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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
462 lines
19 KiB
C++
462 lines
19 KiB
C++
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
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//#pragma setlocale("TAIWANESE")
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#include "_Ja25Taiwanesetext.h"
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#else
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#include "Language Defines.h"
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#ifdef TAIWANESE
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#include "text.h"
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#include "Fileman.h"
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#endif
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#endif
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//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
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void this_is_the_Ja25TaiwaneseText_public_symbol(void){;}
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#ifdef TAIWANESE
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// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - New STOMP laptop strings
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//these strings match up with the defines in IMP Skill trait.cpp
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STR16 gzIMPSkillTraitsText[]=
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{
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// made this more elegant
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L"Lock Picking",
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L"Hand to Hand",
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L"Electronics",
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L"Night Operations",
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L"Throwing",
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L"Teaching",
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L"Heavy Weapons",
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L"Auto Weapons",
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L"Stealth",
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L"Ambidextrous",
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L"Knifing",
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L"Sniper",
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L"Camouflaged",
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L"Martial Arts",
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L"None",
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L"I.M.P. Specialties",
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L"(Expert)",
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};
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//added another set of skill texts for new major traits
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STR16 gzIMPSkillTraitsTextNewMajor[]=
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{
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L"Auto Weapons",
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L"Heavy Weapons",
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L"Marksman",
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L"Hunter",
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L"Gunslinger",
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L"Hand to Hand",
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L"Deputy",
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L"Technician",
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L"Paramedic",
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L"None",
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L"I.M.P. Major Traits",
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// second names
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L"Machinegunner",
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L"Bombardier",
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L"Sniper",
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L"Ranger",
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L"Gunfighter",
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L"Martial Arts",
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L"Squadleader",
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L"Engineer",
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L"Doctor",
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};
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//added another set of skill texts for new minor traits
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STR16 gzIMPSkillTraitsTextNewMinor[]=
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{
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L"Ambidextrous",
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L"Melee",
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L"Throwing",
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L"Night Ops",
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L"Stealthy",
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L"Athletics",
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L"Bodybuilding",
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L"Demolitions",
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L"Teaching",
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L"Scouting",
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L"None",
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L"I.M.P. Minor Traits",
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};
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//these texts are for help popup windows, describing trait properties
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STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
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{
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L"+%d%s Chance to Hit with Assault Rifles\n",
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L"+%d%s Chance to Hit with SMGs\n",
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L"+%d%s Chance to Hit with LMGs\n",
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L"-%d%s APs needed to fire with LMGs\n",
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L"-%d%s APs needed to ready light machine guns\n",
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L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
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L"Reduced chance for shooting unwanted bullets on autofire\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
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{
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L"-%d%s APs needed to fire grenade launchers\n",
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L"-%d%s APs needed to fire rocket launchers\n",
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L"+%d%s chance to hit with grenade launchers\n",
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L"+%d%s chance to hit with rocket launchers\n",
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L"-%d%s APs needed to fire mortar\n",
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L"Reduce penalty for mortar CtH by %d%s\n",
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L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
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L"+%d%s damage to other targets with heavy weapons\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Sniper Rifles\n",
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L"-%d%s effective range to target with all weapons\n",
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L"+%d%s aiming bonus per aim click (except for handguns)\n",
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L"+%d%s damage on shot",
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L" plus",
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L" per every aim click",
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L" after first",
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L" after second",
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L" after third",
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L" after fourth",
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L" after fifth",
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L" after sixth",
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L" after seventh",
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L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
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L"Adds one more aim click for rifle-type guns\n",
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L"Adds %d more aim clicks for rifle-type guns\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsRanger[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Shotguns\n",
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L"-%d%s APs needed to pump Shotguns\n",
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L"+%d%s group travelling speed between sectors if traveling by foot\n",
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L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
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L"-%d%s less energy spent for travelling between sectors\n",
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L"-%d%s weather penalties\n",
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L"+%d%s camouflage effectiveness\n",
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L"-%d%s worn out speed of camouflage by water or time\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
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{
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L"-%d%s APs needed to fire with pistols and revolvers\n",
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L"+%d%s effective range with pistols and revolvers\n",
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L"+%d%s chance to hit with pistols and revolvers\n",
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L"+%d%s chance to hit with machine pistols",
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L" (on single shots only)",
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L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
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L"-%d%s APs needed to raise pistols and revolvers\n",
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L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
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L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
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L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
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{
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L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
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L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
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L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
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L"Enemy knocked out due to your HtH attacks probably never stand up\n",
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L"Focused (aimed) punch deals +%d%s more damage\n",
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L"Your special spinning kick deals +%d%s more damage\n",
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L"+%d%s change to dodge hand to hand attacks\n",
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L"+%d%s on top chance to dodge HtH attacks with bare hands",
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L" or brass knuckles",
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L" (+%d%s with brass knuckles)",
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L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
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L"+%d%s chance to dodge attacks by any melee weapon\n",
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L"-%d%s APs needed to steal weapon from enemy hands\n",
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L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
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L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
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L"-%d%s APs needed to turn around\n",
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L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
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L"+%d%s chance to kick doors\n",
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L"You gain special animations for hand to hand combat\n",
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L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
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{
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L"+%d%s APs per round of other mercs in vicinity\n",
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L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
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L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
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L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n",
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L"+%d morale gain of other mercs in vicinity\n",
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L"-%d morale loss of other mercs in vicinity\n",
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L"The vicinity for bonuses is %d tiles",
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L" (%d tiles with extended ears)",
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L"(Max simultaneous bonuses for one soldier is %d)\n",
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L"+%d%s fear resistence of %s\n",
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L"Drawback: %dx morale loss for %s's death for all other mercs\n",
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L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
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{
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L"+%d%s to repairing speed\n",
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L"+%d%s to lockpicking (normal/electronic locks)\n",
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L"+%d%s to disarming electronic traps\n",
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L"+%d%s to attaching special items and combining things\n",
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L"+%d%s to unjamming a gun in combat\n",
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L"Reduce penalty to repair electronic items by %d%s\n",
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L"Increased chance to detect traps and mines (+%d detect level)\n",
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L"+%d%s CtH of robot controlled by the %s\n",
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L"%s trait grants you the ability to repair the robot\n",
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L"Reduced penalty to repair speed of the robot by %d%s\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
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{
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L"Has ability to make surgical intervention by using medical bag on wounded soldier\n",
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L"Surgery instantly returns %d%s of lost health back.",
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L" (This drains the medical bag a lot.)",
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L"Can heal lost stats (from critical hits) by the",
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L" surgery or",
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L" doctor assignment.\n",
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L"+%d%s effectiveness on doctor-patient assignment\n",
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L"+%d%s bandaging speed\n",
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L"+%d%s natural regeneration speed of all soldiers in the same sector",
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L" (max %d these bonuses per sector)",
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};
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STR16 gzIMPMajorTraitsHelpTextsNone[]=
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{
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L"No bonuses",
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};
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STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
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{
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L"Reduce penalty to shoot dual weapons by %d%s\n",
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L"+%d%s speed of reloading guns with magazines\n",
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L"+%d%s speed of reloading guns with loose rounds\n",
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L"-%d%s APs needed to pickup items\n",
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L"-%d%s APs needed to work backpack\n",
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L"-%d%s APs needed to handle doors\n",
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L"-%d%s APs needed to plant/remove bombs and mines\n",
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L"-%d%s APs needed to attach items\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsMelee[]=
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{
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L"-%d%s APs needed to attack by blades\n",
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L"+%d%s chance to hit with blades\n",
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L"+%d%s chance to hit with blunt melee weapons\n",
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L"+%d%s damage of blades\n",
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L"+%d%s damage of blunt melee weapons\n",
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L"Aimed attack by any melee weapon deals +%d%s damage\n",
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L"+%d%s chance to dodge attack by melee blades\n",
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L"+%d%s on top chance to dodge melee blades if having a blade in hands\n",
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L"+%d%s chance to dodge attack by blunt melee weapons\n",
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L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
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{
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L"-%d%s basic APs needed to throw blades\n",
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L"+%d%s max range when throwing blades\n",
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L"+%d%s chance to hit when throwing blades\n",
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L"+%d%s chance to hit when throwing blades per aim click\n",
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L"+%d%s damage of throwing blades\n",
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L"+%d%s damage of throwing blades per aim click\n",
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L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n",
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L"+%d critical hit by throwing blade multiplier\n",
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L"Adds %d more aim click for throwing blades\n",
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L"Adds %d more aim clicks for throwing blades\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
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{
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L"+%d to effective sight range in dark\n",
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L"+%d to general effective hearing range\n",
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L"+%d to effective hearing range in dark on top\n",
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L"+%d to interrupts modifier in dark\n",
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L"-%d need to sleep\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
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{
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L"-%d%s APs needed to move quietly\n",
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L"+%d%s chance to move quietly\n",
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L"+%d%s stealth (being 'invisible' if unnoticed)\n",
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L"Reduced cover penalty for movement by %d%s\n",
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L"-%d%s chance to be interrupted\n", // TODO.Translate
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};
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STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
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{
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L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n",
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L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
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{
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L"Has %d%s damage resistance\n",
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L"+%d%s effective strength for carrying weight capacity \n",
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L"Reduced energy lost when hit by HtH attack by %d%s\n",
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L"Increased damage needed to fall down if hit to legs by %d%s\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
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{
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L"-%d%s APs needed to throw grenades\n",
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L"+%d%s max range when throwing grenades\n",
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L"+%d%s chance to hit when throwing grenades\n",
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L"+%d%s damage of set bombs and mines\n",
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L"+%d%s to attaching detonators check\n",
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L"+%d%s to planting/removing bombs check\n",
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L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
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L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
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{
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L"+%d%s bonus to train militia\n",
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L"+%d%s bonus to effective leadership for determining militia training\n",
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L"+%d%s bonus to teaching other mercs\n",
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L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
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L"+%d%s bonus to train stats through self-practising assignment\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsScouting[]=
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{
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L"+%d to effective sight range with scopes on weapons\n",
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L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
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L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
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L"If in sector, adjacent sectors will show exact number of enemies\n",
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L"If in sector, adjacent sectors will show presence of enemies if any\n",
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L"Prevents the enemy to ambush your squad\n",
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L"Prevents the bloodcats to ambush your squad\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsNone[]=
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{
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L"No bonuses",
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};
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STR16 gzIMPOldSkillTraitsHelpTexts[]=
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{
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L"+%d%s bonus to lockpicking\n", // 0
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L"+%d%s hand to hand chance to hit\n",
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L"+%d%s hand to hand damage\n",
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L"+%d%s chance to dodge hand to hand attacks\n",
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L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
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L"+%d to effective sight range in dark\n",
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L"+%d to general effective hearing range\n",
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L"+%d to effective hearing range in dark on top\n",
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L"+%d to interrupts modifier in dark\n",
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L"-%d need to sleep\n",
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L"+%d%s max range when throwing anything\n", // 10
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L"+%d%s chance to hit when throwing anything\n",
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L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
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L"+%d%s bonus to train militia and instruct other mercs\n",
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L"+%d%s effective leadership for militia training calculations\n",
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L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
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L"Auto fire/burst chance to hit penalty is divided by %d\n",
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L"Reduced chance for shooting unwanted bullets on autofire\n",
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L"+%d%s chance to move quietly\n",
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L"+%d%s stealth (being 'invisible' if unnoticed)\n",
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L"Eliminates the CtH penalty for second hand when firing two weapons at once\n", // 20
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L"+%d%s chance to hit with melee blades\n",
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L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
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L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
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L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n",
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L"-%d%s effective range to target with all weapons\n",
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L"+%d%s aiming bonus per aim click\n",
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L"Provides permanent camouflage\n",
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L"+%d%s hand to hand chance to hit\n",
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L"+%d%s hand to hand damage\n",
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L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30
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L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
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L"+%d%s chance to dodge attacks by melee blades\n",
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L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
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L"You gain special animations for hand to hand combat\n",
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L"No bonuses",
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};
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STR16 gzIMPNewCharacterTraitsHelpTexts[]=
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{
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L"A: No advantage.\nD: No disadvantage.",
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L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
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L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
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L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
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L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
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L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
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L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
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L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
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L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
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L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
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L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
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L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
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L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
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};
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STR16 gzIMPDisabilitiesHelpTexts[]=
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{
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L"No effects.",
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L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
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L"Can suffer panic attack if left alone in certain situations.",
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L"His overall performance is reduced if underground.",
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L"If trying to swim he can easily drown.",
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L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
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L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
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L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
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};
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STR16 gzIMPProfileCostText[]=
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{
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L"The profile cost is %d$. Do you authorize the payment? ",
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};
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STR16 zGioNewTraitsImpossibleText[]=
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{
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L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.",
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//@@@: New string as of March 3, 2000.
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STR16 gzIronManModeWarningText[]=
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{
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L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
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};
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STR16 gzDisplayCoverText[]=
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{
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L"Cover: %d/100 %s, Brightness: %d/100",
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L"Gun Range: %d/%d tiles, Chance to hit: %d/100",
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L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100",
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L"Disabling cover display",
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L"Showing mercenary view",
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L"Showing danger zones for mercenary",
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L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald)
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L"Urban",
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L"Desert",
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L"Snow", // NOT USED!!!
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L"Wood and Desert",
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L"" // yes empty for now
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};
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#endif
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