Files
source/Utils/_ChineseText.cpp
T
2009-02-02 17:55:46 +00:00

5501 lines
188 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( CHINESE )
#include "text.h"
#include "Fileman.h"
#endif
#endif
#if defined( CHINESE )
/*
******************************************************************************************************
** IMPORTANT TRANSLATION NOTES **
******************************************************************************************************
GENERAL INSTRUCTIONS
- Always be aware that foreign strings should be of equal or shorter length than the English equivalent.
I know that this is difficult to do on many occasions due to the nature of foreign languages when
compared to English. By doing so, this will greatly reduce the amount of work on both sides. In
most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.
The general rule is if the string is very short (less than 10 characters), then it's short because of
interface limitations. On the other hand, full sentences commonly have little limitations for length.
Strings in between are a little dicey.
- Never translate a string to appear on multiple lines. All strings L"This is a really long string...",
must fit on a single line no matter how long the string is. All strings start with L" and end with ",
- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only
have one space after a period, which is different than standard typing convention. Never modify sections
of strings contain combinations of % characters. These are special format characters and are always
used in conjunction with other characters. For example, %s means string, and is commonly used for names,
locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9).
%% is how a single % character is built. There are countless types, but strings containing these
special characters are usually commented to explain what they mean. If it isn't commented, then
if you can't figure out the context, then feel free to ask SirTech.
- Comments are always started with // Anything following these two characters on the same line are
considered to be comments. Do not translate comments. Comments are always applied to the following
string(s) on the next line(s), unless the comment is on the same line as a string.
- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching
for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the
comments intact, and SirTech will remove them once the translation for that particular area is resolved.
- If you have a problem or question with translating certain strings, please use "//!!! comment"
(without the quotes). The syntax is important, and should be identical to the comments used with @@@
symbols. SirTech will search for !!! to look for your problems and questions. This is a more
efficient method than detailing questions in email, so try to do this whenever possible.
FAST HELP TEXT -- Explains how the syntax of fast help text works.
**************
1) BOLDED LETTERS
The popup help text system supports special characters to specify the hot key(s) for a button.
Anytime you see a '|' symbol within the help text string, that means the following key is assigned
to activate the action which is usually a button.
EX: L"|Map Screen"
This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that
button. When translating the text to another language, it is best to attempt to choose a word that
uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end
of the string in this format:
EX: L"Ecran De Carte (|M)" (this is the French translation)
Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e)
2) NEWLINE
Any place you see a \n within the string, you are looking at another string that is part of the fast help
text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish
to start a new line.
EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually."
Would appear as:
Clears all the mercs' positions,
and allows you to re-enter them manually.
NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this
in the above example, we would see
WRONG WAY -- spaces before and after the \n
EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually."
Would appear as: (the second line is moved in a character)
Clears all the mercs' positions,
and allows you to re-enter them manually.
@@@ NOTATION
************
Throughout the text files, you'll find an assortment of comments. Comments are used to describe the
text to make translation easier, but comments don't need to be translated. A good thing is to search for
"@@@" after receiving new version of the text file, and address the special notes in this manner.
!!! NOTATION
************
As described above, the "!!!" notation should be used by you to ask questions and address problems as
SirTech uses the "@@@" notation.
*/
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"玩家的回合", // player's turn
L"敌军的回合",
L"异形的回合",
L"民兵的回合",
L"平民的回合",
L"Player_Plan",// planning turn
L"#1 客户端",//hayden
L"#2 客户端",//hayden
L"#3 客户端",//hayden
L"#4 客户端",//hayden
};
CHAR16 Message[][STRING_LENGTH] =
{
L"",
// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.
L"%s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", //"reliable",
L"不耐用", //"unreliable",
L"容易修复", //"easy to repair",
L"不易修复", //"hard to repair",
L"杀伤力高", //"high damage",
L"杀伤力低", //"low damage",
L"射速快", //"quick firing",
L"射速慢", //"slow firing",
L"射程远", //"long range",
L"射程近", //"short range",
L"轻盈", //"light",
L"笨重", //"heavy",
L"小巧", //"small",
L"高速扫射", //"fast burst fire",
L"无法扫射", //"no burst fire",
L"装弹量大", //"large magazine",
L"装弹量少", //"small magazine",
// 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"%s偷到了%s。",
// The %s is a merc name
L"%s的武器不能扫射。",
L"你已经装上了该附件。",
L"组合物品?",
// 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。", //"%s has repaired the %s",
//L"Interrupt for ",
L"中断: ",
L"投降?", //"Surrender?",
L"此人拒绝你的包扎。", //"This person refuses your aid.",
L"我不这么认为。", //"I DON'T think so!",
/*
L"To travel in Skyrider's chopper, you'll have to ASSIGN mercs to VEHICLE/HELICOPTER first.",
L"%s only had enough time to reload ONE gun",
*/
L"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", //"Bloodcats' turn",
L"全自动", //"full auto",
L"无全自动",
L"精确", //"accurate",
L"不精确", //"inaccurate",
L"无半自动", //"no semi auto",
L"敌人已经没有装备可偷了!",
L"敌人手中没有装备!",
};
// 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", //"Paused",
L"普通", //"Normal",
L"5分钟", //"5 min",
L"30分钟", //"30 min",
L"60分钟", //"60 min",
L"6小时", //"6 hrs",
};
// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training,
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.
STR16 pAssignmentStrings[] =
{
L"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 Duty", // on active duty
L"医生", //"Doctor", // administering medical aid
L"病人", //"Patient", // getting medical aid
L"交通工具", //"Vehicle", // in a vehicle
L"在途中", //"In Trans", // in transit - abbreviated form
L"修理", //"Repair", // repairing
L"锻炼", //"Practice", // training themselves
L"民兵", //"Militia", // training a town to revolt
L"教练", //"Trainer", // training a teammate
L"学员", //"Student", // being trained by someone else
L"死亡", //"Dead", // dead
L"无力中", //"Incap.", // abbreviation for incapacitated
L"战俘", //"POW", // Prisoner of war - captured
L"医院", //Hospital", // patient in a hospital
L"空", //"Empty", // Vehicle is empty
};
STR16 pMilitiaString[] =
{
L"民兵", //"Militia", // the title of the militia box
L"未分配的民兵", //"Unassigned", //the number of unassigned militia troops
//"You can't redistribute militia while there are hostilities in the area!",
L"本地区有敌军存在,你无法重新分配民兵!",};
STR16 pMilitiaButtonString[] =
{
L"自动", // auto place the militia troops for the player
L"完成", // done placing militia troops
};
STR16 pConditionStrings[] =
{
L"极好", //"Excellent", //the state of a soldier .. excellent health
L"良好", //"Good", // good health
L"普通", //"Fair", // fair health
L"受伤", //"Wounded", // wounded health
L"疲劳", //"Fatigued", // tired
L"失血", //"Bleeding", // bleeding to death
L"昏迷", //"Unconscious", // knocked out
L"垂死", //"Dying", // near death
L"死亡", //"Dead", // dead
};
STR16 pEpcMenuStrings[] =
{
/*
L"On Duty", // set merc on active duty
L"Patient", // set as a patient to receive medical aid
L"Vehicle", // tell merc to enter vehicle
L"Unescort", // let the escorted character go off on their own
L"Cancel", // close this menu
*/
L"编队",
L"病人",
L"交通工具",
L"无护送",
L"取消",
};
// look at pAssignmentString above for comments
STR16 pPersonnelAssignmentStrings[] =
{
/*
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
*/
L"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 Duty",
L"医生", //"Doctor",
L"病人", //"Patient",
L"交通工具", //"Vehicle",
L"在途中", //"In Transit",
L"修理", //"Repair",
L"锻炼", //"Practice",
L"训练民兵", //"Training Militia",
L"教练", //"Trainer",
L"学员", //"Student",
L"死亡", //"Dead",
L"无力中", //"Incap.",
L"战俘", //"POW",
L"医院", //"Hospital",
L"空", //"Empty", // Vehicle is empty
};
// refer to above for comments
STR16 pLongAssignmentStrings[] =
{
/*
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
*/
L"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 Duty",
L"医生", //"Doctor",
L"病人", //"Patient",
L"交通工具", //"Vehicle",
L"在途中", //"In Transit",
L"修理", //"Repair",
L"练习", //"Practice",
L"训练民兵", //"Train Militia",
L"训练队友", //"Train Teammate",
L"学员", //"Student",
L"死亡", //"Dead",
L"无力中", //"Incap.",
L"战俘", //"POW",
L"医院", //"Hospital", // patient in a hospital
L"空", //"Empty", // Vehicle is empty
};
// the contract options
STR16 pContractStrings[] =
{
L"合同选项: ", //"Contract Options:",
L"", // a blank line, required
L"雇佣一日", //"Offer One Day", // offer merc a one day contract extension
L"雇佣一周", //"Offer One Week", // 1 week
L"雇佣两周", //"Offer Two Weeks", // 2 week
L"解雇", //"Dismiss", // end merc's contract
L"取消", //"Cancel", // stop showing this menu
};
STR16 pPOWStrings[] =
{
L"囚禁", //"POW", //an acronym for Prisoner of War
L"??",
};
STR16 pLongAttributeStrings[] =
{
L"力量", //"STRENGTH",
L"灵巧", //"DEXTERITY",
L"敏捷", //"AGILITY",
L"智慧", //"WISDOM",
L"枪法", //"MARKSMANSHIP",
L"医疗", //"MEDICAL",
L"机械", //"MECHANICAL",
L"领导", //"LEADERSHIP",
L"爆破", //"EXPLOSIVES",
L"级别", //"LEVEL",
};
STR16 pInvPanelTitleStrings[] =
{
L"护甲", //"Armor", // the armor rating of the merc
L"负重", //"Weight", // the weight the merc is carrying
L"伪装", //"Camo", // the merc's camouflage rating
L"伪装", //"Camouflage:",
L"防护", //"Protection:",
};
STR16 pShortAttributeStrings[] =
{
L"敏捷", //"Agi", // the abbreviated version of : agility
L"灵巧", //"Dex", // dexterity
L"力量", //"Str", // strength
L"领导", //"Ldr", // leadership
L"智慧", //"Wis", // wisdom
L"级别", //"Lvl", // experience level
L"枪法", //"Mrk", // marksmanship skill
L"爆破", //"Exp", // explosive skill
L"机械", //"Mec", // mechanical skill
L"医疗", //"Med", // medical skill
};
STR16 pUpperLeftMapScreenStrings[] =
{
L"任务", //"Assignment", // the mercs current assignment
L"合同", // the contract info about the merc
L"生命", //"Health", // the health level of the current merc
L"士气", //"Morale", // the morale of the current merc
L"状态", //"Cond.", // the condition of the current vehicle
L"油量", //"Fuel", // the fuel level of the current vehicle
};
STR16 pTrainingStrings[] =
{
/*
L"Practice", // tell merc to train self
L"Militia", // tell merc to train town
L"Trainer", // tell merc to act as trainer
L"Student", // tell merc to be train by other
*/
L"锻炼",
L"民兵",
L"教练",
L"学员",
};
STR16 pGuardMenuStrings[] =
{
/*
L"Fire Rate:", // the allowable rate of fire for a merc who is guarding
L" Aggressive Fire", // the merc can be aggressive in their choice of fire rates
L" Conserve Ammo", // conserve ammo
L" Refrain From Firing", // fire only when the merc needs to
L"Other Options:", // other options available to merc
L" Can Retreat", // merc can retreat
L" Can Seek Cover", // merc is allowed to seek cover
L" Can Assist Teammates", // merc can assist teammates
L"Done", // done with this menu
L"Cancel", // cancel this menu
*/
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"其它选择: ", // 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"Fire Rate:",
L" *Aggressive Fire*",
L" *Conserve Ammo*",
L" *Refrain From Firing*",
L"Other Options:",
L" *Can Retreat*",
L" *Can Seek Cover*",
L" *Can Assist Teammates*",
L"Done",
L"Cancel",*/
L"射速: ",
L" *进攻式射击*",
L" *节约弹药o*",
L" *有保留的射击*",
L"其它选择: ",
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"On Duty", // merc is on active duty
L"Doctor", // the merc is acting as a doctor
L"Patient", // the merc is receiving medical attention
L"Vehicle", // the merc is in a vehicle
L"Repair", // the merc is repairing items
L"Train", // the merc is training
L"Cancel", // cancel this menu
*/
L"编队",
L"医生",
L"病人",
L"交通工具",
L"修理",
L"训练",
L"取消",
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
/*
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Spread out",
L"All: Get down",
L"All: Take cover",
//L"All: Find items",
L"Cancel", // cancel this menu*/
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"Remove Merc", // remove dead merc from current team
L"Cancel",
*/
L"移除佣兵",
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"Practice", // train yourself
L"Militia", // train the town
L"Trainer", // train your teammates
L"Student", // be trained by an instructor
L"Cancel", // cancel this menu
*/
L"锻炼",
L"民兵",
L"教练",
L"学员",
L"取消",
};
STR16 pSquadMenuStrings[] =
{
/*
L"Squad 1",
L"Squad 2",
L"Squad 3",
L"Squad 4",
L"Squad 5",
L"Squad 6",
L"Squad 7",
L"Squad 8",
L"Squad 9",
L"Squad 10",
L"Squad 11",
L"Squad 12",
L"Squad 13",
L"Squad 14",
L"Squad 15",
L"Squad 16",
L"Squad 17",
L"Squad 18",
L"Squad 19",
L"Squad 20",
L"Cancel",
*/
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"Personnel", // the title for the personnel screen/program application
L"人事",
};
STR16 pPersonnelScreenStrings[] =
{
L"生命: ", //"Health: ", // health of merc
L"敏捷: ", //"Agility: ",
L"灵巧: ", //"Dexterity: ",
L"力量: ", //"Strength: ",
L"领导: ", //"Leadership: ",
L"智慧: ", //"Wisdom: ",
L"级别: ", //"Exp. Lvl: ", // experience level
L"枪法: ", //"Marksmanship: ",
L"机械: ", //"Mechanical: ",
L"爆破: ", //"Explosives: ",
L"医疗: ", //"Medical: ",
L"医疗保证金: ", //"Med. Deposit: ", // amount of medical deposit put down on the merc
L"合同剩余时间: ", //"Remaining Contract: ", // cost of current contract
L"击毙数: ", //"Kills: ", // number of kills by merc
L"击伤数: ", //"Assists: ", // number of assists on kills by merc
L"日薪: ", //"Daily Cost:", // daily cost of merc
L"花费总数: ", //"Tot. Cost to Date:", // total cost of merc
L"合同花费: ", //"Contract:",//cost of current contract
L"总日数: ", //"Tot. Service to Date:", // total service rendered by merc
L"欠付佣金: ", //"Salary Owing:", // amount left on MERC merc to be paid
L"命中率: ", //"Hit Percentage:", // percentage of shots that hit target
L"战斗次数: ", //"Battles:", // number of battles fought
L"受伤次数: ", //"Times Wounded:", // number of times merc has been wounded
L"技能: ", //"Skills:",
L"没有技能", //"No Skills",
};
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] =
{
L"没有技能", //"No Skill",
L"开锁", //"Lock picking",
L"徒手格斗", //"Hand to hand",
L"电子", //"Electronics",
L"夜战", //"Night ops",
L"投掷", //"Throwing",
L"教学", //"Teaching",
L"重武器", //"Heavy Weapons",
L"自动武器", //"Auto Weapons",
L"潜行", //"Stealthy",
L"双手武器", //"Ambidextrous",
L"偷窃", //"Thief",
L"武术", //"Martial Arts",
L"刀技", //"Knifing",
L"狙击手", //"Sniper",
L"伪装", //"Camouflage", //JA25: modified
L"伪装(城市)", //"Camouflage (Urban)",
L"伪装(沙漠)", //"Camouflage (Desert)",
L"伪装(雪地)", //"Camouflage (Snow)",
L"专家", //"(Expert)",
};
// This is pop up help text for the options that are available to the merc
STR16 pTacticalPopupButtonStrings[] =
{
L"站立/行走 (|S)", //"|Stand/Walk",
L"蹲伏/蹲伏前进(|C)", //"|Crouch/Crouched Move",
L"站立/奔跑 (|R)", //"Stand/|Run",
L"匍匐/匍匐前进(|P)", //"|Prone/Crawl",
L"查看(|L)", //"|Look",
L"行动", //"Action",
L"交谈", //"Talk",
L"检查 (|C|t|r|l)", //Examine (|C|t|r|l)
// Pop up door menu
L"用手开门", //"Open Manually",
L"检查陷阱", //"Examine for Traps",
L"开锁", //"Lockpick",
L"踢门", //"Force Open",
L"解除陷阱", //"Untrap",
L"关门", //"Lock",
L"开门", //"Unlock",
L"使用破门炸药", //"Use Door Explosive",
L"使用撬棍", //"Use Crowbar",
L"取消 (|E|s|c)", //"Cancel (|E|s|c)",
L"关闭", //"Close",
};
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
STR16 pDoorTrapStrings[] =
{
/*
L"no trap",
L"an explosion trap",
L"an electric trap",
L"a siren trap",
L"a silent alarm trap",
*/
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"day",
L"week",
L"two weeks",*/
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", //"Select Character",
L"分配任务", //"Assign Merc",
L"安排行军路线", //"Plot Travel Route",
L"签约 (|C)", //"Merc |Contract",
L"移除佣兵", //"Remove Merc",
L"睡觉", //"Sleep",
};
// volumes of noises
STR16 pNoiseVolStr[] =
{
/*
L"FAINT",
L"DEFINITE",
L"LOUD",
L"VERY LOUD",
*/
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"UNKNOWN",
L"sound of MOVEMENT",
L"CREAKING",
L"SPLASHING",
L"IMPACT",
L"GUNSHOT",
L"EXPLOSION",
L"SCREAM",
L"IMPACT",
L"IMPACT",
L"SHATTERING",
L"SMASH",
*/
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"the NORTHEAST",
L"the EAST",
L"the SOUTHEAST",
L"the SOUTH",
L"the SOUTHWEST",
L"the WEST",
L"the NORTHWEST",
L"the NORTH",
*/
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", //"Urban",
L"公路", //"Road",
L"平原", //"Plains",
L"沙漠", //"Desert",
L"灌木", //"Woods",
L"森林", //"Forest",
L"沼泽", //"Swamp",
L"湖泊", //"Water",
L"山地", //"Hills",
L"不可通行", //"Impassable",
L"河流", //"River", //river from north to south
L"河流", //"River", //river from east to west
L"外国", //"Foreign Country",
//NONE of the following are used for directional travel, just for the sector description.
L"热带", //"Tropical",
L"农田", //"Farmland",
L"平原,公路", //"Plains, road",
L"灌木,公路", //"Woods, road",
L"农庄,公路", //"Farm, road",
L"热带,公路", //"Tropical, road",
L"森林,公路", //"Forest, road",
L"海滨", //"Coastline",
L"山地,公路", //"Mountain, road",
L"海滨,公路", //"Coastal, road",
L"沙漠,公路", //"Desert, road",
L"沼泽,公路", //"Swamp, road",
L"灌木,SAM导弹基地", //"Woods, SAM site",
L"沙漠,SAM导弹基地", //"Desert, SAM site",
L"热带,SAM导弹基地", //"Tropical, SAM site",
L"Meduna, SAM导弹基地", //"Meduna, SAM site",
//These are descriptions for special sectors
L"Cambria医院", //"Cambria Hospital",
L"Drassen机场", //"Drassen Airport",
L"Meduna机场", //"Meduna Airport",
L"SAM导弹基地", //"SAM site",
L"抵抗军隐蔽处", //"Rebel Hideout", //The rebel base underground in sector A10
L"Tixa地牢", //"Tixa Dungeon", //The basement of the Tixa Prison (J9)
L"异形巢穴", //"Creature Lair", //Any mine sector with creatures in it
L"Orta地下室", //"Orta Basement", //The basement of Orta (K4)
L"地道", //"Tunnel", //The tunnel access from the maze garden in Meduna
//leading to the secret shelter underneath the palace
L"地下掩体", //"Shelter", //The shelter underneath the queen's palace
L"", //Unused
};
STR16 gpStrategicString[] =
{
L"", //Unused
//L"%s have been detected in sector %c%d and another squad is about to arrive.", //STR_DETECTED_SINGULAR
L"%s在%c%d分区被发现了,另一小队即将到达。",
//L"%s have been detected in sector %c%d and other squads are about to arrive.", //STR_DETECTED_PLURAL
L"%s在%c%d分区被发现了,其它几个小队即将到达。",
//L"Do you want to coordinate a simultaneous arrival?", //STR_COORDINATE
L"你想调整为同时到达吗?", //STR_COORDINATE
//Dialog strings for enemies.
//L"The enemy offers you the chance to surrender.", //STR_ENEMY_SURRENDER_OFFER
L"敌军给你一个投降的机会。",
//L"The enemy has captured your remaining unconscious mercs.", //STR_ENEMY_CAPTURED
L"敌军俘虏了昏迷中的佣兵。",
//The text that goes on the autoresolve buttons
//L"Retreat", //The retreat button //STR_AR_RETREAT_BUTTON
L"撤退",
//L"Done", //The done button //STR_AR_DONE_BUTTON
L"完成",
//The headers are for the autoresolve type (MUST BE UPPERCASE)
L"防守", //"DEFENDING", //STR_AR_DEFEND_HEADER
L"攻击", //"ATTACKING", //STR_AR_ATTACK_HEADER
L"遭遇战", //"ENCOUNTER", //STR_AR_ENCOUNTER_HEADER
L"分区", //"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
//The battle ending conditions
L"胜利!", //"VICTORY!", //STR_AR_OVER_VICTORY
L"失败!", //"DEFEAT!", //STR_AR_OVER_DEFEAT
L"投降!", //"SURRENDERED!", //STR_AR_OVER_SURRENDERED
L"被俘!", //"CAPTURED!", //STR_AR_OVER_CAPTURED
L"撤退!", //"RETREATED!", //STR_AR_OVER_RETREATED
//These are the labels for the different types of enemies we fight in autoresolve.
L"民兵", //"Militia", //STR_AR_MILITIA_NAME,
L"精兵", //"Elite", //STR_AR_ELITE_NAME,
L"部队", //"Troop", //STR_AR_TROOP_NAME,
L"行政人员", //"Admin", //STR_AR_ADMINISTRATOR_NAME,
L"异形", //"Creature", //STR_AR_CREATURE_NAME,
//Label for the length of time the battle took
L"战斗用时", //"Time Elapsed", //STR_AR_TIME_ELAPSED,
//Labels for status of merc if retreating. (UPPERCASE)
L"已撤退", //"RETREATED", //STR_AR_MERC_RETREATED,
L"正在撤退", //"RETREATING", //STR_AR_MERC_RETREATING,
L"撤退", //"RETREAT", //STR_AR_MERC_RETREAT,
//PRE BATTLE INTERFACE STRINGS
//Goes on the three buttons in the prebattle interface. The Auto resolve button represents
//a system that automatically resolves the combat for the player without having to do anything.
//These strings must be short (two lines -- 6-8 chars per line)
L"自动战斗", //"Auto Resolve", //STR_PB_AUTORESOLVE_BTN,
L"进入战区", //"Go To Sector", //STR_PB_GOTOSECTOR_BTN,
L"撤退佣兵", //"Retreat Mercs", //STR_PB_RETREATMERCS_BTN,
//The different headers(titles) for the prebattle interface.
L"遭遇敌军", //"ENEMY ENCOUNTER", //STR_PB_ENEMYENCOUNTER_HEADER,
L"敌军入侵", //"ENEMY INVASION", //STR_PB_ENEMYINVASION_HEADER, // 30
L"敌军伏击", //"ENEMY AMBUSH",
L"进入敌占区", //"ENTERING ENEMY SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER
L"异形攻击", //"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER
L"血猫伏击", //"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER
L"进入血猫巢穴", //"ENTERING BLOODCAT LAIR",
//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", //"Location",
L"敌军", //"Enemies",
L"佣兵", //"Mercs",
L"民兵", //"Militia",
L"异形", //"Creatures",
L"血猫", //"Bloodcats",
L"分区", //"Sector",
L"无人", //"None", //If there are no uninvolved mercs in this fight.
L"N/A", //"N/A", //Acronym of Not Applicable
L"日", //"d", //One letter abbreviation of day
L"小时", //"h", //One letter abbreviation of hour
//TACTICAL PLACEMENT USER INTERFACE STRINGS
//The four buttons
L"清除", //"Clear",
L"分散", //"Spread",
L"集中", //"Group",
L"完成", //"Done",
//The help text for the four buttons. Use \n to denote new line (just like enter).
/*
L"|Clears all the mercs' positions, \nand allows you to re-enter them manually.",
L"Randomly |spreads your mercs out \neach time it's pressed.",
L"Allows you to select where you wish to |group your mercs.",
L"Click this button when you're finished \nchoosing your mercs' positions. (|E|n|t|e|r)",
L"You must place all of your mercs \nbefore you start the battle.",
*/
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", //"Sector",
L"选择进入的位置", //"Choose entry positions",
//Strings used for various popup message boxes. Can be as long as desired.
/*
L"Doesn't look so good there. It's inaccessible. Try a different location.",
L"Place your mercs in the highlighted section of the map.",
*/
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", //"has arrived in sector",
//These entries are for button popup help text for the prebattle interface. All popup help
//text supports the use of \n to denote new line. Do not use spaces before or after the \n.
/*
L"|Automatically resolves combat for you\nwithout loading map.",
L"Can't use auto resolve feature when\nthe player is attacking.",
L"|Enter the sector to engage the enemy.",
L"|Retreat group to their previous sector.", //singular version
L"|Retreat all groups to their previous sectors.", //multiple groups with same previous sector
*/
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"Enemies attack your militia in sector %c%d.",
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"Creatures attack your militia in sector %c%d.",
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"Creatures attack and kill %d civilians in sector %s.",
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"Enemies attack your mercs in sector %s. None of your mercs are able to fight!",
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"Creatures attack your mercs in sector %s. None of your mercs are able to fight!",
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"Day",
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: ", //"Sector Found:",
L"找到钥匙的日期: ", //"Day Found:",
};
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
// HEADROCK: Changed this for Extended Description project
L"状态: ", //"Status:",
L"重量 (%s): ", //"Weight (%s):",
L"AP Costs",
L"射程: ", //"Rng:", // Range
L"杀伤力: ", //"Dam:", // Damage
L"弹药", //"Amount:", // Number of bullets left in a magazine
L"AP: ", // abbreviation for Action Points
L"=",
L"=",
//Lal: additional strings for tooltips
/*
L"Accuracy:", //9
L"Range:", //10
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
*/
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 **
L"连发惩罚: ", //14
L"连发/5AP: ", //15
L"数量: ", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
//L"Range",
//L"Damage",
//L"Burst/Auto Penalty",
//L"Autofire shots per 5 AP",
//L"Accuracy",
//L"Reliability",
//L"Repair Ease",
//L"APs to ready",
//L"APs to fire Single",
//L"APs to fire Burst",
//L"APs to fire Auto", //10
//L"APs to Reload",
//L"APs to Reload Manually",
//L"Flash Suppression",
//L"Loudness (Lower is better)",
//L"To-Hit Modifier",
//L"Average Best Laser Range",
//L"Aiming Modifier",
//L"Min. Range for Aiming Bonus",
//L"Bipod Modifier",
//L"APs to Throw", //20
//L"APs to Launch",
//L"APs to Stab",
//L"No Single Shot!",
//L"No Burst Mode!",
//L"No Auto Mode!",
//L"APs to Bash",
L"射程",
L"杀伤",
L"点射/自动惩罚",
L"连发数量/5AP",
L"精度",
L"可靠性",
L"修理难度",
L"举枪所需AP",
L"单发所需AP",
L"点射所需AP",
L"连发所需AP", //10
L"上弹所需AP",
L"手动上弹所需AP",
L"消焰",
L"噪音(越低越好)",
L"命中修正",
L"平均最佳激光瞄准距离",
L"精瞄修正",
L"精瞄加成所需最小距离",
L"两角架修正",
L"投掷所需AP", //20
L"发射所需AP",
L"捅人所需AP",
L"无法单发!",
L"无点射模式!",
L"无连发模式!",
L"击打所需AP",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
//L"Range",
//L"Damage",
//L"Burst/Auto Penalty",
//L"Autofire shots per 5 AP",
//L"Accuracy",
//L"Reliability",
//L"Repair Ease",
//L"APs to ready",
//L"APs to fire Single",
//L"APs to fire Burst",
//L"APs to fire Auto", //10
//L"APs to Reload",
//L"APs to Reload Manually",
//L"To-Hit Modifier",
//L"Average Best Laser Range",
//L"Aiming Modifier",
//L"Min. Range for Aiming Bonus",
//L"Flash Suppression",
//L"Loudness (Lower is better)",
//L"Bipod Modifier",
//L"APs to Throw", //20
//L"APs to Launch",
//L"APs to Stab",
//L"No Single Shot!",
//L"No Burst Mode!",
//L"No Auto Mode!",
//L"APs to Bash",
L"射程",
L"杀伤",
L"点射/连发惩罚",
L"连发数量/5AP",
L"精度",
L"可靠性",
L"修理难度",
L"举枪所需AP",
L"单发所需AP",
L"点射所需AP",
L"连发所需AP", //10
L"上弹所需AP",
L"手动上弹所需AP",
L"命中修正",
L"平均最佳激光瞄准距离",
L"精瞄修正",
L"精瞄加成所需最小距离",
L"消焰",
L"噪音(越低越好)",
L"脚架修正",
L"投掷所需AP", //20
L"发射所需AP",
L"捅人所需AP",
L"无法单发!",
L"无点射模式!",
L"无连发模式!",
L"击打所需AP",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
//L"Armor Penetration (Lower is better)",
//L"Bullet Tumble (Higher is better)",
//L"Pre-impact Explosion (Higher is better)",
//L"Tracer Effect",
//L"Anti-Tank",
//L"Lockbuster",
//L"Ignores Armor",
//L"Acidic",
//L"Range Modifier",
//L"Damage Modifier",
//L"To-Hit Modifier",
//L"Burst/Auto Penalty Modifier (Higher is better)",
//L"Reliability Modifier",
//L"Loudness Modifier (Lower is better)",
L"侵彻力(越低越好)",
L"子弹翻滚力(越高越好)",
L"初期爆炸冲击力(越高越好)",
L"曳光弹效果",
L"反坦克",
L"开锁弹",
L"忽视防御",
L"酸性腐蚀",
L"射程修正",
L"杀伤修正",
L"命中修正",
L"点射/连发惩罚修正(越高越好)",
L"可靠性修正",
L"噪音修正(越低越好)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
//L"Protection",
//L"Coverage (Higher is better)",
//L"Degrade Rate (Lower is better)",
//L"AP Modifier",
//L"To-Hit Modifier",
//L"Woodland Camo",
//L"Urban Camo",
//L"Desert Camo",
//L"Snow Camo",
//L"Stealth Modifier",
//L"Vision Range Modifier",
//L"Day Vision Range Modifier",
//L"Night Vision Range Modifier",
//L"Bright Light Vision Range Modifier",
//L"Cave Vision Range Modifier",
//L"Tunnel Vision Percentage",
//L"Hearing Range Modifier",
L"防御",
L"覆盖率(越高越好)",
L"损坏率(越低越好)",
L"AP修正",
L"命中修正",
L"林地伪装",
L"城市伪装",
L"沙漠伪装",
L"雪地伪装",
L"潜行修正",
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",
L"洞穴视距修正",
L"视野狭窄百分比",
L"听力范围修正",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
//L"Damage",
//L"Stun Damage",
//L"Blast Loudness (Lower is better)",
//L"Volatility!!! (Lower is better)",
//L"Blast Radius",
//L"Effect Start Radius",
//L"Effect Final Radius ",
//L"Effect Duration",
L"杀伤",
L"眩晕力度",
L"爆炸噪音(越低越好)",
L"挥发性!!!(越低越好)",
L"爆炸范围",
L"初始范围",
L"最终范围 ",
L"效果持续时间",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
//L"Item Size Modifier (Lower is better)", // 0
//L"Reliability Modifier",
//L"Loudness Modifier (Lower is better)",
//L"Hides Muzzle Flash",
//L"Bipod Modifier",
//L"Range Modifier", // 5
//L"To-Hit Modifier",
//L"Best Laser Range",
//L"Aiming Bonus Modifier",
//L"Burst Size Modifier",
//L"Burst Penalty Modifier (Higher is better)", // 10
//L"Auto-Fire Penalty Modifier (Higher is better)",
//L"AP Modifier",
//L"AP to Burst Modifier (Lower is better)",
//L"AP to Auto-Fire Modifier (Lower is better)",
//L"AP to Ready Modifier (Lower is better)", // 15
//L"AP to Reload Modifier (Lower is better)",
//L"Magazine Size Modifier",
//L"AP to Attack Modifier (Lower is better)",
//L"Damage Modifier",
//L"Melee Damage Modifier", // 20
//L"Woodland Camo",
//L"Urban Camo",
//L"Desert Camo",
//L"Snow Camo",
//L"Stealth Modifier", // 25
//L"Hearing Range Modifier",
//L"Vision Range Modifier",
//L"Day Vision Range Modifier",
//L"Night Vision Range Modifier",
//L"Bright Light Vision Range Modifier", //30
//L"Cave Vision Range Modifier",
//L"Tunnel Vision Percentage (Lower is better)",
//L"Minimum Range for Aiming Bonus",
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"点射所需AP修正(越低越好)",
L"连发所需AP修正(越低越好)",
L"举枪所需AP修正(越低越好)", // 15
L"上弹所需AP修正(越低越好)",
L"弹容量修正",
L"攻击所需AP修正(越低越好)",
L"杀伤修正",
L"近战杀伤修正", // 20
L"林地伪装",
L"城市伪装",
L"沙漠伪装",
L"雪地伪装",
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"视野狭窄百分比(越低越好)",
L"精瞄加成所需最小距离",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
{
L"剩余", //"Amount",
L"金额: ", //"Remaining:",//this is the overall balance
L"分割", //"Amount",
L"金额: ", //"To Split:", // the amount he wants to separate from the overall balance to get two piles of money
L"当前", //"Current",
L"余额", //"Balance",
L"提取", //"Amount to",
L"金额", //"Withdraw",
};
//The health of various creatures, enemies, characters in the game. The numbers following each are for comment
//only, but represent the precentage of points remaining.
CHAR16 zHealthStr[][13] =
{
L"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 gzMoneyAmounts[6] =
{
L"$1000",
L"$100",
L"$10",
L"完成", //"Done",
L"分割", //"Separate",
L"提取", //"Withdraw",
};
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
CHAR16 gzProsLabel[10] =
{
//L"Pros:",
L"优点: ",
};
CHAR16 gzConsLabel[10] =
{
//L"Cons:",
L"缺点: ",
};
//Conversation options a player has when encountering an NPC
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
/*
L"Come Again?", //meaning "Repeat yourself"
L"Friendly", //approach in a friendly
L"Direct", //approach directly - let's get down to business
L"Threaten", //approach threateningly - talk now, or I'll blow your face off
L"Give",
L"Recruit",
*/
L"再说一次?",
L"友好",
L"直率",
L"恐吓",
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", //"Buy/Sell",
L"买", //"Buy",
L"卖", //"Sell",
L"修理", //"Repair",
};
CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
{
L"完成", //"Done",
};
//These are vehicles in the game.
STR16 pVehicleStrings[] =
{
L"凯迪拉克", //"Eldorado",
L"悍马", //"Hummer", // a hummer jeep/truck -- military vehicle
L"冰激凌车", //"Icecream Truck",
L"吉普", //"Jeep",
L"坦克", //"Tank",
L"直升飞机", //"Helicopter",
};
STR16 pShortVehicleStrings[] =
{
L"凯迪拉克", //"Eldor.",
L"悍马", //"Hummer", // the HMVV
L"冰激凌车", //"Truck",
L"吉普", //"Jeep",
L"坦克", //"Tank",
L"直升飞机", //"Heli", // the helicopter
};
STR16 zVehicleName[] =
{
/* L"Eldorado",
L"Hummer", //a military jeep. This is a brand name.
L"Truck", // Ice cream truck
L"Jeep",
L"Tank",
L"Heli", //an abbreviation for Helicopter
*/
L"凯迪拉克", //"Eldor.",
L"悍马", //"Hummer", // the HMVV
L"冰激凌车", //"Truck",
L"吉普", //"Jeep",
L"坦克", //"Tank",
L"直升飞机", //"Heli", // the helicopter
};
//These are messages Used in the Tactical Screen
CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
{
L"空袭", //"Air Raid",
L"自动包扎?", //"Apply first aid automatically?",
// CAMFIELD NUKE THIS and add quote #66.
//L"%s notices that items are missing from the shipment.",
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。", //"The lock has %s.",
L"没有上锁。", //"There's no lock.",
L"成功!", //"Success!",
L"失败。", //"Failure.",
L"成功!", //"Success!",
L"失败", //"Failure.",
L"锁上没有被设置陷阱。", //"The lock isn't trapped.",
L"成功!", //"Success!",
// The %s is a merc name
L"%s没有对应的钥匙。", //"%s doesn't have the right key.",
L"锁上的陷阱被解除了。", //"The lock is untrapped.",
L"锁上没有被设置陷阱。", //"The lock isn't trapped.",
L"锁住了。", //"Locked.",
L"门", //"DOOR",
L"有陷阱的", //"TRAPPED",
L"锁住的", //"LOCKED",
L"没锁的", //"UNLOCKED",
L"被打烂的", //"SMASHED",
L"这里有一个开关。启动它吗?", //"There's a switch here. Activate it?",
L"解除陷阱?", //"Disarm trap?",
L"上一个...", //"Prev...",
L"下一个...", //"Next...",
L"更多的...", //"More...",
// In the next 2 strings, %s is an item name
L"%s被放在地上了。", //"The %s has been placed on the ground.",
L"%s被交给%s了。", //"The %s has been given to %s.",
// In the next 2 strings, %s is a name
L"%s已经被完全支付。", //"%s has been paid in full.",
L"%s还拖欠%d。", //"%s is still owed %d.",
L"选择引爆的频率", //"Choose detonation frequency:",
//in this case, frequency refers to a radio signal
L"设定几个回合后爆炸: ", //"How many turns 'til she blows:", //how much time, in turns, until the bomb blows
L"设定遥控雷管的频率: ", //"Set remote detonator frequency:", //in this case, frequency refers to a radio signal
L"解除诡雷?", //"Disarm boobytrap?",
L"移掉蓝旗?", //"Remove blue flag?",
L"在这里插上蓝旗吗?", //"Put blue flag here?",
L"结束回合", //"Ending Turn",
// In the next string, %s is a name. Stance refers to way they are standing.
//L"You sure you want to attack %s ?",
L"你确定要攻击%s吗?",
//L"Ah, vehicles can't change stance.",
L"车辆无法变动姿势。",
//L"The robot can't change its stance.",
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。", //"%s can't change to that stance here.",
L"%s无法在这里被包扎。", //"%s can't have first aid done here.",
L"%s不需要包扎。", //"%s doesn't need first aid.",
L"不能移动到那儿。", //"Can't move there.",
//L"Your team's full. No room for a recruit.", //there's no room for a recruit on the player's team
L"你的队伍已经满员了。没有空位雇佣新队员。",
// In the next string, %s is a name
L"%s已经被招募。", //"%s has been recruited.",
// Here %s is a name and %d is a number
L"尚拖欠%s$%d.", //"%s is owed $%d.",
// In the next string, %s is a name
L"护送%s吗?", //"Escort %s?",
// 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)?", //"Hire %s for %s per day?",
// 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?", //"You want to fight?",
// In the next string, the first %s is an item name and the
// second %s is an amount of money (including $ sign)
L"要买%s吗(得支付%s)?", //L"Buy %s for %s?",
// In the next string, %s is a name
L"%s接受第%d小队的护送。", //"%s is being escorted on squad %d.",
// These messages are displayed during play to alert the player to a particular situation
L"卡壳", //"JAMMED", //weapon is jammed.
L"机器人需要%s口径的子弹。", //"Robot needs %s caliber ammo.", //Robot is out of ammo
L"扔到那儿?那不可能。", //"Throw there? Not gonna happen.", //Merc can't throw to the destination he selected
// These are different buttons that the player can turn on and off.
L"潜行模式 (|Z)", //"Stealth Mode (|Z)",
L"地图屏幕 (|M)", //"|Map Screen",
L"结束回合 (|D)", //"|Done (End Turn)",
L"谈话", //"Talk",
L"禁音", //"Mute",
L"起身 (|P|g|U|p)", //"Stance Up (|P|g|U|p)",
L"光标层次 (|T|a|b)", //"Cursor Level (|T|a|b)",
L"攀爬/跳跃", //"Climb / Jump",
L"伏下 (|P|g|D|n)", //"Stance Down (|P|g|D|n)",
L"检查", //"Examine (|C|t|r|l)",
L"上一个佣兵", //"Previous Merc",
L"下一个佣兵 (|S|p|a|c|e)", //"Next Merc (|S|p|a|c|e)",
L"选项 (|O)", //"|Options",
L"扫射模式 (|B)", //"|Burst Mode",
L"查看/转向(|L)", //"|Look/Turn",
L"生命: %d/%d\n精力: %d/%d\n士气: %s", //"Health: %d/%d\nEnergy: %d/%d\nMorale: %s",
L"厄?", //"Heh?", //this means "what?"
L"继续", //"Cont", //an abbrieviation for "Continued"
L"对%s关闭禁音模式。", //"Mute off for %s.",
L"对%s打开禁音模式。", //"Mute on for %s.",
L"耐久度: %d/%d\n油量: %d/%d", //"Health: %d/%d\nFuel: %d/%d",
L"下车", //"Exit Vehicle" ,
L"切换小队 ( |S|h|i|f|t |S|p|a|c|e )", //"Change Squad ( |S|h|i|f|t |S|p|a|c|e )",
L"驾驶", //"Drive",
L"N/A", //"N/A", //this is an acronym for "Not Applicable."
L"使用 (拳头)", //"Use ( Hand To Hand )",
L"使用 (武器)", //"Use ( Firearm )",
L"使用 (刀具)", //"Use ( Blade )",
L"使用 (爆炸品)", //"Use ( Explosive )",
L"使用 (医疗用品)", //"Use ( Medkit )",
L"(抓住)", //"(Catch)",
L"(装填弹药)", //"(Reload)",
L"(给予)", //"(Give)",
L"%s被触发了。", //"%s has been set off.",
L"%s已到达。", //"%s has arrived.",
L"%s用完了行动点数(AP)。", //"%s ran out of Action Points.",
L"%s无法行动。", //"%s isn't available.",
L"%s包扎好了。", //"%s is all bandaged.",
L"%s用完了绷带。", //"%s is out of bandages.",
L"这个分区中有敌军。", //"Enemy in sector!",
L"视野中没有敌军。", //"No enemies in sight.",
L"没有足够的行动点数(AP)。", //"Not enough Action Points.",
L"没人使用遥控器。", //"Nobody's using the remote.",
L"扫射光了子弹!", //"Burst fire emptied the clip!",
L"敌兵", //"SOLDIER",
L"异形", //"CREPITUS",
L"民兵", //"MILITIA",
L"平民", //"CIVILIAN",
L"离开分区", //"Exiting Sector",
L"确定", //"OK",
L"取消", //"Cancel",
L"选择佣兵", //"Selected Merc",
L"小队的所有佣兵", //"All Mercs in Squad",
L"前往分区", //"Go to Sector",
L"前往地图", //"Go to Map",
L"你不能从这边离开这个分区。", //"You can't leave the sector from this side.",
L"%s太远了。", //"%s is too far away.",
L"不显示树冠", //"Removing Treetops",
L"显示树冠", //"Showing Treetops",
L"乌鸦" , //"CROW", //Crow, as in the large black bird
L"颈部", //"NECK",
L"头部", //"HEAD",
L"躯体", //"TORSO",
L"腿部", //"LEGS",
L"要告诉女王她想知道的情报吗?", //"Tell the Queen what she wants to know?",
L"获得指纹ID", //"Fingerprint ID aquired",
L"指纹ID无效。无法使用该武器。", //"Invalid fingerprint ID. Weapon non-functional",
L"达成目标", //"Target aquired",
L"路被堵住了", //"Path Blocked",
L"存钱/取钱", //"Deposit/Withdraw Money", //Help text over the $ button on the Single Merc Panel
L"没人需要包扎。", //"No one needs first aid.",
L"卡壳", // Short form of JAMMED, for small inv slots
L"无法到达那里。", //"Can't get there.", // used ( now ) for when we click on a cliff
//L"Path is blocked. Do you want to switch places with this person?",
L"路被堵住了。你要和这个人交换位置吗?",
L"那人拒绝移动。", //"The person refuses to move.",
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
L"你同意支付%s吗?", //"Do you agree to pay %s?",
L"你要接受免费治疗吗?", //"Accept free medical treatment?",
L"你同意让佣兵和Daryl结婚吗?", //"Agree to marry Daryl?",
L"钥匙面板", //"Key Ring Panel",
L"你不能这样用EPC。", //"You cannot do that with an EPC.",
L"不杀Krott?", //"Spare Krott?",
L"超出武器的有效射程。", //"Out of effective weapon range.",
L"矿工", //"Miner",
L"车辆只能在分区间旅行", //"Vehicle can only travel between sectors",
L"现在不能自动包扎", //"Can't autobandage right now",
L"%s被堵住了", //"Path Blocked for %s", //"Path Blocked for %s",
L"被Deidranna的军队俘虏的佣兵,被关押在这里!", //"Your mercs, who were captured by Deidranna's army are imprisoned here!",
L"锁被击中了", //"Lock hit",
L"锁被破坏了", //"Lock destroyed",
L"其他人在使用这扇门。", //"Somebody else is trying to use this door.",
L"耐久度: %d/%d\n油量: %d/%d", //"Health: %d/%d\nFuel: %d/%d",
L"%s看不见%s。", //"%s cannot see %s.", // Cannot see person trying to talk to
L"附件被移除", //"Attachment removed",
L"你已经有了两辆车,无法拥有更多的车辆。", //"Can not gain another vehicle as you already have 2",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
STR16 pExitingSectorHelpText[] =
{
//Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked.
//L"If checked, the adjacent sector will be immediately loaded.",
L"如果勾中,将立即进入邻近的分区。",
//L"If checked, you will be placed automatically in the map screen\nas it will take time for your mercs to travel.",
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"This sector is enemy occupied and you can't leave mercs here.\nYou must deal with this situation before loading any other sectors.",
L"该分区被敌军占据。你不能将佣兵留在这里。\n在进入其它分区前,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"By moving your remaining mercs out of this sector,\nthe adjacent sector will immediately be loaded.",
L"让留下的佣兵离开本分区,\n将立即进入邻近的分区。",
//L"By moving your remaining mercs out of this sector,\nyou will be placed automatically in the map screen\nas it will take time for your mercs to travel.",
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 needs to be escorted by your mercs and cannot leave this sector alone.",
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 cannot leave this sector alone as he is escorting %s.", //male singular
L"%s cannot leave this sector alone as she is escorting %s.", //female singular
L"%s cannot leave this sector alone as he is escorting multiple characters.", //male plural
L"%s cannot leave this sector alone as she is escorting multiple characters.", //female plural
*/
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"All of your mercs must be in the vicinity\nin order to allow the squad to traverse.",
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"If checked, %s will travel alone, and\nautomatically get reassigned to a unique 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"If checked, your currently selected\nsquad will travel, leaving this sector.",
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 is being escorted by your mercs and cannot leave this sector alone. Your other mercs must be nearby before you can leave.",
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"Items", // tell merc to repair items in inventory
L"SAM Site", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
L"Cancel", // cancel this menu
L"Robot", // repair the robot
*/
L"物品",
L"SAM导弹基地",
L"取消",
L"机器人",
};
// 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", //"lost",// the merc has lost a statistic
L"获得", //"gained", // the merc has gained a statistic
L"点", //"point of",// singular
L"点", //"points of",// plural
L"级", // "level of",//singular
L"级", // "levels of",//plural
};
STR16 sStatGainStrings[] =
{
L"生命。", //"health.",
L"敏捷。", //"agility.",
L"灵巧。", //"dexterity.",
L"智慧。", //"wisdom.",
L"医疗技能。", //"medical skill.",
L"爆破技能。", //"explosives skill.",
L"机械技能。", //"mechanical skill.",
L"枪法技能。", //"marksmanship skill.",
L"级别", //"experience.",
L"力量", //"strength.",
L"领导", //"leadership.",
};
STR16 pHelicopterEtaStrings[] =
{
L"总距离: ", //"Total Distance: ", // total distance for helicopter to travel
L"安全: ", //" Safe: ", // distance to travel to destination
L"不安全: ", //" Unsafe:", // distance to return from destination to airport
L"总价: ", //"Total Cost: ", // total cost of trip by helicopter
L"耗时: ", //"ETA: ", // 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。", //"Helicopter is low on fuel and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
L"乘客: ", //"Passengers: ",
L"选择Skyrider还是“着陆点”?", //"Select Skyrider or the Arrivals Drop-off?",
L"Skyrider",
L"着陆点", //"Arrivals",
};
STR16 sMapLevelString[] =
{
L"地层: ", //"L"Sublevel:", // what level below the ground is the player viewing in mapscreen
};
STR16 gsLoyalString[] =
{
L"忠诚度: ", //L"Loyal", // the loyalty rating of a town ie : Loyal 53%
};
// error message for when player is trying to give a merc a travel order while he's underground.
STR16 gsUndergroundString[] =
{
L"不能在地底下达行军命令。", //L"can't get travel orders underground.",
};
STR16 gsTimeStrings[] =
{
/* L"h", // hours abbreviation
L"m", // minutes abbreviation
L"s", // seconds abbreviation
L"d", // days abbreviation
*/
L"小时",
L"分钟",
L"秒",
L"日",
};
// text for the various facilities in the sector
STR16 sFacilitiesStrings[] =
{
L"无", //"None",
L"医院", //"Hospital",
L"工厂", //"Industry",
L"监狱", //"Prison",
L"军事基地", //"Military",
L"机场", //"Airport",
L"靶场", //"Shooting Range", // a field for soldiers to practise their shooting skills
};
// text for inventory pop up button
STR16 pMapPopUpInventoryText[] =
{
//L"Inventory",
//L"Exit",
L"存货",
L"离开",
};
// town strings
STR16 pwTownInfoStrings[] =
{
L"大小", //"Size", // 0 // size of the town in sectors
L"", // blank line, required
L"占领度", //"Control", // how much of town is controlled
L"无", //"None", // none of this town
L"矿区", //"Associated Mine", // mine associated with this town
L"忠诚度", //"Loyalty", // 5 // the loyalty level of this town
L"民兵", //"Trained", // the forces in the town trained by the player
L"",
L"主要设施", //"Main Facilities", // main facilities in this town
L"等级", //"Level", // the training level of civilians in this town
L"民兵训练度", //"Civilian Training", // 10 // state of civilian training in town
L"民兵", //"Militia", // the state of the trained civilians in the town
};
// Mine strings
STR16 pwMineStrings[] =
{
L"矿井", //"Mine", // 0
L"银块", //"Silver",
L"金块", //"Gold",
L"当前日产量", //"Daily Production",
L"最高产量", //"Possible Production",
L"废弃", //"Abandoned", // 5
L"关闭", //"Shut Down",
L"矿脉耗尽", //"Running Out",
L"生产", //"Producing",
L"状态", //"Status",
L"生产率", //"Production Rate",
L"矿石类型", //"Ore Type", // 10
L"占领度", //"Town Control",
L"忠诚度", //"Town Loyalty",
// L"在岗矿工",
};
// blank sector strings
STR16 pwMiscSectorStrings[] =
{
//L"Enemy Forces",
L"敌军",
//L"Sector",
L"分区",
//L"# of Items",
L"物品数量",
//L"Unknown",
L"未知",
//L"Controlled",
L"已占领",
//L"Yes",
L"是",
//L"No",
L"否",
};
// error strings for inventory
STR16 pMapInventoryErrorString[] =
{
//L"%s isn't close enough.", //Merc is in sector with item but not close enough
L"%s不够近。",
//L"Can't select that merc.", //MARK CARTER
L"无法选择该佣兵。",
//L"%s isn't in the sector to take that item.",
L"%s不在这个分区,不能拿到这个物品。",
//L"During combat, you'll have to pick up items manually.",
L"在战斗时,你只能动手捡起物品。",
//L"During combat, you'll have to drop items manually.",
L"在战斗时,你只能动手放下物品。",
//L"%s isn't in the sector to drop that item.",
L"%s不在该分区,不能放下那个物品。",
//L"During combat, you can't reload with an ammo crate.",
L"在战斗时你没有时间开启成箱的弹药。",
};
STR16 pMapInventoryStrings[] =
{
//L"Location", // sector these items are in
//L"Total Items", // total number of items in sector
L"位置",
L"物品总数",
};
// help text for the user
STR16 pMapScreenFastHelpTextList[] =
{
/*
L"To change a merc's assignment to such things as another squad, doctor or repair, click within the 'Assign' column",
L"To give a merc a destination in another sector, click within the 'Dest' column",
L"Once a merc has been given a movement order, time compression allows them to get going.",
L"Left click selects the sector. Left click again to give a merc movement orders, or Right click to get sector summary information.",
L"Press 'h' at any time in this screen to get this help dialogue up.",
L"Test Text",
L"Test Text",
L"Test Text",
L"Test Text",
L"There isn't much you can do on this screen until you arrive in Arulco. When you've finalized your team, click on the Time Compression button at the lower right. This will advance time until your team arrives in Arulco.",
*/
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", //"Move Mercs In Sector", // title for movement box
L"安排行军路线", //"Plot Travel Route", // done with movement menu, start plotting movement
L"取消", //"Cancel", // cancel this menu
L"其它", //"Other", // title for group of mercs not on squads nor in vehicles
};
STR16 pUpdateMercStrings[] =
{
/*
L"Oops:", // an error has occured
L"Mercs Contract Expired:", // this pop up came up due to a merc contract ending
L"Mercs Completed Assignment:", // this pop up....due to more than one merc finishing assignments
L"Mercs Back on the Job:", // this pop up ....due to more than one merc waking up and returing to work
L"Mercs Catching Some Z's:", // this pop up ....due to more than one merc being tired and going to sleep
L"Contracts Expiring Soon:", // this pop up came up due to a merc contract ending
*/
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"Show To|wns",
L"Show |Mines",
L"Show |Teams & Enemies",
L"Show |Airspace",
L"Show |Items",
L"Show Militia & Enemies (|Z)",
*/
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)",
};
STR16 pMapScreenBottomFastHelp[] =
{
L"笔记本电脑 (|L)", //"|Laptop",
L"战术屏幕 (|E|s|c)", //"Tactical (|E|s|c)",
L"选项 (|O)", //"|Options",
L"时间压缩 (|+)", //"Time Compress (|+)", // time compress more
L"时间压缩 (|-)", //"Time Compress (|-)", // time compress less
L"上一信息 (|U|p)\n上一页 (|P|g|U|p)", //"Previous Message (|U|p)\nPrevious Page (|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", // current balance in player bank account
};
STR16 pMercDeadString[] =
{
L"%s死了。", //"%s is dead.",
};
STR16 pDayStrings[] =
{
//L"Day",
L"日",
};
// the list of email sender names
STR16 pSenderNameList[] =
{
L"Enrico",
L"Psych Pro Inc",
L"桌面帮助", //"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. 保险公司", //"M.I.S. Insurance",
L"Bobby Rays",
L"Kingpin",
L"John Kulba",
L"A.I.M.",
};
// next/prev strings
STR16 pTraverseStrings[] =
{
/*
L"Previous",
L"Next",
*/
L"上一个",
L"下一个",
};
// new mail notify string
STR16 pNewMailStrings[] =
{
L"你有新的邮件...", //"You have new mail...",
};
// confirm player's intent to delete messages
STR16 pDeleteMailStrings[] =
{
L"删除邮件?", //"Delete mail?",
L"删除未读的邮件?", //"Delete UNREAD mail?",
};
// the sort header strings
STR16 pEmailHeaders[] =
{
L"来自: ", //"From:",
L"标题: ", //"Subject:",
L"日期: ", //"Day:",
};
// email titlebar text
STR16 pEmailTitleText[] =
{
L"邮箱", //"Mail Box",
};
// the financial screen strings
STR16 pFinanceTitle[] =
{
L"帐簿", //"Bookkeeper Plus", //the name we made up for the financial program in the game
};
STR16 pFinanceSummary[] =
{
L"收入: ", //"Credit:", // credit (subtract from) to player's account
L"支出: ", //"Debit:", // debit (add to) to player's account
L"昨日实际收入: ", //"Yesterday's Actual Income:",
L"昨日其它存款: ", //"Yesterday's Other Deposits:",
L"昨日支出: ", //"Yesterday's Debits:",
L"昨日日终余额: ", //"Balance At Day's End:",
L"今日实际收入: ", //"Today's Actual Income:",
L"今日其它存款: ", //"Today's Other Deposits:",
L"今日支出: ", //"Today's Debits:",
L"今日当前余额: ", //"Current Balance:",
L"预期收入: ", //"Forecasted Income:",
L"明日预计余额: ", //"Projected Balance:", // projected balance for player for tommorow
};
// headers to each list in financial screen
STR16 pFinanceHeaders[] =
{
L"天数", //"Day", // the day column
L"收入", //"Credit", // the credits column (to ADD money to your account)
L"支出", //"Debit", // the debits column (to SUBTRACT money from your account)
L"交易记录", //"Transaction", // transaction type - see TransactionText below
L"余额", //"Balance", // balance at this point in time
L"页数", //"Page", // page number
L"日", // the day(s) of transactions this page displays
};
STR16 pTransactionText[] =
{
L"自然增值利息", //"Accrued Interest", // interest the player has accumulated so far
L"匿名存款", //"Anonymous Deposit",
L"交易费用", //"Transaction Fee",
L"已雇佣", //"Hired", // Merc was hired
L"在Bobby Ray购买货品", //"Bobby Ray Purchase", // Bobby Ray is the name of an arms dealer
L"在M.E.R.C开户。", //"Settled Accounts at M.E.R.C.",
L"%s的医疗保证金", //"Medical Deposit for %s", // medical deposit for merc
L"IMP心理剖析分析", //"IMP Profile Analysis", // IMP is the acronym for International Mercenary Profiling
L"为%s购买保险", //"Purchased Insurance for %s",
L"缩短%s的保险期限", //"Reduced Insurance for %s",
L"延长%s的保险期限", //"Extended Insurance for %s", // johnny contract extended
L"取消%s的保险", //"Canceled Insurance for %s",
L"%s的保险索赔", //"Insurance Claim for %s", // insurance claim for merc
L"1日", //"a day", // merc's contract extended for a day
L"1周", //"1 week", // merc's contract extended for a week
L"2周", //"2 weeks", // ... for 2 weeks
L"采矿收入", //"Mine income",
L"", //String nuked
L"买花", //"Purchased Flowers",
L"%s的医疗保证金的全额退款", //"Full Medical Refund for %s",
L"%s的医疗保证金的部分退款", //"Partial Medical Refund for %s",
L"%s的医疗保证金没有退款", //"No Medical Refund for %s",
L"付给%s金钱", //"Payment to %s", // %s is the name of the npc being paid
L"支付给%s的佣金", //"Transfer Funds to %s", // transfer funds to a merc
L"%s退回的佣金", //"Transfer Funds from %s", // transfer funds from a merc
L"在%s训练民兵", //"Equip militia in %s", // initial cost to equip a town's militia
L"向%s购买了物品。", //"Purchased items from %s.",//is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
L"%s存款", //"%s deposited money.",
L"将装备卖给了当地人",
};
STR16 pTransactionAlternateText[] =
{
L"的保险", //"Insurance for", // insurance for a merc
L"延长%s的合同一日。", //"Ext. %s's contract by one day.", // entend mercs contract by a day
L"延长%s的合同一周。", //"Ext. %s contract by 1 week.",
L"延长%s的合同两周。", //"Ext. %s contract by 2 week.",
};
// helicopter pilot payment
STR16 pSkyriderText[] =
{
L"付给 Skyrider $%d", //"Skyrider was paid $%d", // skyrider was paid an amount of money
L"还欠 Skyrider $%d", //"Skyrider is still owed $%d", // skyrider is still owed an amount of money
L"Skyrider 完成补给汽油", //"Skyrider has finished refueling", // skyrider has finished refueling
L"",//unused
L"",//unused
L"Skyrider 已作好再次飞行的准备。", //"Skyrider is ready to fly once more.", // Skyrider was grounded but has been freed
//L"Skyrider has no passengers. If it is your intention to transport mercs in this sector, assign them to Vehicle/Helicopter first.",
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", //"Great",
L"良好", //"Good",
L"稳定", //"Stable",
L"低下", //"Poor",
L"恐慌", //"Panic",
L"糟糕", //"Bad",
};
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
STR16 pLeftEquipmentString[] =
{
/*
L"%s's equipment is now available in Omerta (A9).",
L"%s's equipment is now available in Drassen (B13).",
*/
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"Health",
L"Energy",
L"Morale",
L"Condition", // the condition of the current vehicle (its "health")
L"Fuel", // the fuel level of the current vehicle (its "energy")
*/
L"生命",
L"精力",
L"士气",
L"状态",
L"油量",
};
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: ",//L"ETA:", // 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?", //"You'll never see it again. You sure?", // 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?", //"This item looks REALLY important. Are you REALLY REALLY sure you want to trash it?", // does the user REALLY want to trash this item
};
STR16 pMapErrorString[] =
{
L"小队不能行军,因为有人在睡觉。", //L"Squad can't move with a sleeping merc on it.",
//1-5
L"首先要回到地面,才能移动小队。", //"Move the squad above ground first.",
L"行军?那里是敌占区!", //"Movement orders? It's a hostile sector!",
L"必须给佣兵分配小队或者交通工具才能开始行军。", //"Mercs must be assigned to a squad or vehicle in order to travel."
L"你现在没有任何队员。", //"You don't have any team members yet.", // you have no members, can't do anything
L"佣兵无法遵从命令。", //"Merc can't comply.", // merc can't comply with your order
//6-10
/*
L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
L"needs an escort to move. Place her on a squad with one.", // for a female
L"Merc hasn't yet arrived in Arulco!",
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.",
*/
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
L"佣兵尚未到达Arulco!",
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"Movement orders? There's a battle going on!",
L"You have been ambushed by bloodcats in sector %s!",
L"You have just entered what appears to be a bloodcat lair in sector I16!",
L"",
L"The SAM site in %s has been taken over.",
*/
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I16分区,这里是血猫的巢穴!",
L"",
L"在%s的SAM导弹基地被敌军占领了。",
//16-20
/*
L"The mine in %s has been taken over. Your daily income has been reduced to %s per day.",
L"The enemy has taken over sector %s uncontested.",
L"At least one of your mercs could not be put on this assignment.",
L"%s could not join %s as it is already full",
L"%s could not join %s as it is too far away.",
*/
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"The mine in %s has been captured by enemy forces!",
L"Enemy forces have just invaded the SAM site in %s",
L"Enemy forces have just invaded %s",
L"Enemy forces have just been spotted in %s.",
L"Enemy forces have just taken over %s.",
*/
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"At least one of your mercs is not tired.",
L"At least one of your mercs could not be woken up.",
L"Militia will not appear until they have finished training.",
L"%s cannot be given movement orders at this time.",
L"Militia that are not within town boundaries cannot be moved to another sector.",
*/
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"You can't have militia in %s.",
L"你不能在%s拥有民兵。",
//L"A vehicle can't move while empty!",
L"车是空的,无法移动。!",
//L"%s is too injured to travel!",
L"%s受伤太严重了,无法行军!",
//L"You must leave the museum first!",
L"你必须首先离开博物馆!",
//L"%s is dead!",
L"%s死了!",
//36-40
//L"%s can't switch to %s because it's moving",
L"%s无法转到%s因为它在移动中",
//"%s can't enter the vehicle that way",
L"%s无法那样进入交通工具",
//"%s can't join %s",
L"%s无法加入%s",
//L"You can't compress time until you hire some new mercs!",
L"在你雇佣新的佣兵前,你不能压缩时间。",
//L"This vehicle can only travel along roads!",
L"车辆只能在公路上开!",
//41-45
//L"You can't reassign mercs who are on the move",
L"在佣兵移动时,你不能重新分配任务",
//L"Vehicle is out of gas!",
L"车辆没油了!",
//L"%s is too tired to travel.",
L"%s太累了,以致不能行军。",
//L"Nobody aboard is able to drive the vehicle.",
L"车上没有人能够驾驶。",
//L"One or more members of this squad can't move right now.",
L"这个小队的佣兵现在不能移动。",
//46-50
//L"One or more of the OTHER mercs can't move right now.",
L"其他佣兵现在不能移动。",
//L"Vehicle is too damaged!",
L"车辆被损坏得太严重了!",
//L"Note that only two mercs may train militia in each sector.",
L"每个分区只能由两名佣兵来训练民兵。",
//L"The robot can't move without its controller. Place them together in the same squad.",
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"Click again on the destination to confirm your final route, or click on another sector to place more waypoints.",
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"Travel route confirmed.",
L"行军路线已确认。",
//L"Destination unchanged.",
L"目的地未改变。",
//L"Travel route canceled.",
L"行军路线已取消。",
//L"Travel route shortened.",
L"行军路线已缩短。",
};
// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
/*
L"Click on the sector where you would like the mercs to arrive instead.",
L"OK. Arriving mercs will be dropped off in %s",
L"Mercs can't be flown there, the airspace isn't secured!",
L"Canceled. Arrival sector unchanged",
L"Airspace over %s is no longer secure! Arrival sector was moved to %s.",
*/
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)", //"Enter Inventory (|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)", //"Exit Inventory (|E|n|t|e|r)",
};
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
/*
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
L"is about to leave and will drop off his equipment in Omerta (A9).",
L"is about to leave and will drop off his equipment in Drassen (B13).",
L"%s is about to leave and will drop off his equipment in %s.",
*/
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?",
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[] =
{
/*
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
L"is about to leave and will drop off her equipment in Omerta (A9).",
L"is about to leave and will drop off her equipment in Drassen (B13).",
L"%s is about to leave and will drop off her equipment in %s.",
*/
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?",
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[] =
{
//"'s contract ended, so he's gone home.", // merc's contract is over and has departed
L"的合同到期了,所以他回家了。",
//L"'s contract ended, so she's gone home.", // merc's contract is over and has departed
L"的合同到期了,所以她回家了。",
//L"'s contract was terminated, so he left.", // merc's contract has been terminated
L"的合同中止了,所以他离开了。",
//L"'s contract was terminated, so she left.", // merc's contract has been terminated
L"的合同中止了,所以她离开了。",
//L"You owe M.E.R.C. too much cash, so %s took off.", // Your M.E.R.C. account is invalid so merc left
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"Invalid Authorization Code",
L"无效的授权号",
//L"You Are About To Restart The Entire Profiling Process. Are You Certain?",
L"你试图重新开始整个测试。你确定吗?",
//L"Please Enter A Valid Full Name and Gender",
L"请输入正确的全名和性别。",
//L"Preliminary analysis of your financial status shows that you cannot afford a profile analysis.",
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"Not A Valid Option At This Time.",
L"现在不是个有效的选择。",
//L"To complete an accurate profile, you must have room for at least one team member.",
L"要进行心理剖析,你的队伍中必须至少留一个空位。",
//L"Profile Already Completed.",
L"测试完毕。",
L"无法从磁盘上读入I.M.P.人物数据。", //"Cannot load I.M.P. character from disk.",
L"你已经达到I.M.P.人物上限。", //"You have already reached the maximum number of I.M.P. characters.",
L"你已经达到I.M.P.该性别人物上限。", //"You have already the maximum number of I.M.P characters with that gender on your team.",
L"你无法支付此I.M.P.人物的费用。", //"You cannot afford the I.M.P character.",
L"新的I.M.P.人物加入了你的队伍。", //"The new I.M.P character has joined your team.",
};
// button labels used on the IMP site
STR16 pImpButtonText[] =
{
L"关于我们", //"About Us", // about the IMP site
L"开始", //"BEGIN", // begin profiling
L"性格", //"Personality", // personality section
L"属性", //"Attributes", // personal stats/attributes section
L"肖像", //"Portrait", // the personal portrait selection
L"嗓音%d", //"Voice %d", // the voice selection
L"完成", //"Done", // done profiling
L"重新开始", //"Start Over", // start over profiling
L"是的,我选择了高亮突出的回答。", //"Yes, I choose the highlighted answer.",
L"是", //"Yes",
L"否", //"No",
L"结束", //"Finished", // finished answering questions
L"上一个", //"Prev", // previous question..abbreviated form
L"下一个", //"Next", // next question
L"是的,我确定。", //"YES, I AM.", // yes, I am certain
L"不,我想重新开始。", //"NO, I WANT TO START OVER.", // no, I want to start over the profiling process
L"是", //"YES, I DO.",
L"否", //"NO",
L"后退", //"Back", // back one page
L"取消", //"Cancel", // cancel selection
L"是的,我确定。", //"Yes, I am certain.",
L"不,让我再看看。", //"No, let me have another look.",
L"注册", //"Registry", // the IMP site registry..when name and gender is selected
L"分析...", //"Analyzing", // analyzing your profile results
L"完成", //"OK",
L"嗓音", //"Voice",
};
STR16 pExtraIMPStrings[] =
{
/*
L"With the voice now selected, it is time to select your skills.",
L"To complete the process, select your attributes.",
L"To commence actual profiling, select portrait.",
L"Now that you have completet your portrait choice, select the voice sample that best fits you.",
*/
L"现在嗓音选好了,接着选择您所掌握的技能。",
L"最后选择你的属性完成注册。",
L"开始实际分析,选择您的肖像",
L"接着选择与您最相似的嗓音。",
};
STR16 pFilesTitle[] =
{
L"文件查看器", //L"File Viewer",
};
STR16 pFilesSenderList[] =
{
/*
L"Recon Report", // the recon report sent to the player. Recon is an abbreviation for reconissance
L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Intercept #2", // second intercept file
L"Intercept #3", // third intercept file
L"Intercept #4", // fourth intercept file
L"Intercept #5", // fifth intercept file
L"Intercept #6", // sixth intercept file
*/
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",//L"History Log",
};
STR16 pHistoryHeaders[] =
{
/*
L"Day", // the day the history event occurred
L"Page", // the current page in the history report we are in
L"Day", // the days the history report occurs over
L"Location", // location (in sector) the event occurred
L"Event", // the event label
*/
L"日",
L"页数",
L"日数",
L"位置",
L"事件",
};
// 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。", //"%s was hired from A.I.M.", // merc was hired from the aim site
L"从M.E.R.C雇佣了%s。", //"%s was hired from M.E.R.C.", // merc was hired from the aim site
L"%s死了。", //"%s died.", // merc was killed
L"在M.E.R.C开户。", //"Settled Accounts at M.E.R.C.", // paid outstanding bills at MERC
L"接受Enrico Chivaldori的委托", //"Accepted Assignment From Enrico Chivaldori",
//6-10
L"IMP已生成", //"IMP Profile Generated",
L"为%s购买保险。", //"Purchased Insurance Contract for %s.", // insurance contract purchased
L"取消%s的保险合同。", //"Canceled Insurance Contract for %s.", // insurance contract canceled
L"收到%s的保险索赔。", //"Insurance Claim Payout for %s.", // insurance claim payout for merc
L"延长一日%s的合同。", //"Extended %s's contract by a day.", // Extented "mercs name"'s for a day
//11-15
L"延长一周%s的合同。", //"Extended %s's contract by 1 week.", // Extented "mercs name"'s for a week
L"延长两周%s的合同。", //"Extended %s's contract by 2 weeks.", // Extented "mercs name"'s 2 weeks
L"%s被解雇了。", //"%s was dismissed.", // "merc's name" was dismissed.
L"%s退出了。", //"%s quit.", // "merc's name" quit.
L"开始任务。", //"quest started.", // a particular quest started // a particular quest started
//16-20
L"完成任务。", //"quest completed.",
L"和%s的矿主交谈", //"Talked to head miner of %s", // talked to head miner of town
L"解放了%s", //"Liberated %s",
L"启用作弊", //"Cheat Used",
L"食物会在明天送达Omerta", //"Food should be in Omerta by tomorrow",
//21-25
L"%s离队并成为了Daryl Hick的妻子", //"%s left team to become Daryl Hick's wife",
L"%s的合同到期了。", //"%s's contract expired.",
L"招募了%s。", //"%s was recruited.",
L"Enrico抱怨进展缓慢", //"Enrico complained about lack of progress",
L"战斗胜利", //"Battle won",
//26-30
L"%s的矿井开始缺乏矿石", //"%s mine started running out of ore",
L"%s的矿井采完了矿石", //"%s mine ran out of ore",
L"%s的矿井关闭了", //"%s mine was shut down",
L"%s的矿井复工了", //"%s mine was reopened",
L"发现一个叫Tixa的监狱。", //"Found out about a prison called Tixa.",
//31-35
L"打听到一个叫Orta的秘密武器工厂。", //"Heard about a secret weapons plant called Orta.",
L"在Orta的科学家捐赠了大量的火箭枪。", //"Scientist in Orta donated a slew of rocket rifles.",
L"Deidranna女王在利用死尸做某些事情。", //"Queen Deidranna has a use for dead bodies.",
L"Frank谈到了在San Mona的拳击比赛。", //"Frank talked about fighting matches in San Mona.",
L"一个病人说他在矿井里看到了一些东西。", //"A patient thinks he saw something in the mines.",
//36-40
L"遇到一个叫Devin的人,他出售爆炸物。", //"Met someone named Devin - he sells explosives.",
L"偶遇Mike,前AIM名人!", //"Ran into the famous ex-AIM merc Mike!",
L"遇到Tony,他做武器买卖。", //"Met Tony - he deals in arms.",
L"从Krott中士那里得到一把火箭枪。", //"Got a rocket rifle from Sergeant Krott.",
L"把Angel皮衣店的契约给了Kyle。", //"Gave Kyle the deed to Angel's leather shop.",
//41-45
L"Madlab提议做一个机器人。", //"Madlab offered to build a robot.",
L"Gabby能制作对付虫子的隐形药。", //"Gabby can make stealth concoction for bugs.",
L"Keith歇业了。", //"Keith is out of business.",
L"Howard给Deidranna女王提供氰化物。", //"Howard provided cyanide to Queen Deidranna.",
L"遇到Keith -Cambria的杂货商。", // "Met Keith - all purpose dealer in Cambria.",
//46-50
L"遇到Howrd,一个在Balime的医药商。", //"Met Howard - deals pharmaceuticals in Balime",
L"遇到Perko,他开了一家小修理档口。。", //"Met Perko - runs a small repair business.",
L"遇到在Balime的Sam,他有一家五金店。", //"Met Sam of Balime - runs a hardware shop.",
L"Franz做电子产品和其他货物的生意。", //"Franz deals in electronics and other goods.",
L"Arnold在Grumm开了一家修理店。", //"Arnold runs a repair shop in Grumm.",
//51-55
L"Fredo在Grumm修理电子产品。", //"Fredo repairs electronics in Grumm.",
L"收到在Balime的有钱人的捐款。", //"Received donation from rich guy in Balime.",
L"遇到一个叫Jake的废品商人。", //"Met a junkyard dealer named Jake.",
L"一个流浪者给了我们一张电子钥匙卡。", //"Some bum gave us an electronic keycard.",
L"贿赂了Walter,让他打开地下室的门。", //"Bribed Walter to unlock the door to the basement.",
//56-60
L"如果Dave有汽油,他会免费进行加油。", //"If Dave has gas, he'll provide free fillups.",
L"贿赂Pablo。", //"Greased Pablo's palms.",
L"Kingping拿回了San Mona矿井中的钱。", //"Kingpin keeps money in San Mona mine.",
L"%s赢了拳击赛", //"%s won Extreme Fighting match",
L"%s输了拳击赛", //"%s lost Extreme Fighting match",
//61-65
L"%s丧失了拳击赛的参赛资格", //"%s was disqualified in Extreme Fighting",
L"在废弃的矿井里找到一大笔钱。", //"Found a lot of money stashed in the abandoned mine.",
L"遭遇Kingpin派出的杀手。", //"Encountered assassin sent by Kingpin.",
L"该分区失守", //"Lost control of sector", //ENEMY_INVASION_CODE
L"成功防御该分区", //"Defended sector",
//66-70
L"作战失败", //"Lost battle", //ENEMY_ENCOUNTER_CODE
L"致命的伏击", //"Fatal ambush", //ENEMY_AMBUSH_CODE
L"杀光了敌军的伏兵", //"Wiped out enemy ambush",
L"攻击失败", //"Unsuccessful attack", //ENTERING_ENEMY_SECTOR_CODE
L"攻击成功!", //"Successful attack!",
//71-75
L"异形攻击", //"Creatures attacked", /CREATURE_ATTACK_CODE
L"被血猫吃掉了", //"Killed by bloodcats",//BLOODCAT_AMBUSH_CODE
L"宰掉了血猫", //"Slaughtered bloodcats",
L"%s被干掉了", //"%s was killed",
L"把一个恐怖分子的头颅给了Carmen。", //"Gave Carmen a terrorist's head",
L"Slay走了", //"Slay left",
L"干掉了%s", //"Killed %s",
};
STR16 pHistoryLocations[] =
{
L"N/A", // N/A is an acronym for Not Applicable
};
// icon text strings that appear on the laptop
STR16 pLaptopIcons[] =
{
L"邮箱", //"E-mail",
L"网页", //"Web",
L"财务", //"Financial",
L"人事", //"Personnel",
L"日志", //"History",
L"文件", //"Files",
L"关闭", //"Shut Down",
L"sir-FER 4.0 简体中文版", //"sir-FER 4.0",// our play on the company name (Sirtech) and web surFER
};
// bookmarks for different websites
// IMPORTANT make sure you move down the Cancel string as bookmarks are being added
STR16 pBookMarkStrings[] =
{
L"A.I.M.",
L"Bobby Ray's",
L"I.M.P",
L"M.E.R.C.",
L"公墓", //"Mortuary",
L"花店", //"Florist",
L"MIS保险公司", //"Insurance",
L"取消", //"Cancel",
};
STR16 pBookmarkTitle[] =
{
L"收藏夹", //"Bookmarks",
L"右击以放进收藏夹,便于以后访问本页面。", //"Right click to access this menu in the future.",
};
// When loading or download a web page
STR16 pDownloadString[] =
{
L"下载...", //"Downloading",
L"重载...", //"Reloading",
};
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
STR16 gsAtmSideButtonText[] =
{
L"好的", //"OK",
L"拿取", //"Take", // take money from merc
L"给予", // "Give", //give money to merc
L"取消", //"Cancel", // cancel transaction
L"清除", // "Clear", //clear amount being displayed on the screen
};
STR16 gsAtmStartButtonText[] =
{
L"转帐 $", //"Transfer $", // transfer money to merc -- short form
L"状态", //"Stats", // view stats of the merc
L"物品清单", //"Inventory", // view the inventory of the merc
L"雇佣合同", //"Employment",
};
STR16 sATMText[ ]=
{
L"转帐?", //"Transfer Funds?", // transfer funds to merc?
L"确定?", //"Ok?", // are we certain?
L"输入金额", //"Enter Amount", // enter the amount you want to transfer to merc
L"选择类型", //"Select Type", // select the type of transfer to merc
L"资金不足", // "Insufficient Funds", //not enough money to transfer to merc
L"必须是$10的倍数", //"Amount must be a multiple of $10",// transfer amount must be a multiple of $10
};
// Web error messages. Please use foreign language equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator
STR16 pErrorStrings[] =
{
L"错误", //"Error",
L"服务器没有DNS入口。", //"Server does not have DNS entry.",
L"请检查URL地址,再次尝试连接。", //"Check URL address and try again.",
L"好的", //"OK",
L"主机连接时断时续。预计需要较长的传输时间。", //"Intermittent Connection to Host. Expect longer transfer times.",
};
STR16 pPersonnelString[] =
{
L"佣兵: ", //L"Mercs:", // mercs we have
};
STR16 pWebTitle[ ]=
{
L"sir-FER 4.0 简体中文版", //L"sir-FER 4.0", // our name for the version of the browser, play on company name
};
// The titles for the web program title bar, for each page loaded
STR16 pWebPagesTitles[] =
{
L"A.I.M.",
L"A.I.M. 成员", //"A.I.M. Members",
L"A.I.M. 肖像", //"A.I.M. Mug Shots", // a mug shot is another name for a portrait
L"A.I.M. 排序", //"A.I.M. Sort",
L"A.I.M.",
L"A.I.M. 前成员", //"A.I.M. Alumni",
L"A.I.M. 规则", //"A.I.M. Policies",
L"A.I.M. 历史", //"A.I.M. History",
L"A.I.M. 链接", //"A.I.M. Links",
L"M.E.R.C.",
L"M.E.R.C. 账号", //"M.E.R.C. Accounts",
L"M.E.R.C. 注册", //"M.E.R.C. Registration",
L"M.E.R.C. 索引", //"M.E.R.C. Index",
L"Bobby Ray's",
L"Bobby Ray's - 枪械", //"Bobby Ray's - Guns",
L"Bobby Ray's - 弹药", //"Bobby Ray's - Ammo",
L"Bobby Ray's - 护甲", //"Bobby Ray's - Armor",
L"Bobby Ray's - 杂货", //"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous
L"Bobby Ray's - 二手货", //"Bobby Ray's - Used",
L"Bobby Ray's - 邮购", //"Bobby Ray's - Mail Order",
L"I.M.P.",
L"I.M.P.",
L"联合花卉服务公司", //"United Floral Service",
L"联合花卉服务公司 - 花卉", //"United Floral Service - Gallery",
L"联合花卉服务公司 - 订单", //L"United Floral Service - Order Form",
L"联合花卉服务公司 - 贺卡", //"United Floral Service - Card Gallery",
L"Malleus, Incus & Stapes保险公司", //"Malleus, Incus & Stapes Insurance Brokers",
L"信息", //"Information",
L"合同", //"Contract",
L"评论", //"Comments",
L"McGillicutty's 公墓", //"McGillicutty's Mortuary",
L"",
L"无法找到URL", //"URL not found.",
L"Bobby Ray's - 最近的运货", //"Bobby Ray's - Recent Shipments",
L"",
L"",
};
STR16 pShowBookmarkString[] =
{
L"Sir-Help",
L"再次点击页面以放进收藏夹。", //"Click Web Again for Bookmarks.",
};
STR16 pLaptopTitles[] =
{
L"邮箱", //"Mail Box",
L"文件查看器", //"File Viewer",
L"人事", //"Personnel",
L"帐簿", //"Bookkeeper Plus",
L"日志", //"History Log",
};
STR16 pPersonnelDepartedStateStrings[] =
{
//reasons why a merc has left.
L"阵亡", //"Killed in Action",
L"解雇", //"Dismissed",
L"其它: ", //"Other",
L"结婚", //"Married",
L"合同到期", //"Contract Expired",
L"退出", //"Quit",
};
// personnel strings appearing in the Personnel Manager on the laptop
STR16 pPersonelTeamStrings[] =
{
L"当前成员: ", //"Current Team",
L"离队成员: ", //"Departures",
L"每日花费: ", //"Daily Cost:",
L"最高日薪: ", //"Highest Cost:",
L"最低日薪: ", //"Lowest Cost:",
L"行动中牺牲: ", //"Killed in Action:",
L"解雇: ", //"Dismissed:",
L"其它: ", //"Other:",
};
STR16 pPersonnelCurrentTeamStatsStrings[] =
{
L"最低", //"Lowest",
L"平均", //"Average",
L"最高", //"Highest",
};
STR16 pPersonnelTeamStatsStrings[] =
{
/*
L"HLTH",
L"AGI",
L"DEX",
L"STR",
L"LDR",
L"WIS",
L"LVL",
L"MRKM",
L"MECH",
L"EXPL",
L"MED",*/
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", //"Contract",
};
// text that appears on the update panel buttons
STR16 pUpdatePanelButtons[] =
{
L"继续", //"Continue",
L"停止", //"Stop",
};
// Text which appears when everyone on your team is incapacitated and incapable of battle
CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
//"You have been defeated in this sector!",
L"你在这个地区战败了!",
//L"The enemy, having no mercy for the team's soul, devours each and every one of you!",
L"敌人冷酷无情地处死了你的队员!",
//L"Your unconscious team members have been captured!",
L"你的昏迷的队员被俘虏了!",
//L"Your team members have been taken prisoner by the enemy.",
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", //"Previous",
L"下一页", //"Next",
L"接受", //"Accept",
L"清除", //"Clear",
};
//Insurance Info
// Text on the buttons on the bottom of the screen
STR16 InsInfoText[] =
{
L"上一页", //"Previous",
L"下一页", //"Next",
};
//For use at the M.E.R.C. web site. Text relating to the player's account with MERC
STR16 MercAccountText[] =
{
// Text on the buttons on the bottom of the screen
// Text on the buttons on the bottom of the screen
L"支付", //"Authorize",
L"主页", //"Home",
L"账号: ", //"Account #:",
L"佣兵", //"Merc",
L"日数", //"Days",
L"日薪", //"Rate", //5
L"索价", //"Charge",
L"合计: ", //"Total:",
L"你确定要支付%s吗?", //"Are you sure you want to authorize the payment of %s?", //the %s is a string that contains the dollar amount ( ex. "$150" )
};
// Merc Account Page buttons
STR16 MercAccountPageText[] =
{
// Text on the buttons on the bottom of the screen
L"上一页",//"Previous",
L"下一页",//"Next",
};
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
STR16 MercInfo[] =
{
/*
L"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Experience Lvl",
L"Marksmanship",
L"Mechanical",
L"Explosive",
L"Medical",
*/
L"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",
};
// 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, founder and owner",
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", //"Speck Com v3.2",
};
// For use at MiGillicutty's Web Page.
STR16 sFuneralString[] =
{
/*
L"McGillicutty's Mortuary: Helping families grieve since 1983.",
L"Funeral Director and former A.I.M. mercenary Murray \"Pops\" McGillicutty is a highly skilled and experienced mortician.",
L"Having been intimately involved in death and bereavement throughout his life, Pops knows how difficult it can be.",
L"McGillicutty's Mortuary offers a wide range of bereavement services, from a shoulder to cry on to post-mortem reconstruction for badly disfigured remains.",
L"Let McGillicutty's Mortuary help you and your loved one rest in peace.",
*/
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"SEND FLOWERS",
L"CASKET & URN COLLECTION",
L"CREMATION SERVICES",
L"PRE- FUNERAL PLANNING SERVICES",
L"FUNERAL ETIQUETTE",
*/
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"Regretably, the remainder of this site has not been completed due to a death in the family. Pending reading of the will and disbursement of assets, the site will be completed as soon as possible.",
L"Our sympathies do, however, go out to you at this trying time. Please come again.",
*/
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"Gallery",
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"We're fast and efficient!",
L"Next day delivery to most areas worldwide, guaranteed. Some restrictions apply.",
L"Lowest prices in the world, guaranteed!",
L"Show us a lower advertised price for any arrangements, and receive a dozen roses, absolutely free.",
L"Flying Flora, Fauna & Flowers Since 1981.",
L"Our decorated ex-bomber aviators will air-drop your bouquet within a ten mile radius of the requested location. Anytime - Everytime!",
L"Let us satisfy your floral fantasy.",
L"Let Bruce, our world-renowned floral designer, hand-pick the freshest, highest quality flowers from our very own greenhouse.",
L"And remember, if we don't have it, we can grow it - Fast!",
*/
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"Due to the size of gift cards, your message can be no longer than 75 characters.",
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", //"Prev", //abbreviation for previous
L"下一页", //"Next", //abbreviation for next
//L"Click on the selection you want to order.",
L"点击你想要订购的花卉。",
//L"Please Note: there is an additional $10 fee for all wilted or crushed bouquets.",
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"重武器", //"Heavy W.",
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",
// 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"其他", //"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", //"Punch. 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"通讯/夜视", //"Face Items",
L"携行具", //"LBE Gear",
L"附件/瞄准具", //"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"Click on the item(s). For more than one, keep on clicking. Right click for less. Once you've selected all you'd like to buy, go on to the order form.",
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"其他", //"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"Darn! This here on-line order form will only accept 10 items per order. If you're looking to order more stuff (and we hope you are), kindly make a separate order and accept our apologies.",
L"靠! 我们这里的在线订单一次只接受10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"Sorry. We don't have any more of that in stock right now. Please try again later.",
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"Sorry, but we are currently out of stock on all items of that type.",
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"我们会完美地满足你各种各样的需求", //"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"Health",
L"Agility",
L"Dexterity",
L"Strength",
L"Leadership",
L"Wisdom",
L"Experience Lvl",
L"Marksmanship",
L"Mechanical",
L"Explosive",
L"Medical", //10
*/
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"所需医疗保证金", //"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed
};
//Aim Member.c
//The page in which the player's hires AIM mercenaries
//The following text is used with the video conference popup
STR16 VideoConfercingText[] =
{
L"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"PAGE 1",
L"PAGE 2",
L"PAGE 3",
L"A.I.M. Alumni", // Title of the page
L"DONE" // Stops displaying information on selected merc
*/
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. and the A.I.M. logo are registered trademarks in most countries.",
L"So don't even think of trying to copy us.",
L"Copyright 2005 A.I.M., Ltd. All rights reserved.", //1.13 modified to 2005
//Text for an advertisement that gets displayed on the AIM page
L"United Floral Service",
L"\"We air-drop anywhere\"", //10
L"Do it right",
L"... the first time",
L"Guns and stuff, if we dont have it, you dont need it.",
*/
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"Do you want to deduct %s from your main account to cover the difference?",
L"Not enough funds. You're short %s",
L"Do you want to deduct %s from your main account to cover the cost?",
L"Ask the dealer to start the transaction",
L"Ask the dealer to repair the selected items",
L"End conversation",
L"Current Balance",
*/
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"完成", //"Done",
//Text above the slider bars
L"效果音", //"Effects",
L"语音", //"Speech",
L"音乐", //"Music",
//Confirmation pop when the user selects..
//L"Quit game and return to the main menu?",
L"退出并回到游戏主菜单?",
//L"You need either the Speech option, or the Subtitle option to be enabled.",
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", //"Save Game",
L"载入游戏", //"Load Game",
L"取消", //"Cancel",
L"选择要存档的位置", //"Save Selected",
L"选择要读档的位置", //"Load Selected",
L"保存游戏成功", //"Saved the game successfully",
L"保存游戏错误!", //"ERROR saving the game!",
L"载入游戏成功", //"Loaded the game successfully",
L"载入游戏错误!", //"ERROR loading the game!",
//L"The game version in the saved game file is different then the current version. It is most likely safe to continue. Continue?",
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"The saved game files may be invalidated. Do you want them all deleted?",
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"Save version has changed. Please report if there any problems. Continue?",
L"存档版本已改变。如果出现问题请报告。继续?",
#else
//L"Attempting to load an older version save. Automatically update and load the save?",
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"Save version and game version have changed. Please report if there are any problems. Continue?",
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"Attempting to load an older version save. Automatically update and load the save?",
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"Are you sure you want to overwrite the saved game in slot #%d?",
L"你确认你要将#%d位置的存档覆盖吗?",
//L"Do you want to load the game from slot #",
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"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
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's",
L"Normal Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work from the default 'Data' folder.",*/
L"Platinum Mode", //Placeholder English
L"Bobby Ray's库存",
L"普通",
L"较多",
L"很多",
L"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。",
};
//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"%s insurance premium will cost %s for %d extra day(s). Do you want to pay?",
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"Sorry. This option has been disabled in this demo.", // informs player this option/button has been disabled in the demo
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"There aren't enough people willing to be trained right now.",
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
};
STR16 pLandMarkInSectorString[] =
{
//L"Squad %d has noticed someone in sector %s",
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"Training a squad of town militia will cost $", // telling player how much it will cost
L"训练一队民兵要花费$",
//L"Approve expenditure?", // asking player if they wish to pay the amount requested
L"同意支付吗?",
//L"You can't afford it.", // telling the player they can't afford to train this town
L"你无法支付。",
//L"Continue training militia in %s (%s %d)?", // continue training this town?
L"继续在%s (%s %d)训练民兵吗?",
//L"Cost $", // the cost in dollars to train militia
L"花费$",
L"( Y/N )", // abbreviated yes/no
L"", // unused
//L"Training town militia in %d sectors will cost $ %d. %s", // cost to train sveral sectors at once
L"在%d地区训练民兵将花费$%d。%s",
//L"You cannot afford the $%d to train town militia here.",
L"你无法支付$%d以供在这里训练民兵。",
//L"%s needs a loyalty of %d percent for you to be able to continue training militia.",
L"%s的忠诚度必须达到%d以上方可训练民兵。",
//L"You cannot train the militia in %s any further.",
L"你不能在%s训练民兵了。",
};
//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
STR16 gzMoneyWithdrawMessageText[] =
{
//L"You can only withdraw up to $20,000 at a time.",
L"你每次最多能提取$20,000。",
//L"Are you sure you want to deposit the %s into your account?",
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"榴弹发射器连发时使用枪击光标", //"GL Burst uses Burst cursor",
L"敌人掉落所有物品", //"Enemies Drop all Items",
L"允许高仰角榴弹发射", //"High angle Grenade launching",
L"限制额外的瞄准", //"Restrict extra Aim Levels",
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"随机产生I.M.P人物性格", //"Random I.M.P personality",
L"自动存盘", //"Auto save",
L"沉默的Skyrider", //"Silent Skyrider",
L"降低CPU的使用率", //"Low CPU usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
STR16 zOptionsScreenHelpText[] =
{
//speech
//L"Keep this option ON if you want to hear character dialogue.",
L"如果你想听到人物对话,打开这个选项。",
//Mute Confirmation
//L"Turns characters' verbal confirmations on or off.",
L"打开或关闭人物的口头确认。",
//Subtitles
//L"Controls whether on-screen text is displayed for dialogue.",
L"是否显示对话的文字。",
//Key to advance speech
//L"If Subtitles are ON, turn this on also to be able to take your time reading NPC dialogue.",
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"Turn off this option if animating smoke slows down your game's framerate.",
L"如果烟火效果使得游戏变慢,关闭这个选项。",
//Blood n Gore
//L"Turn this option OFF if blood offends you.",
L"如果鲜血使你觉得恶心,关闭这个选项。",
//Never move my mouse
//L"Turn this option OFF to have your mouse automatically move over pop-up confirmation boxes when they appear.",
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"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
L"打开这个选项,使用铁血联盟1代的佣兵选择方式。",
//Show movement path
//L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
L"打开这个选项,会实时显示移动路径(关闭此选项。如果你想要显示路径的话,使用SHIFT键)。",
//show misses
//L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
L"打开这个选项时,会显示未击中目标的子弹落点。",
//Real Time Confirmation
//L"When ON, an additional \"safety\" click will be required for movement in Real-time.",
L"当打开时,进入实时模式会有一个确认对话框。",
//Sleep/Wake notification
//L"When ON, you will be notified when mercs on \"assignment\" go to sleep and resume work.",
L"当打开时,被分配任务的佣兵睡觉和醒来时会提示你。",
//Use the metric system
//L"When ON, uses the metric system for measurements; otherwise it uses the Imperial system.",
L"当打开时,使用公制系统,否则使用英制系统。",
//Merc Lighted movement
//L"When ON, the merc will light the ground while walking. Turn OFF for faster frame rate.",
L"当打开时,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"When ON, moving the cursor near your mercs will automatically highlight them.",
L"当打开时,光标移动到佣兵身上时会高亮显示佣兵。",
//snap cursor to the door
//L"When ON, moving the cursor near a door will automatically position the cursor over the door.",
L"当打开时,光标靠近门时会自动定位到门上。",
//glow items
//L"When ON, |Items continuously glow",
L"当打开时,物品会不断的闪烁。(|I)",
//toggle tree tops
//L"When ON, shows the |Tree tops.",
L"当打开时,显示树冠。(|T)",
//toggle wireframe
//L"When ON, displays |Wireframes for obscured walls.",
L"显示未探明的墙的轮廓。(|W)",
//L"When ON, the movement cursor is shown in 3D. ( |Home )",
L"打开时,移动时的光标为3D式样。(|H)",
// Options for 1.13
//L"When ON, the chance to hit is shown on the cursor.",
L"当打开时,在光标上显示命中机率。",
L"When ON, GL burst uses burst cursor.",
//L"When ON, dead enemies drop all items.",
L"当打开时,死亡的敌人掉落所有的物品。",
//L"When ON, grenade launchers fire grenades at higher angles (|Q).",
L"当打开时,榴弹发射器允许采用较高仰角发射榴弹。(|Q)",
//L"When ON, aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"当打开时,狙击步枪以外的枪支最多使用4AP去瞄准。",
//L"When ON, |S|p|a|c|e selects next squad automatically.",
L"当打开时,按空格键自动切换到下一小队。(|S|p|a|c|e)",
L"When ON, item shadows will be shown.",
//L"When ON, weapon ranges will be shown in tiles.",
L"当打开时,用格数显示武器射程。",
//L"When ON, tracer effect will be shown for single shots.",
L"当打开时,单发曳光弹也显示曳光。",
L"当打开时,下雨时能听到雨水音效。", //"When ON, you will hear rain noises when it is raining.",
//L"When ON, the crows are present in game.",
L"当打开时,允许乌鸦出现。",
L"当打开时, I.M.P人物的性格和属性为随机生成。", //"When ON, I.M.P characters will get random personality and attitude.",
L"When ON, game will be saved after each players turn.",
//L"When ON, Skyrider will not talk anymore.",
L"当打开时,Skyrider将保持沉默。",
//L"When ON, game will run with much lower CPU usage.",
L"当打开时,游戏将使用更少的CPU资源。",
L"When ON, enhanced descriptions will be shown for items and weapons.",
};
STR16 gzGIOScreenText[] =
{
L"游戏初始设置",
L"游戏风格",
L"现实",
L"科幻",
L"金版",
L"物品",
L"大量武器",
L"少量武器",
L"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"可随时存盘",
L"铁人模式",
L"在Demo中禁用",
/*L"Bobby Ray's Selection",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
L"Inventory System",
L"Old",
L"New",
L"Load MP Game",
L"INITIAL GAME SETTINGS (Only the server settings take effect)",*/
L"Bobby Ray's 库存",
L"普通",
L"较多",
L"很多",
L"囧……多",
L"携行系统",
L"旧",
L"新",
L"读取联机游戏",
L"游戏初始设置(仅在服务器设置时有效)",
};
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"其它", //"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"This slot is reserved for Quick Saves made from the tactical and map screens using ALT+S.",
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"You are running low on disk space. You only have %sMB free and Jagged Alliance 2 requires %sMB.",
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"There is no room to fire from here.",
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"启用物品全掉", //"Drop All Enabled",
L"禁用物品全掉", //"Drop All Disabled",
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",
#ifdef JA2BETAVERSION
L"Successfully Saved the Game into the End Turn Auto Save slot.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
L"客户端", //"Client",
};
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 isn't close enough to be healed.",
L"%s不够近,不能被治疗。",
//L"Your medics were unable to completely bandage everyone.",
L"你的医生不能包扎完每个人。",
};
STR16 pMilitiaButtonsHelpText[] =
{
/*
L"Pick up(Right Click)/drop(Left Click) Green Troops", // button help text informing player they can pick up or drop militia with this button
L"Pick up(Right Click)/drop(Left Click) Regular Troops",
L"Pick up(Right Click)/drop(Left Click) Veteran Troops",
L"Distribute available militia equally among all sectors",
*/
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"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going
//L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
L"去AIM雇几个佣兵( *提示* 在笔记本电脑里)",
L"当你准备出发前往Arulco,点击屏幕右下方的时间压缩按钮。",
};
STR16 pAntiHackerString[] =
{
L"错误。丢失或损坏文件。游戏将退出。",
};
STR16 gzLaptopHelpText[] =
{
//Buttons:
/*
L"View email",
L"Browse various web sites",
L"View files and email attachments",
L"Read log of events",
L"View team info",
L"View financial summary and history",
L"Close laptop",
*/
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"You have new mail",
//L"You have new file(s)",
L"你有新的邮件",
L"你有新的文件",
//Bookmarks:
/*
L"Association of International Mercenaries",
L"Bobby Ray's online weapon mail order",
L"Institute of Mercenary Profiling",
L"More Economic Recruiting Center",
L"McGillicutty's Mortuary",
L"United Floral Service",
L"Insurance Brokers for A.I.M. contracts",
*/
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",
};
STR16 gzHelpScreenText[] =
{
L"退出帮助屏幕",
};
STR16 gzNonPersistantPBIText[] =
{
//L"There is a battle in progress. You can only retreat from the tactical screen.",
L"战斗正在进行中,你只能在战术屏幕进行撤退。",
//L"|Enter sector to continue the current battle in progress.",
L"进入该分区,继续战斗。(|E)",
//L"|Automatically resolves the current battle.",
L"自动解决这次战斗。(|A)",
//L"You can't automatically resolve a battle when you are the attacker.",
L"当你进攻时,不能自动解决战斗。",
//L"You can't automatically resolve a battle while you are being ambushed.",
L"当你遭遇伏兵时,不能自动解决战斗。",
//L"You can't automatically resolve a battle while you are fighting creatures in the mines.",
L"当在矿井里和异形作战时,不能自动解决战斗。",
//L"You can't automatically resolve a battle while there are hostile civilians.",
L"还有敌对的平民时,不能自动解决战斗。",
//L"You can't automatically resolve a battle while there are bloodcats.",
L"有血猫时,不能自动解决战斗。",
//L"BATTLE IN PROGRESS",
L"战斗进行中",
//L"You cannot retreat at this time.",
L"你不能在这时撤退。",
};
STR16 gzMiscString[] =
{
//L"Your militia continue to battle without the aid of your mercs...",
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's army has regained complete control over %s.",
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"Cannot find intro video",
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 hears a %s sound coming from %s.",
L"%s听到%s声音来自%s。",
//L"%s hears a %s sound of MOVEMENT coming from %s.",
L"%s听到%s移动声来自%s。",
//L"%s hears a %s CREAKING coming from %s.",
L"%s听到%s吱吱声来自%s。",
//L"%s hears a %s SPLASHING coming from %s.",
L"%s听到%s溅水声来自%s。",
//L"%s hears a %s IMPACT coming from %s.",
L"%s听到%s撞击声来自%s。",
//L"%s hears a %s EXPLOSION to %s.",
L"%s听到%s爆炸声发向%s。",
//L"%s hears a %s SCREAM to %s.",
L"%s听到%s尖叫声发向%s。",
//L"%s hears a %s IMPACT to %s.",
L"%s听到%s撞击声发向%s。",
//L"%s hears a %s IMPACT to %s.",
L"%s听到%s撞击声发向%s。",
//L"%s hears a %s SHATTERING coming from %s.",
L"%s听到%s粉碎声来自%s。",
//L"%s hears a %s SMASH coming from %s.",
L"%s听到%s破碎声来自%s。",
};
STR16 wMapScreenSortButtonHelpText[] =
{
/*
L"Sort by Name (|F|1)",
L"Sort by Assignment (|F|2)",
L"Sort by Sleep Status (|F|3)",
L"Sort by Location (|F|4)",
L"Sort by Destination (|F|5)",
L"Sort by Departure Time (|F|6)",
*/
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",
};
STR16 sRepairsDoneString[] =
{
/*
L"%s finished repairing own items",
L"%s finished repairing everyone's guns & armor",
L"%s finished repairing everyone's equipped items",
L"%s finished repairing everyone's carried items",
L"%s finished repairing everyone's carried items",
L"%s finished repairing everyone's carried items",
*/
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修复了所有人的携带物品。",
L"%s修复了所有人的携带物品。",
L"%s修复了所有人的携带物品。",
};
STR16 zGioDifConfirmText[]=
{
//L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?",
L"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"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?",
L"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"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?",
L"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"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?",
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"The robot cannot leave this sector when nobody is using the controller.",
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"You can't compress time right now. Wait for the fireworks!",
L"你现在无法压缩时间。请等待炸弹爆炸!",
//'Name' refuses to move.
//L"%s 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"above",
L"上方",
//L"below",
L"下方",
//The following strings are used in autoresolve for autobandaging related feedback.
//L"None of your mercs have any medical ability.",
L"佣兵中没人有医疗技能。",
//L"There are no medical supplies to perform bandaging.",
L"没有足够的医疗物品进行包扎。",
//L"There weren't enough medical supplies to bandage everybody.",
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
L"Arulco",
//L"(roof)",
L"屋顶",
//L"Health: %d/%d",
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"The %s is full!", //(ex "The ice cream truck is full")
L"%s满了。",
//L"%s does not need immediate first aid or bandaging but rather more serious medical attention and/or rest.",
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 is hit in the leg and collapses!",
L"%s被击中腿部,并且倒下了!",
//Name can't speak right now.
//L"%s can't speak right now.",
L"%s现在不能说话。",
//22-24 plural versions
//L"%d green militia have been promoted to veteran militia.",
L"%d个新兵被提升为精兵。",
//L"%d green militia have been promoted to regular militia.",
L"%d个新兵被提升为老兵。",
//L"%d regular militia have been promoted to veteran militia.",
L"%d个老兵被提升为精兵。",
//25
//L"Switch",
L"开关",
//26
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
//L"%s goes psycho!",
L"%疯狂了!",
//27-28
//Messages why a player can't time compress.
//L"It is currently unsafe to compress time because you have mercs in sector %s.",
L"现在压缩时间不安全,因为你有佣兵在分区%s。",
//L"It is currently unsafe to compress time when mercs are in the creature infested mines.",
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 green militia has been promoted to a veteran militia.",
L"1个新兵被晋升为精兵。",
//L"1 green militia has been promoted to a regular militia.",
L"1个新兵被晋升为老兵。",
//L"1 regular militia has been promoted to a veteran militia.",
L"1个老兵被晋升为精兵。",
//32-34
L"%s无语。", //"%s doesn't say anything.",
//L"Travel to surface?",
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 has repaired %s's %s",
L"%s修复了%s的%s。",
//36
//L"BLOODCAT",
L"血猫",
//37-38 "Name trips and falls"
//L"%s trips and falls",
L"%s踩到陷阱,跌倒了。",
//L"This item can't be picked up from here.",
L"这个物品不能从这里捡起。",
//39
//L"None of your remaining mercs are able to fight. The militia will fight the creatures on their own.",
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 cannot see this person.",
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!",
L"在每个分区,只允许有不多于%d名佣兵训练民兵。", //"No more than %d militia trainers are permitted per sector.",
L"你确定吗?", //"Are you sure?",
//49-50
//L"Time Compression",
L"时间压缩",
//L"The vehicle's gas tank is now full.",
L"车辆的油箱已经加满油了。",
//51-52 Fast help text in mapscreen.
//L"Continue Time Compression (|S|p|a|c|e)",
L"继续时间压缩 (|S|p|a|c|e)",
//L"Stop Time Compression (|E|s|c)",
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"Items successfully combined.",
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"Escort John and Mary?",
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%d发子弹!", //"%s fires %d more round than intended!",
};
STR16 gzCWStrings[] =
{
//L"Call reinforcements from adjacent sectors?",
L"是否呼叫邻近区域的援兵?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
/*L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
*/
L"%s|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|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
*/
L"%s|头|盔: %s\n",
L"%s|防|弹|衣: %s\n",
L"%s|作|战|裤: %s\n",
// Limited, Basic
/* L"|Armor: ",
L"Helmet ",
L"Vest ",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n", */
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",
};
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"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"You should check your goggles",
};
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
// INFO: Do not replace the ?characters. They indicate the <B2> (-> Newline) from the edt files
STR16 New113MERCMercMailTexts[] =
{
// Gaston: Text from Line 39 in Email.edt
//L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ??Speck T. Kline ?",
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"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ??Speck T. Kline ?",
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"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ??Speck T. Kline ?",
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"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ??Speck T. Kline ?",
L"鉴于Biggins发挥有所提高, 他的价格也同时上涨。 ??Speck T. Kline ?",
};
// WANNE: These are the missing skills from the impass.edt file
// INFO: Do not replace the ?characters. They indicate the <B2> (-> Newline) from the edt files
STR16 MissingIMPSkillsDescriptions[] =
{
// Sniper
//L"Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! ?",
L"狙击手: 拥有鹰的眼睛和百步穿杨的枪法!?",
// Camouflage
//L"Camouflage: Besides you even bushes look synthetic! ?",
L"伪装: 跟你的伪装迷彩比起来,树丛看起来倒象是假的!?",
};
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",
//L"Cannot pickup backpack at this time",
//L"No place to put backpack",
//L"Backpack not found",
//L"Zipper only works in combat",
//L"Can not move while backpack zipper active",
//L"Are you sure you want to sell all sector items?",
//L"Are you sure you want to delete all sector items?",
//L"Cannot climb while wearing a backpack",
};
// WANNE - MP: Multiplayer messages
STR16 MPServerMessage[] =
{
// 0
L"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。",
};
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。 等候其它客户端... 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"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Enemies=%d, Creatures=%d, Militias=%d, Civilians=%d, Timed Turns=%d, Secs/Tic=%d, Starting Cash=$%d, Tons of Guns=%d, Sci-Fi=%d, Difficulty=%d, Iron-Man=%d, BobbyRays Range=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d",
L"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"测试与欺骗功能键'9'已被激活。",
L"新建连接: 客户端 #%d - '%S', Edge: %d, 队: %d.",
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 - '%S' | #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'",
};
STR16 MPHelp[] =
{
// 0
L"欢迎进入铁血联盟2 v1.13 多人游戏。",
L"帮助按 'F1' ",
L"多人控制(在战略画面)",
L"* 第一次建立 ja2_mp.ini *",
L"'1' - 启动服务器",
// 5
L"'2' - 连接服务器",
L"'3' - 如果服务器解锁笔记本电脑, 设置好客户端准备战斗",
L"'4' - 退出服务器和客户端",
L"'5' - 显示鼠标坐标(在战术画面)",
L"'7' - 对服务器优先级面板弹出对话框",
// 10
L"'F2' - 显示二级帮助",
L"了解详情请看自述文件",
L"技巧: (如果 ja2_mp.ini 已建立)",
L"* 确认所以的客户端都有独立的客户端号码 *",
L"* 游戏存储不记录bobby rays订单 *",
// 15
L"* 避免将对立的佣兵放在一起 *",
L"'F1' - 显示基本帮助",
};
#endif //CHINESE