mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- Added: Separate message for 'no space' (used 'already there' as a placeholder before) - Fixed: Exchanging attachments when we are near capacity for the carrier - Fixed: The LBE shown in the description box now changes as well and as soon as you add/remove an attachment - Changed: The attachment now transfers the first non-zero pocket to the carrier instead of simply the first - Added: Tooltips now show the currently used and the available space of a carrier. - Added: A modifier for the explosive damage in confined spaces (by DepressivesBrot). Implemented on a per-item basis using the new float tag <bIndoorModifier> in Explosives.xml (0.5 means 150% damage, 1.0 means 200% etc.) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5552 3b4a5df2-a311-0410-b5c6-a8a6f20db521
7465 lines
254 KiB
C++
7465 lines
254 KiB
C++
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
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//#pragma setlocale("CHINESE")
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#else
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#include "Language Defines.h"
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#if defined( CHINESE )
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#include "text.h"
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#include "Fileman.h"
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#include "Scheduling.h"
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#include "EditorMercs.h"
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#include "Item Statistics.h"
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#include "Encyclopedia.h"
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#endif
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#endif
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//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
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void this_is_the_ChineseText_public_symbol(void){;}
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#if defined( CHINESE )
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/*
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||
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||
******************************************************************************************************
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||
** IMPORTANT TRANSLATION NOTES **
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||
******************************************************************************************************
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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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||
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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|e)
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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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||
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@@@ NOTATION
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************
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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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||
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!!! NOTATION
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||
************
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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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||
*/
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CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
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||
{
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L"",
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||
};
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//Encyclopedia
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||
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STR16 pMenuStrings[] =
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{
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//Encyclopedia
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L"区域", // 0
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L"人物",
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L"物品",
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L"探索",
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L"菜单5",
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L"菜单6", //5
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L"菜单7",
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L"菜单8",
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L"菜单9",
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L"菜单10",
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L"菜单11", //10
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L"菜单12",
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L"菜单13",
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L"菜单14",
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L"菜单15",
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L"菜单15", // 15
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//Briefing Room
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L"Exit",
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};
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STR16 pOtherButtonsText[] =
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||
{
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L"简报",
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L"接受",
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};
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STR16 pOtherButtonsHelpText[] =
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{
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L"简报",
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L"接受任务",
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||
};
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||
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STR16 pLocationPageText[] =
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||
{
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L"前一页",
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L"照片",
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L"后一页",
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||
};
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STR16 pSectorPageText[] =
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{
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L"<<",
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L"主页面",
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L">>",
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L"类型: ",
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L"Empty data",
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L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
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};
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STR16 pEncyclopediaTypeText[] =
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{
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L"Unknown",// 0 - unknown
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L"城市", //1 - cities
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L"SAM Site", //2 - SAM Site
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L"其他区域", //3 - other location
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L"矿场", //4 - mines
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L"军事设施", //5 - military complex
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L"研究设施", //6 - laboratory complex
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L"工厂设施", //7 - factory complex
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L"医院", //8 - hospital
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L"监狱", //9 - prison
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L"机场", //10 - air port
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};
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STR16 pEncyclopediaHelpCharacterText[] =
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{
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||
L"全部显示",
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||
L"显示AIM",
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L"显示MERC",
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L"显示RPC",
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L"显示NPC",
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L"显示Pojazd",
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L"显示IMP",
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L"显示EPC",
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L"过滤",
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};
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STR16 pEncyclopediaShortCharacterText[] =
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||
{
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||
L"全部",
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L"AIM",
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L"MERC",
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L"RPC",
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L"NPC",
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L"车辆",
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L"IMP",
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L"EPC",
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L"过滤",
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||
};
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||
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||
STR16 pEncyclopediaHelpText[] =
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||
{
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||
L"全部显示",
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||
L"显示城市",
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L"显示SAM Sites",
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L"显示其他区域",
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L"显示矿场",
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L"显示军事设施",
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L"显示研究设施",
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L"显示工厂设施",
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L"显示医院",
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L"显示监狱",
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L"显示机场",
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||
};
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||
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||
STR16 pEncyclopediaSkrotyText[] =
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||
{
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||
L"全部",
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||
L"城市",
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L"SAM",
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L"其他",
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L"矿场",
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L"军事",
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L"研究所",
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L"工厂",
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L"医院",
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L"监狱",
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L"机场",
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};
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||
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||
STR16 pEncyclopediaShortInventoryText[] =
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||
{
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L"全部", //0
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L"枪械",
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||
L"弹药",
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||
L"携行具",
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L"杂货",
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L"全部", //5
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L"枪械",
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L"弹药",
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L"携行具",
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L"杂货",
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||
};
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||
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||
STR16 BoxFilter[] =
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||
{
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||
// Guns
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||
L"重武器",
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||
L"手枪",
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L"自动手枪.",
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L"冲锋枪",
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||
L"步枪",
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||
L"狙击枪",
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L"突击步枪",
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L"机枪",
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L"霰弹枪",
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// Ammo
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L"手枪",
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L"自动手枪", //10
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L"冲锋枪",
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L"步枪",
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L"狙击枪",
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L"突击步枪",
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L"机枪",
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L"霰弹枪",
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// Used
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||
L"枪械",
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L"护甲",
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L"携行具",
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L"杂货", //20
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// Armour
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||
L"头盔",
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L"防弹衣",
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L"作战裤",
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||
L"防弹板",
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||
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||
// Misc
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||
L"刀具",
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L"飞刀",
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||
L"格斗",
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L"手雷等",
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||
L"炸药",
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L"医疗", //30
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||
L"工具",
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||
L"通讯等",
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||
L"携行具",
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||
L"其他", //34
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||
};
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||
//-----------
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||
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// Editor
|
||
//Editor Taskbar Creation.cpp
|
||
STR16 iEditorItemStatsButtonsText[] =
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||
{
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||
L"Delete",
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||
};
|
||
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||
STR16 FaceDirs[8] =
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||
{
|
||
L"north",
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||
L"northeast",
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||
L"east",
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||
L"southeast",
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||
L"south",
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||
L"southwest",
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||
L"west",
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||
L"northwest"
|
||
};
|
||
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||
STR16 iEditorMercsToolbarText[] =
|
||
{
|
||
L"Toggle viewing of players", //0
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||
L"Toggle viewing of enemies",
|
||
L"Toggle viewing of creatures",
|
||
L"Toggle viewing of rebels",
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||
L"Toggle viewing of civilians",
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||
|
||
L"Player",
|
||
L"Enemy",
|
||
L"Creature",
|
||
L"Rebels",
|
||
L"Civilian",
|
||
|
||
L"DETAILED PLACEMENT", //10
|
||
L"General information mode",
|
||
L"Physical appearance mode",
|
||
L"Attributes mode",
|
||
L"Inventory mode",
|
||
L"Profile ID mode",
|
||
L"Schedule mode",
|
||
L"Schedule mode",
|
||
L"DELETE",
|
||
L"Delete currently selected merc (DEL).",
|
||
L"NEXT", //20
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||
L"Find next merc (SPACE).",
|
||
L"Toggle priority existance",
|
||
L"Toggle whether or not placement has/naccess to all doors.",
|
||
|
||
//Orders
|
||
L"STATIONARY",
|
||
L"ON GUARD",
|
||
L"ON CALL",
|
||
L"SEEK ENEMY",
|
||
L"CLOSE PATROL",
|
||
L"FAR PATROL",
|
||
L"POINT PATROL", //30
|
||
L"RND PT PATROL",
|
||
|
||
//Attitudes
|
||
L"DEFENSIVE",
|
||
L"BRAVE SOLO",
|
||
L"BRAVE AID",
|
||
L"AGGRESSIVE",
|
||
L"CUNNING SOLO",
|
||
L"CUNNING AID",
|
||
|
||
L"Set merc to face %s",
|
||
|
||
L"Find",
|
||
L"BAD", //40
|
||
L"POOR",
|
||
L"AVERAGE",
|
||
L"GOOD",
|
||
L"GREAT",
|
||
|
||
L"BAD",
|
||
L"POOR",
|
||
L"AVERAGE",
|
||
L"GOOD",
|
||
L"GREAT",
|
||
|
||
L"Previous color set", //50
|
||
L"Next color set",
|
||
|
||
L"Previous body type",
|
||
L"Next body type",
|
||
|
||
L"Toggle time variance (+ or - 15 minutes)",
|
||
L"Toggle time variance (+ or - 15 minutes)",
|
||
L"Toggle time variance (+ or - 15 minutes)",
|
||
L"Toggle time variance (+ or - 15 minutes)",
|
||
|
||
L"No action",
|
||
L"No action",
|
||
L"No action", //60
|
||
L"No action",
|
||
|
||
L"Clear Schedule",
|
||
|
||
L"Find selected merc",
|
||
};
|
||
|
||
STR16 iEditorBuildingsToolbarText[] =
|
||
{
|
||
L"ROOFS", //0
|
||
L"WALLS",
|
||
L"ROOM INFO",
|
||
|
||
L"Place walls using selection method",
|
||
L"Place doors using selection method",
|
||
L"Place roofs using selection method",
|
||
L"Place windows using selection method",
|
||
L"Place damaged walls using selection method.",
|
||
L"Place furniture using selection method",
|
||
L"Place wall decals using selection method",
|
||
L"Place floors using selection method", //10
|
||
L"Place generic furniture using selection method",
|
||
L"Place walls using smart method",
|
||
L"Place doors using smart method",
|
||
L"Place windows using smart method",
|
||
L"Place damaged walls using smart method",
|
||
L"Lock or trap existing doors",
|
||
|
||
L"Add a new room",
|
||
L"Edit cave walls.",
|
||
L"Remove an area from existing building.",
|
||
L"Remove a building", //20
|
||
L"Add/replace building's roof with new flat roof.",
|
||
L"Copy a building",
|
||
L"Move a building",
|
||
L"Draw room number",
|
||
L"Erase room numbers",
|
||
|
||
L"Toggle erase mode",
|
||
L"Undo last change",
|
||
L"Cycle brush size",
|
||
|
||
};
|
||
|
||
STR16 iEditorItemsToolbarText[] =
|
||
{
|
||
L"Weapons", //0
|
||
L"Ammo",
|
||
L"Armour",
|
||
L"LBE",
|
||
L"Exp",
|
||
L"E1",
|
||
L"E2",
|
||
L"E3",
|
||
L"Triggers",
|
||
L"Keys",
|
||
};
|
||
|
||
STR16 iEditorMapInfoToolbarText[] =
|
||
{
|
||
L"Add ambient light source", //0
|
||
L"Toggle fake ambient lights.",
|
||
L"Add exit grids (r-clk to query existing).",
|
||
L"Cycle brush size",
|
||
L"Undo last change",
|
||
L"Toggle erase mode",
|
||
L"Specify north point for validation purposes.",
|
||
L"Specify west point for validation purposes.",
|
||
L"Specify east point for validation purposes.",
|
||
L"Specify south point for validation purposes.",
|
||
L"Specify center point for validation purposes.", //10
|
||
L"Specify isolated point for validation purposes.",
|
||
};
|
||
|
||
STR16 iEditorOptionsToolbarText[]=
|
||
{
|
||
L"New map", //0
|
||
L"New basement",
|
||
L"New cave level",
|
||
L"Save map",
|
||
L"Load map",
|
||
L"Select tileset",
|
||
L"Leave Editor mode",
|
||
L"Exit game.",
|
||
L"Create radar map",
|
||
L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.",
|
||
L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.",
|
||
};
|
||
|
||
STR16 iEditorTerrainToolbarText[] =
|
||
{
|
||
L"Draw ground textures", //0
|
||
L"Set map ground textures",
|
||
L"Place banks and cliffs",
|
||
L"Draw roads",
|
||
L"Draw debris",
|
||
L"Place trees & bushes",
|
||
L"Place rocks",
|
||
L"Place barrels & other junk",
|
||
L"Fill area",
|
||
L"Undo last change",
|
||
L"Toggle erase mode", //10
|
||
L"Cycle brush size",
|
||
L"Raise brush density",
|
||
L"Lower brush density",
|
||
};
|
||
|
||
STR16 iEditorTaskbarInternalText[]=
|
||
{
|
||
L"Terrain", //0
|
||
L"Buildings",
|
||
L"Items",
|
||
L"Mercs",
|
||
L"Map Info",
|
||
L"Options",
|
||
};
|
||
|
||
//Editor Taskbar Utils.cpp
|
||
|
||
STR16 iRenderMapEntryPointsAndLightsText[] =
|
||
{
|
||
L"North Entry Point", //0
|
||
L"West Entry Point",
|
||
L"East Entry Point",
|
||
L"South Entry Point",
|
||
L"Center Entry Point",
|
||
L"Isolated Entry Point",
|
||
|
||
L"Prime",
|
||
L"Night",
|
||
L"24Hour",
|
||
};
|
||
|
||
STR16 iBuildTriggerNameText[] =
|
||
{
|
||
L"Panic Trigger1", //0
|
||
L"Panic Trigger2",
|
||
L"Panic Trigger3",
|
||
L"Trigger%d",
|
||
|
||
L"Pressure Action",
|
||
L"Panic Action1",
|
||
L"Panic Action2",
|
||
L"Panic Action3",
|
||
L"Action%d",
|
||
};
|
||
|
||
STR16 iRenderDoorLockInfoText[]=
|
||
{
|
||
L"No Lock ID", //0
|
||
L"Explosion Trap",
|
||
L"Electric Trap",
|
||
L"Siren Trap",
|
||
L"Silent Alarm",
|
||
L"Super Electric Trap", //5
|
||
L"Brothel Siren Trap",
|
||
L"Trap Level %d",
|
||
};
|
||
|
||
STR16 iRenderEditorInfoText[]=
|
||
{
|
||
L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0
|
||
L"No map currently loaded.",
|
||
L"File: %S, Current Tileset: %s",
|
||
L"Enlarge map on loading",
|
||
};
|
||
//EditorBuildings.cpp
|
||
STR16 iUpdateBuildingsInfoText[] =
|
||
{
|
||
L"TOGGLE", //0
|
||
L"VIEWS",
|
||
L"SELECTION METHOD",
|
||
L"SMART METHOD",
|
||
L"BUILDING METHOD",
|
||
L"Room#", //5
|
||
};
|
||
|
||
STR16 iRenderDoorEditingWindowText[] =
|
||
{
|
||
L"Editing lock attributes at map index %d.",
|
||
L"Lock ID",
|
||
L"Trap Type",
|
||
L"Trap Level",
|
||
L"Locked",
|
||
};
|
||
|
||
//EditorItems.cpp
|
||
|
||
STR16 pInitEditorItemsInfoText[] =
|
||
{
|
||
L"Pressure Action", //0
|
||
L"Panic Action1",
|
||
L"Panic Action2",
|
||
L"Panic Action3",
|
||
L"Action%d",
|
||
|
||
L"Panic Trigger1", //5
|
||
L"Panic Trigger2",
|
||
L"Panic Trigger3",
|
||
L"Trigger%d",
|
||
};
|
||
|
||
STR16 pDisplayItemStatisticsTex[] =
|
||
{
|
||
L"Status Info Line 1",
|
||
L"Status Info Line 2",
|
||
L"Status Info Line 3",
|
||
L"Status Info Line 4",
|
||
L"Status Info Line 5",
|
||
};
|
||
|
||
//EditorMapInfo.cpp
|
||
STR16 pUpdateMapInfoText[] =
|
||
{
|
||
L"R", //0
|
||
L"G",
|
||
L"B",
|
||
|
||
L"Prime",
|
||
L"Night",
|
||
L"24Hrs", //5
|
||
|
||
L"Radius",
|
||
|
||
L"Underground",
|
||
L"Light Level",
|
||
|
||
L"Outdoors",
|
||
L"Basement", //10
|
||
L"Caves",
|
||
|
||
L"Restricted",
|
||
L"Scroll ID",
|
||
|
||
L"Destination",
|
||
L"Sector", //15
|
||
L"Destination",
|
||
L"Bsmt. Level",
|
||
L"Dest.",
|
||
L"GridNo",
|
||
};
|
||
//EditorMercs.cpp
|
||
CHAR16 gszScheduleActions[ 11 ][20] =
|
||
{
|
||
L"No action",
|
||
L"Lock door",
|
||
L"Unlock door",
|
||
L"Open door",
|
||
L"Close door",
|
||
L"Move to gridno",
|
||
L"Leave sector",
|
||
L"Enter sector",
|
||
L"Stay in sector",
|
||
L"Sleep",
|
||
L"Ignore this!"
|
||
};
|
||
|
||
STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5
|
||
{
|
||
L"Wimp",
|
||
L"Easy",
|
||
L"Average",
|
||
L"Tough",
|
||
L"Steroid Users Only"
|
||
};
|
||
|
||
STR16 EditMercStat[12] =
|
||
{
|
||
L"Max Health",
|
||
L"Cur Health",
|
||
L"Strength",
|
||
L"Agility",
|
||
L"Dexterity",
|
||
L"Charisma",
|
||
L"Wisdom",
|
||
L"Marksmanship",
|
||
L"Explosives",
|
||
L"Medical",
|
||
L"Scientific",
|
||
L"Exp Level",
|
||
};
|
||
|
||
|
||
STR16 EditMercOrders[8] =
|
||
{
|
||
L"Stationary",
|
||
L"On Guard",
|
||
L"Close Patrol",
|
||
L"Far Patrol",
|
||
L"Point Patrol",
|
||
L"On Call",
|
||
L"Seek Enemy",
|
||
L"Random Point Patrol",
|
||
};
|
||
|
||
STR16 EditMercAttitudes[6] =
|
||
{
|
||
L"Defensive",
|
||
L"Brave Loner",
|
||
L"Brave Buddy",
|
||
L"Cunning Loner",
|
||
L"Cunning Buddy",
|
||
L"Aggressive",
|
||
};
|
||
|
||
STR16 pDisplayEditMercWindowText[] =
|
||
{
|
||
L"Merc Name:", //0
|
||
L"Orders:",
|
||
L"Combat Attitude:",
|
||
};
|
||
|
||
STR16 pCreateEditMercWindowText[] =
|
||
{
|
||
L"Merc Colors", //0
|
||
L"Done",
|
||
|
||
L"Previous merc standing orders",
|
||
L"Next merc standing orders",
|
||
|
||
L"Previous merc combat attitude",
|
||
L"Next merc combat attitude", //5
|
||
|
||
L"Decrease merc stat",
|
||
L"Increase merc stat",
|
||
};
|
||
|
||
STR16 pDisplayBodyTypeInfoText[] =
|
||
{
|
||
L"Random", //0
|
||
L"Reg Male",
|
||
L"Big Male",
|
||
L"Stocky Male",
|
||
L"Reg Female",
|
||
L"NE Tank", //5
|
||
L"NW Tank",
|
||
L"Fat Civilian",
|
||
L"M Civilian",
|
||
L"Miniskirt",
|
||
L"F Civilian", //10
|
||
L"Kid w/ Hat",
|
||
L"Humvee",
|
||
L"Eldorado",
|
||
L"Icecream Truck",
|
||
L"Jeep", //15
|
||
L"Kid Civilian",
|
||
L"Domestic Cow",
|
||
L"Cripple",
|
||
L"Unarmed Robot",
|
||
L"Larvae", //20
|
||
L"Infant",
|
||
L"Yng F Monster",
|
||
L"Yng M Monster",
|
||
L"Adt F Monster",
|
||
L"Adt M Monster", //25
|
||
L"Queen Monster",
|
||
L"Bloodcat",
|
||
};
|
||
|
||
STR16 pUpdateMercsInfoText[] =
|
||
{
|
||
L" --=ORDERS=-- ", //0
|
||
L"--=ATTITUDE=--",
|
||
|
||
L"RELATIVE",
|
||
L"ATTRIBUTES",
|
||
|
||
L"RELATIVE",
|
||
L"EQUIPMENT",
|
||
|
||
L"RELATIVE",
|
||
L"ATTRIBUTES",
|
||
|
||
L"Army",
|
||
L"Admin",
|
||
L"Elite", //10
|
||
|
||
L"Exp. Level",
|
||
L"Life",
|
||
L"LifeMax",
|
||
L"Marksmanship",
|
||
L"Strength",
|
||
L"Agility",
|
||
L"Dexterity",
|
||
L"Wisdom",
|
||
L"Leadership",
|
||
L"Explosives", //20
|
||
L"Medical",
|
||
L"Mechanical",
|
||
L"Morale",
|
||
|
||
L"Hair color:",
|
||
L"Skin color:",
|
||
L"Vest color:",
|
||
L"Pant color:",
|
||
|
||
L"RANDOM",
|
||
L"RANDOM",
|
||
L"RANDOM", //30
|
||
L"RANDOM",
|
||
|
||
L"By specifying a profile index, all of the information will be extracted from the profile ",
|
||
L"and override any values that you have edited. It will also disable the editing features ",
|
||
L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ",
|
||
L"extract the number you have typed. A blank field will clear the profile. The current ",
|
||
L"number of profiles range from 0 to ",
|
||
|
||
L"Current Profile: n/a ",
|
||
L"Current Profile: %s",
|
||
|
||
L"STATIONARY",
|
||
L"ON CALL", //40
|
||
L"ON GUARD",
|
||
L"SEEK ENEMY",
|
||
L"CLOSE PATROL",
|
||
L"FAR PATROL",
|
||
L"POINT PATROL",
|
||
L"RND PT PATROL",
|
||
|
||
L"Action",
|
||
L"Time",
|
||
L"V",
|
||
L"GridNo 1", //50
|
||
L"GridNo 2",
|
||
L"1)",
|
||
L"2)",
|
||
L"3)",
|
||
L"4)",
|
||
|
||
L"lock",
|
||
L"unlock",
|
||
L"open",
|
||
L"close",
|
||
|
||
L"Click on the gridno adjacent to the door that you wish to %s.", //60
|
||
L"Click on the gridno where you wish to move after you %s the door.",
|
||
L"Click on the gridno where you wish to move to.",
|
||
L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.",
|
||
L" Hit ESC to abort entering this line in the schedule.",
|
||
};
|
||
|
||
CHAR16 pRenderMercStringsText[][100] =
|
||
{
|
||
L"Slot #%d",
|
||
L"Patrol orders with no waypoints",
|
||
L"Waypoints with no patrol orders",
|
||
};
|
||
|
||
STR16 pClearCurrentScheduleText[] =
|
||
{
|
||
L"No action",
|
||
};
|
||
|
||
STR16 pCopyMercPlacementText[] =
|
||
{
|
||
L"Placement not copied because no placement selected.",
|
||
L"Placement copied.",
|
||
};
|
||
|
||
STR16 pPasteMercPlacementText[] =
|
||
{
|
||
L"Placement not pasted as no placement is saved in buffer.",
|
||
L"Placement pasted.",
|
||
L"Placement not pasted as the maximum number of placements for this team has been reached.",
|
||
};
|
||
|
||
//editscreen.cpp
|
||
STR16 pEditModeShutdownText[] =
|
||
{
|
||
L"Exit editor?",
|
||
};
|
||
|
||
STR16 pHandleKeyboardShortcutsText[] =
|
||
{
|
||
L"Are you sure you wish to remove all lights?", //0
|
||
L"Are you sure you wish to reverse the schedules?",
|
||
L"Are you sure you wish to clear all of the schedules?",
|
||
|
||
L"Clicked Placement Enabled",
|
||
L"Clicked Placement Disabled",
|
||
|
||
L"Draw High Ground Enabled", //5
|
||
L"Draw High Ground Disabled",
|
||
|
||
L"Number of edge points: N=%d E=%d S=%d W=%d",
|
||
|
||
L"Random Placement Enabled",
|
||
L"Random Placement Disabled",
|
||
|
||
L"Removing Treetops", //10
|
||
L"Showing Treetops",
|
||
|
||
L"World Raise Reset",
|
||
|
||
L"World Raise Set Old",
|
||
L"World Raise Set",
|
||
};
|
||
|
||
STR16 pPerformSelectedActionText[] =
|
||
{
|
||
L"Creating radar map for %S", //0
|
||
|
||
L"Delete current map and start a new basement level?",
|
||
L"Delete current map and start a new cave level?",
|
||
L"Delete current map and start a new outdoor level?",
|
||
|
||
L" Wipe out ground textures? ",
|
||
};
|
||
|
||
STR16 pWaitForHelpScreenResponseText[] =
|
||
{
|
||
L"HOME", //0
|
||
L"Toggle fake editor lighting ON/OFF",
|
||
|
||
L"INSERT",
|
||
L"Toggle fill mode ON/OFF",
|
||
|
||
L"BKSPC",
|
||
L"Undo last change",
|
||
|
||
L"DEL",
|
||
L"Quick erase object under mouse cursor",
|
||
|
||
L"ESC",
|
||
L"Exit editor",
|
||
|
||
L"PGUP/PGDN", //10
|
||
L"Change object to be pasted",
|
||
|
||
L"F1",
|
||
L"This help screen",
|
||
|
||
L"F10",
|
||
L"Save current map",
|
||
|
||
L"F11",
|
||
L"Load map as current",
|
||
|
||
L"+/-",
|
||
L"Change shadow darkness by .01",
|
||
|
||
L"SHFT +/-", //20
|
||
L"Change shadow darkness by .05",
|
||
|
||
L"0 - 9",
|
||
L"Change map/tileset filename",
|
||
|
||
L"b",
|
||
L"Change brush size",
|
||
|
||
L"d",
|
||
L"Draw debris",
|
||
|
||
L"o",
|
||
L"Draw obstacle",
|
||
|
||
L"r", //30
|
||
L"Draw rocks",
|
||
|
||
L"t",
|
||
L"Toggle trees display ON/OFF",
|
||
|
||
L"g",
|
||
L"Draw ground textures",
|
||
|
||
L"w",
|
||
L"Draw building walls",
|
||
|
||
L"e",
|
||
L"Toggle erase mode ON/OFF",
|
||
|
||
L"h", //40
|
||
L"Toggle roofs ON/OFF",
|
||
};
|
||
|
||
STR16 pAutoLoadMapText[] =
|
||
{
|
||
L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
|
||
L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
|
||
};
|
||
|
||
STR16 pShowHighGroundText[] =
|
||
{
|
||
L"Showing High Ground Markers",
|
||
L"Hiding High Ground Markers",
|
||
};
|
||
|
||
//Item Statistics.cpp
|
||
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
|
||
{
|
||
L"Klaxon Mine",
|
||
L"Flare Mine",
|
||
L"Teargas Explosion",
|
||
L"Stun Explosion",
|
||
L"Smoke Explosion",
|
||
L"Mustard Gas",
|
||
L"Land Mine",
|
||
L"Open Door",
|
||
L"Close Door",
|
||
L"3x3 Hidden Pit",
|
||
L"5x5 Hidden Pit",
|
||
L"Small Explosion",
|
||
L"Medium Explosion",
|
||
L"Large Explosion",
|
||
L"Toggle Door",
|
||
L"Toggle Action1s",
|
||
L"Toggle Action2s",
|
||
L"Toggle Action3s",
|
||
L"Toggle Action4s",
|
||
L"Enter Brothel",
|
||
L"Exit Brothel",
|
||
L"Kingpin Alarm",
|
||
L"Sex with Prostitute",
|
||
L"Reveal Room",
|
||
L"Local Alarm",
|
||
L"Global Alarm",
|
||
L"Klaxon Sound",
|
||
L"Unlock door",
|
||
L"Toggle lock",
|
||
L"Untrap door",
|
||
L"Tog pressure items",
|
||
L"Museum alarm",
|
||
L"Bloodcat alarm",
|
||
L"Big teargas",
|
||
};
|
||
*/
|
||
STR16 pUpdateItemStatsPanelText[] =
|
||
{
|
||
L"Toggle hide flag", //0
|
||
L"No item selected.",
|
||
L"Slot available for",
|
||
L"Random generation.",
|
||
L"Keys not editable.",
|
||
L"ProfileID of owner",
|
||
L"Item class not implemented.",
|
||
L"Slot locked as empty.",
|
||
L"Status",
|
||
L"Rounds",
|
||
L"Trap Level", //10
|
||
L"Quantity",
|
||
L"Trap Level",
|
||
L"Status",
|
||
L"Trap Level",
|
||
L"Status",
|
||
L"Quantity",
|
||
L"Trap Level",
|
||
L"Dollars",
|
||
L"Status",
|
||
L"Trap Level", //20
|
||
L"Trap Level",
|
||
L"Tolerance",
|
||
L"Alarm Trigger",
|
||
L"Exist Chance",
|
||
L"B",
|
||
L"R",
|
||
L"S",
|
||
};
|
||
|
||
STR16 pSetupGameTypeFlagsText[] =
|
||
{
|
||
L"Item appears in both Sci-Fi and Realistic modes. (|B)", //0
|
||
L"Item appears in |Realistic mode only.",
|
||
L"Item appears in |Sci-Fi mode only.",
|
||
};
|
||
|
||
STR16 pSetupGunGUIText[] =
|
||
{
|
||
L"SILENCER", //0
|
||
L"SNIPERSCOPE",
|
||
L"LASERSCOPE",
|
||
L"BIPOD",
|
||
L"DUCKBILL",
|
||
L"G-LAUNCHER", //5
|
||
};
|
||
|
||
STR16 pSetupArmourGUIText[] =
|
||
{
|
||
L"CERAMIC PLATES", //0
|
||
};
|
||
|
||
STR16 pSetupExplosivesGUIText[] =
|
||
{
|
||
L"DETONATOR",
|
||
};
|
||
|
||
STR16 pSetupTriggersGUIText[] =
|
||
{
|
||
L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.",
|
||
};
|
||
|
||
//Sector Summary.cpp
|
||
|
||
STR16 pCreateSummaryWindowText[]=
|
||
{
|
||
L"Okay", //0
|
||
L"A",
|
||
L"G",
|
||
L"B1",
|
||
L"B2",
|
||
L"B3", //5
|
||
L"LOAD",
|
||
L"SAVE",
|
||
L"Update",
|
||
};
|
||
|
||
STR16 pRenderSectorInformationText[] =
|
||
{
|
||
L"Tileset: %s", //0
|
||
L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d",
|
||
L"Number of items: %d",
|
||
L"Number of lights: %d",
|
||
L"Number of entry points: %d",
|
||
|
||
L"N",
|
||
L"E",
|
||
L"S",
|
||
L"W",
|
||
L"C",
|
||
L"I", //10
|
||
|
||
L"Number of rooms: %d",
|
||
L"Total map population: %d",
|
||
L"Enemies: %d",
|
||
L"Admins: %d",
|
||
|
||
L"(%d detailed, %d profile -- %d have priority existance)",
|
||
L"Troops: %d",
|
||
|
||
L"(%d detailed, %d profile -- %d have priority existance)",
|
||
L"Elites: %d",
|
||
|
||
L"(%d detailed, %d profile -- %d have priority existance)",
|
||
L"Civilians: %d", //20
|
||
|
||
L"(%d detailed, %d profile -- %d have priority existance)",
|
||
|
||
L"Humans: %d",
|
||
L"Cows: %d",
|
||
L"Bloodcats: %d",
|
||
|
||
L"Creatures: %d",
|
||
|
||
L"Monsters: %d",
|
||
L"Bloodcats: %d",
|
||
|
||
L"Number of locked and/or trapped doors: %d",
|
||
L"Locked: %d",
|
||
L"Trapped: %d", //30
|
||
L"Locked & Trapped: %d",
|
||
|
||
L"Civilians with schedules: %d",
|
||
|
||
L"Too many exit grid destinations (more than 4)...",
|
||
L"ExitGrids: %d (%d with a long distance destination)",
|
||
L"ExitGrids: none",
|
||
L"ExitGrids: 1 destination using %d exitgrids",
|
||
L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d",
|
||
L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d",
|
||
L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d",
|
||
L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40
|
||
L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)",
|
||
L"%d placements have patrol orders without any waypoints defined.",
|
||
L"%d placements have waypoints, but without any patrol orders.",
|
||
L"%d gridnos have questionable room numbers. Please validate.",
|
||
|
||
};
|
||
|
||
STR16 pRenderItemDetailsText[] =
|
||
{
|
||
L"R", //0
|
||
L"S",
|
||
L"Enemy",
|
||
|
||
L"TOO MANY ITEMS TO DISPLAY!",
|
||
|
||
L"Panic1",
|
||
L"Panic2",
|
||
L"Panic3",
|
||
L"Norm1",
|
||
L"Norm2",
|
||
L"Norm3",
|
||
L"Norm4", //10
|
||
L"Pressure Actions",
|
||
|
||
L"TOO MANY ITEMS TO DISPLAY!",
|
||
|
||
L"PRIORITY ENEMY DROPPED ITEMS",
|
||
L"None",
|
||
|
||
L"TOO MANY ITEMS TO DISPLAY!",
|
||
L"NORMAL ENEMY DROPPED ITEMS",
|
||
L"TOO MANY ITEMS TO DISPLAY!",
|
||
L"None",
|
||
L"TOO MANY ITEMS TO DISPLAY!",
|
||
L"ERROR: Can't load the items for this map. Reason unknown.", //20
|
||
};
|
||
|
||
STR16 pRenderSummaryWindowText[] =
|
||
{
|
||
L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0
|
||
L"(NO MAP LOADED).",
|
||
L"You currently have %d outdated maps.",
|
||
L"The more maps that need to be updated, the longer it takes. It'll take ",
|
||
L"approximately 4 minutes on a P200MMX to analyse 100 maps, so",
|
||
L"depending on your computer, it may vary.",
|
||
L"Do you wish to regenerate info for ALL these maps at this time (y/n)?",
|
||
|
||
L"There is no sector currently selected.",
|
||
|
||
L"Entering a temp file name that doesn't follow campaign editor conventions...",
|
||
|
||
L"You need to either load an existing map or create a new map before being",
|
||
L"able to enter the editor, or you can quit (ESC or Alt+x).", //10
|
||
|
||
L", ground level",
|
||
L", underground level 1",
|
||
L", underground level 2",
|
||
L", underground level 3",
|
||
L", alternate G level",
|
||
L", alternate B1 level",
|
||
L", alternate B2 level",
|
||
L", alternate B3 level",
|
||
|
||
L"ITEM DETAILS -- sector %s",
|
||
L"Summary Information for sector %s:",//20
|
||
|
||
L"Summary Information for sector %s",
|
||
L"does not exist.",
|
||
|
||
L"Summary Information for sector %s",
|
||
L"does not exist.",
|
||
|
||
L"No information exists for sector %s.",
|
||
|
||
L"No information exists for sector %s.",
|
||
|
||
L"FILE: %s",
|
||
|
||
L"FILE: %s",
|
||
|
||
L"Override READONLY",
|
||
L"Overwrite File", //30
|
||
|
||
L"You currently have no summary data. By creating one, you will be able to keep track",
|
||
L"of information pertaining to all of the sectors you edit and save. The creation process",
|
||
L"will analyse all maps in your \\MAPS directory, and generate a new one. This could",
|
||
L"take a few minutes depending on how many valid maps you have. Valid maps are",
|
||
L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps",
|
||
L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ",
|
||
|
||
L"Do you wish to do this now (y/n)?",
|
||
|
||
L"No summary info. Creation denied.",
|
||
|
||
L"Grid",
|
||
L"Progress", //40
|
||
L"Use Alternate Maps",
|
||
|
||
L"Summary",
|
||
L"Items",
|
||
};
|
||
|
||
STR16 pUpdateSectorSummaryText[] =
|
||
{
|
||
L"Analyzing map: %s...",
|
||
};
|
||
|
||
STR16 pSummaryLoadMapCallbackText[] =
|
||
{
|
||
L"Loading map: %s",
|
||
};
|
||
|
||
STR16 pReportErrorText[] =
|
||
{
|
||
L"Skipping update for %s. Probably due to tileset conflicts...",
|
||
};
|
||
|
||
STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] =
|
||
{
|
||
L"Generating map information",
|
||
};
|
||
|
||
STR16 pSummaryUpdateCallbackText[] =
|
||
{
|
||
L"Generating map summary",
|
||
};
|
||
|
||
STR16 pApologizeOverrideAndForceUpdateEverythingText[] =
|
||
{
|
||
L"MAJOR VERSION UPDATE",
|
||
L"There are %d maps requiring a major version update.",
|
||
L"Updating all outdated maps",
|
||
};
|
||
|
||
//selectwin.cpp
|
||
STR16 pDisplaySelectionWindowGraphicalInformationText[] =
|
||
{
|
||
L"%S[%d] is from default tileset %s (%S)",
|
||
L"File: %S, subindex: %d (%S)",
|
||
L"Current Tileset: %s",
|
||
};
|
||
|
||
//Cursor Modes.cpp
|
||
STR16 wszSelType[6] = {
|
||
L"Small",
|
||
L"Medium",
|
||
L"Large",
|
||
L"XLarge",
|
||
L"Width: xx",
|
||
L"Area"
|
||
};
|
||
|
||
//---
|
||
|
||
CHAR16 gszAimPages[ 6 ][ 20 ] =
|
||
{
|
||
L"页 1/2", //0
|
||
L"页 2/2",
|
||
|
||
L"页 1/3",
|
||
L"页 2/3",
|
||
L"页 3/3",
|
||
|
||
L"Page 1/1", //5
|
||
};
|
||
|
||
// by Jazz:
|
||
CHAR16 zGrod[][500] =
|
||
{
|
||
L"机器人", //0 // Robot
|
||
};
|
||
|
||
STR16 pCreditsJA2113[] =
|
||
{
|
||
L"@T,{;JA2 v1.13 Development Team",
|
||
L"@T,C144,R134,{;Coding",
|
||
L"@T,C144,R134,{;Graphics and Sounds",
|
||
L"@};(Various other mods!)",
|
||
L"@T,C144,R134,{;Items",
|
||
L"@T,C144,R134,{;Other Contributors",
|
||
L"@};(All other community members who contributed input and feedback!)",
|
||
};
|
||
|
||
CHAR16 ItemNames[MAXITEMS][80] =
|
||
{
|
||
L"",
|
||
};
|
||
|
||
|
||
CHAR16 ShortItemNames[MAXITEMS][80] =
|
||
{
|
||
L"",
|
||
};
|
||
|
||
// Different weapon calibres
|
||
// CAWS is Close Assault Weapon System and should probably be left as it is
|
||
// NATO is the North Atlantic Treaty Organization
|
||
// WP is Warsaw Pact
|
||
// cal is an abbreviation for calibre
|
||
CHAR16 AmmoCaliber[MAXITEMS][20];// =
|
||
//{
|
||
// L"0",
|
||
// L".38 cal",
|
||
// L"9mm",
|
||
// L".45 cal",
|
||
// L".357 cal",
|
||
// L"12 gauge",
|
||
// L"CAWS",
|
||
// L"5.45mm",
|
||
// L"5.56mm",
|
||
// L"7.62mm NATO",
|
||
// L"7.62mm WP",
|
||
// L"4.7mm",
|
||
// L"5.7mm",
|
||
// L"Monster",
|
||
// L"Rocket",
|
||
// L"", // dart
|
||
// L"", // flame
|
||
// L".50 cal", // barrett
|
||
// L"9mm Hvy", // Val silent
|
||
//};
|
||
|
||
// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
|
||
//
|
||
// Different weapon calibres
|
||
// CAWS is Close Assault Weapon System and should probably be left as it is
|
||
// NATO is the North Atlantic Treaty Organization
|
||
// WP is Warsaw Pact
|
||
// cal is an abbreviation for calibre
|
||
CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
|
||
//{
|
||
// L"0",
|
||
// L".38 cal",
|
||
// L"9mm",
|
||
// L".45 cal",
|
||
// L".357 cal",
|
||
// L"12 gauge",
|
||
// L"CAWS",
|
||
// L"5.45mm",
|
||
// L"5.56mm",
|
||
// L"7.62mm N.",
|
||
// L"7.62mm WP",
|
||
// L"4.7mm",
|
||
// L"5.7mm",
|
||
// L"Monster",
|
||
// L"Rocket",
|
||
// L"dart", // dart
|
||
// L"", // flamethrower
|
||
// L".50 cal", // barrett
|
||
// L"9mm Hvy", // Val silent
|
||
//};
|
||
|
||
|
||
CHAR16 WeaponType[MAXITEMS][30] =
|
||
{
|
||
L"其他",
|
||
L"手枪",
|
||
L"自动手枪",
|
||
L"冲锋枪",
|
||
L"步枪",
|
||
L"狙击步枪",
|
||
L"突击步枪",
|
||
L"轻机枪",
|
||
L"霰弹枪",
|
||
};
|
||
|
||
CHAR16 TeamTurnString[][STRING_LENGTH] =
|
||
{
|
||
L"玩家回合",
|
||
L"敌军回合",
|
||
L"异形回合",
|
||
L"民兵回合",
|
||
L"平民回合",
|
||
L"玩家部署",
|
||
L"#1 客户端",
|
||
L"#2 客户端",
|
||
L"#3 客户端",
|
||
L"#4 客户端",
|
||
|
||
};
|
||
|
||
CHAR16 Message[][STRING_LENGTH] =
|
||
{
|
||
L"",
|
||
|
||
// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.
|
||
|
||
L"%s被射中了头部,并且失去了1点智慧!",
|
||
L"%s被射中了肩部,并且失去了1点灵巧!",
|
||
L"%s被射中了胸膛,并且失去了1点力量!",
|
||
L"%s被射中了腿部,并且失去了1点敏捷!",
|
||
L"%s被射中了头部,并且失去了%d点智慧!",
|
||
L"%s被射中了肩部,并且失去了%d点灵巧!",
|
||
L"%s被射中了胸膛,并且失去了%d点力量!",
|
||
L"%s被射中了腿部,并且失去了%d点敏捷!",
|
||
L"中断!",
|
||
|
||
// The first %s is a merc's name, the second is a string from pNoiseVolStr,
|
||
// the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr
|
||
|
||
L"", //OBSOLETE
|
||
L"你的援军到达了!",
|
||
|
||
// In the following four lines, all %s's are merc names
|
||
|
||
L"%s装填弹药。",
|
||
L"%s没有足够的行动点数。",
|
||
L"%s正在进行包扎。(按任意键取消)",
|
||
L"%s和%s正在进行包扎。(按任意键取消)",
|
||
// the following 17 strings are used to create lists of gun advantages and disadvantages
|
||
// (separated by commas)
|
||
L"耐用",
|
||
L"不耐用",
|
||
L"容易修复",
|
||
L"不易修复",
|
||
L"杀伤力高",
|
||
L"杀伤力低",
|
||
L"射击快",
|
||
L"射击慢",
|
||
L"射程远",
|
||
L"射程近",
|
||
L"轻盈",
|
||
L"笨重",
|
||
L"小巧",
|
||
L"射速高",
|
||
L"没有点射限制",
|
||
L"大容弹量",
|
||
L"小容弹量",
|
||
|
||
// In the following two lines, all %s's are merc names
|
||
|
||
L"%s的伪装失效了。",
|
||
L"%s的伪装被洗掉了。",
|
||
|
||
// The first %s is a merc name and the second %s is an item name
|
||
|
||
L"副手武器没有弹药了!",// L"Second weapon is out of ammo!",
|
||
L"%s偷到了%s。", // L"%s has stolen the %s.",
|
||
|
||
// The %s is a merc name
|
||
|
||
L"%s的武器不能扫射。", // L"%s's weapon can't burst fire.",
|
||
|
||
L"你已经装上了该附件。",// L"You've already got one of those attached.",
|
||
L"组合物品?", // L"Merge items?",
|
||
|
||
// Both %s's are item names
|
||
|
||
L"你不能把%s和%s组合在一起。",
|
||
|
||
L"无",
|
||
L"退出子弹",
|
||
L"附件",
|
||
|
||
//You cannot use "item(s)" and your "other item" at the same time.
|
||
//Ex: You cannot use sun goggles and you gas mask at the same time.
|
||
L"你不能同时使用%s和%s。",
|
||
|
||
L"请把光标选中的物品放到另一物品的任意附件格中,这样就可能合成新物品。",
|
||
L"请把光标选中的物品放到另一物品的任意附件格中,这样就可能合成新物品。(但是这一次,该物品不相容。)",
|
||
L"该分区的敌军尚未被肃清",
|
||
L"你还得给%s%s",
|
||
L"%s被射中了头部。",
|
||
L"放弃战斗?",
|
||
L"这个组合是永久性的。你确认要这样做吗?",
|
||
L"%s感觉精力充沛!",
|
||
L"%s踩到了大理石珠子,滑倒了!",
|
||
L"%s没能从敌人手里抢到%s!",
|
||
L"%s修复了%s。",
|
||
L"中断: ",
|
||
L"投降?",
|
||
L"此人拒绝你的包扎。",
|
||
L"我不这么认为。",
|
||
L"要搭乘Skyrider的直升飞机, 你得先把佣兵分配到交通工具/直升飞机。",
|
||
L"%s的时间只够给一支枪装填弹药",
|
||
L"血猫的回合",
|
||
L"全自动",
|
||
L"无全自动",
|
||
L"精确",
|
||
L"不精确",
|
||
L"无半自动",
|
||
L"敌人已经没有装备可偷了!",
|
||
L"敌人手中没有装备!",
|
||
|
||
L"%s 的沙漠迷彩油已经耗竭失效了.",
|
||
L"%s 的沙漠迷彩油已经冲刷失效了.",
|
||
|
||
L"%s 的丛林迷彩油已经耗竭失效了.",
|
||
L"%s 的丛林迷彩油已经冲刷失效了.",
|
||
|
||
L"%s 的城市伪装迷彩油已经耗竭失效了.",
|
||
L"%s 的城市伪装迷彩油已经冲刷失效了.",
|
||
|
||
L"%s 的雪地迷彩油已经耗竭失效了.",
|
||
L"%s 的雪地迷彩油已经冲刷失效了.",
|
||
|
||
L"你不能将其附加在当前功能槽.",
|
||
L"%s 不适合打开的任何功能槽.",
|
||
L"There's not enough space for this pocket.", //TODO:Translate
|
||
};
|
||
|
||
|
||
// the names of the towns in the game
|
||
|
||
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
|
||
{
|
||
L"",
|
||
L"Omerta",
|
||
L"Drassen",
|
||
L"Alma",
|
||
L"Grumm",
|
||
L"Tixa",
|
||
L"Cambria",
|
||
L"San Mona",
|
||
L"Estoni",
|
||
L"Orta",
|
||
L"Balime",
|
||
L"Meduna",
|
||
L"Chitzena",
|
||
};
|
||
|
||
// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
|
||
// min is an abbreviation for minutes
|
||
|
||
STR16 sTimeStrings[] =
|
||
{
|
||
L"暂停",
|
||
L"普通",
|
||
L"5分钟",
|
||
L"30分钟",
|
||
L"60分钟",
|
||
L"6小时",
|
||
};
|
||
|
||
|
||
// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training,
|
||
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.
|
||
|
||
STR16 pAssignmentStrings[] =
|
||
{
|
||
L"第1小队",
|
||
L"第2小队",
|
||
L"第3小队",
|
||
L"第4小队",
|
||
L"第5小队",
|
||
L"第6小队",
|
||
L"第7小队",
|
||
L"第8小队",
|
||
L"第9小队",
|
||
L"第10小队",
|
||
L"第11小队",
|
||
L"第12小队",
|
||
L"第13小队",
|
||
L"第14小队",
|
||
L"第15小队",
|
||
L"第16小队",
|
||
L"第17小队",
|
||
L"第18小队",
|
||
L"第19小队",
|
||
L"第20小队",
|
||
L"编队",// on active duty
|
||
L"医生",// administering medical aid
|
||
L"病人", // getting medical aid
|
||
L"交通工具", // in a vehicle
|
||
L"在途中",// in transit - abbreviated form
|
||
L"修理", // repairing
|
||
L"锻炼", // training themselves
|
||
L"民兵", // training a town to revolt
|
||
L"游击队", //L"M.Militia", //training moving militia units //ham3.6
|
||
L"教练", // training a teammate
|
||
L"学员", // being trained by someone else
|
||
L"工作", // L"Staff", // operating a strategic facility //ham3.6
|
||
L"饮食", // eating at a facility (cantina etc.)
|
||
L"休息", //L"Rest",// Resting at a facility //ham3.6
|
||
L"死亡", // dead
|
||
L"无力中", // abbreviation for incapacitated
|
||
L"战俘", // Prisoner of war - captured
|
||
L"医院", // patient in a hospital
|
||
L"空", // Vehicle is empty
|
||
};
|
||
|
||
|
||
STR16 pMilitiaString[] =
|
||
{
|
||
L"民兵", // the title of the militia box
|
||
L"未分配的民兵", //the number of unassigned militia troops
|
||
L"本地区有敌军存在,你无法重新分配民兵!",
|
||
L"一些民兵未分派到防区,要不要把他们解散?", // L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6
|
||
};
|
||
|
||
|
||
STR16 pMilitiaButtonString[] =
|
||
{
|
||
L"自动", // auto place the militia troops for the player
|
||
L"完成", // done placing militia troops
|
||
L"解散", // L"Disband", // HEADROCK HAM 3.6: Disband militia
|
||
};
|
||
|
||
STR16 pConditionStrings[] =
|
||
{
|
||
L"极好", //the state of a soldier .. excellent health
|
||
L"良好", // good health
|
||
L"普通", // fair health
|
||
L"受伤", // wounded health
|
||
L"疲劳", // tired
|
||
L"失血", // bleeding to death
|
||
L"昏迷", // knocked out
|
||
L"垂死", // near death
|
||
L"死亡", // dead
|
||
};
|
||
|
||
STR16 pEpcMenuStrings[] =
|
||
{
|
||
L"编队", // set merc on active duty
|
||
L"病人",// set as a patient to receive medical aid
|
||
L"交通工具", // tell merc to enter vehicle
|
||
L"无护送", // let the escorted character go off on their own
|
||
L"取消", // close this menu
|
||
};
|
||
|
||
|
||
// look at pAssignmentString above for comments
|
||
|
||
STR16 pPersonnelAssignmentStrings[] =
|
||
{
|
||
L"第1小队",
|
||
L"第2小队",
|
||
L"第3小队",
|
||
L"第4小队",
|
||
L"第5小队",
|
||
L"第6小队",
|
||
L"第7小队",
|
||
L"第8小队",
|
||
L"第9小队",
|
||
L"第10小队",
|
||
L"第11小队",
|
||
L"第12小队",
|
||
L"第13小队",
|
||
L"第14小队",
|
||
L"第15小队",
|
||
L"第16小队",
|
||
L"第17小队",
|
||
L"第18小队",
|
||
L"第19小队",
|
||
L"第20小队",
|
||
L"编队",
|
||
L"医生",
|
||
L"病人",
|
||
L"交通工具",
|
||
L"在途中",
|
||
L"修理",
|
||
L"锻炼",
|
||
L"训练民兵",
|
||
L"训练游击队",
|
||
L"教练",
|
||
L"学员",
|
||
L"设施职员",
|
||
L"饮食", // eating at a facility (cantina etc.)
|
||
L"在设施里休养",
|
||
L"休息",
|
||
L"无力中",
|
||
L"战俘",
|
||
L"医院",
|
||
L"空", // Vehicle is empty
|
||
};
|
||
|
||
|
||
// refer to above for comments
|
||
|
||
STR16 pLongAssignmentStrings[] =
|
||
{
|
||
L"第1小队",
|
||
L"第2小队",
|
||
L"第3小队",
|
||
L"第4小队",
|
||
L"第5小队",
|
||
L"第6小队",
|
||
L"第7小队",
|
||
L"第8小队",
|
||
L"第9小队",
|
||
L"第10小队",
|
||
L"第11小队",
|
||
L"第12小队",
|
||
L"第13小队",
|
||
L"第14小队",
|
||
L"第15小队",
|
||
L"第16小队",
|
||
L"第17小队",
|
||
L"第18小队",
|
||
L"第19小队",
|
||
L"第20小队",
|
||
L"编队",
|
||
L"医生",
|
||
L"病人",
|
||
L"交通工具",
|
||
L"在途中",
|
||
L"修理",
|
||
L"练习",
|
||
L"训练民兵",
|
||
L"训练游击队", //L"Train Mobiles",
|
||
L"训练队友",
|
||
L"学员",
|
||
L"设施职员", //L"Staff Facility",
|
||
L"休息", //L"Rest at Facility",
|
||
L"死亡",
|
||
L"无力中",
|
||
L"战俘",
|
||
L"医院",// patient in a hospital
|
||
L"空", // Vehicle is empty
|
||
};
|
||
|
||
|
||
// the contract options
|
||
|
||
STR16 pContractStrings[] =
|
||
{
|
||
L"合同选项: ",
|
||
L"", // a blank line, required
|
||
L"雇佣一日",// offer merc a one day contract extension
|
||
L"雇佣一周", // 1 week
|
||
L"雇佣两周", // 2 week
|
||
L"解雇",// end merc's contract
|
||
L"取消", // stop showing this menu
|
||
};
|
||
|
||
STR16 pPOWStrings[] =
|
||
{
|
||
L"囚禁", //an acronym for Prisoner of War
|
||
L" ± ± ",
|
||
};
|
||
|
||
STR16 pLongAttributeStrings[] =
|
||
{
|
||
L"力量",
|
||
L"灵巧",
|
||
L"敏捷",
|
||
L"智慧",
|
||
L"枪法",
|
||
L"医疗",
|
||
L"机械",
|
||
L"领导",
|
||
L"爆破",
|
||
L"级别",
|
||
};
|
||
|
||
STR16 pInvPanelTitleStrings[] =
|
||
{
|
||
L"护甲", // the armor rating of the merc
|
||
L"负重", // the weight the merc is carrying
|
||
L"伪装", // the merc's camouflage rating
|
||
L"伪装",
|
||
L"防护",
|
||
};
|
||
|
||
STR16 pShortAttributeStrings[] =
|
||
{
|
||
L"敏捷", // the abbreviated version of : agility
|
||
L"灵巧", // dexterity
|
||
L"力量", // strength
|
||
L"领导", // leadership
|
||
L"智慧", // wisdom
|
||
L"级别", // experience level
|
||
L"枪法", // marksmanship skill
|
||
L"爆破", // explosive skill
|
||
L"机械", // mechanical skill
|
||
L"医疗", // medical skill
|
||
};
|
||
|
||
|
||
STR16 pUpperLeftMapScreenStrings[] =
|
||
{
|
||
L"任务", // the mercs current assignment
|
||
L"合同",// the contract info about the merc
|
||
L"生命", // the health level of the current merc
|
||
L"士气", // the morale of the current merc
|
||
L"状态", // the condition of the current vehicle
|
||
L"油量", // the fuel level of the current vehicle
|
||
};
|
||
|
||
STR16 pTrainingStrings[] =
|
||
{
|
||
L"锻炼", // tell merc to train self
|
||
L"民兵",// tell merc to train town
|
||
L"教练", // tell merc to act as trainer
|
||
L"学员", // tell merc to be train by other
|
||
};
|
||
|
||
STR16 pGuardMenuStrings[] =
|
||
{
|
||
L"射速: ", // the allowable rate of fire for a merc who is guarding
|
||
L" 进攻式射击", // the merc can be aggressive in their choice of fire rates
|
||
L" 节约弹药", // conserve ammo
|
||
L" 有保留的射击", // fire only when the merc needs to
|
||
L"其他选择: ", // other options available to merc
|
||
L" 可以撤退", // merc can retreat
|
||
L" 可以寻找掩体", // merc is allowed to seek cover
|
||
L" 可以帮助队友", // merc can assist teammates
|
||
L"完成", // done with this menu
|
||
L"取消", // 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"射速: ",
|
||
L" *进攻式射击*",
|
||
L" *节约弹药o*",
|
||
L" *有保留的射击*",
|
||
L"其他选择: ",
|
||
L" *可以撤退*",
|
||
L" *可以看见覆盖物*",
|
||
L" *可以帮助队友*",
|
||
L"完成",
|
||
L"取消",
|
||
};
|
||
|
||
STR16 pAssignMenuStrings[] =
|
||
{
|
||
L"编队",
|
||
L"医生",
|
||
L"病人",
|
||
L"交通工具",
|
||
L"修理",
|
||
L"训练",
|
||
L"设施", // L"Facility", // the merc is using/staffing a facility //ham3.6
|
||
L"取消",
|
||
};
|
||
|
||
//lal
|
||
STR16 pMilitiaControlMenuStrings[] =
|
||
{
|
||
L"进攻", // set militia to aggresive
|
||
L"原地坚守", // set militia to stationary
|
||
L"撤退", // retreat militia
|
||
L"向我靠拢", // retreat militia
|
||
L"卧倒", // retreat militia
|
||
L"隐蔽",
|
||
L"全体: 进攻",
|
||
L"全体: 原地坚守",
|
||
L"全体: 撤退",
|
||
L"全体: 向我靠拢",
|
||
L"全体: 分散",
|
||
L"全体: 卧倒",
|
||
L"全体: 隐蔽",
|
||
//L"All: Find items",
|
||
L"取消", // 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"移除佣兵", // remove dead merc from current team
|
||
L"取消"
|
||
};
|
||
|
||
STR16 pAttributeMenuStrings[] =
|
||
{
|
||
L"力量", //"Strength",
|
||
L"灵巧", //"Dexterity",
|
||
L"敏捷", //"Agility",
|
||
L"生命", //"Health",
|
||
L"枪法", //"Marksmanship",
|
||
L"医疗", //"Medical",
|
||
L"机械", //"Mechanical",
|
||
L"领导", //"Leadership",
|
||
L"爆破", //"Explosives",
|
||
L"取消", //"Cancel",
|
||
};
|
||
|
||
STR16 pTrainingMenuStrings[] =
|
||
{
|
||
L"锻炼", // train yourself
|
||
L"民兵", // train the town
|
||
L"游击队", // L"Mobile Militia", //ham3.6
|
||
L"教练", // train your teammates
|
||
L"学员", // be trained by an instructor
|
||
L"取消", // cancel this menu
|
||
};
|
||
|
||
|
||
STR16 pSquadMenuStrings[] =
|
||
{
|
||
L"第1小队",
|
||
L"第2小队",
|
||
L"第3小队",
|
||
L"第4小队",
|
||
L"第5小队",
|
||
L"第6小队",
|
||
L"第7小队",
|
||
L"第8小队",
|
||
L"第9小队",
|
||
L"第10小队",
|
||
L"第11小队",
|
||
L"第12小队",
|
||
L"第13小队",
|
||
L"第14小队",
|
||
L"第15小队",
|
||
L"第16小队",
|
||
L"第17小队",
|
||
L"第18小队",
|
||
L"第19小队",
|
||
L"第20小队",
|
||
L"取消",
|
||
};
|
||
|
||
STR16 pPersonnelTitle[] =
|
||
{
|
||
L"人事", // the title for the personnel screen/program application
|
||
};
|
||
|
||
STR16 pPersonnelScreenStrings[] =
|
||
{
|
||
L"生命: ", // health of merc
|
||
L"敏捷: ",
|
||
L"灵巧: ",
|
||
L"力量: ",
|
||
L"领导: ",
|
||
L"智慧: ",
|
||
L"级别: ", // experience level
|
||
L"枪法: ",
|
||
L"机械: ",
|
||
L"爆破: ",
|
||
L"医疗: ",
|
||
L"医疗保证金: ", // amount of medical deposit put down on the merc
|
||
L"合同剩余时间: ", // cost of current contract
|
||
L"击毙数: ", // number of kills by merc
|
||
L"击伤数: ",// number of assists on kills by merc
|
||
L"日薪: ", // daily cost of merc
|
||
L"花费总数: ",// total cost of merc
|
||
L"合同花费: ",
|
||
L"总日数: ",// total service rendered by merc
|
||
L"欠付佣金: ",// amount left on MERC merc to be paid
|
||
L"命中率: ",// percentage of shots that hit target
|
||
L"战斗次数: ", // number of battles fought
|
||
L"受伤次数: ", // number of times merc has been wounded
|
||
L"技能: ",
|
||
L"没有技能",
|
||
L"成就:", // added by SANDRO
|
||
};
|
||
|
||
// SANDRO - helptexts for merc records
|
||
STR16 pPersonnelRecordsHelpTexts[] =
|
||
{
|
||
L"精兵: %d\n",
|
||
L"杂兵: %d\n",
|
||
L"头目: %d\n",
|
||
L"刁民: %d\n",
|
||
L"动物: %d\n",
|
||
L"坦克: %d\n",
|
||
L"其他: %d\n",
|
||
|
||
L"帮助佣兵: %d\n",
|
||
L"帮助民兵: %d\n",
|
||
L"帮助其他: %d\n",
|
||
|
||
L"枪弹射击: %d\n",
|
||
L"火箭发射: %d\n",
|
||
L"榴弹投掷: %d\n",
|
||
L"飞刀投掷: %d\n",
|
||
L"白刃砍杀: %d\n",
|
||
L"徒手攻击: %d\n",
|
||
L"有效攻击总数: %d\n",
|
||
|
||
L"工具撬锁: %d\n",
|
||
L"暴力开锁: %d\n",
|
||
L"排除陷阱: %d\n",
|
||
L"拆除炸弹: %d\n",
|
||
L"修理物品: %d\n",
|
||
L"合成物品: %d\n",
|
||
L"偷窃物品: %d\n",
|
||
L"训练民兵: %d\n",
|
||
L"战地急救: %d\n",
|
||
L"外科手术: %d\n",
|
||
L"遇见人物: %d\n",
|
||
L"探索区域: %d\n",
|
||
L"避免伏击: %d\n",
|
||
L"游戏任务: %d\n",
|
||
|
||
L"参加战斗: %d\n",
|
||
L"自动战斗: %d\n",
|
||
L"撤退战斗: %d\n",
|
||
L"偷袭次数: %d\n",
|
||
L"参加过最多有: %d 名敌军的战斗\n",
|
||
|
||
L"中枪: %d\n",
|
||
L"刀砍: %d\n",
|
||
L"拳打: %d\n",
|
||
L"爆炸: %d\n",
|
||
L"设施伤害: %d\n",
|
||
L"经历手术: %d\n",
|
||
L"设施事故: %d\n",
|
||
|
||
L"性格:",
|
||
L"弱点:",
|
||
|
||
L"态度:", // WANNE: For old traits display instead of "Character:"!
|
||
|
||
L"僵尸: %d\n", // Zombies: %d\n
|
||
};
|
||
|
||
|
||
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
|
||
STR16 gzMercSkillText[] =
|
||
{
|
||
// SANDRO - tweaked this
|
||
L"没有技能",
|
||
L"开锁",
|
||
L"格斗", //JA25: modified
|
||
L"电子",
|
||
L"夜战", //JA25: modified
|
||
L"投掷",
|
||
L"教学",
|
||
L"重武器",
|
||
L"自动武器",
|
||
L"潜行",
|
||
L"双持",
|
||
L"偷窃",
|
||
L"武术",
|
||
L"刀技",
|
||
L"狙击手",
|
||
L"伪装", //JA25: modified
|
||
L"专家",
|
||
};
|
||
//////////////////////////////////////////////////////////
|
||
// SANDRO - added this
|
||
STR16 gzMercSkillTextNew[] =
|
||
{
|
||
// Major traits
|
||
L"没有技能", // 0
|
||
L"自动武器",
|
||
L"重武器",
|
||
L"神枪手",
|
||
L"猎兵",
|
||
L"快枪手", // 5
|
||
L"格斗家",
|
||
L"班副",
|
||
L"技师",
|
||
L"救护兵",
|
||
L"Covert Ops", // 10 // TODO.Translate
|
||
// Minor traits
|
||
L"双持",
|
||
L"近战",
|
||
L"投掷",
|
||
L"夜战",
|
||
L"潜行", // 15
|
||
L"运动员",
|
||
L"健身",
|
||
L"爆破",
|
||
L"教学",
|
||
L"侦察", // 20
|
||
// second names for major skills
|
||
L"机枪手",
|
||
L"掷弹兵",
|
||
L"狙击手",
|
||
L"游骑兵",
|
||
L"枪斗术", // 25
|
||
L"武术家",
|
||
L"班长",
|
||
L"工兵",
|
||
L"军医",
|
||
L"间谍", // 30
|
||
L"更多...",
|
||
};
|
||
//////////////////////////////////////////////////////////
|
||
|
||
// This is pop up help text for the options that are available to the merc
|
||
|
||
STR16 pTacticalPopupButtonStrings[] =
|
||
{
|
||
L"站立/行走 (|S)",
|
||
L"蹲伏/蹲伏前进(|C)",
|
||
L"站立/奔跑 (|R)",
|
||
L"匍匐/匍匐前进(|P)",
|
||
L"查看(|L)",
|
||
L"行动",
|
||
L"交谈",
|
||
L"检查 (|C|t|r|l)",
|
||
|
||
// Pop up door menu
|
||
L"用手开门",
|
||
L"检查陷阱",
|
||
L"开锁",
|
||
L"踢门",
|
||
L"解除陷阱",
|
||
L"关门",
|
||
L"开门",
|
||
L"使用破门炸药",
|
||
L"使用撬棍",
|
||
L"取消 (|E|s|c)",
|
||
L"关闭",
|
||
};
|
||
|
||
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
|
||
|
||
STR16 pDoorTrapStrings[] =
|
||
{
|
||
L"没有陷阱",
|
||
L"一个爆炸陷阱",
|
||
L"一个带电陷阱",
|
||
L"一个警报陷阱",
|
||
L"一个无声警报陷阱",
|
||
};
|
||
|
||
// Contract Extension. These are used for the contract extension with AIM mercenaries.
|
||
|
||
STR16 pContractExtendStrings[] =
|
||
{
|
||
L"日",
|
||
L"周",
|
||
L"两周",
|
||
};
|
||
|
||
// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.
|
||
|
||
STR16 pMapScreenMouseRegionHelpText[] =
|
||
{
|
||
L"选择人物",
|
||
L"分配任务",
|
||
L"安排行军路线",
|
||
L"签约 (|C)",
|
||
L"移除佣兵",
|
||
L"睡觉",
|
||
};
|
||
|
||
// volumes of noises
|
||
|
||
STR16 pNoiseVolStr[] =
|
||
{
|
||
L"微弱的",
|
||
L"清晰的",
|
||
L"大声的",
|
||
L"非常大声的",
|
||
};
|
||
|
||
// types of noises
|
||
|
||
STR16 pNoiseTypeStr[] = // OBSOLETE
|
||
{
|
||
L"未知",
|
||
L"移动声",
|
||
L"辗扎声",
|
||
L"溅泼声",
|
||
L"撞击声",
|
||
L"枪声",
|
||
L"爆炸声",
|
||
L"尖叫声",
|
||
L"撞击声",
|
||
L"撞击声",
|
||
L"粉碎声",
|
||
L"破碎声",
|
||
};
|
||
|
||
// Directions that are used to report noises
|
||
|
||
STR16 pDirectionStr[] =
|
||
{
|
||
L"东北方",
|
||
L"东方",
|
||
L"东南方",
|
||
L"南方",
|
||
L"西南方",
|
||
L"西方",
|
||
L"西北方",
|
||
L"北方"
|
||
};
|
||
|
||
// These are the different terrain types.
|
||
|
||
STR16 pLandTypeStrings[] =
|
||
{
|
||
L"城市",
|
||
L"公路",
|
||
L"平原",
|
||
L"沙漠",
|
||
L"灌木",
|
||
L"森林",
|
||
L"沼泽",
|
||
L"湖泊",
|
||
L"山地",
|
||
L"不可通行",
|
||
L"河流", //river from north to south
|
||
L"河流", //river from east to west
|
||
L"外国",
|
||
//NONE of the following are used for directional travel, just for the sector description.
|
||
L"热带",
|
||
L"农田",
|
||
L"平原,公路",
|
||
L"灌木,公路",
|
||
L"农庄,公路",
|
||
L"热带,公路",
|
||
L"森林,公路",
|
||
L"海滨",
|
||
L"山地,公路",
|
||
L"海滨,公路",
|
||
L"沙漠,公路",
|
||
L"沼泽,公路",
|
||
L"灌木,SAM导弹基地",
|
||
L"沙漠,SAM导弹基地",
|
||
L"热带,SAM导弹基地",
|
||
L"Meduna, SAM导弹基地",
|
||
|
||
//These are descriptions for special sectors
|
||
L"Cambria医院",
|
||
L"Drassen机场",
|
||
L"Meduna机场",
|
||
L"SAM导弹基地",
|
||
L"抵抗军隐蔽处",//The rebel base underground in sector A10
|
||
L"Tixa地牢",//The basement of the Tixa Prison (J9)
|
||
L"异形巢穴",//Any mine sector with creatures in it
|
||
L"Orta地下室", //The basement of Orta (K4)
|
||
L"地道", //The tunnel access from the maze garden in Meduna
|
||
//leading to the secret shelter underneath the palace
|
||
L"地下掩体", //The shelter underneath the queen's palace
|
||
L"", //Unused
|
||
};
|
||
|
||
STR16 gpStrategicString[] =
|
||
{
|
||
L"", //Unused
|
||
L"%s在%c%d分区被发现了,另一小队即将到达。", //STR_DETECTED_SINGULAR
|
||
L"%s在%c%d分区被发现了,其他几个小队即将到达。", //STR_DETECTED_PLURAL
|
||
L"你想调整为同时到达吗?", //STR_COORDINATE
|
||
|
||
//Dialog strings for enemies.
|
||
|
||
L"敌军给你一个投降的机会。",
|
||
L"敌军俘虏了昏迷中的佣兵。",
|
||
|
||
//The text that goes on the autoresolve buttons
|
||
|
||
L"撤退", //The retreat button
|
||
L"完成", //The done button //STR_AR_DONE_BUTTON
|
||
|
||
//The headers are for the autoresolve type (MUST BE UPPERCASE)
|
||
|
||
L"防守", //STR_AR_DEFEND_HEADER
|
||
L"攻击", //STR_AR_ATTACK_HEADER
|
||
L"遭遇战", //STR_AR_ENCOUNTER_HEADER
|
||
L"分区", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
|
||
|
||
//The battle ending conditions
|
||
|
||
L"胜利!", //STR_AR_OVER_VICTORY
|
||
L"失败!", //STR_AR_OVER_DEFEAT
|
||
L"投降!", //STR_AR_OVER_SURRENDERED
|
||
L"被俘!", //STR_AR_OVER_CAPTURED
|
||
L"撤退!", //STR_AR_OVER_RETREATED
|
||
|
||
//These are the labels for the different types of enemies we fight in autoresolve.
|
||
|
||
L"民兵", //STR_AR_MILITIA_NAME,
|
||
L"精兵", //STR_AR_ELITE_NAME,
|
||
L"部队", //STR_AR_TROOP_NAME,
|
||
L"行政人员", //STR_AR_ADMINISTRATOR_NAME,
|
||
L"异形", //STR_AR_CREATURE_NAME,
|
||
|
||
//Label for the length of time the battle took
|
||
|
||
L"战斗用时", //STR_AR_TIME_ELAPSED,
|
||
|
||
//Labels for status of merc if retreating. (UPPERCASE)
|
||
|
||
L"已撤退", //STR_AR_MERC_RETREATED,
|
||
L"正在撤退", //STR_AR_MERC_RETREATING,
|
||
L"撤退", //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"自动战斗", //STR_PB_AUTORESOLVE_BTN,
|
||
L"进入战区", //STR_PB_GOTOSECTOR_BTN,
|
||
L"撤退佣兵", //STR_PB_RETREATMERCS_BTN,
|
||
|
||
//The different headers(titles) for the prebattle interface.
|
||
L"遭遇敌军", //STR_PB_ENEMYENCOUNTER_HEADER,
|
||
L"敌军入侵", //STR_PB_ENEMYINVASION_HEADER, // 30
|
||
L"敌军伏击",
|
||
L"进入敌占区", //STR_PB_ENTERINGENEMYSECTOR_HEADER
|
||
L"异形攻击", //STR_PB_CREATUREATTACK_HEADER
|
||
L"血猫伏击", //STR_PB_BLOODCATAMBUSH_HEADER
|
||
L"进入血猫巢穴",
|
||
|
||
//Various single words for direct translation. The Civilians represent the civilian
|
||
//militia occupying the sector being attacked. Limited to 9-10 chars
|
||
|
||
L"地区",
|
||
L"敌军",
|
||
L"佣兵",
|
||
L"民兵",
|
||
L"异形",
|
||
L"血猫",
|
||
L"分区",
|
||
L"无人", //If there are no uninvolved mercs in this fight.
|
||
L"N/A", //Acronym of Not Applicable
|
||
L"日", //One letter abbreviation of day
|
||
L"小时", //One letter abbreviation of hour
|
||
|
||
//TACTICAL PLACEMENT USER INTERFACE STRINGS
|
||
//The four buttons
|
||
|
||
L"清除",
|
||
L"分散",
|
||
L"集中",
|
||
L"完成",
|
||
|
||
//The help text for the four buttons. Use \n to denote new line (just like enter).
|
||
|
||
L"清除所有佣兵的布阵,然后你可以\n重新手动对他们进行安排。(|c)",
|
||
L"每次按本按钮,就会重新 \n随机分散地布阵佣兵。(|s)",
|
||
L"你可以选择你想集中地布阵佣兵的地方。(|g)",
|
||
L"当你完成对佣兵布阵后,\n请按本按钮。 (|E|n|t|e|r)",
|
||
L"开始战斗前,你必须\n对所有佣兵完成布阵。",
|
||
|
||
//Various strings (translate word for word)
|
||
|
||
L"分区",
|
||
L"选择进入的位置",
|
||
|
||
//Strings used for various popup message boxes. Can be as long as desired.
|
||
|
||
L"看起来不太好。无法进入这里。换个不同的位置吧。",
|
||
L"请把佣兵放在地图的高亮分区里。",
|
||
|
||
//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"已到达该地区",
|
||
|
||
//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"自动解决战斗,不需要\n载入该分区地图。",
|
||
L"当玩家在攻击时,无法使用\n自动战斗功能。",
|
||
L"进入该分区和敌军作战(|E)",
|
||
L"将小队撤退到先前的分区。(|R)", //singular version
|
||
L"将所有小队撤退到先前的分区。(|R)", //multiple groups with same previous sector
|
||
|
||
//various popup messages for battle conditions.
|
||
|
||
//%c%d is the sector -- ex: A9
|
||
L"敌军向你在%c%d分区的民兵发起了攻击。",
|
||
//%c%d is the sector -- ex: A9
|
||
L"异形向你在%c%d分区的民兵发起了攻击。",
|
||
//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"异形攻击了分区%s,吃掉了%d名平民。",
|
||
//%s is the sector location -- ex: A9: Omerta
|
||
L"敌军向你在分区%s的佣兵发起了攻击。你的佣兵中没人能进行战斗。",
|
||
//%s is the sector location -- ex: A9: Omerta
|
||
L"异形向你在分区%s的佣兵发起了攻击。你的佣兵中没人能进行战斗。",
|
||
|
||
};
|
||
|
||
STR16 gpGameClockString[] =
|
||
{
|
||
//This is the day represented in the game clock. Must be very short, 4 characters max.
|
||
L"日",
|
||
};
|
||
|
||
//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"找到钥匙的分区: ",
|
||
L"找到钥匙的日期: ",
|
||
};
|
||
|
||
//The headers used to describe various weapon statistics.
|
||
|
||
CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||
{
|
||
// HEADROCK: Changed this for Extended Description project
|
||
L"状态: ",
|
||
L"重量: ",
|
||
L"AP 消耗",
|
||
L"射程: ", // Range
|
||
L"杀伤力: ", // Damage
|
||
L"弹药", // Number of bullets left in a magazine
|
||
L"AP: ", // abbreviation for Action Points
|
||
L"=",
|
||
L"=",
|
||
//Lal: additional strings for tooltips
|
||
L"准确性: ", //9
|
||
L"射程: ", //10
|
||
L"杀伤力: ", //11
|
||
L"重量: ", //12
|
||
L"晕眩杀伤力: ",//13
|
||
// HEADROCK: Added new strings for extended description ** REDUNDANT **
|
||
// HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only)
|
||
// Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES...
|
||
L"附件:", //14 //ham3.6
|
||
L"连发/5AP: ", //15
|
||
L"剩余弹药:", //16
|
||
L"默认:", //17 //WarmSteel - So we can also display default attachments
|
||
L"污垢:", // 18 //added by Flugente // TODO.Translate
|
||
L"Space:", // 19 //space left on Molle items //TODO.Translate
|
||
|
||
};
|
||
|
||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||
{
|
||
// TODO.Translate
|
||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||
L"", //12
|
||
L"举枪AP",
|
||
L"单发AP",
|
||
L"点射AP",
|
||
L"连发AP",
|
||
L"上弹AP",
|
||
L"手动上弹AP",
|
||
L"点射惩罚(越低越好)", //19
|
||
L"脚架修正",
|
||
L"连发数量/5AP",
|
||
L"连发惩罚(越低越好)",
|
||
L"点射/连发惩罚(越低越好", //23
|
||
L"投掷AP", //20
|
||
L"发射AP",
|
||
L"捅人AP",
|
||
L"无法单发!",
|
||
L"无点射模式!",
|
||
L"无连发模式!",
|
||
L"格斗AP",
|
||
L"",
|
||
};
|
||
|
||
STR16 gzMiscItemStatsFasthelp[ 34 ] =
|
||
{
|
||
L"物品大小修正(越低越好)", // 0
|
||
L"可靠性修正",
|
||
L"噪音修正(越低越好)",
|
||
L"枪口消焰",
|
||
L"脚架修正",
|
||
L"射程修正", // 5
|
||
L"命中率修正",
|
||
L"最佳激光瞄准距离",
|
||
L"精瞄加成修正",
|
||
L"点射长度修正",
|
||
L"点射惩罚修正(越高越好)", // 10
|
||
L"连发惩罚修正(越高越好)",
|
||
L"AP修正",
|
||
L"点射AP修正(越低越好)",
|
||
L"连发AP修正(越低越好)",
|
||
L"举枪AP修正(越低越好)", // 15
|
||
L"上弹AP修正(越低越好)",
|
||
L"弹容量修正",
|
||
L"攻击AP修正(越低越好)",
|
||
L"杀伤修正",
|
||
L"近战杀伤修正", // 20
|
||
L"丛林迷彩",
|
||
L"城市迷彩",
|
||
L"沙漠迷彩",
|
||
L"雪地迷彩",
|
||
L"潜行修正", // 25
|
||
L"听觉距离修正",
|
||
L"视距修正",
|
||
L"白天视距修正",
|
||
L"夜晚视距修正",
|
||
L"亮光下视距修正", //30
|
||
L"洞穴视距修正",
|
||
L"隧道视野百分比(越低越好)",
|
||
L"精瞄加成所需最小距离",
|
||
};
|
||
|
||
// HEADROCK: End new tooltip text
|
||
|
||
// HEADROCK HAM 4: New condition-based text similar to JA1.
|
||
STR16 gConditionDesc[] =
|
||
{
|
||
L"处于 ",
|
||
L"完美",
|
||
L"优秀",
|
||
L"好的",
|
||
L"尚可",
|
||
L"不良",
|
||
L"差的",
|
||
L"糟糕的",
|
||
L" 状态."
|
||
};
|
||
|
||
//The headers used for the merc's money.
|
||
|
||
CHAR16 gMoneyStatsDesc[][ 14 ] =
|
||
{
|
||
L"剩余",
|
||
L"金额: ",//this is the overall balance
|
||
L"分割",
|
||
L"金额: ", // the amount he wants to separate from the overall balance to get two piles of money
|
||
|
||
L"当前",
|
||
L"余额:",
|
||
L"提取",
|
||
L"金额:",
|
||
};
|
||
|
||
//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"垂死", //"DYING", // >= 0
|
||
L"濒危", //"CRITICAL", // >= 15
|
||
L"虚弱", //"POOR", // >= 30
|
||
L"受伤", //"WOUNDED", // >= 45
|
||
L"健康", //"HEALTHY", // >= 60
|
||
L"强壮", //"STRONG", // >= 75
|
||
L"极好", //"EXCELLENT", // >= 90
|
||
};
|
||
|
||
STR16 gzHiddenHitCountStr[1] =
|
||
{
|
||
L"?",
|
||
};
|
||
|
||
STR16 gzMoneyAmounts[6] =
|
||
{
|
||
L"$1000",
|
||
L"$100",
|
||
L"$10",
|
||
L"完成",
|
||
L"分割",
|
||
L"提取",
|
||
};
|
||
|
||
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
|
||
CHAR16 gzProsLabel[10] =
|
||
{
|
||
L"优点: ",
|
||
};
|
||
|
||
CHAR16 gzConsLabel[10] =
|
||
{
|
||
L"缺点: ",
|
||
};
|
||
|
||
//Conversation options a player has when encountering an NPC
|
||
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
|
||
{
|
||
L"再说一次?", //meaning "Repeat yourself"
|
||
L"友好", //approach in a friendly
|
||
L"直率", //approach directly - let's get down to business
|
||
L"恐吓", //approach threateningly - talk now, or I'll blow your face off
|
||
L"给予",
|
||
L"招募",
|
||
};
|
||
|
||
//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
|
||
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
|
||
{
|
||
L"买/卖",
|
||
L"买",
|
||
L"卖",
|
||
L"修理",
|
||
};
|
||
|
||
CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
|
||
{
|
||
L"完成",
|
||
};
|
||
|
||
|
||
//These are vehicles in the game.
|
||
|
||
STR16 pVehicleStrings[] =
|
||
{
|
||
L"凯迪拉克",
|
||
L"悍马", // a hummer jeep/truck -- military vehicle
|
||
L"冰激凌车",
|
||
L"吉普",
|
||
L"坦克",
|
||
L"直升飞机",
|
||
};
|
||
|
||
STR16 pShortVehicleStrings[] =
|
||
{
|
||
L"凯迪拉克",
|
||
L"悍马", // the HMVV
|
||
L"冰激凌车",
|
||
L"吉普",
|
||
L"坦克",
|
||
L"直升飞机", // the helicopter
|
||
};
|
||
|
||
STR16 zVehicleName[] =
|
||
{
|
||
L"凯迪拉克",
|
||
L"悍马", //a military jeep. This is a brand name.
|
||
L"冰激凌车", // Ice cream truck
|
||
L"吉普",
|
||
L"坦克",
|
||
L"直升飞机", //an abbreviation for Helicopter
|
||
};
|
||
|
||
|
||
//These are messages Used in the Tactical Screen
|
||
|
||
CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||
{
|
||
L"空袭",
|
||
L"自动包扎?",
|
||
|
||
// CAMFIELD NUKE THIS and add quote #66.
|
||
|
||
L"%s发现运来的货品短缺了几件。",
|
||
|
||
// The %s is a string from pDoorTrapStrings
|
||
|
||
L"锁上有%s。",
|
||
L"没有上锁。",
|
||
L"成功!",
|
||
L"失败。",
|
||
L"成功!",
|
||
L"失败",
|
||
L"锁上没有被设置陷阱。",
|
||
L"成功!",
|
||
// The %s is a merc name
|
||
L"%s没有对应的钥匙。",
|
||
L"锁上的陷阱被解除了。",
|
||
L"锁上没有被设置陷阱。",
|
||
L"锁住了。",
|
||
L"门",
|
||
L"有陷阱的",
|
||
L"锁住的",
|
||
L"没锁的",
|
||
L"被打烂的",
|
||
L"这里有一个开关。启动它吗?",
|
||
L"解除陷阱?",
|
||
L"上一个...",
|
||
L"下一个...",
|
||
L"更多的...",
|
||
|
||
// In the next 2 strings, %s is an item name
|
||
|
||
L"%s被放在地上了。",
|
||
L"%s被交给%s了。",
|
||
|
||
// In the next 2 strings, %s is a name
|
||
|
||
L"%s已经被完全支付。",
|
||
L"%s还拖欠%d。",
|
||
L"选择引爆的频率", //in this case, frequency refers to a radio signal
|
||
L"设定几个回合后爆炸: ", //how much time, in turns, until the bomb blows
|
||
L"设定遥控雷管的频率: ",//in this case, frequency refers to a radio signal
|
||
L"解除诡雷?",
|
||
L"移掉蓝旗?",
|
||
L"在这里插上蓝旗吗?",
|
||
L"结束回合",
|
||
|
||
// In the next string, %s is a name. Stance refers to way they are standing.
|
||
|
||
L"你确定要攻击%s吗?",
|
||
L"车辆无法变动姿势。",
|
||
L"机器人无法变动姿势。",
|
||
|
||
// In the next 3 strings, %s is a name
|
||
|
||
L"%s无法在这里变为该姿势。",
|
||
L"%s无法在这里被包扎。",
|
||
L"%s不需要包扎。",
|
||
L"不能移动到那儿。",
|
||
L"你的队伍已经满员了。没有空位雇佣新队员。", //there's no room for a recruit on the player's team
|
||
|
||
// In the next string, %s is a name
|
||
|
||
L"%s已经被招募。",
|
||
|
||
// Here %s is a name and %d is a number
|
||
|
||
L"尚拖欠%s$%d.",
|
||
|
||
// In the next string, %s is a name
|
||
|
||
L"护送%s吗?",
|
||
|
||
// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)
|
||
|
||
L"要雇佣%s吗(每日得支付%s)?",
|
||
|
||
// This line is used repeatedly to ask player if they wish to participate in a boxing match.
|
||
|
||
L"你要进行拳击比赛吗?",
|
||
|
||
// In the next string, the first %s is an item name and the
|
||
// second %s is an amount of money (including $ sign)
|
||
|
||
L"要买%s吗(得支付%s)?",
|
||
|
||
// In the next string, %s is a name
|
||
|
||
L"%s接受第%d小队的护送。",
|
||
|
||
// These messages are displayed during play to alert the player to a particular situation
|
||
|
||
L"卡壳", //weapon is jammed.
|
||
L"机器人需要%s口径的子弹。", //Robot is out of ammo
|
||
L"扔到那儿?那不可能。", //Merc can't throw to the destination he selected
|
||
|
||
// These are different buttons that the player can turn on and off.
|
||
|
||
L"潜行模式 (|Z)",
|
||
L"地图屏幕 (|M)",
|
||
L"结束回合 (|D)",
|
||
L"谈话",
|
||
L"禁音",
|
||
L"起身 (|P|g|U|p)",
|
||
L"光标层次 (|T|a|b)",
|
||
L"攀爬/跳跃",
|
||
L"伏下 (|P|g|D|n)",
|
||
L"检查",
|
||
L"上一个佣兵",
|
||
L"下一个佣兵 (|S|p|a|c|e)",
|
||
L"选项 (|O)",
|
||
L"扫射模式 (|B)",
|
||
L"查看/转向(|L)",
|
||
L"生命: %d/%d\n精力: %d/%d\n士气: %s",
|
||
L"厄?", //this means "what?"
|
||
L"继续", //an abbrieviation for "Continued"
|
||
L"对%s关闭禁音模式。",
|
||
L"对%s打开禁音模式。",
|
||
L"耐久度: %d/%d\n油量: %d/%d",
|
||
L"下车",
|
||
L"切换小队 ( |S|h|i|f|t |S|p|a|c|e )",
|
||
L"驾驶",
|
||
L"N/A", //this is an acronym for "Not Applicable."
|
||
L"使用 (拳头)",
|
||
L"使用 (武器)",
|
||
L"使用 (刀具)",
|
||
L"使用 (爆炸品)",
|
||
L"使用 (医疗用品)",
|
||
L"(抓住)",
|
||
L"(装填弹药)",
|
||
L"(给予)",
|
||
L"%s被触发了。",
|
||
L"%s已到达。",
|
||
L"%s用完了行动点数(AP)。",
|
||
L"%s无法行动。",
|
||
L"%s包扎好了。",
|
||
L"%s用完了绷带。",
|
||
L"这个分区中有敌军。",
|
||
L"视野中没有敌军。",
|
||
L"没有足够的行动点数(AP)。",
|
||
L"没人使用遥控器。",
|
||
L"扫射光了子弹!",
|
||
L"敌兵",
|
||
L"异形",
|
||
L"民兵",
|
||
L"平民",
|
||
L"僵尸",
|
||
L"离开分区",
|
||
L"确定",
|
||
L"取消",
|
||
L"选择佣兵",
|
||
L"小队的所有佣兵",
|
||
L"前往分区",
|
||
L"前往地图",
|
||
L"你不能从这边离开这个分区。",
|
||
L"你不能在回合制模式离开。",
|
||
L"%s太远了。",
|
||
L"不显示树冠",
|
||
L"显示树冠",
|
||
L"乌鸦" , //Crow, as in the large black bird
|
||
L"颈部",
|
||
L"头部",
|
||
L"躯体",
|
||
L"腿部",
|
||
L"要告诉女王她想知道的情报吗?",
|
||
L"获得指纹ID",
|
||
L"指纹ID无效。无法使用该武器。",
|
||
L"达成目标",
|
||
L"路被堵住了",
|
||
L"存钱/取钱", //Help text over the $ button on the Single Merc Panel
|
||
L"没人需要包扎。",
|
||
L"卡壳", // Short form of JAMMED, for small inv slots
|
||
L"无法到达那里。", // used ( now ) for when we click on a cliff
|
||
L"路被堵住了。你要和这个人交换位置吗?",
|
||
L"那人拒绝移动。",
|
||
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
|
||
L"你同意支付%s吗?",
|
||
L"你要接受免费治疗吗?",
|
||
L"你同意让佣兵和Daryl结婚吗?",
|
||
L"钥匙面板",
|
||
L"你不能这样用EPC。",
|
||
L"不杀Krott?",
|
||
L"超出武器的有效射程。",
|
||
L"矿工",
|
||
L"车辆只能在分区间旅行",
|
||
L"现在不能自动包扎",
|
||
L"%s被堵住了",
|
||
L"被Deidranna的军队俘虏的佣兵,被关押在这里!",
|
||
L"锁被击中了",
|
||
L"锁被破坏了",
|
||
L"其他人在使用这扇门。",
|
||
L"耐久度: %d/%d\n油量: %d/%d",
|
||
L"%s看不见%s。", // Cannot see person trying to talk to
|
||
L"附件被移除",
|
||
L"你已经有了两辆车,无法拥有更多的车辆。",
|
||
|
||
// added by Flugente for defusing/setting up trap networks
|
||
L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):",
|
||
L"Set defusing frequency:",
|
||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||
|
||
// added by Flugente to display health and poisoning
|
||
L"生命: %d/%d\n毒性: %d/%d\n精力: %d/%d\n士气: %s",
|
||
|
||
// added by Flugente to display food status
|
||
L"生命: %d/%d\n精力: %d/%d\n士气: %s\n口渴: %d%s\n饥饿: %d%s",
|
||
L"生命: %d/%d\n毒性: %d/%d\n精力: %d/%d\n士气: %s\n口渴: %d%s\n饥饿: %d%s",
|
||
|
||
// added by Flugente: selection of a function to call in tactical
|
||
L"1 - Fill Canteens 2 - Clean one gun 3 - Clean all guns 4 - Nothing", // TODO.Translate
|
||
|
||
// added by Flugente: decide what to do with the corpses
|
||
L"1 - Decapitate 2 - Gut 3 - Take Clothes 4 - Take Body", // TODO.Translate
|
||
|
||
// Flugente: weapon cleaning // TODO.Translate
|
||
L"%s cleaned %s",
|
||
};
|
||
|
||
//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"如果勾中,将立即进入邻近的分区。",
|
||
L"如果勾中,你将被立即自动放置在地图屏幕,\n因为你的佣兵要花些时间来行军。",
|
||
|
||
//If you attempt to leave a sector when you have multiple squads in a hostile sector.
|
||
L"该分区被敌军占据。你不能将佣兵留在这里。\n在进入其他分区前,你必须把这里的问题解决。",
|
||
|
||
//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"让留下的佣兵离开本分区,\n将立即进入邻近的分区。",
|
||
L"让留下的佣兵离开本分区,\n你将被立即自动放置在地图屏幕,\n因为你的佣兵要花些时间来行军。",
|
||
|
||
//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需要被你的佣兵护送,他(她)无法独自离开本分区。",
|
||
|
||
//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无法独自离开本分区,因为他得护送%s。", //male singular
|
||
L"%s无法独自离开本分区,因为她得护送%s。", //female singular
|
||
L"%s无法独自离开本分区,因为他得护送多人。", //male plural
|
||
L"%s无法独自离开本分区,因为她得护送多人。", //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"如果要让小队在分区间移动的话,\n你的全部队员都必须在附近。",
|
||
|
||
L"", //UNUSED
|
||
|
||
//Standard helptext for single movement. Explains what will happen (splitting the squad)
|
||
L"如果勾中, %s将独自行军,\n而且被自动重新分配到一个单独的小队中。",
|
||
|
||
//Standard helptext for all movement. Explains what will happen (moving the squad)
|
||
L"如果勾中,你当前选中的小队\n将会离开本分区,开始行军。",
|
||
|
||
//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正在被你的佣兵护送,他(她)无法独自离开本分区。你的佣兵必须在附近以护送他(她)离开。",
|
||
};
|
||
|
||
|
||
|
||
STR16 pRepairStrings[] =
|
||
{
|
||
L"物品", // tell merc to repair items in inventor
|
||
L"SAM导弹基地", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
|
||
L"取消", // cancel this menu
|
||
L"机器人", // 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"丧失",// the merc has lost a statistic
|
||
L"获得",// the merc has gained a statistic
|
||
L"点",// singular
|
||
L"点",// plural
|
||
L"级",//singular
|
||
L"级",//plural
|
||
};
|
||
|
||
STR16 sStatGainStrings[] =
|
||
{
|
||
L"生命。",
|
||
L"敏捷。",
|
||
L"灵巧。",
|
||
L"智慧。",
|
||
L"医疗技能。",
|
||
L"爆破技能。",
|
||
L"机械技能。",
|
||
L"枪法技能。",
|
||
L"级别",
|
||
L"力量",
|
||
L"领导",
|
||
};
|
||
|
||
|
||
STR16 pHelicopterEtaStrings[] =
|
||
{
|
||
L"总距离: ", // total distance for helicopter to travel
|
||
L"安全: ", // distance to travel to destination
|
||
L"不安全: ", // distance to return from destination to airport
|
||
L"总价: ", // total cost of trip by helicopter
|
||
L"耗时: ", // ETA is an acronym for "estimated time of arrival"
|
||
L"直升机油量不够,必须在敌占区着陆。", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
|
||
L"乘客: ",
|
||
L"选择Skyrider还是“着陆点”?",
|
||
L"Skyrider",
|
||
L"着陆点",
|
||
};
|
||
|
||
STR16 sMapLevelString[] =
|
||
{
|
||
L"地层: ", // what level below the ground is the player viewing in mapscreen
|
||
};
|
||
|
||
STR16 gsLoyalString[] =
|
||
{
|
||
L"忠诚度: ", // 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"不能在地底下达行军命令。",
|
||
};
|
||
|
||
STR16 gsTimeStrings[] =
|
||
{
|
||
L"小时", // hours abbreviation
|
||
L"分钟", // minutes abbreviation
|
||
L"秒", // seconds abbreviation
|
||
L"日", // days abbreviation
|
||
};
|
||
|
||
// text for the various facilities in the sector
|
||
|
||
STR16 sFacilitiesStrings[] =
|
||
{
|
||
L"无",
|
||
L"医院",
|
||
L"工厂",
|
||
L"监狱",
|
||
L"军事基地",
|
||
L"机场",
|
||
L"靶场", // a field for soldiers to practise their shooting skills
|
||
};
|
||
|
||
// text for inventory pop up button
|
||
|
||
STR16 pMapPopUpInventoryText[] =
|
||
{
|
||
L"存货",
|
||
L"离开",
|
||
};
|
||
|
||
// town strings
|
||
|
||
STR16 pwTownInfoStrings[] =
|
||
{
|
||
L"大小", // 0 // size of the town in sectors
|
||
L"", // blank line, required
|
||
L"占领度", // how much of town is controlled
|
||
L"无", // none of this town
|
||
L"矿区", // mine associated with this town
|
||
L"忠诚度", // 5 // the loyalty level of this town
|
||
L"民兵", // the forces in the town trained by the player
|
||
L"",
|
||
L"主要设施", // main facilities in this town
|
||
L"等级", // the training level of civilians in this town
|
||
L"民兵训练度", // 10 // state of civilian training in town
|
||
L"民兵", // the state of the trained civilians in the town
|
||
L"巡逻民兵", // L"Mobile Training", // HEADROCK HAM 3.6: The stat of Mobile militia training in town
|
||
};
|
||
|
||
// Mine strings
|
||
|
||
STR16 pwMineStrings[] =
|
||
{
|
||
L"矿井", // 0
|
||
L"银块",
|
||
L"金块",
|
||
L"当前日产量",
|
||
L"最高产量",
|
||
L"废弃", // 5
|
||
L"关闭",
|
||
L"矿脉耗尽",
|
||
L"生产",
|
||
L"状态",
|
||
L"生产率",
|
||
L"矿石类型", // 10
|
||
L"占领度",
|
||
L"忠诚度",
|
||
// L"在岗矿工",
|
||
};
|
||
|
||
// blank sector strings
|
||
|
||
STR16 pwMiscSectorStrings[] =
|
||
{
|
||
L"敌军",
|
||
L"分区",
|
||
L"物品数量",
|
||
L"未知",
|
||
L"已占领",
|
||
L"是",
|
||
L"否",
|
||
};
|
||
|
||
// error strings for inventory
|
||
|
||
STR16 pMapInventoryErrorString[] =
|
||
{
|
||
L"%s不够近。", //Merc is in sector with item but not close enough
|
||
L"无法选择该佣兵。", //MARK CARTER
|
||
L"%s不在这个分区,不能拿到这个物品。",
|
||
L"在战斗时,你只能动手捡起物品。",
|
||
L"在战斗时,你只能动手放下物品。",
|
||
L"%s不在该分区,不能放下那个物品。",
|
||
L"在战斗时你没有时间开启成箱的弹药。",
|
||
};
|
||
|
||
STR16 pMapInventoryStrings[] =
|
||
{
|
||
L"位置", // sector these items are in
|
||
L"物品总数", // total number of items in sector
|
||
};
|
||
|
||
|
||
// help text for the user
|
||
|
||
STR16 pMapScreenFastHelpTextList[] =
|
||
{
|
||
L"如果要改变佣兵的分配任务,比如分到另一个小队、当医生、进行修理等,请按 '任务' 栏。",
|
||
L"要让佣兵以另一个分区为行军目标,请按'Dest'栏。",
|
||
L"一旦对佣兵下达了行军命令 ,请按时间压缩按钮以让他们开始行进。",
|
||
L"鼠标左击以选择该分区。再次鼠标左击以对佣兵下达行军命令, 或者鼠标右击以获取分区信息小结。",
|
||
L"任何时候在该屏幕下都可以按'h'键,以弹出帮助窗口。",
|
||
L"测试文本",
|
||
L"测试文本",
|
||
L"测试文本",
|
||
L"测试文本",
|
||
L"您尚未开始Arulco之旅,现在在这个屏幕上您无事可做。当您把队员都雇佣好后,请左击右下方的“时间压缩”按钮。这样在您的队伍到达Arulco前,时间就前进了。",
|
||
};
|
||
|
||
// movement menu text
|
||
|
||
STR16 pMovementMenuStrings[] =
|
||
{
|
||
L"调动佣兵", // title for movement box
|
||
L"安排行军路线", // done with movement menu, start plotting movement
|
||
L"取消", // cancel this menu
|
||
L"其他", // title for group of mercs not on squads nor in vehicles
|
||
};
|
||
|
||
|
||
STR16 pUpdateMercStrings[] =
|
||
{
|
||
L"糟了: ", // an error has occured
|
||
L"佣兵合同到期了: ", // this pop up came up due to a merc contract ending
|
||
L"佣兵完成了分配的任务: ", // this pop up....due to more than one merc finishing assignments
|
||
L"佣兵醒来了,继续干活: ", // this pop up ....due to more than one merc waking up and returing to work
|
||
L"佣兵困倦了: ", // this pop up ....due to more than one merc being tired and going to sleep
|
||
L"合同快到期了: ", // this pop up came up due to a merc contract ending
|
||
};
|
||
|
||
// map screen map border buttons help text
|
||
|
||
STR16 pMapScreenBorderButtonHelpText[] =
|
||
{
|
||
L"显示城镇 (|W)",
|
||
L"显示矿井 (|M)",
|
||
L"显示队伍和敌人 (|T)",
|
||
L"显示领空 (|A)",
|
||
L"显示物品 (|I)",
|
||
L"显示民兵和敌人 (|Z)",
|
||
L"显示民兵移动 (|R)", // HEADROCK HAM 4: Mobile Restrictions Button
|
||
};
|
||
|
||
STR16 pMapScreenInvenButtonHelpText[] =
|
||
{
|
||
L"下一页 (|.)", // next page
|
||
L"上一页 (|,)", // previous page
|
||
L"离开 (|E|s|c)", // exit sector inventory
|
||
L"放大", // HEAROCK HAM 5: Inventory Zoom Button
|
||
L"合并堆叠同类的物品", // HEADROCK HAM 5: Stack and Merge
|
||
L"|L|e|f|t |C|l|i|c|k: 将子弹分类装入弹箱\n|R|i|g|h|t |C|l|i|c|k: 将子弹分类装入纸盒", // HEADROCK HAM 5: Sort ammo
|
||
// 6 - 10
|
||
L"移除所有物品的附件", // HEADROCK HAM 5: Separate Attachments
|
||
L"退出所有武器的子弹", //HEADROCK HAM 5: Eject Ammo
|
||
L"|L|e|f|t |C|l|i|c|k: 显示全部物品\n|R|i|g|h|t |C|l|i|c|k: 隐藏全部物品", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示武器\n|R|i|g|h|t |C|l|i|c|k|: 只显示武器", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示弹药\n|R|i|g|h|t |C|l|i|c|k: 只显示弹药", // HEADROCK HAM 5: Filter Button
|
||
// 11 - 15
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示爆炸物\n|R|i|g|h|t |C|l|i|c|k: 只显示爆炸物", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示近战武器\n|R|i|g|h|t |C|l|i|c|k: 只显示近战武器", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示护甲\n|R|i|g|h|t |C|l|i|c|k: 只显示护甲", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示携行具\n|R|i|g|h|t |C|l|i|c|k: 只显示携行具", // HEADROCK HAM 5: Filter Button
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示套装包\n|R|i|g|h|t |C|l|i|c|k: 只显示套装包", // HEADROCK HAM 5: Filter Button
|
||
// 16 - 20
|
||
L"|L|e|f|t |C|l|i|c|k: 切换是否显示杂项物品\n|R|i|g|h|t |C|l|i|c|k: 只显示杂项物品", // HEADROCK HAM 5: Filter Button
|
||
};
|
||
|
||
STR16 pMapScreenBottomFastHelp[] =
|
||
{
|
||
L"笔记本电脑 (|L)",
|
||
L"战术屏幕 (|E|s|c)",
|
||
L"选项 (|O)",
|
||
L"时间压缩 (|+)", // time compress more
|
||
L"时间压缩 (|-)", // time compress less
|
||
L"上一信息 (|U|p)\n上一页 (|P|g|U|p)", // previous message in scrollable list
|
||
L"下一信息 (|D|o|w|n)\n下一页 (|P|g|D|n)", // next message in the scrollable list
|
||
L"开始/停止时间压缩 (|S|p|a|c|e)", //"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression
|
||
};
|
||
|
||
STR16 pMapScreenBottomText[] =
|
||
{
|
||
L"帐户余额", // current balance in player bank account
|
||
};
|
||
|
||
STR16 pMercDeadString[] =
|
||
{
|
||
L"%s死了。",
|
||
};
|
||
|
||
|
||
STR16 pDayStrings[] =
|
||
{
|
||
L"日",
|
||
};
|
||
|
||
// the list of email sender names
|
||
|
||
CHAR16 pSenderNameList[500][128] =
|
||
{
|
||
L"",
|
||
};
|
||
/*
|
||
{
|
||
L"Enrico",
|
||
L"Psych Pro Inc",
|
||
L"Help Desk",
|
||
L"Psych Pro Inc",
|
||
L"Speck",
|
||
L"R.I.S.", //5
|
||
L"Barry",
|
||
L"Blood",
|
||
L"Lynx",
|
||
L"Grizzly",
|
||
L"Vicki", //10
|
||
L"Trevor",
|
||
L"Grunty",
|
||
L"Ivan",
|
||
L"Steroid",
|
||
L"Igor", //15
|
||
L"Shadow",
|
||
L"Red",
|
||
L"Reaper",
|
||
L"Fidel",
|
||
L"Fox", //20
|
||
L"Sidney",
|
||
L"Gus",
|
||
L"Buns",
|
||
L"Ice",
|
||
L"Spider", //25
|
||
L"Cliff",
|
||
L"Bull",
|
||
L"Hitman",
|
||
L"Buzz",
|
||
L"Raider", //30
|
||
L"Raven",
|
||
L"Static",
|
||
L"Len",
|
||
L"Danny",
|
||
L"Magic",
|
||
L"Stephen",
|
||
L"Scully",
|
||
L"Malice",
|
||
L"Dr.Q",
|
||
L"Nails",
|
||
L"Thor",
|
||
L"Scope",
|
||
L"Wolf",
|
||
L"MD",
|
||
L"Meltdown",
|
||
//----------
|
||
L"M.I.S. Insurance",
|
||
L"Bobby Rays",
|
||
L"Kingpin",
|
||
L"John Kulba",
|
||
L"A.I.M.",
|
||
};
|
||
*/
|
||
|
||
// next/prev strings
|
||
|
||
STR16 pTraverseStrings[] =
|
||
{
|
||
L"上一个",
|
||
L"下一个",
|
||
};
|
||
|
||
// new mail notify string
|
||
|
||
STR16 pNewMailStrings[] =
|
||
{
|
||
L"你有新的邮件...",
|
||
};
|
||
|
||
|
||
// confirm player's intent to delete messages
|
||
|
||
STR16 pDeleteMailStrings[] =
|
||
{
|
||
L"删除邮件?",
|
||
L"删除未读的邮件?",
|
||
};
|
||
|
||
|
||
// the sort header strings
|
||
|
||
STR16 pEmailHeaders[] =
|
||
{
|
||
L"来自: ",
|
||
L"标题: ",
|
||
L"日期: ",
|
||
};
|
||
|
||
// email titlebar text
|
||
|
||
STR16 pEmailTitleText[] =
|
||
{
|
||
L"邮箱",
|
||
};
|
||
|
||
|
||
// the financial screen strings
|
||
STR16 pFinanceTitle[] =
|
||
{
|
||
L"帐簿", //the name we made up for the financial program in the game
|
||
};
|
||
|
||
STR16 pFinanceSummary[] =
|
||
{
|
||
L"收入: ", // credit (subtract from) to player's account
|
||
L"支出: ", // debit (add to) to player's account
|
||
L"昨日实际收入: ",
|
||
L"昨日其他存款: ",
|
||
L"昨日支出: ",
|
||
L"昨日日终余额: ",
|
||
L"今日实际收入: ",
|
||
L"今日其他存款: ",
|
||
L"今日支出: ",
|
||
L"今日当前余额: ",
|
||
L"预期收入: ",
|
||
L"明日预计余额: ", // projected balance for player for tommorow
|
||
};
|
||
|
||
|
||
// headers to each list in financial screen
|
||
|
||
STR16 pFinanceHeaders[] =
|
||
{
|
||
L"天数", // the day column
|
||
L"收入", // the credits column (to ADD money to your account)
|
||
L"支出", // the debits column (to SUBTRACT money from your account)
|
||
L"交易记录", // transaction type - see TransactionText below
|
||
L"余额", // balance at this point in time
|
||
L"页数", // page number
|
||
L"日", // the day(s) of transactions this page displays
|
||
};
|
||
|
||
|
||
STR16 pTransactionText[] =
|
||
{
|
||
L"自然增值利息", // interest the player has accumulated so far
|
||
L"匿名存款",
|
||
L"交易费用",
|
||
L"已雇佣", // Merc was hired
|
||
L"在Bobby Ray购买货品", // Bobby Ray is the name of an arms dealer
|
||
L"在M.E.R.C开户。",
|
||
L"%s的医疗保证金", // medical deposit for merc
|
||
L"IMP心理剖析分析", // IMP is the acronym for International Mercenary Profiling
|
||
L"为%s购买保险",
|
||
L"缩短%s的保险期限",
|
||
L"延长%s的保险期限", // johnny contract extended
|
||
L"取消%s的保险",
|
||
L"%s的保险索赔", // insurance claim for merc
|
||
L"1日", // merc's contract extended for a day
|
||
L"1周", // merc's contract extended for a week
|
||
L"2周", // ... for 2 weeks
|
||
L"采矿收入",
|
||
L"", //String nuked
|
||
L"买花",
|
||
L"%s的医疗保证金的全额退款",
|
||
L"%s的医疗保证金的部分退款",
|
||
L"%s的医疗保证金没有退款",
|
||
L"付给%s金钱",// %s is the name of the npc being paid
|
||
L"支付给%s的佣金", // transfer funds to a merc
|
||
L"%s退回的佣金", // transfer funds from a merc
|
||
L"在%s训练民兵", // initial cost to equip a town's militia
|
||
L"向%s购买了物品。", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
|
||
L"%s存款",
|
||
L"将装备卖给了当地人",
|
||
L"工厂使用", // L"Facility Use", // HEADROCK HAM 3.6
|
||
L"民兵保养", // L"Militia upkeep", // HEADROCK HAM 3.6
|
||
};
|
||
|
||
STR16 pTransactionAlternateText[] =
|
||
{
|
||
L"的保险", // insurance for a merc
|
||
L"延长%s的合同一日。", // entend mercs contract by a day
|
||
L"延长%s的合同一周。",
|
||
L"延长%s的合同两周。",
|
||
};
|
||
|
||
// helicopter pilot payment
|
||
|
||
STR16 pSkyriderText[] =
|
||
{
|
||
L"付给 Skyrider $%d", // skyrider was paid an amount of money
|
||
L"还欠 Skyrider $%d", // skyrider is still owed an amount of money
|
||
L"Skyrider 完成补给汽油",// skyrider has finished refueling
|
||
L"",//unused
|
||
L"",//unused
|
||
L"Skyrider 已作好再次飞行的准备。", // Skyrider was grounded but has been freed
|
||
L"Skyrider 没有乘客。如果你试图运送这个分区的佣兵,首先要分配他们进入“交通工具”->“直升飞机”。",
|
||
};
|
||
|
||
|
||
// strings for different levels of merc morale
|
||
|
||
STR16 pMoralStrings[] =
|
||
{
|
||
L"高涨",
|
||
L"良好",
|
||
L"稳定",
|
||
L"低下",
|
||
L"恐慌",
|
||
L"糟糕",
|
||
};
|
||
|
||
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
|
||
|
||
STR16 pLeftEquipmentString[] =
|
||
{
|
||
L"%s的装备现在可以在Omerta (A9)获得。",
|
||
L"%s的装备现在可以在Drassen (B13)获得。",
|
||
};
|
||
|
||
// Status that appears on the Map Screen
|
||
|
||
STR16 pMapScreenStatusStrings[] =
|
||
{
|
||
L"生命",
|
||
L"精力",
|
||
L"士气",
|
||
L"状态", // the condition of the current vehicle (its "health")
|
||
L"油量", // the fuel level of the current vehicle (its "energy")
|
||
L"毒性", // Posion
|
||
L"口渴", // drink level
|
||
L"饥饿", // food level
|
||
};
|
||
|
||
|
||
STR16 pMapScreenPrevNextCharButtonHelpText[] =
|
||
{
|
||
L"上一佣兵 (|L|e|f|t)", //"Previous Merc (|L|e|f|t)", // previous merc in the list
|
||
L"下一佣兵 (|R|i|g|h|t)", //"Next Merc (|R|i|g|h|t)", // next merc in the list
|
||
};
|
||
|
||
|
||
STR16 pEtaString[] =
|
||
{
|
||
L"耗时: ", // eta is an acronym for Estimated Time of Arrival
|
||
};
|
||
|
||
STR16 pTrashItemText[] =
|
||
{
|
||
L"你将不会再见到它了。你确定吗?", // do you want to continue and lose the item forever
|
||
L"这个物品看起来非常非常重要。你真的要扔掉它吗?", // does the user REALLY want to trash this item
|
||
};
|
||
|
||
|
||
STR16 pMapErrorString[] =
|
||
{
|
||
L"小队不能行军,因为有人在睡觉。",
|
||
|
||
//1-5
|
||
L"首先要回到地面,才能移动小队。",
|
||
L"行军?那里是敌占区!",
|
||
L"必须给佣兵分配小队或者交通工具才能开始行军。",
|
||
L"你现在没有任何队员。", // you have no members, can't do anything
|
||
L"佣兵无法遵从命令。", // merc can't comply with your order
|
||
//6-10
|
||
L"需要有人护送才能行军。请把他分进一个小队里。", // merc can't move unescorted .. for a male
|
||
L"需要有人护送才能行军。请把她分进一个小队里。", // for a female
|
||
#ifdef JA2UB
|
||
L"佣兵尚未到达Tracona!",
|
||
#else
|
||
L"佣兵尚未到达Arulco!",
|
||
#endif
|
||
L"看来得先谈妥合同。",
|
||
L"无法发出行军命令。目前有空袭。",
|
||
//11-15
|
||
L"行军? 这里正在战斗中!",
|
||
L"你在分区%s被血猫伏击了!",
|
||
L"你刚刚进入了 %s 分区,这里是血猫的巢穴!", // HEADROCK HAM 3.6: Added argument.
|
||
L"",
|
||
L"在%s的SAM导弹基地被敌军占领了。",
|
||
//16-20
|
||
L"在%s的矿井被敌军占领了。你的日收入下降为每日%s。",
|
||
L"敌军未遭到抵抗,就占领了%s",
|
||
L"至少有一名你的佣兵不能被分配这个任务。",
|
||
L"%s无法加入%s,因为它已经满员了",
|
||
L"%s无法加入%s,因为它太远了。",
|
||
//21-25
|
||
L"在%s的矿井被敌军占领了!",
|
||
L"敌军入侵了%s处的SAM导弹基地",
|
||
L"敌军入侵了%s",
|
||
L"敌军在%s出没。",
|
||
L"敌军占领了%s.",
|
||
//26-30
|
||
L"你的佣兵中至少有一人不能睡眠。",
|
||
L"你的佣兵中至少有一人不能醒来。",
|
||
L"训练完毕,才会出现民兵。",
|
||
L"现在无法对%s下达行军命令。",
|
||
L"不在城镇边界的民兵无法行军到另一个分区。",
|
||
//31-35
|
||
L"你不能在%s拥有民兵。",
|
||
L"车是空的,无法移动。!",
|
||
L"%s受伤太严重了,无法行军!",
|
||
L"你必须首先离开博物馆!",
|
||
L"%s死了!",
|
||
//36-40
|
||
L"%s无法转到%s因为它在移动中",
|
||
L"%s无法那样进入交通工具",
|
||
L"%s无法加入%s",
|
||
L"在你雇佣新的佣兵前,你不能压缩时间。",
|
||
L"车辆只能在公路上开!",
|
||
//41-45
|
||
L"在佣兵移动时,你不能重新分配任务",
|
||
L"车辆没油了!",
|
||
L"%s太累了,以致不能行军。",
|
||
L"车上没有人能够驾驶。",
|
||
L"这个小队的佣兵现在不能移动。",
|
||
//46-50
|
||
L"其他佣兵现在不能移动。",
|
||
L"车辆被损坏得太严重了!",
|
||
L"每个分区只能由两名佣兵来训练民兵。",
|
||
L"没有遥控员,机器人无法移动。请把他们分配在同一个小队。",
|
||
};
|
||
|
||
|
||
// help text used during strategic route plotting
|
||
STR16 pMapPlotStrings[] =
|
||
{
|
||
L"再点击一下目的地以确认你的最后路线,或者点击下一个分区以设置更多的路点。",
|
||
L"行军路线已确认。",
|
||
L"目的地未改变。",
|
||
L"行军路线已取消。",
|
||
L"行军路线已缩短。",
|
||
};
|
||
|
||
|
||
// help text used when moving the merc arrival sector
|
||
STR16 pBullseyeStrings[] =
|
||
{
|
||
L"点击你想让佣兵着陆的分区。",
|
||
L"好的。佣兵将在%s着陆",
|
||
L"佣兵不能飞往那里,领空不安全!",
|
||
L"取消。着陆分区未改变",
|
||
L"%s上的领空现在不安全了!着陆分区被改为%s。",
|
||
};
|
||
|
||
|
||
// help text for mouse regions
|
||
|
||
STR16 pMiscMapScreenMouseRegionHelpText[] =
|
||
{
|
||
L"进入存货屏幕 (|E|n|t|e|r)",
|
||
L"扔掉物品", //"Throw Item Away",
|
||
L"离开存货屏幕 (|E|n|t|e|r)",
|
||
};
|
||
|
||
|
||
|
||
// male version of where equipment is left
|
||
STR16 pMercHeLeaveString[] =
|
||
{
|
||
#ifdef JA2UB
|
||
L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
|
||
L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
|
||
#else
|
||
L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
|
||
L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
|
||
#endif
|
||
L"要离开了,他的装备将被留在Omerta (A9)。",
|
||
L"要离开了,他的装备将被留在Drassen (B13)。",
|
||
L"%s要离开了,他的装备将被留在%s。",
|
||
};
|
||
|
||
|
||
// female version
|
||
STR16 pMercSheLeaveString[] =
|
||
{
|
||
#ifdef JA2UB
|
||
L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
|
||
L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
|
||
#else
|
||
L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
|
||
L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
|
||
#endif
|
||
L"要离开了,她的装备将被留在Omerta (A9)。",
|
||
L"要离开了,她的装备将被留在Drassen (B13)。",
|
||
L"%s要离开了,她的装备将被留在%s。",
|
||
};
|
||
|
||
|
||
STR16 pMercContractOverStrings[] =
|
||
{
|
||
L"的合同到期了,所以他回家了。",
|
||
L"的合同到期了,所以她回家了。",
|
||
L"的合同中止了,所以他离开了。",
|
||
L"的合同中止了,所以她离开了。",
|
||
L"你欠了M.E.R.C.太多钱,所以%s离开了。",
|
||
};
|
||
|
||
// Text used on IMP Web Pages
|
||
|
||
// WDS: Allow flexible numbers of IMPs of each sex
|
||
// note: I only updated the English text to remove "three" below
|
||
STR16 pImpPopUpStrings[] =
|
||
{
|
||
L"无效的授权号",
|
||
L"你试图重新开始整个测试。你确定吗?",
|
||
L"请输入正确的全名和性别。",
|
||
L"对你的财政状况的预先分析显示了你无法负担心理剖析的费用。",
|
||
L"现在不是个有效的选择。",
|
||
L"要进行心理剖析,你的队伍中必须至少留一个空位。",
|
||
L"测试完毕。",
|
||
L"无法从磁盘上读入I.M.P.人物数据。",
|
||
L"你已经达到I.M.P.人物上限。",
|
||
L"你已经达到I.M.P.该性别人物上限。",
|
||
L"你无法支付此I.M.P.人物的费用。",
|
||
L"新的I.M.P.人物加入了你的队伍。",
|
||
};
|
||
|
||
|
||
// button labels used on the IMP site
|
||
|
||
STR16 pImpButtonText[] =
|
||
{
|
||
L"关于我们", // about the IMP site
|
||
L"开始", // begin profiling
|
||
L"特长", // personality section
|
||
L"属性", // personal stats/attributes section
|
||
L"外表", // changed from portrait - SANDRO
|
||
L"嗓音%d", // the voice selection
|
||
L"完成", // done profiling
|
||
L"重新开始", // start over profiling
|
||
L"是的,我选择了高亮突出的回答。",
|
||
L"是",
|
||
L"否",
|
||
L"结束", // finished answering questions
|
||
L"上一个", // previous question..abbreviated form
|
||
L"下一个", // next question
|
||
L"是的,我确定。", // yes, I am certain
|
||
L"不,我想重新开始。",
|
||
L"是",
|
||
L"否",
|
||
L"后退", // back one page
|
||
L"取消", // cancel selection
|
||
L"是的,我确定。",
|
||
L"不,让我再看看。",
|
||
L"注册", // the IMP site registry..when name and gender is selected
|
||
L"分析...", // analyzing your profile results
|
||
L"完成",
|
||
L"性格", // Change from "Voice" - SANDRO
|
||
};
|
||
|
||
STR16 pExtraIMPStrings[] =
|
||
{
|
||
// These texts have been also slightly changed - SANDRO
|
||
L"选择完角色性格特征之后,接着选择您所掌握的技能。",
|
||
L"最后调整好你的各项属性值完成整个自创角色过程。",
|
||
L"开始实际分析,请先选择头像、声音和颜色。",
|
||
L"初步阶段完成,现在开始角色性格特征分析部分。",
|
||
};
|
||
|
||
STR16 pFilesTitle[] =
|
||
{
|
||
L"文件查看器",
|
||
};
|
||
|
||
STR16 pFilesSenderList[] =
|
||
{
|
||
L"侦察报告",
|
||
L"1号通缉令",
|
||
L"2号通缉令",
|
||
L"3号通缉令",
|
||
L"4号通缉令",
|
||
L"5号通缉令",
|
||
L"6号通缉令",
|
||
};
|
||
|
||
// Text having to do with the History Log
|
||
|
||
STR16 pHistoryTitle[] =
|
||
{
|
||
L"日志",
|
||
};
|
||
|
||
STR16 pHistoryHeaders[] =
|
||
{
|
||
L"日", // the day the history event occurred
|
||
L"页数", // the current page in the history report we are in
|
||
L"日数", // the days the history report occurs over
|
||
L"位置", // location (in sector) the event occurred
|
||
L"事件", // 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"从A.I.M雇佣了%s。",
|
||
L"从M.E.R.C雇佣了%s。",
|
||
L"%s死了。", //"%s died.", // merc was killed
|
||
L"在M.E.R.C开户。",
|
||
L"接受Enrico Chivaldori的委托", //"Accepted Assignment From Enrico Chivaldori",
|
||
//6-10
|
||
L"IMP已生成",
|
||
L"为%s购买保险。",
|
||
L"取消%s的保险合同。",
|
||
L"收到%s的保险索赔。",
|
||
L"延长一日%s的合同。",
|
||
//11-15
|
||
L"延长一周%s的合同。",
|
||
L"延长两周%s的合同。",
|
||
L"%s被解雇了。",
|
||
L"%s退出了。",
|
||
L"开始任务。",
|
||
//16-20
|
||
L"完成任务。",
|
||
L"和%s的矿主交谈",
|
||
L"解放了%s",
|
||
L"启用作弊",
|
||
L"食物会在明天送达Omerta",
|
||
//21-25
|
||
L"%s离队并成为了Daryl Hick的妻子",
|
||
L"%s的合同到期了。",
|
||
L"招募了%s。",
|
||
L"Enrico抱怨进展缓慢",
|
||
L"战斗胜利",
|
||
//26-30
|
||
L"%s的矿井开始缺乏矿石",
|
||
L"%s的矿井采完了矿石",
|
||
L"%s的矿井关闭了", //"%s mine was shut down",
|
||
L"%s的矿井复工了",
|
||
L"发现一个叫Tixa的监狱。",
|
||
//31-35
|
||
L"打听到一个叫Orta的秘密武器工厂。",
|
||
L"在Orta的科学家捐赠了大量的火箭枪。",
|
||
L"Deidranna女王在利用死尸做某些事情。",
|
||
L"Frank谈到了在San Mona的拳击比赛。",
|
||
L"一个病人说他在矿井里看到了一些东西。",
|
||
//36-40
|
||
L"遇到一个叫Devin的人,他出售爆炸物。",
|
||
L"偶遇Mike,前AIM名人!",
|
||
L"遇到Tony,他做武器买卖。",
|
||
L"从Krott中士那里得到一把火箭枪。",
|
||
L"把Angel皮衣店的契约给了Kyle。",
|
||
//41-45
|
||
L"Madlab提议做一个机器人。",
|
||
L"Gabby能制作对付虫子的隐形药。",
|
||
L"Keith歇业了。",
|
||
L"Howard给Deidranna女王提供氰化物。",
|
||
L"遇到Keith -Cambria的杂货商。",
|
||
//46-50
|
||
L"遇到Howrd,一个在Balime的医药商。",
|
||
L"遇到Perko,他开了一家小修理档口。。",
|
||
L"遇到在Balime的Sam,他有一家五金店。",
|
||
L"Franz做电子产品和其他货物的生意。",
|
||
L"Arnold在Grumm开了一家修理店。",
|
||
//51-55
|
||
L"Fredo在Grumm修理电子产品。",
|
||
L"收到在Balime的有钱人的捐款。",
|
||
L"遇到一个叫Jake的废品商人。",
|
||
L"一个流浪者给了我们一张电子钥匙卡。",
|
||
L"贿赂了Walter,让他打开地下室的门。",
|
||
//56-60
|
||
L"如果Dave有汽油,他会免费进行加油。",
|
||
L"贿赂Pablo。",
|
||
L"Kingping拿回了San Mona矿井中的钱。",
|
||
L"%s赢了拳击赛",
|
||
L"%s输了拳击赛",
|
||
//61-65
|
||
L"%s丧失了拳击赛的参赛资格",
|
||
L"在废弃的矿井里找到一大笔钱。",
|
||
L"遭遇Kingpin派出的杀手。",
|
||
L"该分区失守", //ENEMY_INVASION_CODE
|
||
L"成功防御该分区",
|
||
//66-70
|
||
L"作战失败", //ENEMY_ENCOUNTER_CODE
|
||
L"致命的伏击", //ENEMY_AMBUSH_CODE
|
||
L"杀光了敌军的伏兵",
|
||
L"攻击失败", //ENTERING_ENEMY_SECTOR_CODE
|
||
L"攻击成功!",
|
||
//71-75
|
||
L"异形攻击", //CREATURE_ATTACK_CODE
|
||
L"被血猫吃掉了", //BLOODCAT_AMBUSH_CODE
|
||
L"宰掉了血猫",
|
||
L"%s被干掉了",
|
||
L"把一个恐怖分子的头颅给了Carmen。",
|
||
L"Slay走了",
|
||
L"干掉了%s",
|
||
};
|
||
|
||
STR16 pHistoryLocations[] =
|
||
{
|
||
L"N/A", // N/A is an acronym for Not Applicable
|
||
};
|
||
|
||
// icon text strings that appear on the laptop
|
||
|
||
STR16 pLaptopIcons[] =
|
||
{
|
||
L"邮箱",
|
||
L"网页",
|
||
L"财务",
|
||
L"人事",
|
||
L"日志",
|
||
L"文件",
|
||
L"关闭",
|
||
L"sir-FER 4.0 简体中文版", // 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"公墓",
|
||
L"花店",
|
||
L"M.I.S 保险公司",
|
||
L"取消",
|
||
L"百科全书",
|
||
L"简报室",
|
||
};
|
||
|
||
STR16 pBookmarkTitle[] =
|
||
{
|
||
L"收藏夹",
|
||
L"右击以放进收藏夹,便于以后访问本页面。",
|
||
};
|
||
|
||
// When loading or download a web page
|
||
|
||
STR16 pDownloadString[] =
|
||
{
|
||
L"下载...",
|
||
L"重载...",
|
||
};
|
||
|
||
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
|
||
|
||
STR16 gsAtmSideButtonText[] =
|
||
{
|
||
L"好的",
|
||
L"拿取", // take money from merc
|
||
L"给予", //give money to merc
|
||
L"取消", // cancel transaction
|
||
L"清除", //clear amount being displayed on the screen
|
||
};
|
||
|
||
STR16 gsAtmStartButtonText[] =
|
||
{
|
||
L"转帐 $", // transfer money to merc -- short form
|
||
L"状态", // view stats of the merc
|
||
L"物品清单", // view the inventory of the merc
|
||
L"雇佣合同",
|
||
};
|
||
|
||
STR16 sATMText[ ]=
|
||
{
|
||
L"转帐?", // transfer funds to merc?
|
||
L"确定?", // are we certain?
|
||
L"输入金额", // enter the amount you want to transfer to merc
|
||
L"选择类型", // select the type of transfer to merc
|
||
L"资金不足", //not enough money to transfer to merc
|
||
L"必须是$10的倍数", // 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"错误",
|
||
L"服务器没有DNS入口。",
|
||
L"请检查URL地址,再次尝试连接。",
|
||
L"好的",
|
||
L"主机连接时断时续。预计需要较长的传输时间。",
|
||
};
|
||
|
||
|
||
STR16 pPersonnelString[] =
|
||
{
|
||
L"佣兵: ", // mercs we have
|
||
};
|
||
|
||
|
||
STR16 pWebTitle[ ]=
|
||
{
|
||
L"sir-FER 4.0 简体中文版", // 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. 成员",
|
||
L"A.I.M. 肖像", // a mug shot is another name for a portrait
|
||
L"A.I.M. 排序",
|
||
L"A.I.M.",
|
||
L"A.I.M. 前成员",
|
||
L"A.I.M. 规则",
|
||
L"A.I.M. 历史",
|
||
L"A.I.M. 链接",
|
||
L"M.E.R.C.",
|
||
L"M.E.R.C. 账号",
|
||
L"M.E.R.C. 注册",
|
||
L"M.E.R.C. 索引",
|
||
L"Bobby Ray 商店",
|
||
L"Bobby Ray - 枪械",
|
||
L"Bobby Ray - 弹药",
|
||
L"Bobby Ray - 护甲",
|
||
L"Bobby Ray - 杂货", //"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous
|
||
L"Bobby Ray - 二手货",
|
||
L"Bobby Ray - 邮购",
|
||
L"I.M.P.",
|
||
L"I.M.P.",
|
||
L"联合花卉服务公司",
|
||
L"联合花卉服务公司 - 花卉",
|
||
L"联合花卉服务公司 - 订单",
|
||
L"联合花卉服务公司 - 贺卡",
|
||
L"Malleus, Incus & Stapes 保险公司",
|
||
L"信息",
|
||
L"合同",
|
||
L"评论",
|
||
L"McGillicutty 公墓",
|
||
L"",
|
||
L"无法找到URL",
|
||
L"Bobby Ray - 最近的运货",
|
||
L"百科全书",
|
||
L"百科全书 - 数据",
|
||
L"简报室",
|
||
L"简报室 - 数据",
|
||
};
|
||
|
||
STR16 pShowBookmarkString[] =
|
||
{
|
||
L"Sir-Help",
|
||
L"再次点击页面以放进收藏夹。",
|
||
};
|
||
|
||
STR16 pLaptopTitles[] =
|
||
{
|
||
L"邮箱",
|
||
L"文件查看器",
|
||
L"人事",
|
||
L"帐簿",
|
||
L"日志",
|
||
};
|
||
|
||
STR16 pPersonnelDepartedStateStrings[] =
|
||
{
|
||
//reasons why a merc has left.
|
||
L"阵亡",
|
||
L"解雇",
|
||
L"其他: ",
|
||
L"结婚",
|
||
L"合同到期",
|
||
L"退出",
|
||
};
|
||
// personnel strings appearing in the Personnel Manager on the laptop
|
||
|
||
STR16 pPersonelTeamStrings[] =
|
||
{
|
||
L"当前成员: ",
|
||
L"离队成员: ",
|
||
L"每日花费: ",
|
||
L"最高日薪: ",
|
||
L"最低日薪: ",
|
||
L"行动中牺牲: ",
|
||
L"解雇: ",
|
||
L"其他: ",
|
||
};
|
||
|
||
|
||
STR16 pPersonnelCurrentTeamStatsStrings[] =
|
||
{
|
||
L"最低",
|
||
L"平均",
|
||
L"最高",
|
||
};
|
||
|
||
|
||
STR16 pPersonnelTeamStatsStrings[] =
|
||
{
|
||
L"生命",
|
||
L"敏捷",
|
||
L"灵巧",
|
||
L"力量",
|
||
L"领导",
|
||
L"智慧",
|
||
L"级别",
|
||
L"枪法",
|
||
L"机械",
|
||
L"爆破",
|
||
L"医疗",
|
||
};
|
||
|
||
|
||
// 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"合同",
|
||
};
|
||
|
||
// text that appears on the update panel buttons
|
||
|
||
STR16 pUpdatePanelButtons[] =
|
||
{
|
||
L"继续",
|
||
L"停止",
|
||
};
|
||
|
||
// Text which appears when everyone on your team is incapacitated and incapable of battle
|
||
|
||
CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
|
||
{
|
||
L"你在这个地区战败了!",
|
||
L"敌人冷酷无情地处死了你的队员!",
|
||
L"你的昏迷的队员被俘虏了!",
|
||
L"你的队员成了敌军的俘虏。",
|
||
};
|
||
|
||
|
||
//Insurance Contract.c
|
||
//The text on the buttons at the bottom of the screen.
|
||
|
||
STR16 InsContractText[] =
|
||
{
|
||
L"上一页",
|
||
L"下一页",
|
||
L"接受",
|
||
L"清除",
|
||
};
|
||
|
||
|
||
|
||
//Insurance Info
|
||
// Text on the buttons on the bottom of the screen
|
||
|
||
STR16 InsInfoText[] =
|
||
{
|
||
L"上一页",
|
||
L"下一页",
|
||
};
|
||
|
||
|
||
|
||
//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"支付",
|
||
L"主页",
|
||
L"账号: ",
|
||
L"佣兵",
|
||
L"日数",
|
||
L"日薪", //5
|
||
L"索价",
|
||
L"合计: ",
|
||
L"你确定要支付%s吗?",
|
||
};
|
||
|
||
// Merc Account Page buttons
|
||
STR16 MercAccountPageText[] =
|
||
{
|
||
// Text on the buttons on the bottom of the screen
|
||
L"上一页",
|
||
L"下一页",
|
||
};
|
||
|
||
|
||
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
|
||
|
||
|
||
STR16 MercInfo[] =
|
||
{
|
||
L"生命",
|
||
L"敏捷",
|
||
L"灵巧",
|
||
L"力量",
|
||
L"领导",
|
||
L"智慧",
|
||
L"级别",
|
||
L"枪法",
|
||
L"机械",
|
||
L"爆破",
|
||
L"医疗",
|
||
|
||
L"上一位", //"Previous",
|
||
L"雇佣", //"Hire",
|
||
L"下一位", //"Next",
|
||
L"附加信息", //"Additional Info",
|
||
L"主页", //"Home",
|
||
L"已雇佣", //"Hired",
|
||
L"日薪: ", //"Salary:",
|
||
L"每日", //"Per Day",
|
||
L"阵亡", //"Deceased",
|
||
|
||
L"看起来你雇佣了太多的佣兵。最多只能雇18人。", //"Looks like you're trying to hire too many mercs. Your limit is 18.",
|
||
L"不可雇佣", //"Unavailable",
|
||
L"Bio", //TODO.Translate
|
||
L"Inv",
|
||
};
|
||
|
||
|
||
|
||
// For use at the M.E.R.C. web site. Text relating to opening an account with MERC
|
||
|
||
STR16 MercNoAccountText[] =
|
||
{
|
||
//Text on the buttons at the bottom of the screen
|
||
L"开户", //"Open Account",
|
||
L"取消", //"Cancel",
|
||
L"你没有帐户。你希望开一个吗?", //"You have no account. Would you like to open one?",
|
||
};
|
||
|
||
|
||
|
||
// For use at the M.E.R.C. web site. MERC Homepage
|
||
|
||
STR16 MercHomePageText[] =
|
||
{
|
||
//Description of various parts on the MERC page
|
||
L"Speck T. Kline, 创办者和所有权拥有者",
|
||
L"开户点击这里", //"To open an account press here",
|
||
L"查看帐户点击这里", //"To view account press here",
|
||
L"查看文件点击这里", //"To view files press here",
|
||
// The version number on the video conferencing system that pops up when Speck is talking
|
||
L"Speck Com v3.2",
|
||
L"转账失败,暂无可用资金。",
|
||
};
|
||
|
||
// For use at MiGillicutty's Web Page.
|
||
|
||
STR16 sFuneralString[] =
|
||
{
|
||
L"McGillicutty公墓: 1983开业,办理家庭悼念业务。",
|
||
L"葬礼部经理兼A.I.M.前佣兵 Murray \"Pops\" McGillicutty是一名经验丰富、业务熟练的殡仪业者。",
|
||
L"Pops跟死亡和葬礼打了一辈子交道,他非常熟悉该业务。",
|
||
L"McGillicutty公墓提供各种各样的悼念服务: 从可以依靠着哭泣的肩膀到对严重变形的遗体做美容美体服务。",
|
||
L"McGillicutty公墓是你所爱的人的安息地。",
|
||
|
||
// Text for the various links available at the bottom of the page
|
||
L"献花",
|
||
L"骨灰盒",
|
||
L"火葬服务",
|
||
L"安排葬礼",
|
||
L"葬礼规则",
|
||
|
||
// The text that comes up when you click on any of the links ( except for send flowers ).
|
||
L"很抱歉,由于家里有人去世,本网站的剩余部分尚未完成。一旦解决了宣读遗嘱和财产分配问题,本网站会尽快建设好。",
|
||
L"很抱歉,但是,现在还是测试期间,请以后再来访问。",
|
||
};
|
||
|
||
// Text for the florist Home page
|
||
|
||
STR16 sFloristText[] =
|
||
{
|
||
//Text on the button on the bottom of the page
|
||
|
||
L"花卉",
|
||
|
||
//Address of United Florist
|
||
|
||
L"\"We air-drop anywhere\"",
|
||
L"1-555-SCENT-ME",
|
||
L"333 NoseGay Dr, Seedy City, CA USA 90210",
|
||
L"http://www.scent-me.com",
|
||
|
||
// detail of the florist page
|
||
|
||
L"我们快速高效!",
|
||
L"保证把鲜花在第二天送到世界上大部分地区,但有少量限制。",
|
||
L"保证价格是世界上最低廉的!",
|
||
L"向我们反应比我们价格更低的送花服务广告,我们会送你一打绝对免费的玫瑰。",
|
||
L"自从1981年来,我们送植物、送动物、送鲜花。",
|
||
L"我们雇请了被颁发过勋章的前轰炸机飞行员,他们能把你的鲜花空投在指定位置的十英里半径内。总是这样 - 每次这样!",
|
||
L"让我们满足你对鲜花的品位。",
|
||
L"让Bruce,我们的世界闻名的花卉设计师,从我们的花房里为你亲手摘取最新鲜、最优质的花束。",
|
||
L"还有请记住,如果我们没有你要的花,我们能种出来 - 很快!",
|
||
};
|
||
|
||
|
||
|
||
//Florist OrderForm
|
||
|
||
STR16 sOrderFormText[] =
|
||
{
|
||
//Text on the buttons
|
||
|
||
L"后退", //"Back",
|
||
L"发送", //"Send",
|
||
L"清除", //"Clear",
|
||
L"花卉", //"Gallery",
|
||
|
||
L"花卉名称: ", //"Name of Bouquet:",
|
||
L"价格: ", //"Price:",//5
|
||
L"订单号: ", //"Order Number:",
|
||
L"送货日期", //"Delivery Date",
|
||
L"第二天", //"next day",
|
||
L"慢慢送去", //"gets there when it gets there",
|
||
L"送货目的地", //"Delivery Location",//10
|
||
L"额外服务", //"Additional Services",
|
||
L"变形的花卉($10)", //"Crushed Bouquet($10)",
|
||
L"黑玫瑰($20)", //"Black Roses($20)",
|
||
L"枯萎的花卉($10)", //"Wilted Bouquet($10)",
|
||
L"水果蛋糕(如果有的话)($10)", //"Fruit Cake (if available)($10)", //15
|
||
L"私人密语: ", //"Personal Sentiments:",
|
||
L"你写的话不能多于75字。",
|
||
L"...或者选择我们提供的", //L"...or select from one of our",
|
||
|
||
L"标准贺卡", //"STANDARDIZED CARDS",
|
||
L"传单信息", //"Billing Information", //20
|
||
|
||
//The text that goes beside the area where the user can enter their name
|
||
|
||
L"姓名: ", //"Name:",
|
||
};
|
||
|
||
|
||
|
||
|
||
//Florist Gallery.c
|
||
|
||
STR16 sFloristGalleryText[] =
|
||
{
|
||
//text on the buttons
|
||
|
||
L"上一页", //abbreviation for previous
|
||
L"下一页", //abbreviation for next
|
||
|
||
L"点击你想要订购的花卉。",
|
||
L"请注意: 为了防止运输中的枯萎和变形,每束花另收$10包装费。",
|
||
|
||
//text on the button
|
||
|
||
L"主页", //"Home",
|
||
};
|
||
|
||
//Florist Cards
|
||
|
||
STR16 sFloristCards[] =
|
||
{
|
||
L"请点击你想要订购的贺卡", //"Click on your selection",
|
||
L"后退", //"Back",
|
||
};
|
||
|
||
|
||
|
||
// Text for Bobby Ray's Mail Order Site
|
||
|
||
STR16 BobbyROrderFormText[] =
|
||
{
|
||
L"订单", //"Order Form", //Title of the page
|
||
L"数量", //"Qty", // The number of items ordered
|
||
L"重量 (%s)", //"Weight (%s)", // The weight of the item
|
||
L"物品名称", //"Item Name", // The name of the item
|
||
L"物品单价", //"Unit Price", // the item's weight
|
||
L"总价", //"Total", //5 // The total price of all of items of the same type
|
||
L"全部物品总价", //"Sub-Total", // The sub total of all the item totals added
|
||
L"运费 (视目的地而定)", // "S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling
|
||
L"全部费用", //"Grand Total", // The grand total of all item totals + the shipping and handling
|
||
L"送货目的地", //"Delivery Location",
|
||
L"运输速度", //"Shipping Speed", //10 // See below
|
||
L"运费(每%s)", //"Cost (per %s.)", // The cost to ship the items
|
||
L"连夜速递", //"Overnight Express", // Gets deliverd the next day
|
||
L"2工作日", //"2 Business Days", // Gets delivered in 2 days
|
||
L"标准服务", //"Standard Service", // Gets delivered in 3 days
|
||
L"清除订单", //"Clear Order", //15// Clears the order page
|
||
L"确认订单", //"Accept Order", // Accept the order
|
||
L"后退", //"Back", // text on the button that returns to the previous page
|
||
L"主页", //"Home", // Text on the button that returns to the home page
|
||
L"*代表二手货", //"* Denotes Used Items", // Disclaimer stating that the item is used
|
||
L"你无法支付所需费用。", //"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money
|
||
L"<无>", //"<NONE>", // Gets displayed when there is no valid city selected
|
||
L"你确定要把该订单里订购的物品送往%s吗?", //"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one
|
||
L"包裹重量**", //"Package Weight**", // Displays the weight of the package
|
||
L"** 最小重量: ", //"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package
|
||
L"运货", //"Shipments",
|
||
};
|
||
|
||
STR16 BobbyRFilter[] =
|
||
{
|
||
// Guns
|
||
L"手枪", //"Pistol",
|
||
L"自动手枪", //"M. Pistol",
|
||
L"冲锋枪", //"SMG",
|
||
L"歩枪", //"Rifle",
|
||
L"狙击歩枪", //"SN Rifle",
|
||
L"突击歩枪", //"AS Rifle",
|
||
L"机枪", //"MG",
|
||
L"霰弹枪", //"Shotgun",
|
||
L"重武器", //"Heavy W.",
|
||
|
||
// Ammo
|
||
L"手枪", //"Pistol",
|
||
L"自动手枪", //"M. Pistol",
|
||
L"冲锋枪", //"SMG",
|
||
L"歩枪", //"Rifle",
|
||
L"狙击歩枪", //"SN Rifle",
|
||
L"突击歩枪", //"AS Rifle",
|
||
L"机枪", //"MG",
|
||
L"霰弹枪", //"Shotgun",
|
||
|
||
// Used
|
||
L"枪械", //"Guns",
|
||
L"护甲", //"Armor",
|
||
L"携行具", //"LBE Gear",
|
||
L"杂货", //"Misc",
|
||
|
||
// Armour
|
||
L"头盔", //"Helmets",
|
||
L"防弹衣", //"Vests",
|
||
L"作战裤", //"Leggings",
|
||
L"防弹板", //"Plates",
|
||
|
||
// Misc
|
||
L"刀具", //"Blades",
|
||
L"飞刀", //"Th. Knives",
|
||
L"格斗武器", //"Blunt W.",
|
||
L"手雷/榴弹", //"Grenades",
|
||
L"炸药", //"Bombs",
|
||
L"医疗用品", //"Med. Kits",
|
||
L"工具套装", //"Kits",
|
||
L"头部装备", //"Face Items",
|
||
L"携行具", //"LBE Gear",
|
||
L"瞄镜", // Madd: new BR filters
|
||
L"握把/LAM",
|
||
L"消音等",
|
||
L"枪托",
|
||
L"弹夹/握把",
|
||
L"其他附件",
|
||
L"其他", //"Misc.",
|
||
};
|
||
|
||
|
||
// This text is used when on the various Bobby Ray Web site pages that sell items
|
||
|
||
STR16 BobbyRText[] =
|
||
{
|
||
L"订购", //"To Order", // Title
|
||
// instructions on how to order
|
||
L"请点击该物品。如果要订购多件,请连续点击。右击以减少要订购的数量。一旦选好了你要订购的,请前往订单页面。",
|
||
|
||
//Text on the buttons to go the various links
|
||
|
||
L"上一页", //"Previous Items", //
|
||
L"枪械", //"Guns", //3
|
||
L"弹药", //"Ammo", //4
|
||
L"护甲", //"Armor", //5
|
||
L"杂货", //"Misc.", //6 //misc is an abbreviation for miscellaneous
|
||
L"二手货", //"Used", //7
|
||
L"下一页", //"More Items",
|
||
L"订货单", //"ORDER FORM",
|
||
L"主页", //"Home", //10
|
||
|
||
//The following 2 lines are used on the Ammunition page.
|
||
//They are used for help text to display how many items the player's merc has
|
||
//that can use this type of ammo
|
||
|
||
L"你的队伍有", //"Your team has",//11
|
||
L"件可使用该类型弹药的武器", //"weapon(s) that use this type of ammo", //12
|
||
|
||
//The following lines provide information on the items
|
||
|
||
L"重量: ", //"Weight:", // Weight of all the items of the same type
|
||
L"口径: ", //"Cal:", // the caliber of the gun
|
||
L"载弹量: ", //"Mag:", // number of rounds of ammo the Magazine can hold
|
||
L"射程: ", //"Rng:", // The range of the gun
|
||
L"杀伤力: ", //"Dam:", // Damage of the weapon
|
||
L"射速: ", //"ROF:", // Weapon's Rate Of Fire, acronym ROF
|
||
L"单价: ", //"Cost:", // Cost of the item
|
||
L"库存: ", //"In stock:", // The number of items still in the store's inventory
|
||
L"购买量: ", //"Qty on Order:", // The number of items on order
|
||
L"已损坏", //"Damaged", // If the item is damaged
|
||
L"重量: ", //"Weight:", // the Weight of the item
|
||
L"小计: ", //"SubTotal:", // The total cost of all items on order
|
||
L"* %% 可用", //"* %% Functional", // if the item is damaged, displays the percent function of the item
|
||
|
||
//Popup that tells the player that they can only order 10 items at a time
|
||
|
||
L"靠! 我们这里的在线订单一次只接受" ,//First part
|
||
L"件物品的订购。如果你想要订购更多东西(我们希望如此),请接受我们的歉意,再开一份订单。",
|
||
|
||
// A popup that tells the user that they are trying to order more items then the store has in stock
|
||
|
||
L"抱歉,这种商品我们现在正在进货。请稍后再来订购。",
|
||
|
||
//A popup that tells the user that the store is temporarily sold out
|
||
|
||
L"抱歉,这种商品我们现在缺货。",
|
||
|
||
};
|
||
|
||
|
||
// Text for Bobby Ray's Home Page
|
||
|
||
STR16 BobbyRaysFrontText[] =
|
||
{
|
||
//Details on the web site
|
||
|
||
L"这里有最新最火爆的军火供应", //"This is the place to be for the newest and hottest in weaponry and military supplies",
|
||
L"我们提供硬件满足您所有破坏欲望!", //"We can find the perfect solution for all your explosives needs",
|
||
L"二手货", //"Used and refitted items",
|
||
|
||
//Text for the various links to the sub pages
|
||
|
||
L"杂货", //"Miscellaneous",
|
||
L"枪械", //"GUNS",
|
||
L"弹药", //"AMMUNITION", //5
|
||
L"护甲", //"ARMOR",
|
||
|
||
//Details on the web site
|
||
|
||
L"独此一家,别无分店。", //"If we don't sell it, you can't get it!",
|
||
L"网站建设中", //"Under Construction",
|
||
};
|
||
|
||
|
||
|
||
// Text for the AIM page.
|
||
// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page
|
||
|
||
STR16 AimSortText[] =
|
||
{
|
||
L"A.I.M成员", //"A.I.M. Members", // Title
|
||
// Title for the way to sort
|
||
L"排序: ", //"Sort By:",
|
||
|
||
// sort by...
|
||
|
||
L"薪金", //"Price",
|
||
L"级别", //"Experience",
|
||
L"枪法", //"Marksmanship",
|
||
L"医疗", //"Medical",
|
||
L"爆破", //"Explosives",
|
||
L"机械", //"Mechanical",
|
||
|
||
//Text of the links to other AIM pages
|
||
|
||
L"查看佣兵的肖像索引", //"View the mercenary mug shot index",
|
||
L"查看单独的佣兵档案", //"Review the individual mercenary's file",
|
||
L"浏览A.I.M前成员", //"Browse the A.I.M. Alumni Gallery",
|
||
|
||
// text to display how the entries will be sorted
|
||
|
||
L"升序", //"Ascending",
|
||
L"降序", //"Descending",
|
||
};
|
||
|
||
|
||
//Aim Policies.c
|
||
//The page in which the AIM policies and regulations are displayed
|
||
|
||
STR16 AimPolicyText[] =
|
||
{
|
||
// The text on the buttons at the bottom of the page
|
||
|
||
L"上一页", //"Previous Page",
|
||
L"AIM主页", //"AIM HomePage",
|
||
L"规则索引", //"Policy Index",
|
||
L"下一页", //"Next Page",
|
||
L"不同意", //Disagree",
|
||
L"同意", //"Agree",
|
||
};
|
||
|
||
|
||
|
||
//Aim Member.c
|
||
//The page in which the players hires AIM mercenaries
|
||
|
||
// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index
|
||
|
||
STR16 AimMemberText[] =
|
||
{
|
||
L"鼠标左击", //"Left Click",
|
||
L"联系佣兵。", //"to Contact Merc.",
|
||
L"鼠标右击", //"Right Click",
|
||
L"回到肖像索引。", //"for Mug Shot Index.",
|
||
};
|
||
|
||
//Aim Member.c
|
||
//The page in which the players hires AIM mercenaries
|
||
|
||
STR16 CharacterInfo[] =
|
||
{
|
||
// The various attributes of the merc
|
||
|
||
L"生命",
|
||
L"敏捷",
|
||
L"灵巧",
|
||
L"力量",
|
||
L"领导",
|
||
L"智慧",
|
||
L"级别",
|
||
L"枪法",
|
||
L"机械",
|
||
L"爆破",
|
||
L"医疗",
|
||
|
||
// the contract expenses' area
|
||
|
||
L"费用", //"Fee",
|
||
L"合同", //"Contract",
|
||
L"一日", //"one day",
|
||
L"一周", //"one week",
|
||
L"两周", //"two weeks",
|
||
|
||
// text for the buttons that either go to the previous merc,
|
||
// start talking to the merc, or go to the next merc
|
||
|
||
L"上一位", //"Previous",
|
||
L"联系", //"Contact",
|
||
L"下一位", //"Next",
|
||
|
||
L"附加信息", //"Additional Info", // Title for the additional info for the merc's bio
|
||
L"现役成员", //"Active Members", //20 // Title of the page
|
||
L"可选装备: ", //"Optional Gear:", // Displays the optional gear cost
|
||
L"装备", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's
|
||
L"所需医疗保证金", //"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed
|
||
L"装备1", // Text on Starting Gear Selection Button 1
|
||
L"装备2", // Text on Starting Gear Selection Button 2
|
||
L"装备3", // Text on Starting Gear Selection Button 3
|
||
L"装备4", // Text on Starting Gear Selection Button 4
|
||
L"装备5", // Text on Starting Gear Selection Button 5
|
||
};
|
||
|
||
|
||
//Aim Member.c
|
||
//The page in which the player's hires AIM mercenaries
|
||
|
||
//The following text is used with the video conference popup
|
||
|
||
STR16 VideoConfercingText[] =
|
||
{
|
||
L"合同总价: ", //"Contract Charge:", //Title beside the cost of hiring the merc
|
||
|
||
//Text on the buttons to select the length of time the merc can be hired
|
||
|
||
L"一日", //"One Day",
|
||
L"一周", //"One Week",
|
||
L"两周", //"Two Weeks",
|
||
|
||
//Text on the buttons to determine if you want the merc to come with the equipment
|
||
|
||
L"不买装备", //"No Equipment",
|
||
L"购买装备", //"Buy Equipment",
|
||
|
||
// Text on the Buttons
|
||
|
||
L"转帐", //"TRANSFER FUNDS", // to actually hire the merc
|
||
L"取消", //"CANCEL", // go back to the previous menu
|
||
L"雇佣", //"HIRE", // go to menu in which you can hire the merc
|
||
L"挂断", //"HANG UP", // stops talking with the merc
|
||
L"完成", //"OK",
|
||
L"留言", //"LEAVE MESSAGE", // if the merc is not there, you can leave a message
|
||
|
||
//Text on the top of the video conference popup
|
||
|
||
L"视频通讯: ", //"Video Conferencing with",
|
||
L"建立连接……", //"Connecting. . .",
|
||
|
||
L"包括医保", //"with medical" // Displays if you are hiring the merc with the medical deposit
|
||
};
|
||
|
||
|
||
|
||
//Aim Member.c
|
||
//The page in which the player hires AIM mercenaries
|
||
|
||
// The text that pops up when you select the TRANSFER FUNDS button
|
||
|
||
STR16 AimPopUpText[] =
|
||
{
|
||
L"电子转帐成功", //"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc
|
||
L"无法处理转帐", //"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1
|
||
L"资金不足", //"INSUFFICIENT FUNDS", // Player doesn't have enough money, message 2
|
||
|
||
// if the merc is not available, one of the following is displayed over the merc's face
|
||
|
||
L"执行任务中", //"On Assignment"
|
||
L"请留言", //"Please Leave Message",
|
||
L"阵亡", //"Deceased",
|
||
|
||
//If you try to hire more mercs than game can support
|
||
|
||
L"你的队伍现有18人,已经满员了。", //"You have a full team of 18 mercs already.",
|
||
|
||
L"预录消息", //"Pre-recorded message",
|
||
L"留言已记录", //"Message recorded",
|
||
};
|
||
|
||
|
||
//AIM Link.c
|
||
|
||
STR16 AimLinkText[] =
|
||
{
|
||
L"A.I.M 链接",// L"A.I.M. Links", //The title of the AIM links page
|
||
};
|
||
|
||
|
||
|
||
//Aim History
|
||
|
||
// This page displays the history of AIM
|
||
|
||
STR16 AimHistoryText[] =
|
||
{
|
||
L"A.I.M 历史", //"A.I.M. History", //Title
|
||
|
||
// Text on the buttons at the bottom of the page
|
||
|
||
L"上一页", //"Previous Page",
|
||
L"主页", //"Home",
|
||
L"A.I.M 前成员", //"A.I.M. Alumni",
|
||
L"下一页", //"Next Page",
|
||
};
|
||
|
||
|
||
//Aim Mug Shot Index
|
||
|
||
//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page.
|
||
|
||
STR16 AimFiText[] =
|
||
{
|
||
// displays the way in which the mercs were sorted
|
||
|
||
L"薪金", //"Price",
|
||
L"级别", //"Experience",
|
||
L"枪法", //"Marksmanship",
|
||
L"医疗", //"Medical",
|
||
L"爆破", //"Explosives",
|
||
L"机械", //"Mechanical",
|
||
|
||
// The title of the page, the above text gets added at the end of this text
|
||
|
||
L"根据%s升序排列的A.I.M成员", //"A.I.M. Members Sorted Ascending By %s",
|
||
L"根据%s降序排列的A.I.M成员", //"A.I.M. Members Sorted Descending By %s",
|
||
|
||
// Instructions to the players on what to do
|
||
|
||
L"鼠标左击", //"Left Click",
|
||
L"选择佣兵。", //"To Select Merc", //10
|
||
L"鼠标右击", //"Right Click",
|
||
L"回到排序选项。", //"For Sorting Options",
|
||
|
||
// Gets displayed on top of the merc's portrait if they are...
|
||
|
||
L"离开", //"Away",
|
||
L"阵亡", //"Deceased", //14
|
||
L"任务中", //"On Assign",
|
||
};
|
||
|
||
|
||
|
||
//AimArchives.
|
||
// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM
|
||
|
||
STR16 AimAlumniText[] =
|
||
{
|
||
// Text of the buttons
|
||
|
||
L"第一页",
|
||
L"第二页",
|
||
L"第三页",
|
||
|
||
L"A.I.M 前成员",
|
||
|
||
L"完成",
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
|
||
//AIM Home Page
|
||
|
||
STR16 AimScreenText[] =
|
||
{
|
||
// AIM disclaimers
|
||
|
||
L"A.I.M. 和 A.I.M. 图标在世界大多数国家已经注册。",
|
||
L"版权所有,仿冒必究。",
|
||
L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.",
|
||
|
||
//Text for an advertisement that gets displayed on the AIM page
|
||
|
||
L"联合花卉服务公司",
|
||
L"\"我们将花空运到任何地方\"", //10
|
||
L"把活干好",
|
||
L"... 第一次",
|
||
L"枪械和杂货,只此一家,别无分店。",
|
||
};
|
||
|
||
|
||
//Aim Home Page
|
||
|
||
STR16 AimBottomMenuText[] =
|
||
{
|
||
//Text for the links at the bottom of all AIM pages
|
||
L"主页", //"Home",
|
||
L"成员", //"Members",
|
||
L"前成员", //"Alumni",
|
||
L"规则", //"Policies",
|
||
L"历史", //"History",
|
||
L"链接", //"Links",
|
||
};
|
||
|
||
|
||
|
||
//ShopKeeper Interface
|
||
// The shopkeeper interface is displayed when the merc wants to interact with
|
||
// the various store clerks scattered through out the game.
|
||
|
||
STR16 SKI_Text[ ] =
|
||
{
|
||
L"库存商品", //"MERCHANDISE IN STOCK", //Header for the merchandise available
|
||
L"页面", //"PAGE", //The current store inventory page being displayed
|
||
L"总价格", //"TOTAL COST", //The total cost of the the items in the Dealer inventory area
|
||
L"总价值", //"TOTAL VALUE", //The total value of items player wishes to sell
|
||
L"估价", //"EVALUATE", //Button text for dealer to evaluate items the player wants to sell
|
||
L"确认交易", //"TRANSACTION", //Button text which completes the deal. Makes the transaction.
|
||
L"完成", //"DONE", //Text for the button which will leave the shopkeeper interface.
|
||
L"修理费", //"REPAIR COST", //The amount the dealer will charge to repair the merc's goods
|
||
L"1小时", //"1 HOUR",// SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
|
||
L"%d小时", //"%d HOURS",// PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired
|
||
L"已经修好", //"REPAIRED",// Text appearing over an item that has just been repaired by a NPC repairman dealer
|
||
L"你没有空余的位置来放东西了。", //"There is not enough room in your offer area.",//Message box that tells the user there is no more room to put there stuff
|
||
L"%d分钟", //"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired
|
||
L"把物品放在地上。", //"Drop Item To Ground.",
|
||
};
|
||
|
||
//ShopKeeper Interface
|
||
//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine
|
||
|
||
STR16 SkiAtmText[] =
|
||
{
|
||
//Text on buttons on the banking machine, displayed at the bottom of the page
|
||
L"0",
|
||
L"1",
|
||
L"2",
|
||
L"3",
|
||
L"4",
|
||
L"5",
|
||
L"6",
|
||
L"7",
|
||
L"8",
|
||
L"9",
|
||
L"确认", //"OK", // Transfer the money
|
||
L"拿", //"Take", // Take money from the player
|
||
L"给", //"Give", // Give money to the player
|
||
L"取消", //"Cancel", // Cancel the transfer
|
||
L"清除", //"Clear", // Clear the money display
|
||
};
|
||
|
||
|
||
//Shopkeeper Interface
|
||
STR16 gzSkiAtmText[] =
|
||
{
|
||
|
||
// Text on the bank machine panel that....
|
||
L"选择类型", //"Select Type", // tells the user to select either to give or take from the merc
|
||
L"输入数额", //"Enter Amount", // Enter the amount to transfer
|
||
L"把钱给佣兵", //"Transfer Funds To Merc",// Giving money to the merc
|
||
L"从佣兵那拿钱", //"Transfer Funds From Merc", // Taking money from the merc
|
||
L"资金不足", //"Insufficient Funds", // Not enough money to transfer
|
||
L"余额", //"Balance", // Display the amount of money the player currently has
|
||
};
|
||
|
||
|
||
STR16 SkiMessageBoxText[] =
|
||
{
|
||
L"你要从主帐户中提取%s来支付吗?",
|
||
L"资金不足。你缺少%s。",
|
||
L"你要从主帐户中提取%s来支付吗?",
|
||
L"请求商人开始交易",
|
||
L"请求商人修理选定物品",
|
||
L"结束对话",
|
||
L"当前余额",
|
||
};
|
||
|
||
|
||
//OptionScreen.c
|
||
|
||
STR16 zOptionsText[] =
|
||
{
|
||
//button Text
|
||
L"保存游戏", //"Save Game",
|
||
L"载入游戏", //"Load Game",
|
||
L"退出", //"Quit",
|
||
L"下一页", //L"Next",
|
||
L"上一页", //L"Prev",
|
||
L"完成", //"Done",
|
||
|
||
//Text above the slider bars
|
||
L"特效", //"Effects",
|
||
L"语音", //"Speech",
|
||
L"音乐", //"Music",
|
||
|
||
//Confirmation pop when the user selects..
|
||
L"退出并回到游戏主菜单?",
|
||
|
||
L"你必须选择“语音”和“对话显示”中的至少一项。",
|
||
};
|
||
|
||
|
||
//SaveLoadScreen
|
||
STR16 zSaveLoadText[] =
|
||
{
|
||
L"保存游戏",
|
||
L"载入游戏",
|
||
L"取消",
|
||
L"选择要存档的位置",
|
||
L"选择要读档的位置",
|
||
|
||
L"保存游戏成功",
|
||
L"保存游戏错误!",
|
||
L"载入游戏成功",
|
||
L"载入游戏错误!",
|
||
|
||
L"存档的游戏版本不同于当前的游戏版本。读取它的话很可能游戏可以正常进行。要读取该存档吗?",
|
||
|
||
L"存档可能已经无效。你要删除它们吗?",
|
||
|
||
//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"存档版本已改变。如果出现问题请报告。继续?",
|
||
#else
|
||
L"试图载入老版本的存档。自动修正并载入存档?",
|
||
#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"存档版本和游戏版本已改变。如果出现问题请报告。继续?",
|
||
#else
|
||
L"试图载入老版本的存档。你要自动更新并载入存档吗?",
|
||
#endif
|
||
|
||
L"你确认你要将#%d位置的存档覆盖吗?",
|
||
L"你要从#号位置载入存档吗",
|
||
|
||
|
||
//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"你的硬盘空间不够。你现在只有 %dM 可用空间,JA2需要至少 %dM 可用空间。",
|
||
|
||
L"保存", //"Saving", //When saving a game, a message box with this string appears on the screen
|
||
|
||
L"普通武器", //"Normal Guns",
|
||
L"包括前华约武器", //"Tons of Guns",
|
||
L"现实风格", //"Realistic style",
|
||
L"科幻风格", //"Sci Fi style",
|
||
|
||
L"难度", //"Difficulty",
|
||
L"Platinum Mode", //Placeholder English
|
||
|
||
L"Bobby Ray 货品等级",
|
||
L"普通|一般",
|
||
L"一级|较多",
|
||
L"高级|很多",
|
||
L"极品|囧多",
|
||
|
||
L"新携行系统不兼容640x480的屏幕分辨率,请重新设置分辨率。",
|
||
L"新携行系统无法使用默认的 Data 文件夹,请仔细读说明。",
|
||
|
||
L"当前分辨率不支持存档文件的小队人数,请增加分辨率再试。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||
L"Bobby Ray 供货量",
|
||
};
|
||
|
||
|
||
|
||
//MapScreen
|
||
STR16 zMarksMapScreenText[] =
|
||
{
|
||
L"地图层次", //"Map Level",
|
||
L"你没有民兵。要拥有民兵,你得先训练镇民。", //"You have no militia. You need to train town residents in order to have a town militia.",
|
||
L"每日收入", //"Daily Income",
|
||
L"佣兵有人寿保险", //"Merc has life insurance",
|
||
L"%s不疲劳。", //"%s isn't tired.",
|
||
L"%s行军中,不能睡觉", //"%s is on the move and can't sleep",
|
||
L"%s太累了,等会儿再试。", //"%s is too tired, try a little later.",
|
||
L"%s正在开车。", //"%s is driving.",
|
||
L"有人在睡觉时,整个队伍不能行动。", //"Squad can't move with a sleeping merc on it.",
|
||
|
||
// stuff for contracts
|
||
L"你能支付合同所需费用,但是你的钱不够给该佣兵购买人寿保险。",
|
||
L"要给%s花费保险金%s 以延长保险合同%d天。你要付费吗?",
|
||
L"分区存货", //"Sector Inventory",
|
||
L"佣兵有医疗保证金。", //"Merc has a medical deposit.",
|
||
|
||
// other items
|
||
L"医生", //"Medics", // people acting a field medics and bandaging wounded mercs
|
||
L"病人", //"Patients", // people who are being bandaged by a medic
|
||
L"完成", //"Done", // Continue on with the game after autobandage is complete
|
||
L"停止", //"Stop", // Stop autobandaging of patients by medics now
|
||
L"抱歉。游戏取消了该选项的功能。",
|
||
L"%s没有工具箱。", //"%s doesn't have a repair kit.",
|
||
L"%s没有医药箱。", //"%s doesn't have a medical kit.",
|
||
L"现在没有足够的人愿意加入民兵。",
|
||
L"%s的民兵已经训练满了。", //"%s is full of militia.",
|
||
L"佣兵有一份限时的合同。", //"Merc has a finite contract.",
|
||
L"佣兵的合同没投保", //"Merc's contract is not insured",
|
||
L"地图概况",//"Map Overview", // 24
|
||
// HEADROCK HAM 4: Prompt messages when turning on Mobile Militia Restrictions view.
|
||
L"你目前没有民兵。当你招募了一些后再返回这个显示模式。",
|
||
L"这个视图显示你的移动民兵能去和不能去哪里。 灰色 = 移动民兵拒绝来这里. 红色 = 移动民兵能来这里, 但是你告诉他们不要这样. 黄色 = 移动民兵能进入这个区域, 但是不能离开. 绿色 = 移动民兵可以自由的进入这里. 右击一个绿色/黄色区域循环它的行为.",
|
||
};
|
||
|
||
|
||
STR16 pLandMarkInSectorString[] =
|
||
{
|
||
L"第%d小队在%s地区发现有人",
|
||
};
|
||
|
||
// confirm the player wants to pay X dollars to build a militia force in town
|
||
STR16 pMilitiaConfirmStrings[] =
|
||
{
|
||
L"训练一队民兵要花费$",
|
||
L"同意支付吗?",
|
||
L"你无法支付。",
|
||
L"继续在%s (%s %d)训练民兵吗?",
|
||
L"花费$",
|
||
L"( Y/N )", // abbreviated yes/no
|
||
L"", // unused
|
||
L"在%d地区训练民兵将花费$%d。%s",
|
||
L"你无法支付$%d以供在这里训练民兵。",
|
||
L"%s的忠诚度必须达到%d以上方可训练民兵。",
|
||
L"你不能在%s训练民兵了。",
|
||
L"你无法支付$%d以供在这里训练巡逻民兵。", // L"You cannot afford the $%d to train mobile militia here.", // HEADROCK HAM 3.6: Mobile Militia
|
||
L"继续在%s (%s %d)训练巡逻民兵吗?", // L"Continue training mobile militia in %s (%s %d)?", // HEADROCK HAM 3.6: Mobile Militia
|
||
L"在%d地区训练巡逻民兵将花费$%d。%s", // L"Training mobile militia in %d sectors will cost $ %d. %s", // HEADROCK HAM 3.6: Mobile Militia
|
||
L"训练一队民兵要花费$", // L"Training a squad of mobile militia will cost $", // HEADROCK HAM 3.6: Mobile Militia
|
||
};
|
||
|
||
//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
|
||
STR16 gzMoneyWithdrawMessageText[] =
|
||
{
|
||
L"你每次最多能提取$20,000。",
|
||
L"你确认要把%s存入你的帐户吗?",
|
||
};
|
||
|
||
STR16 gzCopyrightText[] =
|
||
{
|
||
L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.",
|
||
};
|
||
|
||
//option Text
|
||
STR16 zOptionsToggleText[] =
|
||
{
|
||
L"语音", //"Speech",
|
||
L"确认静默", //"Mute Confirmations",
|
||
L"显示对话文字", //"Subtitles",
|
||
L"显示对话文字时暂停", //"Pause Text Dialogue",
|
||
L"烟火效果", //"Animate Smoke",
|
||
L"血腥效果", //"Blood n Gore",
|
||
L"不移动鼠标", //"Never Move My Mouse!",
|
||
L"旧的选择方式", //"Old Selection Method",
|
||
L"显示移动路径", //"Show Movement Path",
|
||
L"显示未击中", //"Show Misses",
|
||
L"实时确认", //"Real Time Confirmation",
|
||
L"显示睡觉/醒来时的提示", //"Display sleep/wake notifications",
|
||
L"使用公制系统", //"Use Metric System",
|
||
L"佣兵移动时高亮显示", //"Merc Lights during Movement",
|
||
L"锁定佣兵", //"Snap Cursor to Mercs",
|
||
L"锁定门", //"Snap Cursor to Doors",
|
||
L"物品闪亮", //"Make Items Glow",
|
||
L"显示树冠", //"Show Tree Tops",
|
||
L"显示轮廓", //"Show Wireframes",
|
||
L"显示3D光标", //"Show 3D Cursor",
|
||
L"显示命中机率", //"Show Chance to Hit on cursor",
|
||
L"榴弹发射器用连发准星", //"GL Burst uses Burst cursor",
|
||
L"允许敌人嘲讽", // Changed from "Enemies Drop all Items" - SANDRO
|
||
L"允许高仰角榴弹发射", //"High angle Grenade launching",
|
||
L"允许实时潜行", // Changed from "Restrict extra Aim Levels" - SANDRO
|
||
L"按空格键选择下一支小队", //"Space selects next Squad",
|
||
L"显示物品阴影", //"Show Item Shadow",
|
||
L"用格数显示武器射程", //"Show Weapon Ranges in Tiles",
|
||
L"单发曳光弹显示曳光", //"Tracer effect for single shot",
|
||
L"雨声", //"Rain noises",
|
||
L"允许乌鸦", //"Allow crows",
|
||
L"允许显示敌军装备", // Show Soldier Tooltips
|
||
L"自动存盘", //"Auto save",
|
||
L"沉默的Skyrider", //"Silent Skyrider",
|
||
L"增强属性框(EDB)", //L"Enhanced Description Box",
|
||
L"强制回合制模式", // add forced turn mode
|
||
L"属性进度条", //L"Stat Progress Bars", // Show progress towards stat increase //ham3.6
|
||
L"替代战略地图颜色", // Change color scheme of Strategic Map
|
||
L"替代子弹图像", // Show alternate bullet graphics (tracers)
|
||
L"显示佣兵军衔", // shows mercs ranks
|
||
L"显示脸部装备图",
|
||
L"显示脸部装备图标",
|
||
L"禁止光标切换", // Disable Cursor Swap
|
||
L"佣兵训练时保持沉默", // Madd: mercs don't say quotes while training
|
||
L"佣兵修理时保持沉默", // Madd: mercs don't say quotes while repairing
|
||
L"佣兵医疗时保持沉默", // Madd: mercs don't say quotes while doctoring
|
||
|
||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||
L"自动加速敌军回合", // Automatic fast forward through AI turns
|
||
#endif
|
||
|
||
#ifdef ENABLE_ZOMBIES
|
||
L"僵尸模式",
|
||
#endif
|
||
L"区域物品栏弹窗匹配拾取", // the_bob : enable popups for picking items from sector inv
|
||
L"标记剩余敌人",
|
||
L"显示LBE(携行具)物品",
|
||
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||
L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
|
||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||
L"--DEBUG 选项--", // an example options screen options header (pure text)
|
||
L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation.
|
||
L"重置所有选项", // failsafe show/hide option to reset all options
|
||
L"确定要重置?", // a do once and reset self option (button like effect)
|
||
L"Debug Options in other builds", // allow debugging in release or mapeditor
|
||
L"DEBUG Render Option group", // an example option that will show/hide other options
|
||
L"Render Mouse Regions", // an example of a DEBUG build option
|
||
L"-----------------", // an example options screen options divider (pure text)
|
||
|
||
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
|
||
L"THE_LAST_OPTION",
|
||
};
|
||
|
||
//This is the help text associated with the above toggles.
|
||
STR16 zOptionsScreenHelpText[] =
|
||
{
|
||
// HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better.
|
||
|
||
//speech
|
||
L"如果你想听到人物对话,打开这个选项。",
|
||
|
||
//Mute Confirmation
|
||
L"打开或关闭人物的口头确认。",
|
||
|
||
//Subtitles
|
||
L"是否显示对话的文字。",
|
||
|
||
//Key to advance speech
|
||
L"如果“显示对话文字”已打开,这个选项会让你有足够的时间来阅读NPC的对话。",
|
||
|
||
//Toggle smoke animation
|
||
L"如果烟火效果使得游戏变慢,关闭这个选项。",
|
||
|
||
//Blood n Gore
|
||
L"如果鲜血使你觉得恶心,关闭这个选项。",
|
||
|
||
//Never move my mouse
|
||
L"关闭这个选项会使你的光标自动移到弹出的确认对话框上。",
|
||
|
||
//Old selection method
|
||
L"打开时,使用铁血联盟1代的佣兵选择方式。",
|
||
|
||
//Show movement path
|
||
L"打开时,会实时显示移动路径(可用 |S|H|I|F|T 键来打开或者关闭)。",
|
||
|
||
//show misses
|
||
L"打开时,会显示未击中目标的子弹落点。",
|
||
|
||
//Real Time Confirmation
|
||
L"打开时,进入实时模式会有一个确认对话框。",
|
||
|
||
//Sleep/Wake notification
|
||
L"打开时,被分配任务的佣兵睡觉和醒来时会提示你。",
|
||
|
||
//Use the metric system
|
||
L"打开时,使用公制系统,否则使用英制系统。",
|
||
|
||
//Merc Lighted movement
|
||
L"打开时,佣兵移动时会照亮地表(关闭这个选项会使游戏的显示速度变快)。",
|
||
|
||
//Smart cursor
|
||
L"打开时,光标移动到佣兵身上时会高亮显示佣兵。",
|
||
|
||
//snap cursor to the door
|
||
L"打开时,光标靠近门时会自动定位到门上。",
|
||
|
||
//glow items
|
||
L"打开时,物品会不断的闪烁。(|I)",
|
||
|
||
//toggle tree tops
|
||
L"打开时,显示树冠。(|T)",
|
||
|
||
//toggle wireframe
|
||
L"打开时,显示未探明的墙的轮廓。(|W)",
|
||
|
||
L"打开时,移动时的光标为3D式样。(|H)",
|
||
|
||
// Options for 1.13
|
||
L"打开时,在光标上显示命中机率。",
|
||
L"打开时,榴弹发射器点射使用点射的准星。",
|
||
L"打开时,敌人行动中有时会带有对白。", // Changed from Enemies Drop All Items - SANDRO
|
||
L"打开时,榴弹发射器允许采用较高仰角发射榴弹(|Q)。",
|
||
L"打开时, 潜行状态未被敌人发现时不会进入回合制模式,除非按下 |C|t|r+|X 。", // Changed from Restrict Extra Aim Levels - SANDRO
|
||
L"打开时,按空格键自动切换到下一小队(|S|p|a|c|e)。",
|
||
L"打开时,显示物品阴影。",
|
||
L"打开时,用格数显示武器射程。",
|
||
L"打开时,单发曳光弹也显示曳光。",
|
||
L"打开时,下雨时能听到雨水音效。", //"When ON, you will hear rain noises when it is raining.",
|
||
L"打开时,允许乌鸦出现。",
|
||
L"打开时,把光标定位在敌人身上并且按下 |A|l|t 键会显示敌兵装备信息窗口。",
|
||
L"打开时,游戏将在玩家回合后自动存盘",
|
||
L"打开时,Skyrider保持沉默。",
|
||
L"打开时,使用物品及武器的“增强描述框”(EDB)。",
|
||
L"打开时,在战术画面内存在敌军时,将一直处于回合制模式直至该地区所有敌军被消灭(可以通过快捷键 |C|T|R|L+|S|H|I|F|T+|A|L|T+|T 来控制打开或关闭强制回合制模式)",
|
||
L"打开时,显示各属性的增长进度。", // L"When ON, shows character progress towards gaining levels.", //ham3.6
|
||
L"打开时, 战略地图将会根据探索状态显示不同的着色。",
|
||
L"打开时, 当你射击时会显示间隔子弹图像。",
|
||
L"打开时,在战略界面的佣兵名旁显示军衔。",
|
||
L"打开时, 显示佣兵脸部装备图。",
|
||
L"打开时, 佣兵肖像右下角显示脸部装备图标",
|
||
L"打开时,在交换位置和其他动作时光标不切换。键入 |x 可以快速切换。",
|
||
L"打开时,佣兵训练时不会随时汇报进程。",
|
||
L"打开时,佣兵修理时不会随时汇报进程。",
|
||
L"打开时,佣兵医疗时不会随时汇报进程。",
|
||
|
||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||
L"打开时,敌军回合将被大幅加速。",
|
||
#endif
|
||
|
||
#ifdef ENABLE_ZOMBIES
|
||
L"打开时,被击毙的敌人将有可能变成僵尸!杀出个黎明!",
|
||
#endif
|
||
L"打开时,在区域物品栏界面,点击佣兵身上空白的携行具位置会弹窗匹配拾取物品。",
|
||
L"打开时,会直接显示该区域最后一个敌人的大致位置。",
|
||
L"打开时,在区域物品栏界面,右键点击装有物品的携行具时可直接显示包含的物品。",
|
||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||
L"强制 Bobby Ray 出货",
|
||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text)
|
||
L"|H|A|M |4 |D|e|b|u|g: 当打开时, 将报告每个子弹偏离目标中心点的距离,考虑各种NCTH因素。",
|
||
L"修复损坏的游戏设置", // failsafe show/hide option to reset all options
|
||
L"修复损坏的游戏设置", // a do once and reset self option (button like effect)
|
||
L"在建立releas或mapeditor时,允许调试操作", // allow debugging in release or mapeditor
|
||
L"切换以显示调试渲染选项", // an example option that will show/hide other options
|
||
L"尝试在鼠标周围地区显示斜线矩形", // an example of a DEBUG build option
|
||
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
|
||
|
||
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
|
||
L"TOPTION_LAST_OPTION",
|
||
};
|
||
|
||
|
||
STR16 gzGIOScreenText[] =
|
||
{
|
||
L"游戏初始设置",
|
||
#ifdef JA2UB
|
||
L"Random Manuel texts ",
|
||
L"Off",
|
||
L"On",
|
||
#else
|
||
L"游戏风格",
|
||
L"现实",
|
||
L"科幻",
|
||
#endif
|
||
L"金版",
|
||
L"武器数量", // changed by SANDRO
|
||
L"大量武器",
|
||
L"少量武器", // changed by SANDRO
|
||
L"游戏难度",
|
||
L"新手",
|
||
L"老手",
|
||
L"专家",
|
||
L"疯子",
|
||
L"确定",
|
||
L"取消",
|
||
L"额外难度",
|
||
L"随时存盘",
|
||
L"铁人模式",
|
||
L"在Demo中禁用",
|
||
L"Bobby Ray 货品等级",
|
||
L"普通|一般",
|
||
L"一级|较多",
|
||
L"高级|很多",
|
||
L"极品|囧多",
|
||
L"携行系统 / 附件系统",
|
||
L"NOT USED",
|
||
L"NOT USED",
|
||
L"读取联机游戏",
|
||
L"游戏初始设置(仅在服务器设置时有效)",
|
||
// Added by SANDRO
|
||
L"特殊技能",
|
||
L"旧",
|
||
L"新",
|
||
L"IMP 数量",
|
||
L"1",
|
||
L"2",
|
||
L"3",
|
||
L"4",
|
||
L"5",
|
||
L"6",
|
||
L"敌军物品全掉",
|
||
L"关",
|
||
L"开",
|
||
#ifdef JA2UB
|
||
L"Tex and John",
|
||
L"Random",
|
||
L"All",
|
||
#else
|
||
L"通缉犯出现方式",
|
||
L"随机",
|
||
L"全部",
|
||
#endif
|
||
L"敌军秘密基地出现方式",
|
||
L"随机",
|
||
L"全部",
|
||
L"敌军装备进展速度",
|
||
L"很慢",
|
||
L"慢",
|
||
L"一般",
|
||
L"快",
|
||
L"很快",
|
||
|
||
L"旧 / 旧",
|
||
L"新 / 旧",
|
||
L"新 / 新",
|
||
|
||
// Squad Size
|
||
L"小队人数",//"Max. Squad Size",
|
||
L"6",
|
||
L"8",
|
||
L"10",
|
||
//L"Bobby Ray 快速出货", //L"Faster Bobby Ray Shipments",
|
||
L"战斗时取放物品消耗AP", //L"Inventory Manipulation Costs AP",
|
||
|
||
L"新命中率系统(NCTH)", //L"New Chance to Hit System",
|
||
L"改进的中断系统(IIS)", //L"Improved Interrupt System",
|
||
L"武器过热", //L"Weapon Overheating",
|
||
L"生存模式与食物系统",
|
||
L"Bobby Ray 供货量",
|
||
};
|
||
|
||
STR16 gzMPJScreenText[] =
|
||
{
|
||
L"多人游戏",//L"MULTIPLAYER",
|
||
L"加入",//L"Join",
|
||
L"主机",//L"Host",
|
||
L"取消",//L"Cancel",
|
||
L"刷新",//L"Refresh",
|
||
L"玩家名称",//L"Player Name",
|
||
L"服务器 IP",//L"Server IP",
|
||
L"端口",//L"Port",
|
||
L"服务器名",//L"Server Name",
|
||
L"# Plrs",
|
||
L"版本",//L"Version",
|
||
L"游戏类型",//L"Game Type",
|
||
L"Ping",
|
||
L"你必须输入你的玩家名称。",//L"You must enter a player name.",
|
||
L"你必须输入有效的服务器IP地址。 (例如 84.114.195.239).",//L"You must enter a valid server IP address.\n (eg 84.114.195.239).",
|
||
L"您必须输入正确的服务器端口,范围1~65535。",//L"You must enter a valid Server Port between 1 and 65535.",
|
||
};
|
||
|
||
STR16 gzMPJHelpText[] =
|
||
{
|
||
L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.",
|
||
|
||
L"HOST",
|
||
L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.",
|
||
L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com",
|
||
L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.",
|
||
L"Click on 'Host' to host a new Multiplayer Game.",
|
||
|
||
L"JOIN",
|
||
L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.",
|
||
L"Enter the external IP and the Port number from the host.",
|
||
L"Click on 'Join' to join an already hosted Multiplayer Game.",
|
||
};
|
||
|
||
STR16 gzMPHScreenText[] =
|
||
{
|
||
L"建立主机",//L"HOST GAME",
|
||
L"开始",//L"Start",
|
||
L"取消",//L"Cancel",
|
||
L"服务器名",//L"Server Name",
|
||
L"游戏类型",//L"Game Type",
|
||
L"死亡模式",//L"Deathmatch",
|
||
L"团队死亡模式",//L"Team Deathmatch",
|
||
L"合作模式",//L"Co-operative",
|
||
L"最大玩家数",//L"Max Players",
|
||
L"小队规模",//L"Squad Size",
|
||
L"选择佣兵",//L"Merc Selection",
|
||
L"随机佣兵",//L"Random Mercs",
|
||
L"已被雇佣",//L"Hired by Player",
|
||
L"起始平衡",//L"Starting Cash",
|
||
L"可以雇佣相同佣兵",//L"Can Hire Same Merc",
|
||
L"Report Hired Mercs",
|
||
L"开启Bobby Rays网上商店",
|
||
L"Sector Starting Edge",
|
||
L"必须输入服务器名",
|
||
L"",
|
||
L"",
|
||
L"开始时间",
|
||
L"",
|
||
L"",
|
||
L"武器伤害",
|
||
L"",
|
||
L"计时器",
|
||
L"",
|
||
L"合作模式中允许平民",
|
||
L"",
|
||
L"Maximum Enemies in CO-OP",
|
||
L"同步游戏目录",
|
||
L"同步多人模式目录",
|
||
L"你必须进入一个文件传输目录.",
|
||
L"(使用 '/' 代替 '\\' 作为目录分隔符)",
|
||
L"指定的同步目录不存在。",
|
||
L"1",
|
||
L"2",
|
||
L"3",
|
||
L"4",
|
||
L"5",
|
||
L"6",
|
||
// Max. Enemies / Report Hired Merc / Enable Civs in CO-OP
|
||
L"Yes",
|
||
L"No",
|
||
// Starting Time
|
||
L"Morning",
|
||
L"Afternoon",
|
||
L"Night",
|
||
// Starting Cash
|
||
L"Low",
|
||
L"Medium",
|
||
L"Heigh",
|
||
L"Unlimited",
|
||
// Time Turns
|
||
L"Never",
|
||
L"Slow",
|
||
L"Medium",
|
||
L"Fast",
|
||
// Weapon Damage
|
||
L"Very low",
|
||
L"Low",
|
||
L"Normal",
|
||
// Merc Hire
|
||
L"Random",
|
||
L"Normal",
|
||
// Sector Edge
|
||
L"Random",
|
||
L"Selectable",
|
||
// Bobby Ray / Hire same merc
|
||
L"Disable",
|
||
L"Allow",
|
||
};
|
||
|
||
STR16 pDeliveryLocationStrings[] =
|
||
{
|
||
L"奥斯汀", //"Austin", //Austin, Texas, USA
|
||
L"巴格达", //"Baghdad", //Baghdad, Iraq (Suddam Hussein's home)
|
||
L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names...
|
||
L"香港", //"Hong Kong", //Hong Kong, Hong Kong
|
||
L"贝鲁特", //"Beirut", //Beirut, Lebanon (Middle East)
|
||
L"伦敦", //"London", //London, England
|
||
L"洛杉矶", //"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"迈阿密", //"Miami", //Miami, Florida, USA (SE corner of USA)
|
||
L"莫斯科", //"Moscow", //Moscow, USSR
|
||
L"纽约", //"New York", //New York, New York, USA
|
||
L"渥太华", //"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made!
|
||
L"巴黎", //"Paris", //Paris, France
|
||
L"的黎波里", //"Tripoli", //Tripoli, Libya (eastern Mediterranean)
|
||
L"东京", //"Tokyo", //Tokyo, Japan
|
||
L"温哥华", //"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"你确定吗?零意味着你不能拥有这项技能。",
|
||
};
|
||
|
||
STR16 pIMPBeginScreenStrings[] =
|
||
{
|
||
L"(最多8个字符)", //"( 8 Characters Max )",
|
||
};
|
||
|
||
STR16 pIMPFinishButtonText[ 1 ]=
|
||
{
|
||
L"分析...",
|
||
};
|
||
|
||
STR16 pIMPFinishStrings[ ]=
|
||
{
|
||
L"谢谢你,%s",
|
||
};
|
||
|
||
// the strings for imp voices screen
|
||
STR16 pIMPVoicesStrings[] =
|
||
{
|
||
L"嗓音",
|
||
};
|
||
|
||
STR16 pDepartedMercPortraitStrings[ ]=
|
||
{
|
||
L"阵亡", //"Killed in Action",
|
||
L"解雇", //"Dismissed",
|
||
L"其他", //"Other",
|
||
};
|
||
|
||
// title for program
|
||
STR16 pPersTitleText[] =
|
||
{
|
||
L"人事管理",
|
||
};
|
||
|
||
// paused game strings
|
||
STR16 pPausedGameText[] =
|
||
{
|
||
L"游戏暂停", //"Game Paused",
|
||
L"继续游戏 (|P|a|u|s|e)", //"Resume Game (|P|a|u|s|e)",
|
||
L"暂停游戏 (|P|a|u|s|e)", //"Pause Game (|P|a|u|s|e)",
|
||
};
|
||
|
||
|
||
STR16 pMessageStrings[] =
|
||
{
|
||
L"退出游戏", //"Exit Game?",
|
||
L"确定", //"OK",
|
||
L"是", //"YES",
|
||
L"否", //"NO",
|
||
L"取消", //"CANCEL",
|
||
L"再次雇佣", //"REHIRE",
|
||
L"撒谎", //"LIE", //
|
||
L"没有描述", //"No description", //Save slots that don't have a description.
|
||
L"游戏已保存。", //"Game Saved.",
|
||
L"游戏已保存。", //"Game Saved.",
|
||
L"QuickSave", //"QuickSave", //The name of the quicksave file (filename, text reference)
|
||
L"SaveGame", //"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"日", //"Day",
|
||
L"个佣兵", //"Mercs",
|
||
L"空", //"Empty Slot", //An empty save game slot
|
||
L"Demo", //Demo of JA2
|
||
L"Debug", //State of development of a project (JA2) that is a debug build
|
||
L"Release", //Release build for JA2
|
||
L"rpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
|
||
L"分钟", //"min", //Abbreviation for minute.
|
||
L"米", //"m", //One character abbreviation for meter (metric distance measurement unit).
|
||
L"发", //L"rnds", //Abbreviation for rounds (# of bullets)
|
||
L"公斤", //"kg", //Abbreviation for kilogram (metric weight measurement unit)
|
||
L"磅", //"lb", //Abbreviation for pounds (Imperial weight measurement unit)
|
||
L"主页", //"Home", //Home as in homepage on the internet.
|
||
L"USD", //L"USD", //Abbreviation to US dollars
|
||
L"n/a", //Lowercase acronym for not applicable.
|
||
L"与此同时", //"Meanwhile", //Meanwhile
|
||
L"%s已到达%s%s分区", //"%s has arrived in sector %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying //SirTech
|
||
|
||
L"版本", //L"Version",
|
||
L"没有快速存档", //"Empty Quick Save Slot",
|
||
L"该位置用来放Quick Save(快速存档)。请在战术屏幕或者地图屏幕按ALT+S进行快速存档。",
|
||
L"打开的", //"Opened",
|
||
L"关闭的", //"Closed",
|
||
L"磁盘空间不足。只有%sMB可用空间,《铁血联盟2》需要%sMB。",
|
||
L"从AIM雇佣了%s", //"Hired %s from AIM",
|
||
L"%s抓住了%s.", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
|
||
L"%s打了针剂。", //"%s has taken the drug.", //'Merc name' has taken the drug
|
||
L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill.
|
||
|
||
//CDRom errors (such as ejecting CD while attempting to read the CD)
|
||
L"The integrity of the game has been compromised.",
|
||
L"ERROR: Ejected CD-ROM",
|
||
|
||
//When firing heavier weapons in close quarters, you may not have enough room to do so.
|
||
L"没有空间施展你的武器。", //"There is no room to fire from here.",
|
||
|
||
//Can't change stance due to objects in the way...
|
||
L"现在无法改变姿势。", //"Cannot change stance at this time.",
|
||
|
||
//Simple text indications that appear in the game, when the merc can do one of these things.
|
||
L"放下", //"Drop",
|
||
L"投掷", //"Throw",
|
||
L"交给", //"Pass",
|
||
|
||
L"把%s交给了%s。", //"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise,
|
||
//must notify SirTech.
|
||
L"没有足够空位以把%s交给%s", //"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above.
|
||
|
||
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
|
||
L"附加 )", //" Attached )",
|
||
|
||
//Cheat modes
|
||
L"开启作弊等级一", //"Cheat level ONE reached",
|
||
L"开启作弊等级二", //"Cheat level TWO reached",
|
||
|
||
//Toggling various stealth modes
|
||
L"小队进入潜行模式。", //"Squad on stealth mode.",
|
||
L"小队退出潜行模式。", //"Squad off stealth mode.",
|
||
L"%s进入潜行模式。", //"%s on stealth mode.",
|
||
L"%s退出潜行模式。", //"%s off stealth mode.",
|
||
|
||
//Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in
|
||
//an isometric engine. You can toggle this mode freely in the game.
|
||
L"打开显示轮廓", //"Extra Wireframes On",
|
||
L"关闭显示轮廓", //"Extra Wireframes Off",
|
||
|
||
//These are used in the cheat modes for changing levels in the game. Going from a basement level to
|
||
//an upper level, etc.
|
||
L"无法从这层上去...", //"Can't go up from this level...",
|
||
L"没有更低的层了...", //"There are no lower levels...",
|
||
L"进入地下室%d层...", //"Entering basement level %d...",
|
||
L"离开地下室...", //"Leaving basement...",
|
||
|
||
L"的", //"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun
|
||
L"关闭跟随模式。", //"Follow mode OFF.",
|
||
L"打开跟随模式。", //"Follow mode ON.",
|
||
L"不显示3D光标。", //"3D Cursor OFF.",
|
||
L"显示3D光标。", //"3D Cursor ON.",
|
||
L"第%d小队激活。", //"Squad %d active.",
|
||
L"你无法支付%s的%s日薪", //"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary
|
||
L"跳过", //"Skip",
|
||
L"%s不能独自离开", //"%s cannot leave alone.",
|
||
L"一个文件名为SaveGame99.sav的存档被创建了。如果需要的话,将其更名为SaveGame01 - SaveGame10,然后你就能载入这个存档了。", //"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
|
||
L"%s喝了点%s", //"%s drank some %s",
|
||
L"Drassen收到了包裹。", //"A package has arrived in Drassen.",
|
||
L"%s将到达指定的着陆点(分区%s), 于%d日%s。", //"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
|
||
L"日志已经更新。", //"History log updated.",
|
||
L"榴弹发射器点射时使用准星光标(可以扫射)",
|
||
L"榴弹发射器连发时使用弹道光标(不可以扫射", //"Grenade Bursts use Trajectory Cursor (Spread fire disabled)",
|
||
L"开启敌兵装备提示", // Changed from Drop All On - SANDRO
|
||
L"关闭敌兵装备提示", // Changed from Drop All Off - SANDRO
|
||
L"榴弹发射器以正常仰角发射榴弹", //"Grenade Launchers fire at standard angles",
|
||
L"榴弹发射器以较高仰角发射榴弹", //L"Grenade Launchers fire at higher angles",
|
||
// forced turn mode strings
|
||
L"强制回合制模式",
|
||
L"正常回合制模式",
|
||
L"离开战斗",
|
||
L"强制回合制模式启动,进入战斗",
|
||
L"自动储存成功。",
|
||
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
|
||
L"客户端", //"Client",
|
||
L"旧携行系统不能与新附件系统同时使用.",
|
||
|
||
L"自动存盘 #", //91 // Text des Auto Saves im Load Screen mit ID
|
||
L"自动存盘专用,可在 ja2_options.ini 里设置 AUTO_SAVE_EVERY_N_HOURS 来开启/关闭", //L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
|
||
L"... 自动存盘位置 #", //L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
|
||
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
|
||
L"End-Turn 存盘 #", // 95 // The text for the tactical end turn auto save
|
||
L"自动存盘中 #", // 96 // The message box, when doing auto save
|
||
L"存盘中", // 97 // The message box, when doing end turn auto save
|
||
L"... End-Turn 存盘位置 #", // 98 // The message box, when doing auto save
|
||
L"战术回合完毕存盘专用,可以在游戏设置开启/关闭。", //99 // The text, when the user clicks on the save screen on an auto save
|
||
// Mouse tooltips
|
||
L"QuickSave.sav", // 100
|
||
L"AutoSaveGame%02d.sav", // 101
|
||
L"Auto%02d.sav", // 102
|
||
L"SaveGame%02d.sav", //103
|
||
// Lock / release mouse in windowed mode (window boundary)
|
||
L"鼠标已锁定,鼠标移动范围强制限制在游戏窗口内部区域。", // 104
|
||
L"鼠标已释放,鼠标移动范围不再受限于游戏窗口内部区域。", // 105
|
||
};
|
||
|
||
|
||
CHAR16 ItemPickupHelpPopup[][40] =
|
||
{
|
||
L"确认", //"OK",
|
||
L"向上滚动", //"Scroll Up",
|
||
L"选择全部", //"Select All",
|
||
L"向下滚动", //"Scroll Down",
|
||
L"取消", //"Cancel",
|
||
};
|
||
|
||
STR16 pDoctorWarningString[] =
|
||
{
|
||
L"%s不够近,不能被治疗。",
|
||
L"你的医生不能包扎完每个人。",
|
||
};
|
||
|
||
STR16 pMilitiaButtonsHelpText[] =
|
||
{
|
||
L"调离(右击)/安置(左击)新兵",
|
||
L"调离(右击)/安置(左击)老兵",
|
||
L"调离(右击)/安置(左击)精兵",
|
||
L"在各个分区平均分布民兵",
|
||
};
|
||
|
||
STR16 pMapScreenJustStartedHelpText[] =
|
||
{
|
||
L"去AIM雇几个佣兵( *提示* 在笔记本电脑里)",
|
||
#ifdef JA2UB
|
||
L"当你准备出发前往Tracona,点击屏幕右下方的时间压缩按钮。",
|
||
#else
|
||
L"当你准备出发前往Arulco,点击屏幕右下方的时间压缩按钮。",
|
||
#endif
|
||
};
|
||
|
||
STR16 pAntiHackerString[] =
|
||
{
|
||
L"错误。丢失或损坏文件。游戏将退出。",
|
||
};
|
||
|
||
|
||
STR16 gzLaptopHelpText[] =
|
||
{
|
||
//Buttons:
|
||
L"查看邮件",
|
||
L"浏览网页",
|
||
L"查看文件和邮件的附件",
|
||
L"阅读事件日志",
|
||
L"查看队伍信息",
|
||
L"查看财务简报和记录",
|
||
L"关闭笔记本电脑",
|
||
|
||
//Bottom task bar icons (if they exist):
|
||
L"你有新的邮件",
|
||
L"你有新的文件",
|
||
|
||
//Bookmarks:
|
||
L"国际佣兵联盟",
|
||
L"Bobby Ray网上武器店",
|
||
L"佣兵心理剖析研究所",
|
||
L"廉价新兵中心",
|
||
L"McGillicutty公墓",
|
||
L"联合花卉服务公司",
|
||
L"A.I.M指定保险代理人",
|
||
//New Bookmarks
|
||
L"",
|
||
L"百科全书",
|
||
L"简报室",
|
||
};
|
||
|
||
|
||
STR16 gzHelpScreenText[] =
|
||
{
|
||
L"退出帮助屏幕",
|
||
};
|
||
|
||
STR16 gzNonPersistantPBIText[] =
|
||
{
|
||
L"战斗正在进行中,你只能在战术屏幕进行撤退。",
|
||
L"进入该分区,继续战斗。(|E)",
|
||
L"自动解决这次战斗。(|A)",
|
||
L"当你进攻时,不能自动解决战斗。",
|
||
L"当你遭遇伏兵时,不能自动解决战斗。",
|
||
L"当在矿井里和异形作战时,不能自动解决战斗。",
|
||
L"还有敌对的平民时,不能自动解决战斗。",
|
||
L"有血猫时,不能自动解决战斗。",
|
||
L"战斗进行中",
|
||
L"你不能在这时撤退。",
|
||
};
|
||
|
||
STR16 gzMiscString[] =
|
||
{
|
||
L"在没有你的佣兵的支援下,民兵继续战斗...",
|
||
L"现在车辆不需要加油。", //"The vehicle does not need anymore fuel right now.",
|
||
L"油箱装了%d%的油。", //"The fuel tank is %d%% full.",
|
||
L"Deidranna女王的军队重新完全占领了%s。",
|
||
L"你丢失了加油点。", //"You have lost a refueling site.",
|
||
};
|
||
|
||
STR16 gzIntroScreen[] =
|
||
{
|
||
L"找不到视频文件",
|
||
};
|
||
|
||
// 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听到%s声音来自%s。",
|
||
L"%s听到%s移动声来自%s。",
|
||
L"%s听到%s吱吱声来自%s。",
|
||
L"%s听到%s溅水声来自%s。",
|
||
L"%s听到%s撞击声来自%s。",
|
||
L"%s听到%s爆炸声发向%s。",
|
||
L"%s听到%s尖叫声发向%s。",
|
||
L"%s听到%s撞击声发向%s。",
|
||
L"%s听到%s撞击声发向%s。",
|
||
L"%s听到%s粉碎声来自%s。",
|
||
L"%s听到%s破碎声来自%s。",
|
||
};
|
||
|
||
STR16 wMapScreenSortButtonHelpText[] =
|
||
{
|
||
L"按姓名排序 (|F|1)",
|
||
L"按任务排序 (|F|2)",
|
||
L"按睡眠状态排序 (|F|3)",
|
||
L"按地点排序 (|F|4)",
|
||
L"按目的地排序 (|F|5)",
|
||
L"按预计离队时间排序 (|F|6)",
|
||
};
|
||
|
||
|
||
|
||
STR16 BrokenLinkText[] =
|
||
{
|
||
L"错误404", //"Error 404",
|
||
L"网站未找到", //"Site not found.",
|
||
};
|
||
|
||
|
||
STR16 gzBobbyRShipmentText[] =
|
||
{
|
||
L"近期运货", //"Recent Shipments",
|
||
L"订单 #", //"Order #",
|
||
L"物品数量", //"Number Of Items",
|
||
L"订购日期", //"Ordered On",
|
||
};
|
||
|
||
|
||
STR16 gzCreditNames[]=
|
||
{
|
||
L"Chris Camfield",
|
||
L"Shaun Lyng",
|
||
L"Kris M鋜nes",
|
||
L"Ian Currie",
|
||
L"Linda Currie",
|
||
L"Eric \"WTF\" Cheng",
|
||
L"Lynn Holowka",
|
||
L"Norman \"NRG\" Olsen",
|
||
L"George Brooks",
|
||
L"Andrew Stacey",
|
||
L"Scot Loving",
|
||
L"Andrew \"Big Cheese\" Emmons",
|
||
L"Dave \"The Feral\" French",
|
||
L"Alex Meduna",
|
||
L"Joey \"Joeker\" Whelan",
|
||
};
|
||
|
||
|
||
STR16 gzCreditNameTitle[]=
|
||
{
|
||
L"Game Internals Programmer", // Chris Camfield
|
||
L"Co-designer/Writer", // Shaun Lyng
|
||
L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes
|
||
L"Producer/Co-designer", // Ian Currie
|
||
L"Co-designer/Map Designer", // Linda Currie
|
||
L"Artist", // Eric \"WTF\" Cheng
|
||
L"Beta Coordinator, Support", // Lynn Holowka
|
||
L"Artist Extraordinaire", // Norman \"NRG\" Olsen
|
||
L"Sound Guru", // George Brooks
|
||
L"Screen Designer/Artist", // Andrew Stacey
|
||
L"Lead Artist/Animator", // Scot Loving
|
||
L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons
|
||
L"Programmer", // Dave French
|
||
L"Strategic Systems & Game Balance Programmer", // Alex Meduna
|
||
L"Portraits Artist", // Joey \"Joeker\" Whelan",
|
||
};
|
||
|
||
STR16 gzCreditNameFunny[]=
|
||
{
|
||
L"", // Chris Camfield
|
||
L"(still learning punctuation)", // Shaun Lyng
|
||
L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes
|
||
L"(getting much too old for this)", // Ian Currie
|
||
L"(and working on Wizardry 8)", // Linda Currie
|
||
L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng
|
||
L"(Left us for the CFSA - go figure...)", // Lynn Holowka
|
||
L"", // Norman \"NRG\" Olsen
|
||
L"", // George Brooks
|
||
L"(Dead Head and jazz lover)", // Andrew Stacey
|
||
L"(his real name is Robert)", // Scot Loving
|
||
L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons
|
||
L"(can now get back to motocrossing)", // Dave French
|
||
L"(stolen from Wizardry 8)", // Alex Meduna
|
||
L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan",
|
||
};
|
||
|
||
// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair.
|
||
STR16 sRepairsDoneString[] =
|
||
{
|
||
L"%s 修复了自己的物品。",
|
||
L"%s 修复了所有人的枪和护甲。",
|
||
L"%s 修复了所有人的装备。",
|
||
L"%s 修复所有人携带的大型物品",//L"%s finished repairing everyone's large carried items",
|
||
L"%s 修复所有人携带的中型物品",//L"%s finished repairing everyone's medium carried items",
|
||
L"%s 修复所有人携带的小型物品",//L"%s finished repairing everyone's small carried items",
|
||
L"%s 修复所有人的携行具",//L"%s finished repairing everyone's LBE gear",
|
||
};
|
||
|
||
STR16 zGioDifConfirmText[]=
|
||
{
|
||
L"你选择了“新手”模式。这个设置是为那些刚玩铁血联盟的玩家准备的,他们刚接触策略游戏,或者他们希望快点结束战斗。你的选择会在整个游戏中生效,所以请作出明智的选择。你真的要玩“新手”模式吗?",
|
||
L"你选择了“老手”模式。这个设置是为那些已经熟悉铁血联盟或类似游戏的玩家准备的。你的选择会在整个游戏中生效,所以请作出明智的选择。你真的要玩“老手”模式吗?",
|
||
L"你选择了“专家”模式。我们警告你,如果你被装在尸袋里运回来,不要来向我们抱怨。你的选择会在整个游戏中生效,所以请作出明智的选择。你真的要玩“专家”模式吗?",
|
||
L"你选择了“疯狂”模式。警告: 如果你被装在塑料袋里一块块运回来,不要来向我们抱怨。女王会狠狠地凌虐你。你的选择会在整个游戏中生效,所以请作出明智的选择。你真的要玩“疯狂”模式吗?",
|
||
};
|
||
|
||
STR16 gzLateLocalizedString[] =
|
||
{
|
||
L"没有找到loadscreen数据文件%S...", //"%S loadscreen data file not found...",
|
||
|
||
//1-5
|
||
L"由于没有人在用遥控器,机器人无法离开本分区。",
|
||
|
||
//This message comes up if you have pending bombs waiting to explode in tactical.
|
||
L"你现在无法压缩时间。请等待炸弹爆炸!",
|
||
|
||
//'Name' refuses to move.
|
||
L"%s拒绝移动。",
|
||
|
||
//%s a merc name
|
||
L"%s精力不足,无法改变姿势。", //"%s does not have enough energy to change stance.",
|
||
|
||
//A message that pops up when a vehicle runs out of gas.
|
||
L"%s汽油耗尽,现在在%c%d抛锚了。", //"The %s has run out of gas and is now stranded in %c%d.",
|
||
|
||
//6-10
|
||
|
||
// the following two strings are combined with the pNewNoise[] strings above to report noises
|
||
// heard above or below the merc
|
||
L"上方",
|
||
L"下方",
|
||
|
||
//The following strings are used in autoresolve for autobandaging related feedback.
|
||
L"佣兵中没人有医疗技能。",
|
||
L"没有足够的医疗物品进行包扎。",
|
||
L"没有足够的医疗物品给所有人进行包扎。",
|
||
L"佣兵中没人需要包扎。", //"None of your mercs need bandaging.",
|
||
L"自动包扎佣兵。", //"Bandages mercs automatically.",
|
||
L"全部佣兵已被包扎完毕。", //"All your mercs are bandaged.",
|
||
|
||
//14
|
||
#ifdef JA2UB
|
||
L"Tracona",
|
||
#else
|
||
L"Arulco",
|
||
#endif
|
||
|
||
L"(屋顶)",
|
||
|
||
L"生命: %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满了。",
|
||
|
||
L"%s现在不用包扎,他(她)需要认真的治疗和休息。",
|
||
|
||
//20
|
||
//Happens when you get shot in the legs, and you fall down.
|
||
L"%s被击中腿部,并且倒下了!",
|
||
//Name can't speak right now.
|
||
L"%s现在不能说话。",
|
||
|
||
//22-24 plural versions
|
||
L"%d个新兵被提升为精兵。",
|
||
L"%d个新兵被提升为老兵。",
|
||
L"%d个老兵被提升为精兵。",
|
||
|
||
//25
|
||
L"开关",
|
||
|
||
//26
|
||
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
|
||
L"%疯狂了!",
|
||
|
||
//27-28
|
||
//Messages why a player can't time compress.
|
||
L"现在压缩时间不安全,因为你有佣兵在分区%s。",
|
||
L"现在压缩时间不安全,因为你有佣兵在被异形感染的矿井。",
|
||
|
||
//29-31 singular versions
|
||
L"1个新兵被晋升为精兵。",
|
||
L"1个新兵被晋升为老兵。",
|
||
L"1个老兵被晋升为精兵。",
|
||
|
||
//32-34
|
||
L"%s无语。", //"%s doesn't say anything.",
|
||
L"回到地面?",
|
||
L"(第%d小队)", //"(Squad %d)",
|
||
|
||
//35
|
||
//Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K)
|
||
L"%s修复了%s的%s。",
|
||
|
||
//36
|
||
L"血猫",
|
||
|
||
//37-38 "Name trips and falls"
|
||
L"%s踩到陷阱,跌倒了。",
|
||
L"这个物品不能从这里捡起。",
|
||
|
||
//39
|
||
L"你现有的佣兵中没人能进行战斗。民兵们将独自和异形作战。",
|
||
|
||
//40-43
|
||
//%s is the name of merc.
|
||
L"%s用完了医药箱里的药品!", //"%s ran out of medical kits!",
|
||
L"%s没有所需技能来医疗他人!", //"%s lacks the necessary skill to doctor anyone!",
|
||
L"%s用完工具箱里的工具!", //"%s ran out of tool kits!",
|
||
L"%s没有所需技能来修理物品!", //"%s lacks the necessary skill to repair anything!",
|
||
|
||
//44-45
|
||
L"Repair Time",
|
||
L"%s看不到这个人。",
|
||
|
||
//46-48
|
||
L"%s的增程枪管掉下来了!", //"%s's gun barrel extender falls off!",
|
||
// HEADROCK HAM 3.5: Changed to reflect facility effect.
|
||
L"只允许不多于%d名佣兵在这个分区训练民兵。", //"No more than %d militia trainers are permitted per sector.", //L"No more than %d militia trainers are permitted in this sector.",//ham3.6
|
||
L"你确定吗?", //"Are you sure?",
|
||
|
||
//49-50
|
||
L"时间压缩",
|
||
L"车辆的油箱已经加满油了。",
|
||
|
||
//51-52 Fast help text in mapscreen.
|
||
L"继续时间压缩 (|S|p|a|c|e)",
|
||
L"停止时间压缩 (|E|s|c)",
|
||
|
||
//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
|
||
L"%s修理好了卡壳的%s", //L"%s has unjammed the %s",
|
||
L"%s修理好了卡壳的%s的%s", //L"%s has unjammed %s's %s",
|
||
|
||
//55
|
||
L"查看分区存货时候无法压缩时间", //L"Can't compress time while viewing sector inventory.",
|
||
|
||
L"The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit.",
|
||
|
||
L"物品组合成功。",
|
||
|
||
//58
|
||
//Displayed with the version information when cheats are enabled.
|
||
L"当前/最大进展: %d%%/%d%%", //"Current/Max Progress: %d%%/%d%%",//zww
|
||
|
||
L"护送John和Mary?",
|
||
|
||
// 60
|
||
L"开关被激活", //"Switch Activated.",
|
||
|
||
L"%s的陶瓷片已经粉碎了!", //"%s's ceramic plates have been smashed!",
|
||
L"%s多打了%d发子弹!", //"%s fires %d more rounds than intended!",
|
||
L"%s多打了1发子弹!", //"%s fires %d more round than intended!",
|
||
|
||
L"你得先关闭物品信息界面!",
|
||
};
|
||
|
||
// HEADROCK HAM 3.5: Added sector name
|
||
STR16 gzCWStrings[] =
|
||
{
|
||
L"是否呼叫邻近区域的援兵到%s?", //L"Call reinforcements to %s from adjacent sectors?",
|
||
};
|
||
|
||
// WANNE: Tooltips
|
||
STR16 gzTooltipStrings[] =
|
||
{
|
||
// Debug info
|
||
L"%s|位|置: %d\n",
|
||
L"%s|亮|度: %d / %d\n",
|
||
L"%s|目|标|距|离: %d\n",
|
||
L"%s|I|D: %d\n",
|
||
L"%s|订|单: %d\n",
|
||
L"%s|属|性: %d\n",
|
||
L"%s|当|前 |A|Ps: %d\n",
|
||
L"%s|当|前 |生|命: %d\n",
|
||
// Full info
|
||
L"%s|头|盔: %s\n",
|
||
L"%s|防|弹|衣: %s\n",
|
||
L"%s|作|战|裤: %s\n",
|
||
// Limited, Basic
|
||
L"|护|甲: ",
|
||
L"头盔 ",
|
||
L"防弹衣 ",
|
||
L"作战裤",
|
||
L"装备了",
|
||
L"无护甲",
|
||
L"%s|夜|视|仪: %s\n",
|
||
L"无夜视仪",
|
||
L"%s|防|毒|面|具: %s\n",
|
||
L"无防毒面具",
|
||
L"%s|头|部|1: %s\n",
|
||
L"%s|头|部|2: %s\n",
|
||
L"\n(背包内) ",
|
||
L"%s|武|器: %s ",
|
||
L"空手",
|
||
L"手枪",
|
||
L"冲锋枪",
|
||
L"步枪",
|
||
L"机枪",
|
||
L"霰弹枪",
|
||
L"刀",
|
||
L"重武器",
|
||
L"无头盔",
|
||
L"无防弹衣",
|
||
L"无作战裤",
|
||
L"|护|甲: %s\n",
|
||
// Added - SANDRO
|
||
L"%s|技能 1: %s\n",
|
||
L"%s|技能 2: %s\n",
|
||
L"%s|技能 3: %s\n",
|
||
};
|
||
|
||
STR16 New113Message[] =
|
||
{
|
||
L"风暴开始了。",
|
||
L"风暴结束了。",
|
||
L"下雨了。",
|
||
L"雨停了。",
|
||
L"小心狙击手……",
|
||
L"火力压制!",
|
||
L"点射",
|
||
L"自动",
|
||
L"榴弹",
|
||
L"榴弹点射",
|
||
L"榴弹自动",
|
||
L"UB", // INFO: UB = Under Barrel
|
||
L"UBRST",
|
||
L"UAUTO",
|
||
L"狙击手!",
|
||
L"已经点选物品,此时无法分钱。",
|
||
L"新兵的会合地被挪至 %s, 因降落地点 %s 目前由敌人占据。",
|
||
L"物品销毁",
|
||
L"此类物品全部销毁",
|
||
L"物品卖出",
|
||
L"此类物品全部卖出",
|
||
L"你得检查一下你的眼部装备",
|
||
// Real Time Mode messages
|
||
L"进入战斗模式",
|
||
L"视野中没有敌人",
|
||
L"即时潜行模式 关闭",
|
||
L"即时潜行模式 开启",
|
||
//L"Enemy spotted! (Ctrl + x to enter turn based)",
|
||
L"发现敌人!", // this should be enough - SANDRO
|
||
//////////////////////////////////////////////////////////////////////////////////////
|
||
// These added by SANDRO
|
||
L"%s 偷窃成功!",// L"%s was successful on stealing!",
|
||
L"%s 没有足够的行动点来偷取所有所选物品。",// L"%s had not enough action points to steal all selected items.",
|
||
L"是否在包扎前对 %s 实施手术?(可回复 %i 生命。)",// L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)",
|
||
L"是否对 %s 实施手术?(可回复 %i 生命。)",// L"Do you want to make surgery on %s? (You can heal about %i Health.)",
|
||
L"是否进行必要的手术?(%i 个伤者)",// L"Do you wish to make necessary surgeries first? (%i patient(s))",
|
||
L"是否在该伤者身上进行手术?",// L"Do you wish to make the surgery on this patient first?",
|
||
L"在包扎前是否进行手术?",// L"Apply first aid automatically with necessary surgeries or without them?",
|
||
L"%s 手术完毕。",// L"Surgery on %s finished.",
|
||
L"%s 胸部中弹,失去1点生命上限!",// L"%s is hit in the chest and loses a point of maximum health!",
|
||
L"%s 胸部中弹,失去 %d 点生命上限!",// L"%s is hit in the chest and loses %d points of maximum health!",
|
||
L"%s 重获1点失去的 %s",// L"%s has regained one point of lost %s",
|
||
L"%s 重获 %d 点失去的 %s",// L"%s has regained %d points of lost %s",
|
||
L"你的侦察能力避免了敌人的偷袭!",// L"Your scouting skills prevented you to be ambushed by the enemy!",
|
||
L"多亏了你的侦查技能,你成功的避开了大群血猫!",// L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
|
||
L"%s 命根子中弹,痛苦的倒下了!",// L"%s is hit to groin and falls down in pain!",
|
||
//////////////////////////////////////////////////////////////////////////////////////
|
||
L"注意: 敌人尸体被发现!!!",
|
||
L"%s [%d rnds]\n%s %1.1f %s",
|
||
L"AP不够!需要%d,你只有%d。", //L"Insufficient AP Points! Cost %d, you have %d.",
|
||
};
|
||
|
||
STR16 New113HAMMessage[] =
|
||
{
|
||
// 0 - 5
|
||
L"%s 害怕得退缩了!",// L"%s cowers in fear!",
|
||
L"%s 被压制住了!",// L"%s is pinned down!", //ham3.6
|
||
L"%s 多打了几发子弹!",// L"%s fires more rounds than intended!",
|
||
L"你不能在这个地区训练民兵。",// L"You cannot train militia in this sector.",
|
||
L"民兵拾起 %s。",// L"Militia picks up %s.",
|
||
L"有敌人出没时无法训练民兵!", // L"Cannot train militia with enemies present!",
|
||
// 6 - 10
|
||
L"%s 缺乏训练民兵所需要的领导能力。",// L"%s lacks sufficient Leadership score to train militia.",
|
||
L"此地训练民兵的教官不能超过 %d 名。",// L"No more than %d Mobile Militia trainers are permitted in this sector.",
|
||
L"%s 和周边地区的游击队已经满员了!",// L"No room in %s or around it for new Mobile Militia!",
|
||
L"你需要有至少 %d 个民兵在 %s 每个被解放的地区才能训练游击队。",// L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.",
|
||
L"有敌人出没时不能在任何设施内工作!",// L"Can't staff a facility while enemies are present!",
|
||
// 11 - 15
|
||
L"%s 缺乏就任于该设施所需智慧。",// L"%s lacks sufficient Wisdom to staff this facility.",
|
||
L"%s 已经满员了。",// L"The %s is already fully-staffed.",
|
||
L"使用该设施每小时消耗 $%d,你确定吗?",// L"It will cost $%d per hour to staff this facility. Do you wish to continue?",
|
||
L"你没有足够的资金来支付今天的设施费用。付出$%d,还欠 $%d,当地人很不满。",// L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.",
|
||
L"没有足够的资金来支付今天的设施费用。欠款 $%d,当地人很不满.。",// L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.",
|
||
// 16 - 20
|
||
L"你仍有 $%d 的欠款,同时你已经身无分文了!",// L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!",
|
||
L"你仍有 $%d 的欠款,在有钱还清这笔债务之前你不能分配雇佣兵去这个设施。",// L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.",
|
||
L"你有 $%d 的欠款,是否支付?",// L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?",
|
||
L"这个区域没有",// L"N/A in this sector",
|
||
L"日常支出",// L"Daily Expenses",
|
||
// 21 - 25
|
||
L"维持民兵的资金不足!%d 名民兵回老家结婚去了。",// L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
|
||
// TODO.Translate
|
||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||
};
|
||
|
||
// TODO.Translate
|
||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||
STR16 gzTransformationMessage[] =
|
||
{
|
||
L"No available adjustments",
|
||
L"%s was split into several parts.",
|
||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||
// 6 - 10
|
||
L"Split Crate into Inventory",
|
||
L"Split into %d-rd Mags",
|
||
L"%s was split into %d Magazines containing %d rounds each.",
|
||
L"%s was split into %s's inventory.",
|
||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||
};
|
||
|
||
// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file!
|
||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
|
||
STR16 New113MERCMercMailTexts[] =
|
||
{
|
||
// Gaston: Text from Line 39 in Email.edt
|
||
L"鉴于Gaston最近发挥异常突出,他的服务费也跟着上涨。以我个人的观点,这一点也不让我惊讶。 ± ± Speck T. Kline ± ",
|
||
// Stogie: Text from Line 43 in Email.edt
|
||
L"请注意,Stogie近期能力有所提升,他的价格也要随之增长。 ± ± Speck T. Kline ± ",
|
||
// Tex: Text from Line 45 in Email.edt
|
||
L"请注意,因为Tex新获得的经验, 更高的身价才匹配他的能力。 ± ± Speck T. Kline ± ",
|
||
// Biggens: Text from Line 49 in Email.edt
|
||
L"鉴于Biggins发挥有所提高, 他的价格也同时上涨。 ± ± Speck T. Kline ± ",
|
||
};
|
||
|
||
// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file!
|
||
// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back
|
||
STR16 New113AIMMercMailTexts[] =
|
||
{
|
||
// Monk
|
||
L"转发自AIM服务器:Victor Kolesnikov的信件",
|
||
L"你好,这是Monk,留言已收到。我已经回来了,你可以联系我了。 ± ± 等你的电话。 ± ",
|
||
|
||
// Brain: Text from Line 60
|
||
L"转发自AIM服务器:Janno Allik的信件",
|
||
L"我已经准备好接受任务了。我有空干任何事情 ± ± Janno Allik ± ",
|
||
|
||
// Scream: Text from Line 62
|
||
L"转发自AIM服务器:Lennart Vilde的信件",
|
||
L"Lennart Vilde已经准备好了! ± ",
|
||
|
||
// Henning: Text from Line 64
|
||
L"转发自AIM服务器:Henning von Branitz的信件",
|
||
L"你的留言我已收到,谢谢。请到AIM主页联系我,然后讨论招募事宜。 ± ± 那时见! ± ± Henning von Branitz ± ",
|
||
|
||
// Luc: Text from Line 66
|
||
L"转发自AIM服务器:Luc Fabre的信件",
|
||
L"收到留言,Merci(谢谢)! 你能考虑我我非常高兴。你知道在哪里能找到我。 ± ± 希望能收到你的电话。 ± ",
|
||
|
||
// Laura: Text from Line 68
|
||
L"转发自AIM服务器:Dr. Laura Colin的信件",
|
||
L"你好!非常高兴你能给我留言,我很感兴趣。 ± ± 请再上AIM,我愿意听听详细事宜 ± ± 此致敬礼! ± ± Dr. Laura Colin ± ",
|
||
|
||
// Grace: Text from Line 70
|
||
L"转发自AIM服务器:Graziella Girelli的信件",
|
||
L"你上次想联系我但是没有成功。± ± 你懂得?家庭聚会啦。我现在已经厌倦了我的家庭,你能再上AIM联系我的话我会非常高兴 ± ± Ciao(再见)! ± ",
|
||
|
||
// Rudolf: Text from Line 72
|
||
L"转发自AIM服务器:Rudolf Steiger的信件",
|
||
L"你知道我每天有多少个电话要接吗?每个蠢货都认为他可以Call我。 ± ± 反正我回来了,前提是你真的有有趣的工作给我的话。 ± ",
|
||
|
||
// WANNE: Generic mail, for additional merc made by modders, index >= 178
|
||
L"转发自AIM服务器:Message about merc availability",
|
||
L"我收到你的留言,等你联系。 ± ",
|
||
};
|
||
|
||
// 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"狙击手: 拥有鹰的眼睛和百步穿杨的枪法!± ",
|
||
// Camouflage
|
||
L"伪装: 跟你的伪装迷彩比起来,树丛看起来倒象是假的!± ",
|
||
// SANDRO - new strings for new traits added
|
||
// MINTY - Altered the texts for more natural English, and added a little flavour too
|
||
// Ranger
|
||
L"猎兵:你跟那些从德克萨斯来的土包子可大不一样! ± ",
|
||
// Gunslinger
|
||
L"快枪手:拿着一两把手枪,你可以和Billy the Kid一样致命! ± ",
|
||
// Squadleader
|
||
L"领队:天生的领袖,你的队员需要你的灵感! ± ",
|
||
// Technician
|
||
L"技师:你比MacGyver牛逼多了!无论机械、电子产品还是爆破物,你都能修! ± ",
|
||
// Doctor
|
||
L"军医:从轻微擦伤到开肠破肚,甚至截肢,你都能治! ± ",
|
||
// Athletics
|
||
L"运动员:你的速度和活力能和奥运会运动员相提并论!± ",
|
||
// Bodybuilding
|
||
L"健身:施瓦辛格?窝囊废一个。你只用一只手就能办掉他。 ± ",
|
||
// Demolitions
|
||
L"爆破:播种手雷,深埋炸弹,看羊羔飞。这就是你的生活! ± ",
|
||
// Scouting
|
||
L"侦查:没有什么东西你觉察不到! ± ",
|
||
// Covert ops // TODO.Translate
|
||
L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate
|
||
};
|
||
|
||
STR16 NewInvMessage[] =
|
||
{
|
||
L"此时无法拾起背包",
|
||
L"背包中无处可放",
|
||
L"没发现背包",
|
||
L"拉锁只在战斗中有效",
|
||
L"背包拉锁打开时无法移动",
|
||
L"你确定要变卖该地区所有物品吗?",
|
||
L"你确定要销毁该地区所有物品吗?",
|
||
L"装备大背包后无法爬上房顶",
|
||
};
|
||
|
||
// WANNE - MP: Multiplayer messages
|
||
STR16 MPServerMessage[] =
|
||
{
|
||
// 0
|
||
L"启动RakNet服务器...",
|
||
L"服务器启动,等待连接...",
|
||
L"你现在必须按'2'来连接你的客户端和服务器。",
|
||
L"服务器已经在运行。",
|
||
L"服务器启动失败。终止中。",
|
||
// 5
|
||
L"%d/%d 客户端已经准备好进入即时模式。",
|
||
L"服务器断开并关闭。",
|
||
L"服务器没有运行。",
|
||
L"客户端仍在载入, 请稍等...",
|
||
L"服务器启动之后你无法更改着陆点。",
|
||
// 10
|
||
L"已发送文件 '%S' - 100/100",//L"Sent file '%S' - 100/100",
|
||
L"文件已发送到 '%S' ",// L"Finished sending files to '%S'.",
|
||
L"开始发送文件到 '%S'.",// L"Started sending files to '%S'.",
|
||
L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate
|
||
};
|
||
|
||
STR16 MPClientMessage[] =
|
||
{
|
||
// 0
|
||
L"启动RakNet客户端...",
|
||
L"正在连接IP: %S ...",
|
||
L"接受游戏设置: ",
|
||
L"你已经连接上了。",
|
||
L"你已经开始连接...",
|
||
// 5
|
||
L"客户端 #%d - '%S' 已被雇佣 '%s'。",
|
||
L"客户端 #%d - '%S' 已雇佣另一名佣兵。",
|
||
L"你已准备 - 准备就绪 = %d/%d.",
|
||
L"你不再准备 - 准备就绪 = %d/%d.",
|
||
L"开始战斗...",
|
||
// 10
|
||
L"客户端 #%d - '%S' 已准备 - 准备就绪 = %d/%d.",
|
||
L"客户端 #%d - '%S' 不再准备 - 准备就绪 = %d/%d",
|
||
L"你已准备。 等候其他客户端... 按'OK'如果你已准备就绪。",
|
||
L"让我们开始战斗!",
|
||
L"要开始游戏必须运行一台客户端。",
|
||
// 15
|
||
L"游戏无法开始。没有佣兵被雇佣...",
|
||
L"等待服务器解锁便携电脑出现'OK'...",
|
||
L"中断",
|
||
L"中断结束",
|
||
L"鼠标方格坐标: ",
|
||
// 20
|
||
L"X: %d, Y: %d",
|
||
L"坐标值: %d",
|
||
L"服务器独占模式",
|
||
L"手动选择服务器优先级: ('1' - 授权 便携电脑/雇佣) ('2' - 启动/载入 级别) ('3' - 解锁 UI) ('4' - 完成设置)",
|
||
L"分区=%s, 最大客户端数=%d, 最大佣兵数=%d, 游戏模式=%d, 同一佣兵=%d, 伤害倍数=%f, 时间前进=%d, 秒/Tic=%d, 取消 BobbyRay=%d, 取消 Aim/Merc 装备=%d, 取消士气=%d, 测试=%d",
|
||
// 25
|
||
L"",
|
||
L"新建连接: 客户端 #%d - '%S'.",
|
||
L"队: %d.",//not used any more
|
||
L"'%s' (客户端 %d - '%S') 已被 '%s' (客户端 %d - '%S' 杀死)",
|
||
L"踢出客户端 #%d - '%S'",
|
||
// 30
|
||
L"开始排序客户端号. #1: <取消>, #2: %S, #3: %S, #4: %S",
|
||
L"开始客户端 #%d",
|
||
L"请求即时模式...",
|
||
L"转回即时模式。",
|
||
L"错误: 转回过程中出现错误。",
|
||
// 35
|
||
L"要解锁笔记本电脑开始雇佣吗? (连接所有客户端?)",
|
||
L"服务器已经解锁笔记本电脑。开始雇佣!",
|
||
L"中断。",
|
||
L"你无法更改着陆点,如果你只是客户端而不是服务器。",
|
||
L"你拒绝投降, 因为你在一个多人游戏中。",
|
||
// 40
|
||
L"你所有的佣兵全部死亡!",
|
||
L"激活观看模式。",
|
||
L"你已被击败!",
|
||
L"对不起, 在多人游戏中无法攀登。",
|
||
L"你雇佣了 '%s'",
|
||
// 45
|
||
L"当开始购买后你不能更换地图",// L"You cant change the map once purchasing has commenced",
|
||
L"地图改为 '%s'",// L"Map changed to '%s'",
|
||
L"玩家 '%s' 断开连接, 踢出游戏",// L"Client '%s' disconnected, removing from game",
|
||
L"您已经断开连接,返回主菜单",// L"You were disconnected from the game, returning to the Main Menu",
|
||
L"连接失败, 5秒内重试, 还有 %i 次重试机会……",// L"Connection failed, Retrying in 5 seconds, %i retries left...",
|
||
//50
|
||
L"连接失败,放弃……",// L"Connection failed, giving up...",
|
||
L"在另一个玩家进入前您无法开始游戏",// L"You cannot start the game until another player has connected",
|
||
L"%s : %s",
|
||
L"发送给所有人",// L"Send to All",
|
||
L"发送给盟友",// L"Allies only",
|
||
// 55
|
||
L"此游戏已经开始,无法加入。",// L"Cannot join game. This game has already started.",
|
||
L"%s (team): %s",
|
||
L"#%i - '%s'",// L"Client #%i - '%s'",
|
||
L"%S - 100/100",
|
||
L"%S - %i/100",
|
||
// 60
|
||
L"已收到服务器的所有文件。",// L"Received all files from server.",
|
||
L"'%S' 完成下载。",// L"'%S' finished downloading from server.",
|
||
L"'%S' 开始从服务器下载。",// L"'%S' started downloading from server".,
|
||
L"在全部客户端的文件未接收完以前不能开始游戏",// L"Cannot start the game until all clients have finished receiving files",
|
||
L"你需要下载修改后的文件才能继续游戏, 你想继续吗?",// L"This server requires that you download modified files to play, do you wish to continue?",
|
||
// 65
|
||
L"点击 '准备' 进入战术画面。",// L"Press 'Ready' to enter tactical screen.",
|
||
L"不能连接到服务器,因为你的版本 %S 和服务器端的版本 %S 不同。",
|
||
L"你击毙了一个敌人。",
|
||
L"无法启动游戏,因为所有小队都一样。", //L"Cannot start the game, because all teams are the same.",
|
||
L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.",
|
||
// 70
|
||
L"Could not save received file '%S'",
|
||
L"%s's bomb was disarmed by %s",
|
||
L"You loose, what a shame", // All over red rover
|
||
L"Spectator mode disabled",
|
||
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
|
||
// 75
|
||
L"Team #%d is wiped out.",
|
||
L"Client failed to start. Terminating.",
|
||
L"Client disconnected and shutdown.",
|
||
L"Client is not running.",
|
||
L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!",
|
||
};
|
||
|
||
STR16 gszMPEdgesText[] =
|
||
{
|
||
L"北", //L"N",
|
||
L"南", //L"S",
|
||
L"东", //L"E",
|
||
L"西", //L"W",
|
||
L"中", //L"C", // "C"enter
|
||
};
|
||
|
||
STR16 gszMPTeamNames[] =
|
||
{
|
||
L"Foxtrot",
|
||
L"Bravo",
|
||
L"Delta",
|
||
L"Charlie",
|
||
L"N/A", // Acronym of Not Applicable
|
||
};
|
||
|
||
STR16 gszMPMapscreenText[] =
|
||
{
|
||
L"游戏类型: ",// L"Game Type: ",
|
||
L"玩家: ",// L"Players: ",
|
||
L"所拥有的佣兵: ",// L"Mercs each: ",
|
||
L"手提电脑打开时你无法开始移动。",// L"You cannot change starting edge once Laptop is unlocked.",
|
||
L"手提电脑开启后你无法更换队伍。",// L"You cannot change teams once the Laptop is unlocked.",
|
||
L"随机佣兵: ",// L"Random Mercs: ",
|
||
L"Y",
|
||
L"难度:",// L"Difficulty:",
|
||
L"Server Version:",
|
||
};
|
||
|
||
STR16 gzMPSScreenText[] =
|
||
{
|
||
L"记分板",// L"Scoreboard",
|
||
L"继续",// L"Continue",
|
||
L"取消",// L"Cancel",
|
||
L"玩家",// L"Player",
|
||
L"杀人数",// L"Kills",
|
||
L"死亡数",// L"Deaths",
|
||
L"女王的部队",// L"Queen's Army",
|
||
L"命中数",// L"Hits",
|
||
L"脱靶数",// L"Misses",
|
||
L"准确度",// L"Accuracy",
|
||
L"损害量",// L"Damage Dealt",
|
||
L"受损量",// L"Damage Taken",
|
||
L"请等待服务器指令按‘继续’。" //L"Please wait for the server to press 'Continue'."
|
||
};
|
||
|
||
STR16 gzMPCScreenText[] =
|
||
{
|
||
L"取消",// L"Cancel",
|
||
L"连接到服务器",// L"Connecting to Server",
|
||
L"获得服务器设置",// L"Getting Server Settings",
|
||
L"下载定制文件",// L"Downloading custom files",
|
||
L"按 'ESC' 取消, 'Y' 开始聊天",// L"Press 'ESC' to cancel or 'Y' to chat",
|
||
L"按 'ESC' 取消",// L"Press 'ESC' to cancel",
|
||
L"准备"// L"Ready"
|
||
};
|
||
|
||
STR16 gzMPChatToggleText[] =
|
||
{
|
||
L"发送给所有人",// L"Send to All",
|
||
L"发送给盟友",// L"Send to Allies only",
|
||
};
|
||
|
||
STR16 gzMPChatboxText[] =
|
||
{
|
||
L"多人聊天",// L"Multiplayer Chat",
|
||
L"聊天: 按 'Enter' 发送, 'Esc' 取消。",// L"Chat: Press 'ENTER' to send of 'ESC' to cancel.",
|
||
};
|
||
|
||
// WANNE: Some Chinese specific strings that needs to be in unicode!
|
||
STR16 ChineseSpecString1 = L"%%"; //defined in _ChineseText.cpp as this file is already unicode
|
||
STR16 ChineseSpecString2 = L"*%3d%%%%"; //defined in _ChineseText.cpp as this file is already unicode
|
||
STR16 ChineseSpecString3 = L"%d%%"; //defined in _ChineseText.cpp as this file is already unicode
|
||
STR16 ChineseSpecString4 = L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s";
|
||
STR16 ChineseSpecString5 = L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s";
|
||
STR16 ChineseSpecString6 = L"%s [%d%%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s";
|
||
STR16 ChineseSpecString7 = L"%s [%d%%]\n%s %1.1f %s";
|
||
STR16 ChineseSpecString8 = L"%s (%s) [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente
|
||
STR16 ChineseSpecString9 = L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %1.1f %s"; // added by Flugente
|
||
STR16 ChineseSpecString10 = L"%s [%d%%(%d%%)]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s"; // added by Flugente
|
||
STR16 ChineseSpecString11 = L"%s (%s) [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; // added by Flugente
|
||
STR16 ChineseSpecString12 = L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente
|
||
|
||
// Following strings added - SANDRO
|
||
STR16 pSkillTraitBeginIMPStrings[] =
|
||
{
|
||
// For old traits 用于旧特长
|
||
L"下一页你必须依照你作为雇佣兵的专业选择特长。注意你只能选择两种一般特长或者一种专家级特长。",
|
||
L"你可以只选择一个专家特长或者干脆什么也不选,作为回报你会得到额外的能力点数。注意电子、左右开弓和伪装是没有专家级的。",
|
||
// For new major/minor traits 用于新的主/副特长
|
||
L"下一步你必须依照你作为雇佣兵的专业选择特长。在第一页你可以最多选择两个主特长,以反映你在小队中扮演的主要角色。在第二页将有副特长的列表供你选择,以反映你个人的倾向。",
|
||
L"主/副特长加起来最多不能超过三项,也就是说如果你不选择任何主特长,你就能选择三项副特长。如果你选择了两项主特长,(或者一项专家特长),那么你就只能选择一项副特长...",
|
||
};
|
||
|
||
STR16 sgAttributeSelectionText[] =
|
||
{
|
||
L"请 按 照 你 对 自 己 的 感 觉 , 调 整 你 的 各 项 能 力 值 。 各 项 能 力 值 的 最 大 值 为",
|
||
L"IMP能力值和技能概览。",
|
||
L"奖励点数 :",
|
||
L"开始等级",
|
||
// New strings for new traits
|
||
L"下一页你将设定你的属性(生命, 敏捷, 灵敏,力量和智力)和基本技能。属性不能低于 %d。",
|
||
L"其余的是“技能”,它可以设定为零,表示你对此一窍不通。",
|
||
L"所有初始数值都设置在最低,其中有一些数值因为你选择的特技而被设在一个最低标准,不能低于该标准。",
|
||
};
|
||
|
||
STR16 pCharacterTraitBeginIMPStrings[] =
|
||
{
|
||
L"I.M.P. 性格分析",
|
||
L"现在开始你个人档案的建立,在第一页会有一些性格特质给你的角色选择,可能你会发觉列出的选择未能完全反映你的性格,但是请至少选择一样你认为最接近你的。",
|
||
L"下面来设定你性格上的缺陷,相信自己做一个诚实的孩子吧!每个人至少都有一种缺陷的。真实反映有助于让你的未来雇主更能了解你的潜力,避免给你安排不利的工作环境。",
|
||
};
|
||
|
||
STR16 gzIMPAttitudesText[]=
|
||
{
|
||
L"平常",
|
||
L"友善",
|
||
L"独行侠",
|
||
L"乐观主义者",
|
||
L"悲观主义者",
|
||
L"有侵略性",
|
||
L"傲慢自大",
|
||
L"大人物",
|
||
L"神憎鬼厌",
|
||
L"胆小鬼",
|
||
L"I.M.P. 性格特征",
|
||
};
|
||
|
||
STR16 gzIMPCharacterTraitText[]=
|
||
{
|
||
L"普通",
|
||
L"喜欢社交",
|
||
L"独行侠",
|
||
L"乐观",
|
||
L"坚定自信",
|
||
L"知识份子",
|
||
L"野性",
|
||
L"侵略性",
|
||
L"镇定",
|
||
L"无所畏惧",
|
||
L"和平主义者",
|
||
L"恶毒",
|
||
L"爱炫耀",
|
||
L"I.M.P. 性格特征",
|
||
};
|
||
|
||
STR16 gzIMPColorChoosingText[] =
|
||
{
|
||
L"I.M.P. 颜色及身型",
|
||
L"I.M.P. 颜色",
|
||
L"请选择你喜欢的IMP发色、肤色、服装颜色以及体型。",
|
||
L"请选择你喜欢的IMP发色、肤色、服装颜色。",
|
||
L"点选这里佣兵将单手持大枪",
|
||
L"\n(提示: 你必须有强壮体格.)",
|
||
};
|
||
|
||
STR16 sColorChoiceExplanationTexts[]=
|
||
{
|
||
L"头色",
|
||
L"肤色",
|
||
L"上衣颜色",
|
||
L"裤子颜色",
|
||
L"一般体型",
|
||
L"魔鬼身材",
|
||
};
|
||
|
||
STR16 gzIMPDisabilityTraitText[]=
|
||
{
|
||
L"身心健全",
|
||
L"怕热",
|
||
L"神经质",
|
||
L"幽闭恐慌症",
|
||
L"旱鸭子",
|
||
L"怕虫",
|
||
L"健忘",
|
||
L"神经错乱",
|
||
L"I.M.P. 性格缺陷",
|
||
};
|
||
|
||
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
|
||
STR16 gzFacilityErrorMessage[]=
|
||
{
|
||
L"%s 缺乏所需的力量。",
|
||
L"%s 缺乏所需的敏捷。",
|
||
L"%s 缺乏所需的灵活。",
|
||
L"%s 缺乏所需的生命值。",
|
||
L"%s 缺乏所需的智慧。",
|
||
L"%s 缺乏所需的枪法。",
|
||
// 6 - 10
|
||
L"%s 缺乏所需的医疗技术。",
|
||
L"%s 缺乏所需的机械技术。",
|
||
L"%s 缺乏所需的领导能力。",
|
||
L"%s 缺乏所需的爆破技术来完成这项任务。",
|
||
L"%s 缺乏所需的经验来完成这项任务。",
|
||
// 11 - 15
|
||
L"%s 的士气不足以完成这项任务。",
|
||
L"%s 过度疲劳, 无法完成任务。",
|
||
L"%s 的忠诚度不足. 当地人拒绝让你执行这项任务。",
|
||
L"已经有太多人被分配到%s了。",
|
||
L"已经有太多人在%s执行这项任务了。",
|
||
// 16 - 20
|
||
L"%s找不到更多需要修理的物品。",
|
||
L"%s损失了一些%s, 在%s的工作中!",
|
||
L"%s损失了一些%s, 在%s, %s的工作中!",
|
||
L"%s 在%s工作时负伤,急需医护!",
|
||
L"%s 在%s,%s工作时负伤,急需医护!",
|
||
// 21 - 25
|
||
L"%s 在%s工作时负伤,只不过是皮外伤。",
|
||
L"%s 在%s,%s工作时负伤,只不过是皮外伤。",
|
||
L"%s地区的居民似乎对%s的出现不满。",
|
||
L"%s地区的居民似乎对%s在%s的行为不满。",
|
||
L"%s在%s的所作所为造成地区忠诚度下降!",
|
||
// 26 - 30
|
||
L"%s在%s, %s的所作所为造成 地区忠诚度下降!",
|
||
L"%s喝高了", // <--- This is a log message string.
|
||
L"%s在%s得了重病, 被暂时解职了。",
|
||
L"%s得了重病, 无法继续在%s, %s的活动。",
|
||
L"%s在%s负伤了。", // <--- This is a log message string.
|
||
// 31 - 35
|
||
L"%s在%s负了重伤。", //<--- This is a log message string.
|
||
|
||
|
||
};
|
||
|
||
STR16 gzFacilityRiskResultStrings[]=
|
||
{
|
||
L"力量",
|
||
L"灵活",
|
||
L"敏捷",
|
||
L"智慧",
|
||
L"生命",
|
||
L"枪法",
|
||
// 5-10
|
||
L"领导",
|
||
L"机械",
|
||
L"医疗",
|
||
L"爆破",
|
||
};
|
||
|
||
STR16 gzFacilityAssignmentStrings[]=
|
||
{
|
||
L"环境",
|
||
L"工作人员",
|
||
L"饮食",
|
||
L"休息",
|
||
L"修理物品",
|
||
L"修理%s", // Vehicle name inserted here
|
||
L"修理机器人",
|
||
// 6-10
|
||
L"医生",
|
||
L"病人",
|
||
L"锻炼力量",
|
||
L"锻炼敏捷",
|
||
L"锻炼灵活",
|
||
L"锻炼生命",
|
||
// 11-15
|
||
L"锻炼枪法",
|
||
L"锻炼医疗",
|
||
L"锻炼机械",
|
||
L"锻炼领导",
|
||
L"锻炼爆破",
|
||
// 16-20
|
||
L"学习力量",
|
||
L"学习敏捷",
|
||
L"学习灵活",
|
||
L"学习生命",
|
||
L"学习枪法",
|
||
// 21-25
|
||
L"学习医疗",
|
||
L"学习机械",
|
||
L"学习领导",
|
||
L"学习爆破",
|
||
L"训练力量",
|
||
// 26-30
|
||
L"训练敏捷",
|
||
L"训练灵活",
|
||
L"训练生命",
|
||
L"训练枪法",
|
||
L"训练医疗",
|
||
// 30-35
|
||
L"训练医疗",
|
||
L"训练领导",
|
||
L"训练爆破",
|
||
};
|
||
STR16 Additional113Text[]=
|
||
{
|
||
L"Jagged Alliance 2 v1.13 窗口模式需要一个16bpp或更少的颜色深度。",
|
||
|
||
// WANNE: Savegame slots validation against INI file
|
||
L"存盘文件内部读取错误:存盘文件的“%s”数量跟 Ja2_Options.ini 设置的($d)不一致。", //L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)",
|
||
L"佣兵 (MAX_NUMBER_PLAYER_MERCS) / 交通工具 (MAX_NUMBER_PLAYER_VEHICLES)",
|
||
L"敌人 (MAX_NUMBER_ENEMIES_IN_TACTICAL)",
|
||
L"动物 (MAX_NUMBER_CREATURES_IN_TACTICAL)",
|
||
L"民兵 (MAX_NUMBER_MILITIA_IN_TACTICAL)",
|
||
L"平民 (MAX_NUMBER_CIVS_IN_TACTICAL)",
|
||
|
||
};
|
||
|
||
// SANDRO - Taunts (here for now, xml for future, I hope)
|
||
// MINTY - Changed some of the following taunts to sound more natural
|
||
STR16 sEnemyTauntsFireGun[]=
|
||
{
|
||
L"吃我一发吧!",
|
||
L"兔崽子,来见你外公!", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote.
|
||
L"放马过来吧!",
|
||
L"你是我的了!",
|
||
L"去死吧!",
|
||
L"害怕了吗?操你妈妈的!",
|
||
L"这会很痛的哦!",
|
||
L"来吧你这个混蛋!",
|
||
L"战吧!很快就会分出胜负的!",
|
||
L"过来爸爸的怀抱里吧!",
|
||
L"你的葬礼马上就会举行的了!",
|
||
L"小样!你很快就会被打包寄回去的!",
|
||
L"嘿!想玩玩是吧?",
|
||
L"臭婊子,你早应该呆在家里!",
|
||
L"靠!",
|
||
};
|
||
|
||
STR16 sEnemyTauntsFireLauncher[]=
|
||
{
|
||
|
||
L"把你们做成烤肉!",// L"We have a barbecue here.",
|
||
L"送给你的礼物!",// L"I got a present for ya.",
|
||
L"灰飞烟灭吧!",// L"Bam!",
|
||
L"说“茄子”!",// L"Smile!",
|
||
};
|
||
|
||
STR16 sEnemyTauntsThrow[]=
|
||
{
|
||
L"给我接住!",
|
||
L"这是给你的!",
|
||
L"老鼠给我出来吧!",
|
||
L"这个是专门给你尝尝的.",
|
||
L"灭哈哈哈哈哈!",
|
||
L"接住吧!猪头!",
|
||
L"我就喜欢这样!",
|
||
};
|
||
|
||
STR16 sEnemyTauntsChargeKnife[]=
|
||
{
|
||
L"我要把你的头皮活活剥下来!死人头!",
|
||
L"来跟我玩玩吧!",
|
||
L"我要让你开肠破肚!",
|
||
L"我会把你碎尸万段!",
|
||
L"他妈的!",
|
||
};
|
||
|
||
STR16 sEnemyTauntsRunAway[]=
|
||
{
|
||
L"靠!看来我们遇到纯爷们了...",
|
||
L"我参加军队是为了抢娘们而不是来送死的!",
|
||
L"我受够啦!",
|
||
L"上帝啊!救救我吧!",
|
||
L"我可不想白白送死...",
|
||
L"妈妈咪啊",
|
||
L"老子还会回来的!后会有期!",
|
||
|
||
};
|
||
|
||
STR16 sEnemyTauntsSeekNoise[]=
|
||
{
|
||
L"我似乎听见啥了!",
|
||
L"谁在那里?",
|
||
L"搞什么搞?",
|
||
L"嘿!是谁?...",
|
||
|
||
};
|
||
|
||
STR16 sEnemyTauntsAlert[]=
|
||
{
|
||
L"他们就在那里!",
|
||
L"现在我们来玩玩吧!",
|
||
L"我没想到会变成这样...",
|
||
|
||
};
|
||
|
||
STR16 sEnemyTauntsGotHit[]=
|
||
{
|
||
L"啊啊啊!",
|
||
L"呜呜!",
|
||
L"痛死我啦!",
|
||
L"操你妈妈的!",
|
||
L"你会后悔的!",
|
||
L"什么..!",
|
||
L"你现在可是真把爷我惹火了!",
|
||
|
||
};
|
||
|
||
// TODO.Translate
|
||
STR16 sEnemyTauntsNoticedMerc[]=
|
||
{
|
||
L"Da'ffff...!",
|
||
L"Oh my God!",
|
||
L"Holy crap!",
|
||
L"Enemy!!!",
|
||
L"Alert! Alert!",
|
||
L"There is one!",
|
||
L"Attack!",
|
||
|
||
};
|
||
|
||
//////////////////////////////////////////////////////
|
||
// HEADROCK HAM 4: Begin new UDB texts and tooltips
|
||
//////////////////////////////////////////////////////
|
||
STR16 gzItemDescTabButtonText[] =
|
||
{
|
||
L"说明",
|
||
L"常规",
|
||
L"进阶",
|
||
};
|
||
|
||
STR16 gzItemDescTabButtonShortText[] =
|
||
{
|
||
L"说明",
|
||
L"常规",
|
||
L"进阶",
|
||
};
|
||
|
||
STR16 gzItemDescGenHeaders[] =
|
||
{
|
||
L"基本性能",
|
||
L"附加性能",
|
||
L"AP 消耗",
|
||
L"点射 / 连发",
|
||
};
|
||
|
||
STR16 gzItemDescGenIndexes[] =
|
||
{
|
||
L"参数.",
|
||
L"0",
|
||
L"+/-",
|
||
L"=",
|
||
};
|
||
|
||
STR16 gzUDBButtonTooltipText[]=
|
||
{
|
||
L"|说|明|页|面:\n \n显示该物品基本的文字描述。",
|
||
L"|常|规|性|能|页|面:\n \n显示该物品的详细性能数据。",
|
||
L"|进|阶|性|能|页|面:\n \n显示使用该物品的额外效果。",
|
||
};
|
||
|
||
STR16 gzUDBHeaderTooltipText[]=
|
||
{
|
||
L"|基|本|性|能:\n \n由物品类别(武器/护甲/杂物)决定的基本性能与数据。",
|
||
L"|附|加|性|能:\n \n该物品的附加特性,以及(或)附加能力。",
|
||
L"|A|P |消|耗:\n \n使用这件武器需要耗费的AP。",
|
||
L"|点|射 |/ |连|发|性|能:\n \n武器在点射/连发模式下的相关数据。",
|
||
};
|
||
|
||
STR16 gzUDBGenIndexTooltipText[]=
|
||
{
|
||
L"|参|数|图|标:\n \n鼠标悬停显示参数名称",
|
||
L"|基|本|数|值:\n \n该物品使用的基本数值,不包括由附件或弹药导致的\n奖励或惩罚。",
|
||
L"|附|件|加|成:\n \n弹药,附件或较差的物品状态导致的\n奖励或惩罚。",
|
||
L"|最|终|数|值:\n \n该物品使用的最终数值,包括所有由附件或弹药导致的\n奖励或惩罚。",
|
||
};
|
||
|
||
STR16 gzUDBAdvIndexTooltipText[]=
|
||
{
|
||
L"参数图标(鼠标悬停显示名称)",
|
||
L"|站|立 姿态的奖励/惩罚",
|
||
L"|蹲|伏 姿态的奖励/惩罚",
|
||
L"|匍|匐 姿态的奖励/惩罚",
|
||
L"奖励/惩罚",
|
||
};
|
||
|
||
STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||
{
|
||
L"|精|度",
|
||
L"|杀|伤|力",
|
||
L"|射|程",
|
||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||
L"|精|瞄|等|级",
|
||
L"|瞄|准|镜|倍|率",
|
||
L"|红|点|效|果",
|
||
L"|消|焰",
|
||
L"|噪|音",
|
||
L"|可|靠|性",
|
||
L"|修|理|难|度",
|
||
L"|精|瞄|最|低|有|效|距|离",
|
||
L"|命|中|率|修|正",
|
||
L"|举|枪|A|P",
|
||
L"|单|发|A|P",
|
||
L"|点|射|A|P",
|
||
L"|连|发|A|P",
|
||
L"|上|弹|A|P",
|
||
L"|换|弹|夹|A|P",
|
||
L"",
|
||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||
L"|连|发|子|弹|数/5|A|P",
|
||
};
|
||
|
||
STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n决定该武器发射的子弹偏离瞄准点的远近。\n \n数值范围:0~100。越高越好。",
|
||
L"\n \n决定该武器发射的子弹的平均伤害,不包括\n护甲或穿甲修正。\n \n该数值越高越好。",
|
||
L"\n \n从该枪射出的子弹在落地前的\n最大飞行距离(格数)。\n \n该数值越高越好。",
|
||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||
L"\n \n这个数值显示了该武器的精瞄等级。\n \n精瞄等级越低,每次瞄准获得的命中率加成越\n高。因此,精瞄等级要求较低的武器可以在不损\n失精度的情况下更快地瞄准。\n \n该数值越低越好。",
|
||
L"\n \n该值大于1.0时,远距离瞄准中的误差会按比例减小。\n \n \n请注意,高倍率瞄准镜不利于射击距离过近的目标。\n \n \n该值为1.0则说明该武器未安装瞄准镜。\n",
|
||
L"\n \n在一定距离上按比例减少瞄准误差。\n \n红点效果只在一定距离内有效,因为超过该距离\n光点就会开始暗淡,最终在足够远处消失。\n \n该数值越高越好。",
|
||
L"\n \n该属性起作用时,武器发射不会产生枪焰。\n \n \n敌人不能通过枪焰判断你的位置,但是他们仍然可\n能听到你。",
|
||
L"\n \n该参数显示了武器开火时枪声传播的\n范围(格数)。\n \n此范围内的敌人均有可能听到枪声。\n \n该数值越低越好。",
|
||
L"\n \n决定了该武器使用时损耗的快慢。\n \n该数值越高越好。",
|
||
L"\n \n决定了修理该武器的难易。\n \n该数值越高越好。",
|
||
L"\n \n瞄准镜提供瞄准命中率加成的最短距离。\n(再近就无效了)",
|
||
L"\n \n激光瞄准器提供的命中率修正。",
|
||
L"\n \n端枪准备开火所需的AP。\n \n举起该武器后,连续发射不会再消耗\n举枪AP。\n \n但是,除转向和开火之外的其他动作均会放\n下武器。\n \n该数值越低越好。",
|
||
L"\n \n该武器射出单发弹药所需的AP,\n对于枪械而言,\n该数值显示了在不精瞄的情况下发射\n一发子弹的AP消耗。\n \n如果该图标为灰色,则该武器不可单发射击。\n \n该数值越低越好。",
|
||
L"\n \n一次点射所需的AP。\n \n每次点射的子弹数由枪支本身决定,\n并显示在该图标上。\n \n如果该图标发灰,则该武器不可点射。\n \n该数值越低越好。",
|
||
L"\n \n连发模式下,该武器一次\n齐射三发子弹所需的AP。\n \n超过3发子弹,\n则需要额外的AP。\n \n如果该图标发灰,则该武器不可连发。\n \n该数值越低越好。",
|
||
L"\n \n重新装填子弹所需的AP。\n \n该数值越低越好。",
|
||
L"\n \n在射击间歇为该武器手动更换弹匣的AP消耗。\n \n该数值越低越好。",
|
||
L"", // No longer used!
|
||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||
L"\n \n该参数显示了该武器每多花费5AP在连发模式时\n可多发射的子弹数。\n \n该数值越高越好。",
|
||
};
|
||
|
||
STR16 szUDBGenArmorStatsTooltipText[]=
|
||
{
|
||
L"|防|护|值",
|
||
L"|覆|盖|率",
|
||
L"|损|坏|率",
|
||
};
|
||
|
||
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n这是护具最重要的属性,决定了其可以吸收多\n少伤害。然而,穿甲攻击以及其他的随机因素\n都可能对最终的伤害值产生影响。\n \n该数值越高越好。",
|
||
L"\n \n决定该护具对身体的防护面积。\n \n如果该值低于100%,则攻击有可能\n对未被护具保护的部分身体造成最大伤害。\n该值越高越好。",
|
||
L"\n \n显示护具被击中时的磨损速率,\n与其吸收的伤害成比例。\n该值越低越好。",
|
||
};
|
||
|
||
STR16 szUDBGenAmmoStatsTooltipText[]=
|
||
{
|
||
L"|侵|彻|力|(|穿|甲|弹|)",
|
||
L"|翻|搅|力|(|开|花|弹|)",
|
||
L"|爆|炸|力|(|炸|子|儿|)",
|
||
L"|过|热|修|正",
|
||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||
L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||
};
|
||
|
||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n即子弹穿透目标护甲的能力。\n \n该值大于1时,被子弹命中的护甲的防护值会成比例减少。\n \n反之,当该值小于1时,\n则增加了目标护甲的防护值。\n \n该数值越高越好。",
|
||
L"\n \n该值决定子弹打穿护甲击中身体时的伤害力\n加成。\n \n该值大于1时,子弹在穿过护甲后会增加伤害。\n \n当该值小于1时,子弹穿过护甲后会减少伤害。\n \n该数值越高越好。",
|
||
L"\n \n该值是子弹在击中目标前已经造成的潜在伤害的倍率。\n \n大于1的数值可以增加伤害,\n反之则减少伤害。\n \n该数值越高越好。",
|
||
L"\n \n子弹温度系数。\n \n该数值越低越好。",
|
||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||
L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||
};
|
||
|
||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||
{
|
||
L"|杀|伤|力",
|
||
L"|眩|晕|杀|伤|力",
|
||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||
L"|爆|炸|范|围",
|
||
L"|眩|晕|爆|炸|范|围",
|
||
L"|噪|音|扩|散|范|围",
|
||
L"|催|泪|毒|气|初|始|范|围",
|
||
L"|芥|子|毒|气|初|始|范|围",
|
||
L"|照|明|初|始|范|围",
|
||
L"|烟|雾|初|始|范|围",
|
||
L"|燃|烧|初|始|范|围",
|
||
L"|催|泪|毒|气|最|终|范|围",
|
||
L"|芥|子|毒|气|最|终|范|围",
|
||
L"|照|明|最|终|范|围",
|
||
L"|烟|雾|最|终|范|围",
|
||
L"|燃|烧|最|终|范|围",
|
||
L"|效|果|持|续|时|间",
|
||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||
// HEADROCK HAM 5: End Fragmentations
|
||
L"|噪|音",
|
||
L"|挥|发|性",
|
||
};
|
||
|
||
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n本次爆炸造成的伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害,\n而具有持续效果的爆破品每回合都可以造成伤\n害,直到效果消失。\n \n该数值越高越好。",
|
||
L"\n \n爆破造成的非致命性眩晕伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害,\n而具有持续效果的爆破品每回合都可以造成伤\n害,直到效果消失。\n \n该数值越高越好。",
|
||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||
L"\n \n这是该爆破品的有效杀伤半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品的眩晕伤害半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。",
|
||
L"\n \n这是该陷阱所发出噪音的传播距离。\n \n在该距离之内的士兵可能听到这个噪音\n并有所警觉。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放出的催泪毒气的初始半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放出的芥子毒气的初始半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品发光的初始半径。\n \n距爆炸中心较近的格子会变得非常明亮,而接近\n边缘的格子只会比平常亮一点点。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放烟雾的初始半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n(如果有的话)。更重要的是,烟雾中的人\n极难被发现,同时他们也会失\n去很大一部分视距。\n \n请查看最大半径和有效时间(显示在下面)。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放出的火焰的初始半径。\n \n在该半径之内的敌人每回合都会受到所列出的\n物理伤害与眩晕伤害。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放出的催泪毒气消散前的最大\n半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放出的芥子毒气消散前的最大\n半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品发出的亮光消失前的半径。\n \n离爆炸中心较近的格子会变得非常亮,而接近\n边缘的格子只会比平常稍亮。\n \n留意初始半径和有效时间。\n \n也请记住,与其他爆破品不同的是照明效果会随\n着时间流逝越来越小直到消失。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放的烟雾消散前的最大半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n(如果有的话)。更重要的是,烟雾中的人\n极难被发现,同时他们也会失\n去很大一部分视距。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
|
||
L"\n \n这是该爆破品释放的火焰熄灭前的最大半径。\n \n在该半径之内的敌人每回合都会受到所列出的\n物理伤害与眩晕伤害\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
|
||
L"\n \n这是爆炸效果的持续时间。\n \n爆炸效果的范围每回合都会向所有的方向增加一\n格,直到其半径达到所列出的最大值。\n \n一旦持续时间过去,爆炸效果就会完全消失。\n \n注意照明类的爆炸与众不同,会随着时间\n流逝越来越小。\n \n该数值越高越好。",
|
||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||
// HEADROCK HAM 5: End Fragmentations
|
||
L"\n \n这是爆破品爆炸时发出的声音能够被佣兵和敌\n军听到的距离(格数)。\n \n听到爆炸声的敌人会察觉到你。\n \n该数值越低越好。",
|
||
L"\n \n这个数值代表该爆破品受到伤害时(如其他爆破品在\n近处爆炸)自身爆炸的几率(100以内)。\n \n因此携带高挥发性爆破品进入战斗极其危险,\n应当极力避免。\n \n数值范围:0~100,越低越好。",
|
||
|
||
};
|
||
|
||
STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||
{
|
||
L"|曳|光|弹",
|
||
L"|反|坦|克|弹",
|
||
L"|破|甲",
|
||
L"|酸|腐|弹",
|
||
L"|破|锁|弹",
|
||
L"|防|爆",
|
||
L"|防|水",
|
||
L"|电|子|产|品",
|
||
L"|防|毒|面|具",
|
||
L"|需|要|电|池",
|
||
L"|能|够|开|锁",
|
||
L"|能|够|剪|线",
|
||
L"|能|够|撬|锁",
|
||
L"|金|属|探|测|器",
|
||
L"|远|程|引|爆|装|置",
|
||
L"|远|程|爆|破|引|信",
|
||
L"|定|时|爆|破|引|信",
|
||
L"|装|有|汽|油",
|
||
L"|工|具|箱",
|
||
L"|热|成|像|仪",
|
||
L"|X|光|射|线|仪",
|
||
L"|装|饮|用|水",
|
||
L"|装|酒|精|饮|品",
|
||
L"|急|救|包",
|
||
L"|医|药|箱",
|
||
L"|破|锁|炸|弹",
|
||
L"|D|r|i|n|k",// TODO.Translate
|
||
L"|M|e|a|l",
|
||
L"|A|m|m|o |B|e|l|t",
|
||
L"|A|m|m|o |V|e|s|t",
|
||
L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate
|
||
L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate
|
||
};
|
||
|
||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n在点射或者连射时,曳光弹会产生曳光效果。\n \n由于曳光能够帮助持枪者校准,所以即使考虑\n后座力,该子弹的杀伤仍是致命的;曳光弹\n也能在黑暗中照亮目标。\n \n然而,曳光弹也会暴露射手的位置!\n \n曳光弹会抵消枪口消焰器的效果。",
|
||
L"\n \n这种子弹能够对坦克装甲造成伤害。\n \n没有穿甲属性的子弹不能\n对坦克造成任何伤害。\n \n即使拥有穿甲属性,大部分枪械对于坦克的伤害仍然\n十分有限,所以不要抱有太大的期望。",
|
||
L"\n \n这种子弹完全无视防弹护甲。\n \n无论目标是否穿着防弹衣,被该子弹击中时,\n都将受到全额伤害!",
|
||
L"\n \n当这种子弹击中目标身上的护甲时会使\n护甲快速损坏。\n \n也可能完全破坏目标的护甲。",
|
||
L"\n \n这种子弹对于破锁十分有效。\n \n当门锁或者其他容器的锁被击中时,会被严重损坏。",
|
||
L"\n \n这种防弹装甲对爆炸的防御力是其防护值的四倍。\n \n受到爆炸物伤害时,该护甲的防御数值按照\n装甲属性中列出数值的四倍计算。",
|
||
L"\n \n该物品防水。\n \n它不会因为浸没在水中而受损。没有该属性的\n物品会在持有者游泳时逐渐损坏。",
|
||
L"\n \n该物品是电子产品,含有复杂电路。\n \n电子产品在维修者没有电子技能时很难被修复\n。",
|
||
L"\n \n将该物品佩戴于面部时,使用者不受任何\n有毒气体的伤害。\n \n然而有些腐蚀性气体可以通过腐蚀\n作用穿过这个面罩。",
|
||
L"\n \n该物品需要电池。没有安装电池时使用者不\n能使用这个物品的主要功能。\n \n只要把所需电池安装于该物品的附件栏即可\n(步骤与将瞄准镜安装在步枪上一样)。",
|
||
L"\n \n该物品能够用于开锁。\n \n(用技巧)开锁不会发出声音,但是开稍微复\n杂一些的锁需要足够的机械能力。 This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate
|
||
L"\n \n该物品能够绞断铁丝网。\n \n使用此物品,佣兵可以快速穿越用铁丝网封锁的地区,以便\n包围敌人!",
|
||
L"\n \n该物品能够用于破坏锁具。\n \n破坏锁具需要很大的力量,既会发出很大的\n噪音,也很耗费佣兵的体力。但是在没有出色\n的技巧和复杂的工具时,用力量破坏锁具也是明智\n之举。 This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate
|
||
L"\n \n该物品能够探测地下的金属物品。\n \n显然其主要用于在没有肉眼识别地雷的能力时探测地\n雷。但是你也可以用它发现埋在地下的宝藏。",
|
||
L"\n \n该物品能够用来引爆已经安装远程爆破引信的炸弹\n。\n \n先放置炸弹,时机一到再用它引爆。",
|
||
L"\n \n安装该引信的爆破物设置完成后\n,可以被远程控制器引爆。\n \n远程引信是设置陷阱的不二选择,因为它只会在你需要\n它爆炸的时候被引爆,而且留给你足够的时间跑\n开!",
|
||
L"\n \n安装该引信的爆破物设置完成后\n,该引信会开始倒数计时,并在设置的时间后\n被引爆。\n \n计时引信便宜并且易于安装,但是你必须给它\n设定合适的时间以便你能够跑开!",
|
||
L"\n \n该物品承有汽油。\n \n在你需要加油时十分有用。",
|
||
L"\n \n工具箱内装有各种能用来修复其他物品的工具。\n \n安排佣兵进行修复工作时该佣兵必须持有工具\n箱。 This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate
|
||
L"\n \n将该物品佩戴于面部时,\n可以利用热成像原理,\n发现墙壁后方的敌人。",
|
||
L"\n \n这种功能强大的仪器利用X光搜索敌军。\n \n它可以在短时间内暴露一定范围中的敌人位置。\n请远离生殖器使用!",
|
||
L"\n \n该物品装有饮用水。\n \n口渴时饮用。",
|
||
L"\n \n该物品内含美酒、酒精饮料、洋酒,\n嘿嘿,你叫它什么都行。\n \n适量饮用,不要酒后驾驶,小心肝硬化!",
|
||
L"\n \n这一战场的基础急救包提供了基本的医疗用品。\n \n可以被用来包扎受伤的角色以止血。\n \n如需要回复生命,使用名副其实的医药箱,并辅以大量的休息。",
|
||
L"\n \n这是名副其实的医药箱,可以用于外科手术或其他复杂的治疗。\n \n安排佣兵进行医疗工作时,该佣兵必须持有医\n药箱。",
|
||
L"\n \n该物品能够用于爆破锁具。\n \n使用它需要爆破技能以避免过早引爆。\n \n使用炸药是一个相对简单的破锁手段,但是会\n发出很大噪音,并且对于大部分佣兵来说过于\n危险。",
|
||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate
|
||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||
L"\n \nWith this ammo belt you can\nfeed someone else's MG.",
|
||
L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.",
|
||
L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate
|
||
L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate
|
||
};
|
||
|
||
STR16 szUDBAdvStatsTooltipText[]=
|
||
{
|
||
L"|精|度|修|正",
|
||
L"|速|射|精|度|修|正|值",
|
||
L"|速|射|精|度|修|正|百|分|比",
|
||
L"|精|瞄|修|正|值",
|
||
L"|精|瞄|修|正|百|分|比",
|
||
L"|精|瞄|等|级|修|正",
|
||
L"|精|瞄|上|限|修|正",
|
||
L"|枪|械|使|用|修|正",
|
||
L"|弹|道|下|坠|修|正",
|
||
L"|瞄|准|误|差|修|正",
|
||
L"|杀|伤|力|修|正",
|
||
L"|近|战|杀|伤|力|修|正",
|
||
L"|射|程|修|正",
|
||
L"|瞄|准|镜|倍|率",
|
||
L"|红|点|效|果",
|
||
L"|水|平|后|坐|力|修|正",
|
||
L"|垂|直|后|坐|力|修|正",
|
||
L"|最|大|制|退|力|修|正",
|
||
L"|制|退|力|精|度|修|正",
|
||
L"|制|退|力|频|次|修|正",
|
||
L"|A|P|总|量|修|正",
|
||
L"|举|枪|A|P|修|正",
|
||
L"|单|发|A|P|修|正",
|
||
L"|点|射|A|P|修|正",
|
||
L"|连|发|A|P|修|正",
|
||
L"|上|弹|A|P|修|正",
|
||
L"|弹|夹|容|量|修|正",
|
||
L"|点|射|弹|数|修|正",
|
||
L"|消|焰",
|
||
L"|噪|音|修|正",
|
||
L"|物|品|尺|寸|修|正",
|
||
L"|可|靠|性|修|正",
|
||
L"|丛|林|迷|彩",
|
||
L"|城|市|迷|彩",
|
||
L"|沙|漠|迷|彩",
|
||
L"|雪|地|迷|彩",
|
||
L"|潜|行|修|正",
|
||
L"|听|觉|距|离|修|正",
|
||
L"|一|般|视|距|修|正",
|
||
L"|夜|晚|视|距|修|正",
|
||
L"|白|天|视|距|修|正",
|
||
L"|高|光|视|距|修|正",
|
||
L"|洞|穴|视|距|修|正",
|
||
L"|隧|道|视|野|效|应",
|
||
L"|最|大|制|退|力",
|
||
L"|制|退|力|频|次",
|
||
L"|命|中|率|修|正",
|
||
L"|精|瞄|修|正",
|
||
L"|单|发|射|击|温|度",
|
||
L"|冷|却|参|数",
|
||
L"|卡|壳|阈|值",
|
||
L"|损|坏|阈|值",
|
||
L"|单|发|射|击|温|度",
|
||
L"|冷|却|参|数",
|
||
L"|卡|壳|阈|值",
|
||
L"|损|坏|阈|值",
|
||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||
L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate
|
||
};
|
||
|
||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||
STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||
{
|
||
L"\n \n当安装于远程武器上时,该物品将修正武器的精\n度值。\n \n精度的提高能够使武器在精瞄时更容易命中远\n距离的目标。\n \n数值范围:-100~+100,越高越好。",
|
||
L"\n \n该物品按照所列数值修正射手使用远程武器打出去\n的每颗子弹的精度。\n \n数值范围:-100~+100,越高越好。",
|
||
L"\n \n在原本射击精度的基础上,该物品按照所列百分比修正射手使用远程武器射出\n的每颗子弹。\n \n数值范围:-100~+100,越高越好。",
|
||
L"\n \n该物品按照所列数值修正射手使用远程武器瞄准时,\n每次精瞄所增加的精度。\n \n数值范围:-100~+100,越高越好。",
|
||
L"\n \n该物品按照所列百分比修正射手使用远程武器瞄准\n时,每次精瞄所增加的精度。\n \n数值范围:-100~+100,越高越好。",
|
||
L"\n \n该物品修正该武器的精瞄等级。\n \n减少精瞄等级意味着每一次精瞄会增加更多的\n精度。因此,精瞄等级的减少,有助于这件武\n器在不损精度的情况下快速瞄准。\n \n该数值越低越好。",
|
||
L"\n \n在原本射击精度的基础上,该物品按照百分比修正射手使用远程武器时能\n达到的最大精度。\n \n该数值越高越好。",
|
||
L"\n \n当将该物品安装于远程武器上时,会修正武器的操\n控难度。\n \n易于操控的武器不论是否进行精瞄都更加\n准确。\n \n该修正基于武器的原始操控难度,步枪\n和重武器高而手枪和轻武器低。\n \n该数值越低越好。",
|
||
L"\n \n该物品修正超射距命中的难度。\n \n较高的修正值可以增加武器的最大射程至少几\n格。\n \n该数值越高越好。",
|
||
L"\n \n该物品修正命中移动目标的难度。\n \n较高的修正值能够增加在较远距离上命中移动目\n标的几率。\n \n该数值越高越好。",
|
||
L"\n \n该物品修正您武器的杀伤力。\n \n该数值越高越好。",
|
||
L"\n \n该物品按照所列数值修正您近战武器的伤害值。\n \n该物品只作用于近战武器,无论是利器还是\n钝器。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品可修正其\n最大有效射程。\n \n最大射程是指子弹明显坠落前可以飞行的距离。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品提供额外的瞄\n准倍率,使远距离射击相对来说更容易命中。\n \n请注意当目标距离小于最佳瞄准距离时,高倍率对于\n瞄准不利。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品在目标身上投\n影出一个红点,让其更容易被命中。\n \n红点效果只能在指定距离内使用,超过该距离\n光点就会暗淡直到最终消失。\n \n该数值越高越好。",
|
||
L"\n \n当安装于可点射或连发的远程武器上时,该\n物品按照百分比修正该武器的水平后座力。\n \n在连续射击时,降低后坐力可以帮助射手\n保持枪口指向目标。\n \n该数值越低越好。",
|
||
L"\n \n当安装于可点射或连发的远程武器上时,该\n物品按照百分比修正该武器的垂直后座力。\n \n在连续射击时,降低后坐力可以帮助射手\n保持枪口指向目标。\n \n该数值越低越好。",
|
||
L"\n \n该物品修正射手在点射或者连发时,应对制退后坐\n力的能力。\n \n高修正值能帮助射手控制后坐力较高的武器,\n即使射手自身力量较低。\n \n该数值越高越好。",
|
||
L"\n \n该物品修正射手在点射或者连发时,运用反作\n用力制退后坐力的精确度。\n \n高修正值能帮助射手维持枪口始终朝向目标,\n哪怕目标较远,也能提升精度。\n \n该数值越高越好。",
|
||
L"\n \n在射手进行点射或者连发时,该物品修正其频繁评估\n制退力大小以应对后坐力的能力。\n \n低修正值使连发的总体精度更高,此外,由于射手能\n正确制退后坐力,其长点射也更\n加准确。\n \n该数值越高越好。",
|
||
L"\n \n该物品直接修正佣兵每回合的初始AP量。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正举枪AP。\n \n该数值越低越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正单发AP。\n \n注意对于可以点射或连发的武器来说,该物品\n也会影响点射和连发的AP。\n \n该数值越低越好。",
|
||
L"\n \n当安装于可以进行点射的远程武器上时,该物品修正点射AP。\n \n该数值越低越好。",
|
||
L"\n \n当安装于可以进行连发的远程武器上时,该物品修正连发AP。\n \n注意,这不改变连发增加子弹时的AP消耗,只\n影响连发时AP的初始消耗。\n \n该数值越低越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正上弹AP。\n \n该数值越低越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正该武器的\n弹匣容量。\n \n该武器便能够使用相同口径的不同容量的弹匣。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正该武器在\n点射时发射的子弹数。\n \n如果该武器不能点射而此修正值为正,该物品\n会使武器能够点射。\n \n相反,如果该武器原本能够点射,而此修正值\n为负,该物品可能使武器失去点射能力。\n \n该数值一般越高越好。当然连发时也需要注意\n节省弹药。",
|
||
L"\n \n当安装于远程武器上时,该物品能够隐藏该武\n器的枪焰。.\n \n当射手在隐蔽的地方开枪,将不会被敌人发现\n,这在夜战中十分重要。",
|
||
L"\n \n当安装于武器上时,该物品修正使用该武器时\n发出的噪音能被敌人和佣兵发觉的距离。\n \n如果该修正值将武器的噪音数值削减至0,那\n么该武器就被完全消音了。\n \n该数值越低越好。",
|
||
L"\n \n该物品修正把它作为附件的物品的尺寸大小。\n \n物品大小在新携行系统中很重要,因为口袋只\n能装下特定大小和形状的物品。\n \n增加尺寸会使物品太大而不能放入某些口袋。\n \n反之,减少尺寸意味着该物品可以适合于更多\n的口袋,并且一个口袋可以装得更多。\n \n一般来说,该数值越低越好。",
|
||
L"\n \n当安装于武器上时,该物品修正该武器的可靠\n性数值。\n \n如果该修正值为正,该武器在使用过程中的磨\n损会更慢,反之磨损会更快。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,会增加穿戴者在\n丛林环境中的伪装值。\n \n该伪装需靠近树木或较高的草丛才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,会增加穿戴者在\n城市环境中的伪装值。\n \n该伪装需靠近沥青或混凝土材质才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,会增加穿戴者在\n沙漠环境中的伪装值。\n \n该伪装需靠近沙地、沙砾地或沙漠植被才能发挥最大功\n效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,会增加穿戴者在\n雪地环境中的伪装值。\n \n该伪装需靠近雪地才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,修正使用者的潜\n行能力,使其在潜行时更难被听到。\n \n注意该物品并不修正潜行者的可视特征,\n而只是改变潜行中动静的大小。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的听觉感知范围。\n \n该值为正时可以从更远的距离听到噪音。\n \n与此同时,该值为负时会削减使用者的听力。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一修正值适用于所有情况。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一夜视修正只在光线明显不足时有效。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一白天视觉修正只在光照度为平均值或更高时有效。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一高光视觉修正只在光照度过高时有效,\n例如直视闪光弹照亮的格子或\n在正午时分。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一洞穴视觉修正只在昏暗且位于地下时有效。\n \n该数值越高越好。",
|
||
L"\n \n当该物品戴在身上或附在穿戴品上时,会改变视\n野范围,视野范围减少会导致可视角度变窄。\n \n该数值越低越好。",
|
||
L"\n \n这是射手在点射或者连发时,制退后坐力的能力。\n \n该数值越高越好。",
|
||
L"\n \n这是射手在点射或者连发时,频繁评估\n制退力大小以应对后坐力的能力。\n \n较高的频率使连发的总体精度更高,此外,由于射手能\n正确制退后坐力,其长点射也更\n加准确。\n \n该数值越低越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正武器的命\n中率。\n \n命中率的提高使该武器在精瞄时更容易命中\n目标。\n \n该数值越高越好。",
|
||
L"\n \n当安装于远程武器上时,该物品修正武器的精\n瞄加成。\n \n精瞄加成的提高使该武器在精瞄时更容易命\n中远距离的目标。\n \n该数值越高越好。",
|
||
L"\n \n单发射击所造成的温度。\n所使用的子弹类型对本值有影响。",
|
||
L"\n \n每回合自动冷却所降低的温度值。",
|
||
L"\n \n当武器温度超过卡壳阈值时,\n卡壳将更容易发生。",
|
||
L"\n \n当武器温度超过损坏阈值时,\n武器将更容易损坏。",
|
||
L"\n \n武器的单发射击温度增加了(百分比)。\n \n该数值越低越好。",
|
||
L"\n \n武器的冷却系数数增加了(百分比)。\n \n该数值越高越好。",
|
||
L"\n \n武器的卡壳阈值增加了(百分比)。\n \n该数值越高越好。",
|
||
L"\n \n武器的损坏阈值增加了(百分比)。\n \n该数值越高越好。",
|
||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||
L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate
|
||
};
|
||
|
||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||
{
|
||
L"\n \n由于所装的附件,弹药或其内置特性,这件武\n器的精度得到了修正。\n \n提高精度能够使该武器在精瞄时更容易命中远\n距离的目标。\n \n数值范围:-100~+100,该数值越高越好。",
|
||
L"\n \n这件武器按照所列数值修正了射手\n的精度。\n \n数值范围:-100~+100,该数值越高越好。",
|
||
L"\n \n这件武器按照所列百分比修正了射手打出去的每颗\n子弹的精度。\n \n该数值越高越好。",
|
||
L"\n \n这件武器按照所列数值修正了每次精瞄所增加的精\n度。\n \n数值范围:-100~+100,该数值越高越好。",
|
||
L"\n \n根据射手本身的射击精度,这件武器\n按照所列百分比修正每次精瞄所增加的\n精度。\n \n该数值越高越好。",
|
||
L"\n \n由于其所装的附件,弹药或由于其内置特性,\n这件武器的精瞄等级得到了修正。\n \n如果精瞄等级减少了,则这件武器可以在不损\n失精度的情况下快速瞄准。\n \n反之,若精瞄等级增加,则这件武器瞄准的\n更慢,却不会额外增加精度。\n \n该数值越低越好。",
|
||
L"\n \n这件武器按照一定百分比\n修正射手能够达到的最大精度。\n(依据射手本来的精度)\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件或其固有特性,武器操\n控难度得到了修正。\n \n易于操控的武器不论是否进行精瞄都更加\n准确。\n \n该修正基于武器的原始操控难度,步枪\n和重武器高而手枪和轻武器低。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件或其固有特性,这件武\n器超射距命中的能力得到了修正。\n \n较高的修正值可以增加该武器的最大射程至少\n几个格。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件或其固有特性,这件武\n器命中远距移动目标的能力得到了修正。\n \n高修正值有助于在较远的距离上增加命中快速移动目\n标的几率。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的伤害值得到了修正。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的近战伤害值得到了修正。\n \n该修正值仅限于近战武器,无论是利器还是钝\n器。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的最大射程得到了修正。\n \n最大射程是指子弹明显坠落前所飞行的距离。\n \n该数值越高越好。",
|
||
L"\n \n这件武器装备了光学瞄准镜,因而其远距离射击更\n容易命中。\n \n注意在目标比最佳瞄准距离近时,高倍率对于\n瞄准是不利的。\n \n该数值越高越好。",
|
||
L"\n \n这件武器装备了瞄准指示设备(可能是激光),它\n可以在目标身上投影出一个点,使其更容易\n被命中。\n \n指示效果只能在指定距离内使用,超过该距离\n光点就会暗淡直到最终消失。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的水平后坐力得到了修正。\n \n如果武器缺少点射和连发功能,则此修正无效。\n \n在点射或连发时,降低后坐力可以帮助射手\n保持枪口持续对准目标。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的垂直后坐力得到了修正。\n \n如果武器缺少点射和连发功能,则此修正无效。\n \n在点射或连发时,降低后坐力可以帮助射手\n保持枪口持续对准目标。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器修正了射手在点射或者连发时,制退后坐力\n的能力。\n \n高修正数值能帮助射手控制后坐力较强的武器\n,即使射手自身力量较低。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器修正了射手运用反作用力制退后坐力的精确\n度。\n \n如果武器缺少点射和连发功能,则此修正无效。\n \n高修正值能帮助射手维持枪口始终朝向目标,\n哪怕目标较远,也能提升精度。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器修正了射手频繁估量制退力大小的能力。\n \n如果点射和连发功能都没有,则此修正无效。\n \n高修正值能够提高子弹的总体精度,在射手能\n正确制退后坐力的前提下,远距离的连发也更\n能加准确。\n \n该数值越高越好。",
|
||
L"\n \n持有这件武器将修正佣兵每回合的初\n始AP量。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的举枪AP得到了修正。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的单发AP得到了修正。\n \n请注意对于可以点射或连发的武器来说,点射和\n连发AP也会被修正。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的点射AP得到了修正。\n \n如果武器没有点射功能,此修正自然无效。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的连发AP得到了修正。\n \n如果武器没有连发功能,此修正自然无效。\n \n注意,增加连发子弹时的AP消耗并不会改变,\n只影响连发时AP的初始消耗。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的上弹AP得到了修正。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,此武器\n的弹匣容量得到了修正。\n \n现在这件武器可以接受相同口径的更大(或更小)容量的\n弹匣。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器在点射时发射的子弹数得到了修正。\n \n如果此武器本不能点射而此修正值为正,将赋予武器\n点射能力。\n \n反之,如果此武器原本能够点射,而此修正值\n为负,则将使其失去点射能力。\n \n该数值一般越高越好。当然连发时也需要注意\n节省弹药。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,此武器\n发射时没有枪焰。\n \n当射手在隐蔽的地方开枪,将不会被敌人发现,这在夜战中十分重要。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器发出的噪音得到了修正。因而敌人和佣兵能\n发觉枪响的距离也就修正了。\n \n如果该修正值将武器的噪音数值削减至0,那\n么该武器就被完全消音了。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的尺寸大小得到了修正。\n \n物品大小在新携行系统中很重要,因为口袋只\n能装下特定大小和形状的物品。\n \n增加尺寸会使物品太大而不能放入某些口袋。\n \n反之,减少尺寸意味着该物品可以被放入更多\n的口袋中,并且一个口袋可以装更多。\n \n该数值一般越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其固有特性,这件武\n器的可靠性得到了修正。\n \n如果该修正值为正,该武器在使用过程中的磨\n损会更慢,反之磨损会更快。\n \n该数值越高越好。",
|
||
L"\n \n当手持这件武器时,使用者\n在丛林环境中的伪装值改变了。\n \n该伪装需靠近树木或草丛才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当手持这件武器时,使用者\n在城市环境中的伪装值改变了。\n \n该伪装需靠近沥青或水泥才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当手持这件武器时,使用者\n在沙漠环境中的伪装值改变了。\n \n该伪装需靠近沙砾或沙漠植被才能发挥最大功\n效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当手持这件武器时,使用者\n在雪地环境中的伪装值改变了。\n \n该伪装需靠近雪地才能发挥最大功效。\n \n该伪装数值越高越好。",
|
||
L"\n \n当手持这件武器时,将修正士兵的潜行能力,使潜行\n者更难或更容易被听到。\n \n注意该物品并不修正潜行者的可视特征,\n而只是改变潜行中动静的大小。\n \n该数值越高越好。",
|
||
L"\n \n当手持这件武器时,将按照所列\n百分比修正使用者的听觉感知范围。\n \n该值为正时可以从更远的距离听到噪音。\n \n若该值为负,则会削减使用者的听力。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一一般修正适用于所有情形。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一夜视修正只在光线明显不足时有效。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一白天视觉修正只在光照度为平均值或更高时有效。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一高光视觉修正只在光照度过高时有效,\n例如直视闪光弹照亮的\n格子或在正午时分。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一洞穴视觉修正只在昏暗且位于地下时有效。\n \n该数值越高越好。",
|
||
L"\n \n当完成该武器的举枪动作时,\n将改变使用者的视野范围,视野\n范围减少会导致可视角度变窄。\n \n该数值越高越好。",
|
||
L"\n \n这是射手在点射和连发时,制退后坐力的能力。\n \n该数值越高越好。",
|
||
L"\n \n这是射手频繁估量制退力大小以应对后坐力的能力。\n \n如果武器缺乏点射和连发功能,则此能力无\n效。\n \n低修正值能提高连发的总体精度,此外,由于射手能\n正确制退后坐力,其长点射也更\n加准确。\n \n该数值越低越好。",
|
||
L"\n \n由于所装的附件,弹药或其内置特性,这件武\n器的命中率得到了修正。\n \n命中率的提高使该武器在精瞄时\n更容易命中目标。\n \n该数值越高越好。",
|
||
L"\n \n由于所装的附件,弹药或其内置特性,这件武\n器的精瞄加成得到了修正。\n \n精瞄加成的提高能够使该武器在精瞄时更容易命\n中远距离的目标。\n \n该数值越高越好。",
|
||
L"\n \n单发射击所造成的温度。\n所使用的子弹类型对本值有影响。",
|
||
L"\n \n每回合自动冷却所降低的温度值。",
|
||
L"\n \n当武器温度超过卡壳阈值时,\n卡壳将更容易发生。",
|
||
L"\n \n当武器温度超过损坏阈值时,\n武器将更容易损坏。",
|
||
};
|
||
|
||
// HEADROCK HAM 4: Text for the new CTH indicator.
|
||
STR16 gzNCTHlabels[]=
|
||
{
|
||
L"单发",
|
||
L"AP",
|
||
};
|
||
//////////////////////////////////////////////////////
|
||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||
//////////////////////////////////////////////////////
|
||
|
||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||
STR16 gzMapInventorySortingMessage[] =
|
||
{
|
||
L"已完成 分类并装箱所有的弹药 在区域 %c%d.",
|
||
L"已完成 移除所有物品上的附件 在区域 %c%d.",
|
||
L"已完成 退出所有武器里的子弹 在区域 %c%d.",
|
||
L"已完成 合并后堆叠了所有物品 在区域 %c%d.",
|
||
};
|
||
|
||
STR16 gzMapInventoryFilterOptions[] =
|
||
{
|
||
L"全部显示",
|
||
L"枪械",
|
||
L"弹药",
|
||
L"炸药",
|
||
L"格斗武器",
|
||
L"护甲",
|
||
L"携行器",
|
||
L"工具",
|
||
L"杂物",
|
||
L"全部隐藏",
|
||
};
|
||
|
||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||
STR16 gTemperatureDesc[] =
|
||
{
|
||
L"当前温度为: ",
|
||
L"很低",
|
||
L"低",
|
||
L"中等",
|
||
L"高",
|
||
L"很高",
|
||
L"危险",
|
||
L"很危险",
|
||
L"致命",
|
||
L"未知",
|
||
L"."
|
||
};
|
||
|
||
// Flugente: food condition texts
|
||
STR16 gFoodDesc[] =
|
||
{
|
||
L"这食物 ",// Food is
|
||
L"非常新鲜啊",// fresh
|
||
L"看着还行吧",// good
|
||
L"挺一般的哎",// ok
|
||
L"有点难闻了",// stale
|
||
L"都变味了啊",// shabby
|
||
L"快要腐烂了",// rotting
|
||
L"!"// .
|
||
};
|
||
|
||
CHAR16* ranks[] =
|
||
{ L"", //ExpLevel 0
|
||
L"列兵 ", //L"Pvt. ", //ExpLevel 1
|
||
L"下士 ", //L"Pfc. ", //ExpLevel 2
|
||
L"中士 ", //L"Cpl. " //ExpLevel 3
|
||
L"上士 ", //L"Sgt. ", //ExpLevel 4
|
||
L"少尉 ", //L"Lt. ", //ExpLevel 5
|
||
L"中尉 ", //L"Cpt. ", //ExpLevel 6
|
||
L"上尉 ", //L"Maj. ", //ExpLevel 7
|
||
L"少校 ", //L"Lt.Col. ", //ExpLevel 8
|
||
L"上校 ", //L"Col. ", //ExpLevel 9
|
||
L"将军 " //L"Gen. " //ExpLevel 10
|
||
};
|
||
|
||
|
||
STR16 gzNewLaptopMessages[]=
|
||
{
|
||
L"敬请垂询我们的最新特惠信息!", //L"Ask about our special offer!",
|
||
L"暂时没货", //L"Temporarily Unavailable",
|
||
L"这份预览版资料片仅提供最初6个区域的地图。最终版将提供完整支持,请阅读帮助文档获取更多信息。", //L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
|
||
};
|
||
|
||
STR16 zNewTacticalMessages[]=
|
||
{
|
||
//L"目标的距离: %d格, 亮度: %d/%d",
|
||
L"将发报机装到笔记本电脑上。",
|
||
L"你无法支付雇佣%s的费用",
|
||
L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
|
||
L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
|
||
L"费用",
|
||
L"在本分区发现有人……",
|
||
//L"枪的射程: %d格, 命中率: %d%",
|
||
L"显示覆盖物",
|
||
L"视距",
|
||
L"新雇请的佣兵无法到达那里。",
|
||
L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
|
||
L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
|
||
L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
|
||
L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
|
||
L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
|
||
L"(不能在战斗时存盘)",
|
||
L"当前的战役名称超过了30个字符。",
|
||
L"无法找到当前的战役。", // @@@ new text
|
||
L"战役: 默认 ( %S )", // @@@ new text
|
||
L"战役: %S", // @@@ new text
|
||
L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
|
||
L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
|
||
};
|
||
|
||
// The_bob : pocket popup text defs
|
||
STR16 gszPocketPopupText[]=
|
||
{
|
||
L"榴弹发射器", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||
L"火箭发射器", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||
L"格斗&投掷武器", // POCKET_POPUP_MEELE_AND_THROWN
|
||
L"- 没有合适的弹药 -", //POCKET_POPUP_NO_AMMO
|
||
L"- 区域存货没有武器 -", //POCKET_POPUP_NO_GUNS
|
||
L"更多...", //POCKET_POPUP_MOAR
|
||
};
|
||
|
||
// Flugente: externalised texts for some features // TODO.Translate
|
||
STR16 szCovertTextStr[]=
|
||
{
|
||
L"%s has camo!",
|
||
L"%s has a backpack!",
|
||
L"%s is seen carrying a corpse!",
|
||
L"%s wears suspicious LBE gear!",
|
||
L"%s possesses military hardware!",
|
||
L"%s carries too many guns!",
|
||
L"%s equipment is too good!",
|
||
L"%s gun has too many attachments!",
|
||
L"%s was seen performing suspicious activities!",
|
||
L"%s does not look like a civilian!",
|
||
L"%s bleeding was discovered!",
|
||
L"%s is drunk and doesn't look like a soldier!",
|
||
L"On closer inspection, %s's disguise does not hold!",
|
||
L"%s isn't supposed to be here!",
|
||
L"%s isn't supposed to be here at this time!",
|
||
L"%s was seen near a fresh corpse!",
|
||
L"%s equipment raises a few eyebrows!",
|
||
L"%s is seen targeting a soldier!",
|
||
L"%s has seen through %s disguise!",
|
||
L"No clothes item found in Items.xml!",
|
||
L"This does not work with the old trait system!",
|
||
L"Not enough Aps!",
|
||
L"Bad palette found!",
|
||
L"You need the covert skill to do this!",
|
||
L"No uniform found!",
|
||
};
|
||
|
||
STR16 szCorpseTextStr[]=
|
||
{
|
||
L"No head item found in Items.xml!",
|
||
L"Corpse cannot be decapitated!",
|
||
L"No meat item found in Items.xml!",
|
||
L"Not possible, you sick, twisted individual!",
|
||
L"No clothes to take!",
|
||
L"%s cannot take clothes off of this corpse!",
|
||
L"This corpse cannot be taken!",
|
||
L"No free hand to carry corpse!",
|
||
L"No corpse item found in Items.xml!",
|
||
L"Invalid corpse ID!",
|
||
};
|
||
|
||
STR16 szFoodTextStr[]=
|
||
{
|
||
L"%s does not want to eat %s",
|
||
L"%s does not want to drink %s",
|
||
L"%s ate %s",
|
||
L"%s drank %s",
|
||
L"%s's strength was damaged due to being overfed!",
|
||
L"%s's strength was damaged due to lack of nutrition!",
|
||
L"%s's health was damaged due to being overfed!",
|
||
L"%s's health was damaged due to lack of nutrition!",
|
||
L"%s's strength was damaged due to excessive drinking!",
|
||
L"%s's strength was damaged due to lack of water!",
|
||
L"%s's health was damaged due to excessive drinking!",
|
||
L"%s's health was damaged due to lack of water!",
|
||
L"Sectorwide canteen filling not possible, Food System is off!"
|
||
};
|
||
|
||
#endif //CHINESE
|