Divergent/mods/Dynamic Zone Transitions/gamedata/configs/text/eng/st_dynzone_mcm.xml

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<?xml version="1.0" encoding="utf-8"?>
<string_table>
<!-- Mod Name -->
<string id="ui_mcm_dynamic_zone">
<text>Dynamic Zone</text>
</string>
<!-- Categories -->
<string id="ui_mcm_dynamic_zone_general">
<text>General</text>
</string>
<string id="ui_mcm_dynamic_zone_news">
<text>News</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery">
<text>Discovery</text>
</string>
<string id="ui_mcm_dynamic_zone_debug">
<text>Debugging</text>
</string>
<!-- General -->
<string id="ui_mcm_dynamic_zone_main_title">
<text>Dynamic Zone : General</text>
</string>
<string id="ui_mcm_dynamic_zone_general_chance_path_closed">
<text>Individual Route Blockage Chance</text>
</string>
<string id="ui_mcm_dynamic_zone_general_chance_path_closed_desc">
<text>Chance for a route to become inpassable during an emission</text>
</string>
<string id="ui_mcm_dynamic_zone_general_chance_dz_trigger">
<text>Chance for an Emission to cause Route changes</text>
</string>
<string id="ui_mcm_dynamic_zone_general_chance_dz_trigger_desc">
<text>Determines the chance for any route changes to happen during an emission.</text>
</string>
<string id="ui_mcm_dynamic_zone_general_minimum_map_connections">
<text>Minimum Remaining Map Connections</text>
</string>
<string id="ui_mcm_dynamic_zone_general_minimum_map_connections_desc">
<text>How many connections should remain passable on each level. E.g. If set to 1, it is ensured that any given map will have at least one traversable path to another map.</text>
</string>
<string id="ui_mcm_dynamic_zone_general_trigger_on_newgame">
<text>Trigger on New Game</text>
</string>
<string id="ui_mcm_dynamic_zone_general_trigger_on_newgame_desc">
<text>This will make some routes inpassable at the beginning of a new game.</text>
</string>
<string id="ui_mcm_dynamic_zone_general_newgame_grace_period">
<text>New Game Grace Period (hours)</text>
</string>
<string id="ui_mcm_dynamic_zone_general_newgame_grace_period_desc">
<text>(Used when "Trigger on New Game" is Disabled) On a New Game, the Zone won't change for the amount of in-game Time defined here</text>
</string>
<string id="ui_mcm_dynamic_zone_general_emission_trigger">
<text>Emission Stage to Trigger on</text>
</string>
<string id="ui_mcm_dynamic_zone_general_emission_trigger_desc">
<text>Stage of emission, where the Zone Change occurs</text>
</string>
<string id="ui_mcm_lst_dynamic_zone_emission_trigger_impact">
<text>Impact</text>
</string>
<string id="ui_mcm_lst_dynamic_zone_emission_trigger_1stwave">
<text>First Wave</text>
</string>
<string id="ui_mcm_lst_dynamic_zone_emission_trigger_2ndwave">
<text>Second Wave</text>
</string>
<string id="ui_mcm_lst_dynamic_zone_emission_trigger_rumble">
<text>Rumble</text>
</string>
<string id="ui_mcm_dynamic_zone_general_addon_removal">
<text>Safe Addon Removal</text>
</string>
<string id="ui_mcm_dynamic_zone_general_addon_removal_desc">
<text>Enable this setting, then save your game. Afterwards, you can remove the addon, load the new savegame and continue playing without Dynamic Zone Transitions.</text>
</string>
<!-- News -->
<string id="ui_mcm_dynamic_zone_news_title">
<text>Dynamic Zone : News</text>
</string>
<string id="ui_mcm_dynamic_zone_news_desc">
<text>Between emissions, stalkers will share their findings via the PDA network about routes that changed their state.\nYou can change the percentage of affected routes to be revealed here.\nUnder some circumstances and a predefined chance, special characters such as Sidorovich may also comment those route changes.</text>
</string>
<string id="ui_mcm_dynamic_zone_news_news_play_discovery_sound">
<text>Play Discovery Sound</text>
</string>
<string id="ui_mcm_dynamic_zone_news_news_play_discovery_sound_desc">
<text>Plays the discovery sound, if the previously known route state was different. Will otherwise always use the default PDA notification sound.</text>
</string>
<string id="ui_mcm_dynamic_zone_news_percent_path_reveal_unblock">
<text>Reveal Percentage for routes that are passable again</text>
</string>
<string id="ui_mcm_dynamic_zone_news_percent_path_reveal_unblock_desc">
<text>How many routes that were previously inpassable will be revealed via the Stalker PDA Network.</text>
</string>
<string id="ui_mcm_dynamic_zone_news_percent_path_reveal_block">
<text>Percentage of Inpassable Routes to Reveal</text>
</string>
<string id="ui_mcm_dynamic_zone_news_percent_path_reveal_block_desc">
<text>How many inpassible routes will be revealed via the Stalker PDA Network.</text>
</string>
<string id="ui_mcm_dynamic_zone_news_chance_special_character">
<text>Chance for a special Character to be the Sender</text>
</string>
<string id="ui_mcm_dynamic_zone_news_chance_special_character_desc">
<text>Chance that a special character will comment changes in the Zone (e.g. Sidorovich).</text>
</string>
<!-- Discovery -->
<string id="ui_mcm_dynamic_zone_discovery_title">
<text>Dynamic Zone : Discovery</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_discovery_msg_showtime">
<text>Showtime for discovery Message</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_dist">
<text>Minimum Binocular Focus Proximity to Transition</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_dist_desc">
<text>Updates the route status of any eligible transition that's currently being focused, if it's within this radius.</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_mapspot_blips_enabled">
<text>Mark Transition's state as Unknown after an Emission</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_mapspot_blips_enabled_desc">
<text>Transitions, whose states are unknown are marked accordingly. These blips are cleared after discovering a routes state. Players who prefer to keep track manually are encouraged to disable this feature.</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_holdtime">
<text>Binoculars Focus Time (milliseconds)</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_holdtime_desc">
<text>Time to focus an eligible transition to discover the state change.</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_max_distance">
<text>Maximum Binocular Discovery Distance</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_max_distance_desc">
<text>A transition with a proximity larger than this to the player can not be discovered.</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_hud_enabled">
<text>Enable Binocular Heads-Up Display</text>
</string>
<string id="ui_mcm_dynamic_zone_discovery_binoc_discovery_hud_enabled_desc">
<text>This displays a marker in 3D space for transitions that are eligible for discovery on the current level.</text>
</string>
<!-- Debugging -->
<string id="ui_mcm_dynamic_zone_debug_title">
<text>Dynamic Zone : Debugging</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_desc">
<text>The options in this category are meant for debugging purposes only.\nLogs are written to 'appdata\logs\mcm' and prefixed with 'dynamic_zone_debug'\nFor that to work, the MCM logging utility should be activated in MCM's own options.</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_emission_check_interval">
<text>Emission check interval (milliseconds)</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_emission_check_interval_desc">
<text>Interval between emission stage checks. This check only runs when an emission has begun.</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_verbose">
<text>Enable Debug Logging</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_verbose_desc">
<text>Utilizes the MCM logging utility. Uses console logging as a fallback, if MCM is not installed.</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_validate_parameter_types">
<text>Validate function parameters</text>
</string>
<string id="ui_mcm_dynamic_zone_debug_validate_parameter_types_desc">
<text>This will validate parameter types and checks for non-nil values throughout all scripts in this mod.</text>
</string>
</string_table>