsTooltipText[]=
{
L"|D|a|m|a|g|e",
L"|S|t|u|n |D|a|m|a|g|e",
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5
L"|B|l|a|s|t |R|a|d|i|u|s",
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s",
L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s",
L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s",
L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s",
L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s",
L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s",
L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s",
L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s",
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
// HEADROCK HAM 5: Fragmentation
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
{
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.",
L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
// HEADROCK HAM 5: Fragmentation
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
{
L"|T|r|a|c|e|r |A|m|m|o",
L"|A|n|t|i|-|T|a|n|k |A|m|m|o",
L"|I|g|n|o|r|e|s |A|r|m|o|r",
L"|A|c|i|d|i|c |A|m|m|o",
L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o",
L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s",
L"|W|a|t|e|r|p|r|o|o|f",
L"|E|l|e|c|t|r|o|n|i|c",
L"|G|a|s |M|a|s|k",
L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s",
L"|C|a|n |P|i|c|k |L|o|c|k|s",
L"|C|a|n |C|u|t |W|i|r|e|s",
L"|C|a|n |S|m|a|s|h |L|o|c|k|s",
L"|M|e|t|a|l |D|e|t|e|c|t|o|r",
L"|R|e|m|o|t|e |T|r|i|g|g|e|r",
L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r",
L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r",
L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e",
L"|T|o|o|l |K|i|t",
L"|T|h|e|r|m|a|l |O|p|t|i|c|s",
L"|X|-|R|a|y |D|e|v|i|c|e",
L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r",
L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l",
L"|F|i|r|s|t |A|i|d |K|i|t",
L"|M|e|d|i|c|a|l |K|i|t",
L"|L|o|c|k |B|o|m|b",
L"|D|r|i|n|k",
L"|M|e|a|l",
L"|A|m|m|o |B|e|l|t",
L"|A|m|m|o |V|e|s|t",
L"|D|e|f|u|s|a|l |K|i|t",
L"|C|o|v|e|r|t |I|t|e|m",
L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d",
L"|M|a|d|e |o|f |M|e|t|a|l",
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
{
L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.",
L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.",
L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!",
L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!",
L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.",
L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.",
L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.",
L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.",
L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...",
L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.",
L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ",
L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!",
L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ",
L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.",
L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.",
L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!",
L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!",
L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...",
L"\n \nThis item contains various tools that can\nbe used to repair other items.\n\nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ",
L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.",
L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!",
L"\n \nThis item contains fresh drinking water.\nUse when thirsty.",
L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.",
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
L"\n \nThis item will still your thirst\nif you drink it.",
L"\n \nThis item will still your hunger\nif you eat it.",
L"\n \nWith this ammo belt you can\nfeed someone else's MG.",
L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.",
L"\n \nThis item improves your trap disarm chance by ",
L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.",
L"\n \nThis item cannot be damaged.",
L"\n \nThis item is made of metal.\nIt takes less damage than other items.",
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
};
STR16 szUDBAdvStatsTooltipText[]=
{
L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r",
L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r",
L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r",
L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r",
L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r",
L"|R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r",
L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r",
L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r",
L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r",
L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r",
L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r",
L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r",
L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r",
L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r",
L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r",
L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r",
L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r",
L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r",
L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e",
L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e",
L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e",
L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e",
L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r",
L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
L"|T|u|n|n|e|l |V|i|s|i|o|n",
L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e",
L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y",
L"|T|o|-|H|i|t |B|o|n|u|s",
L"|A|i|m |B|o|n|u|s",
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e",
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
L"|J|a|m |T|h|r|e|s|h|o|l|d",
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
L"|D|i|r|t |M|o|d|i|f|i|e|r",
L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",
L"|F|o|o|d| |P|o|i|n|t|s",
L"|D|r|i|n|k |P|o|i|n|t|s",
L"|P|o|r|t|i|o|n |S|i|z|e",
L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",
L"|D|e|c|a|y |M|o|d|i|f|i|e|r",
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",
};
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
STR16 szUDBAdvStatsExplanationsTooltipText[]=
{
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.",
L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.",
L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.",
L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.",
L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.",
L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.",
L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.",
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.",
L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.",
L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.",
L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.",
L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.",
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.",
L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.",
L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.",
L"\n \nAmount of energy in kcal.\n \nHigher is better.",
L"\n \nAmount of water in liter.\n \nHigher is better.",
L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.",
L"\n \nMorale is adjusted by this amount.\n \nHigher is better.",
L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.",
};
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
{
L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.",
L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.",
L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.",
L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.",
L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.",
L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.",
L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.",
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.",
L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.",
L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.",
L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.",
};
// HEADROCK HAM 4: Text for the new CTH indicator.
STR16 gzNCTHlabels[]=
{
L"SINGLE",
L"AP",
};
//////////////////////////////////////////////////////
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
STR16 gzMapInventorySortingMessage[] =
{
L"Finished sorting ammo into crates in sector %c%d.",
L"Finished removing attachments from items in sector %c%d.",
L"Finished ejecting ammo from weapons in sector %c%d.",
L"Finished stacking and merging all items in sector %c%d.",
};
STR16 gzMapInventoryFilterOptions[] =
{
L"Show all",
L"Guns",
L"Ammo",
L"Explosives",
L"Melee Weapons",
L"Armor",
L"LBE",
L"Kits",
L"Misc. Items",
L"Hide all",
};
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
STR16 gTemperatureDesc[] =
{
L"Temperature is ",
L"very low",
L"low",
L"medium",
L"high",
L"very high",
L"dangerous",
L"CRITICAL",
L"DRAMATIC",
L"unknown",
L"."
};
// Flugente: food condition texts
STR16 gFoodDesc[] =
{
L"Food is ",
L"fresh",
L"good",
L"ok",
L"stale",
L"shabby",
L"rotting",
L"."
};
CHAR16* ranks[] =
{ L"", //ExpLevel 0
L"Pvt. ", //ExpLevel 1
L"Pfc. ", //ExpLevel 2
L"Cpl. ", //ExpLevel 3
L"Sgt. ", //ExpLevel 4
L"Lt. ", //ExpLevel 5
L"Cpt. ", //ExpLevel 6
L"Maj. ", //ExpLevel 7
L"Lt.Col. ", //ExpLevel 8
L"Col. ", //ExpLevel 9
L"Gen. " //ExpLevel 10
};
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
// The_bob : pocket popup text defs
STR16 gszPocketPopupText[]=
{
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
L"more...", //POCKET_POPUP_MOAR
};
// Flugente: externalised texts for some features
STR16 szCovertTextStr[]=
{
L"%s has camo!",
L"%s has a backpack!",
L"%s is seen carrying a corpse!",
L"%s's %s is suspicious!",
L"%s's %s is considered military hardware!",
L"%s carries too many guns!",
L"%s's %s is too advanced for an arulcan soldier!",
L"%s's %s has too many attachments!",
L"%s was seen performing suspicious activities!",
L"%s does not look like a civilian!",
L"%s bleeding was discovered!",
L"%s is drunk and doesn't behave like a soldier!",
L"On closer inspection, %s's disguise does not hold!",
L"%s isn't supposed to be here!",
L"%s isn't supposed to be here at this time!",
L"%s was seen near a fresh corpse!",
L"%s equipment raises a few eyebrows!",
L"%s is seen targetting %s!",
L"%s has seen through %s's disguise!",
L"No clothes item found in Items.xml!",
L"This does not work with the old trait system!",
L"Not enough APs!",
L"Bad palette found!",
L"You need the covert skill to do this!",
L"No uniform found!",
L"%s is now disguised as a civilian.",
L"%s is now disguised as a soldier.",
L"%s wears a disorderly uniform!",
L"In retrospect, asking for surrender in disguise wasn't the best idea...",
L"%s was uncovered!",
L"%s's disguise seems to be ok...",
L"%s's disguise will not hold.",
L"%s was caught stealing!",
L"%s tried to manipulate %s's inventory.",
L"%s is too close to an elite soldier!",
};
STR16 szCorpseTextStr[]=
{
L"No head item found in Items.xml!",
L"Corpse cannot be decapitated!",
L"No meat item found in Items.xml!",
L"Not possible, you sick, twisted individual!",
L"No clothes to take!",
L"%s cannot take clothes off of this corpse!",
L"This corpse cannot be taken!",
L"No free hand to carry corpse!",
L"No corpse item found in Items.xml!",
L"Invalid corpse ID!",
};
STR16 szFoodTextStr[]=
{
L"%s does not want to eat %s",
L"%s does not want to drink %s",
L"%s ate %s",
L"%s drank %s",
L"%s's strength was damaged due to being overfed!",
L"%s's strength was damaged due to lack of nutrition!",
L"%s's health was damaged due to being overfed!",
L"%s's health was damaged due to lack of nutrition!",
L"%s's strength was damaged due to excessive drinking!",
L"%s's strength was damaged due to lack of water!",
L"%s's health was damaged due to excessive drinking!",
L"%s's health was damaged due to lack of water!",
L"Sectorwide canteen filling not possible, Food System is off!"
};
STR16 szPrisonerTextStr[]=
{
L"%d elites, %d regulars and %d amins were interrogated.",
L"%d prisoners paid ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d elites, %d regulars and %d amins joined our cause.",
L"Prisoners start a massive riot in %s!",
L"%d prisoners were sent to %s!",
L"Prisoners have been released!",
L"The army now occupies the prison in %s, the prisoners were freed!",
L"The enemy refuses to surrender!",
L"The enemy refuses to take you as prisoners - they prefer you dead!",
L"This behaviour is set OFF in your ini settings.",
L"%s has freed %s!",
};
STR16 szMTATextStr[]=
{
L"nothing",
L"building a fortification",
L"removing a fortification",
L"filling sandbags",
L"%s had to stop %s.",
};
STR16 szInventoryArmTextStr[]=
{
L"Blow up (%d AP)",
L"Blow up",
L"Arm (%d AP)",
L"Arm",
L"Disarm (%d AP)",
L"Disarm",
};
STR16 szBackgroundText_Flags[]=
{
L" might consume drugs in inventory\n",
L" disregard for other backgrounds\n",
L" +1 level in underground sectors\n",
L" might steal items\n",
L" +1 traplevel to planted bombs\n",
L" spreads corruption to nearby mercs\n",
L" female only", // won't show up, text exists for compatibility reasons
L" male only", // won't show up, text exists for compatibility reasons
};
STR16 szBackgroundText_Value[]=
{
L" %s%d%% APs in polar sectors\n",
L" %s%d%% APs in desert sectors\n",
L" %s%d%% APs in swamp sectors\n",
L" %s%d%% APs in urban sectors\n",
L" %s%d%% APs in river sectors\n",
L" %s%d%% APs in tropical sectors\n",
L" %s%d%% APs in coastal sectors\n",
L" %s%d%% APs in mountainous sectors\n",
L" %s%d%% agility stat\n",
L" %s%d%% dexterity stat\n",
L" %s%d%% strength stat\n",
L" %s%d%% leadership stat\n",
L" %s%d%% marksmanship stat\n",
L" %s%d%% mechanical stat\n",
L" %s%d%% explosives stat\n",
L" %s%d%% medical stat\n",
L" %s%d%% wisdom stat\n",
L" %s%d%% APs on rooftops\n",
L" %s%d%% APs needed to swim\n",
L" %s%d%% APs needed for fortification actions\n",
L" %s%d%% APs needed for mortars\n",
L" %s%d%% APs needed to access inventory\n",
L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n",
L" %s%d%% APs on first turn when assaulting a sector\n",
L" %s%d%% travel speed on foot\n",
L" %s%d%% travel speed on land vehicles\n",
L" %s%d%% travel speed on air vehicles\n",
L" %s%d%% travel speed on water vehicles\n",
L" %s%d%% poison resistance\n",
L" %s%d%% fear resistance\n",
L" %s%d%% suppression resistance\n",
L" %s%d%% physical resistance\n",
L" %s%d%% alcohol resistance\n",
L" %s%d%% interrogation effectiveness\n",
L" %s%d%% prison guard strength\n",
L" %s%d%% better prices when trading guns and ammo\n",
L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n",
L" %s%d%% team capitulation strength if we lead negotiations\n",
L" %s%d%% faster running\n",
L" %s%d%% bandaging speed\n",
L" drinking restores %s%d%% energy\n",
L" %s%d%% strength to carry items\n",
L" %s%d%% food consumption\n",
L" %s%d%% water consumption\n",
L" %s%d need for sleep\n",
L" %s%d%% melee damage\n",
L" %s%d%% cth with blades\n",
L" %s%d%% camo effectiveness\n",
L" %s%d%% stealth\n",
L" %s%d%% max CTH\n",
L" %s%d hearing range during the night\n",
L" %s%d hearing range during the day\n",
L" %s%d%% effectiveness to friendly approach\n",
L" %s%d%% effectiveness to direct approach\n",
L" %s%d%% effectiveness to threaten approach\n",
L" %s%d%% effectiveness to recruit approach\n",
L" %s%d%% chance of success with door breaching charges\n",
L" %s%d%% cth with firearms against creatures\n",
L" %s%d%% insurance cost\n",
};
#endif //ENGLISH