mirror of
https://gitlab.com/veloren/veloren.git
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Initial setup
This commit is contained in:
parent
026b61baee
commit
80ab9c26ec
@ -144,10 +144,27 @@
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),
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Tool(Axe): (
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guard: Some(Simple(None, "common.abilities.axe.basic_guard")),
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primary: Simple(None, "common.abilities.axe.doublestrike"),
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secondary: Simple(None, "common.abilities.axe.spin"),
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primary: Simple(None, "common.abilities.axe.triple_chop"),
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secondary: Simple(None, "common.abilities.axe.cleave"),
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abilities: [
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Simple(Some(Axe(UnlockLeap)), "common.abilities.axe.leap"),
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Simple(Some(Axe(BrutalSwing)), "common.abilities.axe.brutal_swing"),
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Simple(Some(Axe(Berserk)), "common.abilities.axe.berserk"),
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Simple(Some(Axe(RisingTide)), "common.abilities.axe.rising_tide"),
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Simple(Some(Axe(SavageSense)), "common.abilities.axe.savage_sense"),
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Simple(Some(Axe(AdrenalineRush)), "common.abilities.axe.adrenaline_rush"),
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Simple(Some(Axe(Execute)), "common.abilities.axe.execute"),
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Simple(Some(Axe(Rake)), "common.abilities.axe.rake"),
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Simple(Some(Axe(Bloodfeast)), "common.abilities.axe.bloodfeast"),
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Simple(Some(Axe(FierceRaze)), "common.abilities.axe.fierce_raze"),
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Simple(Some(Axe(Furor)), "common.abilities.axe.furor"),
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Simple(Some(Axe(Fracture)), "common.abilities.axe.fracture"),
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Simple(Some(Axe(Lacerate)), "common.abilities.axe.lacerate"),
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Simple(Some(Axe(SkullBash)), "common.abilities.axe.skull_bash"),
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Simple(Some(Axe(Sunder)), "common.abilities.axe.sunder"),
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Simple(Some(Axe(Plunder)), "common.abilities.axe.plunder"),
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Simple(Some(Axe(Defiance)), "common.abilities.axe.defiance"),
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Simple(Some(Axe(Keelhaul)), "common.abilities.axe.keelhaul"),
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Simple(Some(Axe(Bulkhead)), "common.abilities.axe.bulkhead"),
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],
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),
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Tool(Hammer): (
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22
assets/common/abilities/axe/adrenaline_rush.ron
Normal file
22
assets/common/abilities/axe/adrenaline_rush.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/berserk.ron
Normal file
22
assets/common/abilities/axe/berserk.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/bloodfeast.ron
Normal file
22
assets/common/abilities/axe/bloodfeast.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/brutal_swing.ron
Normal file
22
assets/common/abilities/axe/brutal_swing.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/bulkhead.ron
Normal file
22
assets/common/abilities/axe/bulkhead.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/capsize.ron
Normal file
22
assets/common/abilities/axe/capsize.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/cleave.ron
Normal file
22
assets/common/abilities/axe/cleave.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/defiance.ron
Normal file
22
assets/common/abilities/axe/defiance.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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@ -1,55 +0,0 @@
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ComboMelee(
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stage_data: [
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(
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stage: 1,
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base_damage: 12.0,
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damage_increase: 0.5,
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base_poise_damage: 0,
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poise_damage_increase: 0,
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knockback: 5.0,
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: 0.15,
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base_swing_duration: 0.075,
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hit_timing: 0.6,
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base_recover_duration: 0.35,
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forward_movement: 0.5,
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damage_kind: Slashing,
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 10.0,
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strength: DamageFraction(0.1),
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chance: 0.1,
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))),
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),
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(
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stage: 2,
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base_damage: 15.0,
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damage_increase: 0.75,
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base_poise_damage: 0,
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poise_damage_increase: 0,
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knockback: 6.0,
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: 0.2,
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base_swing_duration: 0.1,
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hit_timing: 0.6,
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base_recover_duration: 0.35,
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forward_movement: 0.25,
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damage_kind: Slashing,
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 10.0,
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strength: DamageFraction(0.1),
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chance: 0.1,
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))),
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),
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],
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initial_energy_gain: 2.5,
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max_energy_gain: 12.5,
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energy_increase: 2.5,
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speed_increase: 0.1,
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max_speed_increase: 0.6,
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scales_from_combo: 2,
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ori_modifier: 1.0,
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)
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22
assets/common/abilities/axe/execute.ron
Normal file
22
assets/common/abilities/axe/execute.ron
Normal file
@ -0,0 +1,22 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/fierce_raze.ron
Normal file
22
assets/common/abilities/axe/fierce_raze.ron
Normal file
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/fracture.ron
Normal file
22
assets/common/abilities/axe/fracture.ron
Normal file
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/furor.ron
Normal file
22
assets/common/abilities/axe/furor.ron
Normal file
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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22
assets/common/abilities/axe/keelhaul.ron
Normal file
22
assets/common/abilities/axe/keelhaul.ron
Normal file
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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||||
],
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energy_cost_per_strike: 0,
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||||
)
|
22
assets/common/abilities/axe/lacerate.ron
Normal file
22
assets/common/abilities/axe/lacerate.ron
Normal file
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ComboMelee2(
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strikes: [
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(
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||||
melee_constructor: (
|
||||
kind: Slash(
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||||
damage: 4,
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||||
poise: 5,
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||||
knockback: 0,
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||||
energy_regen: 5,
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||||
),
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||||
range: 3.0,
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||||
angle: 45.0,
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||||
),
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||||
buildup_duration: 0.15,
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||||
swing_duration: 0.05,
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||||
hit_timing: 0.5,
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||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
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||||
),
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||||
],
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||||
energy_cost_per_strike: 0,
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||||
)
|
@ -1,21 +0,0 @@
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LeapMelee(
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energy_cost: 30.0,
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||||
buildup_duration: 0.3,
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||||
movement_duration: 0.25,
|
||||
swing_duration: 0.2,
|
||||
recover_duration: 0.2,
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||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 25.0,
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||||
poise: 0.0,
|
||||
knockback: 12.0,
|
||||
energy_regen: 0.0,
|
||||
),
|
||||
range: 4.5,
|
||||
angle: 30.0,
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||||
multi_target: Some(Normal),
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||||
),
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||||
forward_leap_strength: 20.0,
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||||
vertical_leap_strength: 8.0,
|
||||
specifier: None,
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||||
)
|
22
assets/common/abilities/axe/maelstrom.ron
Normal file
22
assets/common/abilities/axe/maelstrom.ron
Normal file
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ComboMelee2(
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||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/plunder.ron
Normal file
22
assets/common/abilities/axe/plunder.ron
Normal file
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ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/rake.ron
Normal file
22
assets/common/abilities/axe/rake.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/riptide.ron
Normal file
22
assets/common/abilities/axe/riptide.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/rising_tide.ron
Normal file
22
assets/common/abilities/axe/rising_tide.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/savage_sense.ron
Normal file
22
assets/common/abilities/axe/savage_sense.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/skull_bash.ron
Normal file
22
assets/common/abilities/axe/skull_bash.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
@ -1,22 +0,0 @@
|
||||
SpinMelee(
|
||||
buildup_duration: 0.2,
|
||||
swing_duration: 0.4,
|
||||
recover_duration: 0.2,
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 8.0,
|
||||
poise: 10.0,
|
||||
knockback: 0.0,
|
||||
energy_regen: 0.0,
|
||||
),
|
||||
range: 3.5,
|
||||
angle: 360.0,
|
||||
multi_target: Some(Normal),
|
||||
),
|
||||
energy_cost: 10.0,
|
||||
is_infinite: true,
|
||||
movement_behavior: AxeHover,
|
||||
forward_speed: 0.0,
|
||||
num_spins: 1,
|
||||
specifier: None,
|
||||
)
|
22
assets/common/abilities/axe/sunder.ron
Normal file
22
assets/common/abilities/axe/sunder.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
22
assets/common/abilities/axe/triple_chop.ron
Normal file
22
assets/common/abilities/axe/triple_chop.ron
Normal file
@ -0,0 +1,22 @@
|
||||
ComboMelee2(
|
||||
strikes: [
|
||||
(
|
||||
melee_constructor: (
|
||||
kind: Slash(
|
||||
damage: 4,
|
||||
poise: 5,
|
||||
knockback: 0,
|
||||
energy_regen: 5,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 45.0,
|
||||
),
|
||||
buildup_duration: 0.15,
|
||||
swing_duration: 0.05,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.1,
|
||||
ori_modifier: 0.6,
|
||||
),
|
||||
],
|
||||
energy_cost_per_strike: 0,
|
||||
)
|
@ -1,16 +1,6 @@
|
||||
({
|
||||
General(HealthIncrease): 10,
|
||||
General(EnergyIncrease): 5,
|
||||
Axe(DsDamage): 3,
|
||||
Axe(DsRegen): 2,
|
||||
Axe(DsSpeed): 3,
|
||||
Axe(SDamage): 3,
|
||||
Axe(SSpeed): 2,
|
||||
Axe(SCost): 2,
|
||||
Axe(LDamage): 2,
|
||||
Axe(LKnockback): 2,
|
||||
Axe(LCost): 2,
|
||||
Axe(LDistance): 2,
|
||||
Hammer(SsKnockback): 2,
|
||||
Hammer(SsDamage): 3,
|
||||
Hammer(SsRegen): 2,
|
||||
|
@ -19,10 +19,24 @@
|
||||
Sword(CleavingEarthSplitter): Any({Sword(Cascade): 1, Sword(CrossCut): 1}),
|
||||
Sword(CleavingSkySplitter): All({Sword(CleavingEarthSplitter): 1}),
|
||||
Sword(CleavingBladeFever): All({Sword(CleavingWhirlwindSlice): 1}),
|
||||
Axe(LDamage): All({Axe(UnlockLeap): 1}),
|
||||
Axe(LKnockback): All({Axe(UnlockLeap): 1}),
|
||||
Axe(LCost): All({Axe(UnlockLeap): 1}),
|
||||
Axe(LDistance): All({Axe(UnlockLeap): 1}),
|
||||
Axe(Berserk): All({Axe(BrutalSwing): 1}),
|
||||
Axe(RisingTide): All({Axe(BrutalSwing): 1}),
|
||||
Axe(SavageSense): Any({Axe(Berserk): 1, Axe(RisingTide): 1}),
|
||||
Axe(AdrenalineRush): Any({Axe(Berserk): 1, Axe(RisingTide): 1}),
|
||||
Axe(Execute): Any({Axe(Berserk): 1, Axe(RisingTide): 1}),
|
||||
Axe(Maelstrom): All({Axe(Execute): 1}),
|
||||
Axe(Bloodfeast): All({Axe(Rake): 1}),
|
||||
Axe(FierceRaze): All({Axe(Rake): 1}),
|
||||
Axe(Furor): Any({Axe(Bloodfeast): 1, Axe(FierceRaze): 1}),
|
||||
Axe(Fracture): Any({Axe(Bloodfeast): 1, Axe(FierceRaze): 1}),
|
||||
Axe(Lacerate): Any({Axe(Bloodfeast): 1, Axe(FierceRaze): 1}),
|
||||
Axe(Riptide): All({Axe(Lacerate): 1}),
|
||||
Axe(Sunder): All({Axe(SkullBash): 1}),
|
||||
Axe(Plunder): All({Axe(SkullBash): 1}),
|
||||
Axe(Defiance): Any({Axe(Sunder): 1, Axe(Plunder): 1}),
|
||||
Axe(Keelhaul): Any({Axe(Sunder): 1, Axe(Plunder): 1}),
|
||||
Axe(Bulkhead): Any({Axe(Sunder): 1, Axe(Plunder): 1}),
|
||||
Axe(Capsize): All({Axe(Bulkhead): 1}),
|
||||
Hammer(LDamage): All({Hammer(UnlockLeap): 1}),
|
||||
Hammer(LCost): All({Hammer(UnlockLeap): 1}),
|
||||
Hammer(LDistance): All({Hammer(UnlockLeap): 1}),
|
||||
|
@ -44,20 +44,27 @@
|
||||
Sword(CleavingBladeFever),
|
||||
],
|
||||
Weapon(Axe): [
|
||||
Axe(DsCombo),
|
||||
Axe(DsDamage),
|
||||
Axe(DsSpeed),
|
||||
Axe(DsRegen),
|
||||
Axe(SInfinite),
|
||||
Axe(SHelicopter),
|
||||
Axe(SDamage),
|
||||
Axe(SSpeed),
|
||||
Axe(SCost),
|
||||
Axe(UnlockLeap),
|
||||
Axe(LDamage),
|
||||
Axe(LKnockback),
|
||||
Axe(LCost),
|
||||
Axe(LDistance),
|
||||
Axe(BrutalSwing),
|
||||
Axe(Berserk),
|
||||
Axe(RisingTide),
|
||||
Axe(SavageSense),
|
||||
Axe(AdrenalineRush),
|
||||
Axe(Execute),
|
||||
Axe(Maelstrom),
|
||||
Axe(Rake),
|
||||
Axe(Bloodfeast),
|
||||
Axe(FierceRaze),
|
||||
Axe(Furor),
|
||||
Axe(Fracture),
|
||||
Axe(Lacerate),
|
||||
Axe(Riptide),
|
||||
Axe(SkullBash),
|
||||
Axe(Sunder),
|
||||
Axe(Plunder),
|
||||
Axe(Defiance),
|
||||
Axe(Keelhaul),
|
||||
Axe(Bulkhead),
|
||||
Axe(Capsize),
|
||||
],
|
||||
Weapon(Hammer): [
|
||||
Hammer(SsKnockback),
|
||||
|
@ -1,10 +1,4 @@
|
||||
([
|
||||
Group(Weapon(Axe)),
|
||||
|
||||
// DoubleStrike
|
||||
Skill((Axe(DsDamage), 1)),
|
||||
// Spin
|
||||
Skill((Axe(SInfinite), 1)),
|
||||
Skill((Axe(SDamage), 1)),
|
||||
|
||||
])
|
||||
|
@ -1,14 +1,8 @@
|
||||
([
|
||||
Group(Weapon(Axe)),
|
||||
|
||||
// DoubleStrike
|
||||
Skill((Axe(DsCombo), 1)),
|
||||
Skill((Axe(DsDamage), 1)),
|
||||
Skill((Axe(DsRegen), 1)),
|
||||
// Spin
|
||||
Skill((Axe(SInfinite), 1)),
|
||||
Skill((Axe(SHelicopter), 1)),
|
||||
Skill((Axe(SDamage), 1)),
|
||||
Skill((Axe(SSpeed), 1)),
|
||||
Skill((Axe(BrutalSwing), 1)),
|
||||
Skill((Axe(Rake), 1)),
|
||||
Skill((Axe(SkullBash), 1)),
|
||||
|
||||
])
|
||||
|
@ -1,20 +1,13 @@
|
||||
([
|
||||
Group(Weapon(Axe)),
|
||||
|
||||
// DoubleStrike
|
||||
Skill((Axe(DsCombo), 1)),
|
||||
Skill((Axe(DsDamage), 1)),
|
||||
Skill((Axe(DsRegen), 1)),
|
||||
Skill((Axe(DsSpeed), 1)),
|
||||
|
||||
// Spin
|
||||
Skill((Axe(SInfinite), 1)),
|
||||
Skill((Axe(SHelicopter), 1)),
|
||||
Skill((Axe(SDamage), 1)),
|
||||
Skill((Axe(SSpeed), 1)),
|
||||
Skill((Axe(SCost), 1)),
|
||||
|
||||
// Leap
|
||||
Skill((Axe(UnlockLeap), 1)),
|
||||
Skill((Axe(LDamage), 1)),
|
||||
Skill((Axe(BrutalSwing), 1)),
|
||||
Skill((Axe(Rake), 1)),
|
||||
Skill((Axe(SkullBash), 1)),
|
||||
Skill((Axe(Berserk), 1)),
|
||||
Skill((Axe(RisingTide), 1)),
|
||||
Skill((Axe(Bloodfeast), 1)),
|
||||
Skill((Axe(FierceRaze), 1)),
|
||||
Skill((Axe(Sunder), 1)),
|
||||
Skill((Axe(Plunder), 1)),
|
||||
])
|
||||
|
@ -1,23 +1,22 @@
|
||||
([
|
||||
Group(Weapon(Axe)),
|
||||
|
||||
// DoubleStrike
|
||||
Skill((Axe(DsCombo), 1)),
|
||||
Skill((Axe(DsDamage), 2)),
|
||||
Skill((Axe(DsRegen), 1)),
|
||||
Skill((Axe(DsSpeed), 2)),
|
||||
|
||||
// Spin
|
||||
Skill((Axe(SInfinite), 1)),
|
||||
Skill((Axe(SHelicopter), 1)),
|
||||
Skill((Axe(SDamage), 2)),
|
||||
Skill((Axe(SSpeed), 1)),
|
||||
Skill((Axe(SCost), 1)),
|
||||
|
||||
// Leap
|
||||
Skill((Axe(UnlockLeap), 1)),
|
||||
Skill((Axe(LDamage), 1)),
|
||||
Skill((Axe(LKnockback), 1)),
|
||||
Skill((Axe(LCost), 1)),
|
||||
Skill((Axe(LDistance), 1)),
|
||||
Skill((Axe(BrutalSwing), 1)),
|
||||
Skill((Axe(Rake), 1)),
|
||||
Skill((Axe(SkullBash), 1)),
|
||||
Skill((Axe(Berserk), 1)),
|
||||
Skill((Axe(RisingTide), 1)),
|
||||
Skill((Axe(Bloodfeast), 1)),
|
||||
Skill((Axe(FierceRaze), 1)),
|
||||
Skill((Axe(Sunder), 1)),
|
||||
Skill((Axe(Plunder), 1)),
|
||||
Skill((Axe(SavageSense), 1)),
|
||||
Skill((Axe(AdrenalineRush), 1)),
|
||||
Skill((Axe(Execute), 1)),
|
||||
Skill((Axe(Furor), 1)),
|
||||
Skill((Axe(Fracture), 1)),
|
||||
Skill((Axe(Lacerate), 1)),
|
||||
Skill((Axe(Defiance), 1)),
|
||||
Skill((Axe(Keelhaul), 1)),
|
||||
Skill((Axe(Bulkhead), 1)),
|
||||
])
|
||||
|
@ -1,23 +1,25 @@
|
||||
([
|
||||
Group(Weapon(Axe)),
|
||||
|
||||
// DoubleStrike
|
||||
Skill((Axe(DsCombo), 1)),
|
||||
Skill((Axe(DsDamage), 3)),
|
||||
Skill((Axe(DsRegen), 2)),
|
||||
Skill((Axe(DsSpeed), 3)),
|
||||
|
||||
// Spin
|
||||
Skill((Axe(SInfinite), 1)),
|
||||
Skill((Axe(SHelicopter), 1)),
|
||||
Skill((Axe(SDamage), 3)),
|
||||
Skill((Axe(SSpeed), 2)),
|
||||
Skill((Axe(SCost), 2)),
|
||||
|
||||
// Leap
|
||||
Skill((Axe(UnlockLeap), 1)),
|
||||
Skill((Axe(LDamage), 2)),
|
||||
Skill((Axe(LKnockback), 2)),
|
||||
Skill((Axe(LCost), 2)),
|
||||
Skill((Axe(LDistance), 2)),
|
||||
Skill((Axe(BrutalSwing), 1)),
|
||||
Skill((Axe(Rake), 1)),
|
||||
Skill((Axe(SkullBash), 1)),
|
||||
Skill((Axe(Berserk), 1)),
|
||||
Skill((Axe(RisingTide), 1)),
|
||||
Skill((Axe(Bloodfeast), 1)),
|
||||
Skill((Axe(FierceRaze), 1)),
|
||||
Skill((Axe(Sunder), 1)),
|
||||
Skill((Axe(Plunder), 1)),
|
||||
Skill((Axe(SavageSense), 1)),
|
||||
Skill((Axe(AdrenalineRush), 1)),
|
||||
Skill((Axe(Execute), 1)),
|
||||
Skill((Axe(Furor), 1)),
|
||||
Skill((Axe(Fracture), 1)),
|
||||
Skill((Axe(Lacerate), 1)),
|
||||
Skill((Axe(Defiance), 1)),
|
||||
Skill((Axe(Keelhaul), 1)),
|
||||
Skill((Axe(Bulkhead), 1)),
|
||||
Skill((Axe(Maelstrom), 1)),
|
||||
Skill((Axe(Riptide), 1)),
|
||||
Skill((Axe(Capsize), 1)),
|
||||
])
|
||||
|
@ -42,23 +42,27 @@
|
||||
(Sword(DefensiveDeflect), 1),
|
||||
// Axe
|
||||
(UnlockGroup(Weapon(Axe)), 1),
|
||||
|
||||
(Axe(DsCombo), 1),
|
||||
(Axe(DsDamage), 3),
|
||||
(Axe(DsRegen), 2),
|
||||
(Axe(DsSpeed), 3),
|
||||
|
||||
(Axe(SInfinite), 1),
|
||||
(Axe(SHelicopter), 1),
|
||||
(Axe(SDamage), 3),
|
||||
(Axe(SSpeed), 2),
|
||||
(Axe(SCost), 2),
|
||||
|
||||
(Axe(UnlockLeap), 1),
|
||||
(Axe(LDamage), 2),
|
||||
(Axe(LKnockback), 2),
|
||||
(Axe(LCost), 2),
|
||||
(Axe(LDistance), 2),
|
||||
(Axe(BrutalSwing), 1),
|
||||
(Axe(Berserk), 1),
|
||||
(Axe(RisingTide), 1),
|
||||
(Axe(SavageSense), 1),
|
||||
(Axe(AdrenalineRush), 1),
|
||||
(Axe(Execute), 1),
|
||||
(Axe(Maelstrom), 1),
|
||||
(Axe(Rake), 1),
|
||||
(Axe(Bloodfeast), 1),
|
||||
(Axe(FierceRaze), 1),
|
||||
(Axe(Furor), 1),
|
||||
(Axe(Fracture), 1),
|
||||
(Axe(Lacerate), 1),
|
||||
(Axe(Riptide), 1),
|
||||
(Axe(SkullBash), 1),
|
||||
(Axe(Sunder), 1),
|
||||
(Axe(Plunder), 1),
|
||||
(Axe(Defiance), 1),
|
||||
(Axe(Keelhaul), 1),
|
||||
(Axe(Bulkhead), 1),
|
||||
(Axe(Capsize), 1),
|
||||
// Hammer
|
||||
(UnlockGroup(Weapon(Hammer)), 1),
|
||||
|
||||
@ -154,22 +158,6 @@
|
||||
// Axe
|
||||
(UnlockGroup(Weapon(Axe)), 1),
|
||||
|
||||
(Axe(DsCombo), 1),
|
||||
(Axe(DsDamage), 2),
|
||||
(Axe(DsRegen), 2),
|
||||
(Axe(DsSpeed), 1),
|
||||
|
||||
(Axe(SInfinite), 1),
|
||||
(Axe(SHelicopter), 1),
|
||||
(Axe(SDamage), 2),
|
||||
(Axe(SSpeed), 2),
|
||||
(Axe(SCost), 2),
|
||||
|
||||
(Axe(UnlockLeap), 1),
|
||||
(Axe(LDamage), 2),
|
||||
(Axe(LKnockback), 2),
|
||||
(Axe(LCost), 2),
|
||||
(Axe(LDistance), 2),
|
||||
// Hammer
|
||||
(UnlockGroup(Weapon(Hammer)), 1),
|
||||
|
||||
@ -255,8 +243,6 @@
|
||||
// Axe
|
||||
(UnlockGroup(Weapon(Axe)), 1),
|
||||
|
||||
(Axe(UnlockLeap), 1),
|
||||
|
||||
// Hammer
|
||||
(UnlockGroup(Weapon(Hammer)), 1),
|
||||
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Новая адзінка ўмельства
|
||||
hud-skill-sp_available = { $number } АУ даступна
|
||||
hud-skill-not_unlocked = Пакуль не адчынена
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Патрабуе { $number } АУ
|
||||
hud-skill-inc_health_title = Павелічэнне здароўя
|
||||
hud-skill-inc_health = Павялічвае макс. здароўе на { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Шкода
|
||||
hud-skill-hmr_single_strike_damage = Пабольшвае шкоду з кожным паслядоўным ударам{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Адкідванне
|
||||
hud-skill-hmr_single_strike_knockback = Пабольшвае адкідванне на { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Трайны ўдар
|
||||
hud-skill-sw_trip_str = Бог любіць тройцу
|
||||
hud-skill-sw_trip_str_combo_title = Комба трох удараў
|
||||
hud-skill-sw_trip_str_combo = Адчыняе прырост характарыстык ад удараў запар{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Шкода
|
||||
hud-skill-sw_trip_str_dmg = Пабольшвае шкоду, якую наносіць кожны паслядоўны ўдар{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Хуткасць трайнога ўдару
|
||||
hud-skill-sw_trip_str_sp = Пабольшвае хуткасць атакі з кожным паслядоўным ударам{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Аднаўленне энергіі
|
||||
hud-skill-sw_trip_str_reg = Пабольшвае прырост аднаўлення энергіі з кожным паслядоўным ударам{ $SP }
|
||||
hud-skill-sw_dash_title = Рывок
|
||||
hud-skill-sw_dash = Праляці маланкай між сваіх ворагаў
|
||||
hud-skill-sw_dash_dmg_title = Шкода рыўка
|
||||
hud-skill-sw_dash_dmg = Пабольшвае пачатковую шкоду ад рыўка на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Спажыванне энергіі
|
||||
hud-skill-sw_dash_drain = Змяншае хуткасць паглынання энергіі ў час рыўка на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Выдатак энергіі
|
||||
hud-skill-sw_dash_cost = Змяншае пачатковы кошт рыўка на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Хуткасць рыўка
|
||||
hud-skill-sw_dash_speed = Пабольшвае хуткасць вашага руху ў час рыўка на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Рывок наскрозь
|
||||
hud-skill-sw_dash_charge_through = Дазваляе прарвацца скрозь першых ворагаў{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Прырост шкоды рыўком
|
||||
hud-skill-sw_dash_scale = Пабольшвае прырост шкоды рыўком на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Віхор
|
||||
hud-skill-sw_spin = Адчыняе магчымасць смяротна кружыцца з мячом{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Шкода віхру
|
||||
hud-skill-sw_spin_dmg = Пабольшвае шкоду на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Хуткасць віхру
|
||||
hud-skill-sw_spin_spd = Пабольшвае хуткасць кручэння на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Выдатак энергіі
|
||||
hud-skill-sw_spin_cost = Змяншае кошт кожнага абарота на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Колькасць абаротаў
|
||||
hud-skill-sw_spin_spins = Пабольшвае максімальную колькасць абаротаў{ $SP }
|
||||
hud-skill-sw_interrupt_title = Перарыванне атакі
|
||||
hud-skill-sw_interrupt = Дазваляе імгненна перарваць варожую атаку ўласнай{ $SP }
|
||||
hud-skill-axe_double_strike_title = Двайны ўдар
|
||||
hud-skill-axe_double_strike = Крышы гэтых ліхадзеяў
|
||||
hud-skill-axe_double_strike_combo_title = Комба двух удараў
|
||||
hud-skill-axe_double_strike_combo = Адчыняе другі паслядоўны ўдар{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Шкода двайнога ўдару
|
||||
hud-skill-axe_double_strike_damage = Пабольшвае прырост шкоды ад удараў запар{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Хуткасць двайнога ўдару
|
||||
hud-skill-axe_double_strike_speed = Пабольшвае прырост хуткасць ад удараў запар{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Аднаўленне энергі
|
||||
hud-skill-axe_double_strike_regen = Пабольшвае прырост аднаўлення энергіі ад удараў запар{ $SP }
|
||||
hud-skill-axe_spin_title = Вальс з сякерай
|
||||
hud-skill-axe_spin = Марамі, сівымі хмарамі дзіка круцілі...
|
||||
hud-skill-axe_infinite_axe_spin_title = Бясконцае кручэнне
|
||||
hud-skill-axe_infinite_axe_spin = Дазваляе кружыцца, пакуль ёсць энергія{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Шкода
|
||||
hud-skill-axe_spin_damage = Пабольшвае шкоду ад кожнага абарота на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Верталёт
|
||||
hud-skill-axe_spin_helicopter = Запавольвае падзенне падчас кручэння{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Хуткасць кручэння
|
||||
hud-skill-axe_spin_speed = Пабольшвае хуткасць кручэння на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Выдатак энергіі
|
||||
hud-skill-axe_spin_cost = Змяншае кошт кручэння на { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Атака ў скачку
|
||||
hud-skill-axe_unlock_leap = Адчыняе атаку ў скачку{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Шкода ад атакі ў скачку
|
||||
hud-skill-axe_leap_damage = Пабольшвае шкоду атакі ў скачку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Адкіданне атакой у скачку
|
||||
hud-skill-axe_leap_knockback = Пабольшвае адкіданне атакой у скачку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Выдатак энергіі
|
||||
hud-skill-axe_leap_cost = Змяншае кошт атакі ў скачку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Даўжыня скачка
|
||||
hud-skill-axe_leap_distance = Пабольшвае даўжыню скачка на { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Горная справа
|
||||
hud-skill-pick_strike_title = Удар кіркою
|
||||
hud-skill-pick_strike = Біце жылы і друзы, каб здабыць руды і каштоўныя камяні
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nou Punt d'Habilitat
|
||||
hud-skill-sp_available = { $number } PH disponibles
|
||||
hud-skill-not_unlocked = No desbloquejat
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Requereix { $number } PH
|
||||
hud-skill-inc_health_title = Augmentar Salut
|
||||
hud-skill-inc_health = Augmenta la Salut màxima en { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Dany de l'Atac Individual
|
||||
hud-skill-hmr_single_strike_damage = Augmenta el dany per cada cop successiu{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Empenta de l'Atac Individual
|
||||
hud-skill-hmr_single_strike_knockback = Augmenta la potència de llançament dels atacs un { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Atac Triple
|
||||
hud-skill-sw_trip_str = Ataca fins a tres cops
|
||||
hud-skill-sw_trip_str_combo_title = Combo d'Atac Triple
|
||||
hud-skill-sw_trip_str_combo = Desbloqueja els combos de l'Atac Triple{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Dany de l'Atac Triple
|
||||
hud-skill-sw_trip_str_dmg = Augmenta el dany per cada cop successiu{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Velocitat de l'Atac Triple
|
||||
hud-skill-sw_trip_str_sp = Augmenta la velocitat d'atac per cada cop successiu{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Regeneració d'Atac Triple
|
||||
hud-skill-sw_trip_str_reg = Augmenta la regeneració d'Energia per cada cop successiu{ $SP }
|
||||
hud-skill-sw_dash_title = Ímpetu
|
||||
hud-skill-sw_dash = Travessa als teus enemics!
|
||||
hud-skill-sw_dash_dmg_title = Dany d'Ímpetu
|
||||
hud-skill-sw_dash_dmg = Augmenta el dany inicial de l'Ímpetu un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Drenatge d'Ímpetu
|
||||
hud-skill-sw_dash_drain = Redueix la quantitat d'Energia que drenes durant l'Ímpetu un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Cost d'Ímpetu
|
||||
hud-skill-sw_dash_cost = Redueix el cost inicial de l'Ímpetu un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Velocitat de l'Ímpetu
|
||||
hud-skill-sw_dash_speed = Augmenta la teva velocitat durant l'Ímpetu un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Carrega a través
|
||||
hud-skill-sw_dash_charge_through = Et permet carregar a través dels primers enemics que t'hi trobis{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Dany Escalat Impetuós
|
||||
hud-skill-sw_dash_scale = Augmenta el dany escalat de l'Ímpetu un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Desbloqueja Atac Espiral
|
||||
hud-skill-sw_spin = Desbloqueja l'habilitat d'espasa Espiral{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Dany d'Atac Espiral
|
||||
hud-skill-sw_spin_dmg = Augmenta el dany fet un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Velocitat d'Atac Espiral
|
||||
hud-skill-sw_spin_spd = Augmenta la velocitat a la qual gires un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Cost d'Atac Espiral
|
||||
hud-skill-sw_spin_cost = Redueix l'Energia de cada gir un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Gira i gira
|
||||
hud-skill-sw_spin_spins = Augmenta el nombre de cops que pots girar{ $SP }
|
||||
hud-skill-sw_interrupt_title = Interrompre Atacs
|
||||
hud-skill-sw_interrupt = Et permet cancel·lar immediatament un atac amb un altre atac{ $SP }
|
||||
hud-skill-axe_double_strike_title = Atac Doble
|
||||
hud-skill-axe_double_strike = Fes xixines als enemics!
|
||||
hud-skill-axe_double_strike_combo_title = Combo d'Atac Doble
|
||||
hud-skill-axe_double_strike_combo = Desbloqueja un segon cop{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Dany de l'Atac Doble
|
||||
hud-skill-axe_double_strike_damage = Augmenta el dany en cada cop successiu{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Velocitat de l'Atac Doble
|
||||
hud-skill-axe_double_strike_speed = Augmenta la velocitat dels atacs en cada cop successiu{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regeneració de l'Atac Doble
|
||||
hud-skill-axe_double_strike_regen = Augmenta el guany d'Energia per cada cop successiu{ $SP }
|
||||
hud-skill-axe_spin_title = Destral Espiral
|
||||
hud-skill-axe_spin = Tot dona voltes...
|
||||
hud-skill-axe_infinite_axe_spin_title = Destral Espiral Infinita
|
||||
hud-skill-axe_infinite_axe_spin = Gira tants cops com et permeti la teva Energia{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Dany de Destral Espiral
|
||||
hud-skill-axe_spin_damage = Augmenta el dany que fa cada gir un { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Destral Helicòpter
|
||||
hud-skill-axe_spin_helicopter = Caus més lentament mentre dones voltes{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Velocitat de Destral Espiral
|
||||
hud-skill-axe_spin_speed = Augmenta la velocitat de gir un { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Cost de Destral Espiral
|
||||
hud-skill-axe_spin_cost = Redueix el cost energètic dels girs un { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Desbloqueja Salt Mortal
|
||||
hud-skill-axe_unlock_leap = Desbloqueja el Salt Mortal{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Dany del Salt Mortal
|
||||
hud-skill-axe_leap_damage = Augmenta el dany del Salt Mortal un { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Empenta del Salt Mortal
|
||||
hud-skill-axe_leap_knockback = Augmenta l'empenta del Salt Mortal un { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Cost del Salt
|
||||
hud-skill-axe_leap_cost = Redueix el cost energètic del Salt Mortal un { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Distància del Salt Mortal
|
||||
hud-skill-axe_leap_distance = Augmenta la distància del Salt Mortal un { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Minar
|
||||
hud-skill-pick_strike_title = Cop de Pic
|
||||
hud-skill-pick_strike = Colpeja les roques amb el pic per a aconseguir minerals, gemmes i experiència
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nový Bod Zkušenosti
|
||||
hud-skill-sp_available = { $number } bodů dostupných
|
||||
hud-skill-not_unlocked = Ještě neodemčeno
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Vyžaduje { $number } bodů
|
||||
hud-skill-inc_health_title = Zvýší Zdraví
|
||||
hud-skill-inc_health = Zvýší maximální zdraví o { $boost }{ $SP }
|
||||
@ -160,71 +160,3 @@ hud-skill-hmr_single_strike_damage_title = Poškození Jednoduchého Útoku
|
||||
hud-skill-hmr_single_strike_damage = Při každém povedeném úderu zvyšuje poškození{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Odražení pomocí Jednoduchého Útoku
|
||||
hud-skill-hmr_single_strike_knockback = Zvyšuje potenciální odhození o { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Trojitý Úder
|
||||
hud-skill-sw_trip_str = Udeříš až 3x
|
||||
hud-skill-sw_trip_str_combo_title = Kombo Trojitého Úderu
|
||||
hud-skill-sw_trip_str_combo = Odemkne škálování komb na trojitém útoku{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Poškození Trojitým Úderem
|
||||
hud-skill-sw_trip_str_dmg = Zvyšuje poškození při každém podařeném úderu{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Rychlost Trojitého Úderu
|
||||
hud-skill-sw_trip_str_sp = Zvýší rychlost útoku při každém úspěšném úderu{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Regenerace při Trojitém Úderu
|
||||
hud-skill-sw_trip_str_reg = Regeneruje Výdrž při každém úspěšném úderu{ $SP }
|
||||
hud-skill-sw_dash_title = Dash
|
||||
hud-skill-sw_dash = Proběhni přes nepřátele
|
||||
hud-skill-sw_dash_dmg_title = Poškození Naražením
|
||||
hud-skill-sw_dash_dmg = Zvýší poškození o 20%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Menší spotřeba při naražení
|
||||
hud-skill-sw_dash_drain = Sníží průběžnou spotřebu energie o 25%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Cena Naražení
|
||||
hud-skill-sw_dash_cost = Sníží celkovou spotřebu energie o 25%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Rychlost Naražení
|
||||
hud-skill-sw_dash_speed = Zvýší rychlost při Nárazech o 30%{ $SP }
|
||||
hud-skill-sw_dash_inf_title = Nekonečné Narážení
|
||||
hud-skill-sw_dash_inf = Nechá tě používat Nárazy nekonečně dlouho, než ti dojde energie{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Škálování Poškození při Nárazu
|
||||
hud-skill-sw_dash_scale = Zvýší škálování poškození o 20%{ $SP }
|
||||
hud-skill-sw_spin_title = Odemknout Roztočení
|
||||
hud-skill-sw_spin = Odemkne roztočení{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Poškození Roztočení
|
||||
hud-skill-sw_spin_dmg = Zvýší poškození, které udělíš o 40%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Rychlost Roztočení
|
||||
hud-skill-sw_spin_spd = Zvýší rychlost roztočení o 25%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Cena Roztočení
|
||||
hud-skill-sw_spin_cost = Sníží cenu roztočení o 25%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Počet točení při Roztočení
|
||||
hud-skill-sw_spin_spins = Zvýší počet otoček během roztočení{ $SP }
|
||||
hud-skill-sw_interrupt_title = Překažení Útoků
|
||||
hud-skill-sw_interrupt = Dokáže ihned přerušit útok dalším útokem{ $SP }
|
||||
hud-skill-axe_double_strike_title = Dvojitý Úder
|
||||
hud-skill-axe_double_strike = Skácej své nepřátele
|
||||
hud-skill-axe_double_strike_combo_title = Kombo Dvojitého Úderu
|
||||
hud-skill-axe_double_strike_combo = Odemkne Dvojitý Útok{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Poškození Dvojitého Úderu
|
||||
hud-skill-axe_double_strike_damage = Zvyšuje poškození při každém podařeném úderu{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Rychlost Dvojitého Úderu
|
||||
hud-skill-axe_double_strike_speed = Zvyšuje Rychlost Útoku při každém podařeném úderu{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regenerace při Dvojitém Útoku
|
||||
hud-skill-axe_double_strike_regen = Zvyšuje regeneraci Výdrže při každém podařeném úderu{ $SP }
|
||||
hud-skill-axe_spin_title = Roztočení Sekery
|
||||
hud-skill-axe_spin = Točíš se správným směrem...
|
||||
hud-skill-axe_infinite_axe_spin_title = Nekonečné Roztočení Sekery
|
||||
hud-skill-axe_infinite_axe_spin = Toč Sekeru dokud máš Energii{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Poškození Roztočení
|
||||
hud-skill-axe_spin_damage = Zvýší poškození, které udělíš o 30%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Vrtulníček
|
||||
hud-skill-axe_spin_helicopter = Při pádu budeš padat pomaleji při Roztočení Sekery{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Rychlost Roztočení
|
||||
hud-skill-axe_spin_speed = Zvýší Rychlost Roztočení o 25%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Cena Roztočení
|
||||
hud-skill-axe_spin_cost = Sníží spotřebu výdrže o 25%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Odemknout Vyšlehnutí
|
||||
hud-skill-axe_unlock_leap = Odemkne Vyšlehnutí{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Poškození při Vyšlehnutí
|
||||
hud-skill-axe_leap_damage = Zvýší poškození Vyšlehnutí o 35%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Odražení při Vyšlehnutí
|
||||
hud-skill-axe_leap_knockback = Při Vyšlehnutí, zvýší odražení o 40%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Cena Vyšlehnutí
|
||||
hud-skill-axe_leap_cost = Sníží cenu vyšlehnutí o 25%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Dosah Vyšlehnutí
|
||||
hud-skill-axe_leap_distance = Zvýší dosah o 20%{ $SP }
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = Pfeil der Besessenheit
|
||||
.desc = Schießt einen giftigen Pfeil und lässt dich dein Ziel kontrollieren.
|
||||
common-abilities-sword-spin = Wirbelwind
|
||||
.desc = Bewege dich vorwärts während du wie ein Wirbelwind schlägst.
|
||||
common-abilities-axe-leap = Axt-Sprung
|
||||
.desc = Ein Sprung mit Schlag auf die Position des Cursors.
|
||||
common-abilities-hammer-leap = Schicksalsschlag
|
||||
.desc = Eine Attacke mit Flächeneffekt und Rückstoß. Spring an die Position des Cursors.
|
||||
common-abilities-bow-shotgun = Pfeilhagel
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Neuer Fähigkeitspunkt
|
||||
hud-skill-sp_available = { $number } SP verfügbar
|
||||
hud-skill-not_unlocked = Noch nicht freigeschaltet
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Benötigt { $number } SP
|
||||
hud-skill-inc_health_title = Leben erhöhen
|
||||
hud-skill-inc_health = Erhöht max. Leben um { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Schaden: Einfacher Schlag
|
||||
hud-skill-hmr_single_strike_damage = Erhöht den Schaden mit jedem Treffer{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Rückstoß: Einfacher Schlag
|
||||
hud-skill-hmr_single_strike_knockback = Erhöht die Rückstoßkraft um { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Dreifachschlag
|
||||
hud-skill-sw_trip_str = Eine Dreifach-Kombi Attacke
|
||||
hud-skill-sw_trip_str_combo_title = Dreifach-Kombi
|
||||
hud-skill-sw_trip_str_combo = Schalte Kombo-Skalierung bei Dreifach-Kombi frei{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Schaden: Dreifach-Kombi
|
||||
hud-skill-sw_trip_str_dmg = Erhöht den Schaden, den jeder aufeinanderfolgende Treffer verursacht{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Geschw.:Dreifachschlag
|
||||
hud-skill-sw_trip_str_sp = Erhöht die Angriffsgeschw. mit jedem aufeinanderfolgenden Treffer{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Ausdauerregeneration: Dreifachschlag
|
||||
hud-skill-sw_trip_str_reg = Erhöht Ausdauerregeneration mit jedem aufeinanderfolgenden Treffer{ $SP }
|
||||
hud-skill-sw_dash_title = Stürmen
|
||||
hud-skill-sw_dash = Stürme durch deine Gegner, wie ein heißes Messer durch Butter
|
||||
hud-skill-sw_dash_dmg_title = Schaden: Stürmen
|
||||
hud-skill-sw_dash_dmg = Erhöht den Initialschaden bei Stürmen um { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Ausdauerverlust: Stürmen
|
||||
hud-skill-sw_dash_drain = Verringert den Ausdauerverlust beim Stürmen um { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Initialkosten: Stürmen
|
||||
hud-skill-sw_dash_cost = Verringert die Initialkosten beim Stürmen um { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Geschw.: Stürmen
|
||||
hud-skill-sw_dash_speed = Du stürmst um { $boost }% schneller auf deine Gegner zu{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Hindurch: Stürmen
|
||||
hud-skill-sw_dash_charge_through = Erlaubt es dir durch die ersten getroffenen Gegner hindurch zu stürmen{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Skalierter Schaden: Stürmen
|
||||
hud-skill-sw_dash_scale = Erhöht die Skalierung des Schadens beim Stürmen um { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Rundschlag
|
||||
hud-skill-sw_spin = Schaltet den Rundschlag frei{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Triff alle Gegner, die dich umgeben
|
||||
hud-skill-sw_spin_dmg = Erhöht den Schaden um { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Geschw.: Rundschlag
|
||||
hud-skill-sw_spin_spd = Erhöht die Geschw. mit der du dich drehst um { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Kosten: Rundschlag
|
||||
hud-skill-sw_spin_cost = Verringert die Ausdauerkosten des Rundschlags um { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Anzahl: Rundschlag
|
||||
hud-skill-sw_spin_spins = Du kannst dich öfter drehen bevor dir schwindelig wird{ $SP }
|
||||
hud-skill-sw_interrupt_title = Attacke abbrechen
|
||||
hud-skill-sw_interrupt = Erlaubt es dir jede Attacke sofort abzubrechen und eine andere auszuführen{ $SP }
|
||||
hud-skill-axe_double_strike_title = Doppelschlag
|
||||
hud-skill-axe_double_strike = Mache sie einen Kopf kürzer
|
||||
hud-skill-axe_double_strike_combo_title = Doppelschlag Kombo
|
||||
hud-skill-axe_double_strike_combo = Schaltet einen zweiten Angriff frei{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Schaden: Doppelschlag
|
||||
hud-skill-axe_double_strike_damage = Erhöht den Schaden, den jeder aufeinanderfolgende Treffer verursacht{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Double Strike Speed
|
||||
hud-skill-axe_double_strike_speed = Erhöht die Angriffsgeschw. mit jedem aufeinanderfolgenden Treffer{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Double Strike Regen
|
||||
hud-skill-axe_double_strike_regen = Erhöht Ausdauerregeneration mit jedem aufeinanderfolgenden Treffer{ $SP }
|
||||
hud-skill-axe_spin_title = Axtrundschlag
|
||||
hud-skill-axe_spin = Einmal rundherum...
|
||||
hud-skill-axe_infinite_axe_spin_title = Unendlicher Rundschlag
|
||||
hud-skill-axe_infinite_axe_spin = Drehe dich solange du Ausdauer hast{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Schadenrundumschlag
|
||||
hud-skill-axe_spin_damage = Erhöht den Schaden den jeder Schlag verursacht um { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Axthelikopter
|
||||
hud-skill-axe_spin_helicopter = Du fällst etwas langsamer während du dich drehst{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Umfangsgeschwindigkeit
|
||||
hud-skill-axe_spin_speed = Du drehst dich um { $boost }% schneller{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Kosten: Rundumschlag
|
||||
hud-skill-axe_spin_cost = Verringert die Ausdauerkosten um { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Freischalten: Sprung
|
||||
hud-skill-axe_unlock_leap = Schaltet einen Sprungangriff frei{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Schaden: Sprungangriff
|
||||
hud-skill-axe_leap_damage = Erhöht den Schaden des Sprungangriffs um { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Rückstoß: Sprungangriff
|
||||
hud-skill-axe_leap_knockback = Erhöht den Rückstoß des Sprungangriffs um { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Kosten: Sprungangriff
|
||||
hud-skill-axe_leap_cost = Verringerst die Ausdauerkosten des Sprungangriffs um { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Reichweite: Sprungangriff
|
||||
hud-skill-axe_leap_distance = Du springst auf { $boost }% weiter entfernte Gegner{ $SP }
|
||||
hud-skill-mining_title = Bergbau
|
||||
hud-skill-pick_strike_title = Spitzhackenschlag
|
||||
hud-skill-pick_strike = Baue Steine mit deiner Spitzhacke ab, um Erze, seltene Edelsteine und EP zu erhalten
|
||||
|
@ -1,6 +1,4 @@
|
||||
common-abilities-debug-possess = Possessing Arrow
|
||||
.desc = Shoots a poisonous arrow. Lets you control your target.
|
||||
common-abilities-axe-leap = Axe Jump
|
||||
.desc = A jump with the slashing leap to position of cursor.
|
||||
common-abilities-hammer-leap = Smash of Doom
|
||||
.desc = An AOE attack with knockback. Leaps to position of cursor.
|
||||
|
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Single Strike Damage
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Single Strike Knockback
|
||||
hud-skill-hmr_single_strike_knockback = Increase throw potential of swings by { $boost }%{ $SP }
|
||||
hud-skill-axe_double_strike_title = Double Strike
|
||||
hud-skill-axe_double_strike = Chop down those villains
|
||||
hud-skill-axe_double_strike_combo_title = Double Strike Combo
|
||||
hud-skill-axe_double_strike_combo = Unlocks a second strike{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Double Strike Damage
|
||||
hud-skill-axe_double_strike_damage = Increases the damage dealt in each successive strike{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Double Strike Speed
|
||||
hud-skill-axe_double_strike_speed = Increases the attack speed with each successive strike{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Double Strike Regen
|
||||
hud-skill-axe_double_strike_regen = Increases energy gain with each successive strike{ $SP }
|
||||
hud-skill-axe_spin_title = Axe Spin
|
||||
hud-skill-axe_spin = You spin it right round ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Infinite Axe Spin
|
||||
hud-skill-axe_infinite_axe_spin = Spin for as long as you have energy{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Spin Damage
|
||||
hud-skill-axe_spin_damage = Increases the damage each spin does by { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Spin Helicopter
|
||||
hud-skill-axe_spin_helicopter = You fall a little slower while spinning{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Spin Speed
|
||||
hud-skill-axe_spin_speed = Increases your spin speed by { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Spin Cost
|
||||
hud-skill-axe_spin_cost = Decreases energy cost of spinning by { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Unlock Leap
|
||||
hud-skill-axe_unlock_leap = Unlocks a leap spin{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Leap Damage
|
||||
hud-skill-axe_leap_damage = Increases damage of leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Leap Knockback
|
||||
hud-skill-axe_leap_knockback = Increases knockback from leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Leap Cost
|
||||
hud-skill-axe_leap_cost = Decreases cost of leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Leap Distance
|
||||
hud-skill-axe_leap_distance = Increases distance of leap by { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Mining
|
||||
hud-skill-pick_strike_title = Pickaxe Strike
|
||||
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Flecha de Posesión
|
||||
.desc = Dispara una flecha venenosa. Te permite controlar a tu objetivo.
|
||||
common-abilities-axe-leap = Salto con hacha
|
||||
.desc = Un salto cortante a la posición del cursor.
|
||||
common-abilities-hammer-leap = Golpe Fatal
|
||||
.desc = Un ataque en área con retroceso. Salta a la posición del cursor.
|
||||
common-abilities-bow-shotgun = Ráfaga
|
||||
@ -107,24 +105,24 @@ common-abilities-sword-crippling_cross_cut = Corte Cruzado Paralizador
|
||||
common-abilities-sword-cleaving_cross_cut = Corte Cruzado penetrante
|
||||
.desc = Un corte hacia la derecha y la izquierda que puede cortar a través de enemigos
|
||||
veloren-core-pseudo_abilities-sword-finisher = Finalizador
|
||||
.desc = Una habilidad que consume la combinación de ataques y está destinada a acabar con un combate
|
||||
.desc = Una habilidad que consume la combinación de ataques y está destinada a acabar con un combate
|
||||
El finalizador será diferente según la postura del personaje
|
||||
common-abilities-sword-basic_mighty_strike = Golpe Poderoso
|
||||
.desc = Un simple y poderoso corte requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-heavy_guillotine = Guillotina
|
||||
.desc = Un fuerte corte que probablemente aturdirá lo que no mate
|
||||
.desc = Un fuerte corte que probablemente aturdirá lo que no mate
|
||||
Requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-agile_hundred_cuts = Cien Cortes
|
||||
.desc = Muchos cortes muy rápidos en un objetivo
|
||||
.desc = Muchos cortes muy rápidos en un objetivo
|
||||
Requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-defensive_counter = Contraataque
|
||||
.desc = Un ataque lanzado rápidamente que inflige considerablemente más daño a un enemigo parado
|
||||
.desc = Un ataque lanzado rápidamente que inflige considerablemente más daño a un enemigo parado
|
||||
Requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-crippling_mutilate = Mutilar
|
||||
.desc = Mutila a tu enemigo golpeando a través de sus heridas, inflige más daño a los enemigos sangrantes
|
||||
.desc = Mutila a tu enemigo golpeando a través de sus heridas, inflige más daño a los enemigos sangrantes
|
||||
Requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-cleaving_bladestorm = Tormenta de Espadas
|
||||
.desc = Golpea a tus enemigos con múltiples giros cíclicos de tu espada
|
||||
.desc = Golpea a tus enemigos con múltiples giros cíclicos de tu espada
|
||||
Requiere una cantidad moderada de combo para usarse
|
||||
common-abilities-sword-heavy_sweep = Barrido Pesado
|
||||
.desc = Un golpe pesado y amplio que inflige más daño a un enemigo aturdido entra en la postura pesada
|
||||
@ -147,30 +145,30 @@ common-abilities-sword-cleaving_whirlwind_slice = Golpe de torbellino
|
||||
common-abilities-sword-cleaving_earth_splitter = Abertura de la tierra
|
||||
.desc = Divide la tierra, si se usa mientras se cae, tendrá un impacto mucho más fuerte. Entra en postura de corte
|
||||
common-abilities-sword-heavy_fortitude = Fortaleza
|
||||
.desc = Aumenta la resistencia a los golpes y a medida que recibes más daño, tus ataques serán más aturdidores.
|
||||
.desc = Aumenta la resistencia a los golpes y a medida que recibes más daño, tus ataques serán más aturdidores.
|
||||
Requiere postura pesada
|
||||
common-abilities-sword-heavy_pillar_thrust = Embestida de Pilar
|
||||
.desc = Apuñala tu espada hacia abajo a través del enemigo hasta el suelo, es más poderoso si se usa mientras se está cayendo
|
||||
.desc = Apuñala tu espada hacia abajo a través del enemigo hasta el suelo, es más poderoso si se usa mientras se está cayendo
|
||||
Requiere postura pesada
|
||||
common-abilities-sword-agile_dancing_edge = Filo Danzante
|
||||
.desc = Mueve y ataca con más rapidez requiere postura ágil
|
||||
common-abilities-sword-agile_flurry = Ráfaga
|
||||
.desc = Múltiples puñaladas rápidas requiere postura ágil
|
||||
common-abilities-sword-defensive_stalwart_sword = Espada Firme
|
||||
.desc = Resiste el impacto de los ataques, reduce el daño entrante
|
||||
.desc = Resiste el impacto de los ataques, reduce el daño entrante
|
||||
Requiere postura defensiva
|
||||
common-abilities-sword-defensive_deflect = Desviar
|
||||
.desc = Un movimiento lo suficientemente rápido para bloquear golpes e incluso proyectiles
|
||||
.desc = Un movimiento lo suficientemente rápido para bloquear golpes e incluso proyectiles
|
||||
Requiere postura defensiva
|
||||
common-abilities-sword-crippling_eviscerate = Gran Desgarro
|
||||
.desc = Desgarra heridas aún más, inflige más daño a los enemigos Aturdidos
|
||||
.desc = Desgarra heridas aún más, inflige más daño a los enemigos Aturdidos
|
||||
Requiere postura debilitamiento
|
||||
common-abilities-sword-crippling_bloody_gash = Herida Sangrienta
|
||||
.desc = Golpea cruelmente una herida que ya está sangrando, inflige más daño a enemigos sangrantes
|
||||
.desc = Golpea cruelmente una herida que ya está sangrando, inflige más daño a enemigos sangrantes
|
||||
Requiere postura de debilitamiento
|
||||
common-abilities-sword-cleaving_blade_fever = Fiebre de Hoja
|
||||
.desc = Ataca de manera más temeraria, aumentando el poder de tus golpes pero dejándote vulnerable a los ataques enemigos
|
||||
.desc = Ataca de manera más temeraria, aumentando el poder de tus golpes pero dejándote vulnerable a los ataques enemigos
|
||||
Requiere postura de corte
|
||||
common-abilities-sword-cleaving_sky_splitter = Divisor Celestial
|
||||
.desc = Un poderoso ataque que supuestamente puede incluso dividir el cielo, pero también dividirá a los enemigos
|
||||
.desc = Un poderoso ataque que supuestamente puede incluso dividir el cielo, pero también dividirá a los enemigos
|
||||
Requiere postura de corte
|
@ -1,6 +1,6 @@
|
||||
hud-skill-not_unlocked = Todavía no desbloqueado
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Requiere { $number } PH
|
||||
hud-rank_up = Nuevo punto de habilidad
|
||||
hud-skill-sp_available = { $number } PH disponible/s
|
||||
@ -160,73 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Daño de Ataque Único
|
||||
hud-skill-hmr_single_strike_damage = Aumenta el daño con cada golpe sucesivo{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Empuje de Ataque Único
|
||||
hud-skill-hmr_single_strike_knockback = Aumenta el empuje en un { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Golpe triple
|
||||
hud-skill-sw_trip_str = Golpe, hasta tres veces
|
||||
hud-skill-sw_trip_str_combo_title = Combo de triple golpe
|
||||
hud-skill-sw_trip_str_combo = Desbloquea la escala de combo en triple strike{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Daño de triple golpe
|
||||
hud-skill-sw_trip_str_dmg = Aumenta el daño que hace cada golpe sucesivo{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Velocidad de golpe triple
|
||||
hud-skill-sw_trip_str_sp = Aumenta la velocidad de ataque ganada por cada golpe sucesivo{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Regeneración de Triple Golpe
|
||||
hud-skill-sw_trip_str_reg = Aumenta la ganancia de energía en cada golpe sucesivo{ $SP }
|
||||
hud-skill-sw_dash_title = Embestida
|
||||
hud-skill-sw_dash = Atraviesa a tus enemigos
|
||||
hud-skill-sw_dash_dmg_title = Daño de Embestida
|
||||
hud-skill-sw_dash_dmg = Aumenta el daño inicial de la embestida en un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Drenaje de la Embestida
|
||||
hud-skill-sw_dash_drain = Reduce el drenaje de energía al embestir en un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Coste de la Embestida
|
||||
hud-skill-sw_dash_cost = Reduce el coste inicial al embestir en un { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Velocidad de la Embestida
|
||||
hud-skill-sw_dash_speed = Aumenta la velocidad del Dash { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Embestida Atravesante
|
||||
hud-skill-sw_dash_charge_through = Te permite embestir atravesando los primeros enemigos que golpeas{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Escalado de la Embestida
|
||||
hud-skill-sw_dash_scale = Aumenta el daño cuanto más embistes en un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Desbloquear Giro
|
||||
hud-skill-sw_spin = Desbloquea el giro de la espada{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Daño por giro
|
||||
hud-skill-sw_spin_dmg = Incrementa el daño realizado en un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Velocidad de giro
|
||||
hud-skill-sw_spin_spd = Aumenta la velocidad de giro en un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Coste de giro
|
||||
hud-skill-sw_spin_cost = Disminuye el coste de energía de cada giro en un { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Gira que gira
|
||||
hud-skill-sw_spin_spins = Aumenta el número de veces que puedes girar{ $SP }
|
||||
hud-skill-sw_interrupt_title = Interrumpir ataques
|
||||
hud-skill-sw_interrupt = Te permite cancelar inmediatamente un ataque con otro ataque{ $SP }
|
||||
hud-skill-axe_double_strike_title = Golpe Doble
|
||||
hud-skill-axe_double_strike = Troza a esos villanos
|
||||
hud-skill-axe_double_strike_combo_title = Combo de Golpe Doble
|
||||
hud-skill-axe_double_strike_combo = Desbloquea un segundo golpe{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Daño de golpe doble
|
||||
hud-skill-axe_double_strike_damage = Aumenta el daño infligido en cada golpe sucesivo{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Velocidad de golpe doble
|
||||
hud-skill-axe_double_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regeneración de Golpe Doble
|
||||
hud-skill-axe_double_strike_regen = Aumenta la ganancia de resistencia con cada golpe sucesivo{ $SP }
|
||||
hud-skill-axe_spin_title = Giro con hacha
|
||||
hud-skill-axe_spin = Giras con el hacha al rededor ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Giro de hacha infinito
|
||||
hud-skill-axe_infinite_axe_spin = Gira durante todo el tiempo que tengas energía{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Daño por giro
|
||||
hud-skill-axe_spin_damage = Aumenta el daño que hace cada giro en un { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Helicóptero giratorio
|
||||
hud-skill-axe_spin_helicopter = Caes un poco más lento mientras giras{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Velocidad de giro
|
||||
hud-skill-axe_spin_speed = Aumenta tu velocidad de giro en un { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Coste de giro
|
||||
hud-skill-axe_spin_cost = Disminuye el coste de aguante de los giros en un { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Desbloquear Salto
|
||||
hud-skill-axe_unlock_leap = Desbloquea salto con giro{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Daño de salto
|
||||
hud-skill-axe_leap_damage = Aumenta el daño del salto en un { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Retroceso de salto
|
||||
hud-skill-axe_leap_cost = Disminuye el coste del salto en un { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Coste del salto
|
||||
hud-skill-axe_leap_distance_title = Distancia de salto
|
||||
hud-skill-axe_leap_distance = Aumenta la distancia del salto en un { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Mineria
|
||||
hud-skill-pick_strike_title = Golpe con pico
|
||||
hud-skill-pick_strike = Golpea rocas con el pico para conseguir minerales, gemas y experiencia
|
||||
|
@ -255,7 +255,7 @@ common-abilities-sword-heavy_sweep = Golpe potente
|
||||
|
||||
common-abilities-sword-heavy_pommel_strike = Golpe de empuñadura
|
||||
.desc = Golpea al enemigo en la cabeza con la empuñadura de la espada para tratar de aturdirlo.
|
||||
Requiere estar en la posición intensa.
|
||||
Requiere estar en la posición intensa.
|
||||
|
||||
common-abilities-sword-heavy_cross_cut = Tajo cruzado potente
|
||||
.desc = Un tajo doble de izquierda a derecha que puede aturdir.
|
||||
@ -324,9 +324,6 @@ common-abilities-sword-defensive_disengage = Retirada defensiva
|
||||
common-abilities-debug-possess = Flecha de posesión
|
||||
.desc = Dispara una flecha que te permite controlar a tu objetivo.
|
||||
|
||||
common-abilities-axe-leap = Salto con hacha
|
||||
.desc = Salta y ataca con el hacha hacia la posición del cursor.
|
||||
|
||||
common-abilities-hammer-leap = Golpe de la perdición
|
||||
.desc = Salta hacia la posición del cursor para atacar a un enemigo con retroceso.
|
||||
|
||||
|
@ -8,7 +8,7 @@ hud-skill-sp_available =
|
||||
}
|
||||
hud-skill-not_unlocked = Bloqueado
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Requiere { $number ->
|
||||
[one] { $number } punto de habilidad
|
||||
*[other] { $number } puntos de habilidad
|
||||
@ -17,7 +17,7 @@ hud-skill-req_sp ={"\u000A"}
|
||||
hud-skill-set_as_exp_bar = Fijar en barra de experiencia
|
||||
|
||||
# Combate general - Árbol de habilidades
|
||||
## Salud
|
||||
## Salud
|
||||
hud-skill-inc_health_title = Aumentar salud
|
||||
hud-skill-inc_health = Aumenta la salud máxima en { $boost } puntos{ $SP }
|
||||
|
||||
@ -103,46 +103,6 @@ hud-skill-hmr_leap_cost = Reduce el coste del salto en un { $boost } %{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Radio de {{ -hud-skill-hmr_leap_title }}
|
||||
hud-skill-hmr_leap_radius = Aumenta el radio del golpe al suelo en { $boost } metros{ $SP }
|
||||
|
||||
# Hacha - Árbol de habilidades
|
||||
## Golpe doble
|
||||
hud-skill-axe_double_strike_title = Golpe doble
|
||||
hud-skill-axe_double_strike = Haz picadillo a esos villanos
|
||||
hud-skill-axe_double_strike_combo_title = Golpe triple
|
||||
hud-skill-axe_double_strike_combo = Desbloquea un golpe adicional{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regeneración de {{ hud-skill-axe_double_strike_title }}
|
||||
hud-skill-axe_double_strike_regen = Aumenta la ganancia de aguante con cada golpe sucesivo{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Daño de {{ hud-skill-axe_double_strike_title }}
|
||||
hud-skill-axe_double_strike_damage = Aumenta el daño infligido con cada golpe sucesivo{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Velocidad de {{ hud-skill-axe_double_strike_title }}
|
||||
hud-skill-axe_double_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo{ $SP }
|
||||
|
||||
## Giro de hacha
|
||||
hud-skill-axe_spin_title = Giro de hacha
|
||||
hud-skill-axe_spin = Haces girar el hacha...
|
||||
hud-skill-axe_infinite_axe_spin_title = {{ hud-skill-axe_spin_title }} infinito
|
||||
hud-skill-axe_infinite_axe_spin = Gira durante tanto tiempo como aguante tengas{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Velocidad de {{ hud-skill-axe_spin_title }}
|
||||
hud-skill-axe_spin_speed = Aumenta tu velocidad de giro en un { $boost } %{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Daño de {{ hud-skill-axe_spin_title }}
|
||||
hud-skill-axe_spin_damage = Aumenta el daño que hace cada giro en un { $boost } %{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Helicóptero
|
||||
hud-skill-axe_spin_helicopter = Caes un poco más lento mientras giras{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Coste de {{ hud-skill-axe_spin_helicopter_title }}
|
||||
hud-skill-axe_spin_cost = Reduce el coste de aguante de los giros en un { $boost } %{ $SP }
|
||||
|
||||
## Salto con hacha
|
||||
-hud-skill-axe_unlock_title = Salto con hacha
|
||||
hud-skill-axe_unlock_leap_title = Desbloquear {{ -hud-skill-axe_unlock_title }}
|
||||
hud-skill-axe_unlock_leap = Desbloquea el salto giratorio{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Daño de {{ -hud-skill-axe_unlock_title }}
|
||||
hud-skill-axe_leap_damage = Aumenta el daño del salto en un { $boost } %{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Distancia de {{ -hud-skill-axe_unlock_title }}
|
||||
hud-skill-axe_leap_distance = Aumenta la distancia del salto en un { $boost } %{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Retroceso de {{ -hud-skill-axe_unlock_title }}
|
||||
hud-skill-axe_leap_knockback = Aumenta el retroceso del salto en un { $boost } %{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Coste de {{ -hud-skill-axe_unlock_title }}
|
||||
hud-skill-axe_leap_cost = Reduce el coste del salto en un { $boost } %{ $SP }
|
||||
|
||||
# Cetro - Árbol de habilidades
|
||||
## Drenar vida
|
||||
hud-skill-sc_lifesteal_title = Drenar vida
|
||||
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = Gezi kontrolatzailea
|
||||
.desc = Gezi pozoitsua jaurtitzen du. Zure helburua kontrolatzea ahalbidetzen dizu.
|
||||
common-abilities-sword-spin = Zurrunbiloa
|
||||
.desc = Aurrerantz egiten duzu ezpatarekin biratzen duzun bitartean.
|
||||
common-abilities-axe-leap = Aizkora saltoa
|
||||
.desc = Salto eginez aizkora kolpeak kurtsorearen posizioan jotzen du.
|
||||
common-abilities-hammer-leap = Galbidearen kolpea
|
||||
.desc = Etsaiak bultzatzen dituen eremu erasoa. Kurtsorearen posiziora salto egiten du.
|
||||
common-abilities-bow-shotgun = Tiro sorta
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Abilezia puntu berria
|
||||
hud-skill-sp_available = { $number } AP-a erabilgarri
|
||||
hud-skill-not_unlocked = Desblokeatu gabe
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Kostua: { $number } AP
|
||||
hud-skill-inc_health_title = Osasuna areagotu
|
||||
hud-skill-inc_health = Gehienezko osasuna { $boost } areagotzen du{ $SP }
|
||||
@ -82,7 +82,7 @@ hud-skill-st_flamethrower_title = Su jaurtigailua
|
||||
hud-skill-st_flamethrower = Sua jaurti, friji itzazu guztiak
|
||||
hud-skill-st_flame_velocity_title = Garraren abiadura
|
||||
hud-skill-st_flame_velocity = Sua bizkorrago jaurtitzen du, %{ $boost } bizkorrago{ $SP }
|
||||
hud-skill-st_flamethrower_range_title = Su jaurtigailuaren irismena
|
||||
hud-skill-st_flamethrower_range_title = Su jaurtigailuaren irismena
|
||||
hud-skill-st_flamethrower_range = Garrak iristen ez direnetarako, % { $boost } urrunago heltzen dira{ $SP }
|
||||
hud-skill-st_energy_drain_title = Energia drainatzea
|
||||
hud-skill-st_energy_drain = Energia drainatzen den abiadura %{ $boost } murrizten da{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Kolpe bakarraren mina
|
||||
hud-skill-hmr_single_strike_damage = Segidan emandako kolpe bakoitzaren mina areagotzen da{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Kolpe bakarraren indarra
|
||||
hud-skill-hmr_single_strike_knockback = Kolpeen jaurtitze indarra % { $boost }areagotzen da{ $SP }
|
||||
hud-skill-sw_trip_str_title = Kolpe hirukoitza
|
||||
hud-skill-sw_trip_str = Kolpatu, hiru kolperaino
|
||||
hud-skill-sw_trip_str_combo_title = Kolpe hirukoitzaren konboa
|
||||
hud-skill-sw_trip_str_combo = Kolpe Hirukoitzean konbo eskalatzea desblokeatzen du{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Kolpe hirukoitzaren mina
|
||||
hud-skill-sw_trip_str_dmg = Segidan emandako kolpe bakoitzaren mina areagotzen da{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Kolpe hirukoitzaren abiadura
|
||||
hud-skill-sw_trip_str_sp = Segidan emandako kolpe bakoitzaren abiadura areagotzen da { $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Kolpe hirukoitzaren berreskuratzea
|
||||
hud-skill-sw_trip_str_reg = Segidan emandako kolpe bakoitzarekin berreskuratutako energia areagotzen da{ $SP }
|
||||
hud-skill-sw_dash_title = Bulkada
|
||||
hud-skill-sw_dash = Arerioak gerarazi
|
||||
hud-skill-sw_dash_dmg_title = Bulkadaren mina
|
||||
hud-skill-sw_dash_dmg = Bulkadak egindako hasierako mina % { $boost }areagotzen da{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Bulkadaren drainatzea
|
||||
hud-skill-sw_dash_drain = Bulkada erabiltzerakoan drainatzen den energia % { $boost } murrizten da{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Bulkadaren nalioa
|
||||
hud-skill-sw_dash_cost = Bulkadaren hasierako balioa % { $boost } murrizten da{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Bulkadaren abiadura
|
||||
hud-skill-sw_dash_speed = Bulkada erabiltzerakoan hartzen duzun abiadura % { $boost } areagotzen da{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Arerioak zeharkatu
|
||||
hud-skill-sw_dash_charge_through = Jotzen dituzun lehen arerioak zeharkatzea ahalbidetzen du{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Bulkadaren minaren eskalatzea
|
||||
hud-skill-sw_dash_scale = Bulkadak eragindako minaren eskalatzea % { $boost } areagotzen du{ $SP }
|
||||
hud-skill-sw_spin_title = Zurrunbiloa desblokeatu
|
||||
hud-skill-sw_spin = Ezpataren zurrunbilo erasoa desblokeatu{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Zurrunbilo erasoaren mina
|
||||
hud-skill-sw_spin_dmg = Eragindako mina % { $boost } areagotzen du{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Zurrunbilo erasoaren abiadura
|
||||
hud-skill-sw_spin_spd = Erasoaren abiadura % { $boost } areagotzen du{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Zurrunbilo erasoaren balioa
|
||||
hud-skill-sw_spin_cost = Zurrunbilo eraso bakoitzaren balioa %{ $boost } murrizten du{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Zurrunbilo erasoaren birak
|
||||
hud-skill-sw_spin_spins = Egin dezakezun bira kopurua areagotzen du{ $SP }
|
||||
hud-skill-sw_interrupt_title = Erasoak eten
|
||||
hud-skill-sw_interrupt = Eraso bat beste batengandik etetea ahalbidetzen dizu{ $SP }
|
||||
hud-skill-axe_double_strike_title = Kolpe bikoitza
|
||||
hud-skill-axe_double_strike = Birrin itzazu zital horiek
|
||||
hud-skill-axe_double_strike_combo_title = Kolpe bikoitzaren konboa
|
||||
hud-skill-axe_double_strike_combo = Bigarren erasoa desblokeatzen du{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Kolpe bikoitzaren mina
|
||||
hud-skill-axe_double_strike_damage = Segidan emandako kolpe bakoitzarekin eragindako mina areagotzen da{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Kolpe bikoitzaren abiadura
|
||||
hud-skill-axe_double_strike_speed = Segidan emandako kolpe bakoitzarekin abiadura areagotzen da{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Kolpe bikoitzaren berreskuratzea
|
||||
hud-skill-axe_double_strike_regen = Segidan emandako kolpe bakoitzarekin berreskuratutako energia areagotzen da{ $SP }
|
||||
hud-skill-axe_spin_title = Aizkoraren zurrunbilo erasoa
|
||||
hud-skill-axe_spin = Bira ezazu borobilean...
|
||||
hud-skill-axe_infinite_axe_spin_title = Aizkoraren zurrunbilo eraso infinitua
|
||||
hud-skill-axe_infinite_axe_spin = Eman birak energia geratzen zaizun bitartean{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Zurrunbilo erasoaren mina
|
||||
hud-skill-axe_spin_damage = Eragindako mina % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Helikoptero erasoa
|
||||
hud-skill-axe_spin_helicopter = Zurrunbilo erasoa egin bitartean geldoago erortzen zara{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Zurrunbilo erasoaren abiadura
|
||||
hud-skill-axe_spin_speed = Erasoaren abiadura % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Zurrunbilo erasoaren balioa
|
||||
hud-skill-axe_spin_cost = Zurrunbilo erasoaren balioa %{ $boost }murrizten du{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Jauzia desblokeatu
|
||||
hud-skill-axe_unlock_leap = Zurrunbilo eraso saltokaria desblokeatzen du { $SP }
|
||||
hud-skill-axe_leap_damage_title = Jauziaren mina
|
||||
hud-skill-axe_leap_damage = Jauziaren mina % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Jauziaren Indarra
|
||||
hud-skill-axe_leap_knockback = Jauziak eragindako jaurtiketa indarra % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Jauziaren balioa
|
||||
hud-skill-axe_leap_cost = Jauziaren balioa % { $boost }murrizten du{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Jauziaren distantzia
|
||||
hud-skill-axe_leap_distance = Jauziaren distantzia % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-mining_title = Meatzaritza
|
||||
hud-skill-pick_strike_title = Pika erasoa
|
||||
hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Flèche de contrôle
|
||||
.desc = Tire une flèche empoisonnée. Vous permet de contrôler votre cible.
|
||||
common-abilities-axe-leap = Saut à la hache
|
||||
.desc = Un saut brusque vers la position du curseur.
|
||||
common-abilities-hammer-leap = Fracas de la destruction
|
||||
.desc = Une attaque de zone avec du recul. Saute à la position du curseur.
|
||||
common-abilities-bow-shotgun = Rafale
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nouveau Point de compétence
|
||||
hud-skill-sp_available = { $number } PC disponibles
|
||||
hud-skill-not_unlocked = Pas encore débloqué
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Nécessite { $number } PC
|
||||
hud-skill-set_as_exp_bar = Définir comme bar d'expérience
|
||||
hud-skill-inc_health_title = Augmentation de Santé
|
||||
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Dégâts de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_damage = Augmente les dégâts à chaque frappe successive{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Projection de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_knockback = Augmente de { $boost }% la force de projection{ $SP }
|
||||
hud-skill-axe_double_strike_title = Double-Frappe
|
||||
hud-skill-axe_double_strike = Abattez les méchants
|
||||
hud-skill-axe_double_strike_combo_title = Combo de la Double-Frappe
|
||||
hud-skill-axe_double_strike_combo = Débloque la progression des combos pour la double-frappe{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Dégâts de la Double-Frappe
|
||||
hud-skill-axe_double_strike_damage = Augmente les dégâts à chaque frappe successive{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Vitesse de la Double-Frappe
|
||||
hud-skill-axe_double_strike_speed = Augmente la vitesse d'attaque à chaque frappe successive{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Régénération d'Endurance de la Double-Frappe
|
||||
hud-skill-axe_double_strike_regen = Augmente le gain d'endurance à chaque frappe successive{ $SP }
|
||||
hud-skill-axe_spin_title = Attaque Tournoyante
|
||||
hud-skill-axe_spin = Tu l'a fait tournoyer rondement ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Attaque Tournoyante Infinie
|
||||
hud-skill-axe_infinite_axe_spin = Tournoyez tant que vous avez de l'endurance{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Dégâts de l'Attaque Tournoyante
|
||||
hud-skill-axe_spin_damage = Augmente de { $boost }% les dégâts causés par l'attaque tournoyante{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Tournoiement Hélicoptère
|
||||
hud-skill-axe_spin_helicopter = Vous chutez un peu plus lentement en tournoyant{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Vitesse de l'Attaque Tournoyante
|
||||
hud-skill-axe_spin_speed = Augmente de { $boost }% la vitesse à laquelle vous tournoyez{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Coût d'Endurance de l'Attaque Tournoyante
|
||||
hud-skill-axe_spin_cost = Diminue de { $boost }% le coût en endurance de chaque tour effectué{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Déblocage du Bond
|
||||
hud-skill-axe_unlock_leap = Débloque une compétence permettant de s'élancer dans les airs en tournoyant{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Dégâts du Bond
|
||||
hud-skill-axe_leap_damage = Augmente de { $boost }% les dégâts causés par le bond{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Projection du Bond
|
||||
hud-skill-axe_leap_knockback = Augmente de { $boost }% la force de projection du bond
|
||||
hud-skill-axe_leap_cost_title = Coût d'Endurance du Bond
|
||||
hud-skill-axe_leap_cost = Diminue de { $boost }% le coût d'endurance du bond{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Distance du Bond
|
||||
hud-skill-axe_leap_distance = Augmente de { $boost }% la distance du bond{ $SP }
|
||||
hud-skill-mining_title = Minage
|
||||
hud-skill-pick_strike_title = Coup de pioche
|
||||
hud-skill-pick_strike = Miner des rochers avec la pioche pour récupérer des minerais, des gemmes et de l'expérience
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Új képességpont
|
||||
hud-skill-sp_available = { $number } KP áll rendelkezésedre
|
||||
hud-skill-not_unlocked = Nincs még feloldva
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
{ $number } KP kell hozzá
|
||||
hud-skill-inc_health_title = Életerő növelése
|
||||
hud-skill-inc_health = Maximális életerő növelése { $boost } ponttal{ $SP }
|
||||
@ -158,74 +158,6 @@ hud-skill-hmr_single_strike_damage_title = Egyszeri csapás sebzése
|
||||
hud-skill-hmr_single_strike_damage = Megnöveli a sebzést minden egyes sikeres csapással{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Egyszeri csapás visszalökése
|
||||
hud-skill-hmr_single_strike_knockback = Megnöveli a csapások ellökési sebességét { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_trip_str_title = Hármas csapás
|
||||
hud-skill-sw_trip_str = Csapj oda, legfeljebb háromszor
|
||||
hud-skill-sw_trip_str_combo_title = Hármas csapás kombó
|
||||
hud-skill-sw_trip_str_combo = Feloldja a kombó skálázását hármas csapáskor{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Hármas csapás sebzése
|
||||
hud-skill-sw_trip_str_dmg = Megnöveli a sikeres csapások sebzését{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Hármas csapás sebessége
|
||||
hud-skill-sw_trip_str_sp = Megnöveli a sikeres csapásokból gyűjtött támadási sebességet{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Hármas csapás energia visszatöltődés
|
||||
hud-skill-sw_trip_str_reg = Megnöveli a sikeres csapások energia visszatöltődését{ $SP }
|
||||
hud-skill-sw_dash_title = Roham
|
||||
hud-skill-sw_dash = Döfd át az ellenségeid
|
||||
hud-skill-sw_dash_dmg_title = Roham sebzése
|
||||
hud-skill-sw_dash_dmg = Megnöveli a roham kezdeti sebzését { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Roham kimerülés
|
||||
hud-skill-sw_dash_drain = Csökkenti az energiafogyást rohamozáskor { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Roham
|
||||
hud-skill-sw_dash_cost = Csökkenti a roham kezdeti energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Roham sebessége
|
||||
hud-skill-sw_dash_speed = Megnöveli, hogy milyen gyorsan mész rohamozás közben { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Átdöfés
|
||||
hud-skill-sw_dash_charge_through = Lehetővé teszi, hogy átmenj az első ellenségen, akit eltalálsz{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Roham sebzés skálázása
|
||||
hud-skill-sw_dash_scale = Megnöveli a sebzés skálázását a rohamból { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_spin_title = Forgás feloldása
|
||||
hud-skill-sw_spin = Feloldja a karddal való forgást{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Forgás sebzése
|
||||
hud-skill-sw_spin_dmg = Megnöveli a megtett sebzést { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Forgás sebessége
|
||||
hud-skill-sw_spin_spd = Megnöveli a sebességet, amivel forogsz, { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Forgás energiaigénye
|
||||
hud-skill-sw_spin_cost = Csökkenti az egyes forgások energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Forgások száma
|
||||
hud-skill-sw_spin_spins = Megnöveli annak a számát, hogy hányszor foroghatsz{ $SP }
|
||||
hud-skill-sw_interrupt_title = Megszakított támadások
|
||||
hud-skill-sw_interrupt = Lehetővé teszi, hogy rögtön abbahagyj egy támadást egy másik támadással{ $SP }
|
||||
hud-skill-axe_double_strike_title = Kettes csapás
|
||||
hud-skill-axe_double_strike = Vágd le azokat a gonoszokat
|
||||
hud-skill-axe_double_strike_combo_title = Kettes csapás kombó
|
||||
hud-skill-axe_double_strike_combo = Felold egy második csapást{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Kettes csapás sebzése
|
||||
hud-skill-axe_double_strike_damage = Megnöveli a sikeres csapások során kiosztott sebzést{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Kettes csapás sebessége
|
||||
hud-skill-axe_double_strike_speed = Megnöveli a kettes csapások támadási sebességét{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Kettes csapás energia visszatöltődés
|
||||
hud-skill-axe_double_strike_regen = Megnöveli a sikeres csapások által visszatöltődött energiát{ $SP }
|
||||
hud-skill-axe_spin_title = Fejsze forgatás
|
||||
hud-skill-axe_spin = Pontosan körbeforgatod ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Végtelen fejsze forgatás
|
||||
hud-skill-axe_infinite_axe_spin = Addig forogsz, amíg van energiád{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Forgás sebzése
|
||||
hud-skill-axe_spin_damage = Megnöveli az egyes forgások sebzését { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Forgó helikopter
|
||||
hud-skill-axe_spin_helicopter = Kicsit lassabban esel forgás közben{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Forgás sebessége
|
||||
hud-skill-axe_spin_speed = Megnöveli a forgás sebességét { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Forgás energiaigénye
|
||||
hud-skill-axe_spin_cost = Csökkenti a forgás energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Ugrás feloldása
|
||||
hud-skill-axe_unlock_leap = Felold egy ugrásos forgást{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Ugrás sebzése
|
||||
hud-skill-axe_leap_damage = Megnöveli az ugrás sebzését { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Ugrás hátralökés
|
||||
hud-skill-axe_leap_knockback = Megnöveli a hátralökést { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Ugrás energiaigénye
|
||||
hud-skill-axe_leap_cost = Csökkenti az ugrás energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Ugrás távolsága
|
||||
hud-skill-axe_leap_distance = Megnöveli az ugrás távolságát { $boost }%-kal{ $SP }
|
||||
hud-skill-mining_title = Bányászás
|
||||
hud-skill-pick_strike_title = Csákány csapás
|
||||
hud-skill-pick_strike = Üss köveket a csákánnyal, hogy érceket, drágaköveket és tapasztalatot szerezz
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Freccia di controllo
|
||||
.desc = Scocca una freccia velenosa. Ti permette di controllare il tuo obiettivo.
|
||||
common-abilities-axe-leap = Salto con l'ascia
|
||||
.desc = Un salto tagliente nella posizione del cursore.
|
||||
common-abilities-hammer-leap = Colpo del destino
|
||||
.desc = Un attacco ad area con contraccolpo. Salta alla posizione del cursore.
|
||||
common-abilities-bow-shotgun = Raffica
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nuovo punto abilità
|
||||
hud-skill-sp_available = { $number } PA disponibili
|
||||
hud-skill-not_unlocked = Non ancora sbloccato
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Richiede { $number } PA
|
||||
hud-skill-set_as_exp_bar = Imposta nella barra dell'esperienza
|
||||
hud-skill-inc_health_title = Aumenta la salute
|
||||
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Danno colpo singolo
|
||||
hud-skill-hmr_single_strike_damage = Incrementa il danno per ogni colpo in successione{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Contraccolpo colpo singolo
|
||||
hud-skill-hmr_single_strike_knockback = Incrementa il potenziale di lancio dei colpi del { $boost }%{ $SP }
|
||||
hud-skill-axe_double_strike_title = Colpo doppio
|
||||
hud-skill-axe_double_strike = Abbatti quei furfanti
|
||||
hud-skill-axe_double_strike_combo_title = Combo colpo doppio
|
||||
hud-skill-axe_double_strike_combo = Sblocca un secondo colpo{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Danno colpo doppio
|
||||
hud-skill-axe_double_strike_damage = Incrementa il danno inflitto per ogni colpo in successione{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Velocità colpo doppio
|
||||
hud-skill-axe_double_strike_speed = Incrementa la velocità d'attacco per ogni colpo in successione{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Rigenerazione colpo doppio
|
||||
hud-skill-axe_double_strike_regen = Incrementa l'energia guadagnata per ogni colpo in successione{ $SP }
|
||||
hud-skill-axe_spin_title = Vortice d'ascia
|
||||
hud-skill-axe_spin = La rotei bene...
|
||||
hud-skill-axe_infinite_axe_spin_title = Vortice d'ascia infinito
|
||||
hud-skill-axe_infinite_axe_spin = Vortica finché hai dell'energia{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Danno vortice
|
||||
hud-skill-axe_spin_damage = Incrementa il danno che ogni vortice infligge del { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Vortice elicottero
|
||||
hud-skill-axe_spin_helicopter = Cadi un po' più lentamente mentre vortichi{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Velocità vortice
|
||||
hud-skill-axe_spin_speed = Incrementa la velocità alla cui vortichi del { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Costo vortice
|
||||
hud-skill-axe_spin_cost = Diminuisce il costo di energia del vortice del { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Sblocca balzo
|
||||
hud-skill-axe_unlock_leap = Sblocca un balzo vorticante{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Danno balzo
|
||||
hud-skill-axe_leap_damage = Incrementa il danno del balzo del { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Contraccolpo balzo
|
||||
hud-skill-axe_leap_knockback = Incrementa il contraccolpo del balzo del { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Costo balzo
|
||||
hud-skill-axe_leap_cost = Diminuisce il costo del balzo del { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Distanza balzo
|
||||
hud-skill-axe_leap_distance = Incrementa la distanza del balzo del { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Estrazione mineraria
|
||||
hud-skill-pick_strike_title = Picconata
|
||||
hud-skill-pick_strike = Colpisci rocce col piccone per ottenere materiale grezzo, gemme ed esperienza
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = スキルポイント獲得
|
||||
hud-skill-sp_available = { $number } SP 利用可能
|
||||
hud-skill-not_unlocked = 解除されていません
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
{ $number }SP必要
|
||||
hud-skill-inc_health_title = 体力追加
|
||||
hud-skill-inc_health = 体力の最大値を{ $boost }増加 { $SP }
|
||||
@ -159,72 +159,4 @@ hud-skill-hmr_single_strike_speed = Increases the attack speed with each success
|
||||
hud-skill-hmr_single_strike_damage_title = シングルストライク ダメージ
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = シングルストライク ノックバック
|
||||
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_trip_str_title = トリプルストライク
|
||||
hud-skill-sw_trip_str = 最大{ $boost }回までの連続攻撃
|
||||
hud-skill-sw_trip_str_combo_title = トリプルストライク コンボ
|
||||
hud-skill-sw_trip_str_combo = 三連攻撃のコンボ回数を解除 { $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = トリプルストライク ダメージ
|
||||
hud-skill-sw_trip_str_dmg = 連続攻撃のダメージを増加 { $SP }
|
||||
hud-skill-sw_trip_str_sp_title = トリプルストライク 速度
|
||||
hud-skill-sw_trip_str_sp = 連続攻撃の速度を加速 { $SP }
|
||||
hud-skill-sw_trip_str_reg_title = トリプルストライク スタミナ
|
||||
hud-skill-sw_trip_str_reg = 連続攻撃のスタミナ獲得量を増加 { $SP }
|
||||
hud-skill-sw_dash_title = ダッシュ
|
||||
hud-skill-sw_dash = 敵を一撃で貫く
|
||||
hud-skill-sw_dash_dmg_title = ダッシュ ダメージ
|
||||
hud-skill-sw_dash_dmg = ダッシュ攻撃の初期ダメージを{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_dash_drain_title = ダッシュ ドレイン
|
||||
hud-skill-sw_dash_drain = ダッシュ攻撃のエネルギー消費を{ $boost }%減少 { $SP }
|
||||
hud-skill-sw_dash_cost_title = ダッシュ コスト
|
||||
hud-skill-sw_dash_cost = ダッシュ攻撃の初期スタミナ消費を{ $boost }%減少 { $SP }
|
||||
hud-skill-sw_dash_speed_title = ダッシュ 速度
|
||||
hud-skill-sw_dash_speed = ダッシュ攻撃の速度を{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_dash_inf_title = 無限ダッシュ攻撃
|
||||
hud-skill-sw_dash_inf = エネルギーの続く限りダッシュ攻撃する { $SP }
|
||||
hud-skill-sw_dash_scale_title = ダッシュ ダメージ増量
|
||||
hud-skill-sw_dash_scale = ダッシュ攻撃のダメージ量を{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_spin_title = スピン解除
|
||||
hud-skill-sw_spin = 剣の回転攻撃を解除 { $SP }
|
||||
hud-skill-sw_spin_dmg_title = スピン ダメージ
|
||||
hud-skill-sw_spin_dmg = 与えるダメージを{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_spin_spd_title = スピン 速度
|
||||
hud-skill-sw_spin_spd = スピン攻撃の速度を{ $boost }%増加 { $SP }
|
||||
hud-skill-sw_spin_cost_title = スピン コスト
|
||||
hud-skill-sw_spin_cost = スピンごとに消費するエネルギーを{ $boost }%減少 { $SP }
|
||||
hud-skill-sw_spin_spins_title = スピン 回転
|
||||
hud-skill-sw_spin_spins = スピン回数を増やします{ $SP }
|
||||
hud-skill-sw_interrupt_title = 攻撃キャンセル
|
||||
hud-skill-sw_interrupt = 別の攻撃のために攻撃を中断してキャンセルする { $SP }
|
||||
hud-skill-axe_double_strike_title = ダブルストライク
|
||||
hud-skill-axe_double_strike = 悪党をぶった切る
|
||||
hud-skill-axe_double_strike_combo_title = ダブルストライク コンボ
|
||||
hud-skill-axe_double_strike_combo = 第二波攻撃を解除 { $SP }
|
||||
hud-skill-axe_double_strike_damage_title = ダブルストライク ダメージ
|
||||
hud-skill-axe_double_strike_damage = 攻撃がヒットするたびにダメージが増加 { $SP }
|
||||
hud-skill-axe_double_strike_speed_title = ダブルストライク 速度
|
||||
hud-skill-axe_double_strike_speed = 攻撃がヒットするたびに攻撃速度を加速 { $SP }
|
||||
hud-skill-axe_double_strike_regen_title = ダブルストライク 再生
|
||||
hud-skill-axe_double_strike_regen = 連続攻撃がヒットするたびにスタミナ獲得量が増加 { $SP }
|
||||
hud-skill-axe_spin_title = アックススピン
|
||||
hud-skill-axe_spin = ぐるぐる回ります
|
||||
hud-skill-axe_infinite_axe_spin_title = 無限アックススピン
|
||||
hud-skill-axe_infinite_axe_spin = エネルギーが続く限り斧でスピン攻撃する { $SP }
|
||||
hud-skill-axe_spin_damage_title = スピン ダメージ
|
||||
hud-skill-axe_spin_damage = { $boost }回のスピンで与えるダメージを増加 { $SP }
|
||||
hud-skill-axe_spin_helicopter_title = スピン ヘリコプター
|
||||
hud-skill-axe_spin_helicopter = 回転している間はゆっくりと降下する { $SP }
|
||||
hud-skill-axe_spin_speed_title = スピン 速度
|
||||
hud-skill-axe_spin_speed = スピン速度を{ $boost }%増加 { $SP }
|
||||
hud-skill-axe_spin_cost_title = スピン コスト
|
||||
hud-skill-axe_spin_cost = スピンのスタミナ消費量を{ $boost }%減少 { $SP }
|
||||
hud-skill-axe_unlock_leap_title = リープ解除
|
||||
hud-skill-axe_unlock_leap = リープスピンを解除 { $SP }
|
||||
hud-skill-axe_leap_damage_title = リープ ダメージ
|
||||
hud-skill-axe_leap_damage = リープのダメージを{ $boost }%増加 { $SP }
|
||||
hud-skill-axe_leap_knockback_title = リープ ノックバック
|
||||
hud-skill-axe_leap_knockback = リープによるノックバックを{ $boost }%増加 { $SP }
|
||||
hud-skill-axe_leap_cost_title = リープ コスト
|
||||
hud-skill-axe_leap_cost = リープのコストを{ $boost }%ダウン { $SP }
|
||||
hud-skill-axe_leap_distance_title = リープ 距離
|
||||
hud-skill-axe_leap_distance = リープの距離を{ $boost }%増加 { $SP }
|
||||
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = 빙의 화살
|
||||
.desc = 독 화살을 쏜다. 대상을 조종할수 있다.
|
||||
common-abilities-axe-leap = 도끼 점프
|
||||
.desc = 커서의 위치로 뛰어 도끼로 벤다.
|
||||
common-abilities-hammer-leap = 멸망의 베기
|
||||
.desc = 커서의 위치로 뛰어 광역으로 베며 적을 밀친다.
|
||||
common-abilities-bow-shotgun = 난사
|
||||
|
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = 내려치기 피해
|
||||
hud-skill-hmr_single_strike_damage = 적을 공격할수록 내려치기의 피해가 증가한다{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = 내려치기 밀침
|
||||
hud-skill-hmr_single_strike_knockback = 내려치기가 적을 { $boost }% 멀리 밀친다{ $SP }
|
||||
hud-skill-axe_double_strike_title = 두번치기
|
||||
hud-skill-axe_double_strike = 적을 두번 공격한다
|
||||
hud-skill-axe_double_strike_combo_title = 두번치기 연속기
|
||||
hud-skill-axe_double_strike_combo = 두번치기의 두번째 공격을 해금한다{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = 두번치기 피해
|
||||
hud-skill-axe_double_strike_damage = 적을 공격할수록 두번치기의 피해가 증가한다{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = 두번치기 속도
|
||||
hud-skill-axe_double_strike_speed = 적을 공격할수록 두번치기의 속도가 빨라진다{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = 두번치기 기력 재생
|
||||
hud-skill-axe_double_strike_regen = 적을 공격할수록 두번치기가 기력을 더 많이 재생한다{ $SP }
|
||||
hud-skill-axe_spin_title = 도끼회전
|
||||
hud-skill-axe_spin = 도끼를 휘두르며 회전한다
|
||||
hud-skill-axe_infinite_axe_spin_title = 무한 도끼회전
|
||||
hud-skill-axe_infinite_axe_spin = 기력이 남아있으면 도끼회전을 계속 쓸수 있다{ $SP }
|
||||
hud-skill-axe_spin_damage_title = 도끼회전 피해
|
||||
hud-skill-axe_spin_damage = 도끼회전이 돌때마다 피해가 { $boost }% 증가한다{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = 도끼회전 헬리콥터
|
||||
hud-skill-axe_spin_helicopter = 도끼회전을 쓰는 중에는 낙하 속도가 감소한다{ $SP }
|
||||
hud-skill-axe_spin_speed_title = 도끼회전 속도
|
||||
hud-skill-axe_spin_speed = 도끼회전의 속도가 { $boost }% 빨라진다{ $SP }
|
||||
hud-skill-axe_spin_cost_title = 도끼회전 기력 소모
|
||||
hud-skill-axe_spin_cost = 도끼회전이 기력을 { $boost }% 덜 소모한다{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = 높이뛰기 해금
|
||||
hud-skill-axe_unlock_leap = 높이뛰기를 해금한다{ $SP }
|
||||
hud-skill-axe_leap_damage_title = 높이뛰기 피해
|
||||
hud-skill-axe_leap_damage = 높이뛰기의 피해가 { $boost }% 증가한다{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = 높이뛰기 밀침
|
||||
hud-skill-axe_leap_knockback = 높이뛰기가 적을 { $boost }% 멀리 밀친다{ $SP }
|
||||
hud-skill-axe_leap_cost_title = 높이뛰기 기력 소모
|
||||
hud-skill-axe_leap_cost = 높이뛰기가 기력을 { $boost }% 덜 소모한다{ $SP }
|
||||
hud-skill-axe_leap_distance_title = 높이뛰기 거리
|
||||
hud-skill-axe_leap_distance = 높이뛰기의 거리가 { $boost }% 늘어난다{ $SP }
|
||||
hud-skill-mining_title = 채굴
|
||||
hud-skill-pick_strike_title = 곡괭이 내려치기
|
||||
hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다
|
||||
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = Strzała Opętania
|
||||
.desc = Pozwala przejąć kontrolę nad twoim celem.
|
||||
common-abilities-sword-spin = Cyklon
|
||||
.desc = Poruszasz się do przodu kręcąc się z Twoim mieczem.
|
||||
common-abilities-axe-leap = Skok Drwala
|
||||
.desc = Skaczesz w kierunku kursora, tnąc swoją siekierą.
|
||||
common-abilities-hammer-leap = Uderzenie Zagłady
|
||||
.desc = Atak obszarowy z odrzutem. Skaczesz w kierunku kursora, uderzając w ziemię swoim młotem.
|
||||
common-abilities-bow-shotgun = Salwa
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nowy punkt rozwoju
|
||||
hud-skill-sp_available = Masz { $number } punkt(ów) rozwoju
|
||||
hud-skill-not_unlocked = Zablokowane
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Wymaga { $number } punktów rozwoju
|
||||
hud-skill-inc_health_title = Zwiększ Zdrowie
|
||||
hud-skill-inc_health = Zwiększa Maksymalne Zdrowie o { $boost }{ $SP }
|
||||
@ -162,74 +162,6 @@ hud-skill-hmr_single_strike_damage_title = Trafienie - obrażenia
|
||||
hud-skill-hmr_single_strike_damage = Zwiększa obrażenia za każde trafienie{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Trafienie - odrzut
|
||||
hud-skill-hmr_single_strike_knockback = Zwiększa odrzut o { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Potrójne cięcie
|
||||
hud-skill-sw_trip_str = Trzy szybkie cięcia
|
||||
hud-skill-sw_trip_str_combo_title = Potrójne cięcie - combo
|
||||
hud-skill-sw_trip_str_combo = Odblokowuje skalowanie combo używając potrójnego cięcia{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Potrójne cięcie - obrażenia
|
||||
hud-skill-sw_trip_str_dmg = Zwiększa obrażenia od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Potrójne cięcie - szybkość
|
||||
hud-skill-sw_trip_str_sp = Zwiększa prędkość ataku od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Potrójne cięcie - regeneracja
|
||||
hud-skill-sw_trip_str_reg = Zwiększa regeneracje energii od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-sw_dash_title = Szarża
|
||||
hud-skill-sw_dash = Zrób z przeciwników szaszłyka
|
||||
hud-skill-sw_dash_dmg_title = Szarża - obrażenia
|
||||
hud-skill-sw_dash_dmg = Zwiększa podstawowe obrażenia szerży o { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Szarża - zmęczenie
|
||||
hud-skill-sw_dash_drain = Zmniejsza koszt trwającej szarży o { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Szarża - koszt
|
||||
hud-skill-sw_dash_cost = Zmniejsza koszt zaczęcia szarży o { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Szarża - szybkość
|
||||
hud-skill-sw_dash_speed = Zwiększa prędkość poruszania podczas szarży o { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Szarża - skalowanie
|
||||
hud-skill-sw_dash_scale = Zwiększa skalowanie obrażeń od szarży o { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Wir
|
||||
hud-skill-sw_spin = Odblokowuje wirowanie{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Wir - obrażenia
|
||||
hud-skill-sw_spin_dmg = Zwiększa obrażenia wiru o { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Wir - szybkość
|
||||
hud-skill-sw_spin_spd = Zwiększa szybkość wirowania o { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Wir - koszt
|
||||
hud-skill-sw_spin_cost = Zmniejsza koszt wirowania o { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Wir - obroty
|
||||
hud-skill-sw_spin_spins = Zwiększa ilość obrotów{ $SP }
|
||||
hud-skill-sw_interrupt_title = Markowany atak
|
||||
hud-skill-sw_interrupt = Pozwala anulować atak innym atakiem{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Przebijająca szarża
|
||||
hud-skill-sw_dash_charge_through = Nie przerywa szarży po pierwszym trafieniu{ $SP }
|
||||
hud-skill-axe_double_strike_title = Podwójne trafienie
|
||||
hud-skill-axe_double_strike = Wytnij tych nikczemników
|
||||
hud-skill-axe_double_strike_combo_title = Podwójne trafienie - combo
|
||||
hud-skill-axe_double_strike_combo = Odblokowuje skalowanie podwójnego trafienia{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Podwójne trafienie - obrażenia
|
||||
hud-skill-axe_double_strike_damage = Zwiększa obrażenia od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Podwójne trafienie - szybkość
|
||||
hud-skill-axe_double_strike_speed = Zwiększa prędkość ataku od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Podwójne trafienie - regeneracja
|
||||
hud-skill-axe_double_strike_regen = Zwiększa regenerację energii od każdego kolejnego trafienia{ $SP }
|
||||
hud-skill-axe_spin_title = Wir
|
||||
hud-skill-axe_spin = You spin it right round ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Nieskończony wir
|
||||
hud-skill-axe_infinite_axe_spin = Wiruj tak długo, aż masz na to energię{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Wir - obrażenia
|
||||
hud-skill-axe_spin_damage = Zwiększa obrażenia każdego kolejnego obrotu o { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Helikopter
|
||||
hud-skill-axe_spin_helicopter = Spadasz wolniej, gdy wirujesz{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Wir - szybkość
|
||||
hud-skill-axe_spin_speed = Zwiększa szybkość obrotów o { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Wir - koszt
|
||||
hud-skill-axe_spin_cost = Zmniejsza koszt wirowania o { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Doskok
|
||||
hud-skill-axe_unlock_leap = Odblokowuje doskok z wirowaniem{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Doskok - obrażenia
|
||||
hud-skill-axe_leap_damage = Zwiększa obrażenia doskoku o { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Doskok - odrzut
|
||||
hud-skill-axe_leap_knockback = Zwiększa odrzucenie przeciwników o { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Doskok - koszt
|
||||
hud-skill-axe_leap_cost = Zmniejsza koszt doskoku o { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Doskok - dystans
|
||||
hud-skill-axe_leap_distance = Zwiększa dystans doskoku o { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Górnictwo
|
||||
hud-skill-pick_strike_title = Wykorzystanie kilofa
|
||||
hud-skill-pick_strike = Niszcz skały kilofem zby zdobywać rudy, kryształy i doświadczenie
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Novo Ponto de Habilidade
|
||||
hud-skill-sp_available = { $number } PHs disponíveis
|
||||
hud-skill-not_unlocked = Não desbloqueado
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Requer { $number } PHs
|
||||
hud-skill-set_as_exp_bar = Configuar como Barra de Experiência
|
||||
hud-skill-inc_health_title = Aumentar Saúde
|
||||
@ -40,7 +40,7 @@ hud-skill-swim = Permite Nadar
|
||||
hud-skill-swim_speed_title = Velocidade ao nadar
|
||||
hud-skill-swim_speed = Nadar { $boost }% mais rápido{ $SP }
|
||||
hud-skill-sc_lifesteal_title = Raio de Roubo Vital
|
||||
hud-skill-sc_lifesteal = Drena a vida de seus inimigos
|
||||
hud-skill-sc_lifesteal = Drena a vida de seus inimigos
|
||||
hud-skill-sc_lifesteal_damage_title = Dano
|
||||
hud-skill-sc_lifesteal_damage = Causa { $boost }% mais dano{ $SP }
|
||||
hud-skill-sc_lifesteal_range_title = Alcance
|
||||
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Dano de Ataque Único
|
||||
hud-skill-hmr_single_strike_damage = Aumenta o dano de cada ataque contínuo{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Empurrão em Ataque Único
|
||||
hud-skill-hmr_single_strike_knockback = Aumenta o potencial de empurrar em { $boost }% durante ataques contínuo{ $SP }
|
||||
hud-skill-axe_double_strike_title = Ataque duplo
|
||||
hud-skill-axe_double_strike = Destrua os vilões
|
||||
hud-skill-axe_double_strike_combo_title = Combo Ataque Duplo
|
||||
hud-skill-axe_double_strike_combo = Desbloqueia um ataque duplo{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Dano do Ataque Duplo
|
||||
hud-skill-axe_double_strike_damage = Aumenta o dano em cada ataque sucessivo{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Velocidade do Ataque Duplo
|
||||
hud-skill-axe_double_strike_speed = Aumenta a velocidade em cada ataque sucessivo{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regeneração do Ataque Duplo
|
||||
hud-skill-axe_double_strike_regen = Aumenta a regeneração de stamina em cada ataque sucessivo{ $SP }
|
||||
hud-skill-axe_spin_title = Rodopio do Machado
|
||||
hud-skill-axe_spin = Você gira o machado ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Rodopio de Machado Infinito
|
||||
hud-skill-axe_infinite_axe_spin = Rodopia infinitamente contanto que possua energia para tal{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Dano do Rodopio
|
||||
hud-skill-axe_spin_damage = Aumenta o dano do rodopio em { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Rodopio Helicóptero
|
||||
hud-skill-axe_spin_helicopter = Adiciona queda lenta aos rodopios e você cai mais devagar{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Velocidade do Rodopio
|
||||
hud-skill-axe_spin_speed = Aumenta a velocidade do rodopio em { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Custo do Rodopio
|
||||
hud-skill-axe_spin_cost = Reduz custo de stamina do rodopio em { $boost }%
|
||||
hud-skill-axe_unlock_leap_title = Desbloquear Salto
|
||||
hud-skill-axe_unlock_leap = Desbloqueia salto com rodopio{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Dano do Salto
|
||||
hud-skill-axe_leap_damage = Aumenta dano do salto em { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Empurrão do Salto
|
||||
hud-skill-axe_leap_knockback = Aumenta o empurrão do salto em { $boost }%
|
||||
hud-skill-axe_leap_cost_title = Custo do Salto
|
||||
hud-skill-axe_leap_cost = Reduz custo do salto em { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Distancia do Salto
|
||||
hud-skill-axe_leap_distance = Aumenta a distância do salto em { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Mineração
|
||||
hud-skill-pick_strike_title = Golpe de Picareta
|
||||
hud-skill-pick_strike = Acerta rochas com a picareta para retirar minérios, gemas e experiência
|
||||
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = Săgeată Manipulatoare
|
||||
.desc = Trage o săgeată otrăvitoare care te lasă să controlezi inamicul.
|
||||
common-abilities-sword-spin = Vârtej de vânt
|
||||
.desc = Mișcă-te înainte în timp ce te rotești cu sabia.
|
||||
common-abilities-axe-leap = Saltul Toporului
|
||||
.desc = Un salt cu mișcare tăioasă la poziția cursorului.
|
||||
common-abilities-hammer-leap = Lovitura Morții
|
||||
.desc = Un atac „Zonă de Efect” cu aruncare. Salt la poziția cursorului.
|
||||
common-abilities-bow-shotgun = Burst
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Punct de Abilitate Nou
|
||||
hud-skill-sp_available = { $number } PA valabile
|
||||
hud-skill-not_unlocked = Nedeblocat încă
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Necesită { $number } PA
|
||||
hud-skill-inc_health_title = Mărește Viața
|
||||
hud-skill-inc_health = Mărește capacitatea vietii cu { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Single Strike Damage
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Single Strike Knockback
|
||||
hud-skill-hmr_single_strike_knockback = Increase throw potential of swings by { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Triple Strike
|
||||
hud-skill-sw_trip_str = Strike, up to three times
|
||||
hud-skill-sw_trip_str_combo_title = Triple Strike Combo
|
||||
hud-skill-sw_trip_str_combo = Unlocks combo scaling on triple strike{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Triple Strike Damage
|
||||
hud-skill-sw_trip_str_dmg = Increases the damage each successive strike does{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Triple Strike Speed
|
||||
hud-skill-sw_trip_str_sp = Increases attack speed gained by each successive strike{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Triple Strike Regen
|
||||
hud-skill-sw_trip_str_reg = Increases energy gain on each successive strike{ $SP }
|
||||
hud-skill-sw_dash_title = Dash
|
||||
hud-skill-sw_dash = Pin through your enemies
|
||||
hud-skill-sw_dash_dmg_title = Dash Damage
|
||||
hud-skill-sw_dash_dmg = Increases initial damage of the dash by { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Dash Drain
|
||||
hud-skill-sw_dash_drain = Decreases the rate energy is drained while dashing by { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Dash Cost
|
||||
hud-skill-sw_dash_cost = Decreases the initial cost of the dash by { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Dash Speed
|
||||
hud-skill-sw_dash_speed = Increases how fast you go while dashing by { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Charge Through
|
||||
hud-skill-sw_dash_charge_through = Allows you to charge through the first enemies you hit{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Dash Scaling Damage
|
||||
hud-skill-sw_dash_scale = Increases the damage scaling from the dash by { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Spin Unlock
|
||||
hud-skill-sw_spin = Unlocks the sword spin{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Spin Damage
|
||||
hud-skill-sw_spin_dmg = Increases the damage done by { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Spin Speed
|
||||
hud-skill-sw_spin_spd = Increase the speed at which you spin by { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Spin Cost
|
||||
hud-skill-sw_spin_cost = Decreases the energy cost of each spin by { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Spin Spins
|
||||
hud-skill-sw_spin_spins = Increases the number of times you can spin{ $SP }
|
||||
hud-skill-sw_interrupt_title = Interrupting Attacks
|
||||
hud-skill-sw_interrupt = Allows you to immediately cancel an attack with another attack{ $SP }
|
||||
hud-skill-axe_double_strike_title = Lovitura Dubla
|
||||
hud-skill-axe_double_strike = Chop down those villains
|
||||
hud-skill-axe_double_strike_combo_title = Lovitura Dubla Combo
|
||||
hud-skill-axe_double_strike_combo = Unlocks a second strike{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Daune Lovitura Dubla
|
||||
hud-skill-axe_double_strike_damage = Increases the damage dealt in each successive strike{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Viteza Lvitura Dubla
|
||||
hud-skill-axe_double_strike_speed = Increases the attack speed with each successive strike{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Regenerare Lovitura Dubla
|
||||
hud-skill-axe_double_strike_regen = Increases energy gain with each successive strike{ $SP }
|
||||
hud-skill-axe_spin_title = Axe Spin
|
||||
hud-skill-axe_spin = You spin it right round ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Infinite Axe Spin
|
||||
hud-skill-axe_infinite_axe_spin = Spin for as long as you have energy{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Spin Damage
|
||||
hud-skill-axe_spin_damage = Increases the damage each spin does by { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Spin Helicopter
|
||||
hud-skill-axe_spin_helicopter = You fall a little slower while spinning{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Spin Speed
|
||||
hud-skill-axe_spin_speed = Increases your spin speed by { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Spin Cost
|
||||
hud-skill-axe_spin_cost = Decreases energy cost of spinning by { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Unlock Leap
|
||||
hud-skill-axe_unlock_leap = Unlocks a leap spin{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Leap Damage
|
||||
hud-skill-axe_leap_damage = Increases damage of leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Leap Knockback
|
||||
hud-skill-axe_leap_knockback = Increases knockback from leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Leap Cost
|
||||
hud-skill-axe_leap_cost = Decreases cost of leap by { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Leap Distance
|
||||
hud-skill-axe_leap_distance = Increases distance of leap by { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Minare
|
||||
hud-skill-pick_strike_title = Lovitură de Târnăcop
|
||||
hud-skill-pick_strike = Lovește roci cu târnăcopul pentru a primi minereu, gemuri și experiență
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Овладевающая стрела
|
||||
.desc = Стреляет ядовитой стрелой. Позволяет управлять вашей целью.
|
||||
common-abilities-axe-leap = Прыжок с топором
|
||||
.desc = Прыжок с рассекающим ударом на позицию курсора.
|
||||
common-abilities-hammer-leap = Удар смерти
|
||||
.desc = Атака по некоторой области с отбрасыванием. Совершает прыжок на позицию курсора.
|
||||
common-abilities-bow-shotgun = Мультивыстрел
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Новый SP
|
||||
hud-skill-sp_available = { $number } SP доступны
|
||||
hud-skill-not_unlocked = Еще не разблокирован
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Необходимо { $number } SP
|
||||
hud-skill-set_as_exp_bar = Установить как шкалу опыта
|
||||
hud-skill-inc_health_title = Повышение здоровья
|
||||
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Урон
|
||||
hud-skill-hmr_single_strike_damage = Увеличивает урон с каждым удачным ударом{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Отбрасывание
|
||||
hud-skill-hmr_single_strike_knockback = Увеличивает потенциал отбрасывания на { $boost }%{ $SP }
|
||||
hud-skill-axe_double_strike_title = Двойной удар
|
||||
hud-skill-axe_double_strike = Разруби этих врагов
|
||||
hud-skill-axe_double_strike_combo_title = Двойной удар: Комбо
|
||||
hud-skill-axe_double_strike_combo = Открывает второй удар{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Урон
|
||||
hud-skill-axe_double_strike_damage = Увеличивает урон с каждым удачным ударом{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Скорость
|
||||
hud-skill-axe_double_strike_speed = Увеличивает скорость атаки с каждым удачным ударом{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Регенерация энергии двойным ударом
|
||||
hud-skill-axe_double_strike_regen = Увеличивает получение энергии с каждым удачным ударом{ $SP }
|
||||
hud-skill-axe_spin_title = Кручение с топором
|
||||
hud-skill-axe_spin = You spin it right round ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Бесконечное кручение
|
||||
hud-skill-axe_infinite_axe_spin = Крутись пока не кончится энергия{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Урон
|
||||
hud-skill-axe_spin_damage = Увеличивает урон каждого вращения на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Вертолётик
|
||||
hud-skill-axe_spin_helicopter = Ты падаешь немного медленнее во время кручения{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Скорость
|
||||
hud-skill-axe_spin_speed = Увеличивает скорость кручения на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Расход энергии
|
||||
hud-skill-axe_spin_cost = Уменьшает затраты энергии на кручение{ $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Скачок
|
||||
hud-skill-axe_unlock_leap = Открывает скачок с кручением{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Урон
|
||||
hud-skill-axe_leap_damage = Увеличивает урон скачка на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Отбрасывание скачка
|
||||
hud-skill-axe_leap_knockback = Увеличение отбрасывания от скачка на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Расход энергии
|
||||
hud-skill-axe_leap_cost = Уменьшает затраты энергии на скачок { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Дистанция скачка
|
||||
hud-skill-axe_leap_distance = Увеличивает дистанцию скачка на { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Добыча
|
||||
hud-skill-pick_strike_title = Удар киркой
|
||||
hud-skill-pick_strike = Разбивай камни киркой, чтобы получить руду, самоцветы и опыт
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Нови Вештина Поен
|
||||
hud-skill-sp_available = { $number } ВП доступан
|
||||
hud-skill-not_unlocked = Није откључано
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Потребно { $number } ВП
|
||||
hud-skill-inc_health_title = Повећање Здравља
|
||||
hud-skill-inc_health = Повећава максимално здравље за { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Рањавање Једнострук
|
||||
hud-skill-hmr_single_strike_damage = Повећава рањавање при сваком успешном ударцу{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Једноструки Ударац Одбацивање
|
||||
hud-skill-hmr_single_strike_knockback = Повећава потенцијал одбацивања за { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str_title = Троструки Ударац
|
||||
hud-skill-sw_trip_str = Ударац, до три пута
|
||||
hud-skill-sw_trip_str_combo_title = Троструки Ударац Комбо
|
||||
hud-skill-sw_trip_str_combo = Омогућава пењање комбоа на три ударца{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Рањавање Троструким Ударацем
|
||||
hud-skill-sw_trip_str_dmg = Повећава рањавање након сваког успешног ударца{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Брзина Троструког Ударца
|
||||
hud-skill-sw_trip_str_sp = Повећава брзину напада за сваки успешни ударац{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Троструки Ударац Снага
|
||||
hud-skill-sw_trip_str_reg = Повећава обнову снаге при сваком успешном ударцу{ $SP }
|
||||
hud-skill-sw_dash_title = Прескок
|
||||
hud-skill-sw_dash = Провуци се кроз непријатеље
|
||||
hud-skill-sw_dash_dmg_title = Рањавање Прескоком
|
||||
hud-skill-sw_dash_dmg = Повећава почетне ране нанете прескоком за { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Прескок Црпљење
|
||||
hud-skill-sw_dash_drain = Смањје брзину црпљења снаге током прескока за { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Цена Прескока
|
||||
hud-skill-sw_dash_cost = Смањује почетну цену прескока за { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Брзина Прескока
|
||||
hud-skill-sw_dash_speed = Повећава брзину кретања током прескока за { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Јуриш Кроз
|
||||
hud-skill-sw_dash_charge_through = Дозвољава ти да пролетиш кроз првог непријатеља на кога налетиш{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Повећавање Рањавање Прескоком
|
||||
hud-skill-sw_dash_scale = Повећава повећавање рањавање при прескоку за { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Откључај Вртешку
|
||||
hud-skill-sw_spin = Откључава мач вртешку{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Рањавање Вртешком
|
||||
hud-skill-sw_spin_dmg = Повећава нанете ране за { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Брзина Вртешке
|
||||
hud-skill-sw_spin_spd = Повећава брзину вртења за { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Цена Вртешке
|
||||
hud-skill-sw_spin_cost = Смањује трошење снаге током вртешке за { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Вртећа Вртешка
|
||||
hud-skill-sw_spin_spins = Повећава број окрета током вртешке{ $SP }
|
||||
hud-skill-sw_interrupt_title = Пректид Напада
|
||||
hud-skill-sw_interrupt = Дозвољава ти да истовремено прекинеш напад следећим нападом{ $SP }
|
||||
hud-skill-axe_double_strike_title = Двоструки Ударац
|
||||
hud-skill-axe_double_strike = Исецкај непријатеља на делове
|
||||
hud-skill-axe_double_strike_combo_title = Двоструки Ударац Комбо
|
||||
hud-skill-axe_double_strike_combo = Откључава други удар{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Рањавање Двоструким Ударцем
|
||||
hud-skill-axe_double_strike_damage = Повећава нанете ране сваким успешним ударцем{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Брзина Двоструког Ударца
|
||||
hud-skill-axe_double_strike_speed = Повећава брзину напада сваким успешним ударцем{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Обнављање Двоструким Ударцем
|
||||
hud-skill-axe_double_strike_regen = Повећава обнављање снаге сваким успешним ударцем{ $SP }
|
||||
hud-skill-axe_spin_title = Секира Вртешка
|
||||
hud-skill-axe_spin = Окрећеш се у круг ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Бесконачна Вртешка Секиром
|
||||
hud-skill-axe_infinite_axe_spin = Врти се све док имаш снаге{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Рањавање Вртешком
|
||||
hud-skill-axe_spin_damage = Повећава нанете ране окретом за { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Хеликоптер Вртешка
|
||||
hud-skill-axe_spin_helicopter = Успораваш пад док се окрећеш{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Брзина Вртешке
|
||||
hud-skill-axe_spin_speed = Повечава брзину окретања за { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Цена Вртешке
|
||||
hud-skill-axe_spin_cost = Смањује трошење снаге током вртешке за { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Откључај Наскок
|
||||
hud-skill-axe_unlock_leap = Откључва наскок вртешку{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Рањавање Наскоком
|
||||
hud-skill-axe_leap_damage = Повећава рањавање наскоком за { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Наскок Одбацивање
|
||||
hud-skill-axe_leap_knockback = Повећава одбацивање при наскоку за { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Цена Наскока
|
||||
hud-skill-axe_leap_cost = Смањује цену наскока за { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Домет Наскока
|
||||
hud-skill-axe_leap_distance = Повећава домет наскока за { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Рударење
|
||||
hud-skill-pick_strike_title = Ударац Крамп
|
||||
hud-skill-pick_strike = Удари камен крампом да добијеш руду, драгуље и искуство
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Besättande spil
|
||||
.desc = Skjuter en förgiftad pil. Låter dig kontrollera ditt mål.
|
||||
common-abilities-axe-leap = Yxhopp
|
||||
.desc = Ett hopp med det skärande språnget riktat mot pekarens position.
|
||||
common-abilities-hammer-leap = Nederslag
|
||||
.desc = En attack som träffar ett område och knuffar fiender. Hoppar mot pekarens position.
|
||||
common-abilities-bow-shotgun = Pilskur
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Nytt färdighetspoäng
|
||||
hud-skill-sp_available = { $number } FP tillgängliga
|
||||
hud-skill-not_unlocked = Inte upplåst än
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Kräver { $number } FP
|
||||
hud-skill-set_as_exp_bar = Ställ in som erfarenhetsmätare
|
||||
hud-skill-inc_health_title = Öka hälsa
|
||||
@ -161,38 +161,6 @@ hud-skill-hmr_single_strike_damage_title = Enkelslagsskada
|
||||
hud-skill-hmr_single_strike_damage = Ökar skadan för varje successiv träff{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Enkelslagsknuffning
|
||||
hud-skill-hmr_single_strike_knockback = Ökar slagens kastningspotential med { $boost }%{ $SP }
|
||||
hud-skill-axe_double_strike_title = Dubbelslag
|
||||
hud-skill-axe_double_strike = Fäll skurkar likt furor
|
||||
hud-skill-axe_double_strike_combo_title = Dubbelslagskombination
|
||||
hud-skill-axe_double_strike_combo = Låser upp ett andra slag{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Dubbelslagsskada
|
||||
hud-skill-axe_double_strike_damage = Ökar skadan från varje successiv träff{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Dubbelslagshastighet
|
||||
hud-skill-axe_double_strike_speed = Ökar attackhastigheten från varje successiv träff{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Dubbelslagsregeneration
|
||||
hud-skill-axe_double_strike_regen = Ökar uthållighetsökningen från varje successiv träff{ $SP }
|
||||
hud-skill-axe_spin_title = Yxsnurrning
|
||||
hud-skill-axe_spin = Snurra runt och runt igen ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Oändlig Yxsnurrning
|
||||
hud-skill-axe_infinite_axe_spin = Snurra så länge du har energi{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Snurrningsskada
|
||||
hud-skill-axe_spin_damage = Ökar skadan varje snurrning gör med { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Snurrningshelikopter
|
||||
hud-skill-axe_spin_helicopter = Du faller lite långsammare medan du snurrar{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Snurrningshastighet
|
||||
hud-skill-axe_spin_speed = Ökar din snurrningshasighet med { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Snurrningskostnad
|
||||
hud-skill-axe_spin_cost = Minskar uthållighetskostnaden för snurrning med { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Låser upp Hopp
|
||||
hud-skill-axe_unlock_leap = Låser upp en hoppsnurrning{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Hoppsskada
|
||||
hud-skill-axe_leap_damage = Ökar skadan från hopp med { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Knuffning från hopp
|
||||
hud-skill-axe_leap_knockback = Ökar hoppets knuffning med { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Hoppkostnad
|
||||
hud-skill-axe_leap_cost = Minskar hoppets kostnaden med { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Hoppavstånd
|
||||
hud-skill-axe_leap_distance = Ökar hoppets avstånd med { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Gruvgrävande
|
||||
hud-skill-pick_strike_title = Hackeslag
|
||||
hud-skill-pick_strike = Hacka stenar med hackan för att få malm, ädelstenar och erfarenhet
|
||||
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = ลูกธนูเข้าสิง
|
||||
.desc = ยิงลูกธนูอาบยาพิศ ใช้ควบคุมเป้าหมาย
|
||||
common-abilities-sword-spin = ลมบ้าหมู
|
||||
.desc = เดินไปข้างหน้าขณะเหวี่ยงดาบ
|
||||
common-abilities-axe-leap = ขวานกระโดด
|
||||
.desc = กระโดดและเฉาะขวานในตำแหน่งที่เลงไว้
|
||||
common-abilities-hammer-leap = ทุบแห่งหายนะ
|
||||
.desc = โจมตีในวงกล้างพร้องกับทำให้ศัตรูกระเด็น ทุบในตำแหน่งที่เลงไว้
|
||||
common-abilities-bow-shotgun = รัว
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = ได้รับแต้มทักษะ
|
||||
hud-skill-sp_available = แต้มทักษะที่ใช้ได้ { $number } แต้ม
|
||||
hud-skill-not_unlocked = ยังไม่ปลดล็อค
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
ใช้แต้มทักษะ { $number } แต้ม
|
||||
hud-skill-inc_health_title = พลังชีวิต
|
||||
hud-skill-inc_health = เพิ่มพลังชีวิตสูงสุด { $boost }{ $SP } หน่วย
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = ทรงพลัง
|
||||
hud-skill-hmr_single_strike_damage = ฟาดค้อนสร้างความเสียหายมากขึ้น { $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = กระเด็ดออก
|
||||
hud-skill-hmr_single_strike_knockback = เมื่อถูกฟาด ศัตรูจะกระเด็ดออกไปไกลขึ้น { $boost }% { $SP }
|
||||
hud-skill-sw_trip_str_title = ระบำดาบ
|
||||
hud-skill-sw_trip_str = ฟาดฟันศัตรูด้วยดาบ ต่อเนื่องสูงสุด 3 ครั้ง
|
||||
hud-skill-sw_trip_str_combo_title = ระบำดาบทรงพลัง
|
||||
hud-skill-sw_trip_str_combo = สร้างความเสียหายมากขึ้นตามจำนวนคอมโบ { $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = ระบำดาบทรงพลัง
|
||||
hud-skill-sw_trip_str_dmg = การฟาดฟันแต่ละครั้งจะสร้างความเสียหายมากขึ้น { $SP }
|
||||
hud-skill-sw_trip_str_sp_title = ระบำดาบร่ายรำ
|
||||
hud-skill-sw_trip_str_sp = การฟาดฟันแต่ละครั้งจะเพิ่มความเร็วโจมตี { $SP }
|
||||
hud-skill-sw_trip_str_reg_title = ระบำดาบนิรันตร
|
||||
hud-skill-sw_trip_str_reg = การฟาดฟันแต่ละครั้งจะช่วยฟื้นฟูพลังงาน { $SP }
|
||||
hud-skill-sw_dash_title = พุ่งใส่
|
||||
hud-skill-sw_dash = พุ่งใส่ศัตรูที่โชคไม่ดี
|
||||
hud-skill-sw_dash_dmg_title = ทรงพลัง
|
||||
hud-skill-sw_dash_dmg = พุ่งใส่สร้างความเสรหายเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-sw_dash_drain_title = เหนื่อยยาก
|
||||
hud-skill-sw_dash_drain = ลดพลังงานที่ใช้ขณะพุ่งลง { $boost }% { $SP }
|
||||
hud-skill-sw_dash_cost_title = ลดพลังงาน
|
||||
hud-skill-sw_dash_cost = พุ่งใส่ใช้พลังงานลดลง { $boost }% ในช่วงแรก { $SP }
|
||||
hud-skill-sw_dash_speed_title = ว่องไว
|
||||
hud-skill-sw_dash_speed = ขณะพุ่ง ความเร็วเคลื่อนที่เพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-sw_dash_charge_through_title = พุ่งทะลุ
|
||||
hud-skill-sw_dash_charge_through = สามมารถพุ่งทะลุศัตรูตัวแรก { $SP }
|
||||
hud-skill-sw_dash_scale_title = โมเมนตัม
|
||||
hud-skill-sw_dash_scale = สร้างความเสียหายเพิ่มขึ้นตามระยะที่ทำได้ { $boost }% { $SP }
|
||||
hud-skill-sw_spin_title = หมุน
|
||||
hud-skill-sw_spin = เหวี่ยงดาบไปรอบตัว { $SP }
|
||||
hud-skill-sw_spin_dmg_title = ทรงพลัง
|
||||
hud-skill-sw_spin_dmg = หมุนสร้างความเสียหายเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-sw_spin_spd_title = รวดเร็ว
|
||||
hud-skill-sw_spin_spd = ความเร็วในการหมุนเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-sw_spin_cost_title = ลดพลังงาน
|
||||
hud-skill-sw_spin_cost = ลดพลังงานที่ใช้ในการหมุนลง { $boost }% { $SP }
|
||||
hud-skill-sw_spin_spins_title = จำนวน
|
||||
hud-skill-sw_spin_spins = เพิ่มจำนวนรอบที่หมุน { $SP }
|
||||
hud-skill-sw_interrupt_title = รำบำดาบขั้นสูง
|
||||
hud-skill-sw_interrupt = สามมารถฟันดาบต่อเนื่องติดต่อกันได้ { $SP }
|
||||
hud-skill-axe_double_strike_title = ฟันคู่
|
||||
hud-skill-axe_double_strike = ฟันให้ราบ
|
||||
hud-skill-axe_double_strike_combo_title = ฟันคู่ต่อเนื่อง
|
||||
hud-skill-axe_double_strike_combo = สามารถฟันติดต่อกันได้ { $SP }
|
||||
hud-skill-axe_double_strike_damage_title = ทรงพลัง
|
||||
hud-skill-axe_double_strike_damage = การฟันแต่ละครั้งสร้างความเสียหายเพิ่มขึ้น { $SP }
|
||||
hud-skill-axe_double_strike_speed_title = รวดเร็ว
|
||||
hud-skill-axe_double_strike_speed = การฟันแต่ละครั้งเพิ่มความเร็วโจมตี { $SP }
|
||||
hud-skill-axe_double_strike_regen_title = ฟื้นฟูพลังงาน
|
||||
hud-skill-axe_double_strike_regen = การฟันแต่ละครั้งจะช่วยฟื้นฟูพลังงาน { $SP }
|
||||
hud-skill-axe_spin_title = เอามือขึ้นแล้ว หมุน หมุน
|
||||
hud-skill-axe_spin = ชูมือขึ้นโบกไปมา
|
||||
hud-skill-axe_infinite_axe_spin_title = ไม่เวียนอีก
|
||||
hud-skill-axe_infinite_axe_spin = เหวียงขวานได้เรื่อย ๆ จนกว่าพลังงานจะหมด { $SP }
|
||||
hud-skill-axe_spin_damage_title = ทรงพลัง
|
||||
hud-skill-axe_spin_damage = เหวียงขวานสร้างความเสียหมายเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-axe_spin_helicopter_title = พลศาสตร์แรงยก
|
||||
hud-skill-axe_spin_helicopter = ตกถึงพื้นช้าลงในขณะที่เหวี่ยงขวาน { $SP }
|
||||
hud-skill-axe_spin_speed_title = ความมเร็ว
|
||||
hud-skill-axe_spin_speed = เหวี่ยงขวานเร็วขึ้น { $boost }% { $SP }
|
||||
hud-skill-axe_spin_cost_title = ลดพลังงาน
|
||||
hud-skill-axe_spin_cost = เหวี่ยงขวานใช้พลังงานน้อยลง { $boost }% { $SP }
|
||||
hud-skill-axe_unlock_leap_title = กระโดดฟัน
|
||||
hud-skill-axe_unlock_leap = กระโดดขึ้นไปในอากาศ และฟันศัตรู{ $SP }
|
||||
hud-skill-axe_leap_damage_title = ทรงพลัง
|
||||
hud-skill-axe_leap_damage = กระโดดฟันสร้างความเสียหายเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-axe_leap_knockback_title = กระเด็นออก
|
||||
hud-skill-axe_leap_knockback = กระโดดฟันจะผลักศัตรูออกไปไกลขึ้น { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = ลดพลังงาน
|
||||
hud-skill-axe_leap_cost = กระโดดฟันใช้พลังงานน้อยลง { $boost }% { $SP }
|
||||
hud-skill-axe_leap_distance_title = กระโดดไกล
|
||||
hud-skill-axe_leap_distance = ระยะในการกระโดดเพิ่มขึ้น{ $boost }% { $SP }
|
||||
hud-skill-mining_title = ขุดหิน
|
||||
hud-skill-pick_strike_title = ขุด ขุด ขุด
|
||||
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience
|
||||
|
@ -1,9 +1,5 @@
|
||||
common-abilities-debug-possess = Заклинаюча Стріла
|
||||
.desc = Стріляє отруйною стрілою. Дає тобі контроль над ціллю.
|
||||
common-abilities-sword-spin = Буревій
|
||||
.desc = Рушай вперед кружляючи з мечем.
|
||||
common-abilities-axe-leap = Стрибок Сокири
|
||||
.desc = Стрибок з рубаним ударом, слідує за курсором.
|
||||
common-abilities-hammer-leap = Погром
|
||||
.desc = Атака по області. Стрибок спрямований за курсором.
|
||||
common-abilities-bow-shotgun = Стріловик
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = Нова Одиниця Уміння
|
||||
hud-skill-sp_available = Доступно { $number } ОУ
|
||||
hud-skill-not_unlocked = Ще не відкрито
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
Необхідно { $number } ОУ
|
||||
hud-skill-inc_health_title = Збільшення здоров'я
|
||||
hud-skill-inc_health = Збільшує максимальне здоров'я на { $boost }{ $SP }
|
||||
@ -160,74 +160,6 @@ hud-skill-hmr_single_strike_damage_title = Комбо приріст ушкод
|
||||
hud-skill-hmr_single_strike_damage = Збільшує приріст ушкодження від ударів підряд{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Відкидання
|
||||
hud-skill-hmr_single_strike_knockback = Збільшує відстань відкидання ворогів на { $boost }%{ $SP }
|
||||
hud-skill-sw_trip_str = Бог любить трійцю
|
||||
hud-skill-sw_trip_str_title = Потрійний Удар
|
||||
hud-skill-sw_trip_str_combo_title = Комбо трьох ударів
|
||||
hud-skill-sw_trip_str_combo = Відкриває приріст харакатеристик від ударів підряд{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = Комбо приріст ушкодження
|
||||
hud-skill-sw_trip_str_dmg = Збільшує приріст ушкодження від ударів підряд{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = Комбо приріст швидкості
|
||||
hud-skill-sw_trip_str_sp = Збільшує приріст швидкості від ударів підряд{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = Комбо приріст відновлення енергії
|
||||
hud-skill-sw_trip_str_reg = Збільшує приріст відновлення енергії від ударів підряд{ $SP }
|
||||
hud-skill-sw_dash = Пронесись блискавкою поміж своїх ворогів
|
||||
hud-skill-sw_dash_title = Ривок
|
||||
hud-skill-sw_dash_dmg_title = Ушкодження випадом
|
||||
hud-skill-sw_dash_dmg = Збільшує початкове ушкодження випадом на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = Енергоспоживання випаду
|
||||
hud-skill-sw_dash_drain = Зменшує швидкість споживання енергії в випаді на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = Енергозатрати на випад
|
||||
hud-skill-sw_dash_cost = Зменшує початкову енергетичну ціну випаду на { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = Швидкість випаду
|
||||
hud-skill-sw_dash_speed = Збільшує швидкість руху під час випаду { $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Ривок Наскрізь
|
||||
hud-skill-sw_dash_charge_through = Дозволяє прорватись наскрізь першого ворога{ $SP }
|
||||
hud-skill-sw_dash_scale_title = Приріст ушкодження випадом
|
||||
hud-skill-sw_dash_scale = Збільшує приріст ушкодження випадом на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_title = Кружляння
|
||||
hud-skill-sw_spin = Відкриває можливість кружляння з мечем{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = Ушкодження кружлянням
|
||||
hud-skill-sw_spin_dmg = Збільшує ужкодження під час кружляння на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = Швидкість кружляння
|
||||
hud-skill-sw_spin_spd = Збільшує швидкість кружляння на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = Енергоспоживання кружляння
|
||||
hud-skill-sw_spin_cost = Зменшує споживання енергії кожного оберту на { $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = Кількість обертів
|
||||
hud-skill-sw_spin_spins = Збільшує максимальну кількість обертів{ $SP }
|
||||
hud-skill-sw_interrupt_title = Переривання атаки
|
||||
hud-skill-sw_interrupt = Дозволяє миттєво перервати ворожу атаку власною{ $SP }
|
||||
hud-skill-axe_double_strike_title = Подвійний удар
|
||||
hud-skill-axe_double_strike = Порубай цих злодюг
|
||||
hud-skill-axe_double_strike_combo_title = Комбо двох ударів
|
||||
hud-skill-axe_double_strike_combo = Відкриває другий послідовний удар{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = Комбо приріст ушкодження
|
||||
hud-skill-axe_double_strike_damage = Збільшує приріст ушкодження від ударів підряд{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = Комбо приріст швидкості
|
||||
hud-skill-axe_double_strike_speed = Збільшує приріст швидкості від ударів підряд{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = Комбо приріст відновлення енергії
|
||||
hud-skill-axe_double_strike_regen = Збільшує приріст відновлення енергії від ударів підряд{ $SP }
|
||||
hud-skill-axe_spin_title = Кружляння з топором
|
||||
hud-skill-axe_spin = Марами, сивими хмарами дико крутили ...
|
||||
hud-skill-axe_infinite_axe_spin_title = Незкінченне кружляння
|
||||
hud-skill-axe_infinite_axe_spin = Дозволяє кружляти доки не закінчиться енергія{ $SP }
|
||||
hud-skill-axe_spin_damage_title = Ушкодження кружлянням
|
||||
hud-skill-axe_spin_damage = Збільшує ушкодження під час кружляння на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = Гелікоптер
|
||||
hud-skill-axe_spin_helicopter = Сповільнює падіння під час кружляння{ $SP }
|
||||
hud-skill-axe_spin_speed_title = Швидкість кружляння
|
||||
hud-skill-axe_spin_speed = Збільшує швидкість кружляння на { $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = Енергоспоживання кружляння
|
||||
hud-skill-axe_spin_cost = Зменшує споживання енергії в кружлянні на { $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = Атака в стрибку
|
||||
hud-skill-axe_unlock_leap = Відкриває атаку в стрибку{ $SP }
|
||||
hud-skill-axe_leap_damage_title = Ушкодження атакою в стрибку
|
||||
hud-skill-axe_leap_damage = Збільшує ушкодження від атаки в стрибку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = Відкидання атакою в стрибку
|
||||
hud-skill-axe_leap_knockback = Збільшує відстань відкидання від атаки в стрибку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = Енергоспоживання атаки в стрибку
|
||||
hud-skill-axe_leap_cost = Зменшує споживання енергії атакою в стрибку на { $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = Дальність стрибка
|
||||
hud-skill-axe_leap_distance = Збільшує дальність стрибка на { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Гірнича справа
|
||||
hud-skill-pick_strike_title = Удар Киркою
|
||||
hud-skill-pick_strike = Шукайте руди та коштовні камені щоб здобути матеріали
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = 附身箭矢
|
||||
.desc = 射出一个毒箭矢,使你能够控制你的目标.
|
||||
common-abilities-axe-leap = 飞身一击
|
||||
.desc = 飞身施展强力一劈.
|
||||
common-abilities-hammer-leap = 厄运粉碎
|
||||
.desc = 一个拥有击退的AOE(范围)攻击. 跳跃到指定地点.
|
||||
common-abilities-bow-shotgun = 爆发
|
||||
|
@ -2,7 +2,7 @@ hud-rank_up = 新的技能点
|
||||
hud-skill-sp_available = { $number } 技能点可用
|
||||
hud-skill-not_unlocked = 尚未解锁
|
||||
hud-skill-req_sp ={"\u000A"}
|
||||
|
||||
|
||||
需要 { $number } 技能点
|
||||
|
||||
hud-skill-inc_health_title = 增强生命
|
||||
@ -180,81 +180,6 @@ hud-skill-hmr_single_strike_damage = 随着连击数增加,每次击中敌人造
|
||||
hud-skill-hmr_single_strike_knockback_title = 冲击强化
|
||||
hud-skill-hmr_single_strike_knockback = 锤击击退的效果提高{ $boost }%{ $SP }
|
||||
|
||||
hud-skill-sw_trip_str_title = 三连击
|
||||
hud-skill-sw_trip_str = 三连击,劈,砍,刺
|
||||
hud-skill-sw_trip_str_combo_title = 姿态调整
|
||||
hud-skill-sw_trip_str_combo = 三连击与三连击之间能能更好的衔接{ $SP }
|
||||
hud-skill-sw_trip_str_dmg_title = 热身(伤害)
|
||||
hud-skill-sw_trip_str_dmg = 随着连击数增加,每次击中敌人造成的伤害提升{ $SP }
|
||||
hud-skill-sw_trip_str_sp_title = 热身(攻击速度)
|
||||
hud-skill-sw_trip_str_sp = 随着连击数增加,每次击中敌人攻击速度加快{ $SP }
|
||||
hud-skill-sw_trip_str_reg_title = 热身(耐力回复)
|
||||
hud-skill-sw_trip_str_reg = 随着连击数增加,每次击中敌人回复更多耐力{ $SP }
|
||||
|
||||
hud-skill-sw_dash_title = 突刺
|
||||
hud-skill-sw_dash = 向前发动快速突刺,划伤敌人
|
||||
hud-skill-sw_dash_dmg_title = 伤害提升
|
||||
hud-skill-sw_dash_dmg = 突刺起始造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-sw_dash_drain_title = 耐力节省
|
||||
hud-skill-sw_dash_drain = 突刺发动需要消耗的耐力减少{ $boost }%{ $SP }
|
||||
hud-skill-sw_dash_cost_title = 耐力节省
|
||||
hud-skill-sw_dash_cost = 突刺时耐力消耗速率降低{ $boost }%{ $SP }
|
||||
hud-skill-sw_dash_speed_title = 势如破竹
|
||||
hud-skill-sw_dash_speed = 突刺前进的速度提高{ $boost }%{ $SP }
|
||||
hud-skill-sw_dash_charge_through_title = Charge Through
|
||||
hud-skill-sw_dash_charge_through = Allows you to charge through the first enemies you hit{ $SP }
|
||||
hud-skill-sw_dash_scale_title = 伤害提升
|
||||
hud-skill-sw_dash_scale = 突刺最大造成的伤害提升{ $boost }%{ $SP }
|
||||
|
||||
hud-skill-sw_spin_title = 回旋斩
|
||||
hud-skill-sw_spin = 发动强力的回旋斩伤害成片的敌人{ $SP }
|
||||
hud-skill-sw_spin_dmg_title = 伤害提升
|
||||
hud-skill-sw_spin_dmg = 回旋斩造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spd_title = 斩风
|
||||
hud-skill-sw_spin_spd = 回旋斩斩击的速度加快{ $boost }%{ $SP }
|
||||
hud-skill-sw_spin_cost_title = 耐力节省
|
||||
hud-skill-sw_spin_cost = 每段回旋斩需要消耗的耐力减少{ $boost }%{ $SP }
|
||||
hud-skill-sw_spin_spins_title = 旋转舞者(剑)
|
||||
hud-skill-sw_spin_spins = 增加每次发动回旋斩斩击的次数{ $SP }
|
||||
|
||||
hud-skill-sw_interrupt_title = 纳刀术
|
||||
hud-skill-sw_interrupt = 无视攻击动作的后摇,立刻进行其他动作{ $SP }
|
||||
|
||||
hud-skill-axe_double_strike_title = 劈砍
|
||||
hud-skill-axe_double_strike = 砍倒那些恶棍
|
||||
hud-skill-axe_double_strike_combo_title = 二连击
|
||||
hud-skill-axe_double_strike_combo = 解锁第二段攻击{ $SP }
|
||||
hud-skill-axe_double_strike_damage_title = 热身(伤害)
|
||||
hud-skill-axe_double_strike_damage = 随着连击数增加,每次击中敌人造成的伤害提升{ $SP }
|
||||
hud-skill-axe_double_strike_speed_title = 热身(攻击速度)
|
||||
hud-skill-axe_double_strike_speed = 随着连击数增加,每次击中敌人攻击速度加快{ $SP }
|
||||
hud-skill-axe_double_strike_regen_title = 热身(耐力回复)
|
||||
hud-skill-axe_double_strike_regen = 随着连击数增加,每次击中敌人回复更多耐力{ $SP }
|
||||
|
||||
hud-skill-axe_spin_title = 旋风斩
|
||||
hud-skill-axe_spin = 大斧转转乐,绞杀周围目标
|
||||
hud-skill-axe_infinite_axe_spin_title = 旋转舞者(斧)
|
||||
hud-skill-axe_infinite_axe_spin = 有耐力的情况下你可以一直这么转下去{ $SP }
|
||||
hud-skill-axe_spin_damage_title = 伤害提升
|
||||
hud-skill-axe_spin_damage = 旋风斩造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-axe_spin_helicopter_title = 直升机
|
||||
hud-skill-axe_spin_helicopter = 旋风斩发动时你下落速度会减慢一点{ $SP }
|
||||
hud-skill-axe_spin_speed_title = 龙卷风
|
||||
hud-skill-axe_spin_speed = 旋风斩旋转的速度加快{ $boost }%{ $SP }
|
||||
hud-skill-axe_spin_cost_title = 耐力节省
|
||||
hud-skill-axe_spin_cost = 每段旋风斩需要消耗的耐力减少{ $boost }%{ $SP }
|
||||
hud-skill-axe_unlock_leap_title = 飞身一击
|
||||
hud-skill-axe_unlock_leap = 飞身施展强力一劈{ $SP }
|
||||
hud-skill-axe_leap_damage_title = 伤害提升
|
||||
hud-skill-axe_leap_damage = 飞身一击造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-axe_leap_knockback_title = 冲击强化
|
||||
hud-skill-axe_leap_knockback = 飞身一击击退的效果提高{ $boost }%{ $SP }
|
||||
hud-skill-axe_leap_cost_title = 耐力节省
|
||||
hud-skill-axe_leap_cost = 施展飞身一击需要消耗的耐力减少{ $boost }%{ $SP }
|
||||
hud-skill-axe_leap_distance_title = 奋力一跃
|
||||
hud-skill-axe_leap_distance = 跳跃距离提升{ $boost }%{ $SP }
|
||||
|
||||
|
||||
hud-skill-mining_title = 挖矿
|
||||
hud-skill-pick_strike_title = 镐击
|
||||
hud-skill-pick_strike = 使用你的镐子敲打石头来获得矿物,宝石和经验
|
||||
|
@ -1664,7 +1664,6 @@ impl CharacterAbility {
|
||||
#[must_use = "method returns new ability and doesn't mutate the original value"]
|
||||
pub fn adjusted_by_skills(mut self, skillset: &SkillSet, tool: Option<ToolKind>) -> Self {
|
||||
match tool {
|
||||
Some(ToolKind::Axe) => self.adjusted_by_axe_skills(skillset),
|
||||
Some(ToolKind::Hammer) => self.adjusted_by_hammer_skills(skillset),
|
||||
Some(ToolKind::Bow) => self.adjusted_by_bow_skills(skillset),
|
||||
Some(ToolKind::Staff) => self.adjusted_by_staff_skills(skillset),
|
||||
@ -1721,99 +1720,6 @@ impl CharacterAbility {
|
||||
}
|
||||
}
|
||||
|
||||
fn adjusted_by_axe_skills(&mut self, skillset: &SkillSet) {
|
||||
#![allow(clippy::enum_glob_use)]
|
||||
use skills::{AxeSkill::*, Skill::Axe};
|
||||
|
||||
match self {
|
||||
CharacterAbility::ComboMelee {
|
||||
ref mut speed_increase,
|
||||
ref mut max_speed_increase,
|
||||
ref mut stage_data,
|
||||
ref mut max_energy_gain,
|
||||
ref mut scales_from_combo,
|
||||
..
|
||||
} => {
|
||||
if !skillset.has_skill(Axe(DsCombo)) {
|
||||
stage_data.pop();
|
||||
}
|
||||
let speed_segments = f32::from(Axe(DsSpeed).max_level());
|
||||
let speed_level = f32::from(skillset.skill_level(Axe(DsSpeed)).unwrap_or(0));
|
||||
*speed_increase *= speed_level / speed_segments;
|
||||
*max_speed_increase *= speed_level / speed_segments;
|
||||
|
||||
let energy_level = skillset.skill_level(Axe(DsRegen)).unwrap_or(0);
|
||||
|
||||
let stages = u16::try_from(stage_data.len())
|
||||
.expect("number of stages can't be more than u16");
|
||||
|
||||
*max_energy_gain *= f32::from((energy_level + 1) * stages - 1).max(1.0)
|
||||
* f32::from(stages - 1).max(1.0)
|
||||
/ f32::from(Axe(DsRegen).max_level() + 1);
|
||||
*scales_from_combo = skillset.skill_level(Axe(DsDamage)).unwrap_or(0).into();
|
||||
},
|
||||
CharacterAbility::SpinMelee {
|
||||
ref mut swing_duration,
|
||||
ref mut energy_cost,
|
||||
ref mut is_infinite,
|
||||
ref mut movement_behavior,
|
||||
ref mut melee_constructor,
|
||||
..
|
||||
} => {
|
||||
let modifiers = SKILL_MODIFIERS.axe_tree.spin;
|
||||
|
||||
*is_infinite = skillset.has_skill(Axe(SInfinite));
|
||||
*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
|
||||
spin_melee::MovementBehavior::AxeHover
|
||||
} else {
|
||||
spin_melee::MovementBehavior::Walking
|
||||
};
|
||||
if let MeleeConstructorKind::Slash { ref mut damage, .. } = melee_constructor.kind {
|
||||
if let Ok(level) = skillset.skill_level(Axe(SDamage)) {
|
||||
*damage *= modifiers.base_damage.powi(level.into());
|
||||
}
|
||||
}
|
||||
if let Ok(level) = skillset.skill_level(Axe(SSpeed)) {
|
||||
*swing_duration *= modifiers.swing_duration.powi(level.into());
|
||||
}
|
||||
if let Ok(level) = skillset.skill_level(Axe(SCost)) {
|
||||
*energy_cost *= modifiers.energy_cost.powi(level.into());
|
||||
}
|
||||
},
|
||||
CharacterAbility::LeapMelee {
|
||||
ref mut melee_constructor,
|
||||
ref mut energy_cost,
|
||||
ref mut forward_leap_strength,
|
||||
ref mut vertical_leap_strength,
|
||||
..
|
||||
} => {
|
||||
let modifiers = SKILL_MODIFIERS.axe_tree.leap;
|
||||
if let MeleeConstructorKind::Slash {
|
||||
ref mut damage,
|
||||
ref mut knockback,
|
||||
..
|
||||
} = melee_constructor.kind
|
||||
{
|
||||
if let Ok(level) = skillset.skill_level(Axe(LDamage)) {
|
||||
*damage *= modifiers.base_damage.powi(level.into());
|
||||
}
|
||||
if let Ok(level) = skillset.skill_level(Axe(LKnockback)) {
|
||||
*knockback *= modifiers.knockback.powi(level.into());
|
||||
}
|
||||
}
|
||||
if let Ok(level) = skillset.skill_level(Axe(LCost)) {
|
||||
*energy_cost *= modifiers.energy_cost.powi(level.into());
|
||||
}
|
||||
if let Ok(level) = skillset.skill_level(Axe(LDistance)) {
|
||||
let strength = modifiers.leap_strength;
|
||||
*forward_leap_strength *= strength.powi(level.into());
|
||||
*vertical_leap_strength *= strength.powi(level.into());
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
|
||||
fn adjusted_by_hammer_skills(&mut self, skillset: &SkillSet) {
|
||||
#![allow(clippy::enum_glob_use)]
|
||||
use skills::{HammerSkill::*, Skill::Hammer};
|
||||
|
@ -57,23 +57,27 @@ pub enum SwordSkill {
|
||||
|
||||
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize, Ord, PartialOrd)]
|
||||
pub enum AxeSkill {
|
||||
// Double strike upgrades
|
||||
DsCombo,
|
||||
DsDamage,
|
||||
DsSpeed,
|
||||
DsRegen,
|
||||
// Spin upgrades
|
||||
SInfinite,
|
||||
SHelicopter,
|
||||
SDamage,
|
||||
SSpeed,
|
||||
SCost,
|
||||
// Leap upgrades
|
||||
UnlockLeap,
|
||||
LDamage,
|
||||
LKnockback,
|
||||
LCost,
|
||||
LDistance,
|
||||
BrutalSwing,
|
||||
Berserk,
|
||||
RisingTide,
|
||||
SavageSense,
|
||||
AdrenalineRush,
|
||||
Execute,
|
||||
Maelstrom,
|
||||
Rake,
|
||||
Bloodfeast,
|
||||
FierceRaze,
|
||||
Furor,
|
||||
Fracture,
|
||||
Lacerate,
|
||||
Riptide,
|
||||
SkullBash,
|
||||
Sunder,
|
||||
Plunder,
|
||||
Defiance,
|
||||
Keelhaul,
|
||||
Bulkhead,
|
||||
Capsize,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize, Ord, PartialOrd)]
|
||||
@ -222,7 +226,6 @@ impl Skill {
|
||||
pub const SKILL_MODIFIERS: SkillTreeModifiers = SkillTreeModifiers::get();
|
||||
|
||||
pub struct SkillTreeModifiers {
|
||||
pub axe_tree: AxeTreeModifiers,
|
||||
pub hammer_tree: HammerTreeModifiers,
|
||||
pub bow_tree: BowTreeModifiers,
|
||||
pub staff_tree: StaffTreeModifiers,
|
||||
@ -234,7 +237,6 @@ pub struct SkillTreeModifiers {
|
||||
impl SkillTreeModifiers {
|
||||
const fn get() -> Self {
|
||||
Self {
|
||||
axe_tree: AxeTreeModifiers::get(),
|
||||
hammer_tree: HammerTreeModifiers::get(),
|
||||
bow_tree: BowTreeModifiers::get(),
|
||||
staff_tree: StaffTreeModifiers::get(),
|
||||
@ -245,43 +247,6 @@ impl SkillTreeModifiers {
|
||||
}
|
||||
}
|
||||
|
||||
pub struct AxeTreeModifiers {
|
||||
pub spin: AxeSpinModifiers,
|
||||
pub leap: AxeLeapModifiers,
|
||||
}
|
||||
|
||||
pub struct AxeSpinModifiers {
|
||||
pub base_damage: f32,
|
||||
pub swing_duration: f32,
|
||||
pub energy_cost: f32,
|
||||
}
|
||||
|
||||
pub struct AxeLeapModifiers {
|
||||
pub base_damage: f32,
|
||||
pub knockback: f32,
|
||||
pub energy_cost: f32,
|
||||
// TODO: split to forward and vertical?
|
||||
pub leap_strength: f32,
|
||||
}
|
||||
|
||||
impl AxeTreeModifiers {
|
||||
const fn get() -> Self {
|
||||
Self {
|
||||
spin: AxeSpinModifiers {
|
||||
base_damage: 1.1,
|
||||
swing_duration: 0.95,
|
||||
energy_cost: 0.9,
|
||||
},
|
||||
leap: AxeLeapModifiers {
|
||||
base_damage: 1.1,
|
||||
knockback: 1.1,
|
||||
energy_cost: 0.85,
|
||||
leap_strength: 1.05,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct HammerTreeModifiers {
|
||||
pub single_strike: HammerStrikeModifiers,
|
||||
pub charged: HammerChargedModifers,
|
||||
|
@ -1,6 +1,5 @@
|
||||
use crate::{
|
||||
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
|
||||
consts::GRAVITY,
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
@ -8,7 +7,6 @@ use crate::{
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
use vek::Vec3;
|
||||
|
||||
/// Separated out to condense update portions of character state
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
@ -58,10 +56,6 @@ impl CharacterBehavior for Data {
|
||||
|
||||
match self.static_data.movement_behavior {
|
||||
MovementBehavior::ForwardGround | MovementBehavior::Stationary => {},
|
||||
MovementBehavior::AxeHover => {
|
||||
let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
|
||||
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
|
||||
},
|
||||
MovementBehavior::Walking => {
|
||||
handle_move(data, &mut update, 0.2);
|
||||
},
|
||||
@ -171,7 +165,6 @@ impl CharacterBehavior for Data {
|
||||
pub enum MovementBehavior {
|
||||
Stationary,
|
||||
ForwardGround,
|
||||
AxeHover,
|
||||
Walking,
|
||||
}
|
||||
|
||||
|
@ -8,7 +8,7 @@ use common::{
|
||||
ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, MAX_ABILITIES},
|
||||
buff::BuffKind,
|
||||
item::tool::AbilityContext,
|
||||
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
|
||||
skills::{BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
|
||||
AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction, ControlEvent,
|
||||
Controller, InputKind,
|
||||
},
|
||||
@ -329,75 +329,14 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
pub fn handle_axe_attack(
|
||||
&self,
|
||||
agent: &mut Agent,
|
||||
controller: &mut Controller,
|
||||
attack_data: &AttackData,
|
||||
tgt_data: &TargetData,
|
||||
read_data: &ReadData,
|
||||
rng: &mut impl Rng,
|
||||
_agent: &mut Agent,
|
||||
_controller: &mut Controller,
|
||||
_attack_data: &AttackData,
|
||||
_tgt_data: &TargetData,
|
||||
_read_data: &ReadData,
|
||||
_rng: &mut impl Rng,
|
||||
) {
|
||||
enum ActionStateTimers {
|
||||
TimerHandleAxeAttack = 0,
|
||||
}
|
||||
let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
||||
let has_energy = |need| self.energy.current() > need;
|
||||
let use_leap = |controller: &mut Controller| {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
};
|
||||
|
||||
if attack_data.in_min_range() && attack_data.angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] > 5.0 {
|
||||
controller.push_cancel_input(InputKind::Secondary);
|
||||
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] = 0.0;
|
||||
} else if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize]
|
||||
> 2.5
|
||||
&& has_energy(10.0)
|
||||
{
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
|
||||
read_data.dt.0;
|
||||
} else if has_leap() && has_energy(45.0) && rng.gen_bool(0.5) {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
|
||||
read_data.dt.0;
|
||||
} else {
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
|
||||
read_data.dt.0;
|
||||
}
|
||||
} else {
|
||||
self.path_toward_target(
|
||||
agent,
|
||||
controller,
|
||||
tgt_data.pos.0,
|
||||
read_data,
|
||||
Path::Separate,
|
||||
None,
|
||||
);
|
||||
|
||||
if attack_data.dist_sqrd < 32.0f32.powi(2)
|
||||
&& has_leap()
|
||||
&& has_energy(50.0)
|
||||
&& entities_have_line_of_sight(
|
||||
self.pos,
|
||||
self.body,
|
||||
self.scale,
|
||||
tgt_data.pos,
|
||||
tgt_data.body,
|
||||
tgt_data.scale,
|
||||
read_data,
|
||||
)
|
||||
{
|
||||
use_leap(controller);
|
||||
}
|
||||
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
||||
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
||||
&& rng.gen::<f32>() < 0.02
|
||||
{
|
||||
controller.push_basic_input(InputKind::Roll);
|
||||
}
|
||||
}
|
||||
// TODO
|
||||
}
|
||||
|
||||
pub fn handle_hammer_attack(
|
||||
|
@ -33,7 +33,7 @@ impl Animation for AlphaAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (move1, move2, move3, move2h) = match stage_section {
|
||||
let (move1, move2, _move3, move2h) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
|
||||
@ -55,7 +55,7 @@ impl Animation for AlphaAnimation {
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
@ -65,20 +65,6 @@ impl Animation for AlphaAnimation {
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.head.position = Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6)
|
||||
* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0)
|
||||
* Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
@ -108,94 +94,49 @@ impl Animation for AlphaAnimation {
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Sword) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + move2 * 10.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0 + move3 * -PI / 2.0);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
|
||||
)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
|
||||
s_a.hc.1 + (moveret2 * 5.0),
|
||||
s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
|
||||
},
|
||||
_ => {},
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
|
||||
s_a.hc.1 + (moveret2 * 5.0),
|
||||
s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
@ -203,18 +144,6 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
@ -236,7 +165,7 @@ impl Animation for AlphaAnimation {
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
@ -244,18 +173,6 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 8.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
|
@ -87,38 +87,6 @@ impl Animation for LeapAnimation {
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 + move3 * -1.7);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move3 * -5.0);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.5 + move3 * -1.0)
|
||||
* Quaternion::rotation_z(move1 * 0.4 + move2 * 0.4);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * -0.6 + move3 * 0.8)
|
||||
* Quaternion::rotation_z(move2 * -0.4);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + move2 * -4.0 + move3 * 4.0,
|
||||
s_a.foot.2 + move2 * 5.0 + move3 * -5.0,
|
||||
);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + move2 * 4.0,
|
||||
s_a.foot.2 + move3 * -3.0,
|
||||
);
|
||||
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.9 - move2 * 1.9 + move3 * 1.8);
|
||||
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.9 - move3 * 1.8);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(move1 * 0.22 + move2 * 0.1);
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * 0.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
@ -145,24 +113,6 @@ impl Animation for LeapAnimation {
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move2 * 8.0 + move3 * 15.0,
|
||||
s_a.ac.1 + move3 * -10.0,
|
||||
s_a.ac.2 + move3 * 4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move2 * -0.8 + move3 * -4.0)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move2 * -0.6 + move3 * -1.6);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
@ -171,15 +121,6 @@ impl Animation for LeapAnimation {
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
@ -199,17 +140,6 @@ impl Animation for LeapAnimation {
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 2.0,
|
||||
8.0 + move2 * -8.0 + move3 * 13.0,
|
||||
2.0 + move2 * 7.0 + move3 * -10.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move3 * -2.2)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.2);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 3.0 + move3 * -3.0,
|
||||
|
@ -31,8 +31,6 @@ pub mod sit;
|
||||
pub mod sneak;
|
||||
pub mod sneakequip;
|
||||
pub mod sneakwield;
|
||||
pub mod spin;
|
||||
pub mod spinmelee;
|
||||
pub mod staggered;
|
||||
pub mod stand;
|
||||
pub mod stunned;
|
||||
@ -54,10 +52,10 @@ pub use self::{
|
||||
repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,
|
||||
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
|
||||
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
|
||||
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
|
||||
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
|
||||
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
|
||||
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
|
||||
staggered::StaggeredAnimation, stand::StandAnimation, stunned::StunnedAnimation,
|
||||
swim::SwimAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation,
|
||||
wallrun::WallrunAnimation, wield::WieldAnimation,
|
||||
};
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
|
||||
use common::comp;
|
||||
|
@ -1,265 +0,0 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct SpinAnimation;
|
||||
|
||||
type SpinAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency<'a> = SpinAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"character_spin\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1base, movement2base, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = movement1base * pullback;
|
||||
let move2 = movement2base * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + move2 * -2.0,
|
||||
2.0 + move2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
|
||||
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
|
||||
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
|
||||
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
|
||||
* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
|
||||
* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
-11.0
|
||||
+ 11.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
|
||||
s_a.foot.1,
|
||||
s_a.foot.2 + (movement2 * 6.0),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
|
||||
* Quaternion::rotation_y(movement2 * 0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement2 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
|
||||
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 - PI / 2.0 + movement1base * PI);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.7 + movement1base * -1.0 + movement2base * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + movement1base * PI);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-2.0 + movement1base * -5.0,
|
||||
18.0 + movement1base * -10.0,
|
||||
6.0 + movement1base * -10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7 + movement2base * 1.5)
|
||||
* Quaternion::rotation_y(-3.7)
|
||||
* Quaternion::rotation_z(1.5 + movement2base * PI / 2.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
12.0 + move1 * -10.0,
|
||||
18.0 + move1 * -10.0,
|
||||
4.0 + move1 * -2.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.3)
|
||||
* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -1,221 +0,0 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct SpinMeleeAnimation;
|
||||
|
||||
type SpinMeleeAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for SpinMeleeAnimation {
|
||||
type Dependency<'a> = SpinMeleeAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"character_spinmelee\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let mut next = (*skeleton).clone();
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0 + move1 * -2.0,
|
||||
s_a.chest.1 + move1 * -2.0 + move2 * 2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(move1 * -0.3);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8);
|
||||
next.belt.orientation = Quaternion::rotation_x(move1 * 0.5);
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4);
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.15);
|
||||
next.shorts.position =
|
||||
Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.15);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
1.0 + s_a.shorts.0 + move1 * 1.0,
|
||||
s_a.shorts.1 + move1 * 1.0,
|
||||
);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1);
|
||||
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.1 + move1 * 4.0,
|
||||
s_a.sc.2 + move1 * 2.0 + move2 * 10.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
next.control.position =
|
||||
Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_z(move1 * PI / 2.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_z(move1 * -PI / 2.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
|
||||
* Quaternion::rotation_y(move1 * 0.8)
|
||||
* Quaternion::rotation_z(move1 * PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
|
||||
* Quaternion::rotation_z(move1 * -PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -33,8 +33,8 @@ use common::{
|
||||
slot::EquipSlot,
|
||||
},
|
||||
skills::{
|
||||
self, AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill,
|
||||
RollSkill, SceptreSkill, Skill, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS,
|
||||
self, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill, RollSkill,
|
||||
SceptreSkill, Skill, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS,
|
||||
},
|
||||
skillset::{SkillGroupKind, SkillSet},
|
||||
Body, Energy, Health, Inventory, Poise,
|
||||
@ -87,22 +87,6 @@ widget_ids! {
|
||||
skill_lock_imgs[],
|
||||
sword_bg,
|
||||
axe_render,
|
||||
skill_axe_combo_0,
|
||||
skill_axe_combo_1,
|
||||
skill_axe_combo_2,
|
||||
skill_axe_combo_3,
|
||||
skill_axe_combo_4,
|
||||
skill_axe_spin_0,
|
||||
skill_axe_spin_1,
|
||||
skill_axe_spin_2,
|
||||
skill_axe_spin_3,
|
||||
skill_axe_spin_4,
|
||||
skill_axe_spin_5,
|
||||
skill_axe_leap_0,
|
||||
skill_axe_leap_1,
|
||||
skill_axe_leap_2,
|
||||
skill_axe_leap_3,
|
||||
skill_axe_leap_4,
|
||||
hammer_render,
|
||||
skill_hammer_combo_0,
|
||||
skill_hammer_combo_1,
|
||||
@ -1905,159 +1889,11 @@ impl<'a> Diary<'a> {
|
||||
|
||||
fn handle_axe_skills_window(
|
||||
&mut self,
|
||||
diary_tooltip: &Tooltip,
|
||||
state: &mut State<DiaryState>,
|
||||
ui: &mut UiCell,
|
||||
mut events: Vec<Event>,
|
||||
_diary_tooltip: &Tooltip,
|
||||
_state: &mut State<DiaryState>,
|
||||
_ui: &mut UiCell,
|
||||
/* mut */ events: Vec<Event>,
|
||||
) -> Vec<Event> {
|
||||
// Title text
|
||||
let tree_title = &self.localized_strings.get_msg("common-weapons-axe");
|
||||
|
||||
Text::new(tree_title)
|
||||
.mid_top_with_margin_on(state.ids.content_align, 2.0)
|
||||
.font_id(self.fonts.cyri.conrod_id)
|
||||
.font_size(self.fonts.cyri.scale(34))
|
||||
.color(TEXT_COLOR)
|
||||
.set(state.ids.tree_title_txt, ui);
|
||||
|
||||
// Number of skills per rectangle per weapon, start counting at 0
|
||||
// Maximum of 9 skills/8 indices
|
||||
let skills_top_l = 5;
|
||||
let skills_top_r = 6;
|
||||
let skills_bot_l = 5;
|
||||
let skills_bot_r = 0;
|
||||
|
||||
self.setup_state_for_skill_icons(
|
||||
state,
|
||||
ui,
|
||||
skills_top_l,
|
||||
skills_top_r,
|
||||
skills_bot_l,
|
||||
skills_bot_r,
|
||||
);
|
||||
|
||||
// Skill icons and buttons
|
||||
use skills::AxeSkill::*;
|
||||
// Axe
|
||||
Image::new(animate_by_pulse(
|
||||
&self
|
||||
.item_imgs
|
||||
.img_ids_or_not_found_img(ItemKey::Simple("example_axe".to_string())),
|
||||
self.pulse,
|
||||
))
|
||||
.wh(ART_SIZE)
|
||||
.middle_of(state.ids.content_align)
|
||||
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
|
||||
.set(state.ids.axe_render, ui);
|
||||
use PositionSpecifier::MidTopWithMarginOn;
|
||||
let skill_buttons = &[
|
||||
// Top Left skills
|
||||
// 5 1 6
|
||||
// 3 0 4
|
||||
// 8 2 7
|
||||
SkillIcon::Descriptive {
|
||||
title: "hud-skill-axe_double_strike_title",
|
||||
desc: "hud-skill-axe_double_strike",
|
||||
image: self.imgs.twohaxe_m1,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_l[0], 3.0),
|
||||
id: state.ids.skill_axe_combo_0,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(DsCombo),
|
||||
image: self.imgs.physical_combo_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
|
||||
id: state.ids.skill_axe_combo_1,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(DsDamage),
|
||||
image: self.imgs.physical_damage_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
|
||||
id: state.ids.skill_axe_combo_2,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(DsSpeed),
|
||||
image: self.imgs.physical_speed_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
|
||||
id: state.ids.skill_axe_combo_3,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(DsRegen),
|
||||
image: self.imgs.physical_energy_regen_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
|
||||
id: state.ids.skill_axe_combo_4,
|
||||
},
|
||||
// Top right skills
|
||||
SkillIcon::Descriptive {
|
||||
title: "hud-skill-axe_spin_title",
|
||||
desc: "hud-skill-axe_spin",
|
||||
image: self.imgs.axespin,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[0], 3.0),
|
||||
id: state.ids.skill_axe_spin_0,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(SInfinite),
|
||||
image: self.imgs.physical_infinite_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
|
||||
id: state.ids.skill_axe_spin_1,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(SDamage),
|
||||
image: self.imgs.physical_damage_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
|
||||
id: state.ids.skill_axe_spin_2,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(SHelicopter),
|
||||
image: self.imgs.physical_helicopter_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
|
||||
id: state.ids.skill_axe_spin_3,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(SSpeed),
|
||||
image: self.imgs.physical_speed_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
|
||||
id: state.ids.skill_axe_spin_4,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(SCost),
|
||||
image: self.imgs.physical_cost_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_top_r[5], 3.0),
|
||||
id: state.ids.skill_axe_spin_5,
|
||||
},
|
||||
// Bottom left skills
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(UnlockLeap),
|
||||
image: self.imgs.skill_axe_leap_slash,
|
||||
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
|
||||
id: state.ids.skill_axe_leap_0,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(LDamage),
|
||||
image: self.imgs.physical_damage_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
|
||||
id: state.ids.skill_axe_leap_1,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(LKnockback),
|
||||
image: self.imgs.physical_knockback_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
|
||||
id: state.ids.skill_axe_leap_2,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(LCost),
|
||||
image: self.imgs.physical_cost_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
|
||||
id: state.ids.skill_axe_leap_3,
|
||||
},
|
||||
SkillIcon::Unlockable {
|
||||
skill: Skill::Axe(LDistance),
|
||||
image: self.imgs.physical_distance_skill,
|
||||
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
|
||||
id: state.ids.skill_axe_leap_4,
|
||||
},
|
||||
];
|
||||
|
||||
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
|
||||
events
|
||||
}
|
||||
|
||||
@ -2914,7 +2750,6 @@ fn skill_strings(skill: Skill) -> SkillStrings<'static> {
|
||||
Skill::General(s) => general_skill_strings(s),
|
||||
Skill::UnlockGroup(s) => unlock_skill_strings(s),
|
||||
// weapon trees
|
||||
Skill::Axe(s) => axe_skill_strings(s),
|
||||
Skill::Hammer(s) => hammer_skill_strings(s),
|
||||
Skill::Bow(s) => bow_skill_strings(s),
|
||||
Skill::Staff(s) => staff_skill_strings(s),
|
||||
@ -2983,78 +2818,6 @@ fn unlock_skill_strings(group: SkillGroupKind) -> SkillStrings<'static> {
|
||||
}
|
||||
}
|
||||
|
||||
fn axe_skill_strings(skill: AxeSkill) -> SkillStrings<'static> {
|
||||
let modifiers = SKILL_MODIFIERS.axe_tree;
|
||||
match skill {
|
||||
// Double strike upgrades
|
||||
AxeSkill::DsCombo => SkillStrings::plain(
|
||||
"hud-skill-axe_double_strike_combo_title",
|
||||
"hud-skill-axe_double_strike_combo",
|
||||
),
|
||||
AxeSkill::DsDamage => SkillStrings::plain(
|
||||
"hud-skill-axe_double_strike_damage_title",
|
||||
"hud-skill-axe_double_strike_damage",
|
||||
),
|
||||
AxeSkill::DsSpeed => SkillStrings::plain(
|
||||
"hud-skill-axe_double_strike_speed_title",
|
||||
"hud-skill-axe_double_strike_speed",
|
||||
),
|
||||
AxeSkill::DsRegen => SkillStrings::plain(
|
||||
"hud-skill-axe_double_strike_regen_title",
|
||||
"hud-skill-axe_double_strike_regen",
|
||||
),
|
||||
// Spin upgrades
|
||||
AxeSkill::SInfinite => SkillStrings::plain(
|
||||
"hud-skill-axe_infinite_axe_spin_title",
|
||||
"hud-skill-axe_infinite_axe_spin",
|
||||
),
|
||||
AxeSkill::SHelicopter => SkillStrings::plain(
|
||||
"hud-skill-axe_spin_helicopter_title",
|
||||
"hud-skill-axe_spin_helicopter",
|
||||
),
|
||||
AxeSkill::SDamage => SkillStrings::with_mult(
|
||||
"hud-skill-axe_spin_damage_title",
|
||||
"hud-skill-axe_spin_damage",
|
||||
modifiers.spin.base_damage,
|
||||
),
|
||||
AxeSkill::SSpeed => SkillStrings::with_mult(
|
||||
"hud-skill-axe_spin_speed_title",
|
||||
"hud-skill-axe_spin_speed",
|
||||
modifiers.spin.swing_duration,
|
||||
),
|
||||
AxeSkill::SCost => SkillStrings::with_mult(
|
||||
"hud-skill-axe_spin_cost_title",
|
||||
"hud-skill-axe_spin_cost",
|
||||
modifiers.spin.energy_cost,
|
||||
),
|
||||
// Leap upgrades
|
||||
AxeSkill::UnlockLeap => SkillStrings::plain(
|
||||
"hud-skill-axe_unlock_leap_title",
|
||||
"hud-skill-axe_unlock_leap",
|
||||
),
|
||||
AxeSkill::LDamage => SkillStrings::with_mult(
|
||||
"hud-skill-axe_leap_damage_title",
|
||||
"hud-skill-axe_leap_damage",
|
||||
modifiers.leap.base_damage,
|
||||
),
|
||||
AxeSkill::LKnockback => SkillStrings::with_mult(
|
||||
"hud-skill-axe_leap_knockback_title",
|
||||
"hud-skill-axe_leap_knockback",
|
||||
modifiers.leap.knockback,
|
||||
),
|
||||
AxeSkill::LCost => SkillStrings::with_mult(
|
||||
"hud-skill-axe_leap_cost_title",
|
||||
"hud-skill-axe_leap_cost",
|
||||
modifiers.leap.energy_cost,
|
||||
),
|
||||
AxeSkill::LDistance => SkillStrings::with_mult(
|
||||
"hud-skill-axe_leap_distance_title",
|
||||
"hud-skill-axe_leap_distance",
|
||||
modifiers.leap.leap_strength,
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
fn hammer_skill_strings(skill: HammerSkill) -> SkillStrings<'static> {
|
||||
let modifiers = SKILL_MODIFIERS.hammer_tree;
|
||||
// Single strike upgrades
|
||||
|
@ -198,7 +198,6 @@ image_ids! {
|
||||
onehshield_m1: "voxygen.element.weapons.swordshield",
|
||||
onehshield_m2: "voxygen.element.weapons.swordshield",
|
||||
twohhammer_m1: "voxygen.element.skills.2hhammer_m1",
|
||||
twohaxe_m1: "voxygen.element.skills.2haxe_m1",
|
||||
bow_m1: "voxygen.element.skills.bow_m1",
|
||||
bow_m2: "voxygen.element.skills.bow_m2",
|
||||
staff_melee: "voxygen.element.skills.staff_m1",
|
||||
@ -206,7 +205,6 @@ image_ids! {
|
||||
flyingrod_m1: "voxygen.element.skills.debug_wand_m1",
|
||||
flyingrod_m2: "voxygen.element.skills.debug_wand_m2",
|
||||
hammergolf: "voxygen.element.skills.skill_hammergolf",
|
||||
axespin: "voxygen.element.skills.skill_axespin",
|
||||
fire_aoe: "voxygen.element.skills.skill_fire_aoe",
|
||||
flamethrower: "voxygen.element.skills.skill_flamethrower",
|
||||
// Sword
|
||||
@ -657,7 +655,6 @@ image_ids! {
|
||||
skill_sceptre_lifesteal: "voxygen.element.skills.lifesteal",
|
||||
skill_sceptre_heal: "voxygen.element.skills.heal_aoe",
|
||||
hammerleap: "voxygen.element.skills.skill_hammerleap",
|
||||
skill_axe_leap_slash: "voxygen.element.skills.skill_axe_leap_slash",
|
||||
skill_bow_jump_burst: "voxygen.element.skills.skill_bow_jump_burst",
|
||||
skill_sceptre_aura: "voxygen.element.skills.sceptre_protection",
|
||||
instrument: "voxygen.element.skills.music",
|
||||
|
@ -476,9 +476,6 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
|
||||
"common.abilities.sword.cleaving_blade_fever" => imgs.sword_cleaving_blade_fever,
|
||||
"common.abilities.sword.cleaving_sky_splitter" => imgs.sword_cleaving_sky_splitter,
|
||||
// Axe
|
||||
"common.abilities.axe.doublestrike" => imgs.twohaxe_m1,
|
||||
"common.abilities.axe.spin" => imgs.axespin,
|
||||
"common.abilities.axe.leap" => imgs.skill_axe_leap_slash,
|
||||
// Hammer
|
||||
"common.abilities.hammer.singlestrike" => imgs.twohhammer_m1,
|
||||
"common.abilities.hammer.charged" => imgs.hammergolf,
|
||||
|
@ -1689,35 +1689,6 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::SpinMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::SpinMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::RapidMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
@ -1845,46 +1816,17 @@ impl FigureMgr {
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
match s.stage {
|
||||
1 => anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
2 => anim::character::SpinAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
_ => anim::character::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
ability_id,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
}
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ComboMelee2(s) => {
|
||||
let timer = s.timer.as_secs_f32();
|
||||
|
Loading…
Reference in New Issue
Block a user