From e5d3a584cfd31f2547dc14417d8e0d67f5242915 Mon Sep 17 00:00:00 2001 From: IllianiCBT Date: Sun, 2 Jun 2024 20:11:51 -0500 Subject: [PATCH 1/2] Updated Labels and Tooltips for Better Clarity and Grammar - Removed trailing dots for a cleaner GUI - Updated tooltips and text fields within a handful of ResourcesBundles - All text grammatically reviewed. --- .../mekhq/resources/CampaignGUI.properties | 78 ++++---- .../CustomizeScenarioDialog.properties | 4 +- .../resources/mekhq/resources/GUI.properties | 174 +++++++++--------- .../resources/MedicalViewDialog.properties | 12 +- MekHQ/src/mekhq/gui/dialog/BatchXPDialog.java | 6 +- 5 files changed, 138 insertions(+), 136 deletions(-) diff --git a/MekHQ/resources/mekhq/resources/CampaignGUI.properties b/MekHQ/resources/mekhq/resources/CampaignGUI.properties index 1df5cfce75..7f22e9f1fb 100644 --- a/MekHQ/resources/mekhq/resources/CampaignGUI.properties +++ b/MekHQ/resources/mekhq/resources/CampaignGUI.properties @@ -3,30 +3,30 @@ # Menu Resources # File Menu fileMenu.text = File -menuLoad.text=Load Campaign... -menuSave.text=Save Campaign... -menuNew.text=New Campaign... +menuLoad.text=Load Campaign +menuSave.text=Save Campaign +menuNew.text=New Campaign # Menu Import menuImport.text=Import -miImportCampaignPreset.text=Campaign Options from a Preset xml file... +miImportCampaignPreset.text=Campaign Options from a Preset xml file miImportCampaignPreset.toolTipText=This loads campaign options from a preset XML file. This will only apply the continuous portions of the preset. -miImportPerson.text=Personnel from a prsx file... -miImportIndividualRankSystem.text=Individual Rank System from an xml file... +miImportPerson.text=Personnel from a prsx file +miImportIndividualRankSystem.text=Individual Rank System from an xml file miImportIndividualRankSystem.toolTipText=This will replace the current campaign's rank system with the imported rank system.
If this contains a duplicate rank system code, it will instead return the previously loaded rank system with that code. -miImportParts.text=Parts from a parts file... -miLoadForces.text=Forces from a MUL File... +miImportParts.text=Parts from a 'parts' file +miLoadForces.text=Forces from a MUL File # Menu Export menuExport.text=Export menuExportCSV.text = CSV File -miExportPersonnel.text=Personnel... -miExportUnit.text=Units... -miExportFinances.text=Finances... +miExportPersonnel.text=Personnel +miExportUnit.text=Units +miExportFinances.text=Finances menuExportXML.text = XML File -miExportCampaignPreset.text=Campaign Preset... -miExportRankSystems.text=Rank Systems... -miExportIndividualRankSystem.text=Campaign Rank System... -miExportPlanets.text=Planets... -miExportCampaignSubset.text=Campaign Subset... +miExportCampaignPreset.text=Campaign Preset +miExportRankSystems.text=Rank Systems +miExportIndividualRankSystem.text=Campaign Rank System +miExportPlanets.text=Planets +miExportCampaignSubset.text=Campaign Subset # Refresh Menu menuRefresh.text=Refresh miRefreshUnitCache.text=Refresh Unit Cache @@ -39,13 +39,13 @@ miRefreshRanks.text=Refresh Rank Systems from File miRefreshRandomDeathCauses.text=Refresh Random Death Causes from File miRefreshRandomDeathCauses.toolTipText=This reloads the random death causes files, which is primarily useful when editing the userdata cause file and testing out the changes there. miRefreshFinancialInstitutions.text=Refresh Financial Institutions from File -miRefreshFinancialInstitutions.toolTipText=This reloads the financial institutions files, which is primarily useful when editing the userdata institutions file and test out the changes there. +miRefreshFinancialInstitutions.toolTipText=This reloads the financial institutions files, which is primarily useful when editing the userdata institutions file and testing out the changes there. # Menu File Others -miMercRoster.text=Upload to MercRoster Database... -menuOptions.text=Campaign Options... -miGameOptions.text=Game Options... +miMercRoster.text=Upload to MercRoster Database +menuOptions.text=Campaign Options +miGameOptions.text=Game Options miGameOptions.toolTipText=This launches the Game Options Dialog, which allows you to customize your MegaMek Game Options. -miMHQOptions.text=MekHQ Options... +miMHQOptions.text=MekHQ Options miMHQOptions.toolTipText=This launches the MekHQ Options Dialog. menuThemes.text=Themes menuExit.text=Exit @@ -53,9 +53,9 @@ menuExit.text=Exit # Marketplace Menu menuMarket.text=Marketplace miPersonnelMarket.text=Personnel Market -miContractMarket.text=Contract Market... -miUnitMarket.text=Unit Market... -miShipSearch.text=Ship Search... +miContractMarket.text=Contract Market +miUnitMarket.text=Unit Market +miShipSearch.text=Ship Search miPurchaseUnit.text=Purchase Unit miBuyParts.text=Purchase Parts miHireBulk.text=Bulk Hire Personnel @@ -79,11 +79,11 @@ miFireAllMedics.text=Release All Medics from Pool # Reports Menu menuReports.text=Reports -miDragoonsRating.text=Unit Rating... -miPersonnelReport.text=Personnel Report... -miHangarBreakdown.text=Hangar Breakdown... -miTransportReport.text=Transport Capacity Report... -miCargoReport.text=Cargo Report... +miDragoonsRating.text=Unit Rating +miPersonnelReport.text=Personnel Report +miHangarBreakdown.text=Hangar Breakdown +miTransportReport.text=Transport Capacity Report +miCargoReport.text=Cargo Report # View Menu menuView.text=View @@ -93,17 +93,17 @@ miAwardEligibilityDialog.text=Award Eligibility Dialog # Manage Campaign Menu menuManageCampaign.text=Manage Campaign -miGMToolsDialog.text=GM Tools Dialog... -miAdvanceMultipleDays.text=Advance Multiple Days... +miGMToolsDialog.text=GM Tools Dialog +miAdvanceMultipleDays.text=Advance Multiple Days miRandomBloodnames.text=Bloodname Randomization for All Personnel -miMassPersonnelTraining.text=Mass Personnel Training... +miMassPersonnelTraining.text=Mass Personnel Training miMassPersonnelTraining.toolTipText=This launches the Mass Personnel Training Dialog, which allows you to train large numbers of personnel at the same time. -miScenarioEditor.text=Scenario Template Editor... -miCompanyGenerator.text=Company Generator... +miScenarioEditor.text=Scenario Template Editor +miCompanyGenerator.text=Company Generator # Help Menu menuHelp.text=Help -menuAbout.text=About... +menuAbout.text=About #End Menu Resources ## Unsorted Resources @@ -138,14 +138,14 @@ dlgSaveFinancesCSV.text=Save Finances to CSV dlgSavePersonnelCSV.text=Save Personnel to CSV dlgSaveUnitsCSV.text=Save Units to CSV dlgSavePlanetsXML.text=Save Planets to XML -btnOvertime.toolTipText=If toggled, techs will work up to 12 hour shifts, rather than 8 hours. However, they will also suffer a penalty during overtime hours. +btnOvertime.toolTipText=If toggled, techs will work up to 12-hour shifts, rather than 8 hours. However, they will also suffer a penalty during overtime hours. btnGMMode.toolTipText=If toggled, new options will become available in the right-click menu. btnShowAllTechs.toolTipText=If toggled, techs of all types will be available to work on this unit. btnAssignDoc.toolTipText=Assign the selected personnel to the care of the selected doctor. lblPersonChoice.text=Personnel Type: lblPersonView.text=View: chkGroupByUnit.text=Group by Unit -chkGroupByUnit.toolTipText=Displays personnel grouped by their unit (i.e. the commanding officer is shown, and all other crew or soldiers are hidden). +chkGroupByUnit.toolTipText=Displays personnel grouped by their unit (i.e., the commanding officer is shown, and all other crew or soldiers are hidden). lblUnitChoice.text=Unit Type: choiceUnit.ActiveUnits.filter=All Active Units choiceUnit.MothballedUnits.filter=All Mothballed Units @@ -188,7 +188,7 @@ lblFindPlanet.text=Find Planet: panAssignedPatient.title=Assigned Patients panUnassignedPatient.title=Unassigned Patients -customizeMenu.individualCamo.text=Individual camouflage... +customizeMenu.individualCamo.text=Individual camouflage customizeMenu.removeIndividualCamo.text=Remove individual camo btnGetUnit.text=Find Units @@ -198,7 +198,7 @@ btnGetParts.toolTipText=Search for parts(s) to procure btnNeededParts.text=Parts Needed Report btnNeededParts.toolTipText=See what parts are needed for unit repairs btnPartsReport.text=Parts In Use Report -btnPartsReport.toolTipText=Get overview of parts in use by units +btnPartsReport.toolTipText=Get an overview of parts in use by units btnMRMSDialog.text=Mass Repair/Salvage btnMRMSDialog.toolTipText=Launch Mass Repair/Salvage Dialog btnMRMSInstant.text=Instant Mass Repair/Salvage All diff --git a/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties b/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties index f80ba4ee7d..2471a90e57 100644 --- a/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties +++ b/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties @@ -15,8 +15,8 @@ btnDeleteLoot.text=Delete Loot btnAddObjective.text=Add Objective btnEditObjective.text=Edit Objective btnDeleteObjective.text=Delete Objective -btnPlanetaryConditions.text=Edit Planetary Conditions... -btnMapSettings.text=Edit Map Settings... +btnPlanetaryConditions.text=Edit Planetary Conditions +btnMapSettings.text=Edit Map Settings panPlanetaryConditions.title=Planetary Conditions panDeploymentLimits.title=Deployment Limits panMap.title=Map Settings diff --git a/MekHQ/resources/mekhq/resources/GUI.properties b/MekHQ/resources/mekhq/resources/GUI.properties index c6e4b3b4e4..96fb0d9b50 100644 --- a/MekHQ/resources/mekhq/resources/GUI.properties +++ b/MekHQ/resources/mekhq/resources/GUI.properties @@ -4,7 +4,7 @@ ##### These are repeated multiple times across the GUI to mean the same thing, and thus can be kept here #### Component Text AddGM.text=Add (GM) -AddGM.toolTipText=Adds the selected item(s) to the campaign, without waiting or paying for them. +AddGM.toolTipText=Add the selected item(s) to the campaign, without waiting or paying for them. Apply.text=Apply Cancel.text=Cancel Cancel.toolTipText=Cancel out of the dialog. No changes made will be saved. @@ -36,10 +36,10 @@ On.text=On Part.text=Part Phenotype.text=Phenotype Purchase.text=Purchase -Purchase.toolTipText=Purchases the selected item(s), thus adding them to the campaign. +Purchase.toolTipText=Purchase the selected item(s), thus adding them to the campaign. Quit.text=Quit RefreshDirectory.text=Refresh Directory -RefreshDirectory.toolTipText=This clears and refreshes the currently utilized directory type from disk. +RefreshDirectory.toolTipText=This clears and refreshes the currently used directory type from disk. Remove.text=Remove Remove.toolTipText=Remove the selected item(s). RestoreDefaults.text=Restore Defaults @@ -48,7 +48,7 @@ Unit.text=Unit Validate.text=Validate Validate.toolTipText=Validate the data contained within this dialog. ValidationSuccess.title=Validation Success -ValidationSuccess.text=The data validated successfully. +ValidationSuccess.text=The data is validated successfully. ValidationFailure.title=Validation Failure ValidationWarning.title=Validation Issue Version.text=Version @@ -182,15 +182,15 @@ eduCompleteStage.toolTip=Instantly complete the current stage of education (jour ### Flags Menu specialFlagsMenu.text=Flags miClanPersonnel.text=Clan Personnel -miClanPersonnel.toolTipText=If this is selected then the person is from Clan origins. +miClanPersonnel.toolTipText=If this is selected, then the person is from Clan origins. miCommander.text=Commander -miCommander.toolTipText=If this is selected then the person is the unit's commander. The current commander, if any, will have the flag removed before this is assigned. +miCommander.toolTipText=If this is selected, then the person is the unit's commander. The current commander, if any, will have the flag removed before this is assigned. miDivorceable.text=Divorceable -miDivorceable.toolTipText=If this is selected then the person will be included as a potential person for processing divorce \n(standard checks still apply, so unmarried personnel will not be included even if this flag is selected) +miDivorceable.toolTipText=If this is selected, then the person will be included as a potential person for processing divorce \n(standard checks still apply, so unmarried personnel will not be included even if this flag is selected) miFounder.text=Founder -miFounder.toolTipText=If this is selected then the person is a founding member of the unit. +miFounder.toolTipText=If this is selected, then the person is a founding member of the unit. miImmortal.text=Immortal -miImmortal.toolTipText=If this is selected then the person will not be processed during random death \n(standard checks still apply) +miImmortal.toolTipText=If this is selected, then the person will not be processed during random death \n(standard checks still apply) miMarriageable.text=Marriageable miMarriageable.toolTipText=If this is selected, then the person will be included as a potential spouse for marriages (married personnel will not be included even if this flag is selected, nor will characters under %s years old) miTryingToConceive.text=Trying to Conceive @@ -234,9 +234,9 @@ removePregnancies.text=Remove Pregnancies #### ProcurementTableMouseAdapter Class miClearItems.text=Clear All Items miClearItems.toolTipText=This immediately removes all selected items from the procurement list, as well as any items currently showing as zero left to acquire. -miProcureSingleItemImmediately.text=Procure Single Item Immediately +miProcureSingleItemImmediately.text=Procure a Single Item Immediately miProcureSingleItemImmediately.toolTipText=This immediately attempts to procure an item for each selected row as if an administrator had successfully rolled to acquire the item. -miAddSingleItemImmediately.text=Add Single Item Immediately +miAddSingleItemImmediately.text=Add a Single Item Immediately miAddSingleItemImmediately.toolTipText=This immediately adds a single item for each selected row to the campaign. miProcureAllItemsImmediately.text=Procure All Items Immediately miProcureAllItemsImmediately.toolTipText=This immediately attempts to acquire all items for each selected row as if an administrator had successfully rolled to acquire the items. @@ -258,7 +258,7 @@ addMinimumComplement.text=Add minimum complement ##### Base Components - These may originate in MM, but are in active use #### AbstractMHQNagDialog chkIgnore.text=Do not bother me again -chkIgnore.toolTipText=If selected this nag will no longer show until re-enabled under Suite Options. +chkIgnore.toolTipText=If selected, this nag will no longer show until re-enabled under Suite Options. @@ -274,7 +274,7 @@ StandardForceIconDialog.title=Select Force Icon ### UnitIconDialog Class UnitIconDialog.title=Select Unit Icon -UnitIconDialog.btnNone.toolTipText=The unit does not have a unit icon. This will hide all displays of the unit icon outside of Campaign Options. +UnitIconDialog.btnNone.toolTipText=The unit does not have a unit icon. This will hide all displays of the unit icon outside Campaign Options. #### Nag Dialogs ### InsufficientAstechsNagDialog Class @@ -365,13 +365,13 @@ btnNewDay.toolTipText=Advance to tomorrow. btnNewWeek.text=New Week btnNewWeek.toolTipText=Advance to next monday. btnNewMonth.text=New Month -btnNewMonth.toolTipText=Advance to the first day of the next month (e.g. 01-JAN-3025, 01-FEB-3025) +btnNewMonth.toolTipText=Advance to the first day of the next month (e.g., 01-JAN-3025, 01-FEB-3025) btnNewQuarter.text=New Quarter -btnNewQuarter.toolTipText=Advance to the first day of the next quarter (e.g. 01-JAN-3030, 01-APR-3030) +btnNewQuarter.toolTipText=Advance to the first day of the next quarter (e.g., 01-JAN-3030, 01-APR-3030) btnNewYear.text=New Year -btnNewYear.toolTipText=Advance to the first day of the next year (e.g. 01-JAN-3025, 01-JAN-3026) +btnNewYear.toolTipText=Advance to the first day of the next year (e.g., 01-JAN-3025, 01-JAN-3026) btnNewQuinquennial.text=New Quinquennial -btnNewQuinquennial.toolTipText=Advance to the first day of the next quinquennial (e.g. 01-JAN-3025, 01-JAN-3030).
WARNING: This will take a large amount of RAM to run, and may cause MekHQ to crash if there is not enough allocated. +btnNewQuinquennial.toolTipText=Advance to the first day of the next quinquennial (e.g., 01-JAN-3025, 01-JAN-3030).
WARNING: This will take a large amount of RAM to run, and may cause MekHQ to crash if there is not enough allocated. ### CampaignPresetSelectionDialog Class CampaignPresetSelectionDialog.title=Select Campaign Preset @@ -382,8 +382,8 @@ StoryArcSelectionDialog.title=Select a Story Arc ### CompanyGenerationDialog Class CompanyGenerationDialog.title=Company Generator CompanyGenerationDialog.btnGenerate.toolTipText=Generates a company based on the provided options. Currently, this immediately applies it to the campaign, making this functionally identical to Apply in the current implementation. -CompanyGenerationDialog.btnApply.toolTipText=Immediately complete all remaining generation and apply the changes to the campaign. -CompanyGenerationDialog.btnRestore.toolTipText=Restores the options on the current dialog to the default options for the currently selected company generation method. +CompanyGenerationDialog.btnApply.toolTipText=Immediately complete all remaining generations and apply the changes to the campaign. +CompanyGenerationDialog.btnRestore.toolTipText=Restores the options in the current dialog to the default options for the currently selected company generation method. CompanyGenerationDialog.btnImport.toolTipText=Import the current options from an XML file. CompanyGenerationDialog.btnExport.toolTipText=Export the current options to an XML file. @@ -414,14 +414,14 @@ chkSpecifyFaction.text=Specify Starting Faction chkSpecifyFaction.toolTipText=This allows you to specify the faction a campaign will start with. The default starting faction is Mercenary. chkSpecifyPlanet.text=Specify Starting Planet chkSpecifyPlanet.toolTipText=This allows you to specify the starting planet for a campaign. The default starting planet is otherwise the starting planet per faction as per /data/universe/factions.xml. -chkStartingSystemFactionSpecific.toolTipText=Filter the starting planet options so they are specific to the selected starting faction. +chkStartingSystemFactionSpecific.toolTipText=Filter the starting planet options, so they are specific to the selected starting faction. comboStartingSystem.toolTipText=This is the system to select the starting planet from. comboStartingPlanet.toolTipText=This is the planet the campaign will start at. chkSpecifyRankSystem.text=Specify Rank System chkSpecifyRankSystem.toolTipText=This allows you to specify the starting rank system for a campaign. The default starting rank system is the Second Star League Defense Force. comboRankSystem.toolTipText=This is the rank system the campaign will start with. lblContractCount.text=Starting Contract Count (Unimplemented) -lblContractCount.toolTipText=Specify the number of contracts generated by the contract market at the start of a campaign. The default starting contract count is 2 (Against the Bot Contract Market). +lblContractCount.toolTipText=Specify the number of contracts generated by the contract market at the start of a campaign. The default starting contract count is two (Against the Bot Contract Market). chkGM.text=Start as GM chkGM.toolTipText=This allows you to start a campaign as a GM, so that you don't have to take the additional step of turning GM Mode on for setup. chkSpecifyCompanyGenerationOptions.text=Specify Company Generation Options (Unimplemented) @@ -439,16 +439,16 @@ chkSpecifyCampaignOptions.text=Specify Campaign Options chkSpecifyCampaignOptions.toolTipText=This allows you to specify the MekHQ campaign options. If this is left empty, the default options will be kept. ## Button Actions blankPresetName.text=The entered preset name cannot be blank. -nullFactionSpecified.text=The specified faction is non-existent. Do you want to continue, ignoring the faction specification? -nullPlanetSpecified.text=The specified planet is non-existent. Do you want to continue, ignoring the planet specification? -nullRankSystemSpecified.text=The specified rank system is non-existent. Do you want to continue, ignoring the rank system specification? +nullFactionSpecified.text=The specified faction is non-existent. Do you want to continue ignoring the faction specification? +nullPlanetSpecified.text=The specified planet is non-existent. Do you want to continue ignoring the planet specification? +nullRankSystemSpecified.text=The specified rank system is non-existent. Do you want to continue ignoring the rank system specification? ### CustomRankSystemCreationDialog Class CustomRankSystemCreationDialog.title=Custom Rank System Creation lblRankSystemCode.text=Rank System Code lblRankSystemCode.toolTipText=This is the internal code used to process rank systems. This should be a handful of capital letters, although they will be capitalized automatically if this is missed. lblRankSystemName.text=Rank System Name -lblRankSystemName.toolTipText=This is name of the rank system. It cannot be blank. +lblRankSystemName.toolTipText=This is the name of the rank system. It cannot be blank. lblRankSystemDescription.text=Rank System Description lblRankSystemDescription.toolTipText=This is a description of the rank system. chkUseROMDesignation.text=Use ROM Designation @@ -466,16 +466,16 @@ CustomRankSystemCreationDialog.DuplicateCode.text=The entered rank system code c ### DataLoadingDialog Class DataLoadingDialog.title=Data Loading ## Progress Phases -loadingBaseData.text=Loading Base Data... -loadingFactionData.text=Loading Data... -loadingNameData.text=Loading Name Data... -loadingPlanetaryData.text=Loading Planetary Data... -loadingImageData.text=Loading Image Data... -loadingUnits.text=Loading Unit Data... -initializingNewCampaign.text=Initializing New Campaign... -loadingCampaign.text=Loading Campaign... -applyingNewCampaign.text=Applying New Campaign... -applyingLoadedCampaign.text=Applying Loaded Campaign... +loadingBaseData.text=Loading Base Data +loadingFactionData.text=Loading Data +loadingNameData.text=Loading Name Data +loadingPlanetaryData.text=Loading Planetary Data +loadingImageData.text=Loading Image Data +loadingUnits.text=Loading Unit Data +initializingNewCampaign.text=Initializing New Campaign +loadingCampaign.text=Loading Campaign +applyingNewCampaign.text=Applying New Campaign +applyingLoadedCampaign.text=Applying Loaded Campaign DataLoadingDialog.progress.accessibleDescription=%s Please Wait. ## Exception Messages DataLoadingDialog.NullEntityException.title=Unit Loading Error(s) @@ -506,7 +506,7 @@ lblWeight.text=Weight btnRollRAT.text=Roll For RAT btnRollRAT.toolTipText=Roll a unit on the selected RATs or the force generator (based on Campaign Options settings) using the provided values. btnAddUnit.text=Add Unit -btnAddUnit.toolTipText=Adds the unit to the campaign at no cost, assigning them to the current person if loaded with a person and they do not have a unit assigned. +btnAddUnit.toolTipText=Add the unit to the campaign at no cost, assigning them to the current person if loaded with a person, and they do not have a unit assigned. invalidYear.error=Please enter a valid year noValidUnit.error=No unit matching criteria and purchase restrictions. entityLoadFailure.error=Failed to load entity %s from %s @@ -526,7 +526,7 @@ btnGenerateName.toolTipText=Generate a name using the provided values. btnGenerateNames.text=Generate Name(s) btnGenerateNames.toolTipText=Generate the specified number of names using the provided values. btnAssignName.text=Assign Name -btnAssignName.toolTipText=Assign the currently generated name to the current person. If one has not been generated it will be generated before being immediately assigned. +btnAssignName.toolTipText=Assign the currently generated name to the current person. If one has not been generated, it will be generated before being immediately assigned. # Callsign Panel callsignPanel.title=Callsign Generator lblCurrentCallsign.text=Current Callsign: @@ -537,7 +537,7 @@ btnGenerateCallsign.toolTipText=Generate a callsign using the provided values. btnGenerateCallsigns.text=Generate Callsign(s) btnGenerateCallsigns.toolTipText=Generate the specified number of callsigns using the provided values. btnAssignCallsign.text=Assign Callsign -btnAssignCallsign.toolTipText=Assign the currently generated callsign to the current person. If one has not been generated it will be generated before being immediately assigned. +btnAssignCallsign.toolTipText=Assign the currently generated callsign to the current person. If one has not been generated, it will be generated before being immediately assigned. # Bloodname Panel bloodnamePanel.title=Bloodname Generator lblCurrentBloodname.text=Current Bloodname: @@ -547,13 +547,13 @@ lblPhenotypeGenerated.text=Generated Phenotype btnGenerateBloodname.text=Generate Bloodname btnGenerateBloodname.toolTipText=Generate a bloodname using the provided values. btnAssignBloodname.text=Assign Bloodname -btnAssignBloodname.toolTipText=Assign the currently generated bloodname to the current person. If one has not been generated it will be generated before being immediately assigned. +btnAssignBloodname.toolTipText=Assign the currently generated bloodname to the current person. If one has not been generated, it will be generated before being immediately assigned. ## Personnel Module Tab personnelModuleTab.title=Personnel Modules # Procreation Panel procreationPanel.title=Procreation chkProcreationEligibilityType.text=Check Random Procreation Eligibility -chkProcreationEligibilityType.toolTipText=Checks if the person is eligible for random procreation when selected instead of for manual procreation. The eligibility check automatically occurs when this selection changes. +chkProcreationEligibilityType.toolTipText=Check if the person is eligible for random procreation when selected instead of for manual procreation. The eligibility check automatically occurs when this selection changes. # Random Marriage Panel # Random Death Panel ## Layered Force Icon Tab @@ -567,8 +567,8 @@ labelDisplayDateFormat.text=Display Date Format labelLongDisplayDateFormat.text=Long Display Date Format invalidDateFormat.error=Invalid Date Format optionHistoricalDailyLog.text=Temporarily Retain Daily Log History -optionHistoricalDailyLog.toolTipText=Keeps a limited historical daily report in-memory during the gaming session. May result in increased memory usage. -chkCompanyGeneratorStartup.text=Company Generator Startup outside of AtB (Unimplemented) +optionHistoricalDailyLog.toolTipText=Keeps a limited historical daily report in-memory during the gaming session. This may result in increased memory usage. +chkCompanyGeneratorStartup.text=Company Generator Startup outside AtB (Unimplemented) chkCompanyGeneratorStartup.toolTipText=Adds the ability to use the company generator on startup outside of AtB campaigns. chkShowCompanyGenerator.text=Show Company Generator chkShowCompanyGenerator.toolTipText=Add a company generator menu item under the Manage Campaign header on the menu bar to allow one to generate a company after startup. @@ -583,22 +583,22 @@ chkInterstellarMapShowJumpRadius.toolTipText=This adds a jump radius around the lblInterstellarMapShowJumpRadiusMinimumZoom.text=Minimum Zoom lblInterstellarMapShowJumpRadiusMinimumZoom.toolTipText=This is the minimum zoom into the Interstellar map for the jump radius to show.
Set to 0 to show on all zoom levels. btnInterstellarMapJumpRadiusColour.text=Jump Radius -btnInterstellarMapJumpRadiusColour.toolTipText=This is the colour of the jump radius. It is recommended that this be kept darker than the planetary acquisition radius'. +btnInterstellarMapJumpRadiusColour.toolTipText=This is the color of the jump radius. It is recommended that this be kept darker than the planetary acquisition radius. chkInterstellarMapShowPlanetaryAcquisitionRadius.text=Show Planetary Acquisition Radius -chkInterstellarMapShowPlanetaryAcquisitionRadius.toolTipText=This adds a planetary acquisition radius around the selected planet, provided planetary acquisitions is being used by the current campaign. +chkInterstellarMapShowPlanetaryAcquisitionRadius.toolTipText=This adds a planetary acquisition radius around the selected planet, provided planetary acquisitions are being used by the current campaign. lblInterstellarMapShowPlanetaryAcquisitionRadiusMinimumZoom.text=Minimum Zoom lblInterstellarMapShowPlanetaryAcquisitionRadiusMinimumZoom.toolTipText=This is the minimum zoom into the Interstellar map for the planetary acquisition radius to show.
Set to 0 to show on all zoom levels. btnInterstellarMapPlanetaryAcquisitionRadiusColour.text=Planetary Acquisition Radius -btnInterstellarMapPlanetaryAcquisitionRadiusColour.toolTipText=This is the colour of the planetary acquisition radius. It is recommended that this be kept lighter than the jump radius' and darker than the contract search radius'. +btnInterstellarMapPlanetaryAcquisitionRadiusColour.toolTipText=This is the color of the planetary acquisition radius. It is recommended that this be kept lighter than the jump radius and darker than the contract search radius. chkInterstellarMapShowContractSearchRadius.text=Show Contract Search Radius chkInterstellarMapShowContractSearchRadius.toolTipText=This adds a contract search radius around the selected planet, provided a contract market is being used. btnInterstellarMapContractSearchRadiusColour.text=Contract Search Radius -btnInterstellarMapContractSearchRadiusColour.toolTipText=This is the colour of the contract search radius. It is recommended that this be kept lighter than the planetary acquisition radius'. +btnInterstellarMapContractSearchRadiusColour.toolTipText=This is the color of the contract search radius. It is recommended that this be kept lighter than the planetary acquisition radius. labelPersonnelDisplay.text=Personnel Tab Display Options optionPersonnelFilterStyle.text=Personnel Filter Style optionPersonnelFilterStyle.toolTipText=This is the style for which Personnel Filters will be displayed optionPersonnelFilterOnPrimaryRole.text=Filter Personnel Based On Primary Role -## Colours Tab +## Colors Tab coloursTab.title=Colours optionDeployedForeground.text=Deployed Foreground optionDeployedBackground.text=Deployed Background @@ -640,10 +640,10 @@ lblMedicalViewDialogHandwritingFont.toolTipText=This allows one to select the ha ## Autosave Tab autosaveTab.title=Autosave options optionNoSave.text=Don't save periodically -optionSaveDaily.text=Save daily (before day starts) -optionSaveWeekly.text=Save weekly (before week starts) -optionSaveMonthly.text=Save monthly (before month starts) -optionSaveYearly.text=Save yearly (before year starts) +optionSaveDaily.text=Save daily (before a new day starts) +optionSaveWeekly.text=Save weekly (before a new week starts) +optionSaveMonthly.text=Save monthly (before a new month starts) +optionSaveYearly.text=Save yearly (before new year starts) checkSaveBeforeMissions.text=Save before attempting a mission? labelSavedGamesCount.text=Maximum number of autosaved games ## New Day Tab @@ -661,10 +661,10 @@ lblNewDayForceIconOperationalStatusStyle.toolTipText=This is the style of operat ## Campaign XML Save Tab campaignXMLSaveTab.title=Campaign XML Save Options optionPreferGzippedOutput.text=Prefer GZIP Campaign File Save Format -optionPreferGzippedOutput.toolTipText=When selected MekHQ will save the campaign in compressed GZIP format instead of uncompressed CNPX when possible. This is highly recommended for larger campaigns. +optionPreferGzippedOutput.toolTipText=When selected, MekHQ will save the campaign in compressed GZIP format instead of uncompressed CNPX when possible. This is highly recommended for larger campaigns. optionWriteCustomsToXML.text=Write Custom Units to Campaign XML optionSaveMothballState.text=Save Unit State Before Mothballing -optionSaveMothballState.toolTipText=This option allows you to disable saving of the unit's crew and force before being mothballed for restoration post-mothball. +optionSaveMothballState.toolTipText=This option allows you to disable the saving of the unit's crew and force before being mothballed for restoration post-mothball. ## Nag Tab nagTab.title=Nag Options optionUnmaintainedUnitsNag.text=Hide Unmaintained Units Nag @@ -692,16 +692,16 @@ optionCargoCapacityNag.toolTipText=This allows you to ignore the daily warning f ## Miscellaneous Tab miscellaneousTab.title=Miscellaneous Options lblUserDir.text=User Files Directory: -lblUserDir.toolTipText=Use this directory for resources you want to share between different installs or versions of MegaMek, MegaMekLab and MekHQ. Fonts, units, camos, portraits and fluff images will also be loaded from this directory.
Note: Inside the user directory, use the directory structure of MM/MML/MHQ for camos, portraits and fluff images, i.e. data/images/camo, data/images/portraits and data/images/fluff/.
Fonts and units can be placed anywhere in the user directory. +lblUserDir.toolTipText=Use this directory for resources you want to share between different installations or versions of MegaMek, MegaMekLab and MekHQ. Fonts, units, camos, portraits and fluff images will also be loaded from this directory.
Note: Inside the user directory, use the directory structure of MM/MML/MHQ for camos, portraits and fluff images, i.e. data/images/camo, data/images/portraits and data/images/fluff/.
Fonts and units can be placed anywhere in the user directory. userDirChooser.title=Choose User Data Folder lblStartGameDelay.text=Start Game Base Delay (ms) lblStartGameDelay.toolTipText=This is the base start game delay, in milliseconds.
Increase this value when settings are not being set properly, the board isn't being loaded, and / or planetary conditions aren't loading properly.
This is limited to values between 250 and 2,500, with a default value of 1,000. lblStartGameClientDelay.text=Start Game Client Delay (ms) -lblStartGameClientDelay.toolTipText=Client start game delay time, in milliseconds.
Increase this value when the "Client has not finished initialization, and is currently in an unknown phase" error message is repeatedly logged without progressing past that point.
If this causes timeout issues, decrease this value and increase the client retry count instead.
This is limited to values between 50 and 2,500, with a default value of 50. +lblStartGameClientDelay.toolTipText=Client start game delay time in milliseconds.
Increase this value when the "Client has not finished initialization, and is currently in an unknown phase" error message is repeatedly logged without progressing past that point.
If this causes timeout issues, decrease this value and increase the client retry count instead.
This is limited to values between 50 and 2,500, with a default value of 50. lblStartGameClientRetryCount.text=Start Game Client Retry Count lblStartGameClientRetryCount.toolTipText=Maximum number of retries for client initialization.
Increase this value when you continue to have issues after increasing the client delay to maximum, or if that option is causing timeouts.
This is limited to values between 100 and 2,500, with a default value of 1,000. lblStartGameBotClientDelay.text=Start Game Bot Client Delay (ms) -lblStartGameBotClientDelay.toolTipText=Bot client start game delay time, in milliseconds.
Increase this value when the "Could not configure bot {{ bot name }}" error message is logged or transports show up empty.
If this causes timeout issues, decrease this value and increase the bot client retry count instead.
This is limited to values between 50 and 2,500, with a default value of 50. +lblStartGameBotClientDelay.toolTipText=Bot client start game delay time in milliseconds.
Increase this value when the "Could not configure bot {{ bot name }}" error message is logged or transports show up empty.
If this causes timeout issues, decrease this value and increase the bot client retry counts instead.
This is limited to values between 50 and 2,500, with a default value of 50. lblStartGameBotClientRetryCount.text=Start Game Bot Client Retry Count lblStartGameBotClientRetryCount.toolTipText=Maximum number of retries for bot client initialization and AtB transport unit loading, counted individually.
Increase this value when you continue to have issues after increasing the bot client delay to maximum, or if that option is causing timeouts.
This is limited to values between 100 and 2,500, with a default value of 250. lblDefaultCompanyGenerationMethod.text=Default Company Generation Method @@ -835,9 +835,9 @@ PersonnelFilter.DEAD.toolTipText=Display personnel who have passed away. #### PersonnelFilterStyle Enum PersonnelFilterStyle.STANDARD.text=Standard -PersonnelFilterStyle.STANDARD.toolTipText=This is the standard filter style for MekHQ, which groups less commonly used but related personnel roles into a single filter (e.g. Doctors and Medics are grouped as Medical Staff) +PersonnelFilterStyle.STANDARD.toolTipText=This is the standard filter style for MekHQ, which groups less commonly used but related personnel roles into a single filter (e.g., Doctors and Medics are grouped as Medical Staff) PersonnelFilterStyle.INDIVIDUAL_ROLE.text=Individual Role -PersonnelFilterStyle.INDIVIDUAL_ROLE.toolTipText=This filter style provides filters that allow one to filter personnel by each individual role, without the filter groupings as seen previously. +PersonnelFilterStyle.INDIVIDUAL_ROLE.toolTipText=This filter style provides filters that allow one to filter personnel by each role, without the filter groupings as seen previously. PersonnelFilterStyle.ALL.text=All PersonnelFilterStyle.ALL.toolTipText=This filter style provides all the standard AND individual role filters. @@ -973,15 +973,15 @@ miUnassignTech.text=Unassign Tech #### ExportUnitSpriteMenu Class ExportUnitSpriteMenu.title=Export Unit Sprite ExportUnitSpriteMenu.toolTipText=Exports the unit sprite with various additions to a png file. -miCurrentCamouflage.text=With Current Camouflage... +miCurrentCamouflage.text=With Current Camouflage miCurrentCamouflage.toolTipText=Exports the unit sprite with its current camouflage to a png file. -miCurrentDamage.text=With Current Damage... +miCurrentDamage.text=With Current Damage miCurrentDamage.toolTipText=Exports the unit sprite with its current damage and no camouflage to a png file. -miCurrentCamouflageAndDamage.text=With Current Camouflage and Damage... +miCurrentCamouflageAndDamage.text=With Current Camouflage and Damage miCurrentCamouflageAndDamage.toolTipText=Exports the unit sprite with its current damage and camouflage to a png file. -miSelectedCamouflage.text=With Selected Camouflage... -miSelectedCamouflage.toolTipText=Exports the unit sprite with a selected camouflage to a png file. -miSelectedCamouflageAndCurrentDamage.text=With Selected Camouflage and Current Damage... +miSelectedCamouflage.text=With Selected Camouflage +miSelectedCamouflage.toolTipText=Export the unit sprite with a selected camouflage to a png file. +miSelectedCamouflageAndCurrentDamage.text=With Selected Camouflage and Current Damage miSelectedCamouflageAndCurrentDamage.toolTipText=Exports the unit sprite with a selected camouflage and its current damage to a png file. ExportUnitSpriteDialog.title=Export Unit Sprite @@ -995,7 +995,7 @@ ProcurementTableModel.defaultToolTip.toolTipText=You can increase or decre RankTableModel.columnNames=Rate,MW Rank,ASF Rank,Vee Crew Rank,Naval Rank,Infantry Rank,Tech Rank,Medical Rank,Admin Rank,Civilian Rank,Officer,Pay Multiplier RankTableModel.COL_NAME_RATE.toolTipText=The rate for this rank. RankTableModel.COL_OFFICER.toolTipText=This determines whether the rank is considered to be an officer rank. -RankTableModel.COL_PAYMULT.toolTipText=This is the salary multiplier applied to those of the given rank using this rank system. +RankTableModel.COL_PAYMULT.toolTipText=This is a salary multiplier applied to those of the given rank using this rank system. RankTableModel.defaultToolTip.toolTipText=ERROR: Default Case Returned by RankTableModel::getToolTip! #### UnitMarketTableModel Class @@ -1037,7 +1037,7 @@ chkGenerateCaptains.toolTipText=This creates Captains for every company af chkAssignCompanyCommanderFlag.text=Assign Commander Flag chkAssignCompanyCommanderFlag.toolTipText=This assigns the Commander flag to the generated Company Commander, designating them as the overall commander for the mercenary company. chkApplyOfficerStatBonusToWorstSkill.text=Apply Officer Stat Bonus to Weaker Skill -chkApplyOfficerStatBonusToWorstSkill.toolTipText=This applies the single officer stat bonus to the weaker of their primary skills, normally piloting. +chkApplyOfficerStatBonusToWorstSkill.toolTipText=This applies the single officer stat bonus to the weakest of their primary skills, normally piloting. chkAssignBestCompanyCommander.text=Assign Best Company Commander chkAssignBestCompanyCommander.toolTipText=This assigns the best person as the Company Commander. This is determined based on Tactical Genius, their combined command skill levels, and then their combat skill level. chkPrioritizeCompanyCommanderCombatSkills.text=Prioritize Company Commander Combat Skills Over Command Skills @@ -1074,32 +1074,32 @@ lblBattleMechWeightClassGenerationMethod.text=BattleMech Weight Class Generation lblBattleMechWeightClassGenerationMethod.toolTipText=This is the method to use in generating the weight classes used to generate BattleMechs for the force. lblBattleMechQualityGenerationMethod.text=BattleMech Quality Generation Method lblBattleMechQualityGenerationMethod.toolTipText=This is the method to use in generating the quality levels used to generate BattleMechs for the force. -chkNeverGenerateStarLeagueMechs.text=Never Generate Star League 'Mechs +chkNeverGenerateStarLeagueMechs.text=Never Generate Star League Mechs chkNeverGenerateStarLeagueMechs.toolTipText=Never generate from the Star League BattleMech Tables. Clan factions will instead generate solely from Secondline and lower Clan tables. -chkOnlyGenerateStarLeagueMechs.text=Only Generate Star League 'Mechs +chkOnlyGenerateStarLeagueMechs.text=Only Generate Star League Mechs chkOnlyGenerateStarLeagueMechs.toolTipText=Only generate from the Star League BattleMech Tables. Clan factions will instead generate from Frontline and higher Clan tables. chkOnlyGenerateOmniMechs.text=Only Generate OmniMechs -chkOnlyGenerateOmniMechs.toolTipText=Only allow OmniMechs to be generated.
General / Inner Sphere Faction: This option may lead to gaps in the force, as the Star League didn't have OmniMechs and OmniMech availability varies heavily even after their Inner Sphere introduction.
Clan Faction: This option may lead to gaps in the force unless the following steps are taken. First, ensure that year is 2876 or later. Second, enable the Only Generate Star League 'Mechs option as that will force generation to a minimum of Clan Frontline BattleMechs. +chkOnlyGenerateOmniMechs.toolTipText=Only allow OmniMechs to be generated.
General / Inner Sphere Faction: This option may lead to gaps in the force, as the Star League didn't have OmniMechs and OmniMech availability varies heavily even after their Inner Sphere introduction.
Clan Faction: This option may lead to gaps in the force unless the following steps are taken. First, ensure that year is 2876 or later. Second, enable the Only Generate Star League Mechs option as that will force generation to a minimum of Clan Frontline BattleMechs. chkGenerateUnitsAsAttached.text=Generate Units as Attached chkGenerateUnitsAsAttached.toolTipText=All units rolled during company creation are attached units as per the Against the Bot rules.
These cost half as much when paying for units at startup, but are either converted into shares or are taken by the MechWarrior when they retire
(provided the campaign options are enabled). chkAssignBestRollToCompanyCommander.text=Assign Best Roll to Unit Commander -chkAssignBestRollToCompanyCommander.toolTipText=This assigns the best rolled unit to the unit commander.
The heaviest Star League weight class will be assigned to them if a Star League 'Mech is rolled, or otherwise they will be assigned the heaviest 'Mech. +chkAssignBestRollToCompanyCommander.toolTipText=This assigns the best rolled unit to the unit commander.
The heaviest Star League weight class will be assigned to them if a Star League Mech is rolled, or otherwise they will be assigned the heaviest Mech. chkSortStarLeagueUnitsFirst.text=Sort Star League Units First chkSortStarLeagueUnitsFirst.toolTipText=This sorts any Star League rolls, so they will be assigned to either the highest rank officers (with Keep Officer Rolls Separate) or to lances in order of the roll. chkGroupByWeight.text=Group Units by Weight -chkGroupByWeight.toolTipText=This groups the rolls so that the 'Mechs are sorted into lances (largely) by weight class.
Otherwise, you can expect lances to have highly varied weight classes between the 'Mechs. +chkGroupByWeight.toolTipText=This groups the rolls so that the Mechs are sorted into lances (largely) by weight class.
Otherwise, you can expect lances to have highly varied weight classes between the Mechs. chkGroupByQuality.text=Group Units by Quality chkGroupByQuality.toolTipText=This groups the rolls so that the highest quality will go to lances higher in the order of assignment. chkKeepOfficerRollsSeparate.text=Keep Officer Rolls Separate -chkKeepOfficerRollsSeparate.toolTipText=This separates out the officer rolls from combat personnel rolls when using any of the above sorts.
This follows the spirit of the Against the Bot rules, but means that officers will in general have heavier 'Mechs than their lance. +chkKeepOfficerRollsSeparate.toolTipText=This separates out the officer rolls from combat personnel rolls when using any of the above sorts.
This follows the spirit of the Against the Bot rules, but means that officers will in general have heavier Mechs than their lance. lblStarLeagueYear.text=Star League Year -lblStarLeagueYear.toolTipText=This is the year to use when rolling for Star League 'Mechs. Valid years are 2571 to 2780, with 2765 being the default. +lblStarLeagueYear.toolTipText=This is the year to use when rolling for Star League Mechs. Valid years are 2571 to 2780, with 2765 being the default. chkAssignTechsToUnits.text=Assign Techs to Units chkAssignTechsToUnits.toolTipText=This automatically assigns techs to units during company generation. ### Unit Panel unitPanel.title=Unit lblForceNamingMethod.text=Force Naming Method -lblForceNamingMethod.toolTipText=This is the method used for generating lance and company names, producing names like "Baker Company", "Bravo Company", and "Beta Company". +lblForceNamingMethod.toolTipText=This is the method used for generating lance and company names, producing names like "Baker Company," "Bravo Company," and "Beta Company." chkGenerateForceIcons.text=Generate Force Icons chkGenerateForceIcons.toolTipText=This will automatically create force icons for generated lances and companies, displaying the weight class, type, formation, and faction background (if possible, otherwise using Mercenary). chkUseSpecifiedFactionToGenerateForceIcons.text=Use Specified Faction to Generate Force Icons @@ -1113,19 +1113,19 @@ forceWeightLimitsPanel.toolTipText=These are the weight levels used for determin ### Spares Panel sparesPanel.title=Spares chkGenerateMothballedSpareUnits.text=Generate Mothballed Spare Units -chkGenerateMothballedSpareUnits.toolTipText=This generates the specified percentage of active units as mothballed spares kept by the company to replace destroyed 'Mechs. +chkGenerateMothballedSpareUnits.toolTipText=This generates the specified percentage of active units as mothballed spares kept by the company to replace destroyed Mechs. lblSparesPercentOfActiveUnits.text=Generated Percentage of Active Units lblSparesPercentOfActiveUnits.toolTipText=This is the percentage of active units for which a mothballed unit will be generated. lblPartGenerationMethod.text=Spare Part Generation Method -lblPartGenerationMethod.toolTipText=This generates spare parts for the unit based on the specified generation method, normally using the units generated include any generated as mothballed spares. +lblPartGenerationMethod.toolTipText=This generates spare parts for the unit based on the specified generation method, normally using the units generated includes any generated as mothballed spares. lblStartingArmourWeight.text=Starting Armour Weight -lblStartingArmourWeight.toolTipText=This is the weight of spare armour to generate at the start of the campaign. Each type of armour is generated based on the percentage weight it is of the total armour, rounded to the nearest point.
The recommended value to use is 20 tons per lance. +lblStartingArmourWeight.toolTipText=This is the weight of spare armor to generate at the start of the campaign. Each type of armor is generated based on the percentage weight it is of the total armor, rounded to the nearest point.
The recommended value to use is 20 tons per lance. chkGenerateSpareAmmunition.text=Generate Spare Ammunition chkGenerateSpareAmmunition.toolTipText=This generates spare standard ammunition for any weapons in the force. lblNumberReloadsPerWeapon.text=Reloads per Weapon lblNumberReloadsPerWeapon.toolTipText=This is the number of reloads to generate per weapon requiring the specified ammunition type. chkGenerateFractionalMachineGunAmmunition.text=Generate Fractional Machine Gun Ammunition -chkGenerateFractionalMachineGunAmmunition.toolTipText=Generate 50 rounds of machine gun ammunition per machine gun instead of the full ammunition bin, which has a default count of 100 (half ton) or 200 (full ton) rounds. +chkGenerateFractionalMachineGunAmmunition.toolTipText=Generate 50 rounds of machine gun ammunition per machine gun instead of the full ammunition bin, which has a default count of 100 (half-ton) or 200 (full ton) rounds. ### Contracts Panel contractsPanel.title=Contracts (Unimplemented) chkSelectStartingContract.text=Select Starting Contract @@ -1142,7 +1142,7 @@ lblStartingCash.toolTipText=The number of C-Bills to start with, minus expenses, chkRandomizeStartingCash.text=Randomize Starting C-Bills chkRandomizeStartingCash.toolTipText=This overrides the starting C-Bills with a random roll of nd6 million C-Bills, with the n specified below. lblRandomStartingCashDiceCount.text=Random Starting C-Bills d6 Count -lblRandomStartingCashDiceCount.toolTipText=This is the number of d6s rolled to generate the random starting C-Bills when randomizing starting funds.
The base value of 18 will generate approximately 63m C-Bills, which is enough for a company in 3025 with a small float.
For later eras 22 to 30 per company is recommended. +lblRandomStartingCashDiceCount.toolTipText=This is the number of d6s rolled to generate random starting C-Bills when randomizing starting funds.
The base value of 18 will generate approximately 63m C-Bills, which is enough for a company in 3025 with a small float.
For later eras 22 to 30 per company is recommended. lblMinimumStartingFloat.text=Minimum Starting Float lblMinimumStartingFloat.toolTipText=This is the minimum number of available C-Bills the company will start with following generation. The minimum value to start with is 0 C-Bills. chkIncludeInitialContractPayment.text=Include Initial Contract Selection Payment In Calculations (Unimplemented) @@ -1153,13 +1153,13 @@ financialDebitsPanel.title=Debits chkPayForSetup.text=Pay for Setup chkPayForSetup.toolTipText=Pay for the generated unit from the starting cash, to a minimum of the starting float. chkPayForPersonnel.text=Pay for Personnel -chkPayForPersonnel.toolTipText=Pay to hire personnel, at the standard hiring rate of two months salary. +chkPayForPersonnel.toolTipText=Pay to hire personnel, at the standard hiring rate of two-month salary. chkPayForUnits.text=Pay for Units chkPayForUnits.toolTipText=Pay for units, at either their full purchase cost or half of it if they are a person's attached unit. chkPayForParts.text=Pay for Parts chkPayForParts.toolTipText=Pay for the spare parts generated, if any are generated. chkPayForArmour.text=Pay for Armour -chkPayForArmour.toolTipText=Pay for the spare armour generated, if any is generated. +chkPayForArmour.toolTipText=Pay for the spare armor generated, if any is generated. chkPayForAmmunition.text=Pay for Ammunition chkPayForAmmunition.toolTipText=Pay for the spare ammunition generated, if any is generated. ### Surprises Panel @@ -1168,14 +1168,14 @@ surprisesPanel.toolTipText=Surprises are applied to the campaign immediately, wi chkGenerateSurprises.text=Generate Surprises chkGenerateSurprises.toolTipText=Allow the generation of surprises. These are immediately applied to the campaign at the end of company generation. mysteryBoxPanel.title=Mystery Boxes -mysteryBoxPanel.toolTipText=Mystery Boxes each contain a 'Mech and between two and four parts randomly determined based on the individual type. +mysteryBoxPanel.toolTipText=Mystery Boxes each contain a Mech and between two and four parts randomly determined based on the individual type. chkGenerateMysteryBoxes.text=Generate Mystery Boxes -chkGenerateMysteryBoxes.toolTipText=Allow the generation of enabled mystery box types, if any are enabled. +chkGenerateMysteryBoxes.toolTipText=Allow the generation of enabled mystery box types if any are enabled. ### Option Validation Warnings CompanyGenerationOptionsPanel.InvalidGenerationSize.text=You must select at least one company or independent lance to generate CompanyGenerationOptionsPanel.OverMaximumSupportPersonnel.title=Over Maximum Support Personnel CompanyGenerationOptionsPanel.OverMaximumSupportPersonnel.text=The specified number of support personnel to generate is over the recommended maximum number of support personnel. Select "Yes" to continue, or "No" to make changes to these Company Generation Options. -CompanyGenerationOptionsPanel.UnderHalfMaximumSupportPersonnel.title=Under Half Maximum Support Personnel +CompanyGenerationOptionsPanel.UnderHalfMaximumSupportPersonnel.title=Under Half-Maximum Support Personnel CompanyGenerationOptionsPanel.UnderHalfMaximumSupportPersonnel.text=The specified number of support personnel to generate is under half the recommended maximum number of support personnel. Select "Yes" to continue, or "No" to make changes to these Company Generation Options. #### LayeredForceIconCreationPanel Class @@ -1194,7 +1194,7 @@ chkRandomizeDependentsOrigin.text=Randomize Origin for Dependents chkRandomizeDependentsOrigin.toolTipText=Dependents have their origins randomized so that they don't come from the current planet and the campaign's faction
but instead have origins randomized in the same way as standard personnel. chkRandomizeAroundSpecifiedPlanet.text=Randomize Around Specified Planet chkRandomizeAroundSpecifiedPlanet.toolTipText=This randomizes the personnel around a specified planet instead of the current planet, which allows one to have a company generated from within a specified region around that planet. -chkSpecifiedSystemFactionSpecific.toolTipText=Filter the specified planet options so they are specific to the faction selected. +chkSpecifiedSystemFactionSpecific.toolTipText=Filter the specified planet options, so they are specific to the faction selected. lblSpecifiedPlanet.text=Specified Planet lblSpecifiedPlanet.toolTipText=This is the specified planet around which personnel are randomized. comboSpecifiedSystem.toolTipText=This is the system from which to select the specified planet around which origin planet and faction are randomized. @@ -1221,7 +1221,7 @@ btnLoadStoryArc.text=Load a Story Arc ### Rank System rankSystemPanel.title=Rank System txtInstructionsRanks.title=Customizing Ranks -txtInstructionsRanks.text=You can use the table here to assign ranks for your campaign. You can use one of the preset rank systems from the pull-down menu or you can design your own by creating a custom rank system. \nYou can save a single rank system as part of the campaign, with any additional custom rank systems to be saved in the user data file instead. Any additional campaign rank systems will be deleted. \nYou can also assign custom multipliers for salary. These multipliers do not need to take into account the officer multiplier which is addressed elsewhere. \n\nWARNING: \n1) This dialog does not warn about the deletion of any campaign custom rank systems that are not the selected rank system for the campaign at this time. \n2) All personnel ranks will be revalidated when this is changed, to migrate them to the proper setup for their new rank system. \n3) This dialog does not validate the data at this time, so be careful with circular logic and ensure you have a valid E0 rank (one MUST be a name like "None" or "Grunt", with "None" specifically handled in code to show as a blank string when the rank name is displayed). +txtInstructionsRanks.text=You can use the table here to assign ranks for your campaign. You can use one of the preset rank systems from the pull-down menu, or you can design your own by creating a custom rank system. \nYou can save a single rank system as part of the campaign, with any additional custom rank systems to be saved in the user data file instead. Any additional campaign rank systems will be deleted. \nYou can also assign custom multipliers for salary. These multipliers do not need to take into account the officer multiplier which is addressed elsewhere. \n\nWARNING: \n1) This dialog does not warn about the deletion of any campaign custom rank systems that are not the selected rank system for the campaign at this time. \n2) All personnel ranks will be revalidated when this is changed, to migrate them to the proper setup for their new rank system. \n3) This dialog does not validate the data at this time, so be careful with circular logic and ensure you have a valid E0 rank (one MUST be a name like "None" or "Grunt", with "None" specifically handled in code to show as a blank string when the rank name is displayed). lblRankSystem.text=Rank System lblRankSystem.toolTipText=This is the standard rank system used in this campaign. comboRankSystemType.toolTipText=This is the type of rank system selected, which is where the information about the rank system is stored. @@ -1244,7 +1244,7 @@ btnRefreshRankSystemsFromFile.toolTipText=This clears and does a complete reload #### UnitMarketPane Class ### Filters Panel -chkShowMechs.text=Show 'Mechs +chkShowMechs.text=Show Mechs chkShowMechs.toolTipText=Display offers containing BattleMechs. chkShowVehicles.text=Show Vehicles chkShowVehicles.toolTipText=Display offers containing vehicles. diff --git a/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties b/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties index 279b87ddff..0ecacbad62 100644 --- a/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties +++ b/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties @@ -17,8 +17,8 @@ gender.text=Gender genderFemale.text=F genderMale.text=M givenNames.text=Given name(s) -historyDateAndText.format=%s - %s -historyText.format=%s +historyDateAndText.format=%s - %s +historyText.format=%s illnesses.text=Illnesses injuries.text=Injuries injuriesPermanent.format=%s - %s - permanent @@ -26,12 +26,12 @@ injuriesText.format=%s - %s injuriesTextAndDuration.format=%s - %s - est. %s left lastCheckup.text=Last check-up medicalHistory.text=Past medical history -menuAdd.text=Add ... -menuEdit.text=Edit ... +menuAdd.text=Add +menuEdit.text=Edit menuHeal.text=Heal menuHealAll.text=Heal all -menuMore.text=... -menuNewInjury.text=New injury ... +menuMore.text= +menuNewInjury.text=New injury menuRemove.text=Remove none.text=none phenotype.text=Phenotype diff --git a/MekHQ/src/mekhq/gui/dialog/BatchXPDialog.java b/MekHQ/src/mekhq/gui/dialog/BatchXPDialog.java index ecd96098bc..f309346f12 100644 --- a/MekHQ/src/mekhq/gui/dialog/BatchXPDialog.java +++ b/MekHQ/src/mekhq/gui/dialog/BatchXPDialog.java @@ -42,8 +42,10 @@ import javax.swing.table.TableColumn; import javax.swing.table.TableRowSorter; import java.awt.*; +import java.util.ArrayList; import java.util.List; -import java.util.*; +import java.util.Objects; +import java.util.ResourceBundle; public final class BatchXPDialog extends JDialog { private final Campaign campaign; @@ -385,7 +387,7 @@ private void spendXP() { PersonalLogger.improvedSkill(campaign, p, campaign.getLocalDate(), p.getSkill(skillName).getType().getName(), p.getSkill(skillName).toString()); - // The next part is bollocks and doesn't belong here, but as long as we hardcode AtB ... + // The next part isn't ideal and doesn't belong here, but as long as we hardcode AtB ... if (campaign.getCampaignOptions().isUseAtB()) { if (p.getPrimaryRole().isCombat() && !p.getPrimaryRole().isVesselCrew() && (p.getExperienceLevel(campaign, false) > startingExperienceLevel) From ca020899c4ad0749bfcadf1e363ef211161415a9 Mon Sep 17 00:00:00 2001 From: IllianiCBT Date: Thu, 6 Jun 2024 11:51:35 -0500 Subject: [PATCH 2/2] Restored ellipses --- .../mekhq/resources/CampaignGUI.properties | 70 +++++++++---------- .../CustomizeScenarioDialog.properties | 4 +- .../resources/mekhq/resources/GUI.properties | 20 +++--- .../resources/MedicalViewDialog.properties | 8 +-- 4 files changed, 51 insertions(+), 51 deletions(-) diff --git a/MekHQ/resources/mekhq/resources/CampaignGUI.properties b/MekHQ/resources/mekhq/resources/CampaignGUI.properties index 7aff3e6e35..675c735290 100644 --- a/MekHQ/resources/mekhq/resources/CampaignGUI.properties +++ b/MekHQ/resources/mekhq/resources/CampaignGUI.properties @@ -3,30 +3,30 @@ # Menu Resources # File Menu fileMenu.text = File -menuLoad.text=Load Campaign -menuSave.text=Save Campaign -menuNew.text=New Campaign +menuLoad.text=Load Campaign... +menuSave.text=Save Campaign... +menuNew.text=New Campaign... # Menu Import menuImport.text=Import -miImportCampaignPreset.text=Campaign Options from a Preset xml file +miImportCampaignPreset.text=Campaign Options from a Preset xml file... miImportCampaignPreset.toolTipText=This loads campaign options from a preset XML file. This will only apply the continuous portions of the preset. -miImportPerson.text=Personnel from a prsx file -miImportIndividualRankSystem.text=Individual Rank System from an xml file +miImportPerson.text=Personnel from a prsx file... +miImportIndividualRankSystem.text=Individual Rank System from an xml file... miImportIndividualRankSystem.toolTipText=This will replace the current campaign's rank system with the imported rank system.
If this contains a duplicate rank system code, it will instead return the previously loaded rank system with that code. -miImportParts.text=Parts from a 'parts' file -miLoadForces.text=Forces from a MUL File +miImportParts.text=Parts from a 'parts' file... +miLoadForces.text=Forces from a MUL File... # Menu Export menuExport.text=Export menuExportCSV.text = CSV File -miExportPersonnel.text=Personnel -miExportUnit.text=Units -miExportFinances.text=Finances +miExportPersonnel.text=Personnel... +miExportUnit.text=Units... +miExportFinances.text=Finances... menuExportXML.text = XML File -miExportCampaignPreset.text=Campaign Preset -miExportRankSystems.text=Rank Systems -miExportIndividualRankSystem.text=Campaign Rank System -miExportPlanets.text=Planets -miExportCampaignSubset.text=Campaign Subset +miExportCampaignPreset.text=Campaign Preset... +miExportRankSystems.text=Rank Systems... +miExportIndividualRankSystem.text=Campaign Rank System... +miExportPlanets.text=Planets... +miExportCampaignSubset.text=Campaign Subset... # Refresh Menu menuRefresh.text=Refresh miRefreshUnitCache.text=Refresh Unit Cache @@ -41,11 +41,11 @@ miRefreshRandomDeathCauses.toolTipText=This reloads the random death causes file miRefreshFinancialInstitutions.text=Refresh Financial Institutions from File miRefreshFinancialInstitutions.toolTipText=This reloads the financial institutions files, which is primarily useful when editing the userdata institutions file and testing out the changes there. # Menu File Others -miMercRoster.text=Upload to MercRoster Database -menuOptions.text=Campaign Options -miGameOptions.text=Game Options +miMercRoster.text=Upload to MercRoster Database... +menuOptions.text=Campaign Options... +miGameOptions.text=Game Options... miGameOptions.toolTipText=This launches the Game Options Dialog, which allows you to customize your MegaMek Game Options. -miMHQOptions.text=MekHQ Options +miMHQOptions.text=MekHQ Options... miMHQOptions.toolTipText=This launches the MekHQ Options Dialog. menuThemes.text=Themes menuExit.text=Exit @@ -53,9 +53,9 @@ menuExit.text=Exit # Marketplace Menu menuMarket.text=Marketplace miPersonnelMarket.text=Personnel Market -miContractMarket.text=Contract Market -miUnitMarket.text=Unit Market -miShipSearch.text=Ship Search +miContractMarket.text=Contract Market... +miUnitMarket.text=Unit Market... +miShipSearch.text=Ship Search... miPurchaseUnit.text=Purchase Unit miBuyParts.text=Purchase Parts miHireBulk.text=Bulk Hire Personnel @@ -79,11 +79,11 @@ miFireAllMedics.text=Release All Medics from Pool # Reports Menu menuReports.text=Reports -miDragoonsRating.text=Unit Rating -miPersonnelReport.text=Personnel Report -miHangarBreakdown.text=Hangar Breakdown -miTransportReport.text=Transport Capacity Report -miCargoReport.text=Cargo Report +miDragoonsRating.text=Unit Rating... +miPersonnelReport.text=Personnel Report... +miHangarBreakdown.text=Hangar Breakdown... +miTransportReport.text=Transport Capacity Report... +miCargoReport.text=Cargo Report... # View Menu menuView.text=View @@ -93,17 +93,17 @@ miAwardEligibilityDialog.text=Award Eligibility Dialog # Manage Campaign Menu menuManageCampaign.text=Manage Campaign -miGMToolsDialog.text=GM Tools Dialog -miAdvanceMultipleDays.text=Advance Multiple Days +miGMToolsDialog.text=GM Tools Dialog... +miAdvanceMultipleDays.text=Advance Multiple Days... miRandomBloodnames.text=Bloodname Randomization for All Personnel -miMassPersonnelTraining.text=Mass Personnel Training +miMassPersonnelTraining.text=Mass Personnel Training... miMassPersonnelTraining.toolTipText=This launches the Mass Personnel Training Dialog, which allows you to train large numbers of personnel at the same time. -miScenarioEditor.text=Scenario Template Editor -miCompanyGenerator.text=Company Generator +miScenarioEditor.text=Scenario Template Editor... +miCompanyGenerator.text=Company Generator... # Help Menu menuHelp.text=Help -menuAbout.text=About +menuAbout.text=About... #End Menu Resources ## Unsorted Resources @@ -188,7 +188,7 @@ lblFindPlanet.text=Find Planet: panAssignedPatient.title=Assigned Patients panUnassignedPatient.title=Unassigned Patients -customizeMenu.individualCamo.text=Individual camouflage +customizeMenu.individualCamo.text=Individual camouflage... customizeMenu.removeIndividualCamo.text=Remove individual camo btnGetUnit.text=Find Units diff --git a/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties b/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties index 2471a90e57..f80ba4ee7d 100644 --- a/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties +++ b/MekHQ/resources/mekhq/resources/CustomizeScenarioDialog.properties @@ -15,8 +15,8 @@ btnDeleteLoot.text=Delete Loot btnAddObjective.text=Add Objective btnEditObjective.text=Edit Objective btnDeleteObjective.text=Delete Objective -btnPlanetaryConditions.text=Edit Planetary Conditions -btnMapSettings.text=Edit Map Settings +btnPlanetaryConditions.text=Edit Planetary Conditions... +btnMapSettings.text=Edit Map Settings... panPlanetaryConditions.title=Planetary Conditions panDeploymentLimits.title=Deployment Limits panMap.title=Map Settings diff --git a/MekHQ/resources/mekhq/resources/GUI.properties b/MekHQ/resources/mekhq/resources/GUI.properties index 0c3e2e1279..87328b5218 100644 --- a/MekHQ/resources/mekhq/resources/GUI.properties +++ b/MekHQ/resources/mekhq/resources/GUI.properties @@ -478,16 +478,16 @@ CustomRankSystemCreationDialog.DuplicateCode.text=The entered rank system code c ### DataLoadingDialog Class DataLoadingDialog.title=Data Loading ## Progress Phases -loadingBaseData.text=Loading Base Data -loadingFactionData.text=Loading Data -loadingNameData.text=Loading Name Data -loadingPlanetaryData.text=Loading Planetary Data -loadingImageData.text=Loading Image Data -loadingUnits.text=Loading Unit Data -initializingNewCampaign.text=Initializing New Campaign -loadingCampaign.text=Loading Campaign -applyingNewCampaign.text=Applying New Campaign -applyingLoadedCampaign.text=Applying Loaded Campaign +loadingBaseData.text=Loading Base Data... +loadingFactionData.text=Loading Data... +loadingNameData.text=Loading Name Data... +loadingPlanetaryData.text=Loading Planetary Data... +loadingImageData.text=Loading Image Data... +loadingUnits.text=Loading Unit Data... +initializingNewCampaign.text=Initializing New Campaign... +loadingCampaign.text=Loading Campaign... +applyingNewCampaign.text=Applying New Campaign... +applyingLoadedCampaign.text=Applying Loaded Campaign... DataLoadingDialog.progress.accessibleDescription=%s Please Wait. ## Exception Messages DataLoadingDialog.NullEntityException.title=Unit Loading Error(s) diff --git a/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties b/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties index 0ecacbad62..5148238402 100644 --- a/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties +++ b/MekHQ/resources/mekhq/resources/MedicalViewDialog.properties @@ -26,12 +26,12 @@ injuriesText.format=%s - %s injuriesTextAndDuration.format=%s - %s - est. %s left lastCheckup.text=Last check-up medicalHistory.text=Past medical history -menuAdd.text=Add -menuEdit.text=Edit +menuAdd.text=Add... +menuEdit.text=Edit... menuHeal.text=Heal menuHealAll.text=Heal all -menuMore.text= -menuNewInjury.text=New injury +menuMore.text=... +menuNewInjury.text=New injury... menuRemove.text=Remove none.text=none phenotype.text=Phenotype