mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
4561 lines
135 KiB
C++
4561 lines
135 KiB
C++
#include "Utils All.h"
|
|
#include "Language Defines.h"
|
|
|
|
|
|
#ifdef POLISH
|
|
|
|
/*
|
|
|
|
******************************************************************************************************
|
|
** 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|j|a)
|
|
|
|
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.
|
|
|
|
*/
|
|
|
|
STR16 pCreditsJA2113[] =
|
|
{
|
|
L"@T,{;JA2 v1.13 Development Team",
|
|
L"@T,C144,R134,{;Kodowanie",
|
|
L"@T,C144,R134,{;Grafika i dŸwiêki",
|
|
L"@};(Ró¿ne inne mody!)",
|
|
L"@T,C144,R134,{;Przedmioty",
|
|
L"@T,C144,R134,{;Pozostali autorzy",
|
|
L"@};(Wszyscy pozostali cz³onkowie sceny JA którzy nas wsparli!)",
|
|
};
|
|
|
|
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"Monstrum",
|
|
// L"Rakiety",
|
|
// L"strza³ka", // 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"Monstrum",
|
|
// L"Rakiety",
|
|
// L"strza³ka", // dart
|
|
// L"", // flamethrower
|
|
// L".50 cal", // barrett
|
|
// L"9mm Hvy", // Val silent
|
|
//};
|
|
|
|
|
|
CHAR16 WeaponType[MAXITEMS][30] =
|
|
{
|
|
L"Inny",
|
|
L"Pistolet",
|
|
L"Pistolet maszynowy",
|
|
L"Karabin maszynowy",
|
|
L"Karabin",
|
|
L"Karabin snajperski",
|
|
L"Karabin bojowy",
|
|
L"Lekki karabin maszynowy",
|
|
L"Strzelba"
|
|
};
|
|
|
|
CHAR16 TeamTurnString[][STRING_LENGTH] =
|
|
{
|
|
L"Tura gracza", // player's turn
|
|
L"Tura przeciwnika",
|
|
L"Tura stworzeñ",
|
|
L"Tura samoobrony",
|
|
L"Tura cywili"
|
|
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 dosta³(a) w g³owê i traci 1 punkt inteligencji!",
|
|
L"%s dosta³(a) w ramiê i traci 1 punkt zrêcznoœci!",
|
|
L"%s dosta³(a) w klatkê piersiow¹ i traci 1 punkt si³y!",
|
|
L"%s dosta³(a) w nogi i traci 1 punkt zwinnoœci!",
|
|
L"%s dosta³(a) w g³owê i traci %d pkt. inteligencji!",
|
|
L"%s dosta³(a) w ramiê i traci %d pkt. zrêcznoœci!",
|
|
L"%s dosta³(a) w klatkê piersiow¹ i traci %d pkt. si³y!",
|
|
L"%s dosta³(a) w nogi i traci %d pkt. zwinnoœci!",
|
|
L"Przerwanie!",
|
|
|
|
// 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"Dotar³y twoje posi³ki!",
|
|
|
|
// In the following four lines, all %s's are merc names
|
|
|
|
L"%s prze³adowuje.",
|
|
L"%s posiada za ma³o Punktów Akcji!",
|
|
L"%s udziela pierwszej pomocy. (Naciœnij dowolny klawisz aby przerwaæ.)",
|
|
L"%s i %s udzielaj¹ pierwszej pomocy. (Naciœnij dowolny klawisz aby przerwaæ.)",
|
|
// the following 17 strings are used to create lists of gun advantages and disadvantages
|
|
// (separated by commas)
|
|
L"niezawodna",
|
|
L"zawodna",
|
|
L"³atwa w naprawie",
|
|
L"trudna do naprawy",
|
|
L"solidna",
|
|
L"niesolidna",
|
|
L"szybkostrzelna",
|
|
L"wolno strzelaj¹ca",
|
|
L"daleki zasiêg",
|
|
L"krótki zasiêg",
|
|
L"ma³a waga",
|
|
L"du¿a waga",
|
|
L"niewielkie rozmiary",
|
|
L"szybki ci¹g³y ogieñ",
|
|
L"brak mo¿liwoœci strzelania seri¹",
|
|
L"du¿y magazynek",
|
|
L"ma³y magazynek",
|
|
|
|
// In the following two lines, all %s's are merc names
|
|
|
|
L"%s: kamufla¿ siê star³.",
|
|
L"%s: kamufla¿ siê zmy³.",
|
|
|
|
// The first %s is a merc name and the second %s is an item name
|
|
|
|
L"Brak amunicji w dodatkowej broni!",
|
|
L"%s ukrad³(a): %s.",
|
|
|
|
// The %s is a merc name
|
|
|
|
L"%s ma broñ bez funkcji ci¹g³ego ognia.",
|
|
|
|
L"Ju¿ masz coœ takiego do³¹czone.",
|
|
L"Po³¹czyæ przedmioty?",
|
|
|
|
// Both %s's are item names
|
|
|
|
L"%s i %s nie pasuj¹ do siebie.",
|
|
|
|
L"Brak",
|
|
L"Wyjmij amunicjê",
|
|
L"Dodatki",
|
|
|
|
//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" %s i %s nie mog¹ byæ u¿ywane jednoczeœnie.",
|
|
|
|
L"Element, który masz na kursorze myszy mo¿e byæ do³¹czony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów.",
|
|
L"Element, który masz na kursorze myszy mo¿e byæ do³¹czony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów. (Jednak w tym przypadku, przedmioty do siebie nie pasuj¹.)",
|
|
L"Ten sektor nie zosta³ oczyszczony z wrogów!",
|
|
L"Wci¹¿ musisz daæ %s %s",
|
|
L"%s dosta³(a) w g³owê!",
|
|
L"Przerwaæ walkê?",
|
|
L"Ta zmiana bêdzie trwa³a. Kontynuowaæ?",
|
|
L"%s ma wiêcej energii!",
|
|
L"%s poœlizgn¹³(nê³a) siê na kulkach!",
|
|
L"%s nie chwyci³(a) - %s!", //to by³o - L"%s nie zdo³a³ chwyciæ %s!", teraz jest - L"%s nie zdo³a³ zabraæ %s z rêki wroga!",
|
|
L"%s naprawi³(a) %s",
|
|
L"Przerwanie dla: ",
|
|
L"Poddaæ siê?",
|
|
L"Ta osoba nie chce twojej pomocy.",
|
|
L"NIE S¥DZÊ!",
|
|
L"Aby podró¿owaæ helikopterem Skyridera, musisz najpierw zmieniæ przydzia³ najemników na POJAZD/HELIKOPTER.",
|
|
L"%s mia³(a) czas by prze³adowaæ tylko jedn¹ broñ",
|
|
L"Tura dzikich kotów",
|
|
L"ogieñ ci¹g³y",
|
|
L"brak ognia ci¹g³ego",
|
|
L"celna",
|
|
L"niecelna",
|
|
L"broñ samoczynna",
|
|
L"Wróg nie ma przedmiotów, które mo¿na ukraœæ!",
|
|
L"Wróg nie ma ¿adnego przedmiotu w rêce!",
|
|
};
|
|
|
|
|
|
// 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"Pauza",
|
|
L"Normalna",
|
|
L"5 min.",
|
|
L"30 min.",
|
|
L"60 min.",
|
|
L"6 godz.", //NEW
|
|
};
|
|
|
|
|
|
// 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"Oddz. 1",
|
|
L"Oddz. 2",
|
|
L"Oddz. 3",
|
|
L"Oddz. 4",
|
|
L"Oddz. 5",
|
|
L"Oddz. 6",
|
|
L"Oddz. 7",
|
|
L"Oddz. 8",
|
|
L"Oddz. 9",
|
|
L"Oddz. 10",
|
|
L"Oddz. 11",
|
|
L"Oddz. 12",
|
|
L"Oddz. 13",
|
|
L"Oddz. 14",
|
|
L"Oddz. 15",
|
|
L"Oddz. 16",
|
|
L"Oddz. 17",
|
|
L"Oddz. 18",
|
|
L"Oddz. 19",
|
|
L"Oddz. 20",
|
|
L"S³u¿ba", // on active duty
|
|
L"Lekarz", // administering medical aid
|
|
L"Pacjent", // getting medical aid
|
|
L"Pojazd", // in a vehicle
|
|
L"Podró¿", // in transit - abbreviated form
|
|
L"Naprawa", // repairing
|
|
L"Praktyka", // training themselves
|
|
L"Samoobr.", // training a town to revolt
|
|
L"Instruk.", // training a teammate
|
|
L"Uczeñ", // being trained by someone else
|
|
L"Nie ¿yje", // dead
|
|
L"Obezw³.", // abbreviation for incapacitated
|
|
L"Jeniec", // Prisoner of war - captured
|
|
L"Szpital", // patient in a hospital
|
|
L"Pusty", // Vehicle is empty
|
|
};
|
|
|
|
|
|
STR16 pMilitiaString[] =
|
|
{
|
|
L"Samoobrona", // the title of the militia box
|
|
L"Bez przydzia³u", //the number of unassigned militia troops
|
|
L"Nie mo¿esz przemieszczaæ oddzia³ów samoobrony gdy nieprzyjaciel jest w sektorze!",
|
|
};
|
|
|
|
|
|
STR16 pMilitiaButtonString[] =
|
|
{
|
|
L"Auto", // auto place the militia troops for the player
|
|
L"OK", // done placing militia troops
|
|
};
|
|
|
|
STR16 pConditionStrings[] =
|
|
{
|
|
L"Doskona³y", //the state of a soldier .. excellent health
|
|
L"Dobry", // good health
|
|
L"DoϾ dobry", // fair health
|
|
L"Ranny", // wounded health
|
|
L"Zmêczony",//L"Wyczerpany", // tired
|
|
L"Krwawi", // bleeding to death
|
|
L"Nieprzyt.", // knocked out
|
|
L"Umieraj¹cy", // near death
|
|
L"Nie ¿yje", // dead
|
|
};
|
|
|
|
STR16 pEpcMenuStrings[] =
|
|
{
|
|
L"S³u¿ba", // set merc on active duty
|
|
L"Pacjent", // set as a patient to receive medical aid
|
|
L"Pojazd", // tell merc to enter vehicle
|
|
L"WypuϾ", // let the escorted character go off on their own
|
|
L"Anuluj", // close this menu
|
|
};
|
|
|
|
|
|
// look at pAssignmentString above for comments
|
|
|
|
STR16 pPersonnelAssignmentStrings[] =
|
|
{
|
|
L"Oddz. 1",
|
|
L"Oddz. 2",
|
|
L"Oddz. 3",
|
|
L"Oddz. 4",
|
|
L"Oddz. 5",
|
|
L"Oddz. 6",
|
|
L"Oddz. 7",
|
|
L"Oddz. 8",
|
|
L"Oddz. 9",
|
|
L"Oddz. 10",
|
|
L"Oddz. 11",
|
|
L"Oddz. 12",
|
|
L"Oddz. 13",
|
|
L"Oddz. 14",
|
|
L"Oddz. 15",
|
|
L"Oddz. 16",
|
|
L"Oddz. 17",
|
|
L"Oddz. 18",
|
|
L"Oddz. 19",
|
|
L"Oddz. 20",
|
|
L"S³u¿ba",
|
|
L"Lekarz",
|
|
L"Pacjent",
|
|
L"Pojazd",
|
|
L"Podró¿",
|
|
L"Naprawa",
|
|
L"Praktyka",
|
|
L"Trenuje samoobronê",
|
|
L"Instruktor",
|
|
L"Uczeñ",
|
|
L"Nie ¿yje",
|
|
L"Obezw³adniony",
|
|
L"Jeniec",
|
|
L"Szpital",
|
|
L"Pusty", // Vehicle is empty
|
|
};
|
|
|
|
|
|
// refer to above for comments
|
|
|
|
STR16 pLongAssignmentStrings[] =
|
|
{
|
|
L"Oddzia³ 1",
|
|
L"Oddzia³ 2",
|
|
L"Oddzia³ 3",
|
|
L"Oddzia³ 4",
|
|
L"Oddzia³ 5",
|
|
L"Oddzia³ 6",
|
|
L"Oddzia³ 7",
|
|
L"Oddzia³ 8",
|
|
L"Oddzia³ 9",
|
|
L"Oddzia³ 10",
|
|
L"Oddzia³ 11",
|
|
L"Oddzia³ 12",
|
|
L"Oddzia³ 13",
|
|
L"Oddzia³ 14",
|
|
L"Oddzia³ 15",
|
|
L"Oddzia³ 16",
|
|
L"Oddzia³ 17",
|
|
L"Oddzia³ 18",
|
|
L"Oddzia³ 19",
|
|
L"Oddzia³ 20",
|
|
L"S³u¿ba",
|
|
L"Lekarz",
|
|
L"Pacjent",
|
|
L"Pojazd",
|
|
L"W podró¿y",
|
|
L"Naprawa",
|
|
L"Praktyka",
|
|
L"Trenuj samoobronê",
|
|
L"Trenuj oddzia³",
|
|
L"Uczeñ",
|
|
L"Nie ¿yje",
|
|
L"Obezw³adniony",
|
|
L"Jeniec",
|
|
L"W szpitalu", // patient in a hospital
|
|
L"Pusty", // Vehicle is empty
|
|
};
|
|
|
|
|
|
// the contract options
|
|
|
|
STR16 pContractStrings[] =
|
|
{
|
|
L"Opcje kontraktu:",
|
|
L"", // a blank line, required
|
|
L"Zaproponuj 1 dzieñ", // offer merc a one day contract extension
|
|
L"Zaproponuj 1 tydzieñ", // 1 week
|
|
L"Zaproponuj 2 tygodnie", // 2 week
|
|
L"Zwolnij", // end merc's contract
|
|
L"Anuluj", // stop showing this menu
|
|
};
|
|
|
|
STR16 pPOWStrings[] =
|
|
{
|
|
L"Jeniec", //an acronym for Prisoner of War
|
|
L"??",
|
|
};
|
|
|
|
STR16 pLongAttributeStrings[] =
|
|
{
|
|
L"SI£A", //The merc's strength attribute. Others below represent the other attributes.
|
|
L"ZRÊCZNOŒÆ",
|
|
L"ZWINNOή",
|
|
L"INTELIGENCJA",
|
|
L"UMIEJÊTNOŒCI STRZELECKIE",
|
|
L"WIEDZA MEDYCZNA",
|
|
L"ZNAJOMOή MECHANIKI",
|
|
L"UMIEJÊTNOŒÆ DOWODZENIA",
|
|
L"ZNAJOMOŒÆ MATERIA£ÓW WYBUCHOWYCH",
|
|
L"POZIOM DOŒWIADCZENIA",
|
|
};
|
|
|
|
STR16 pInvPanelTitleStrings[] =
|
|
{
|
|
L"Os³ona", // the armor rating of the merc
|
|
L"Ekwip.", // the weight the merc is carrying
|
|
L"Kamuf.", // the merc's camouflage rating
|
|
L"Kamufla¿:",
|
|
L"Ochrona:",
|
|
};
|
|
|
|
STR16 pShortAttributeStrings[] =
|
|
{
|
|
L"Zwn", // the abbreviated version of : agility
|
|
L"Zrc", // dexterity
|
|
L"Si³", // strength
|
|
L"Dow", // leadership
|
|
L"Int", // wisdom
|
|
L"Doœ", // experience level
|
|
L"Str", // marksmanship skill
|
|
L"Wyb", // explosive skill
|
|
L"Mec", // mechanical skill
|
|
L"Med", // medical skill
|
|
};
|
|
|
|
|
|
STR16 pUpperLeftMapScreenStrings[] =
|
|
{
|
|
L"Przydzia³", // the mercs current assignment
|
|
L"Kontrakt", // the contract info about the merc
|
|
L"Zdrowie", // the health level of the current merc
|
|
L"Morale", // the morale of the current merc
|
|
L"Stan", // the condition of the current vehicle
|
|
L"Paliwo", // the fuel level of the current vehicle
|
|
};
|
|
|
|
STR16 pTrainingStrings[] =
|
|
{
|
|
L"Praktyka", // tell merc to train self
|
|
L"Samoobrona", // tell merc to train town
|
|
L"Instruktor", // tell merc to act as trainer
|
|
L"Uczeñ", // tell merc to be train by other
|
|
};
|
|
|
|
STR16 pGuardMenuStrings[] =
|
|
{
|
|
L"Limit ognia:", // the allowable rate of fire for a merc who is guarding
|
|
L" Agresywny ogieñ", // the merc can be aggressive in their choice of fire rates
|
|
L" Oszczêdzaj amunicjê", // conserve ammo
|
|
L" Strzelaj w ostatecznoœci", // fire only when the merc needs to
|
|
L"Inne opcje:", // other options available to merc
|
|
L" Mo¿e siê wycofaæ", // merc can retreat
|
|
L" Mo¿e szukaæ schronienia", // merc is allowed to seek cover
|
|
L" Mo¿e pomagaæ partnerom", // merc can assist teammates
|
|
L"OK", // done with this menu
|
|
L"Anuluj", // 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"Limit ognia:",
|
|
L" *Agresywny ogieñ*",
|
|
L" *Oszczêdzaj amunicjê*",
|
|
L" *Strzelaj w ostatecznoœci*",
|
|
L"Inne opcje:",
|
|
L" *Mo¿e siê wycofaæ*",
|
|
L" *Mo¿e szukaæ schronienia*",
|
|
L" *Mo¿e pomagaæ partnerom*",
|
|
L"OK",
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pAssignMenuStrings[] =
|
|
{
|
|
L"S³u¿ba", // merc is on active duty
|
|
L"Lekarz", // the merc is acting as a doctor
|
|
L"Pacjent", // the merc is receiving medical attention
|
|
L"Pojazd", // the merc is in a vehicle
|
|
L"Naprawa", // the merc is repairing items
|
|
L"Szkolenie", // the merc is training
|
|
L"Anuluj", // cancel this menu
|
|
};
|
|
|
|
//lal
|
|
STR16 pMilitiaControlMenuStrings[] =
|
|
{
|
|
L"Atakuj", // set militia to aggresive
|
|
L"Utrzymaj pozycjê", // set militia to stationary
|
|
L"Wycofaj siê", // retreat militia
|
|
L"ChodŸ do mnie", // retreat militia
|
|
L"Padnij", // retreat militia
|
|
L"Kryj siê",
|
|
L"Wszyscy: Atakujcie",
|
|
L"Wszyscy: Utrzymajcie pozycje",
|
|
L"Wszyscy: Wycofajcie siê",
|
|
L"Wszyscy: ChodŸcie do mnie",
|
|
L"Wszyscy: Rozproszcie siê",
|
|
L"Wszyscy: Padnijcie",
|
|
L"Wszyscy: Kryjcie siê",
|
|
//L"Wszyscy: Szukajcie przedmiotów",
|
|
L"Anuluj", // cancel this menu
|
|
};
|
|
|
|
//STR16 pTalkToAllMenuStrings[] =
|
|
//{
|
|
// L"Atak", // set militia to aggresive
|
|
// L"Utrzymaj pozycjê", // set militia to stationary
|
|
// L"Odwrót", // retreat militia
|
|
// L"Za mn¹", // retreat militia
|
|
// L"Padnij", // retreat militia
|
|
// L"Anuluj", // cancel this menu
|
|
//};
|
|
|
|
STR16 pRemoveMercStrings[] =
|
|
{
|
|
L"Usuñ najemnika", // remove dead merc from current team
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pAttributeMenuStrings[] =
|
|
{
|
|
L"Si³a",
|
|
L"Zrêcznoœæ",
|
|
L"ZwinnoϾ",
|
|
L"Zdrowie",
|
|
L"Um. strzeleckie",
|
|
L"Wiedza med.",
|
|
L"Zn. mechaniki",
|
|
L"Um. dowodzenia",
|
|
L"Zn. mat. wyb.",
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pTrainingMenuStrings[] =
|
|
{
|
|
L"Praktyka", // train yourself
|
|
L"Samoobrona", // train the town
|
|
L"Instruktor", // train your teammates
|
|
L"Uczeñ", // be trained by an instructor
|
|
L"Anuluj", // cancel this menu
|
|
};
|
|
|
|
|
|
STR16 pSquadMenuStrings[] =
|
|
{
|
|
L"Oddzia³ 1",
|
|
L"Oddzia³ 2",
|
|
L"Oddzia³ 3",
|
|
L"Oddzia³ 4",
|
|
L"Oddzia³ 5",
|
|
L"Oddzia³ 6",
|
|
L"Oddzia³ 7",
|
|
L"Oddzia³ 8",
|
|
L"Oddzia³ 9",
|
|
L"Oddzia³ 10",
|
|
L"Oddzia³ 11",
|
|
L"Oddzia³ 12",
|
|
L"Oddzia³ 13",
|
|
L"Oddzia³ 14",
|
|
L"Oddzia³ 15",
|
|
L"Oddzia³ 16",
|
|
L"Oddzia³ 17",
|
|
L"Oddzia³ 18",
|
|
L"Oddzia³ 19",
|
|
L"Oddzia³ 20",
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pPersonnelTitle[] =
|
|
{
|
|
L"Personel", // the title for the personnel screen/program application
|
|
};
|
|
|
|
STR16 pPersonnelScreenStrings[] =
|
|
{
|
|
L"Zdrowie: ", // health of merc
|
|
L"ZwinnoϾ: ",
|
|
L"Zrêcznoœæ: ",
|
|
L"Si³a: ",
|
|
L"Um. dowodzenia: ",
|
|
L"Inteligencja: ",
|
|
L"Poziom doœw.: ", // experience level
|
|
L"Um. strzeleckie: ",
|
|
L"Zn. mechaniki: ",
|
|
L"Zn. mat. wybuchowych: ",
|
|
L"Wiedza medyczna: ",
|
|
L"Zastaw na ¿ycie: ", // amount of medical deposit put down on the merc
|
|
L"Bie¿¹cy kontrakt: ", // cost of current contract
|
|
L"Liczba zabójstw: ", // number of kills by merc
|
|
L"Liczba asyst: ", // number of assists on kills by merc
|
|
L"Dzienny koszt:", // daily cost of merc
|
|
L"Ogólny koszt:", // total cost of merc
|
|
L"WartoϾ kontraktu:", // cost of current contract
|
|
L"Us³ugi ogó³em", // total service rendered by merc
|
|
L"Zaleg³a kwota", // amount left on MERC merc to be paid
|
|
L"CelnoϾ:", // percentage of shots that hit target
|
|
L"IloϾ walk:", // number of battles fought
|
|
L"Ranny(a):", // number of times merc has been wounded
|
|
L"Umiejêtnoœci:",
|
|
L"Brak umiêjêtnoœci",
|
|
};
|
|
|
|
|
|
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
|
|
STR16 gzMercSkillText[] =
|
|
{
|
|
L"Brak umiejêtnoœci",
|
|
L"Otwieranie zamków",
|
|
L"Walka wrêcz", //JA25: modified
|
|
L"Elektronika",
|
|
L"Nocne operacje", //JA25: modified
|
|
L"Rzucanie",
|
|
L"Szkolenie",
|
|
L"Ciê¿ka broñ",
|
|
L"Broñ automatyczna",
|
|
L"Skradanie siê",
|
|
L"Oburêcznoœæ",
|
|
L"Kradzie¿",
|
|
L"Sztuki walki",
|
|
L"Broñ bia³a",
|
|
L"Snajper", //JA25: modified
|
|
L"Kamufla¿", //JA25: modified
|
|
L"Kamufla¿ (miasto)",
|
|
L"Kamufla¿ (pustynia)",
|
|
L"Kamufla¿ (œnieg)",
|
|
L"(Eksp.)",
|
|
};
|
|
|
|
|
|
// This is pop up help text for the options that are available to the merc
|
|
|
|
STR16 pTacticalPopupButtonStrings[] =
|
|
{
|
|
L"W|stañ/IdŸ",
|
|
L"S|chyl siê/IdŸ",
|
|
L"Wstañ/Biegnij (|R)",
|
|
L"|Padnij/Czo³gaj siê",
|
|
L"Patrz (|L)",
|
|
L"Akcja",
|
|
L"Rozmawiaj",
|
|
L"Zbadaj (|C|t|r|l)",
|
|
|
|
// Pop up door menu
|
|
L"Otwórz",
|
|
L"Poszukaj pu³apek",
|
|
L"U¿yj wytrychów",
|
|
L"Wywa¿",
|
|
L"Usuñ pu³apki",
|
|
L"Zamknij na klucz",
|
|
L"Otwórz kluczem",
|
|
L"U¿yj ³adunku wybuchowego",
|
|
L"U¿yj ³omu",
|
|
L"Anuluj (|E|s|c)",
|
|
L"Zamknij"
|
|
};
|
|
|
|
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
|
|
|
|
STR16 pDoorTrapStrings[] =
|
|
{
|
|
L"nie posiada ¿adnych pu³apek",
|
|
L"ma za³o¿ony ³adunek wybuchowy",
|
|
L"jest pod napiêciem",
|
|
L"posiada syrenê alarmow¹",
|
|
L"posiada dyskretny alarm"
|
|
};
|
|
|
|
// Contract Extension. These are used for the contract extension with AIM mercenaries.
|
|
|
|
STR16 pContractExtendStrings[] =
|
|
{
|
|
L"dzieñ",
|
|
L"tydzieñ",
|
|
L"dwa tygodnie",
|
|
};
|
|
|
|
// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.
|
|
|
|
STR16 pMapScreenMouseRegionHelpText[] =
|
|
{
|
|
L"Wybór postaci",
|
|
L"Przydzia³ najemnika",
|
|
L"Nanieœ trasê podró¿y",
|
|
L"Kontrakt najemnika",
|
|
L"Usuñ najemnika",
|
|
L"Œpij",
|
|
};
|
|
|
|
// volumes of noises
|
|
|
|
STR16 pNoiseVolStr[] =
|
|
{
|
|
L"CICHY",
|
|
L"WYRA�NY",
|
|
L"G£OŒNY",
|
|
L"BARDZO G£OŒNY"
|
|
};
|
|
|
|
// types of noises
|
|
|
|
STR16 pNoiseTypeStr[] = // OBSOLETE
|
|
{
|
|
L"NIEOKREŒLONY D�WIÊK",
|
|
L"ODG£OS RUCHU",
|
|
L"ODG£OS SKRZYPNIÊCIA",
|
|
L"PLUSK",
|
|
L"ODG£OS UDERZENIA",
|
|
L"STRZA£",
|
|
L"WYBUCH",
|
|
L"KRZYK",
|
|
L"ODG£OS UDERZENIA",
|
|
L"ODG£OS UDERZENIA",
|
|
L"£OMOT",
|
|
L"TRZASK"
|
|
};
|
|
|
|
// Directions that are used to report noises
|
|
|
|
STR16 pDirectionStr[] =
|
|
{
|
|
L"P£N-WSCH",
|
|
L"WSCH",
|
|
L"P£D-WSCH",
|
|
L"P£D",
|
|
L"P£D-ZACH",
|
|
L"ZACH",
|
|
L"P£N-ZACH",
|
|
L"P£N"
|
|
};
|
|
|
|
// These are the different terrain types.
|
|
|
|
STR16 pLandTypeStrings[] =
|
|
{
|
|
L"Miasto",
|
|
L"Droga",
|
|
L"Otwarty teren",
|
|
L"Pustynia",
|
|
L"Las",
|
|
L"Las",
|
|
L"Bagno",
|
|
L"Woda",
|
|
L"Wzgórza",
|
|
L"Teren nieprzejezdny",
|
|
L"Rzeka", //river from north to south
|
|
L"Rzeka", //river from east to west
|
|
L"Terytorium innego kraju",
|
|
//NONE of the following are used for directional travel, just for the sector description.
|
|
L"Tropiki",
|
|
L"Pola uprawne",
|
|
L"Otwarty teren, droga",
|
|
L"Las, droga",
|
|
L"Las, droga",
|
|
L"Tropiki, droga",
|
|
L"Las, droga",
|
|
L"Wybrze¿e",
|
|
L"Góry, droga",
|
|
L"Wybrze¿e, droga",
|
|
L"Pustynia, droga",
|
|
L"Bagno, droga",
|
|
L"Las, Rakiety Z-P",
|
|
L"Pustynia, Rakiety Z-P",
|
|
L"Tropiki, Rakiety Z-P",
|
|
L"Meduna, Rakiety Z-P",
|
|
|
|
//These are descriptions for special sectors
|
|
L"Szpital w Cambrii",
|
|
L"Lotnisko w Drassen",
|
|
L"Lotnisko w Medunie",
|
|
L"Rakiety Z-P",
|
|
L"Kryjówka rebeliantów", //The rebel base underground in sector A10
|
|
L"Tixa - Lochy", //The basement of the Tixa Prison (J9)
|
|
L"Gniazdo stworzeñ", //Any mine sector with creatures in it
|
|
L"Orta - Piwnica", //The basement of Orta (K4)
|
|
L"Tunel", //The tunnel access from the maze garden in Meduna
|
|
//leading to the secret shelter underneath the palace
|
|
L"Schron", //The shelter underneath the queen's palace
|
|
L"", //Unused
|
|
};
|
|
|
|
STR16 gpStrategicString[] =
|
|
{
|
|
L"", //Unused
|
|
L"%s wykryto w sektorze %c%d, a inny oddzia³ jest w drodze.", //STR_DETECTED_SINGULAR
|
|
L"%s wykryto w sektorze %c%d, a inne oddzia³y s¹ w drodze.", //STR_DETECTED_PLURAL
|
|
L"Chcesz skoordynowaæ jednoczesne przybycie?", //STR_COORDINATE
|
|
|
|
//Dialog strings for enemies.
|
|
|
|
L"Wróg daje ci szansê siê poddaæ.", //STR_ENEMY_SURRENDER_OFFER
|
|
L"Wróg schwyta³ resztê twoich nieprzytomnych najemników.", //STR_ENEMY_CAPTURED
|
|
|
|
//The text that goes on the autoresolve buttons
|
|
|
|
L"Odwrót", //The retreat button //STR_AR_RETREAT_BUTTON
|
|
L"OK", //The done button //STR_AR_DONE_BUTTON
|
|
|
|
//The headers are for the autoresolve type (MUST BE UPPERCASE)
|
|
|
|
L"OBRONA", //STR_AR_DEFEND_HEADER
|
|
L"ATAK", //STR_AR_ATTACK_HEADER
|
|
L"STARCIE", //STR_AR_ENCOUNTER_HEADER
|
|
L"Sektor", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
|
|
|
|
//The battle ending conditions
|
|
|
|
L"ZWYCIÊSTWO!", //STR_AR_OVER_VICTORY
|
|
L"PORA¯KA!", //STR_AR_OVER_DEFEAT
|
|
L"KAPITULACJA!", //STR_AR_OVER_SURRENDERED
|
|
L"NIEWOLA!", //STR_AR_OVER_CAPTURED
|
|
L"ODWRÓT!", //STR_AR_OVER_RETREATED
|
|
|
|
//These are the labels for the different types of enemies we fight in autoresolve.
|
|
|
|
L"Samoobrona", //STR_AR_MILITIA_NAME,
|
|
L"Elity", //STR_AR_ELITE_NAME,
|
|
L"¯o³nierze", //STR_AR_TROOP_NAME,
|
|
L"Administrator", //STR_AR_ADMINISTRATOR_NAME,
|
|
L"Stworzenie", //STR_AR_CREATURE_NAME,
|
|
|
|
//Label for the length of time the battle took
|
|
|
|
L"Czas trwania", //STR_AR_TIME_ELAPSED,
|
|
|
|
//Labels for status of merc if retreating. (UPPERCASE)
|
|
|
|
L"WYCOFA£(A) SIÊ", //STR_AR_MERC_RETREATED,
|
|
L"WYCOFUJE SIÊ", //STR_AR_MERC_RETREATING,
|
|
L"WYCOFAJ SIÊ", //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"Rozst. autom.", //STR_PB_AUTORESOLVE_BTN,
|
|
L"IdŸ do sektora", //STR_PB_GOTOSECTOR_BTN,
|
|
L"Wycof. ludzi", //STR_PB_RETREATMERCS_BTN,
|
|
|
|
//The different headers(titles) for the prebattle interface.
|
|
L"STARCIE Z WROGIEM", //STR_PB_ENEMYENCOUNTER_HEADER,
|
|
L"INWAZJA WROGA", //STR_PB_ENEMYINVASION_HEADER, // 30
|
|
L"ZASADZKA WROGA", //STR_PB_ENEMYAMBUSH_HEADER
|
|
L"WEJŒCIE DO WROGIEGO SEKTORA", //STR_PB_ENTERINGENEMYSECTOR_HEADER
|
|
L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER
|
|
L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER
|
|
L"WEJŒCIE DO LEGOWISKA DZIKICH KOTÓW", //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"Po³o¿enie",
|
|
L"Wrogowie",
|
|
L"Najemnicy",
|
|
L"Samoobrona",
|
|
L"Stwory",
|
|
L"Dzikie koty",
|
|
L"Sektor",
|
|
L"Brak", //If there are no uninvolved mercs in this fight.
|
|
L"N/D", //Acronym of Not Applicable
|
|
L"d", //One letter abbreviation of day
|
|
L"g", //One letter abbreviation of hour
|
|
|
|
//TACTICAL PLACEMENT USER INTERFACE STRINGS
|
|
//The four buttons
|
|
|
|
L"WyczyϾ",
|
|
L"Rozprosz",
|
|
L"Zgrupuj",
|
|
L"OK",
|
|
|
|
//The help text for the four buttons. Use \n to denote new line (just like enter).
|
|
|
|
L"Kasuje wszystkie pozy|cje najemników, \ni pozwala ponownie je wprowadziæ.",
|
|
L"Po ka¿dym naciœniêciu rozmie|szcza\nlosowo twoich najemników.",
|
|
L"|Grupuje najemników w wybranym miejscu.",
|
|
L"Kliknij ten klawisz gdy ju¿ rozmieœcisz \nswoich najemników. (|E|n|t|e|r)",
|
|
L"Musisz rozmieœciæ wszystkich najemników \nzanim rozpoczniesz walkê.",
|
|
|
|
//Various strings (translate word for word)
|
|
|
|
L"Sektor",
|
|
L"Wybierz pocz¹tkowe pozycje",
|
|
|
|
//Strings used for various popup message boxes. Can be as long as desired.
|
|
|
|
L"To miejsce nie jest zbyt dobre. Jest niedostêpne. Spróbuj gdzie indziej.",
|
|
L"Rozmieœæ swoich najemników na podœwietlonej czêœci mapy.",
|
|
|
|
//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"przyby³(a) do sektora",
|
|
|
|
//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"|Automatycznie prowadzi walkê za ciebie,\nnie ³aduj¹c planszy.",
|
|
L"Atakuj¹c sektor wroga nie mo¿na automatycznie rozstrzygn¹æ walki.",
|
|
L"Wejœcie do s|ektora by nawi¹zaæ walkê z wrogiem.",
|
|
L"Wycofuje oddzia³ do s¹siedniego sekto|ra.", //singular version
|
|
L"Wycofuje wszystkie oddzia³y do s¹siedniego sekto|ra.", //multiple groups with same previous sector
|
|
|
|
//various popup messages for battle conditions.
|
|
|
|
//%c%d is the sector -- ex: A9
|
|
L"Nieprzyjaciel zatakowa³ oddzia³y samoobrony w sektorze %c%d.",
|
|
//%c%d is the sector -- ex: A9
|
|
L"Stworzenia zaatakowa³y oddzia³y samoobrony w sektorze %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"Stworzenia zatakowa³y i zabi³y %d cywili w sektorze %s.",
|
|
//%c%d is the sector -- ex: A9
|
|
L"Nieprzyjaciel zatakowa³ twoich najemników w sektorze %s. ¯aden z twoich najemników nie mo¿e walczyæ!",
|
|
//%c%d is the sector -- ex: A9
|
|
L"Stworzenia zatakowa³y twoich najemników w sektorze %s. ¯aden z twoich najemników nie mo¿e walczyæ!",
|
|
|
|
};
|
|
|
|
STR16 gpGameClockString[] =
|
|
{
|
|
//This is the day represented in the game clock. Must be very short, 4 characters max.
|
|
L"Dzieñ",
|
|
};
|
|
|
|
//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"Zn. w sektorze:",
|
|
L"Zn. w dniu:",
|
|
};
|
|
|
|
//The headers used to describe various weapon statistics.
|
|
|
|
CHAR16 gWeaponStatsDesc[][ 16 ] =
|
|
{
|
|
// HEADROCK: Changed this for Extended Description project
|
|
L"Stan:",
|
|
L"Waga (%s):",
|
|
L"PA Koszty",
|
|
L"Zas.:", // Range
|
|
L"Si³a:", // Damage
|
|
L"IloϾ:", // Number of bullets left in a magazine
|
|
L"PA:", // abbreviation for Action Points
|
|
L"=",
|
|
L"=",
|
|
//Lal: additional strings for tooltips
|
|
L"CelnoϾ:", //9
|
|
L"Zasiêg:", //10
|
|
L"Si³a:", //11
|
|
L"Waga:", //12
|
|
L"Og³uszenie:",//13
|
|
// HEADROCK: Added new strings for extended description ** REDUNDANT **
|
|
L"AUTOPEN:", //14
|
|
L"AUTO/5:", //15
|
|
L"Amount:", //16
|
|
|
|
};
|
|
|
|
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
|
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
|
|
// changing item type while watching its description box
|
|
STR16 gzWeaponStatsFasthelp[ 27 ] =
|
|
{
|
|
L"Range",
|
|
L"Damage",
|
|
L"Burst/Auto Penalty",
|
|
L"Autofire shots per 5 AP",
|
|
L"Accuracy",
|
|
L"Reliability",
|
|
L"Repair Ease",
|
|
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"Flash Suppression",
|
|
L"Loudness (Lower is better)",
|
|
L"To-Hit Modifier",
|
|
L"Average Best Laser Range",
|
|
L"Aiming Modifier",
|
|
L"Min. Range for Aiming Bonus",
|
|
L"Bipod Modifier",
|
|
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",
|
|
};
|
|
|
|
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
|
|
{
|
|
L"Range",
|
|
L"Damage",
|
|
L"Burst/Auto Penalty",
|
|
L"Autofire shots per 5 AP",
|
|
L"Accuracy",
|
|
L"Reliability",
|
|
L"Repair Ease",
|
|
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"To-Hit Modifier",
|
|
L"Average Best Laser Range",
|
|
L"Aiming Modifier",
|
|
L"Min. Range for Aiming Bonus",
|
|
L"Flash Suppression",
|
|
L"Loudness (Lower is better)",
|
|
L"Bipod Modifier",
|
|
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",
|
|
};
|
|
|
|
STR16 gzAmmoStatsFasthelp[ 20 ] =
|
|
{
|
|
L"Armor Penetration (Lower is better)",
|
|
L"Bullet Tumble (Higher is better)",
|
|
L"Pre-impact Explosion (Higher is better)",
|
|
L"Tracer Effect",
|
|
L"Anti-Tank",
|
|
L"Lockbuster",
|
|
L"Ignores Armor",
|
|
L"Acidic",
|
|
L"Range Modifier",
|
|
L"Damage Modifier",
|
|
L"To-Hit Modifier",
|
|
L"Burst/Auto Penalty Modifier (Higher is better)",
|
|
L"Reliability Modifier",
|
|
L"Loudness Modifier (Lower is better)",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
};
|
|
|
|
STR16 gzArmorStatsFasthelp[ 20 ] =
|
|
{
|
|
L"Protection",
|
|
L"Coverage (Higher is better)",
|
|
L"Degrade Rate (Lower is better)",
|
|
L"AP Modifier",
|
|
L"To-Hit Modifier",
|
|
L"Woodland Camo",
|
|
L"Urban Camo",
|
|
L"Desert Camo",
|
|
L"Snow Camo",
|
|
L"Stealth Modifier",
|
|
L"Vision Range Modifier",
|
|
L"Day Vision Range Modifier",
|
|
L"Night Vision Range Modifier",
|
|
L"Bright Light Vision Range Modifier",
|
|
L"Cave Vision Range Modifier",
|
|
L"Tunnel Vision Percentage",
|
|
L"Hearing Range Modifier",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
};
|
|
|
|
STR16 gzExplosiveStatsFasthelp[ 20 ] =
|
|
{
|
|
L"Damage",
|
|
L"Stun Damage",
|
|
L"Blast Loudness (Lower is better)",
|
|
L"Volatility!!! (Lower is better)",
|
|
L"Blast Radius",
|
|
L"Effect Start Radius",
|
|
L"Effect Final Radius ",
|
|
L"Effect Duration",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
L"",
|
|
};
|
|
|
|
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
|
|
|
|
//The headers used for the merc's money.
|
|
|
|
CHAR16 gMoneyStatsDesc[][ 13 ] =
|
|
{
|
|
L"Kwota",
|
|
L"Pozosta³o:", //this is the overall balance
|
|
L"Kwota",
|
|
L"Wydzieliæ:", // the amount he wants to separate from the overall balance to get two piles of money
|
|
|
|
L"Bie¿¹ce",
|
|
L"Saldo",
|
|
L"Kwota do",
|
|
L"podjêcia",
|
|
};
|
|
|
|
//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"UMIERAJ¥CY", // >= 0
|
|
L"KRYTYCZNY", // >= 15
|
|
L"KIEPSKI", // >= 30
|
|
L"RANNY", // >= 45
|
|
L"ZDROWY", // >= 60
|
|
L"SILNY", // >= 75
|
|
L"DOSKONA£Y", // >= 90
|
|
};
|
|
|
|
STR16 gzMoneyAmounts[6] =
|
|
{
|
|
L"$1000",
|
|
L"$100",
|
|
L"$10",
|
|
L"OK",
|
|
L"Wydziel",
|
|
L"Podejmij",
|
|
};
|
|
|
|
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
|
|
CHAR16 gzProsLabel[10] =
|
|
{
|
|
L"Zalety:",
|
|
};
|
|
|
|
CHAR16 gzConsLabel[10] =
|
|
{
|
|
L"Wady:",
|
|
};
|
|
|
|
//Conversation options a player has when encountering an NPC
|
|
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
|
|
{
|
|
L"Powtórz", //meaning "Repeat yourself"
|
|
L"PrzyjaŸnie", //approach in a friendly
|
|
L"Bezpoœrednio", //approach directly - let's get down to business
|
|
L"GroŸnie", //approach threateningly - talk now, or I'll blow your face off
|
|
L"Daj",
|
|
L"Rekrutuj",
|
|
};
|
|
|
|
//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
|
|
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
|
|
{
|
|
L"Kup/Sprzedaj",
|
|
L"Kup",
|
|
L"Sprzedaj",
|
|
L"Napraw",
|
|
};
|
|
|
|
CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
|
|
{
|
|
L"OK",
|
|
};
|
|
|
|
|
|
//These are vehicles in the game.
|
|
|
|
STR16 pVehicleStrings[] =
|
|
{
|
|
L"Eldorado",
|
|
L"Hummer", // a hummer jeep/truck -- military vehicle
|
|
L"Furgonetka z lodami",
|
|
L"Jeep",
|
|
L"Czo³g",
|
|
L"Helikopter",
|
|
};
|
|
|
|
STR16 pShortVehicleStrings[] =
|
|
{
|
|
L"Eldor.",
|
|
L"Hummer", // the HMVV
|
|
L"Furg.",
|
|
L"Jeep",
|
|
L"Czo³g",
|
|
L"Heli.", // the helicopter
|
|
};
|
|
|
|
STR16 zVehicleName[] =
|
|
{
|
|
L"Eldorado",
|
|
L"Hummer", //a military jeep. This is a brand name.
|
|
L"Furg.", // Ice cream truck
|
|
L"Jeep",
|
|
L"Czo³g",
|
|
L"Heli.", //an abbreviation for Helicopter
|
|
};
|
|
|
|
|
|
//These are messages Used in the Tactical Screen
|
|
|
|
CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
|
{
|
|
L"Nalot",
|
|
L"Udzieliæ automatycznie pierwszej pomocy?",
|
|
|
|
// CAMFIELD NUKE THIS and add quote #66.
|
|
|
|
L"%s zauwa¿y³(a) ¿e dostawa jest niekompletna.",
|
|
|
|
// The %s is a string from pDoorTrapStrings
|
|
|
|
L"Zamek %s.",
|
|
L"Brak zamka.",
|
|
L"Sukces!",
|
|
L"Niepowodzenie.",
|
|
L"Sukces!",
|
|
L"Niepowodzenie.",
|
|
L"Zamek nie ma pu³apek.",
|
|
L"Sukces!",
|
|
// The %s is a merc name
|
|
L"%s nie posiada odpowiedniego klucza.",
|
|
L"Zamek zosta³ rozbrojony.",
|
|
L"Zamek nie ma pu³apek.",
|
|
L"Zamkniête.",
|
|
L"DRZWI",
|
|
L"ZABEZP.",
|
|
L"ZAMKNIÊTE",
|
|
L"OTWARTE",
|
|
L"ROZWALONE",
|
|
L"Tu jest prze³¹cznik. W³¹czyæ go?",
|
|
L"Rozbroiæ pu³apkê?",
|
|
L"Poprz...",
|
|
L"Nast...",
|
|
L"Wiêcej...",
|
|
|
|
// In the next 2 strings, %s is an item name
|
|
|
|
L"%s - po³o¿ono na ziemi.",
|
|
L"%s - przekazano do - %s.",
|
|
|
|
// In the next 2 strings, %s is a name
|
|
|
|
L"%s otrzyma³(a) ca³¹ zap³atê.",
|
|
L"%s - nale¿noœæ wobec niej/niego wynosi jeszcze %d.",
|
|
L"Wybierz czêstotliwoœæ sygna³u detonuj¹cego:", //in this case, frequency refers to a radio signal
|
|
L"Ile tur do eksplozji:", //how much time, in turns, until the bomb blows
|
|
L"Ustaw czêstotliwoœæ zdalnego detonatora:", //in this case, frequency refers to a radio signal
|
|
L"Rozbroiæ pu³apkê?",
|
|
L"Usun¹æ niebiesk¹ flagê?",
|
|
L"Umieœciæ tutaj niebiesk¹ flagê?",
|
|
L"Koñcz¹ca tura",
|
|
|
|
// In the next string, %s is a name. Stance refers to way they are standing.
|
|
|
|
L"Na pewno chcesz zaatakowaæ - %s?",
|
|
L"Pojazdy nie mog¹ zmieniaæ pozycji.",
|
|
L"Robot nie mo¿e zmieniaæ pozycji.",
|
|
|
|
// In the next 3 strings, %s is a name
|
|
|
|
L"%s nie mo¿e zmieniæ pozycji w tym miejscu.",
|
|
L"%s nie mo¿e tu otrzymaæ pierwszej pomocy.",
|
|
L"%s nie potrzebuje pierwszej pomocy.",
|
|
L"Nie mo¿na ruszyæ w to miejsce.",
|
|
L"Oddzia³ jest ju¿ kompletny. Nie ma miejsca dla nowych rekrutów.", //there's no room for a recruit on the player's team
|
|
|
|
// In the next string, %s is a name
|
|
|
|
L"%s pracuje ju¿ dla ciebie.",
|
|
|
|
// Here %s is a name and %d is a number
|
|
|
|
L"%s - nale¿noœæ wobec niej/niego wynosi %d$.",
|
|
|
|
// In the next string, %s is a name
|
|
|
|
L"%s - Eskortowaæ t¹ osobê?",
|
|
|
|
// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)
|
|
|
|
L"%s - Zatrudniæ t¹ osobê za %s dziennie?",
|
|
|
|
// This line is used repeatedly to ask player if they wish to participate in a boxing match.
|
|
|
|
L"Chcesz walczyæ?",
|
|
|
|
// In the next string, the first %s is an item name and the
|
|
// second %s is an amount of money (including $ sign)
|
|
|
|
L"%s - Kupiæ to za %s?",
|
|
|
|
// In the next string, %s is a name
|
|
|
|
L"%s jest pod eskort¹ oddzia³u %d.",
|
|
|
|
// These messages are displayed during play to alert the player to a particular situation
|
|
|
|
L"ZACIÊTA", //weapon is jammed.
|
|
L"Robot potrzebuje amunicji kaliber %s.", //Robot is out of ammo
|
|
L"Rzuciæ tam? To niemo¿liwe.", //Merc can't throw to the destination he selected
|
|
|
|
// These are different buttons that the player can turn on and off.
|
|
|
|
L"Skradanie siê (|Z)",
|
|
L"Ekran |Mapy",
|
|
L"Koniec tury (|D)",
|
|
L"Rozmowa",
|
|
L"Wycisz",
|
|
L"Pozycja do góry (|P|g|U|p)",
|
|
L"Poziom kursora (|T|a|b)",
|
|
L"Wspinaj siê / |Zeskocz",
|
|
L"Pozycja w dó³ (|P|g|D|n)",
|
|
L"Badaæ (|C|t|r|l)",
|
|
L"Poprzedni najemnik",
|
|
L"Nastêpny najemnik (|S|p|a|c|j|a)",
|
|
L"|Opcje",
|
|
L"Ci¹g³y ogieñ (|B)",
|
|
L"Spójrz/Obróæ siê (|L)",
|
|
L"Zdrowie: %d/%d\nEnergia: %d/%d\nMorale: %s",
|
|
L"Co?", //this means "what?"
|
|
L"Kont", //an abbrieviation for "Continued"
|
|
L"%s ma w³¹czone potwierdzenia g³osowe.",
|
|
L"%s ma wy³¹czone potwierdzenia g³osowe.",
|
|
L"Stan: %d/%d\nPaliwo: %d/%d",
|
|
L"Wysi¹dŸ z pojazdu" ,
|
|
L"Zmieñ oddzia³ ( |S|h|i|f|t |S|p|a|c|j|a )",
|
|
L"ProwadŸ",
|
|
L"N/D", //this is an acronym for "Not Applicable."
|
|
L"U¿yj ( Walka wrêcz )",
|
|
L"U¿yj ( Broni palnej )",
|
|
L"U¿yj ( Broni bia³ej )",
|
|
L"U¿yj ( Mat. wybuchowych )",
|
|
L"U¿yj ( Apteczki )",
|
|
L"(£ap)",
|
|
L"(Prze³aduj)",
|
|
L"(Daj)",
|
|
L"%s - pu³apka zosta³a uruchomiona.",
|
|
L"%s przyby³(a) na miejsce.",
|
|
L"%s straci³(a) wszystkie Punkty Akcji.",
|
|
L"%s jest nieosi¹galny(na).",
|
|
L"%s ma ju¿ za³o¿one opatrunki.",
|
|
L"%s nie ma banda¿y.",
|
|
L"Wróg w sektorze!",
|
|
L"Nie ma wroga w zasiêgu wzroku.",
|
|
L"Zbyt ma³o Punktów Akcji.",
|
|
L"Nikt nie u¿ywa zdalnego sterowania.",
|
|
L"Ci¹g³y ogieñ opró¿ni³ magazynek!",
|
|
L"¯O£NIERZ",
|
|
L"STWÓR",
|
|
L"SAMOOBRONA",
|
|
L"CYWIL",
|
|
L"Wyjœcie z sektora",
|
|
L"OK",
|
|
L"Anuluj",
|
|
L"Wybrany najemnik",
|
|
L"Wszyscy najemnicy w oddziale",
|
|
L"IdŸ do sektora",
|
|
L"Otwórz mapê",
|
|
L"Nie mo¿na opuœciæ sektora z tej strony.",
|
|
L"%s jest zbyt daleko.",
|
|
L"Usuñ korony drzew",
|
|
L"Poka¿ korony drzew",
|
|
L"WRONA", //Crow, as in the large black bird
|
|
L"SZYJA",
|
|
L"G£OWA",
|
|
L"TU£ÓW",
|
|
L"NOGI",
|
|
L"Powiedzieæ królowej to, co chce wiedzieæ?",
|
|
L"Wzór odcisku palca pobrany",
|
|
L"Niew³aœciwy wzór odcisku palca. Broñ bezu¿yteczna.",
|
|
L"Cel osi¹gniêty",
|
|
L"Droga zablokowana",
|
|
L"Wp³ata/Podjêcie pieniêdzy", //Help text over the $ button on the Single Merc Panel
|
|
L"Nikt nie potrzebuje pierwszej pomocy.",
|
|
L"Zac.", // Short form of JAMMED, for small inv slots
|
|
L"Nie mo¿na siê tam dostaæ.", // used ( now ) for when we click on a cliff
|
|
L"Przejœcie zablokowane. Czy chcesz zamieniæ siê miejscami z t¹ osob¹?",
|
|
L"Osoba nie chce siê przesun¹æ.",
|
|
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
|
|
L"Zgadzasz siê zap³aciæ %s?",
|
|
L"Zgadzasz siê na darmowe leczenie?",
|
|
L"Zgadasz siê na ma³¿eñstwo z Darylem?",
|
|
L"Kó³ko na klucze",
|
|
L"Nie mo¿esz tego zrobiæ z eskortowan¹ osob¹.",
|
|
L"Oszczêdziæ Krotta?",
|
|
L"Poza zasiêgiem broni",
|
|
L"Górnik",
|
|
L"Pojazdem mo¿na podró¿owaæ tylko pomiêdzy sektorami",
|
|
L"Teraz nie mo¿na automatycznie udzieliæ pierwszej pomocy",
|
|
L"Przejœcie zablokowane dla - %s",
|
|
L"Twoi najemnicy, schwytani przez ¿o³nierzy Deidranny, s¹ tutaj uwiêzieni!",
|
|
L"Zamek zosta³ trafiony",
|
|
L"Zamek zosta³ zniszczony",
|
|
L"Ktoœ inny majstruje przy tych drzwiach.",
|
|
L"Stan: %d/%d\nPaliwo: %d/%d",
|
|
L"%s nie widzi - %s.", // Cannot see person trying to talk to
|
|
L"Dodatek usuniêty",
|
|
L"Can not gain another vehicle as you already have 2",
|
|
};
|
|
|
|
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
|
STR16 pExitingSectorHelpText[] =
|
|
{
|
|
//Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked.
|
|
L"Jeœli zaznaczysz tê opcjê, to s¹siedni sektor zostanie natychmiast za³adowany.",
|
|
L"Jeœli zaznaczysz tê opcjê, to na czas podró¿y pojawi siê automatycznie ekran mapy.",
|
|
|
|
//If you attempt to leave a sector when you have multiple squads in a hostile sector.
|
|
L"Ten sektor jest okupowany przez wroga i nie mo¿esz tu zostawiæ najemników.\nMusisz uporaæ siê z t¹ sytuacj¹ zanim za³adujesz inny sektor.",
|
|
|
|
//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"Gdy wyprowadzisz swoich pozosta³ych najemników z tego sektora,\ns¹siedni sektor zostanie automatycznie za³adowany.",
|
|
L"Gdy wyprowadzisz swoich pozosta³ych najemników z tego sektora,\nto na czas podró¿y pojawi siê automatycznie ekran mapy.",
|
|
|
|
//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 jest pod eskort¹ twoich najemników i nie mo¿e bez nich opuœciæ tego sektora.",
|
|
|
|
//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 nie mo¿e sam opuœciæ tego sektora, gdy¿ %s jest pod jego eskort¹.", //male singular
|
|
L"%s nie mo¿e sama opuœciæ tego sektora, gdy¿ %s jest pod jej eskort¹.", //female singular
|
|
L"%s nie mo¿e sam opuœciæ tego sektora, gdy¿ eskortuje inne osoby.", //male plural
|
|
L"%s nie mo¿e sama opuœciæ tego sektora, gdy¿ eskortuje inne osoby.", //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"Wszyscy twoi najemnicy musz¹ byæ w pobli¿u,\naby oddzia³ móg³ siê przemieszczaæ.",
|
|
|
|
L"", //UNUSED
|
|
|
|
//Standard helptext for single movement. Explains what will happen (splitting the squad)
|
|
L"Jeœli zaznaczysz tê opcjê, %s bêdzie podró¿owaæ w pojedynkê\ni automatycznie znajdzie siê w osobnym oddziale.",
|
|
|
|
//Standard helptext for all movement. Explains what will happen (moving the squad)
|
|
L"Jeœli zaznaczysz tê opcjê, aktualnie\nwybrany oddzia³ opuœci ten sektor.",
|
|
|
|
//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 jest pod eskort¹ twoich najemników i nie mo¿e bez nich opuœciæ tego sektora. Aby opuœciæ sektor twoi najemnicy musz¹ byæ w pobli¿u.",
|
|
};
|
|
|
|
|
|
|
|
STR16 pRepairStrings[] =
|
|
{
|
|
L"Wyposa¿enie", // tell merc to repair items in inventory
|
|
L"Baza rakiet Z-P", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
|
|
L"Anuluj", // 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"traci", // the merc has lost a statistic
|
|
L"zyskuje", // the merc has gained a statistic
|
|
L"pkt.", // singular
|
|
L"pkt.", // plural
|
|
L"pkt.", // singular
|
|
L"pkt.", // plural
|
|
};
|
|
|
|
STR16 sStatGainStrings[] =
|
|
{
|
|
L"zdrowia.",
|
|
L"zwinnoœci.",
|
|
L"zrêcznoœci.",
|
|
L"inteligencji.",
|
|
L"umiejêtnoœci medycznych.",
|
|
L"umiejêtnoœci w dziedzinie materia³ów wybuchowych.",
|
|
L"umiejêtnoœci w dziedzinie mechaniki.",
|
|
L"umiejêtnoœci strzeleckich.",
|
|
L"doœwiadczenia.",
|
|
L"si³y.",
|
|
L"umiejêtnoœci dowodzenia.",
|
|
};
|
|
|
|
|
|
STR16 pHelicopterEtaStrings[] =
|
|
{
|
|
L"Ca³kowita trasa: ",// total distance for helicopter to travel
|
|
L" Bezp.: ", // distance to travel to destination
|
|
L" Niebezp.:", // distance to return from destination to airport
|
|
L"Ca³kowity koszt: ", // total cost of trip by helicopter
|
|
L"PCP: ", // ETA is an acronym for "estimated time of arrival"
|
|
L"Helikopter ma ma³o paliwa i musi wyl¹dowaæ na terenie wroga.", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
|
|
L"Pasa¿erowie: ",
|
|
L"Wybór Skyridera lub pasa¿erów?",
|
|
L"Skyrider",
|
|
L"Pasa¿erowie",
|
|
};
|
|
|
|
STR16 sMapLevelString[] =
|
|
{
|
|
L"Poziom:", // what level below the ground is the player viewing in mapscreen
|
|
};
|
|
|
|
STR16 gsLoyalString[] =
|
|
{
|
|
L"Lojalnoœci", // 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"nie mo¿na wydawaæ rozkazów podró¿y pod ziemi¹.",
|
|
};
|
|
|
|
STR16 gsTimeStrings[] =
|
|
{
|
|
L"g", // 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"Brak",
|
|
L"Szpital",
|
|
L"Przemys³",
|
|
L"Wiêzienie",
|
|
L"Baza wojskowa",
|
|
L"Lotnisko",
|
|
L"Strzelnica", // a field for soldiers to practise their shooting skills
|
|
};
|
|
|
|
// text for inventory pop up button
|
|
|
|
STR16 pMapPopUpInventoryText[] =
|
|
{
|
|
L"Inwentarz",
|
|
L"Zamknij",
|
|
};
|
|
|
|
// town strings
|
|
|
|
STR16 pwTownInfoStrings[] =
|
|
{
|
|
L"Rozmiar", // 0 // size of the town in sectors
|
|
L"", // blank line, required
|
|
L"Pod kontrol¹", // how much of town is controlled
|
|
L"Brak", // none of this town
|
|
L"Przynale¿na kopalnia", // mine associated with this town
|
|
L"LojalnoϾ", // 5 // the loyalty level of this town
|
|
L"Wyszkolonych", // the forces in the town trained by the player
|
|
L"",
|
|
L"G³ówne obiekty", // main facilities in this town
|
|
L"Poziom", // the training level of civilians in this town
|
|
L"Szkolenie cywili", // 10 // state of civilian training in town
|
|
L"Samoobrona", // the state of the trained civilians in the town
|
|
};
|
|
|
|
// Mine strings
|
|
|
|
STR16 pwMineStrings[] =
|
|
{
|
|
L"Kopalnia", // 0
|
|
L"Srebro",
|
|
L"Z³oto",
|
|
L"Dzienna produkcja",
|
|
L"Mo¿liwa produkcja",
|
|
L"Opuszczona", // 5
|
|
L"Zamkniêta",
|
|
L"Na wyczerpaniu",
|
|
L"Produkuje",
|
|
L"Stan",
|
|
L"Tempo produkcji",
|
|
L"Typ z³o¿a", // 10
|
|
L"Kontrola miasta",
|
|
L"LojalnoϾ miasta",
|
|
// L"Górnicy",
|
|
};
|
|
|
|
// blank sector strings
|
|
|
|
STR16 pwMiscSectorStrings[] =
|
|
{
|
|
L"Si³y wroga",
|
|
L"Sektor",
|
|
L"Przedmiotów",
|
|
L"Nieznane",
|
|
L"Pod kontrol¹",
|
|
L"Tak",
|
|
L"Nie",
|
|
};
|
|
|
|
// error strings for inventory
|
|
|
|
STR16 pMapInventoryErrorString[] =
|
|
{
|
|
L"%s jest zbyt daleko.", //Merc is in sector with item but not close enough
|
|
L"Nie mo¿na wybraæ tego najemnika.", //MARK CARTER
|
|
L"%s nie mo¿e st¹d zabraæ tego przedmiotu, gdy¿ nie jest w tym sektorze.",
|
|
L"Podczas walki nie mo¿na korzystaæ z tego panelu.",
|
|
L"Podczas walki nie mo¿na korzystaæ z tego panelu.",
|
|
L"%s nie mo¿e tu zostawiæ tego przedmiotu, gdy¿ nie jest w tym sektorze.",
|
|
L"During combat, you can't reload with an ammo crate.",
|
|
};
|
|
|
|
STR16 pMapInventoryStrings[] =
|
|
{
|
|
L"Po³o¿enie", // sector these items are in
|
|
L"Razem przedmiotów", // total number of items in sector
|
|
};
|
|
|
|
|
|
// help text for the user
|
|
|
|
STR16 pMapScreenFastHelpTextList[] =
|
|
{
|
|
L"Kliknij w kolumnie 'Przydz.', aby przydzieliæ najemnika do innego oddzia³u lub wybranego zadania.",
|
|
L"Aby wyznaczyæ najemnikowi cel w innym sektorze, kliknij pole w kolumnie 'Cel'.",
|
|
L"Gdy najemnicy otrzymaj¹ ju¿ rozkaz przemieszczenia siê, kompresja czasu pozwala im szybciej dotrzeæ na miejsce.",
|
|
L"Kliknij lewym klawiszem aby wybraæ sektor. Kliknij ponownie aby wydaæ najemnikom rozkazy przemieszczenia, lub kliknij prawym klawiszem by uzyskaæ informacje o sektorze.",
|
|
L"Naciœnij w dowolnym momencie klawisz 'H' by wyœwietliæ okienko pomocy.",
|
|
L"Próbny tekst",
|
|
L"Próbny tekst",
|
|
L"Próbny tekst",
|
|
L"Próbny tekst",
|
|
L"Niewiele mo¿esz tu zrobiæ, dopóki najemnicy nie przylec¹ do Arulco. Gdy ju¿ zbierzesz swój oddzia³, kliknij przycisk Kompresji Czasu, w prawym dolnym rogu. W ten sposób twoi najemnicy szybciej dotr¹ na miejsce.",
|
|
};
|
|
|
|
// movement menu text
|
|
|
|
STR16 pMovementMenuStrings[] =
|
|
{
|
|
L"Przemieœæ najemników", // title for movement box
|
|
L"Nanieœ trasê podró¿y", // done with movement menu, start plotting movement
|
|
L"Anuluj", // cancel this menu
|
|
L"Inni", // title for group of mercs not on squads nor in vehicles
|
|
};
|
|
|
|
|
|
STR16 pUpdateMercStrings[] =
|
|
{
|
|
L"Oj:", // an error has occured
|
|
L"Wygas³ kontrakt najemników:", // this pop up came up due to a merc contract ending
|
|
L"Najemnicy wype³nili zadanie:", // this pop up....due to more than one merc finishing assignments
|
|
L"Najemnicy wrócili do pracy:", // this pop up ....due to more than one merc waking up and returing to work
|
|
L"Odpoczywaj¹cy najemnicy:", // this pop up ....due to more than one merc being tired and going to sleep
|
|
L"Wkrótce wygasn¹ kontrakty:", // this pop up came up due to a merc contract ending
|
|
};
|
|
|
|
// map screen map border buttons help text
|
|
|
|
STR16 pMapScreenBorderButtonHelpText[] =
|
|
{
|
|
L"Poka¿ miasta (|W)",
|
|
L"Poka¿ kopalnie (|M)",
|
|
L"Poka¿ oddzia³y i wrogów (|T)",
|
|
L"Poka¿ przestrzeñ powietrzn¹ (|A)",
|
|
L"Poka¿ przedmioty (|I)",
|
|
L"Poka¿ samoobronê i wrogów (|Z)",
|
|
};
|
|
|
|
|
|
STR16 pMapScreenBottomFastHelp[] =
|
|
{
|
|
L"|Laptop",
|
|
L"Ekran taktyczny (|E|s|c)",
|
|
L"|Opcje",
|
|
L"Kompresja czasu (|+)", // time compress more
|
|
L"Kompresja czasu (|-)", // time compress less
|
|
L"Poprzedni komunikat (|S|t|r|z|a|³|k|a |w |g|ó|r|ê)\nPoprzednia strona (|P|g|U|p)", // previous message in scrollable list
|
|
L"Nastêpny komunikat (|S|t|r|z|a|³|k|a |w |d|ó|³)\nNastêpna strona (|P|g|D|n)", // next message in the scrollable list
|
|
L"W³¹cz/Wy³¹cz kompresjê czasu (|S|p|a|c|j|a)", // start/stop time compression
|
|
};
|
|
|
|
STR16 pMapScreenBottomText[] =
|
|
{
|
|
L"Saldo dostêpne", // current balance in player bank account
|
|
};
|
|
|
|
STR16 pMercDeadString[] =
|
|
{
|
|
L"%s nie ¿yje.",
|
|
};
|
|
|
|
|
|
STR16 pDayStrings[] =
|
|
{
|
|
L"Dzieñ",
|
|
};
|
|
|
|
// the list of email sender names
|
|
|
|
STR16 pSenderNameList[] =
|
|
{
|
|
L"Enrico",
|
|
L"Psych Pro Inc",
|
|
L"Pomoc",
|
|
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. Ubezpieczenia",
|
|
L"Bobby Ray",
|
|
L"Kingpin",
|
|
L"John Kulba",
|
|
L"A.I.M.",
|
|
};
|
|
|
|
|
|
// next/prev strings
|
|
|
|
STR16 pTraverseStrings[] =
|
|
{
|
|
L"Poprzedni",
|
|
L"Nastêpny",
|
|
};
|
|
|
|
// new mail notify string
|
|
|
|
STR16 pNewMailStrings[] =
|
|
{
|
|
L"Masz now¹ pocztê...",
|
|
};
|
|
|
|
|
|
// confirm player's intent to delete messages
|
|
|
|
STR16 pDeleteMailStrings[] =
|
|
{
|
|
L"Usun¹æ wiadomoœæ?",
|
|
L"Usun¹æ wiadomoœæ?",
|
|
};
|
|
|
|
|
|
// the sort header strings
|
|
|
|
STR16 pEmailHeaders[] =
|
|
{
|
|
L"Od:",
|
|
L"Temat:",
|
|
L"Dzieñ:",
|
|
};
|
|
|
|
// email titlebar text
|
|
|
|
STR16 pEmailTitleText[] =
|
|
{
|
|
L"Skrzynka odbiorcza",
|
|
};
|
|
|
|
|
|
// the financial screen strings
|
|
STR16 pFinanceTitle[] =
|
|
{
|
|
L"Ksiêgowy Plus", //the name we made up for the financial program in the game
|
|
};
|
|
|
|
STR16 pFinanceSummary[] =
|
|
{
|
|
L"Wyp³ata:", // credit (subtract from) to player's account
|
|
L"Wp³ata:", // debit (add to) to player's account
|
|
L"Wczorajsze wp³ywy:",
|
|
L"Wczorajsze dodatkowe wp³ywy:",
|
|
L"Wczorajsze wydatki:",
|
|
L"Saldo na koniec dnia:",
|
|
L"Dzisiejsze wp³ywy:",
|
|
L"Dzisiejsze dodatkowe wp³ywy:",
|
|
L"Dzisiejsze wydatki:",
|
|
L"Saldo dostêpne:",
|
|
L"Przewidywane wp³ywy:",
|
|
L"Przewidywane saldo:", // projected balance for player for tommorow
|
|
};
|
|
|
|
|
|
// headers to each list in financial screen
|
|
|
|
STR16 pFinanceHeaders[] =
|
|
{
|
|
L"Dzieñ", // the day column
|
|
L"Ma", // the credits column (to ADD money to your account)
|
|
L"Winien", // the debits column (to SUBTRACT money from your account)
|
|
L"Transakcja", // transaction type - see TransactionText below
|
|
L"Saldo", // balance at this point in time
|
|
L"Strona", // page number
|
|
L"Dzieñ (dni)", // the day(s) of transactions this page displays
|
|
};
|
|
|
|
|
|
STR16 pTransactionText[] =
|
|
{
|
|
L"Naros³e odsetki", // interest the player has accumulated so far
|
|
L"Anonimowa wp³ata",
|
|
L"Koszt transakcji",
|
|
L"Wynajêto -", // Merc was hired
|
|
L"Zakupy u Bobby'ego Ray'a", // Bobby Ray is the name of an arms dealer
|
|
L"Uregulowanie rachunków w M.E.R.C.",
|
|
L"Zastaw na ¿ycie dla - %s", // medical deposit for merc
|
|
L"Analiza profilu w IMP", // IMP is the acronym for International Mercenary Profiling
|
|
L"Ubezpieczneie dla - %s",
|
|
L"Redukcja ubezp. dla - %s",
|
|
L"Przed³. ubezp. dla - %s", // johnny contract extended
|
|
L"Anulowano ubezp. dla - %s",
|
|
L"Odszkodowanie za - %s", // insurance claim for merc
|
|
L"1 dzieñ", // merc's contract extended for a day
|
|
L"1 tydzieñ", // merc's contract extended for a week
|
|
L"2 tygodnie", // ... for 2 weeks
|
|
L"Przychód z kopalni",
|
|
L"", //String nuked
|
|
L"Zakup kwiatów",
|
|
L"Pe³ny zwrot zastawu za - %s",
|
|
L"Czêœciowy zwrot zastawu za - %s",
|
|
L"Brak zwrotu zastawu za - %s",
|
|
L"Zap³ata dla - %s", // %s is the name of the npc being paid
|
|
L"Transfer funduszy do - %s", // transfer funds to a merc
|
|
L"Transfer funduszy od - %s", // transfer funds from a merc
|
|
L"Samoobrona w - %s", // initial cost to equip a town's militia
|
|
L"Zakupy u - %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
|
|
L"%s wp³aci³(a) pieni¹dze.",
|
|
L"Sprzedano rzecz(y) miejscowym",
|
|
};
|
|
|
|
STR16 pTransactionAlternateText[] =
|
|
{
|
|
L"Ubezpieczenie dla -", // insurance for a merc
|
|
L"Przed³. kontrakt z - %s o 1 dzieñ.", // entend mercs contract by a day
|
|
L"Przed³. kontrakt z - %s o 1 tydzieñ.",
|
|
L"Przed³. kontrakt z - %s o 2 tygodnie.",
|
|
};
|
|
|
|
// helicopter pilot payment
|
|
|
|
STR16 pSkyriderText[] =
|
|
{
|
|
L"Skyriderowi zap³acono %d$", // skyrider was paid an amount of money
|
|
L"Skyriderowi trzeba jeszcze zap³aciæ %d$", // skyrider is still owed an amount of money
|
|
L"Skyrider zatankowa³", // skyrider has finished refueling
|
|
L"",//unused
|
|
L"",//unused
|
|
L"Skyrider jest gotów do kolejnego lotu.", // Skyrider was grounded but has been freed
|
|
L"Skyrider nie ma pasa¿erów. Jeœli chcesz przetransportowaæ najemników, zmieñ ich przydzia³ na POJAZD/HELIKOPTER.",
|
|
};
|
|
|
|
|
|
// strings for different levels of merc morale
|
|
|
|
STR16 pMoralStrings[] =
|
|
{
|
|
L"Œwietne",
|
|
L"Dobre",
|
|
L"Stabilne",
|
|
L"S³abe",
|
|
L"Panika",
|
|
L"Z³e",
|
|
};
|
|
|
|
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
|
|
|
|
STR16 pLeftEquipmentString[] =
|
|
{
|
|
L"%s - jego/jej sprzêt jest ju¿ w Omercie( A9 ).",
|
|
L"%s - jego/jej sprzêt jest ju¿ w Drassen( B13 ).",
|
|
};
|
|
|
|
// Status that appears on the Map Screen
|
|
|
|
STR16 pMapScreenStatusStrings[] =
|
|
{
|
|
L"Zdrowie",
|
|
L"Energia",
|
|
L"Morale",
|
|
L"Stan", // the condition of the current vehicle (its "health")
|
|
L"Paliwo", // the fuel level of the current vehicle (its "energy")
|
|
};
|
|
|
|
|
|
STR16 pMapScreenPrevNextCharButtonHelpText[] =
|
|
{
|
|
L"Poprzedni najemnik (|S|t|r|z|a|³|k|a |w |l|e|w|o)", // previous merc in the list
|
|
L"Nastêpny najemnik (|S|t|r|z|a|³|k|a |w |p|r|a|w|o)", // next merc in the list
|
|
};
|
|
|
|
|
|
STR16 pEtaString[] =
|
|
{
|
|
L"PCP:", // eta is an acronym for Estimated Time of Arrival
|
|
};
|
|
|
|
STR16 pTrashItemText[] =
|
|
{
|
|
L"Wiêcej tego nie zobaczysz. Czy na pewno chcesz to zrobiæ?", // do you want to continue and lose the item forever
|
|
L"To wygl¹da na coœ NAPRAWDÊ wa¿nego. Czy NA PEWNO chcesz to zniszczyæ?", // does the user REALLY want to trash this item
|
|
};
|
|
|
|
|
|
STR16 pMapErrorString[] =
|
|
{
|
|
L"Oddzia³ nie mo¿e siê przemieszczaæ, jeœli któryœ z najemników œpi.",
|
|
|
|
//1-5
|
|
L"Najpierw wyprowadŸ oddzia³ na powierzchniê.",
|
|
L"Rozkazy przemieszczenia? To jest sektor wroga!",
|
|
L"Aby podró¿owaæ najemnicy musz¹ byæ przydzieleni do oddzia³u lub pojazdu.",
|
|
L"Nie masz jeszcze ludzi.", // you have no members, can't do anything
|
|
L"Najemnik nie mo¿e wype³niæ tego rozkazu.", // merc can't comply with your order
|
|
//6-10
|
|
L"musi mieæ eskortê, aby siê przemieszczaæ. Umieœæ go w oddziale z eskort¹.", // merc can't move unescorted .. for a male
|
|
L"musi mieæ eskortê, aby siê przemieszczaæ. Umieœæ j¹ w oddziale z eskort¹.", // for a female
|
|
L"Najemnik nie przyby³ jeszcze do Arulco!",
|
|
L"Wygl¹da na to, ¿e trzeba wpierw uregulowaæ sprawy kontraktu.",
|
|
L"Nie mo¿na przemieœciæ najemnika. Trwa nalot powietrzny.",
|
|
//11-15
|
|
L"Rozkazy przemieszczenia? Trwa walka!",
|
|
L"Zaatakowa³y ciê dzikie koty, w sektorze %s!",
|
|
L"W sektorze I16 znajduje siê coœ, co wygl¹da na legowisko dzikich kotów!",
|
|
L"",
|
|
L"Baza rakiet Ziemia-Powietrze zosta³a przejêta.",
|
|
//16-20
|
|
L"%s - kopalnia zosta³a przejêta. Twój dzienny przychód zosta³ zredukowany do %s.",
|
|
L"Nieprzyjaciel bezkonfliktowo przej¹³ sektor %s.",
|
|
L"Przynajmniej jeden z twoich najemników nie zosta³ do tego przydzielony.",
|
|
L"%s nie mo¿e siê przy³¹czyæ, poniewa¿ %s jest pe³ny",
|
|
L"%s nie mo¿e siê przy³¹czyæ, poniewa¿ %s jest zbyt daleko.",
|
|
//21-25
|
|
L"%s - kopalnia zosta³a przejêta przez si³y Deidranny!",
|
|
L"Si³y wroga w³aœnie zaatakowa³y bazê rakiet Ziemia-Powietrze w - %s.",
|
|
L"Si³y wroga w³aœnie zaatakowa³y - %s.",
|
|
L"W³aœnie zauwa¿ono si³y wroga w - %s.",
|
|
L"Si³y wroga w³aœnie przejê³y - %s.",
|
|
//26-30
|
|
L"Przynajmniej jeden z twoich najemników nie móg³ siê po³o¿yæ spaæ.",
|
|
L"Przynajmniej jeden z twoich najemników nie móg³ wstaæ.",
|
|
L"Oddzia³y samoobrony nie pojawi¹ siê dopóki nie zostan¹ wyszkolone.",
|
|
L"%s nie mo¿e siê w tej chwili przemieszczaæ.",
|
|
L"¯o³nierze samoobrony, którzy znajduj¹ siê poza granicami miasta, nie mog¹ byæ przeniesieni do innego sektora.",
|
|
//31-35
|
|
L"Nie mo¿esz trenowaæ samoobrony w - %s.",
|
|
L"Pusty pojazd nie mo¿e siê poruszaæ!",
|
|
L"%s ma zbyt wiele ran by podró¿owaæ!",
|
|
L"Musisz wpierw opuœciæ muzeum!",
|
|
L"%s nie ¿yje!",
|
|
//36-40
|
|
L"%s nie mo¿e siê zamieniæ z - %s, poniewa¿ siê porusza",
|
|
L"%s nie mo¿e w ten sposób wejœc do pojazdu",
|
|
L"%s nie mo¿e siê do³¹czyæ do - %s",
|
|
L"Nie mo¿esz kompresowaæ czasu dopóki nie zatrudnisz sobie kilku nowych najemników!",
|
|
L"Ten pojazd mo¿e siê poruszaæ tylko po drodze!",
|
|
//41-45
|
|
L"Nie mo¿na zmieniaæ przydzia³u najemników, którzy s¹ w drodze",
|
|
L"Pojazd nie ma paliwa!",
|
|
L"%s jest zbyt zmêczony(na) by podró¿owaæ.",
|
|
L"¯aden z pasa¿erów nie jest w stanie kierowaæ tym pojazdem.",
|
|
L"Jeden lub wiêcej cz³onków tego oddzia³u nie mo¿e siê w tej chwili przemieszczaæ.",
|
|
//46-50
|
|
L"Jeden lub wiêcej INNYCH cz³onków tego oddzia³u nie mo¿e siê w tej chwili przemieszczaæ.",
|
|
L"Pojazd jest uszkodzony!",
|
|
L"Pamiêtaj, ¿e w jednym sektorze tylko dwóch najemników mo¿e trenowaæ ¿o³nierzy samoobrony.",
|
|
L"Robot nie mo¿e siê poruszaæ bez operatora. Umieœæ ich razem w jednym oddziale.",
|
|
};
|
|
|
|
|
|
// help text used during strategic route plotting
|
|
STR16 pMapPlotStrings[] =
|
|
{
|
|
L"Kliknij ponownie sektor docelowy, aby zatwierdziæ trasê podró¿y, lub kliknij inny sektor, aby j¹ wyd³u¿yæ.",
|
|
L"Trasa podró¿y zatwierdzona.",
|
|
L"Cel podró¿y nie zosta³ zmieniony.",
|
|
L"Trasa podró¿y zosta³a anulowana.",
|
|
L"Trasa podró¿y zosta³a skrócona.",
|
|
};
|
|
|
|
|
|
// help text used when moving the merc arrival sector
|
|
STR16 pBullseyeStrings[] =
|
|
{
|
|
L"Kliknij sektor, do którego maj¹ przylatywaæ najemnicy.",
|
|
L"Dobrze. Przylatuj¹cy najemnicy bêd¹ zrzucani w %s",
|
|
L"Najemnicy nie mog¹ tu przylatywaæ. Przestrzeñ powietrzna nie jest zabezpieczona!",
|
|
L"Anulowano. Sektor zrzutu nie zosta³ zmieniony.",
|
|
L"Przestrzeñ powietrzna nad %s nie jest ju¿ bezpieczna! Sektor zrzutu zosta³ przesuniêty do %s.",
|
|
};
|
|
|
|
|
|
// help text for mouse regions
|
|
|
|
STR16 pMiscMapScreenMouseRegionHelpText[] =
|
|
{
|
|
L"Otwórz wyposa¿enie (|E|n|t|e|r)",
|
|
L"Zniszcz przedmiot",
|
|
L"Zamknij wyposa¿enie (|E|n|t|e|r)",
|
|
};
|
|
|
|
|
|
|
|
// male version of where equipment is left
|
|
STR16 pMercHeLeaveString[] =
|
|
{
|
|
L"Czy %s ma zostawiæ swój sprzêt w sektorze, w którym siê obecnie znajduje (%s), czy w Dressen (B13), sk¹d odlatuje? ",
|
|
L"Czy %s ma zostawiæ swój sprzêt w sektorze, w którym siê obecnie znajduje (%s), czy w Omercie (A9), sk¹d odlatuje?",
|
|
L"wkrótce odchodzi i zostawi swój sprzêt w Omercie (A9).",
|
|
L"wkrótce odchodzi i zostawi swój sprzêt w Drassen (B13).",
|
|
L"%s wkrótce odchodzi i zostawi swój sprzêt w %s.",
|
|
};
|
|
|
|
|
|
// female version
|
|
STR16 pMercSheLeaveString[] =
|
|
{
|
|
L"Czy %s ma zostawiæ swój sprzêt w sektorze, w którym siê obecnie znajduje (%s), czy w Dressen (B13), sk¹d odlatuje? ",
|
|
L"Czy %s ma zostawiæ swój sprzêt w sektorze, w którym siê obecnie znajduje (%s), czy w Omercie (A9), sk¹d odlatuje?",
|
|
L"wkrótce odchodzi i zostawi swój sprzêt w Omercie (A9).",
|
|
L"wkrótce odchodzi i zostawi swój sprzêt w Drassen (B13).",
|
|
L"%s wkrótce odchodzi i zostawi swój sprzêt w %s.",
|
|
};
|
|
|
|
|
|
STR16 pMercContractOverStrings[] =
|
|
{
|
|
L" zakoñczy³ kontrakt wiêc wyjecha³.", // merc's contract is over and has departed
|
|
L" zakoñczy³a kontrakt wiêc wyjecha³a.", // merc's contract is over and has departed
|
|
L" - jego kontrakt zosta³ zerwany wiêc odszed³.", // merc's contract has been terminated
|
|
L" - jej kontrakt zosta³ zerwany wiêc odesz³a.", // merc's contract has been terminated
|
|
L"Masz za du¿y d³ug wobec M.E.R.C. wiêc %s odchodzi.", // 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"Nieprawid³owy kod dostêpu",
|
|
L"Czy na pewno chcesz wznowiæ proces okreœlenia profilu?",
|
|
L"WprowadŸ nazwisko oraz p³eæ",
|
|
L"Wstêpna kontrola stanu twoich finansów wykaza³a, ¿e nie staæ ciê na analizê profilu.",
|
|
L"Opcja tym razem nieaktywna.",
|
|
L"Aby wykonaæ profil, musisz mieæ miejsce dla przynajmniej jednego cz³onka za³ogi.",
|
|
L"Profil zosta³ ju¿ wykonany.",
|
|
L"Nie mo¿na za³adowaæ postaci I.M.P. z dysku.",
|
|
L"Wykorzysta³eœ ju¿ maksymaln¹ liczbê postaci I.M.P.",
|
|
L"Masz ju¿ w oddziale trzy postacie I.M.P. tej samej p³ci.", //L"You have already the maximum number of I.M.P characters with that gender on your team.", BY£o ->>L"You have already three I.M.P characters with the same gender on your team.",
|
|
L"Nie staæ ciê na postaæ I.M.P.",
|
|
L"Nowa postaæ I.M.P. do³¹czy³a do oddzia³u.",
|
|
};
|
|
|
|
|
|
// button labels used on the IMP site
|
|
|
|
STR16 pImpButtonText[] =
|
|
{
|
|
L"O Nas", // about the IMP site
|
|
L"ZACZNIJ", // begin profiling
|
|
L"Umiejêtnoœci", // personality section
|
|
L"Atrybuty", // personal stats/attributes section
|
|
L"Portret", // the personal portrait selection
|
|
L"G³os %d", // the voice selection
|
|
L"Gotowe", // done profiling
|
|
L"Zacznij od pocz¹tku", // start over profiling
|
|
L"Tak, wybieram t¹ odpowiedŸ.",
|
|
L"Tak",
|
|
L"Nie",
|
|
L"Skoñczone", // finished answering questions
|
|
L"Poprz.", // previous question..abbreviated form
|
|
L"Nast.", // next question
|
|
L"TAK, JESTEM.", // yes, I am certain
|
|
L"NIE, CHCÊ ZACZ¥Æ OD NOWA.", // no, I want to start over the profiling process
|
|
L"TAK",
|
|
L"NIE",
|
|
L"Wstecz", // back one page
|
|
L"Anuluj", // cancel selection
|
|
L"Tak.",
|
|
L"Nie, Chcê spojrzeæ jeszcze raz.",
|
|
L"Rejestr", // the IMP site registry..when name and gender is selected
|
|
L"Analizujê...", // analyzing your profile results
|
|
L"OK",
|
|
L"G³os",
|
|
};
|
|
|
|
STR16 pExtraIMPStrings[] =
|
|
{
|
|
L"Aby zacz¹æ analizê profilu, wybierz osobowoœæ.",
|
|
L"Teraz okreœl swoje atrybuty.",
|
|
L"Teraz mo¿esz przyst¹piæ do wyboru portretu.",
|
|
L"Aby zakoñczyæ proces, wybierz próbkê g³osu, która ci najbardziej odpowiada."
|
|
};
|
|
|
|
STR16 pFilesTitle[] =
|
|
{
|
|
L"Przegl¹darka plików",
|
|
};
|
|
|
|
STR16 pFilesSenderList[] =
|
|
{
|
|
L"Raport Rozp.", // 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"Historia",
|
|
};
|
|
|
|
STR16 pHistoryHeaders[] =
|
|
{
|
|
L"Dzieñ", // the day the history event occurred
|
|
L"Strona", // the current page in the history report we are in
|
|
L"Dzieñ", // the days the history report occurs over
|
|
L"Po³o¿enie", // location (in sector) the event occurred
|
|
L"Zdarzenie", // 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 najêty(ta) w A.I.M.", // merc was hired from the aim site
|
|
L"%s najêty(ta) w M.E.R.C.", // merc was hired from the aim site
|
|
L"%s ginie.", // merc was killed
|
|
L"Uregulowano rachunki w M.E.R.C.", // paid outstanding bills at MERC
|
|
L"Przyjêto zlecenie od Enrico Chivaldori",
|
|
//6-10
|
|
L"Profil IMP wygenerowany",
|
|
L"Podpisano umowê ubezpieczeniow¹ dla %s.", // insurance contract purchased
|
|
L"Anulowano umowê ubezpieczeniow¹ dla %s.", // insurance contract canceled
|
|
L"Wyp³ata ubezpieczenia za %s.", // insurance claim payout for merc
|
|
L"Przed³u¿ono kontrakt z: %s o 1 dzieñ.", // Extented "mercs name"'s for a day
|
|
//11-15
|
|
L"Przed³u¿ono kontrakt z: %s o 1 tydzieñ.", // Extented "mercs name"'s for a week
|
|
L"Przed³u¿ono kontrakt z: %s o 2 tygodnie.", // Extented "mercs name"'s 2 weeks
|
|
L"%s zwolniony(na).", // "merc's name" was dismissed.
|
|
L"%s odchodzi.", // "merc's name" quit.
|
|
L"przyjêto zadanie.", // a particular quest started
|
|
//16-20
|
|
L"zadanie wykonane.",
|
|
L"Rozmawiano szefem kopalni %s", // talked to head miner of town
|
|
L"Wyzwolono - %s",
|
|
L"U¿yto kodu Cheat",
|
|
L"¯ywnoœæ powinna byæ jutro w Omercie",
|
|
//21-25
|
|
L"%s odchodzi, aby wzi¹æ œlub z Darylem Hickiem",
|
|
L"Wygas³ kontrakt z - %s.",
|
|
L"%s zrekrutowany(na).",
|
|
L"Enrico narzeka na brak postêpów",
|
|
L"Walka wygrana",
|
|
//26-30
|
|
L"%s - w kopalni koñczy siê ruda",
|
|
L"%s - w kopalni skoñczy³a siê ruda",
|
|
L"%s - kopalnia zosta³a zamkniêta",
|
|
L"%s - kopalnia zosta³a otwarta",
|
|
L"Informacja o wiêzieniu zwanym Tixa.",
|
|
//31-35
|
|
L"Informacja o tajnej fabryce broni zwanej Orta.",
|
|
L"Naukowiec w Orcie ofiarowa³ kilka karabinów rakietowych.",
|
|
L"Królowa Deidranna robi u¿ytek ze zw³ok.",
|
|
L"Frank opowiedzia³ o walkach w San Monie.",
|
|
L"Pewien pacjent twierdzi, ¿e widzia³ coœ w kopalni.",
|
|
//36-40
|
|
L"Goœæ o imieniu Devin sprzedaje materia³y wybuchowe.",
|
|
L"Spotkanie ze s³awynm eks-najemnikiem A.I.M. - Mike'iem!",
|
|
L"Tony handluje broni¹.",
|
|
L"Otrzymano karabin rakietowy od sier¿anta Krotta.",
|
|
L"Dano Kyle'owi akt w³asnoœci sklepu Angela.",
|
|
//41-45
|
|
L"Madlab zaoferowa³ siê zbudowaæ robota.",
|
|
L"Gabby potrafi zrobiæ miksturê chroni¹c¹ przed robakami.",
|
|
L"Keith wypad³ z interesu.",
|
|
L"Howard dostarcza³ cyjanek królowej Deidrannie.",
|
|
L"Spotkanie z handlarzem Keithem w Cambrii.",
|
|
//46-50
|
|
L"Spotkanie z aptekarzem Howardem w Balime",
|
|
L"Spotkanie z Perko, prowadz¹cym ma³y warsztat.",
|
|
L"Spotkanie z Samem z Balime - prowadzi sklep z narzêdziami.",
|
|
L"Franz handluje sprzêtem elektronicznym.",
|
|
L"Arnold prowadzi warsztat w Grumm.",
|
|
//51-55
|
|
L"Fredo naprawia sprzêt elektroniczny w Grumm.",
|
|
L"Otrzymano darowiznê od bogatego goœcia w Balime.",
|
|
L"Spotkano Jake'a, który prowadzi z³omowisko.",
|
|
L"Jakiœ w³óczêga da³ nam elektroniczn¹ kartê dostêpu.",
|
|
L"Przekupiono Waltera, aby otworzy³ drzwi do piwnicy.",
|
|
//56-60
|
|
L"Dave oferuje darmowe tankowania, jeœli bêdzie mia³ paliwo.",
|
|
L"Greased Pablo's palms.",
|
|
L"Kingpin trzyma pieni¹dze w kopalni w San Mona.",
|
|
L"%s wygra³(a) walkê",
|
|
L"%s przegra³(a) walkê",
|
|
//61-65
|
|
L"%s zdyskwalifikowany(na) podczas walki",
|
|
L"Znaleziono du¿o pieniêdzy w opuszczonej kopalni.",
|
|
L"Spotkano zabójcê nas³anego przez Kingpina.",
|
|
L"Utrata kontroli nad sektorem", //ENEMY_INVASION_CODE
|
|
L"Sektor obroniony",
|
|
//66-70
|
|
L"Przegrana bitwa", //ENEMY_ENCOUNTER_CODE
|
|
L"Fatalna zasadzka", //ENEMY_AMBUSH_CODE
|
|
L"Usunieto zasadzkê wroga",
|
|
L"Nieudany atak", //ENTERING_ENEMY_SECTOR_CODE
|
|
L"Udany atak!",
|
|
//71-75
|
|
L"Stworzenia zaatakowa³y", //CREATURE_ATTACK_CODE
|
|
L"Zabity(ta) przez dzikie koty", //BLOODCAT_AMBUSH_CODE
|
|
L"Wyr¿niêto dzikie koty",
|
|
L"%s zabity(ta)",
|
|
L"Przekazano Carmenowi g³owê terrorysty",
|
|
L"Slay odszed³",
|
|
L"Zabito: %s",
|
|
};
|
|
|
|
STR16 pHistoryLocations[] =
|
|
{
|
|
L"N/D", // N/A is an acronym for Not Applicable
|
|
};
|
|
|
|
// icon text strings that appear on the laptop
|
|
|
|
STR16 pLaptopIcons[] =
|
|
{
|
|
L"E-mail",
|
|
L"Sieæ",
|
|
L"Finanse",
|
|
L"Personel",
|
|
L"Historia",
|
|
L"Pliki",
|
|
L"Zamknij",
|
|
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"Pogrzeby",
|
|
L"Kwiaty",
|
|
L"Ubezpieczenia",
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pBookmarkTitle[] =
|
|
{
|
|
L"Ulubione",
|
|
L"Aby w przysz³oœci otworzyæ to menu, kliknij prawym klawiszem myszy.",
|
|
};
|
|
|
|
// When loading or download a web page
|
|
|
|
STR16 pDownloadString[] =
|
|
{
|
|
L"£adowanie strony...",
|
|
L"Otwieranie strony...",
|
|
};
|
|
|
|
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
|
|
|
|
STR16 gsAtmSideButtonText[] =
|
|
{
|
|
L"OK",
|
|
L"WeŸ", // take money from merc
|
|
L"Daj", // give money to merc
|
|
L"Anuluj", // cancel transaction
|
|
L"Skasuj", // clear amount being displayed on the screen
|
|
};
|
|
|
|
STR16 gsAtmStartButtonText[] =
|
|
{
|
|
L"Transfer $", // transfer money to merc -- short form
|
|
L"Atrybuty", // view stats of the merc
|
|
L"Wyposa¿enie", // view the inventory of the merc
|
|
L"Zatrudnienie",
|
|
};
|
|
|
|
STR16 sATMText[ ]=
|
|
{
|
|
L"Przes³aæ fundusze?", // transfer funds to merc?
|
|
L"OK?", // are we certain?
|
|
L"WprowadŸ kwotê", // enter the amount you want to transfer to merc
|
|
L"Wybierz typ", // select the type of transfer to merc
|
|
L"Brak œrodków", // not enough money to transfer to merc
|
|
L"Kwota musi byæ podzielna przez $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"B³¹d",
|
|
L"Serwer nie posiada DNS.",
|
|
L"SprawdŸ adres URL i spróbuj ponownie.",
|
|
L"OK",
|
|
L"Niestabilne po³¹czenie z Hostem. Transfer mo¿e trwaæ d³u¿ej.",
|
|
};
|
|
|
|
|
|
STR16 pPersonnelString[] =
|
|
{
|
|
L"Najemnicy:", // 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. Cz³onkowie",
|
|
L"A.I.M. Portrety", // a mug shot is another name for a portrait
|
|
L"A.I.M. Lista",
|
|
L"A.I.M.",
|
|
L"A.I.M. Weterani",
|
|
L"A.I.M. Polisy",
|
|
L"A.I.M. Historia",
|
|
L"A.I.M. Linki",
|
|
L"M.E.R.C.",
|
|
L"M.E.R.C. Konta",
|
|
L"M.E.R.C. Rejestracja",
|
|
L"M.E.R.C. Indeks",
|
|
L"Bobby Ray's",
|
|
L"Bobby Ray's - Broñ",
|
|
L"Bobby Ray's - Amunicja",
|
|
L"Bobby Ray's - Pancerz",
|
|
L"Bobby Ray's - Ró¿ne", //misc is an abbreviation for miscellaneous
|
|
L"Bobby Ray's - U¿ywane",
|
|
L"Bobby Ray's - Zamówienie pocztowe",
|
|
L"I.M.P.",
|
|
L"I.M.P.",
|
|
L"United Floral Service",
|
|
L"United Floral Service - Galeria",
|
|
L"United Floral Service - Zamówienie",
|
|
L"United Floral Service - Galeria kartek",
|
|
L"Malleus, Incus & Stapes - Brokerzy ubezpieczeniowi",
|
|
L"Informacja",
|
|
L"Kontrakt",
|
|
L"Uwagi",
|
|
L"McGillicutty - Zak³ad pogrzebowy",
|
|
L"",
|
|
L"Nie odnaleziono URL.",
|
|
L"Bobby Ray's - Ostatnie dostawy",
|
|
L"",
|
|
L"",
|
|
};
|
|
|
|
STR16 pShowBookmarkString[] =
|
|
{
|
|
L"Sir-Pomoc",
|
|
L"Kliknij ponownie Sieæ by otworzyæ menu Ulubione.",
|
|
};
|
|
|
|
STR16 pLaptopTitles[] =
|
|
{
|
|
L"Poczta",
|
|
L"Przegl¹darka plików",
|
|
L"Personel",
|
|
L"Ksiêgowy Plus",
|
|
L"Historia",
|
|
};
|
|
|
|
STR16 pPersonnelDepartedStateStrings[] =
|
|
{
|
|
//reasons why a merc has left.
|
|
L"Œmieræ w akcji",
|
|
L"Zwolnienie",
|
|
L"Inny",
|
|
L"Ma³¿eñstwo",
|
|
L"Koniec kontraktu",
|
|
L"Rezygnacja",
|
|
};
|
|
// personnel strings appearing in the Personnel Manager on the laptop
|
|
|
|
STR16 pPersonelTeamStrings[] =
|
|
{
|
|
L"Bie¿¹cy oddzia³",
|
|
L"Wyjazdy",
|
|
L"Koszt dzienny:",
|
|
L"Najwy¿szy koszt:",
|
|
L"Najni¿szy koszt:",
|
|
L"Œmieræ w akcji:",
|
|
L"Zwolnienie:",
|
|
L"Inny:",
|
|
};
|
|
|
|
|
|
STR16 pPersonnelCurrentTeamStatsStrings[] =
|
|
{
|
|
L"Najni¿szy",
|
|
L"Œredni",
|
|
L"Najwy¿szy",
|
|
};
|
|
|
|
|
|
STR16 pPersonnelTeamStatsStrings[] =
|
|
{
|
|
L"ZDR",
|
|
L"ZWN",
|
|
L"ZRCZ",
|
|
L"SI£A",
|
|
L"DOW",
|
|
L"INT",
|
|
L"DOŒW",
|
|
L"STRZ",
|
|
L"MECH",
|
|
L"WYB",
|
|
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"Kontrakt",
|
|
};
|
|
|
|
// text that appears on the update panel buttons
|
|
|
|
STR16 pUpdatePanelButtons[] =
|
|
{
|
|
L"Dalej",
|
|
L"Stop",
|
|
};
|
|
|
|
// Text which appears when everyone on your team is incapacitated and incapable of battle
|
|
|
|
CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
|
|
{
|
|
L"Pokonano ciê w tym sektorze!",
|
|
L"Wróg nie zna litoœci i po¿era was wszystkich!",
|
|
L"Nieprzytomni cz³onkowie twojego oddzia³u zostali pojmani!",
|
|
L"Cz³onkowie twojego oddzia³u zostali uwiêzieni.",
|
|
};
|
|
|
|
|
|
//Insurance Contract.c
|
|
//The text on the buttons at the bottom of the screen.
|
|
|
|
STR16 InsContractText[] =
|
|
{
|
|
L"Wstecz",
|
|
L"Dalej",
|
|
L"Akceptujê",
|
|
L"Skasuj",
|
|
};
|
|
|
|
|
|
|
|
//Insurance Info
|
|
// Text on the buttons on the bottom of the screen
|
|
|
|
STR16 InsInfoText[] =
|
|
{
|
|
L"Wstecz",
|
|
L"Dalej"
|
|
};
|
|
|
|
|
|
|
|
//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"Autoryzacja",
|
|
L"Strona g³ówna",
|
|
L"Konto #:",
|
|
L"Najemnik",
|
|
L"Dni",
|
|
L"Stawka", //5
|
|
L"Op³ata",
|
|
L"Razem:",
|
|
L"Czy na pewno chcesz zatwierdziæ p³atnoœæ: %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"Wstecz",
|
|
L"Dalej",
|
|
};
|
|
|
|
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
|
|
|
|
|
|
STR16 MercInfo[] =
|
|
{
|
|
L"Zdrowie",
|
|
L"ZwinnoϾ",
|
|
L"SprawnoϾ",
|
|
L"Si³a",
|
|
L"Um. dowodz.",
|
|
L"Inteligencja",
|
|
L"Poz. doœwiadczenia",
|
|
L"Um. strzeleckie",
|
|
L"Zn. mechaniki",
|
|
L"Mat. wybuchowe",
|
|
L"Wiedza medyczna",
|
|
|
|
L"Poprzedni",
|
|
L"Najmij",
|
|
L"Nastêpny",
|
|
L"Dodatkowe informacje",
|
|
L"Strona g³ówna",
|
|
L"Najêty",
|
|
L"Koszt:",
|
|
L"Dziennie",
|
|
L"Nie ¿yje",
|
|
|
|
L"Wygl¹da na to, ¿e chcesz wynaj¹æ zbyt wielu najemników. Limit wynosi 18.",
|
|
L"Niedostêpny",
|
|
};
|
|
|
|
|
|
|
|
// 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"Otwórz konto",
|
|
L"Anuluj",
|
|
L"Nie posiadasz konta. Czy chcesz sobie za³o¿yæ?"
|
|
};
|
|
|
|
|
|
|
|
// 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, za³o¿yciel i w³aœciciel",
|
|
L"Aby otworzyæ konto naciœnij tu",
|
|
L"Aby zobaczyæ konto naciœnij tu",
|
|
L"Aby obejrzeæ akta naciœnij tu",
|
|
// The version number on the video conferencing system that pops up when Speck is talking
|
|
L"Speck Com v3.2",
|
|
};
|
|
|
|
// For use at MiGillicutty's Web Page.
|
|
|
|
STR16 sFuneralString[] =
|
|
{
|
|
L"Zak³ad pogrzebowy McGillicutty, pomaga rodzinom pogr¹¿onym w smutku od 1983.",
|
|
L"Kierownik, by³y najemnik A.I.M. Murray \'Pops\' McGillicutty jest doœwiadczonym pracownikiem zak³adu pogrzebowego.",
|
|
L"Przez ca³e ¿ycie obcowa³ ze œmierci¹, 'Pops' wie jak trudne s¹ te chwile.",
|
|
L"Zak³ad pogrzebowy McGillicutty oferuje szeroki zakres us³ug, od duchowego wsparcia po rekonstrukcjê silnie zniekszta³conych zw³ok.",
|
|
L"Pozwól by McGillicutty ci pomóg³ a twój ukochany bêdzie spoczywa³ w pokoju.",
|
|
|
|
// Text for the various links available at the bottom of the page
|
|
L"WYŒLIJ KWIATY",
|
|
L"KOLEKCJA TRUMIEN I URN",
|
|
L"US£UGI KREMA- CYJNE",
|
|
L"US£UGI PLANOWANIA POGRZEBU",
|
|
L"KARTKI POGRZE- BOWE",
|
|
|
|
// The text that comes up when you click on any of the links ( except for send flowers ).
|
|
L"Niestety, z powodu œmierci w rodzinie, nie dzia³aj¹ jeszcze wszystkie elementy tej strony.",
|
|
L"Przepraszamy za powy¿sze uniedogodnienie."
|
|
};
|
|
|
|
// Text for the florist Home page
|
|
|
|
STR16 sFloristText[] =
|
|
{
|
|
//Text on the button on the bottom of the page
|
|
|
|
L"Galeria",
|
|
|
|
//Address of United Florist
|
|
|
|
L"\"Zrzucamy z samolotu w dowolnym miejscu\"",
|
|
L"1-555-POCZUJ-MNIE",
|
|
L"Ul. Nosowska 333, Zapuszczone miasto, CA USA 90210",
|
|
L"http://www.poczuj-mnie.com",
|
|
|
|
// detail of the florist page
|
|
|
|
L"Dzia³amy szybko i sprawnie!",
|
|
L"Gwarantujemy dostawê w dowolny punkt na Ziemi, nastêpnego dnia po z³o¿eniu zamówienia!",
|
|
L"Oferujemy najni¿sze ceny na œwiecie!",
|
|
L"Poka¿ nam ofertê z ni¿sz¹ cen¹, a dostaniesz w nagrodê tuzin ró¿, za darmo!",
|
|
L"Lataj¹ca flora, fauna i kwiaty od 1981.",
|
|
L"Nasz ozdobiony bombowiec zrzuci twój bukiet w promieniu co najwy¿ej dziesiêciu mil od ¿¹danego miejsca. Kiedy tylko zechcesz!",
|
|
L"Pozwól nam zaspokoiæ twoje kwieciste fantazje.",
|
|
L"Bruce, nasz œwiatowej renomy projektant bukietów, zerwie dla ciebie najœwie¿sze i najwspanialsze kwiaty z naszej szklarni.",
|
|
L"I pamiêtaj, jeœli czegoœ nie mamy, mo¿emy to szybko zasadziæ!"
|
|
};
|
|
|
|
|
|
|
|
//Florist OrderForm
|
|
|
|
STR16 sOrderFormText[] =
|
|
{
|
|
//Text on the buttons
|
|
|
|
L"Powrót",
|
|
L"Wyœlij",
|
|
L"Skasuj",
|
|
L"Galeria",
|
|
|
|
L"Nazwa bukietu:",
|
|
L"Cena:", //5
|
|
L"Zamówienie numer:",
|
|
L"Czas dostawy",
|
|
L"nast. dnia",
|
|
L"dostawa gdy to bêdzie mo¿liwe",
|
|
L"Miejsce dostawy", //10
|
|
L"Dodatkowe us³ugi",
|
|
L"Zgnieciony bukiet($10)",
|
|
L"Czarne Ró¿e($20)",
|
|
L"Zwiêdniêty bukiet($10)",
|
|
L"Ciasto owocowe (je¿eli bêdzie)($10)", //15
|
|
L"Osobiste kondolencje:",
|
|
L"Ze wzglêdu na rozmiar karteczek, tekst nie mo¿e zawieraæ wiêcej ni¿ 75 znaków.",
|
|
L"...mo¿esz te¿ przejrzeæ nasze",
|
|
|
|
L"STANDARDOWE KARTKI",
|
|
L"Informacja o rachunku",//20
|
|
|
|
//The text that goes beside the area where the user can enter their name
|
|
|
|
L"Nazwisko:",
|
|
};
|
|
|
|
|
|
|
|
|
|
//Florist Gallery.c
|
|
|
|
STR16 sFloristGalleryText[] =
|
|
{
|
|
//text on the buttons
|
|
|
|
L"Poprz.", //abbreviation for previous
|
|
L"Nast.", //abbreviation for next
|
|
|
|
L"Kliknij wybran¹ pozycjê aby z³o¿yæ zamówienie.",
|
|
L"Uwaga: $10 dodatkowej op³aty za zwiêdniêty lub zgnieciony bukiet.",
|
|
|
|
//text on the button
|
|
|
|
L"G³ówna",
|
|
};
|
|
|
|
//Florist Cards
|
|
|
|
STR16 sFloristCards[] =
|
|
{
|
|
L"Kliknij swój wybór",
|
|
L"Wstecz"
|
|
};
|
|
|
|
|
|
|
|
// Text for Bobby Ray's Mail Order Site
|
|
|
|
STR16 BobbyROrderFormText[] =
|
|
{
|
|
L"Formularz zamówienia", //Title of the page
|
|
L"IloϾ", // The number of items ordered
|
|
L"Waga (%s)", // The weight of the item
|
|
L"Nazwa", // The name of the item
|
|
L"Cena", // the item's weight
|
|
L"WartoϾ", //5 // The total price of all of items of the same type
|
|
L"W sumie", // The sub total of all the item totals added
|
|
L"Transport", // S&H is an acronym for Shipping and Handling
|
|
L"Razem", // The grand total of all item totals + the shipping and handling
|
|
L"Miejsce dostawy",
|
|
L"Czas dostawy", //10 // See below
|
|
L"Koszt (za %s.)", // The cost to ship the items
|
|
L"Ekspres - 24h", // Gets deliverd the next day
|
|
L"2 dni robocze", // Gets delivered in 2 days
|
|
L"Standardowa dostawa", // Gets delivered in 3 days
|
|
L" WyczyϾ",//15 // Clears the order page
|
|
L" Akceptujê", // Accept the order
|
|
L"Wstecz", // text on the button that returns to the previous page
|
|
L"Strona g³ówna", // Text on the button that returns to the home page
|
|
L"* oznacza u¿ywane rzeczy", // Disclaimer stating that the item is used
|
|
L"Nie staæ ciê na to.", //20 // A popup message that to warn of not enough money
|
|
L"<BRAK>", // Gets displayed when there is no valid city selected
|
|
L"Miejsce docelowe przesy³ki: %s. Potwierdzasz?", // A popup that asks if the city selected is the correct one
|
|
L"Waga przesy³ki*", // Displays the weight of the package
|
|
L"* Min. Waga", // Disclaimer states that there is a minimum weight for the package
|
|
L"Dostawy",
|
|
};
|
|
|
|
STR16 BobbyRFilter[] =
|
|
{
|
|
// Guns
|
|
L"Inny",
|
|
L"Pistolet",
|
|
L"Pistolet maszynowy",
|
|
L"Karabin maszynowy",
|
|
L"Karabin",
|
|
L"Karabin snajperski",
|
|
L"Karabin bojowy",
|
|
L"Lekki karabin maszynowy",
|
|
L"Strzelba",
|
|
|
|
// Ammo
|
|
L"Pistolet",
|
|
L"Pistolet maszynowy",
|
|
L"Karabin maszynowy",
|
|
L"Karabin",
|
|
L"Karabin snajperski",
|
|
L"Karabin bojowy",
|
|
L"Lekki karabin maszynowy",
|
|
L"Strzelba",
|
|
|
|
// Used
|
|
L"Broñ",
|
|
L"Pancerz",
|
|
L"LBE Gear",
|
|
L"Ró¿ne",
|
|
|
|
// Armour
|
|
L"He³my",
|
|
L"Kamizelki",
|
|
L"Getry ochronne",
|
|
L"P³ytki ceramiczne",
|
|
|
|
// Misc
|
|
L"Ostrza",
|
|
L"No¿e do rzucania",
|
|
L"Punch. W.",
|
|
L"Granaty",
|
|
L"Bomby",
|
|
L"Apteczki",
|
|
L"Ekwipunek",
|
|
L"Na twarz",
|
|
L"LBE Gear",
|
|
L"Inne",
|
|
};
|
|
|
|
|
|
// This text is used when on the various Bobby Ray Web site pages that sell items
|
|
|
|
STR16 BobbyRText[] =
|
|
{
|
|
L"Zamów", // Title
|
|
// instructions on how to order
|
|
L"Kliknij wybrane towary. Lewym klawiszem zwiêkszasz iloœæ towaru, a prawym zmniejszasz. Gdy ju¿ skompletujesz swoje zakupy przejdŸ do formularza zamówienia.",
|
|
|
|
//Text on the buttons to go the various links
|
|
|
|
L"Poprzednia", //
|
|
L"Broñ", //3
|
|
L"Amunicja", //4
|
|
L"Ochraniacze", //5
|
|
L"Ró¿ne", //6 //misc is an abbreviation for miscellaneous
|
|
L"U¿ywane", //7
|
|
L"Nastêpna",
|
|
L"FORMULARZ",
|
|
L"Strona g³ówna", //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"Twój zespó³ posiada",//11
|
|
L"szt. broni do której pasuje amunicja tego typu", //12
|
|
|
|
//The following lines provide information on the items
|
|
|
|
L"Waga:", // Weight of all the items of the same type
|
|
L"Kal:", // the caliber of the gun
|
|
L"Mag:", // number of rounds of ammo the Magazine can hold
|
|
L"Zas:", // The range of the gun
|
|
L"Si³a:", // Damage of the weapon
|
|
L"CS:", // Weapon's Rate Of Fire, acronym ROF
|
|
L"Koszt:", // Cost of the item
|
|
L"Na stanie:", // The number of items still in the store's inventory
|
|
L"Iloœæ na zamów.:", // The number of items on order
|
|
L"Uszkodz.", // If the item is damaged
|
|
L"Waga:", // the Weight of the item
|
|
L"Razem:", // The total cost of all items on order
|
|
L"* Stan: %%", // 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"Przepraszamy za to utrudnienie, ale na jednym zamówieniu mo¿e siê znajdowaæ tylko 10 pozycji! Jeœli potrzebujesz wiêcej, z³ó¿ kolejne zamówienie.",
|
|
|
|
// A popup that tells the user that they are trying to order more items then the store has in stock
|
|
|
|
L"Przykro nam. Chwilowo nie mamy tego wiêcej na magazynie. Proszê spróbowaæ póŸniej.",
|
|
|
|
//A popup that tells the user that the store is temporarily sold out
|
|
|
|
L"Przykro nam, ale chwilowo nie mamy tego towaru na magazynie",
|
|
|
|
};
|
|
|
|
|
|
// Text for Bobby Ray's Home Page
|
|
|
|
STR16 BobbyRaysFrontText[] =
|
|
{
|
|
//Details on the web site
|
|
|
|
L"Tu znajdziesz nowoœci z dziedziny broni i osprzêtu wojskowego",
|
|
L"Zaspokoimy wszystkie twoje potrzeby w dziedzinie materia³ów wybuchowych",
|
|
L"U¯YWANE RZECZY",
|
|
|
|
//Text for the various links to the sub pages
|
|
|
|
L"RÓ¯NE",
|
|
L"BROÑ",
|
|
L"AMUNICJA", //5
|
|
L"OCHRANIACZE",
|
|
|
|
//Details on the web site
|
|
|
|
L"Jeœli MY tego nie mamy, to znaczy, ¿e nigdzie tego nie dostaniesz!",
|
|
L"W trakcie budowy",
|
|
};
|
|
|
|
|
|
|
|
// 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"Cz³onkowie A.I.M.", // Title
|
|
// Title for the way to sort
|
|
L"Sortuj wg:",
|
|
|
|
// sort by...
|
|
|
|
L"Ceny",
|
|
L"Doœwiadczenia",
|
|
L"Um. strzeleckich",
|
|
L"Um. med.",
|
|
L"Zn. mat. wyb.",
|
|
L"Zn. mechaniki",
|
|
|
|
//Text of the links to other AIM pages
|
|
|
|
L"Portrety najemników",
|
|
L"Akta najemnika",
|
|
L"Poka¿ galeriê by³ych cz³onków A.I.M.",
|
|
|
|
// text to display how the entries will be sorted
|
|
|
|
L"Rosn¹co",
|
|
L"Malej¹co",
|
|
};
|
|
|
|
|
|
//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"Poprzednia str.",
|
|
L"Strona g³ówna",
|
|
L"Przepisy",
|
|
L"Nastêpna str.",
|
|
L"Rezygnujê",
|
|
L"Akceptujê",
|
|
};
|
|
|
|
|
|
|
|
//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"Lewy klawisz myszy",
|
|
L"kontakt z najemnikiem",
|
|
L"Prawy klawisz myszy",
|
|
L"lista portretów",
|
|
};
|
|
|
|
//Aim Member.c
|
|
//The page in which the players hires AIM mercenaries
|
|
|
|
STR16 CharacterInfo[] =
|
|
{
|
|
// The various attributes of the merc
|
|
|
|
L"Zdrowie",
|
|
L"ZwinnoϾ",
|
|
L"SprawnoϾ",
|
|
L"Si³a",
|
|
L"Um. dowodzenia",
|
|
L"Inteligencja",
|
|
L"Poziom doœw.",
|
|
L"Um. strzeleckie",
|
|
L"Zn. mechaniki",
|
|
L"Zn. mat. wyb.",
|
|
L"Wiedza med.", //10
|
|
|
|
// the contract expenses' area
|
|
|
|
L"Zap³ata",
|
|
L"Czas",
|
|
L"1 dzieñ",
|
|
L"1 tydzieñ",
|
|
L"2 tygodnie",
|
|
|
|
// text for the buttons that either go to the previous merc,
|
|
// start talking to the merc, or go to the next merc
|
|
|
|
L"Poprzedni",
|
|
L"Kontakt",
|
|
L"Nastêpny",
|
|
|
|
L"Dodatkowe informacje", // Title for the additional info for the merc's bio
|
|
L"Aktywni cz³onkowie", //20 // Title of the page
|
|
L"Opcjonalne wyposa¿enie:", // Displays the optional gear cost
|
|
L"Wymagany jest zastaw na ¿ycie", // If the merc required a medical deposit, this is displayed
|
|
};
|
|
|
|
|
|
//Aim Member.c
|
|
//The page in which the player's hires AIM mercenaries
|
|
|
|
//The following text is used with the video conference popup
|
|
|
|
STR16 VideoConfercingText[] =
|
|
{
|
|
L"WartoϾ kontraktu:", //Title beside the cost of hiring the merc
|
|
|
|
//Text on the buttons to select the length of time the merc can be hired
|
|
|
|
L"Jeden dzieñ",
|
|
L"Jeden tydzieñ",
|
|
L"Dwa tygodnie",
|
|
|
|
//Text on the buttons to determine if you want the merc to come with the equipment
|
|
|
|
L"Bez sprzêtu",
|
|
L"WeŸ sprzêt",
|
|
|
|
// Text on the Buttons
|
|
|
|
L"TRANSFER", // to actually hire the merc
|
|
L"ANULUJ", // go back to the previous menu
|
|
L"WYNAJMIJ", // go to menu in which you can hire the merc
|
|
L"ROZ£¥CZ", // stops talking with the merc
|
|
L"OK",
|
|
L"NAGRAJ SIÊ", // if the merc is not there, you can leave a message
|
|
|
|
//Text on the top of the video conference popup
|
|
|
|
L"Wideo konferencja z - ",
|
|
L"£¹czê. . .",
|
|
|
|
L"z zastawem" // 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"TRANSFER ZAKOÑCZONY POMYŒLNIE", // You hired the merc
|
|
L"PRZEPROWADZENIE TRANSFERU NIE MO¯LIWE", // Player doesn't have enough money, message 1
|
|
L"BRAK ŒRODKÓW", // 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"Wynajêto",
|
|
L"Proszê zostaw wiadomoœæ",
|
|
L"Nie ¿yje",
|
|
|
|
//If you try to hire more mercs than game can support
|
|
|
|
L"Masz ju¿ pe³ny zespó³ 18 najemników.",
|
|
|
|
L"Nagrana wiadomoϾ",
|
|
L"WiadomoϾ zapisana",
|
|
};
|
|
|
|
|
|
//AIM Link.c
|
|
|
|
STR16 AimLinkText[] =
|
|
{
|
|
L"A.I.M. Linki", //The title of the AIM links page
|
|
};
|
|
|
|
|
|
|
|
//Aim History
|
|
|
|
// This page displays the history of AIM
|
|
|
|
STR16 AimHistoryText[] =
|
|
{
|
|
L"A.I.M. Historia", //Title
|
|
|
|
// Text on the buttons at the bottom of the page
|
|
|
|
L"Poprzednia str.",
|
|
L"Strona g³ówna",
|
|
L"Byli cz³onkowie",
|
|
L"Nastêpna str."
|
|
};
|
|
|
|
|
|
//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"ceny",
|
|
L"doœwiadczenia",
|
|
L"um. strzeleckich",
|
|
L"um. medycznych",
|
|
L"zn. materia³ów wyb.",
|
|
L"zn. mechaniki",
|
|
|
|
// The title of the page, the above text gets added at the end of this text
|
|
|
|
L"Cz³onkowie A.I.M. posortowani rosn¹co wg %s",
|
|
L"Cz³onkowie A.I.M. posortowani malej¹co wg %s",
|
|
|
|
// Instructions to the players on what to do
|
|
|
|
L"Lewy klawisz",
|
|
L"Wybór najemnika", //10
|
|
L"Prawy klawisz",
|
|
L"Opcje sortowania",
|
|
|
|
// Gets displayed on top of the merc's portrait if they are...
|
|
|
|
L"Wyjecha³(a)",
|
|
L"Nie ¿yje", //14
|
|
L"Wynajêto",
|
|
};
|
|
|
|
|
|
|
|
//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"STRONA 1",
|
|
L"STRONA 2",
|
|
L"STRONA 3",
|
|
|
|
L"Byli cz³onkowie A.I.M.", // Title of the page
|
|
|
|
|
|
L"OK" // Stops displaying information on selected merc
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//AIM Home Page
|
|
|
|
STR16 AimScreenText[] =
|
|
{
|
|
// AIM disclaimers
|
|
|
|
L"Znaki A.I.M. i logo A.I.M. s¹ prawnie chronione w wiêkszoœci krajów.",
|
|
L"Wiêc nawet nie myœl o próbie ich podrobienia.",
|
|
L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.",
|
|
|
|
//Text for an advertisement that gets displayed on the AIM page
|
|
|
|
L"United Floral Service",
|
|
L"\"Zrzucamy gdziekolwiek\"", //10
|
|
L"Zrób to jak nale¿y...",
|
|
L"...za pierwszym razem",
|
|
L"Broñ i akcesoria, jeœli czegoœ nie mamy, to tego nie potrzebujesz.",
|
|
};
|
|
|
|
|
|
//Aim Home Page
|
|
|
|
STR16 AimBottomMenuText[] =
|
|
{
|
|
//Text for the links at the bottom of all AIM pages
|
|
L"Strona g³ówna",
|
|
L"Cz³onkowie",
|
|
L"Byli cz³onkowie",
|
|
L"Przepisy",
|
|
L"Historia",
|
|
L"Linki",
|
|
};
|
|
|
|
|
|
|
|
//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"TOWARY NA STANIE", //Header for the merchandise available
|
|
L"STRONA", //The current store inventory page being displayed
|
|
L"KOSZT OGÓ£EM", //The total cost of the the items in the Dealer inventory area
|
|
L"WARTOŒÆ OGÓ£EM", //The total value of items player wishes to sell
|
|
L"WYCENA", //Button text for dealer to evaluate items the player wants to sell
|
|
L"TRANSAKCJA", //Button text which completes the deal. Makes the transaction.
|
|
L"OK", //Text for the button which will leave the shopkeeper interface.
|
|
L"KOSZT NAPRAWY", //The amount the dealer will charge to repair the merc's goods
|
|
L"1 GODZINA", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
|
|
L"%d GODZIN(Y)", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired
|
|
L"NAPRAWIONO", // Text appearing over an item that has just been repaired by a NPC repairman dealer
|
|
L"Brak miejsca by zaoferowaæ wiêcej rzeczy.", //Message box that tells the user there is no more room to put there stuff
|
|
L"%d MINUT(Y)", // The text underneath the inventory slot when an item is given to the dealer to be repaired
|
|
L"Upuœæ przedmiot na ziemiê.",
|
|
};
|
|
|
|
//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"WeŸ", // Take money from the player
|
|
L"Daj", // Give money to the player
|
|
L"Anuluj", // Cancel the transfer
|
|
L"Skasuj", // Clear the money display
|
|
};
|
|
|
|
|
|
//Shopkeeper Interface
|
|
STR16 gzSkiAtmText[] =
|
|
{
|
|
|
|
// Text on the bank machine panel that....
|
|
L"Wybierz", // tells the user to select either to give or take from the merc
|
|
L"WprowadŸ kwotê", // Enter the amount to transfer
|
|
L"Transfer gotówki do najemnika", // Giving money to the merc
|
|
L"Transfer gotówki od najemnika", // Taking money from the merc
|
|
L"Brak œrodków", // Not enough money to transfer
|
|
L"Saldo", // Display the amount of money the player currently has
|
|
};
|
|
|
|
|
|
STR16 SkiMessageBoxText[] =
|
|
{
|
|
L"Czy chcesz do³o¿yæ %s ze swojego konta, aby pokryæ ró¿nicê?",
|
|
L"Brak œrodków. Brakuje ci %s",
|
|
L"Czy chcesz przeznaczyæ %s ze swojego konta, aby pokryæ koszty?",
|
|
L"Poproœ o rozpoczêcie transakscji",
|
|
L"Poproœ o naprawê wybranych przedmiotów",
|
|
L"Zakoñcz rozmowê",
|
|
L"Saldo dostêpne",
|
|
};
|
|
|
|
|
|
//OptionScreen.c
|
|
|
|
STR16 zOptionsText[] =
|
|
{
|
|
//button Text
|
|
L"Zapisz grê",
|
|
L"Odczytaj grê",
|
|
L"Wyjœcie",
|
|
L"OK",
|
|
|
|
//Text above the slider bars
|
|
L"Efekty",
|
|
L"Dialogi",
|
|
L"Muzyka",
|
|
|
|
//Confirmation pop when the user selects..
|
|
L"Zakoñczyæ grê i wróciæ do g³ównego menu?",
|
|
|
|
L"Musisz w³¹czyæ opcjê dialogów lub napisów.",
|
|
};
|
|
|
|
|
|
//SaveLoadScreen
|
|
STR16 zSaveLoadText[] =
|
|
{
|
|
L"Zapisz grê",
|
|
L"Odczytaj grê",
|
|
L"Anuluj",
|
|
L"Zapisz wybran¹",
|
|
L"Odczytaj wybran¹",
|
|
|
|
L"Gra zosta³a pomyœlnie zapisana",
|
|
L"B£¥D podczas zapisu gry!",
|
|
L"Gra zosta³a pomyœlnie odczytana",
|
|
L"B£¥D podczas odczytu gry!",
|
|
|
|
L"Wersja gry w zapisanym pliku ró¿ni siê od bie¿¹cej. Prawdopodobnie mo¿na bezpiecznie kontynuowaæ. Kontynuowaæ?",
|
|
L"Zapisane pliki gier mog¹ byæ uszkodzone. Czy chcesz je usun¹æ?",
|
|
|
|
//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"Nieprawid³owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuowaæ?",
|
|
#else
|
|
L"Próba odczytu starszej wersji zapisu gry. Zaktualizowaæ ten zapis i odczytaæ grê?",
|
|
#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"Nieprawid³owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuowaæ?",
|
|
#else
|
|
L"Próba odczytu starszej wersji zapisu gry. Zaktualizowaæ ten zapis i odczytaæ grê?",
|
|
#endif
|
|
|
|
L"Czy na pewno chcesz nadpisaæ grê na pozycji %d?",
|
|
L"Chcesz odczytaæ grê z pozycji",
|
|
|
|
|
|
//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"Brak miejsca na dysku twardym. Na dysku wolne jest %d MB, a wymagane jest przynajmniej %d MB.",
|
|
|
|
L"Zapisujê...", //When saving a game, a message box with this string appears on the screen
|
|
|
|
L"Standardowe uzbrojenie",
|
|
L"Ca³e mnóstwo broni",
|
|
L"Realistyczna gra",
|
|
L"Elementy S-F",
|
|
|
|
L"Stopieñ trudnoœci",
|
|
L"Platynowy tryb", //Placeholder English
|
|
|
|
L"Wyposa¿enie Bobby Ray's",
|
|
L"Normalne",
|
|
L"Œwietne",
|
|
L"Wyœmienite",
|
|
L"Niewiarygodne",
|
|
|
|
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
|
|
L"New Inventory does not work from the default 'Data' folder.",
|
|
};
|
|
|
|
|
|
|
|
//MapScreen
|
|
STR16 zMarksMapScreenText[] =
|
|
{
|
|
L"Poziom mapy",
|
|
L"Nie masz jeszcze ¿o³nierzy samoobrony. Musisz najpierw wytrenowaæ mieszkañców miast.",
|
|
L"Dzienny przychód",
|
|
L"Najmemnik ma polisê ubezpieczeniow¹",
|
|
L"%s nie potrzebuje snu.",
|
|
L"%s jest w drodze i nie mo¿e spaæ",
|
|
L"%s jest zbyt zmêczony(na), spróbuj trochê póŸniej.",
|
|
L"%s prowadzi.",
|
|
L"Oddzia³ nie mo¿e siê poruszaæ je¿eli jeden z najemników œpi.",
|
|
|
|
// stuff for contracts
|
|
L"Mimo, ¿e mo¿esz op³aciæ kontrakt, to jednak nie masz gotówki by op³aciæ sk³adkê ubezpieczeniow¹ za najemnika.",
|
|
L"%s - sk³adka ubezpieczeniowa najemnika bêdzie kosztowaæ %s za %d dzieñ(dni). Czy chcesz j¹ op³aciæ?",
|
|
L"Inwentarz sektora",
|
|
L"Najemnik posiada zastaw na ¿ycie.",
|
|
|
|
// other items
|
|
L"Lekarze", // people acting a field medics and bandaging wounded mercs
|
|
L"Pacjenci", // people who are being bandaged by a medic
|
|
L"Gotowe", // Continue on with the game after autobandage is complete
|
|
L"Przerwij", // Stop autobandaging of patients by medics now
|
|
L"Przykro nam, ale ta opcja jest wy³¹czona w wersji demo.", // informs player this option/button has been disabled in the demo
|
|
L"%s nie ma zestawu narzêdzi.",
|
|
L"%s nie ma apteczki.",
|
|
L"Brak chêtnych ludzi do szkolenia, w tej chwili.",
|
|
L"%s posiada ju¿ maksymaln¹ liczbê oddzia³ów samoobrony.",
|
|
L"Najemnik ma kontrakt na okreœlony czas.",
|
|
L"Kontrakt najemnika nie jest ubezpieczony",
|
|
L"Mapa", // 24
|
|
};
|
|
|
|
|
|
STR16 pLandMarkInSectorString[] =
|
|
{
|
|
L"Oddzia³ %d zauwa¿y³ kogoœ w sektorze %s",
|
|
};
|
|
|
|
// confirm the player wants to pay X dollars to build a militia force in town
|
|
STR16 pMilitiaConfirmStrings[] =
|
|
{
|
|
L"Szkolenie oddzia³u samoobrony bêdzie kosztowa³o $", // telling player how much it will cost
|
|
L"Zatwierdzasz wydatek?", // asking player if they wish to pay the amount requested
|
|
L"Nie staæ ciê na to.", // telling the player they can't afford to train this town
|
|
L"Kontynuowaæ szkolenie samoobrony w - %s (%s %d)?", // continue training this town?
|
|
L"Koszt $", // the cost in dollars to train militia
|
|
L"( T/N )", // abbreviated yes/no
|
|
L"", // unused
|
|
L"Szkolenie samoobrony w %d sektorach bêdzie kosztowa³o $ %d. %s", // cost to train sveral sectors at once
|
|
L"Nie masz %d$, aby wyszkoliæ samoobronê w tym mieœcie.",
|
|
L"%s musi mieæ %d% lojalnoœci, aby mo¿na by³o kontynuowaæ szkolenie samoobrony.",
|
|
L"Nie mo¿esz ju¿ d³u¿ej szkoliæ samoobrony w mieœcie %s.",
|
|
};
|
|
|
|
//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
|
|
STR16 gzMoneyWithdrawMessageText[] =
|
|
{
|
|
L"Jednorazowo mo¿esz wyp³aciæ do 20,000$.",
|
|
L"Czy na pewno chcesz wp³aciæ %s na swoje konto?",
|
|
};
|
|
|
|
STR16 gzCopyrightText[] =
|
|
{
|
|
L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.",
|
|
};
|
|
|
|
//option Text
|
|
STR16 zOptionsToggleText[] =
|
|
{
|
|
L"Dialogi",
|
|
L"Wycisz potwierdzenia",
|
|
L"Napisy",
|
|
L"Wstrzymuj napisy",
|
|
L"Animowany dym",
|
|
L"Drastyczne sceny",
|
|
L"Nigdy nie ruszaj mojej myszki!",
|
|
L"Stara metoda wyboru",
|
|
L"Pokazuj trasê ruchu",
|
|
L"Pokazuj chybione strza³y",
|
|
L"Potwierdzenia Real-Time",
|
|
L"Najemnik œpi/budzi siê",
|
|
L"U¿ywaj systemu metrycznego",
|
|
L"Oœwietlenie podczas ruchu",
|
|
L"Przyci¹gaj kursor do najemników",
|
|
L"Przyci¹gaj kursor do drzwi",
|
|
L"Pulsuj¹ce przedmioty",
|
|
L"Pokazuj korony drzew",
|
|
L"Pokazuj siatkê",
|
|
L"Pokazuj kursor 3D",
|
|
L"Pokazuj szansê na trafienie",
|
|
L"Zamiana kursora granatnika",
|
|
L"Wróg opuszcza ca³y ekwipunek",
|
|
L"Wysoki k¹t strza³ów z granatnika",
|
|
L"Ograniczenie poziomów celowania",
|
|
L"Spacja = nastêpny oddzia³",
|
|
L"Pokazuj cienie przedmiotów",
|
|
L"Pokazuj zasiêg broni w polach",
|
|
L"Efekt smugowy dla poj. strza³u",
|
|
L"Odg³osy padaj¹cego deszczu",
|
|
L"Pokazuj wrony",
|
|
L"Losowa osobowoϾ postaci I.M.P.",
|
|
L"Automatyczny zapis",
|
|
L"Cichy Skyrider",
|
|
L"Niskie obci¹¿enie procesora",
|
|
L"Enhanced Description Box",
|
|
};
|
|
|
|
//This is the help text associated with the above toggles.
|
|
STR16 zOptionsScreenHelpText[] =
|
|
{
|
|
//speech
|
|
L"Jeœli W£¥CZONE, w grze pojawiaæ siê bêd¹ dialogi.",
|
|
|
|
//Mute Confirmation
|
|
L"Jeœli W£¥CZONE, g³osowe potwierdzenia postaci zostan¹ wyciszone.",
|
|
|
|
//Subtitles
|
|
L"Jeœli W£¥CZONE, pojawiaæ siê bêd¹ napisy podczas rozmów z innymi postaciami.",
|
|
|
|
//Key to advance speech
|
|
L"Jeœli W£¥CZONE, napisy pojawiaj¹ce siê podczas dialogów bêd¹ znika³y dopiero po klikniêciu.",
|
|
|
|
//Toggle smoke animation
|
|
L"Jeœli W£¥CZONE, dym z granatów bêdzie animowany. Mo¿e spowolniæ dzia³anie gry.",
|
|
|
|
//Blood n Gore
|
|
L"Jeœli W£¥CZONE, pokazywane bêd¹ bardzo drastyczne sceny.",
|
|
|
|
//Never move my mouse
|
|
L"Jeœli W£¥CZONE, kursor nie bêdzie automatycznie ustawia³ siê nad pojawiaj¹cymi siê okienkami dialogowymi.",
|
|
|
|
//Old selection method
|
|
L"Jeœli W£¥CZONE, wybór postaci bêdzie dzia³a³ tak jak w poprzednich czêœciach gry.",
|
|
|
|
//Show movement path
|
|
L"Jeœli W£¥CZONE, bêdziesz widzia³ trasê ruchu w trybie Real-Time.",
|
|
|
|
//show misses
|
|
L"Jeœli W£¥CZONE, bêdzie móg³ obserwowaæ w co trafiaj¹ twoje kule gdy spud³ujesz.",
|
|
|
|
//Real Time Confirmation
|
|
L"Jeœli W£¥CZONE, ka¿dy ruch najemnika w trybie Real-Time bêdzie wymaga³ dodatkowego, potwierdzaj¹cego klikniêcia.",
|
|
|
|
//Sleep/Wake notification
|
|
L"Jeœli W£¥CZONE, wyœwietlana bêdzie informacja, ¿e najemnik po³o¿y³ siê spaæ lub wsta³ i wróci³ do pracy.",
|
|
|
|
//Use the metric system
|
|
L"Jeœli W£¥CZONE, gra bêdzie u¿ywa³a systemu metrycznego.",
|
|
|
|
//Merc Lighted movement
|
|
L"Jeœli W£¥CZONE, teren wokó³ najemnika bêdzie oœwietlony podczas ruchu. Mo¿e spowolniæ dzia³anie gry.",
|
|
|
|
//Smart cursor
|
|
L"Jeœli W£¥CZONE, kursor bêdzie automatycznie ustawia³ siê na najemnikach gdy znajdzie siê w ich pobli¿u.",
|
|
|
|
//snap cursor to the door
|
|
L"Jeœli W£¥CZONE, kursor bêdzie automatycznie ustawia³ siê na drzwiach gdy znajdzie siê w ich pobli¿u.",
|
|
|
|
//glow items
|
|
L"Jeœli W£¥CZONE, przedmioty bêd¹ pulsowaæ. ( |I )",
|
|
|
|
//toggle tree tops
|
|
L"Jeœli W£¥CZONE, wyœwietlane bêd¹ korony drzew. ( |T )",
|
|
|
|
//toggle wireframe
|
|
L"Jeœli W£¥CZONE, wyœwietlane bêd¹ zarysy niewidocznych œcian. ( |W )",
|
|
|
|
L"Jeœli W£¥CZONE, kursor ruchu wyœwietlany bêdzie w 3D. ( |Home )",
|
|
|
|
// Options for 1.13
|
|
L"Jeœli W£¥CZONE, kursor bêdzie pokazywa³ szansê na trafienie.",
|
|
L"Jeœli W£¥CZONE, seria z granatnika bêdzie u¿ywa³a kursora serii z broni palnej.",
|
|
L"Jeœli W£¥CZONE, martwi wrogowie bêd¹ upuszczaæ ca³y ekwipunek.",
|
|
L"Jeœli W£¥CZONE, granatniki bêd¹ strzela³y pod wysokim k¹tem. ( |Q )",
|
|
L"Jeœli W£¥CZONE, poziom celowania powy¿ej 4 bêdzie dostêpny tylko dla karabinów i karabinów snajperskich.",
|
|
L"Jeœli W£¥CZONE, |S|p|a|c|j|a wybiera kolejny oddzia³.",
|
|
L"Jeœli W£¥CZONE, pokazywane bêd¹ cienie przedmiotów.",
|
|
L"Jeœli W£¥CZONE, zasiêg broni bêdzie wyœwietlany w polach.",
|
|
L"Jeœli W£¥CZONE, pojedynczy strza³ bêdzie z efektem pocisku smugowego",
|
|
L"Jeœli W£¥CZONE, bêdziesz s³ysza³ padaj¹cy deszcz.",
|
|
L"Jeœli W£¥CZONE, w grze pojawiaæ siê bêd¹ wrony.",
|
|
L"Jeœli W£¥CZONE, postacie I.M.P. bêd¹ otrzymywaæ losow¹ osobowoœæ i postawê.",
|
|
L"Jeœli W£¥CZONE, gra bêdzie zapisywana ka¿dorazowo po zakoñczeniu tury gracza.",
|
|
L"Jeœli W£¥CZONE, Skyrider nie bêdzie nic mówi³.",
|
|
L"Jeœli W£¥CZONE, gra bêdzie obci¹¿a³a procesor w mniejszym stopniu.",
|
|
L"Jeœli W£¥CZONE, gra bêdzie u¿yciem "Enhanced Description Box" opisu.",
|
|
};
|
|
|
|
|
|
STR16 gzGIOScreenText[] =
|
|
{
|
|
L"POCZ¥TKOWE USTAWIENIA GRY",
|
|
L"Styl gry",
|
|
L"Realistyczny",
|
|
L"S-F",
|
|
L"Platynowy", //Placeholder English
|
|
L"Opcje broni",
|
|
L"Mnóstwo broni",
|
|
L"Standardowe uzbrojenie",
|
|
L"Stopieñ trudnoœci",
|
|
L"Nowicjusz",
|
|
L"Doœwiadczony",
|
|
L"Ekspert",
|
|
L"SZALONY",
|
|
L"Ok",
|
|
L"Anuluj",
|
|
L"Rozszerzony poziom trudnoœci",
|
|
L"Zapis gry w dowolnym momencie",
|
|
L"CZ£OWIEK ZE STALI",
|
|
L"Nie dzia³a w wersji demo",
|
|
L"Wyposa¿enie Bobby Ray's",
|
|
L"Normalne",
|
|
L"Œwietne",
|
|
L"Wyœmienite",
|
|
L"Niewiarygodne",
|
|
L"System Inwentarza",
|
|
L"Stara",
|
|
L"Nowa",
|
|
L"Load MP Game",
|
|
L"POCZ¥TKOWE USTAWIENIA GRY (Only the server settings take effect)",
|
|
};
|
|
|
|
STR16 pDeliveryLocationStrings[] =
|
|
{
|
|
L"Austin", //Austin, Texas, USA
|
|
L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home)
|
|
L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names...
|
|
L"Hong Kong", //Hong Kong, Hong Kong
|
|
L"Bejrut", //Beirut, Lebanon (Middle East)
|
|
L"Londyn", //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"Moskwa", //Moscow, USSR
|
|
L"Nowy Jork", //New York, New York, USA
|
|
L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made!
|
|
L"Pary¿", //Paris, France
|
|
L"Trypolis", //Tripoli, Libya (eastern Mediterranean)
|
|
L"Tokio", //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"Na pewno? Wartoœæ zero oznacza brak jakichkolwiek umiejêtnoœci w tej dziedzinie.",
|
|
};
|
|
|
|
STR16 pIMPBeginScreenStrings[] =
|
|
{
|
|
L"( Maks. 8 znaków )",
|
|
};
|
|
|
|
STR16 pIMPFinishButtonText[ 1 ]=
|
|
{
|
|
L"Analizujê",
|
|
};
|
|
|
|
STR16 pIMPFinishStrings[ ]=
|
|
{
|
|
L"Dziêkujemy, %s", //%s is the name of the merc
|
|
};
|
|
|
|
// the strings for imp voices screen
|
|
STR16 pIMPVoicesStrings[] =
|
|
{
|
|
L"G³os",
|
|
};
|
|
|
|
STR16 pDepartedMercPortraitStrings[ ]=
|
|
{
|
|
L"Œmieræ w akcji",
|
|
L"Zwolnienie",
|
|
L"Inny",
|
|
};
|
|
|
|
// title for program
|
|
STR16 pPersTitleText[] =
|
|
{
|
|
L"Personel",
|
|
};
|
|
|
|
// paused game strings
|
|
STR16 pPausedGameText[] =
|
|
{
|
|
L"Gra wstrzymana",
|
|
L"Wznów grê (|P|a|u|s|e)",
|
|
L"Wstrzymaj grê (|P|a|u|s|e)",
|
|
};
|
|
|
|
|
|
STR16 pMessageStrings[] =
|
|
{
|
|
L"Zakoñczyæ grê?",
|
|
L"OK",
|
|
L"TAK",
|
|
L"NIE",
|
|
L"ANULUJ",
|
|
L"NAJMIJ",
|
|
L"LIE",
|
|
L"Brak opisu", //Save slots that don't have a description.
|
|
L"Gra zapisana.",
|
|
L"Gra zapisana.",
|
|
L"Szybki zapis", //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"Dzieñ",
|
|
L"Najemn.",
|
|
L"Wolna pozycja", //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 build for JA2
|
|
L"strz/min", //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"kul", //Abbreviation for rounds (# of bullets)
|
|
L"kg", //Abbreviation for kilogram (metric weight measurement unit)
|
|
L"lb", //Abbreviation for pounds (Imperial weight measurement unit)
|
|
L"Strona g³ówna", //Home as in homepage on the internet.
|
|
L"USD", //Abbreviation to US dollars
|
|
L"N/D", //Lowercase acronym for not applicable.
|
|
L"Tymczasem", //Meanwhile
|
|
L"%s przyby³(a) do sektora %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying
|
|
//SirTech
|
|
L"Wersja",
|
|
L"Wolna pozycja na szybki zapis",
|
|
L"Ta pozycja zarezerwowana jest na szybkie zapisy wykonywane podczas gry kombinacj¹ klawiszy ALT+S.",
|
|
L"Otw.",
|
|
L"Zamkn.",
|
|
L"Brak miejsca na dysku twardym. Na dysku wolne jest %s MB, a wymagane jest przynajmniej %s MB.",
|
|
L"Najêto - %s z A.I.M.",
|
|
L"%s z³apa³(a) %s", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
|
|
L"%s zaaplikowa³(a) sobie lekarstwo", //'Merc name' has taken the drug
|
|
L"%s nie posiada wiedzy medycznej",//40 'Merc name' has no medical skill.
|
|
|
|
//CDRom errors (such as ejecting CD while attempting to read the CD)
|
|
L"Integralnoœæ gry zosta³a nara¿ona na szwank.",
|
|
L"B£¥D: Wyjêto p³ytê CD",
|
|
|
|
//When firing heavier weapons in close quarters, you may not have enough room to do so.
|
|
L"Nie ma miejsca, ¿eby st¹d oddaæ strza³.",
|
|
|
|
//Can't change stance due to objects in the way...
|
|
L"Nie mo¿na zmieniæ pozycji w tej chwili.",
|
|
|
|
//Simple text indications that appear in the game, when the merc can do one of these things.
|
|
L"UpuϾ",
|
|
L"Rzuæ",
|
|
L"Podaj",
|
|
|
|
L"%s przekazano do - %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise,
|
|
//must notify SirTech.
|
|
L"Brak wolnego miejsca, by przekazaæ %s do - %s.", //pass "item" to "merc". Same instructions as above.
|
|
|
|
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
|
|
L" do³¹czono]", // 50
|
|
|
|
//Cheat modes
|
|
L"Pierwszy poziom lamerskich zagrywek osi¹gniêty",
|
|
L"Drugi poziom lamerskich zagrywek osi¹gniêty",
|
|
|
|
//Toggling various stealth modes
|
|
L"Oddzia³ ma w³¹czony tryb skradania siê.",
|
|
L"Oddzia³ ma wy³¹czony tryb skradania siê.",
|
|
L"%s ma w³¹czony tryb skradania siê.",
|
|
L"%s ma wy³¹czony tryb skradania siê.",
|
|
|
|
//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"Dodatkowe siatki w³¹czone.",
|
|
L"Dodatkowe siatki wy³¹czone.",
|
|
|
|
//These are used in the cheat modes for changing levels in the game. Going from a basement level to
|
|
//an upper level, etc.
|
|
L"Nie mo¿na wyjœæ do góry z tego poziomu...",
|
|
L"Nie ma ju¿ ni¿szych poziomów...", // 60
|
|
L"Wejœcie na %d poziom pod ziemi¹...",
|
|
L"Wyjœcie z podziemii...",
|
|
|
|
L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun
|
|
L"Automatyczne centrowanie ekranu wy³¹czone.",
|
|
L"Automatyczne centrowanie ekranu w³¹czone.",
|
|
L"Kursor 3D wy³¹czony.",
|
|
L"Kursor 3D w³¹czony.",
|
|
L"Oddzia³ %d aktywny.",
|
|
L"%s - Nie staæ ciê by wyp³aciæ jej/jemu dzienn¹ pensjê w wysokoœci %s.", //first %s is the mercs name, the seconds is a string containing the salary
|
|
L"Pomiñ", // 70
|
|
L"%s nie mo¿e odejœæ sam(a).",
|
|
L"Utworzono zapis gry o nazwie SaveGame99.sav. W razie potrzeby zmieñ jego nazwê na SaveGame01..10. Wtedy bêdzie mo¿na go odczytaæ ze standardowego okna odczytu gry.",
|
|
L"%s wypi³(a) trochê - %s",
|
|
L"Przesy³ka dotar³a do Drassen.",
|
|
L"%s przybêdzie do wyznaczonego punktu zrzutu (sektor %s) w dniu %d, oko³o godziny %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"Lista historii zaktualizowana.",
|
|
L"Seria z granatnika u¿ywa kursora celowania (dostêpny ogieñ rozproszony)", //L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", BY£O -->>L"Grenade Bursts - Using Targeting Cursor (Spread fire enabled)",
|
|
L"Seria z granatnika u¿ywa kursora trajektorii (dostêpny ogieñ rozproszony)", //L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", BY£O -->L"Grenade Bursts - Using Trajectory Cursor (Spread fire disabled)",
|
|
L"Upuszczanie wszystkiego w³¹czone",
|
|
L"Upuszczanie wszystkiego wy³¹czone",
|
|
L"Granatniki strzelaj¹ pod standardowymi k¹tami", //L"Grenade Launchers fire at standard angles", BY£o->>L"Grenade Launchers - Fire at standard angles",
|
|
L"Granatniki strzelaj¹ pod wysokimi k¹tami", //L"Grenade Launchers fire at higher angles", BY£o-->>L"Grenade Launchers - Fire at high angles",
|
|
#ifdef JA2BETAVERSION
|
|
L"Automatyczny zapis zosta³ pomyœlnie wykonany.",
|
|
#endif
|
|
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
|
|
L"Client",
|
|
};
|
|
|
|
|
|
CHAR16 ItemPickupHelpPopup[][40] =
|
|
{
|
|
L"OK",
|
|
L"W górê",
|
|
L"Wybierz wszystko",
|
|
L"W dó³",
|
|
L"Anuluj",
|
|
};
|
|
|
|
STR16 pDoctorWarningString[] =
|
|
{
|
|
L"%s jest za daleko, aby poddaæ siê leczeniu.",
|
|
L"Lekarze nie mogli opatrzyæ wszystkich rannych.",
|
|
};
|
|
|
|
STR16 pMilitiaButtonsHelpText[] =
|
|
{
|
|
L"Podnieœ(Prawy klawisz myszy)/upuœæ(Lewy klawisz myszy) Zielonych ¿o³nierzy", // button help text informing player they can pick up or drop militia with this button
|
|
L"Podnieœ(Prawy klawisz myszy)/upuœæ(Lewy klawisz myszy) Doœwiadczonych ¿o³nierzy",
|
|
L"Podnieœ(Prawy klawisz myszy)/upuœæ(Lewy klawisz myszy) Weteranów",
|
|
L"Umieszcza jednakow¹ iloœæ ¿o³nierzy samoobrony w ka¿dym sektorze.",
|
|
};
|
|
|
|
STR16 pMapScreenJustStartedHelpText[] =
|
|
{
|
|
L"Zajrzyj do A.I.M. i zatrudnij kilku najemników (*Wskazówka* musisz otworzyæ laptopa)", // to inform the player to hired some mercs to get things going
|
|
L"Jeœli chcesz ju¿ udaæ siê do Arulco, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway
|
|
};
|
|
|
|
STR16 pAntiHackerString[] =
|
|
{
|
|
L"B³¹d. Brakuje pliku, lub jest on uszkodzony. Gra zostanie przerwana.",
|
|
};
|
|
|
|
|
|
STR16 gzLaptopHelpText[] =
|
|
{
|
|
//Buttons:
|
|
L"Przegl¹danie poczty",
|
|
L"Przegl¹danie stron internetowych",
|
|
L"Przegl¹danie plików i za³¹czników pocztowych",
|
|
L"Rejestr zdarzeñ",
|
|
L"Informacje o cz³onkach oddzia³u",
|
|
L"Finanse i rejestr transakcji",
|
|
L"Koniec pracy z laptopem",
|
|
|
|
//Bottom task bar icons (if they exist):
|
|
L"Masz now¹ pocztê",
|
|
L"Masz nowe pliki",
|
|
|
|
//Bookmarks:
|
|
L"Miêdzynarodowe Stowarzyszenie Najemników",
|
|
L"Bobby Ray's - Internetowy sklep z broni¹",
|
|
L"Instytut Badañ Najemników",
|
|
L"Bardziej Ekonomiczne Centrum Rekrutacyjne",
|
|
L"McGillicutty's - Zak³ad pogrzebowy",
|
|
L"United Floral Service",
|
|
L"Brokerzy ubezpieczeniowi",
|
|
};
|
|
|
|
|
|
STR16 gzHelpScreenText[] =
|
|
{
|
|
L"Zamknij okno pomocy",
|
|
};
|
|
|
|
STR16 gzNonPersistantPBIText[] =
|
|
{
|
|
L"Trwa walka. Najemników mo¿na wycofaæ tylko na ekranie taktycznym.",
|
|
L"W|ejdŸ do sektora, aby kontynuowaæ walkê.",
|
|
L"|Automatycznie rozstrzyga walkê.",
|
|
L"Nie mo¿na automatycznie rozstrzygn¹æ walki, gdy atakujesz.",
|
|
L"Nie mo¿na automatycznie rozstrzygn¹æ walki, gdy wpadasz w pu³apkê.",
|
|
L"Nie mo¿na automatycznie rozstrzygn¹æ walki, gdy walczysz ze stworzeniami w kopalni.",
|
|
L"Nie mo¿na automatycznie rozstrzygn¹æ walki, gdy w sektorze s¹ wrodzy cywile.",
|
|
L"Nie mo¿na automatycznie rozstrzygn¹æ walki, gdy w sektorze s¹ dzikie koty.",
|
|
L"TRWA WALKA",
|
|
L"W tym momencie nie mo¿esz siê wycofaæ.",
|
|
};
|
|
|
|
STR16 gzMiscString[] =
|
|
{
|
|
L"¯o³nierze samoobrony kontynuuj¹ walkê bez pomocy twoich najemników...",
|
|
L"W tym momencie tankowanie nie jest konieczne.",
|
|
L"W baku jest %d%% paliwa.",
|
|
L"¯o³nierze Deidranny przejêli ca³kowit¹ kontrolê nad - %s.",
|
|
L"Nie masz ju¿ gdzie zatankowaæ.",
|
|
};
|
|
|
|
STR16 gzIntroScreen[] =
|
|
{
|
|
L"Nie odnaleziono filmu wprowadzaj¹cego",
|
|
};
|
|
|
|
// 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 s³yszy %s D�WIÊK dochodz¹cy z %s.",
|
|
L"%s s³yszy %s ODG£OS RUCHU dochodz¹cy z %s.",
|
|
L"%s s³yszy %s ODG£OS SKRZYPNIÊCIA dochodz¹cy z %s.",
|
|
L"%s s³yszy %s PLUSK dochodz¹cy z %s.",
|
|
L"%s s³yszy %s ODG£OS UDERZENIA dochodz¹cy z %s.",
|
|
L"%s s³yszy %s WYBUCH dochodz¹cy z %s.",
|
|
L"%s s³yszy %s KRZYK dochodz¹cy z %s.",
|
|
L"%s s³yszy %s ODG£OS UDERZENIA dochodz¹cy z %s.",
|
|
L"%s s³yszy %s ODG£OS UDERZENIA dochodz¹cy z %s.",
|
|
L"%s s³yszy %s £OMOT dochodz¹cy z %s.",
|
|
L"%s s³yszy %s TRZASK dochodz¹cy z %s.",
|
|
};
|
|
|
|
STR16 wMapScreenSortButtonHelpText[] =
|
|
{
|
|
L"Sortuj wed³ug kolumny Imiê (|F|1)",
|
|
L"Sortuj wed³ug kolumny Przydzia³ (|F|2)",
|
|
L"Sortuj wed³ug kolumny Sen (|F|3)",
|
|
L"Sortuj wed³ug kolumny Lokalizacja (|F|4)",
|
|
L"Sortuj wed³ug kolumny Cel podró¿y (|F|5)",
|
|
L"Sortuj wed³ug kolumny Wyjazd (|F|6)",
|
|
};
|
|
|
|
|
|
|
|
STR16 BrokenLinkText[] =
|
|
{
|
|
L"B³¹d 404",
|
|
L"Nie odnaleziono strony.",
|
|
};
|
|
|
|
|
|
STR16 gzBobbyRShipmentText[] =
|
|
{
|
|
L"Ostatnie dostawy",
|
|
L"Zamówienie nr ",
|
|
L"Iloœæ przedmiotów",
|
|
L"Zamówiono:",
|
|
};
|
|
|
|
|
|
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",
|
|
};
|
|
|
|
STR16 sRepairsDoneString[] =
|
|
{
|
|
L"%s skoñczy³(a) naprawiaæ w³asne wyposa¿enie",
|
|
L"%s skoñczy³(a) naprawiaæ broñ i ochraniacze wszystkich cz³onków oddzia³u",
|
|
L"%s skoñczy³(a) naprawiaæ wyposa¿enie wszystkich cz³onków oddzia³u",
|
|
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u",
|
|
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u",
|
|
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u",
|
|
};
|
|
|
|
STR16 zGioDifConfirmText[]=
|
|
{
|
|
L"Wybrano opcjê NOWICJUSZ. Opcja ta jest przeznaczona dla niedoœwiadczonych graczy, lub dla tych, którzy nie maj¹ ochoty na d³ugie i ciê¿kie walki. Pamiêtaj, ¿e opcja ta ma wp³yw na przebieg ca³ej gry. Czy na pewno chcesz graæ w trybie Nowicjusz?",
|
|
L"Wybrano opcjê DOŒWIADCZONY. Opcja ta jest przenaczona dla graczy posiadaj¹cych ju¿ pewne doœwiadczenie w grach tego typu. Pamiêtaj, ¿e opcja ta ma wp³yw na przebieg ca³ej gry. Czy na pewno chcesz graæ w trybie Doœwiadczony?",
|
|
L"Wybrano opcjê EKSPERT. Jakby co, to ostrzegaliœmy ciê. Nie obwiniaj nas, jeœli wrócisz w plastikowym worku. Pamiêtaj, ¿e opcja ta ma wp³yw na przebieg ca³ej gry. Czy na pewno chcesz graæ w trybie Ekspert?",
|
|
L"Wybrano opcjê SZALONY. OSTRZE¯ENIE: Nie obwiniaj nas, jeœli wrócisz w malutkich kawa³eczkach... Deidranna NAPRAWDÊ skopie ci ty³ek. Mocno. Pamiêtaj, ¿e opcja ta ma wp³yw na przebieg ca³ej gry. Czy na pewno chcesz graæ w trybie SZALONY?",
|
|
};
|
|
|
|
STR16 gzLateLocalizedString[] =
|
|
{
|
|
L"%S - nie odnaleziono pliku...",
|
|
|
|
//1-5
|
|
L"Robot nie mo¿e opuœciæ sektora bez operatora.",
|
|
|
|
//This message comes up if you have pending bombs waiting to explode in tactical.
|
|
L"Nie mo¿na teraz kompresowaæ czasu. Poczekaj na fajerwerki!",
|
|
|
|
//'Name' refuses to move.
|
|
L"%s nie chce siê przesun¹æ.",
|
|
|
|
//%s a merc name
|
|
L"%s ma zbyt ma³o energii, aby zmieniæ pozycjê.",
|
|
|
|
//A message that pops up when a vehicle runs out of gas.
|
|
L"%s nie ma paliwa i stoi w sektorze %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"GÓRY",
|
|
L"DO£U",
|
|
|
|
//The following strings are used in autoresolve for autobandaging related feedback.
|
|
L"¯aden z twoich najemników nie posiada wiedzy medycznej.",
|
|
L"Brak œrodków medycznych, aby za³o¿yæ rannym opatrunki.",
|
|
L"Zabrak³o œrodków medycznych, aby za³o¿yæ wszystkim rannym opatrunki.",
|
|
L"¯aden z twoich najemników nie potrzebuje pomocy medycznej.",
|
|
L"Automatyczne zak³adanie opatrunków rannym najemnikom.",
|
|
L"Wszystkim twoim najemnikom za³o¿ono opatrunki.",
|
|
|
|
//14
|
|
L"Arulco",
|
|
|
|
L"(dach)",
|
|
|
|
L"Zdrowie: %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"%s - brak wolnych miejsc!", //(ex "The ice cream truck is full")
|
|
|
|
L"%s nie potrzebuje pierwszej pomocy lecz opieki lekarza lub d³u¿szego odpoczynku.",
|
|
|
|
//20
|
|
//Happens when you get shot in the legs, and you fall down.
|
|
L"%s dosta³(a) w nogi i upad³(a)!",
|
|
//Name can't speak right now.
|
|
L"%s nie mo¿e teraz mówiæ.",
|
|
|
|
//22-24 plural versions
|
|
L"%d zielonych ¿o³nierzy samoobrony awansowa³o na weteranów.",
|
|
L"%d zielonych ¿o³nierzy samoobrony awansowa³o na regularnych ¿o³nierzy.",
|
|
L"%d regularnych ¿o³nierzy samoobrony awansowa³o na weteranów.",
|
|
|
|
//25
|
|
L"Prze³¹cznik",
|
|
|
|
//26
|
|
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
|
|
L"%s dostaje œwira!",
|
|
|
|
//27-28
|
|
//Messages why a player can't time compress.
|
|
L"Niebezpiecznie jest kompresowaæ teraz czas, gdy¿ masz najemników w sektorze %s.",
|
|
L"Niebezpiecznie jest kompresowaæ teraz czas, gdy¿ masz najemników w kopalni zaatakowanej przez robale.",
|
|
|
|
//29-31 singular versions
|
|
L"1 zielony ¿o³nierz samoobrony awansowa³ na weterana.",
|
|
L"1 zielony ¿o³nierz samoobrony awansowa³ na regularnego ¿o³nierza.",
|
|
L"1 regularny ¿o³nierz samoobrony awansowa³ na weterana.",
|
|
|
|
//32-34
|
|
L"%s nic nie mówi.",
|
|
L"Wyjœæ na powierzchniê?",
|
|
L"(Oddzia³ %d)",
|
|
|
|
//35
|
|
//Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K)
|
|
L"%s naprawi³(a) najemnikowi - %s, jego/jej - %s",
|
|
|
|
//36
|
|
L"DZIKI KOT",
|
|
|
|
//37-38 "Name trips and falls"
|
|
L"%s potyka siê i upada",
|
|
L"Nie mo¿na st¹d podnieœæ tego przedmiotu.",
|
|
|
|
//39
|
|
L"¯aden z twoich najemników nie jest w stanie walczyæ. ¯o³nierze samoobrony sami bêd¹ walczyæ z robalami.",
|
|
|
|
//40-43
|
|
//%s is the name of merc.
|
|
L"%s nie ma œrodków medycznych!",
|
|
L"%s nie posiada odpowiedniej wiedzy, aby kogokolwiek wyleczyæ!",
|
|
L"%s nie ma narzêdzi!",
|
|
L"%s nie posiada odpowiedniej wiedzy, aby cokolwiek naprawiæ!",
|
|
|
|
//44-45
|
|
L"Czas naprawy",
|
|
L"%s nie widzi tej osoby.",
|
|
|
|
//46-48
|
|
L"%s - przed³u¿ka lufy jego/jej broni odpada!",
|
|
L"W jednym sektorze, szkolenie samoobrony mo¿e prowadziæ tylko %d instruktor(ów).",
|
|
L"Na pewno?",
|
|
|
|
//49-50
|
|
L"Kompresja czasu",
|
|
L"Pojazd ma pe³ny zbiornik paliwa.",
|
|
|
|
//51-52 Fast help text in mapscreen.
|
|
L"Kontynuuj kompresjê czasu (|S|p|a|c|j|a)",
|
|
L"Zatrzymaj kompresjê czasu (|E|s|c)",
|
|
|
|
//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
|
|
L"%s odblokowa³(a) - %s",
|
|
L"%s odblokowa³(a) najemnikowi - %s, jego/jej - %s",
|
|
|
|
//55
|
|
L"Nie mo¿na kompresowaæ czasu, gdy otwarty jest inwentarz sektora.",
|
|
|
|
L"Nie odnaleziono p³yty nr 2 Jagged Alliance 2.",
|
|
|
|
L"Przedmioty zosta³y pomyœlnie po³¹czone.",
|
|
|
|
//58
|
|
//Displayed with the version information when cheats are enabled.
|
|
L"Bie¿¹cy/Maks. postêp: %d%%/%d%%",
|
|
|
|
L"Eskortowaæ Johna i Mary?",
|
|
|
|
// 60
|
|
L"Prze³¹cznik aktywowany.",
|
|
|
|
L"%s: dodatki do pancerza zosta³y zniszczone!",
|
|
L"%s wystrzeli³(a) %d pocisk(ów) wiêcej ni¿ to by³o zamierzone!",
|
|
L"%s wystrzeli³(a) %d pocisk(ów) wiêcej ni¿ to by³o zamierzone!",
|
|
};
|
|
|
|
STR16 gzCWStrings[] =
|
|
{
|
|
L"Wezwaæ posi³ki z s¹siednich sektorów?",
|
|
};
|
|
|
|
// WANNE: Tooltips
|
|
STR16 gzTooltipStrings[] =
|
|
{
|
|
// Debug info
|
|
L"%s|Miejsce: %d\n",
|
|
L"%s|JasnoϾ: %d / %d\n",
|
|
L"%s|Odleg³oœæ do |Celu: %d\n",
|
|
L"%s|I|D: %d\n",
|
|
L"%s|Rozkazy: %d\n",
|
|
L"%s|Postawa: %d\n",
|
|
L"%s|Aktualne |P|A: %d\n",
|
|
L"%s|Aktualne |Zdrowie: %d\n",
|
|
// Full info
|
|
L"%s|He³m: %s\n",
|
|
L"%s|Kamizelka: %s\n",
|
|
L"%s|Getry ochronne: %s\n",
|
|
// Limited, Basic
|
|
L"|Pancerz: ",
|
|
L"he³m ",
|
|
L"kamizelka ",
|
|
L"getry ochronne",
|
|
L"u¿ywane",
|
|
L"brak pancerza",
|
|
L"%s|N|V|G: %s\n",
|
|
L"brak NVG",
|
|
L"%s|Maska |Gazowa: %s\n",
|
|
L"brak maski gazowej",
|
|
L"%s|Pozycja |G³owy |1: %s\n",
|
|
L"%s|Pozycja |G³ów |2: %s\n",
|
|
L"\n(w plecaku) ",
|
|
L"%s|Broñ: %s ",
|
|
L"brak broni",
|
|
L"rewolwer",
|
|
L"SMG",
|
|
L"karabin",
|
|
L"MG",
|
|
L"strzelba",
|
|
L"nó¿",
|
|
L"broñ Ciê¿ka",
|
|
L"brak he³mu",
|
|
L"brak kamizelki",
|
|
L"brak getrów ochronnych",
|
|
L"|Pancerz: %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"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",
|
|
};
|
|
|
|
// 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: 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: Besides you even bushes look synthetic! ± ",
|
|
};
|
|
|
|
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'.",
|
|
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.",
|
|
};
|
|
|
|
STR16 MPClientMessage[] =
|
|
{
|
|
// 0
|
|
L"Initiating RakNet client...",
|
|
L"Connecting to IP: %S ...",
|
|
L"Received game settings:",
|
|
L"You are already connected.",
|
|
L"You are already connecting...",
|
|
// 5
|
|
L"Client #%d - '%S' has hired '%s'.",
|
|
L"Client #%d - '%S' has hired another merc.",
|
|
L"You are ready - Total ready = %d/%d.",
|
|
L"You are no longer ready - Total ready = %d/%d.",
|
|
L"Starting battle...",
|
|
// 10
|
|
L"Client #%d - '%S' is ready - Total ready = %d/%d.",
|
|
L"Client #%d - '%S' is no longer ready - Total ready = %d/%d",
|
|
L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.",
|
|
L"Let us the battle begin!",
|
|
L"A client must be running for starting the game.",
|
|
// 15
|
|
L"Game cannot start. No mercs are hired...",
|
|
L"Awaiting 'OK' from server to unlock the laptop...",
|
|
L"Interrupted",
|
|
L"Finish from interrupt",
|
|
L"Mouse Grid Coordinates:",
|
|
// 20
|
|
L"X: %d, Y: %d",
|
|
L"Grid Number: %d",
|
|
L"Server only feature",
|
|
L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)",
|
|
//L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Enemies=%d, Creatures=%d, Militias=%d, Civilians=%d, Timed Turns=%d, Secs/Tic=%d, Starting Cash=$%d, Tons of Guns=%d, Sci-Fi=%d, Difficulty=%d, Iron-Man=%d, BobbyRays Range=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d",
|
|
L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d",
|
|
// 25
|
|
L"Testing and cheat function '9' is enabled.",
|
|
L"New connection: Client #%d - '%S', Edge: %d, Team: %d.",
|
|
L"Team: %d.",//not used any more
|
|
L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')",
|
|
L"Kicked client #%d - '%S'",
|
|
// 30
|
|
L"Start turn for client number: #1 - '%S' | #2 - '%S' | #3 - '%S' | #4 - '%S'",
|
|
L"Starting turn for client #%d",
|
|
L"Requesting for realtime...",
|
|
L"Switched back to realtime.",
|
|
L"Error: Something went wrong switching back.",
|
|
// 35
|
|
L"Unlock laptop for hiring? (Are all clients connected?)",
|
|
L"The server has unlocked the laptop. Begin hiring!",
|
|
L"Interruptor.",
|
|
L"You cannot change dropzone if you are only the client and not the server.",
|
|
L"You declined the offer to surrender, because you are in a multiplayer game.",
|
|
// 40
|
|
L"All your mercs are wiped dead!",
|
|
L"Spectator mode enabled.",
|
|
L"You have been defeated!",
|
|
L"Sorry, climbing is disable in MP",
|
|
L"You Hired '%s'",
|
|
};
|
|
|
|
STR16 MPHelp[] =
|
|
{
|
|
// 0
|
|
L"Welcome to JAGGED ALLIANCE 2 v1.13 Multiplayer",
|
|
L"Press 'F1' for help",
|
|
L"Multiplayer controls (from strategy screen)",
|
|
L"* first set up ja2_mp.ini *",
|
|
L"'1' - Start server",
|
|
// 5
|
|
L"'2' - Connect to server",
|
|
L"'3' - If server unlock laptop, set client ready for battle",
|
|
L"'4' - Quit server and client",
|
|
L"'5' - Display mouse coords (from tactical screen)",
|
|
L"'7' - Popup dialog for server override panel",
|
|
// 10
|
|
L"'F2' - Display secondary help",
|
|
L"See readme_mp.html for further details",
|
|
L"Tips: (assuming ja2_mp.ini is set up)",
|
|
L"* Make sure all clients have unique CLIENT_NUM *",
|
|
L"* Game save doesn't record bobby rays order *",
|
|
// 15
|
|
L"* Avoid placing opposed mercs in immediate sight *",
|
|
L"'F1' - Display primary help",
|
|
};
|
|
|
|
#endif //POLISH
|