I think there's something missing here.
Usurer_dialog.c
case "divide_only_money":
d.Text = DLG_TEXT[158] + DLG_TEXT[159] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[160] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[161] + MakeMoneyShow(makeint(GetPersonalShareC(PChar)*(0.75 + makefloat(GetFoodEver()) * 0.25)),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[162] + DLG_TEXT[163] + MakeMoneyShow(makeint(makefloat(GetCharacterMoney(PChar)) * LEFTOVER_SHARE),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[164];
case "divide_new_expedition":
d.Text = DLG_TEXT[165] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[146] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[147] + MakeMoneyShow(makeint(GetPersonalShareC(PChar)*(0.75 + makefloat(GetFoodEver()) * 0.25)),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[148] + MakeMoneyShow(makeint(makefloat(GetCharacterMoney(PChar)) * LEFTOVER_SHARE),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[149];
case "divide1":
d.Text = DLG_TEXT[152] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[153];
case "divide2":
d.Text = DLG_TEXT[166] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[167];
In all cases, the "missing" part is on the next line. This works because the system only recognises the ";" as the end of the command. So a long command can be split like that to make it easier to read.
Also:
The attached zip contains a lot of files in "RESOURCE\INI\TEXTS\ENGLISH", almost all of which have new lines needing translation:
. Storyline\Bartolomeu\storyline_strings.txt: one new line at the end
. Storyline\FreePlay\characters_names.txt: some new names at the end of the section for "both_reaction.c" and two more near the end
. Storyline\FreePlay\storyline_strings.txt: new line at the end
. Storyline\JackSparrow\QUESTBOOK\Chevalle.txt: several spelling mistakes corrected in English, not sure if that will affect the Russian translation
. Storyline\storyline_strings.txt: several new names near the lines for "Purpure", plus some new ship names below the line for "Étoile"
. characters_names.txt: new names at the end of the section for "NK.c", below the line for "Orswood"
. interface_strings.txt: new lines for the locations of the Maltese crypt, below the line "The weird monk reveals his true nature.."
. ItemsDescribe.txt: new lines below the section for "KRTempleUpper"
. models_description.txt: new lines at the end
. ShipModels_descriptions.txt: changed description for "Barkentine1", new description for "Barkentine2"
. common.ini: no new translation needed but the line for "Bellona" changes the key word to "BellonaClass". In "PROGRAM\Ships\Ships_init.c", find this line:
Code:
refShip.SName = "Bellona";
Change "Bellona" to "BellonaClass". The reason is that a British FreePlay naval officer receives a ship named
Bellona after a promotion, and because of the translation of "Bellona" in "common.ini", what he actually gets a ship named
Bellona class 3rd rate. Changing the lines in "Ships_init.c" and "common.ini" fixes that. Ship name
Bellona is still translated in "storyline_strings.txt". The class name which should appear in the "Ships" interface, also when you look at such a ship through a spyglass, should still be correctly translated provided "Ships_init.c" and "common.ini" match.