mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
4367 lines
129 KiB
C++
4367 lines
129 KiB
C++
#include "Utils All.h"
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#include "Language Defines.h"
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#ifdef POLISH
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/*
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******************************************************************************************************
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** IMPORTANT TRANSLATION NOTES **
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******************************************************************************************************
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GENERAL INSTRUCTIONS
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- Always be aware that foreign strings should be of equal or shorter length than the English equivalent.
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I know that this is difficult to do on many occasions due to the nature of foreign languages when
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compared to English. By doing so, this will greatly reduce the amount of work on both sides. In
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most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.
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The general rule is if the string is very short (less than 10 characters), then it's short because of
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interface limitations. On the other hand, full sentences commonly have little limitations for length.
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Strings in between are a little dicey.
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- Never translate a string to appear on multiple lines. All strings L"This is a really long string...",
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must fit on a single line no matter how long the string is. All strings start with L" and end with ",
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- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only
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have one space after a period, which is different than standard typing convention. Never modify sections
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of strings contain combinations of % characters. These are special format characters and are always
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used in conjunction with other characters. For example, %s means string, and is commonly used for names,
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locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9).
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%% is how a single % character is built. There are countless types, but strings containing these
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special characters are usually commented to explain what they mean. If it isn't commented, then
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if you can't figure out the context, then feel free to ask SirTech.
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- Comments are always started with // Anything following these two characters on the same line are
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considered to be comments. Do not translate comments. Comments are always applied to the following
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string(s) on the next line(s), unless the comment is on the same line as a string.
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- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching
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for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
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Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the
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comments intact, and SirTech will remove them once the translation for that particular area is resolved.
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- If you have a problem or question with translating certain strings, please use "//!!! comment"
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(without the quotes). The syntax is important, and should be identical to the comments used with @@@
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symbols. SirTech will search for !!! to look for your problems and questions. This is a more
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efficient method than detailing questions in email, so try to do this whenever possible.
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FAST HELP TEXT -- Explains how the syntax of fast help text works.
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**************
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1) BOLDED LETTERS
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The popup help text system supports special characters to specify the hot key(s) for a button.
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Anytime you see a '|' symbol within the help text string, that means the following key is assigned
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to activate the action which is usually a button.
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EX: L"|Map Screen"
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This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that
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button. When translating the text to another language, it is best to attempt to choose a word that
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uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end
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of the string in this format:
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EX: L"Ecran De Carte (|M)" (this is the French translation)
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Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|j|a)
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2) NEWLINE
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Any place you see a \n within the string, you are looking at another string that is part of the fast help
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text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish
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to start a new line.
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EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually."
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Would appear as:
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Clears all the mercs' positions,
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and allows you to re-enter them manually.
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NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this
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in the above example, we would see
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WRONG WAY -- spaces before and after the \n
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EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually."
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Would appear as: (the second line is moved in a character)
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Clears all the mercs' positions,
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and allows you to re-enter them manually.
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@@@ NOTATION
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************
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Throughout the text files, you'll find an assortment of comments. Comments are used to describe the
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text to make translation easier, but comments don't need to be translated. A good thing is to search for
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"@@@" after receiving new version of the text file, and address the special notes in this manner.
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!!! NOTATION
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************
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As described above, the "!!!" notation should be used by you to ask questions and address problems as
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SirTech uses the "@@@" notation.
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*/
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STR16 pCreditsJA2113[] =
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{
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L"@T,{;JA2 v1.13 Development Team",
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L"@T,C144,R134,{;Coding",
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L"@T,C144,R134,{;Graphics and Sounds",
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L"@};(Various other mods!)",
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L"@T,C144,R134,{;Items",
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L"@T,C144,R134,{;Other Contributors",
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L"@};(All other community members who contributed input and feedback!)",
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};
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CHAR16 ItemNames[MAXITEMS][80] =
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{
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L"",
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};
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CHAR16 ShortItemNames[MAXITEMS][80] =
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{
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L"",
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};
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// Different weapon calibres
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// CAWS is Close Assault Weapon System and should probably be left as it is
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// NATO is the North Atlantic Treaty Organization
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// WP is Warsaw Pact
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// cal is an abbreviation for calibre
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CHAR16 AmmoCaliber[MAXITEMS][20];// =
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//{
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// L"0",
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// L".38 cal",
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// L"9mm",
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// L".45 cal",
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// L".357 cal",
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// L"12 gauge",
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// L"CAWS",
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// L"5.45mm",
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// L"5.56mm",
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// L"7.62mm NATO",
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// L"7.62mm WP",
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// L"4.7mm",
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// L"5.7mm",
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// L"Monstrum",
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// L"Rakiety",
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// L"", // dart
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// L"", // flame
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//};
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// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
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//
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// Different weapon calibres
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// CAWS is Close Assault Weapon System and should probably be left as it is
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// NATO is the North Atlantic Treaty Organization
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// WP is Warsaw Pact
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// cal is an abbreviation for calibre
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CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
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//{
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// L"0",
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// L".38 cal",
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// L"9mm",
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// L".45 cal",
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// L".357 cal",
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// L"12 gauge",
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// L"CAWS",
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// L"5.45mm",
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// L"5.56mm",
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// L"7.62mm N.",
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// L"7.62mm WP",
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// L"4.7mm",
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// L"5.7mm",
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// L"Monstrum",
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// L"Rakiety",
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// L"", // dart
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//};
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CHAR16 WeaponType[][30] =
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{
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L"Inny",
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L"Pistolet",
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L"Pistolet maszynowy",
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L"Karabin maszynowy",
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L"Karabin",
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L"Karabin snajperski",
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L"Karabin bojowy",
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L"Lekki karabin maszynowy",
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L"Strzelba"
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};
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CHAR16 TeamTurnString[][STRING_LENGTH] =
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{
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L"Tura gracza", // player's turn
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L"Tura przeciwnika",
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L"Tura stworzeñ",
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L"Tura samoobrony",
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L"Tura cywili"
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L"Player_Plan",// planning turn
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L"Client #1",//hayden
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L"Client #2",//hayden
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L"Client #3",//hayden
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L"Client #4",//hayden
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};
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CHAR16 Message[][STRING_LENGTH] =
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{
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L"",
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// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.
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L"%s dosta³(a) w g³owê i traci 1 punkt inteligencji!",
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L"%s dosta³(a) w ramiê i traci 1 punkt zrêcznoœci!",
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L"%s dosta³(a) w klatkê piersiow¹ i traci 1 punkt si³y!",
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L"%s dosta³(a) w nogi i traci 1 punkt zwinnoœci!",
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L"%s dosta³(a) w g³owê i traci %d pkt. inteligencji!",
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L"%s dosta³(a) w ramiê i traci %d pkt. zrêcznoœci!",
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L"%s dosta³(a) w klatkê piersiow¹ i traci %d pkt. si³y!",
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L"%s dosta³(a) w nogi i traci %d pkt. zwinnoœci!",
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L"Przerwanie!",
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// The first %s is a merc's name, the second is a string from pNoiseVolStr,
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// the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr
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L"", //OBSOLETE
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L"Dotar³y twoje posi³ki!",
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// In the following four lines, all %s's are merc names
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L"%s prze³adowuje.",
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L"%s posiada za ma³o Punktów Akcji!",
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L"%s udziela pierwszej pomocy. (Naciœnij dowolny klawisz aby przerwaæ.)",
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L"%s i %s udzielaj¹ pierwszej pomocy. (Naciœnij dowolny klawisz aby przerwaæ.)",
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// the following 17 strings are used to create lists of gun advantages and disadvantages
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// (separated by commas)
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L"niezawodna",
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L"zawodna",
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L"³atwa w naprawie",
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L"trudna do naprawy",
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L"solidna",
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L"niesolidna",
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L"szybkostrzelna",
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L"wolno strzelaj¹ca",
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L"daleki zasiêg",
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L"krótki zasiêg",
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L"ma³a waga",
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L"du¿a waga",
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L"niewielkie rozmiary",
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L"szybki ci¹g³y ogieñ",
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L"brak ci¹g³ego ognia",
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L"du¿y magazynek",
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L"ma³y magazynek",
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// In the following two lines, all %s's are merc names
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L"%s: kamufla¿ siê star³.",
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L"%s: kamufla¿ siê zmy³.",
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// The first %s is a merc name and the second %s is an item name
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L"Brak amunicji w dodatkowej broni!",
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L"%s ukrad³(a): %s.",
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// The %s is a merc name
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L"%s ma broñ bez funkcji ci¹g³ego ognia.",
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L"Ju¿ masz coœ takiego do³¹czone.",
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L"Po³¹czyæ przedmioty?",
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// Both %s's are item names
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L"%s i %s nie pasuj¹ do siebie.",
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L"Brak",
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L"Wyjmij amunicjê",
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L"Dodatki",
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//You cannot use "item(s)" and your "other item" at the same time.
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//Ex: You cannot use sun goggles and you gas mask at the same time.
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L" %s i %s nie mog¹ byæ u¿ywane jednoczeœnie.",
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L"Element, który masz na kursorze myszy mo¿e byæ do³¹czony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów.",
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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.)",
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L"Ten sektor nie zosta³ oczyszczony z wrogów!",
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L"Wci¹¿ musisz daæ %s %s",
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L"%s dosta³(a) w g³owê!",
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L"Przerwaæ walkê?",
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L"Ta zmiana bêdzie trwa³a. Kontynuowaæ?",
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L"%s ma wiêcej energii!",
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L"%s poœlizgn¹³(nê³a) siê na kulkach!",
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L"%s nie chwyci³(a) - %s!",
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L"%s naprawi³(a) %s",
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L"Przerwanie dla: ",
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L"Poddaæ siê?",
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L"Ta osoba nie chce twojej pomocy.",
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L"NIE S¥DZÊ!",
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L"Aby podró¿owaæ helikopterem Skyridera, musisz najpierw zmieniæ przydzia³ najemników na POJAZD/HELIKOPTER.",
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L"%s mia³(a) czas by prze³adowaæ tylko jedn¹ broñ",
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L"Tura dzikich kotów",
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L"automatic",
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L"no full auto",
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L"The enemy has no more items to steal!",
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L"The enemy has no item in its hand!",
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};
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// the names of the towns in the game
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CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
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{
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L"",
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L"Omerta",
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L"Drassen",
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L"Alma",
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L"Grumm",
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L"Tixa",
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L"Cambria",
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L"San Mona",
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L"Estoni",
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L"Orta",
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L"Balime",
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L"Meduna",
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L"Chitzena",
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};
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// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
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// min is an abbreviation for minutes
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STR16 sTimeStrings[] =
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{
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L"Pauza",
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L"Normalna",
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L"5 min.",
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L"30 min.",
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L"60 min.",
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L"6 godz.", //NEW
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};
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// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training,
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// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.
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STR16 pAssignmentStrings[] =
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{
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L"Oddz. 1",
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L"Oddz. 2",
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L"Oddz. 3",
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L"Oddz. 4",
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L"Oddz. 5",
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L"Oddz. 6",
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L"Oddz. 7",
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L"Oddz. 8",
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L"Oddz. 9",
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L"Oddz. 10",
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L"Oddz. 11",
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L"Oddz. 12",
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L"Oddz. 13",
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L"Oddz. 14",
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L"Oddz. 15",
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L"Oddz. 16",
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L"Oddz. 17",
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L"Oddz. 18",
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L"Oddz. 19",
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L"Oddz. 20",
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L"S³u¿ba", // on active duty
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L"Lekarz", // administering medical aid
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L"Pacjent", // getting medical aid
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L"Pojazd", // sitting around resting
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L"Podró¿", // in transit - abbreviated form
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L"Naprawa", // repairing
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L"Praktyka", // training themselves // ***************NEW******************** as of June 24. 1998
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L"Samoobr.", // training a town to revolt // *************NEW******************** as of June 24, 1998
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L"Instruk.", // training a teammate
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L"Uczeñ", // being trained by someone else // *******************NEW************** as of June 24, 1998
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L"Nie ¿yje", // dead
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L"Obezw³.", // abbreviation for incapacitated
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L"Jeniec", // Prisoner of war - captured
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L"Szpital", // patient in a hospital
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L"Pusty", // Vehicle is empty
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};
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STR16 pMilitiaString[] =
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{
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L"Samoobrona", // the title of the militia box
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L"Bez przydzia³u", //the number of unassigned militia troops
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L"Nie mo¿esz przemieszczaæ oddzia³ów samoobrony gdy nieprzyjaciel jest w sektorze!",
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};
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STR16 pMilitiaButtonString[] =
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{
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L"Auto", // auto place the militia troops for the player
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L"OK", // done placing militia troops
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};
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STR16 pConditionStrings[] =
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{
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L"Doskona³y", //the state of a soldier .. excellent health
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L"Dobry", // good health
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L"DoϾ dobry", // fair health
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L"Ranny", // wounded health
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L"Zmêczony",//L"Wyczerpany", // tired
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L"Krwawi", // bleeding to death
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L"Nieprzyt.", // knocked out
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L"Umieraj¹cy", // near death
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L"Nie ¿yje", // dead
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};
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STR16 pEpcMenuStrings[] =
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{
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L"S³u¿ba", // set merc on active duty
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L"Pacjent", // set as a patient to receive medical aid
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L"Pojazd", // tell merc to enter vehicle
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L"WypuϾ", // let the escorted character go off on their own
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L"Anuluj", // close this menu
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};
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// look at pAssignmentString above for comments
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STR16 pPersonnelAssignmentStrings[] =
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{
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L"Oddz. 1",
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L"Oddz. 2",
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L"Oddz. 3",
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L"Oddz. 4",
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L"Oddz. 5",
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L"Oddz. 6",
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L"Oddz. 7",
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L"Oddz. 8",
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L"Oddz. 9",
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L"Oddz. 10",
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L"Oddz. 11",
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L"Oddz. 12",
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L"Oddz. 13",
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L"Oddz. 14",
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L"Oddz. 15",
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L"Oddz. 16",
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L"Oddz. 17",
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L"Oddz. 18",
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L"Oddz. 19",
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L"Oddz. 20",
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L"S³u¿ba",
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L"Lekarz",
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L"Pacjent",
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L"Pojazd",
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L"Podró¿",
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L"Naprawa",
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L"Praktyka",
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L"Trenuje samoobronê",
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L"Instruktor",
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L"Uczeñ",
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L"Nie ¿yje",
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L"Obezw³adniony",
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L"Jeniec",
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L"Szpital",
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L"Pusty", // Vehicle is empty
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};
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// refer to above for comments
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|
|
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",
|
|
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"Camouflage:",
|
|
L"Protection:",
|
|
};
|
|
|
|
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 // *********************NEW****************** as of June 24, 1998
|
|
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 // ****************************NEW******************* as of June 24, 1998
|
|
L"Samoobrona", // tell merc to train town // *****************************NEW ****************** as of June 24, 1998
|
|
L"Instruktor", // tell merc to act as trainer
|
|
L"Uczeñ", // tell merc to be train by other // **********************NEW******************* as of June 24, 1998
|
|
};
|
|
|
|
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"Attack", // set militia to aggresive
|
|
L"Hold Position", // set militia to stationary
|
|
L"Retreat", // retreat militia
|
|
L"Come to me", // retreat militia
|
|
L"Get down", // retreat militia
|
|
L"Take cover",
|
|
L"All: Attack",
|
|
L"All: Hold Position",
|
|
L"All: Retreat",
|
|
L"All: Come to me",
|
|
L"All: Spread out",
|
|
L"All: Get down",
|
|
L"All: Take cover",
|
|
//L"All: Find items",
|
|
L"Cancel", // cancel this menu
|
|
};
|
|
|
|
//STR16 pTalkToAllMenuStrings[] =
|
|
//{
|
|
// L"Attack", // set militia to aggresive
|
|
// L"Hold Position", // set militia to stationary
|
|
// L"Retreat", // retreat militia
|
|
// L"Come to me", // retreat militia
|
|
// L"Get down", // retreat militia
|
|
// L"Cancel", // cancel this menu
|
|
//};
|
|
|
|
STR16 pRemoveMercStrings[] =
|
|
{
|
|
L"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 //****************************NEW************************** as of June 24, 1998
|
|
L"Samoobrona", // train the town // ****************************NEW ************************* as of June 24, 1998
|
|
L"Instruktor", // train your teammates // *******************NEW************************** as of June 24, 1998
|
|
L"Uczeñ", // be trained by an instructor //***************NEW************************** as of June 24, 1998
|
|
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",
|
|
L"Elektronika",
|
|
L"Nocne operacje",
|
|
L"Rzucanie",
|
|
L"Szkolenie",
|
|
L"Ciê¿ka broñ",
|
|
L"Broñ automatyczna",
|
|
L"Skradanie siê",
|
|
L"Oburêcznoœæ",
|
|
L"Kradzie¿e",
|
|
L"Sztuki walki",
|
|
L"Broñ bia³a",
|
|
L"Sniper",
|
|
L"Kamufla¿",
|
|
L"Kamufla¿ (Urban)",
|
|
L"Kamufla¿ (Desert)",
|
|
L"Kamufla¿ (Snow)",
|
|
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", // *****************************NEW********************* as of June 29, 1998
|
|
};
|
|
|
|
// 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",
|
|
L"WEJŒCIE DO WROGIEGO SEKTORA",
|
|
L"ATAK STWORÓW",
|
|
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 N/A
|
|
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[][ 14 ] =
|
|
{
|
|
L"Waga (%s):", // change kg to another weight unit if your standard is not kilograms, and TELL SIR-TECH!
|
|
L"Stan:",
|
|
L"IloϾ:", // Number of bullets left in a magazine
|
|
L"Zas.:", // Range
|
|
L"Si³a:", // Damage
|
|
L"PA:", // abbreviation for Action Points
|
|
L"",
|
|
L"=",
|
|
L"=",
|
|
//Lal: additional strings for tooltips
|
|
L"Accuracy:", //9
|
|
L"Range:", //10
|
|
L"Damage:", //11
|
|
L"Weight:", //12
|
|
L"Stun Damage:",//13
|
|
};
|
|
|
|
//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"Attachment removed",
|
|
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.",
|
|
L"Barry",
|
|
L"Blood",
|
|
L"Lynx",
|
|
L"Grizzly",
|
|
L"Vicki",
|
|
L"Trevor",
|
|
L"Grunty",
|
|
L"Ivan",
|
|
L"Steroid",
|
|
L"Igor",
|
|
L"Shadow",
|
|
L"Red",
|
|
L"Reaper",
|
|
L"Fidel",
|
|
L"Fox",
|
|
L"Sidney",
|
|
L"Gus",
|
|
L"Buns",
|
|
L"Ice",
|
|
L"Spider",
|
|
L"Cliff",
|
|
L"Bull",
|
|
L"Hitman",
|
|
L"Buzz",
|
|
L"Raider",
|
|
L"Raven",
|
|
L"Static",
|
|
L"Len",
|
|
L"Danny",
|
|
L"Magic",
|
|
L"Stephan",
|
|
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
|
|
L"Winien", // the debits column
|
|
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.",
|
|
};
|
|
|
|
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"",
|
|
//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 Deidranny w³aœnie zaatakowa³y bazê rakiet Ziemia-Powietrze w - %s.",
|
|
L"Si³y Deidranny w³aœnie zaatakowa³y - %s.",
|
|
L"W³aœnie zauwa¿ono si³y Deidranny w - %s.",
|
|
L"Si³y Deidranny 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
|
|
|
|
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"Cannot load I.M.P. character from disk.",
|
|
L"You have already reached the maximum number of I.M.P. characters.",
|
|
L"You have already three I.M.P characters with the same gender on your team.",
|
|
L"You cannot afford the I.M.P character.",
|
|
L"The new I.M.P character has joined your team.",
|
|
};
|
|
|
|
|
|
// button labels used on the IMP site
|
|
|
|
STR16 pImpButtonText[] =
|
|
{
|
|
L"O Nas", // about the IMP site
|
|
L"ZACZNIJ", // begin profiling
|
|
L"OsobowoϾ", // 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 thL"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"OK",
|
|
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"Previous",
|
|
L"Next",
|
|
};
|
|
|
|
//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"Heavy W.",
|
|
L"Pistol",
|
|
L"M. Pistol",
|
|
L"SMG",
|
|
L"Rifle",
|
|
L"SN Rifle",
|
|
L"AS Rifle",
|
|
L"MG",
|
|
L"Shotgun",
|
|
|
|
// Ammo
|
|
L"Pistol",
|
|
L"M. Pistol",
|
|
L"SMG",
|
|
L"Rifle",
|
|
L"SN Rifle",
|
|
L"AS Rifle",
|
|
L"MG",
|
|
L"Shotgun",
|
|
|
|
// Used
|
|
L"Guns",
|
|
L"Armor",
|
|
L"LBE Gear",
|
|
L"Misc",
|
|
|
|
// Armour
|
|
L"Helmets",
|
|
L"Vests",
|
|
L"Leggings",
|
|
L"Plates",
|
|
|
|
// Misc
|
|
L"Blades",
|
|
L"Th. Knives",
|
|
L"Punch. W.",
|
|
L"Grenades",
|
|
L"Bombs",
|
|
L"Med. Kits",
|
|
L"Kits",
|
|
L"Face Items",
|
|
L"LBE Gear",
|
|
L"Misc.",
|
|
};
|
|
|
|
|
|
// This text is used when on the various Bobby Ray Web site pages that sell items
|
|
|
|
STR16 BobbyRText[] =
|
|
{
|
|
L"Zamów", // Title
|
|
|
|
L"Kliknij wybrane towary. Lewym klawiszem zwiêkszasz iloœæ towaru, a prawym zmniejszasz. Gdy ju¿ skompletujesz swoje zakupy przejdŸ do formularza zamówienia.", // instructions on how to order
|
|
|
|
//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, acroymn 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
|
|
|
|
L"Sortuj wg:", // Title for the way to sort
|
|
|
|
// 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 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[] =
|
|
{
|
|
|
|
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"Platyna", //Placeholder English
|
|
L"Bobby Ray's",
|
|
L"Good Selection",
|
|
L"Great Selection",
|
|
L"Excellent Selection",
|
|
L"Awesome Selection",
|
|
|
|
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 // **************************************NEW******** as of July 09, 1998
|
|
L"Pacjenci", // people who are being bandaged by a medic // ****************************************************NEW******** as of July 10, 1998
|
|
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",
|
|
};
|
|
|
|
|
|
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 w trybie Real-Time",
|
|
L"Informacja, ¿e najemnik œpi/budzi siê",
|
|
L"U¿ywaj systemu metrycznego",
|
|
L"Œwiat³o wokó³ najemników 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"Show Chance to Hit on cursor",
|
|
L"GL Burst uses Burst cursor",
|
|
L"Enemies Drop all Items",
|
|
L"High angle Grenade launching",
|
|
L"Restrict extra Aim Levels",
|
|
L"Space selects next Squad",
|
|
L"Show Item Shadow",
|
|
L"Show Weapon Ranges in Tiles",
|
|
L"Tracer effect for single shot",
|
|
L"Rain noises",
|
|
L"Allow crows",
|
|
L"Random I.M.P personality",
|
|
L"Auto save",
|
|
L"Silent Skyrider",
|
|
L"Low CPU usage",
|
|
};
|
|
|
|
//This is the help text associated with the above toggles.
|
|
STR16 zOptionsScreenHelpText[] =
|
|
{
|
|
//speech
|
|
L"W³¹cz tê opcjê, jeœli chcesz s³uchaæ dialogów.",
|
|
|
|
//Mute Confirmation
|
|
L"W³¹cza lub wy³¹cza g³osowe potwierzenia postaci.",
|
|
|
|
//Subtitles
|
|
L"W³¹cza lub wy³¹cza napisy podczas dialogów.",
|
|
|
|
//Key to advance speech
|
|
L"Jeœli napisy s¹ w³¹czone, opcja ta pozwoli ci spokojnie je przeczytaæ podczas dialogu.",
|
|
|
|
//Toggle smoke animation
|
|
L"Wy³¹cz tê opcjê, aby poprawiæ p³ynnoœæ dzia³ania gry.",
|
|
|
|
//Blood n Gore
|
|
L"Wy³¹cz tê opcjê, jeœli nie lubisz widoku krwi.",
|
|
|
|
//Never move my mouse
|
|
L"Wy³¹cz tê opcjê, aby kursor myszki automatycznie ustawia³ siê nad pojawiaj¹cymi siê okienkami dialogowymi.",
|
|
|
|
//Old selection method
|
|
L"W³¹cz tê opcjê, aby wybór postaci dzia³a³ tak jak w poprzedniej wersji gry.",
|
|
|
|
//Show movement path
|
|
L"W³¹cz tê opcjê jeœli chcesz widzieæ trasê ruchu w trybie Real-Time.",
|
|
|
|
//show misses
|
|
L"W³¹cz tê opcjê, aby zobaczyæ w co trafiaj¹ twoje kule gdy pud³ujesz.",
|
|
|
|
//Real Time Confirmation
|
|
L"Gdy opcja ta jest w³¹czona, ka¿dy ruch najemnika w trybie Real-Time bêdzie wymaga³ dodatkowego, potwierdzaj¹cego klikniêcia.",
|
|
|
|
//Sleep/Wake notification
|
|
L"Gdy opcja ta jest w³¹czona, wyœwietlana bêdzie informacja, ¿e najemnik po³o¿y³ siê spaæ lub wsta³ i wróci³ do pracy.",
|
|
|
|
//Use the metric system
|
|
L"Gdy opcja ta jest w³¹czona, gra u¿ywa systemu metrycznego.",
|
|
|
|
//Merc Lighted movement
|
|
L"Gdy opcja ta jest w³¹czona, teren wokó³ najemnika bêdzie oœwietlony podczas ruchu. Wy³¹cz tê opcjê, jeœli obni¿a p³ynnoœæ gry.",
|
|
|
|
//Smart cursor
|
|
L"Gdy opcja ta jest w³¹czona, kursor automatycznie ustawia siê na najemnikach gdy znajdzie siê w ich pobli¿u.",
|
|
|
|
//snap cursor to the door
|
|
L"Gdy opcja ta jest w³¹czona, kursor automatycznie ustawi siê na drzwiach gdy znajdzie siê w ich pobli¿u.",
|
|
|
|
//glow items
|
|
L"Gdy opcja ta jest w³¹czona, przedmioty pulsuj¹. ( |I )",
|
|
|
|
//toggle tree tops
|
|
L"Gdy opcja ta jest w³¹czona, wyœwietlane s¹ korony drzew. ( |T )",
|
|
|
|
//toggle wireframe
|
|
L"Gdy opcja ta jest w³¹czona, wyœwietlane s¹ zarysy niewidocznych œcian. ( |W )",
|
|
|
|
L"Gdy opcja ta jest w³¹czona, kursor ruchu wyœwietlany jest w 3D. ( |Home )",
|
|
|
|
// Options for 1.13
|
|
L"When ON, the chance to hit is shown on the cursor.",
|
|
L"When ON, GL burst uses burst cursor.",
|
|
L"When ON, dead enemies drop all items.",
|
|
L"When ON, grenade launchers fire grenades at higher angles (|Q).",
|
|
L"When ON, aim levels beyond 4 are restricted to rifles and sniper rifles.",
|
|
L"When ON, |S|p|a|c|e selects next squad automatically.",
|
|
L"When ON, item shadows will be shown.",
|
|
L"When ON, weapon ranges will be shown in tiles.",
|
|
L"When ON, tracer effect will be shown for single shots.",
|
|
L"When ON, you will hear rain noises when it is raining.",
|
|
L"When ON, the crows are present in game.",
|
|
L"When ON, I.M.P characters will get random personality and attitude.",
|
|
L"When ON, game will be saved after each players turn.",
|
|
L"When ON, Skyrider will not talk anymore.",
|
|
L"When ON, game will run with much lower CPU usage.",
|
|
};
|
|
|
|
|
|
STR16 gzGIOScreenText[] =
|
|
{
|
|
L"POCZ¥TKOWE USTAWIENIA GRY",
|
|
L"Styl gry",
|
|
L"Realistyczny",
|
|
L"S-F",
|
|
L"Platyna", //Placeholder English
|
|
L"Opcje broni",
|
|
L"Mnóstwo broni",
|
|
L"Standardowe uzbrojenie",
|
|
L"Stopieñ trudnoœci",
|
|
L"Nowicjusz",
|
|
L"Doœwiadczony",
|
|
L"Ekspert",
|
|
L"INSANE",
|
|
L"Ok",
|
|
L"Anuluj",
|
|
L"Dodatkowe opcje",
|
|
L"Nielimitowany czas",
|
|
L"Tury limitowane czasowo",
|
|
L"Nie dzia³a w wersji demo",
|
|
L"Bobby Ray's Selection",
|
|
L"Good",
|
|
L"Great",
|
|
L"Excellent",
|
|
L"Awesome",
|
|
L"Inventory System",
|
|
L"Old",
|
|
L"New",
|
|
|
|
L"Timed Turns",//hayden
|
|
L"Not Timed",
|
|
L"Timed Player Turns",
|
|
L"Load MP Game",
|
|
};
|
|
|
|
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", //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", //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", //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",//'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 )",
|
|
|
|
//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...",
|
|
L"Wejœcie na %d poziom pod ziemi¹...",
|
|
L"Wyjœcie z podziemii...",
|
|
|
|
L" - ", // 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",
|
|
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"Grenade Bursts use Targeting Cursor (Spread fire enabled)",
|
|
L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)",
|
|
L"Drop All Enabled",
|
|
L"Drop All Disabled",
|
|
L"Grenade Launchers fire at standard angles",
|
|
L"Grenade Launchers fire at higher 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 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"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?",
|
|
};
|
|
|
|
|
|
STR16 gzLateLocalizedString[] =
|
|
{
|
|
L"%S - 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%%",
|
|
|
|
//59
|
|
L"Eskortowaæ Johna i Mary?",
|
|
|
|
L"Prze³¹cznik aktywowany.",
|
|
|
|
L"%s's armour attachment has been smashed!",
|
|
L"%s fires %d more rounds than intended!",
|
|
L"%s fires %d more round than intended!",
|
|
};
|
|
|
|
STR16 gzCWStrings[] =
|
|
{
|
|
L"Call reinforcements from adjacent sectors?",
|
|
};
|
|
|
|
// WANNE: Tooltips
|
|
STR16 gzTooltipStrings[] =
|
|
{
|
|
// Debug info
|
|
L"%s|Location: %d\n",
|
|
L"%s|Brightness: %d / %d\n",
|
|
L"%s|Range to |Target: %d\n",
|
|
L"%s|I|D: %d\n",
|
|
L"%s|Orders: %d\n",
|
|
L"%s|Attitude: %d\n",
|
|
L"%s|Current |A|Ps: %d\n",
|
|
L"%s|Current |Health: %d\n",
|
|
// Full info
|
|
L"%s|Helmet: %s\n",
|
|
L"%s|Vest: %s\n",
|
|
L"%s|Leggings: %s\n",
|
|
// Limited, Basic
|
|
L"|Armor: ",
|
|
L"Helmet ",
|
|
L"Vest ",
|
|
L"Leggings",
|
|
L"worn",
|
|
L"no Armor",
|
|
L"%s|N|V|G: %s\n",
|
|
L"no NVG",
|
|
L"%s|Gas |Mask: %s\n",
|
|
L"no Gas Mask",
|
|
L"%s|Head |Position |1: %s\n",
|
|
L"%s|Head |Position |2: %s\n",
|
|
L"\n(in Backpack) ",
|
|
L"%s|Weapon: %s ",
|
|
L"no Weapon",
|
|
L"Handgun",
|
|
L"SMG",
|
|
L"Rifle",
|
|
L"MG",
|
|
L"Shotgun",
|
|
L"Knife",
|
|
L"Heavy Weapon",
|
|
L"no Helmet",
|
|
L"no Vest",
|
|
L"no Leggings",
|
|
L"|Armor: %s\n",
|
|
};
|
|
|
|
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?",
|
|
};
|
|
|
|
// 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:",
|
|
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
|