1.13beta2011: ja2.exe SVN4124源码新增特性需要翻译的词句 - 次元门 | 多元位面碎片集散地

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> 1.13beta2011: ja2.exe SVN4124源码新增特性需要翻译的词句, 急需汉化成员!不太想看到4月份熊窝发布新版时中文版严重跟不上
zwwooooo
post 2011.02.03, 17:27
楼层 #1
编号: 6,345
帖数: 2,387
美刀: 3,841
组别: 中将 L_03资深成员
注册: 2005.03.22, 11:55
物品: 查看

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更多翻译工作 - JA2 1.13 翻译工作索引贴 - http://tbsgame.net/bbs/index.php?showtopic=62830

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熊窝为了在今年4月份发布新版的1.13,最近很活跃,增加/整合了大量新特性,现在源码增加了n多词句需要翻译,由于汉化成员严重“流失”,所以一直没去提取汉化,本人英文水平太澹无法正确汉化,急需英文好的铁友加入技术汉化组,有意者跟贴领取。

ja2.exe 源码 svn4124 需要翻译的词句:

说明:
* 只需汉化 L"" 双引号里面的内容;
* 遇到 %d、%s、\n 这类通常是物品数量、某物品/人、换行,保持原样即可。
* 认领的铁友更贴注明认领哪段【如:认领(3)】

_ChineseText.cpp

(1) ln807~857【spacer 认领】(#5)
QUOTE
L"Elite soldiers: %d\n",
L"Regular soldiers: %d\n",
L"Admin soldiers: %d\n",
L"Hostile groups: %d\n",
L"Creatures: %d\n",
L"Tanks: %d\n",
L"Others: %d\n",

L"Mercs: %d\n",
L"Militia: %d\n",
L"Others: %d\n",

L"Shots fired: %d\n",
L"Missiles fired: %d\n",
L"Grenades thrown: %d\n",
L"Knives thrown: %d\n",
L"Blade attacks: %d\n",
L"Hand to hand attacks: %d\n",
L"Successful hits: %d\n",

L"Locks picked: %d\n",
L"Locks breached: %d\n",
L"Traps removed: %d\n",
L"Explosives detonated: %d\n",
L"Items repaired: %d\n",
L"Items combined: %d\n",
L"Items stolen: %d\n",
L"Militia trained: %d\n",
L"Mercs bandaged: %d\n",
L"Surgeries made: %d\n",
L"Persons met: %d\n",
L"Sectors discovered: %d\n",
L"Ambushes prevented: %d\n",
L"Quests handled: %d\n",

L"Tactical battles: %d\n",
L"Autoresolve battles: %d\n",
L"Times retreated: %d\n",
L"Ambushes experienced: %d\n",
L"Hardes battle: %d Enemies\n",

L"Shot: %d\n",
L"Stabbed: %d\n",
L"Punched: %d\n",
L"Blasted: %d\n",
L"Suffered damages in facilities: %d\n",
L"Surgeries undergoed: %d\n",
L"Facility accidents: %d\n",

L"Character:",
L"Weakening:",


(2) ln1446~1454, 3416~3422, 3803~3804, 3886~3887【spacer 认领】(#6)
QUOTE
// HEADROCK: End new tooltip text

// HEADROCK HAM 4: New condition-based text similar to JA1.
STR16 gConditionDesc[] =
{
L"In ",
L"PERFECT",
L"EXCELLENT",
L"GOOD",
L"FAIR",
L"POOR",
L"BAD",
L"TERRIBLE",
L" condition."
};

L"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's
L"所需医疗保证金", //"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed
L"Kit 1", // Text on Starting Gear Selection Button 1 // TODO.Translate
L"Kit 2", // Text on Starting Gear Selection Button 2
L"Kit 3", // Text on Starting Gear Selection Button 3
L"Kit 4", // Text on Starting Gear Selection Button 4
L"Kit 5", // Text on Starting Gear Selection Button 5

// HEADROCK HAM 4: Prompt messages when turning on Mobile Militia Restrictions view.
L"You currently have no Mobile Militia. Return to this view mode once you've recruited some.",
L"This view shows where your Mobile Militia can and cannot go. GREY = Mobile Militia refuse to go here. RED = Mobile Militia can go here, but you've told them not to. YELLOW = Mobile Militia can enter this sector, but not leave. GREEN = Mobile Militia can go here freely. Right click a Green/Yellow sector to cycle its behavior.",

L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map
L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate


(3) ln3987~3999【spacer 认领】(#8)
QUOTE
L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO

L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO

L"When ON, the Strategic Map will be colored differently based on exploration.",
L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text)
L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.",
L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options
L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect)
L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor
L"Toggle to display debugging render options", // an example option that will show/hide other options
L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)


(4) ln4894~4923【mmx_shhfpl 认领】(#13)
QUOTE
L"FW from AIM Server: Message from Victor Kolesnikov",
L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± ,

// Brain: Text from Line 60
L"FW from AIM Server: Message from Janno Allik",
L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± ,

// Scream: Text from Line 62
L"FW from AIM Server: Message from Lennart Vilde",
L"Lennart Vilde now available! ± ,

// Henning: Text from Line 64
L"FW from AIM Server: Message from Henning von Branitz",
L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± ,

// Luc: Text from Line 66
L"FW from AIM Server: Message from Luc Fabre",
L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± ,

// Laura: Text from Line 68
L"FW from AIM Server: Message from Dr. Laura Colin",
L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± ,

// Grace: Text from Line 70
L"FW from AIM Server: Message from Graziella Girelli",
L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± ,

// Rudolf: Text from Line 72
L"FW from AIM Server: Message from Rudolf Steiger",
L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ± ,


(5) ln4936~4953【mmx_shhfpl 认领】(#14)
QUOTE
// Ranger
L"Ranger: Those amateurs from Texas have nothing on you! ± ",
// Gunslinger
L"Gunslinger: With one handgun or two, you can be as lethal as Billy the Kid! ± ",
// Squadleader
L"Squadleader: A natural leader, your squadmates look to you for inspiration! ± ",
// Technician
L"Technician: MacGyver's got nothing on you! Mechanical, electronic or explosive, you can fix it! ± ",
// Doctor
L"Doctor: From grazes to gutshot, to amputations, you can heal them all! ± ",
// Athletics
L"Athletics: Your speed and vitality are worthy of an Olympian! ± ",
// Bodybuilding
L"Bodybuilding: Arnie? What a wimp! You could beat him with one arm behind your back! ± ",
// Demolitions
L"Demolitions: Sowing grenades like seeds, planting bombs, watching the limbs flying.. This is what you live for! ± ",
// Scouting
L"Scouting: Nothing can escape your notice! ± ",


(6) ln5465~end【Gino 认领】(#9)
QUOTE
//////////////////////////////////////////////////////
// HEADROCK HAM 4: Begin new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzItemDescTabButtonText[] =
{
L"描述",
L"普通",
L"高级",
};

STR16 gzItemDescTabButtonShortText[] =
{
L"描述",
L"普通",
L"高级",
};

STR16 gzItemDescGenHeaders[] =
{
L"Primary",
L"Secondary",
L"AP花费",
L"扫射 / 点射",
};

STR16 gzItemDescGenIndexes[] =
{
L"Prop.",
L"0",
L"+/-",
L"=",
};

STR16 gzUDBButtonTooltipText[]=
{
L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.",
L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.",
L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.",
};

STR16 gzUDBHeaderTooltipText[]=
{
L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).",
L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.",
L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.",
L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.",
};

STR16 gzUDBGenIndexTooltipText[]=
{
L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.",
L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.",
L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.",
L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.",
};

STR16 gzUDBAdvIndexTooltipText[]=
{
L"Property icon (mouse-over to reveal name).",
L"Bonus/penalty given while |s|t|a|n|d|i|n|g.",
L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.",
L"Bonus/penalty given while |p|r|o|n|e.",
L"Bonus/penalty given",
};

STR16 szUDBGenWeaponsStatsTooltipText[]=
{
L"|A|c|c|u|r|a|c|y",
L"|D|a|m|a|g|e",
L"|R|a|n|g|e",
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
L"|L|o|u|d|n|e|s|s",
L"|R|e|l|i|a|b|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
L"", // (12)
L"|A|P|s |t|o |R|e|a|d|y",
L"|A|P|s |t|o |A|t|t|a|c|k",
L"|A|P|s |t|o |B|u|r|s|t",
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
L"|A|P|s |t|o |R|e|l|o|a|d",
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
};


(7) ln5465~end【Gino 认领】(#9)
QUOTE
STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
{
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
L"\n \nDetermines how difficult it is to repair this weapon.\n \nHigher is better.",
L"\n \nThe minimum range at which a scope can provide it's aimBonus.",
L"\n \nTo hit modifier granted by laser sights.",
L"", // (12)
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
};

STR16 szUDBGenArmorStatsTooltipText[]=
{
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
};

STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
{
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
};

STR16 szUDBGenAmmoStatsTooltipText[]=
{
L"|A|r|m|o|r |P|i|e|r|c|i|n|g",
L"|B|u|l|l|e|t |T|u|m|b|l|e",
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
};

STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
{
L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen above 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen below 1.0, the bullet increases the\nprotection value of the armor instead.\n \nHigher is better.",
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
};

STR16 szUDBGenExplosiveStatsTooltipText[]=
{
L"|D|a|m|a|g|e",
L"|S|t|u|n |D|a|m|a|g|e",
L"|B|l|a|s|t |R|a|d|i|u|s",
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s",
L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s",
L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s",
L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s",
L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s",
L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s",
L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s",
L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s",
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
};


ln5465~end
(8)(9)【mmx_shhfpl 认领】(#17)
QUOTE
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
{
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.",
L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
};

STR16 szUDBGenSecondaryStatsTooltipText[]=
{
L"|T|r|a|c|e|r |A|m|m|o",
L"|A|n|t|i|-|T|a|n|k |A|m|m|o",
L"|I|g|n|o|r|e|s |A|r|m|o|r",
L"|A|c|i|d|i|c |A|m|m|o",
L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o",
L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s",
L"|W|a|t|e|r|p|r|o|o|f",
L"|E|l|e|c|t|r|o|n|i|c",
L"|G|a|s |M|a|s|k",
L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s",
L"|C|a|n |P|i|c|k |L|o|c|k|s",
L"|C|a|n |C|u|t |W|i|r|e|s",
L"|C|a|n |S|m|a|s|h |L|o|c|k|s",
L"|M|e|t|a|l |D|e|t|e|c|t|o|r",
L"|R|e|m|o|t|e |T|r|i|g|g|e|r",
L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r",
L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r",
L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e",
L"|T|o|o|l |K|i|t",
L"|T|h|e|r|m|a|l |O|p|t|i|c|s",
L"|X|-|R|a|y |D|e|v|i|c|e",
L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r",
L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l",
L"|F|i|r|s|t |A|i|d |K|i|t",
L"|M|e|d|i|c|a|l |K|i|t",
L"|L|o|c|k |B|o|m|b",
};


因为限制了“引用”数量,三楼接。。。

本主题由 zwwooooo 于 2011.05.15, 13:05 修改






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