diff --git a/assets/common/abilities/ability_set_manifest.ron b/assets/common/abilities/ability_set_manifest.ron index 5da9ee04bd..eddc857526 100644 --- a/assets/common/abilities/ability_set_manifest.ron +++ b/assets/common/abilities/ability_set_manifest.ron @@ -144,10 +144,27 @@ ), Tool(Axe): ( guard: Some(Simple(None, "common.abilities.axe.basic_guard")), - primary: Simple(None, "common.abilities.axe.doublestrike"), - secondary: Simple(None, "common.abilities.axe.spin"), + primary: Simple(None, "common.abilities.axe.triple_chop"), + secondary: Simple(None, "common.abilities.axe.cleave"), abilities: [ - Simple(Some(Axe(UnlockLeap)), "common.abilities.axe.leap"), + Simple(Some(Axe(BrutalSwing)), "common.abilities.axe.brutal_swing"), + Simple(Some(Axe(Berserk)), "common.abilities.axe.berserk"), + Simple(Some(Axe(RisingTide)), "common.abilities.axe.rising_tide"), + Simple(Some(Axe(SavageSense)), "common.abilities.axe.savage_sense"), + Simple(Some(Axe(AdrenalineRush)), "common.abilities.axe.adrenaline_rush"), + Simple(Some(Axe(Execute)), "common.abilities.axe.execute"), + Simple(Some(Axe(Rake)), "common.abilities.axe.rake"), + Simple(Some(Axe(Bloodfeast)), "common.abilities.axe.bloodfeast"), + Simple(Some(Axe(FierceRaze)), "common.abilities.axe.fierce_raze"), + Simple(Some(Axe(Furor)), "common.abilities.axe.furor"), + Simple(Some(Axe(Fracture)), "common.abilities.axe.fracture"), + Simple(Some(Axe(Lacerate)), "common.abilities.axe.lacerate"), + Simple(Some(Axe(SkullBash)), "common.abilities.axe.skull_bash"), + Simple(Some(Axe(Sunder)), "common.abilities.axe.sunder"), + Simple(Some(Axe(Plunder)), "common.abilities.axe.plunder"), + Simple(Some(Axe(Defiance)), "common.abilities.axe.defiance"), + Simple(Some(Axe(Keelhaul)), "common.abilities.axe.keelhaul"), + Simple(Some(Axe(Bulkhead)), "common.abilities.axe.bulkhead"), ], ), Tool(Hammer): ( diff --git a/assets/common/abilities/axe/adrenaline_rush.ron b/assets/common/abilities/axe/adrenaline_rush.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/adrenaline_rush.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/berserk.ron b/assets/common/abilities/axe/berserk.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/berserk.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/bloodfeast.ron b/assets/common/abilities/axe/bloodfeast.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/bloodfeast.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/brutal_swing.ron b/assets/common/abilities/axe/brutal_swing.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/brutal_swing.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/bulkhead.ron b/assets/common/abilities/axe/bulkhead.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/bulkhead.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/capsize.ron b/assets/common/abilities/axe/capsize.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/capsize.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/cleave.ron b/assets/common/abilities/axe/cleave.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/cleave.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/defiance.ron b/assets/common/abilities/axe/defiance.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/defiance.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/doublestrike.ron b/assets/common/abilities/axe/doublestrike.ron deleted file mode 100644 index 9130a46956..0000000000 --- a/assets/common/abilities/axe/doublestrike.ron +++ /dev/null @@ -1,55 +0,0 @@ -ComboMelee( - stage_data: [ - ( - stage: 1, - base_damage: 12.0, - damage_increase: 0.5, - base_poise_damage: 0, - poise_damage_increase: 0, - knockback: 5.0, - range: 3.5, - angle: 50.0, - base_buildup_duration: 0.15, - base_swing_duration: 0.075, - hit_timing: 0.6, - base_recover_duration: 0.35, - forward_movement: 0.5, - damage_kind: Slashing, - damage_effect: Some(Buff(( - kind: Bleeding, - dur_secs: 10.0, - strength: DamageFraction(0.1), - chance: 0.1, - ))), - ), - ( - stage: 2, - base_damage: 15.0, - damage_increase: 0.75, - base_poise_damage: 0, - poise_damage_increase: 0, - knockback: 6.0, - range: 3.5, - angle: 30.0, - base_buildup_duration: 0.2, - base_swing_duration: 0.1, - hit_timing: 0.6, - base_recover_duration: 0.35, - forward_movement: 0.25, - damage_kind: Slashing, - damage_effect: Some(Buff(( - kind: Bleeding, - dur_secs: 10.0, - strength: DamageFraction(0.1), - chance: 0.1, - ))), - ), - ], - initial_energy_gain: 2.5, - max_energy_gain: 12.5, - energy_increase: 2.5, - speed_increase: 0.1, - max_speed_increase: 0.6, - scales_from_combo: 2, - ori_modifier: 1.0, -) \ No newline at end of file diff --git a/assets/common/abilities/axe/execute.ron b/assets/common/abilities/axe/execute.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/execute.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/fierce_raze.ron b/assets/common/abilities/axe/fierce_raze.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/fierce_raze.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/fracture.ron b/assets/common/abilities/axe/fracture.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/fracture.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/furor.ron b/assets/common/abilities/axe/furor.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/furor.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/keelhaul.ron b/assets/common/abilities/axe/keelhaul.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/keelhaul.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/lacerate.ron b/assets/common/abilities/axe/lacerate.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/lacerate.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/leap.ron b/assets/common/abilities/axe/leap.ron deleted file mode 100644 index 25119259dc..0000000000 --- a/assets/common/abilities/axe/leap.ron +++ /dev/null @@ -1,21 +0,0 @@ -LeapMelee( - energy_cost: 30.0, - buildup_duration: 0.3, - movement_duration: 0.25, - swing_duration: 0.2, - recover_duration: 0.2, - melee_constructor: ( - kind: Slash( - damage: 25.0, - poise: 0.0, - knockback: 12.0, - energy_regen: 0.0, - ), - range: 4.5, - angle: 30.0, - multi_target: Some(Normal), - ), - forward_leap_strength: 20.0, - vertical_leap_strength: 8.0, - specifier: None, -) diff --git a/assets/common/abilities/axe/maelstrom.ron b/assets/common/abilities/axe/maelstrom.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/maelstrom.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/plunder.ron b/assets/common/abilities/axe/plunder.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/plunder.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/rake.ron b/assets/common/abilities/axe/rake.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/rake.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/riptide.ron b/assets/common/abilities/axe/riptide.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/riptide.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/rising_tide.ron b/assets/common/abilities/axe/rising_tide.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/rising_tide.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/savage_sense.ron b/assets/common/abilities/axe/savage_sense.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/savage_sense.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/skull_bash.ron b/assets/common/abilities/axe/skull_bash.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/skull_bash.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/spin.ron b/assets/common/abilities/axe/spin.ron deleted file mode 100644 index 3f54569d41..0000000000 --- a/assets/common/abilities/axe/spin.ron +++ /dev/null @@ -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, -) diff --git a/assets/common/abilities/axe/sunder.ron b/assets/common/abilities/axe/sunder.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/sunder.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/abilities/axe/triple_chop.ron b/assets/common/abilities/axe/triple_chop.ron new file mode 100644 index 0000000000..b4732b4a2f --- /dev/null +++ b/assets/common/abilities/axe/triple_chop.ron @@ -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, +) \ No newline at end of file diff --git a/assets/common/skill_trees/skill_max_levels.ron b/assets/common/skill_trees/skill_max_levels.ron index 45190fcdbe..009b1f78aa 100644 --- a/assets/common/skill_trees/skill_max_levels.ron +++ b/assets/common/skill_trees/skill_max_levels.ron @@ -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, diff --git a/assets/common/skill_trees/skill_prerequisites.ron b/assets/common/skill_trees/skill_prerequisites.ron index 35241aa875..fa37882494 100644 --- a/assets/common/skill_trees/skill_prerequisites.ron +++ b/assets/common/skill_trees/skill_prerequisites.ron @@ -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}), diff --git a/assets/common/skill_trees/skills_skill-groups_manifest.ron b/assets/common/skill_trees/skills_skill-groups_manifest.ron index 1a9ea3151a..16bd4bd152 100644 --- a/assets/common/skill_trees/skills_skill-groups_manifest.ron +++ b/assets/common/skill_trees/skills_skill-groups_manifest.ron @@ -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), diff --git a/assets/common/skillset/preset/rank1/axe.ron b/assets/common/skillset/preset/rank1/axe.ron index 3e88edd3ec..ead2dd549e 100644 --- a/assets/common/skillset/preset/rank1/axe.ron +++ b/assets/common/skillset/preset/rank1/axe.ron @@ -1,10 +1,4 @@ ([ Group(Weapon(Axe)), - // DoubleStrike - Skill((Axe(DsDamage), 1)), - // Spin - Skill((Axe(SInfinite), 1)), - Skill((Axe(SDamage), 1)), - ]) diff --git a/assets/common/skillset/preset/rank2/axe.ron b/assets/common/skillset/preset/rank2/axe.ron index b5308f3565..61dc3ff881 100644 --- a/assets/common/skillset/preset/rank2/axe.ron +++ b/assets/common/skillset/preset/rank2/axe.ron @@ -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)), ]) diff --git a/assets/common/skillset/preset/rank3/axe.ron b/assets/common/skillset/preset/rank3/axe.ron index 28851292b3..725d569ed6 100644 --- a/assets/common/skillset/preset/rank3/axe.ron +++ b/assets/common/skillset/preset/rank3/axe.ron @@ -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)), ]) diff --git a/assets/common/skillset/preset/rank4/axe.ron b/assets/common/skillset/preset/rank4/axe.ron index be4e3ce218..a3c3eac2f6 100644 --- a/assets/common/skillset/preset/rank4/axe.ron +++ b/assets/common/skillset/preset/rank4/axe.ron @@ -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)), ]) diff --git a/assets/common/skillset/preset/rank5/axe.ron b/assets/common/skillset/preset/rank5/axe.ron index 8808d7efdb..029027b1e6 100644 --- a/assets/common/skillset/preset/rank5/axe.ron +++ b/assets/common/skillset/preset/rank5/axe.ron @@ -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)), ]) diff --git a/assets/server/manifests/presets.ron b/assets/server/manifests/presets.ron index 67e44f3b6f..9ee2891fe1 100644 --- a/assets/server/manifests/presets.ron +++ b/assets/server/manifests/presets.ron @@ -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), diff --git a/assets/voxygen/i18n/be/hud/skills.ftl b/assets/voxygen/i18n/be/hud/skills.ftl index 93e6584a81..657a4fd9fc 100644 --- a/assets/voxygen/i18n/be/hud/skills.ftl +++ b/assets/voxygen/i18n/be/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ca/hud/skills.ftl b/assets/voxygen/i18n/ca/hud/skills.ftl index 5c4a5a0ada..6872e10cbc 100644 --- a/assets/voxygen/i18n/ca/hud/skills.ftl +++ b/assets/voxygen/i18n/ca/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/cs/hud/skills.ftl b/assets/voxygen/i18n/cs/hud/skills.ftl index 7921cf11db..05306a05c4 100644 --- a/assets/voxygen/i18n/cs/hud/skills.ftl +++ b/assets/voxygen/i18n/cs/hud/skills.ftl @@ -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 } \ No newline at end of file diff --git a/assets/voxygen/i18n/de/hud/ability.ftl b/assets/voxygen/i18n/de/hud/ability.ftl index 030d8a6e3d..38268f9dc8 100644 --- a/assets/voxygen/i18n/de/hud/ability.ftl +++ b/assets/voxygen/i18n/de/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/de/hud/skills.ftl b/assets/voxygen/i18n/de/hud/skills.ftl index 58d800e756..1e0d10e09e 100644 --- a/assets/voxygen/i18n/de/hud/skills.ftl +++ b/assets/voxygen/i18n/de/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/en/hud/ability.ftl b/assets/voxygen/i18n/en/hud/ability.ftl index 74540b944d..c84987310d 100644 --- a/assets/voxygen/i18n/en/hud/ability.ftl +++ b/assets/voxygen/i18n/en/hud/ability.ftl @@ -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. diff --git a/assets/voxygen/i18n/en/hud/skills.ftl b/assets/voxygen/i18n/en/hud/skills.ftl index 9005a26cbd..003e142ca9 100644 --- a/assets/voxygen/i18n/en/hud/skills.ftl +++ b/assets/voxygen/i18n/en/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/es-419/hud/ability.ftl b/assets/voxygen/i18n/es-419/hud/ability.ftl index a57961c629..b32174941b 100644 --- a/assets/voxygen/i18n/es-419/hud/ability.ftl +++ b/assets/voxygen/i18n/es-419/hud/ability.ftl @@ -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 \ No newline at end of file diff --git a/assets/voxygen/i18n/es-419/hud/skills.ftl b/assets/voxygen/i18n/es-419/hud/skills.ftl index ab251cf9ef..ef029b4090 100644 --- a/assets/voxygen/i18n/es-419/hud/skills.ftl +++ b/assets/voxygen/i18n/es-419/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/es/hud/ability.ftl b/assets/voxygen/i18n/es/hud/ability.ftl index 767f1b2932..a2d795963d 100644 --- a/assets/voxygen/i18n/es/hud/ability.ftl +++ b/assets/voxygen/i18n/es/hud/ability.ftl @@ -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. diff --git a/assets/voxygen/i18n/es/hud/skills.ftl b/assets/voxygen/i18n/es/hud/skills.ftl index 8a14f1d426..3965f11d47 100644 --- a/assets/voxygen/i18n/es/hud/skills.ftl +++ b/assets/voxygen/i18n/es/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/eu/hud/ability.ftl b/assets/voxygen/i18n/eu/hud/ability.ftl index 109ed82fec..cc7e02ccfe 100644 --- a/assets/voxygen/i18n/eu/hud/ability.ftl +++ b/assets/voxygen/i18n/eu/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/eu/hud/skills.ftl b/assets/voxygen/i18n/eu/hud/skills.ftl index 348e4adbcf..4ba554990a 100644 --- a/assets/voxygen/i18n/eu/hud/skills.ftl +++ b/assets/voxygen/i18n/eu/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/fr/hud/ability.ftl b/assets/voxygen/i18n/fr/hud/ability.ftl index 65b06177dc..0ee4ddb8d1 100644 --- a/assets/voxygen/i18n/fr/hud/ability.ftl +++ b/assets/voxygen/i18n/fr/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/fr/hud/skills.ftl b/assets/voxygen/i18n/fr/hud/skills.ftl index a2cc8b9702..3a20f1552b 100644 --- a/assets/voxygen/i18n/fr/hud/skills.ftl +++ b/assets/voxygen/i18n/fr/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/hu/hud/skills.ftl b/assets/voxygen/i18n/hu/hud/skills.ftl index d5bf9f3e2f..67cb02ee64 100644 --- a/assets/voxygen/i18n/hu/hud/skills.ftl +++ b/assets/voxygen/i18n/hu/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/it/hud/ability.ftl b/assets/voxygen/i18n/it/hud/ability.ftl index d94f1171ba..ef2c0f0212 100644 --- a/assets/voxygen/i18n/it/hud/ability.ftl +++ b/assets/voxygen/i18n/it/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/it/hud/skills.ftl b/assets/voxygen/i18n/it/hud/skills.ftl index 7a12a9927d..33247a8a9c 100644 --- a/assets/voxygen/i18n/it/hud/skills.ftl +++ b/assets/voxygen/i18n/it/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ja/hud/skills.ftl b/assets/voxygen/i18n/ja/hud/skills.ftl index ba8315f02f..f0d27185c5 100644 --- a/assets/voxygen/i18n/ja/hud/skills.ftl +++ b/assets/voxygen/i18n/ja/hud/skills.ftl @@ -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 } \ No newline at end of file +hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP } \ No newline at end of file diff --git a/assets/voxygen/i18n/ko/hud/ability.ftl b/assets/voxygen/i18n/ko/hud/ability.ftl index 38d17c5b31..f13d83f829 100644 --- a/assets/voxygen/i18n/ko/hud/ability.ftl +++ b/assets/voxygen/i18n/ko/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/ko/hud/skills.ftl b/assets/voxygen/i18n/ko/hud/skills.ftl index 05b59baa22..74f4f66246 100644 --- a/assets/voxygen/i18n/ko/hud/skills.ftl +++ b/assets/voxygen/i18n/ko/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/pl/hud/ability.ftl b/assets/voxygen/i18n/pl/hud/ability.ftl index 6aaf695e33..58e7468ecd 100644 --- a/assets/voxygen/i18n/pl/hud/ability.ftl +++ b/assets/voxygen/i18n/pl/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/pl/hud/skills.ftl b/assets/voxygen/i18n/pl/hud/skills.ftl index d188940cef..8888305bab 100644 --- a/assets/voxygen/i18n/pl/hud/skills.ftl +++ b/assets/voxygen/i18n/pl/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/pt-BR/hud/skills.ftl b/assets/voxygen/i18n/pt-BR/hud/skills.ftl index d5ce85a70f..e7f889ddf7 100644 --- a/assets/voxygen/i18n/pt-BR/hud/skills.ftl +++ b/assets/voxygen/i18n/pt-BR/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ro/hud/ability.ftl b/assets/voxygen/i18n/ro/hud/ability.ftl index efde84cc12..7d21247fe5 100644 --- a/assets/voxygen/i18n/ro/hud/ability.ftl +++ b/assets/voxygen/i18n/ro/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/ro/hud/skills.ftl b/assets/voxygen/i18n/ro/hud/skills.ftl index 1fc186df94..5cd4bb5566 100644 --- a/assets/voxygen/i18n/ro/hud/skills.ftl +++ b/assets/voxygen/i18n/ro/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ru/hud/ability.ftl b/assets/voxygen/i18n/ru/hud/ability.ftl index d2d3e2da9d..68936c7b66 100644 --- a/assets/voxygen/i18n/ru/hud/ability.ftl +++ b/assets/voxygen/i18n/ru/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/ru/hud/skills.ftl b/assets/voxygen/i18n/ru/hud/skills.ftl index dcca234602..78c2566cad 100644 --- a/assets/voxygen/i18n/ru/hud/skills.ftl +++ b/assets/voxygen/i18n/ru/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/sr/hud/skills.ftl b/assets/voxygen/i18n/sr/hud/skills.ftl index d31868ac5f..20e0352368 100644 --- a/assets/voxygen/i18n/sr/hud/skills.ftl +++ b/assets/voxygen/i18n/sr/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/sv/hud/ability.ftl b/assets/voxygen/i18n/sv/hud/ability.ftl index 4087111ba6..ab558ed59a 100644 --- a/assets/voxygen/i18n/sv/hud/ability.ftl +++ b/assets/voxygen/i18n/sv/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/sv/hud/skills.ftl b/assets/voxygen/i18n/sv/hud/skills.ftl index 7732278830..f466d01590 100644 --- a/assets/voxygen/i18n/sv/hud/skills.ftl +++ b/assets/voxygen/i18n/sv/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/th/hud/ability.ftl b/assets/voxygen/i18n/th/hud/ability.ftl index 830a111f84..1b8bcdfaae 100644 --- a/assets/voxygen/i18n/th/hud/ability.ftl +++ b/assets/voxygen/i18n/th/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/th/hud/skills.ftl b/assets/voxygen/i18n/th/hud/skills.ftl index e0f4c64efa..d21e123e43 100644 --- a/assets/voxygen/i18n/th/hud/skills.ftl +++ b/assets/voxygen/i18n/th/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/uk/hud/ability.ftl b/assets/voxygen/i18n/uk/hud/ability.ftl index 54916957d2..33cd6fde06 100644 --- a/assets/voxygen/i18n/uk/hud/ability.ftl +++ b/assets/voxygen/i18n/uk/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/uk/hud/skills.ftl b/assets/voxygen/i18n/uk/hud/skills.ftl index 150fcc7006..4f244fdc2c 100644 --- a/assets/voxygen/i18n/uk/hud/skills.ftl +++ b/assets/voxygen/i18n/uk/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/zh-Hans/hud/ability.ftl b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl index 95f5dd62fc..8194ffe82d 100644 --- a/assets/voxygen/i18n/zh-Hans/hud/ability.ftl +++ b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/zh-Hans/hud/skills.ftl b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl index 119246ae59..8bdedf5747 100644 --- a/assets/voxygen/i18n/zh-Hans/hud/skills.ftl +++ b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl @@ -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 diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 9a31d74f05..ba75793181 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -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) -> 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}; diff --git a/common/src/comp/skillset/skills.rs b/common/src/comp/skillset/skills.rs index 3486ff1919..2b3bbf9835 100644 --- a/common/src/comp/skillset/skills.rs +++ b/common/src/comp/skillset/skills.rs @@ -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, diff --git a/common/src/states/spin_melee.rs b/common/src/states/spin_melee.rs index f1ceac6c19..ddc5ba7b8c 100644 --- a/common/src/states/spin_melee.rs +++ b/common/src/states/spin_melee.rs @@ -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, } diff --git a/server/agent/src/attack.rs b/server/agent/src/attack.rs index d802d66282..784861ce6b 100644 --- a/server/agent/src/attack.rs +++ b/server/agent/src/attack.rs @@ -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::() < 0.02 - { - controller.push_basic_input(InputKind::Roll); - } - } + // TODO } pub fn handle_hammer_attack( diff --git a/voxygen/anim/src/character/alpha.rs b/voxygen/anim/src/character/alpha.rs index 82664c7f7c..90a48ef1ee 100644 --- a/voxygen/anim/src/character/alpha.rs +++ b/voxygen/anim/src/character/alpha.rs @@ -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, diff --git a/voxygen/anim/src/character/leapmelee.rs b/voxygen/anim/src/character/leapmelee.rs index 772607a6be..9506e6d680 100644 --- a/voxygen/anim/src/character/leapmelee.rs +++ b/voxygen/anim/src/character/leapmelee.rs @@ -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, diff --git a/voxygen/anim/src/character/mod.rs b/voxygen/anim/src/character/mod.rs index c612df1281..a3a583cb5f 100644 --- a/voxygen/anim/src/character/mod.rs +++ b/voxygen/anim/src/character/mod.rs @@ -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; diff --git a/voxygen/anim/src/character/spin.rs b/voxygen/anim/src/character/spin.rs deleted file mode 100644 index bac4755ae1..0000000000 --- a/voxygen/anim/src/character/spin.rs +++ /dev/null @@ -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, Option), - Vec3, - f32, - Option, - Option, -); -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 - } -} diff --git a/voxygen/anim/src/character/spinmelee.rs b/voxygen/anim/src/character/spinmelee.rs deleted file mode 100644 index a1b512dab5..0000000000 --- a/voxygen/anim/src/character/spinmelee.rs +++ /dev/null @@ -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, Option), - Vec3, - f32, - Option, - Option, -); -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 - } -} diff --git a/voxygen/src/hud/diary.rs b/voxygen/src/hud/diary.rs index 1f1bbdb2c2..0e18d26f93 100644 --- a/voxygen/src/hud/diary.rs +++ b/voxygen/src/hud/diary.rs @@ -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, - ui: &mut UiCell, - mut events: Vec, + _diary_tooltip: &Tooltip, + _state: &mut State, + _ui: &mut UiCell, + /* mut */ events: Vec, ) -> Vec { - // 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 diff --git a/voxygen/src/hud/img_ids.rs b/voxygen/src/hud/img_ids.rs index cab9cfe871..0807b1ba62 100644 --- a/voxygen/src/hud/img_ids.rs +++ b/voxygen/src/hud/img_ids.rs @@ -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", diff --git a/voxygen/src/hud/util.rs b/voxygen/src/hud/util.rs index 07d6abf896..8e0f85454d 100644 --- a/voxygen/src/hud/util.rs +++ b/voxygen/src/hud/util.rs @@ -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, diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 4cd71b2a70..c9cf9e7d0a 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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();