Initial setup

This commit is contained in:
Sam 2023-05-11 20:54:09 -04:00
parent 026b61baee
commit 80ab9c26ec
86 changed files with 764 additions and 2764 deletions

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@ -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): (

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,
)

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@ -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,

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@ -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}),

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@ -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),

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@ -1,10 +1,4 @@
([
Group(Weapon(Axe)),
// DoubleStrike
Skill((Axe(DsDamage), 1)),
// Spin
Skill((Axe(SInfinite), 1)),
Skill((Axe(SDamage), 1)),
])

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@ -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)),
])

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@ -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)),
])

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@ -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)),
])

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@ -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)),
])

View File

@ -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),

View File

@ -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

View File

@ -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

View File

@ -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 }

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@ -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

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@ -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

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@ -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.

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@ -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

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@ -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

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@ -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

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@ -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.

View File

@ -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

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@ -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

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@ -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

View File

@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -2,7 +2,7 @@ hud-rank_up = スキルポイント獲得
hud-skill-sp_available = { $number } SP 利用可能
hud-skill-not_unlocked = 解除されていません
hud-skill-req_sp ={"\u000A"}
{ $number }SP必要
hud-skill-inc_health_title = 体力追加
hud-skill-inc_health = 体力の最大値を{ $boost }増加 { $SP }
@ -159,72 +159,4 @@ hud-skill-hmr_single_strike_speed = Increases the attack speed with each success
hud-skill-hmr_single_strike_damage_title = シングルストライク ダメージ
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
hud-skill-hmr_single_strike_knockback_title = シングルストライク ノックバック
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }
hud-skill-sw_trip_str_title = トリプルストライク
hud-skill-sw_trip_str = 最大{ $boost }回までの連続攻撃
hud-skill-sw_trip_str_combo_title = トリプルストライク コンボ
hud-skill-sw_trip_str_combo = 三連攻撃のコンボ回数を解除 { $SP }
hud-skill-sw_trip_str_dmg_title = トリプルストライク ダメージ
hud-skill-sw_trip_str_dmg = 連続攻撃のダメージを増加 { $SP }
hud-skill-sw_trip_str_sp_title = トリプルストライク 速度
hud-skill-sw_trip_str_sp = 連続攻撃の速度を加速 { $SP }
hud-skill-sw_trip_str_reg_title = トリプルストライク スタミナ
hud-skill-sw_trip_str_reg = 連続攻撃のスタミナ獲得量を増加 { $SP }
hud-skill-sw_dash_title = ダッシュ
hud-skill-sw_dash = 敵を一撃で貫く
hud-skill-sw_dash_dmg_title = ダッシュ ダメージ
hud-skill-sw_dash_dmg = ダッシュ攻撃の初期ダメージを{ $boost }%増加 { $SP }
hud-skill-sw_dash_drain_title = ダッシュ ドレイン
hud-skill-sw_dash_drain = ダッシュ攻撃のエネルギー消費を{ $boost }%減少 { $SP }
hud-skill-sw_dash_cost_title = ダッシュ コスト
hud-skill-sw_dash_cost = ダッシュ攻撃の初期スタミナ消費を{ $boost }%減少 { $SP }
hud-skill-sw_dash_speed_title = ダッシュ 速度
hud-skill-sw_dash_speed = ダッシュ攻撃の速度を{ $boost }%増加 { $SP }
hud-skill-sw_dash_inf_title = 無限ダッシュ攻撃
hud-skill-sw_dash_inf = エネルギーの続く限りダッシュ攻撃する { $SP }
hud-skill-sw_dash_scale_title = ダッシュ ダメージ増量
hud-skill-sw_dash_scale = ダッシュ攻撃のダメージ量を{ $boost }%増加 { $SP }
hud-skill-sw_spin_title = スピン解除
hud-skill-sw_spin = 剣の回転攻撃を解除 { $SP }
hud-skill-sw_spin_dmg_title = スピン ダメージ
hud-skill-sw_spin_dmg = 与えるダメージを{ $boost }%増加 { $SP }
hud-skill-sw_spin_spd_title = スピン 速度
hud-skill-sw_spin_spd = スピン攻撃の速度を{ $boost }%増加 { $SP }
hud-skill-sw_spin_cost_title = スピン コスト
hud-skill-sw_spin_cost = スピンごとに消費するエネルギーを{ $boost }%減少 { $SP }
hud-skill-sw_spin_spins_title = スピン 回転
hud-skill-sw_spin_spins = スピン回数を増やします{ $SP }
hud-skill-sw_interrupt_title = 攻撃キャンセル
hud-skill-sw_interrupt = 別の攻撃のために攻撃を中断してキャンセルする { $SP }
hud-skill-axe_double_strike_title = ダブルストライク
hud-skill-axe_double_strike = 悪党をぶった切る
hud-skill-axe_double_strike_combo_title = ダブルストライク コンボ
hud-skill-axe_double_strike_combo = 第二波攻撃を解除 { $SP }
hud-skill-axe_double_strike_damage_title = ダブルストライク ダメージ
hud-skill-axe_double_strike_damage = 攻撃がヒットするたびにダメージが増加 { $SP }
hud-skill-axe_double_strike_speed_title = ダブルストライク 速度
hud-skill-axe_double_strike_speed = 攻撃がヒットするたびに攻撃速度を加速 { $SP }
hud-skill-axe_double_strike_regen_title = ダブルストライク 再生
hud-skill-axe_double_strike_regen = 連続攻撃がヒットするたびにスタミナ獲得量が増加 { $SP }
hud-skill-axe_spin_title = アックススピン
hud-skill-axe_spin = ぐるぐる回ります
hud-skill-axe_infinite_axe_spin_title = 無限アックススピン
hud-skill-axe_infinite_axe_spin = エネルギーが続く限り斧でスピン攻撃する { $SP }
hud-skill-axe_spin_damage_title = スピン ダメージ
hud-skill-axe_spin_damage = { $boost }回のスピンで与えるダメージを増加 { $SP }
hud-skill-axe_spin_helicopter_title = スピン ヘリコプター
hud-skill-axe_spin_helicopter = 回転している間はゆっくりと降下する { $SP }
hud-skill-axe_spin_speed_title = スピン 速度
hud-skill-axe_spin_speed = スピン速度を{ $boost }%増加 { $SP }
hud-skill-axe_spin_cost_title = スピン コスト
hud-skill-axe_spin_cost = スピンのスタミナ消費量を{ $boost }%減少 { $SP }
hud-skill-axe_unlock_leap_title = リープ解除
hud-skill-axe_unlock_leap = リープスピンを解除 { $SP }
hud-skill-axe_leap_damage_title = リープ ダメージ
hud-skill-axe_leap_damage = リープのダメージを{ $boost }%増加 { $SP }
hud-skill-axe_leap_knockback_title = リープ ノックバック
hud-skill-axe_leap_knockback = リープによるノックバックを{ $boost }%増加 { $SP }
hud-skill-axe_leap_cost_title = リープ コスト
hud-skill-axe_leap_cost = リープのコストを{ $boost }%ダウン { $SP }
hud-skill-axe_leap_distance_title = リープ 距離
hud-skill-axe_leap_distance = リープの距離を{ $boost }%増加 { $SP }
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

View File

@ -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

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@ -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

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@ -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

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@ -1664,7 +1664,6 @@ impl CharacterAbility {
#[must_use = "method returns new ability and doesn't mutate the original value"]
pub fn adjusted_by_skills(mut self, skillset: &SkillSet, tool: Option<ToolKind>) -> Self {
match tool {
Some(ToolKind::Axe) => self.adjusted_by_axe_skills(skillset),
Some(ToolKind::Hammer) => self.adjusted_by_hammer_skills(skillset),
Some(ToolKind::Bow) => self.adjusted_by_bow_skills(skillset),
Some(ToolKind::Staff) => self.adjusted_by_staff_skills(skillset),
@ -1721,99 +1720,6 @@ impl CharacterAbility {
}
}
fn adjusted_by_axe_skills(&mut self, skillset: &SkillSet) {
#![allow(clippy::enum_glob_use)]
use skills::{AxeSkill::*, Skill::Axe};
match self {
CharacterAbility::ComboMelee {
ref mut speed_increase,
ref mut max_speed_increase,
ref mut stage_data,
ref mut max_energy_gain,
ref mut scales_from_combo,
..
} => {
if !skillset.has_skill(Axe(DsCombo)) {
stage_data.pop();
}
let speed_segments = f32::from(Axe(DsSpeed).max_level());
let speed_level = f32::from(skillset.skill_level(Axe(DsSpeed)).unwrap_or(0));
*speed_increase *= speed_level / speed_segments;
*max_speed_increase *= speed_level / speed_segments;
let energy_level = skillset.skill_level(Axe(DsRegen)).unwrap_or(0);
let stages = u16::try_from(stage_data.len())
.expect("number of stages can't be more than u16");
*max_energy_gain *= f32::from((energy_level + 1) * stages - 1).max(1.0)
* f32::from(stages - 1).max(1.0)
/ f32::from(Axe(DsRegen).max_level() + 1);
*scales_from_combo = skillset.skill_level(Axe(DsDamage)).unwrap_or(0).into();
},
CharacterAbility::SpinMelee {
ref mut swing_duration,
ref mut energy_cost,
ref mut is_infinite,
ref mut movement_behavior,
ref mut melee_constructor,
..
} => {
let modifiers = SKILL_MODIFIERS.axe_tree.spin;
*is_infinite = skillset.has_skill(Axe(SInfinite));
*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
spin_melee::MovementBehavior::AxeHover
} else {
spin_melee::MovementBehavior::Walking
};
if let MeleeConstructorKind::Slash { ref mut damage, .. } = melee_constructor.kind {
if let Ok(level) = skillset.skill_level(Axe(SDamage)) {
*damage *= modifiers.base_damage.powi(level.into());
}
}
if let Ok(level) = skillset.skill_level(Axe(SSpeed)) {
*swing_duration *= modifiers.swing_duration.powi(level.into());
}
if let Ok(level) = skillset.skill_level(Axe(SCost)) {
*energy_cost *= modifiers.energy_cost.powi(level.into());
}
},
CharacterAbility::LeapMelee {
ref mut melee_constructor,
ref mut energy_cost,
ref mut forward_leap_strength,
ref mut vertical_leap_strength,
..
} => {
let modifiers = SKILL_MODIFIERS.axe_tree.leap;
if let MeleeConstructorKind::Slash {
ref mut damage,
ref mut knockback,
..
} = melee_constructor.kind
{
if let Ok(level) = skillset.skill_level(Axe(LDamage)) {
*damage *= modifiers.base_damage.powi(level.into());
}
if let Ok(level) = skillset.skill_level(Axe(LKnockback)) {
*knockback *= modifiers.knockback.powi(level.into());
}
}
if let Ok(level) = skillset.skill_level(Axe(LCost)) {
*energy_cost *= modifiers.energy_cost.powi(level.into());
}
if let Ok(level) = skillset.skill_level(Axe(LDistance)) {
let strength = modifiers.leap_strength;
*forward_leap_strength *= strength.powi(level.into());
*vertical_leap_strength *= strength.powi(level.into());
}
},
_ => {},
}
}
fn adjusted_by_hammer_skills(&mut self, skillset: &SkillSet) {
#![allow(clippy::enum_glob_use)]
use skills::{HammerSkill::*, Skill::Hammer};

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@ -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,

View File

@ -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,
}

View File

@ -8,7 +8,7 @@ use common::{
ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, MAX_ABILITIES},
buff::BuffKind,
item::tool::AbilityContext,
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
skills::{BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction, ControlEvent,
Controller, InputKind,
},
@ -329,75 +329,14 @@ impl<'a> AgentData<'a> {
pub fn handle_axe_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
_agent: &mut Agent,
_controller: &mut Controller,
_attack_data: &AttackData,
_tgt_data: &TargetData,
_read_data: &ReadData,
_rng: &mut impl Rng,
) {
enum ActionStateTimers {
TimerHandleAxeAttack = 0,
}
let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
let has_energy = |need| self.energy.current() > need;
let use_leap = |controller: &mut Controller| {
controller.push_basic_input(InputKind::Ability(0));
};
if attack_data.in_min_range() && attack_data.angle < 45.0 {
controller.inputs.move_dir = Vec2::zero();
if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] > 5.0 {
controller.push_cancel_input(InputKind::Secondary);
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] = 0.0;
} else if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize]
> 2.5
&& has_energy(10.0)
{
controller.push_basic_input(InputKind::Secondary);
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
} else if has_leap() && has_energy(45.0) && rng.gen_bool(0.5) {
controller.push_basic_input(InputKind::Ability(0));
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
} else {
controller.push_basic_input(InputKind::Primary);
agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
}
} else {
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
if attack_data.dist_sqrd < 32.0f32.powi(2)
&& has_leap()
&& has_energy(50.0)
&& entities_have_line_of_sight(
self.pos,
self.body,
self.scale,
tgt_data.pos,
tgt_data.body,
tgt_data.scale,
read_data,
)
{
use_leap(controller);
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.02
{
controller.push_basic_input(InputKind::Roll);
}
}
// TODO
}
pub fn handle_hammer_attack(

View File

@ -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,

View File

@ -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,

View File

@ -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;

View File

@ -1,265 +0,0 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
pub struct SpinAnimation;
type SpinAnimationDependency = (
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for SpinAnimation {
type Dependency<'a> = SpinAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spin\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1base * pullback;
let move2 = movement2base * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
if matches!(
stage_section,
Some(StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.head.position = Vec3::new(
0.0 + 2.0 + move2 * -2.0,
2.0 + move2 * -2.0 + s_a.head.0,
s_a.head.1,
);
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
next.belt.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
next.shorts.orientation =
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
},
Some(ToolKind::Axe) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
next.belt.orientation = Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.shorts.orientation =
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.head.orientation = Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
next.torso.position = Vec3::new(
0.0,
0.0,
-11.0
+ 11.0 * (movement1 * 0.5 * PI).sin()
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
);
next.torso.orientation =
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
s_a.foot.1,
s_a.foot.2 + (movement2 * 6.0),
);
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
* Quaternion::rotation_y(movement2 * 0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
* Quaternion::rotation_z(movement2 * 0.8);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
);
next.control.orientation =
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
* Quaternion::rotation_z(s_a.sc.5 - PI / 2.0 + movement1base * PI);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
let (move1, move2, _move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control.position = Vec3::new(
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-2.7 + movement1base * -1.0 + movement2base * 2.0)
* Quaternion::rotation_z(1.5 + movement1base * PI);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-2.0 + movement1base * -5.0,
18.0 + movement1base * -10.0,
6.0 + movement1base * -10.0,
);
next.control_l.orientation = Quaternion::rotation_x(1.7 + movement2base * 1.5)
* Quaternion::rotation_y(-3.7)
* Quaternion::rotation_z(1.5 + movement2base * PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position =
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
* Quaternion::rotation_z(1.5 + move1 * PI);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(
12.0 + move1 * -10.0,
18.0 + move1 * -10.0,
4.0 + move1 * -2.0,
);
next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
* Quaternion::rotation_y(-3.3)
* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}

View File

@ -1,221 +0,0 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
pub struct SpinMeleeAnimation;
type SpinMeleeAnimationDependency = (
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for SpinMeleeAnimation {
type Dependency<'a> = SpinMeleeAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1 * pullback;
let move2 = movement2 * pullback;
let mut next = (*skeleton).clone();
if matches!(
stage_section,
Some(StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0 + move1 * -2.0,
s_a.chest.1 + move1 * -2.0 + move2 * 2.0,
);
next.chest.orientation = Quaternion::rotation_x(move1 * -0.3);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.5);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0);
next.belt.orientation = Quaternion::rotation_x(0.15);
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0);
},
Some(ToolKind::Axe) => {
next.head.orientation =
Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4);
next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0);
next.chest.orientation =
Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3);
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5);
next.belt.orientation = Quaternion::rotation_x(0.15);
next.shorts.position = Vec3::new(
0.0,
1.0 + s_a.shorts.0 + move1 * 1.0,
s_a.shorts.1 + move1 * 1.0,
);
next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1);
next.torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
.and_then(|a| a.tool)
{
Some(ToolKind::Sword) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0,
s_a.sc.1 + move1 * 4.0,
s_a.sc.2 + move1 * 2.0 + move2 * 10.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5)
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4);
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
* Quaternion::rotation_z(move1 * -PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
* Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_z(move1 * PI / 2.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
* Quaternion::rotation_z(move1 * -PI / 2.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}

View File

@ -33,8 +33,8 @@ use common::{
slot::EquipSlot,
},
skills::{
self, AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill,
RollSkill, SceptreSkill, Skill, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS,
self, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill, RollSkill,
SceptreSkill, Skill, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS,
},
skillset::{SkillGroupKind, SkillSet},
Body, Energy, Health, Inventory, Poise,
@ -87,22 +87,6 @@ widget_ids! {
skill_lock_imgs[],
sword_bg,
axe_render,
skill_axe_combo_0,
skill_axe_combo_1,
skill_axe_combo_2,
skill_axe_combo_3,
skill_axe_combo_4,
skill_axe_spin_0,
skill_axe_spin_1,
skill_axe_spin_2,
skill_axe_spin_3,
skill_axe_spin_4,
skill_axe_spin_5,
skill_axe_leap_0,
skill_axe_leap_1,
skill_axe_leap_2,
skill_axe_leap_3,
skill_axe_leap_4,
hammer_render,
skill_hammer_combo_0,
skill_hammer_combo_1,
@ -1905,159 +1889,11 @@ impl<'a> Diary<'a> {
fn handle_axe_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
_diary_tooltip: &Tooltip,
_state: &mut State<DiaryState>,
_ui: &mut UiCell,
/* mut */ events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-axe");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 5;
let skills_top_r = 6;
let skills_bot_l = 5;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::AxeSkill::*;
// Axe
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(ItemKey::Simple("example_axe".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.axe_render, ui);
use PositionSpecifier::MidTopWithMarginOn;
let skill_buttons = &[
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
SkillIcon::Descriptive {
title: "hud-skill-axe_double_strike_title",
desc: "hud-skill-axe_double_strike",
image: self.imgs.twohaxe_m1,
position: MidTopWithMarginOn(state.ids.skills_top_l[0], 3.0),
id: state.ids.skill_axe_combo_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsCombo),
image: self.imgs.physical_combo_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_axe_combo_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_axe_combo_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_axe_combo_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsRegen),
image: self.imgs.physical_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
id: state.ids.skill_axe_combo_4,
},
// Top right skills
SkillIcon::Descriptive {
title: "hud-skill-axe_spin_title",
desc: "hud-skill-axe_spin",
image: self.imgs.axespin,
position: MidTopWithMarginOn(state.ids.skills_top_r[0], 3.0),
id: state.ids.skill_axe_spin_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SInfinite),
image: self.imgs.physical_infinite_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_axe_spin_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_axe_spin_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SHelicopter),
image: self.imgs.physical_helicopter_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_axe_spin_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_axe_spin_4,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[5], 3.0),
id: state.ids.skill_axe_spin_5,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Axe(UnlockLeap),
image: self.imgs.skill_axe_leap_slash,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_axe_leap_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_axe_leap_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_axe_leap_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_axe_leap_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LDistance),
image: self.imgs.physical_distance_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_axe_leap_4,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
@ -2914,7 +2750,6 @@ fn skill_strings(skill: Skill) -> SkillStrings<'static> {
Skill::General(s) => general_skill_strings(s),
Skill::UnlockGroup(s) => unlock_skill_strings(s),
// weapon trees
Skill::Axe(s) => axe_skill_strings(s),
Skill::Hammer(s) => hammer_skill_strings(s),
Skill::Bow(s) => bow_skill_strings(s),
Skill::Staff(s) => staff_skill_strings(s),
@ -2983,78 +2818,6 @@ fn unlock_skill_strings(group: SkillGroupKind) -> SkillStrings<'static> {
}
}
fn axe_skill_strings(skill: AxeSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.axe_tree;
match skill {
// Double strike upgrades
AxeSkill::DsCombo => SkillStrings::plain(
"hud-skill-axe_double_strike_combo_title",
"hud-skill-axe_double_strike_combo",
),
AxeSkill::DsDamage => SkillStrings::plain(
"hud-skill-axe_double_strike_damage_title",
"hud-skill-axe_double_strike_damage",
),
AxeSkill::DsSpeed => SkillStrings::plain(
"hud-skill-axe_double_strike_speed_title",
"hud-skill-axe_double_strike_speed",
),
AxeSkill::DsRegen => SkillStrings::plain(
"hud-skill-axe_double_strike_regen_title",
"hud-skill-axe_double_strike_regen",
),
// Spin upgrades
AxeSkill::SInfinite => SkillStrings::plain(
"hud-skill-axe_infinite_axe_spin_title",
"hud-skill-axe_infinite_axe_spin",
),
AxeSkill::SHelicopter => SkillStrings::plain(
"hud-skill-axe_spin_helicopter_title",
"hud-skill-axe_spin_helicopter",
),
AxeSkill::SDamage => SkillStrings::with_mult(
"hud-skill-axe_spin_damage_title",
"hud-skill-axe_spin_damage",
modifiers.spin.base_damage,
),
AxeSkill::SSpeed => SkillStrings::with_mult(
"hud-skill-axe_spin_speed_title",
"hud-skill-axe_spin_speed",
modifiers.spin.swing_duration,
),
AxeSkill::SCost => SkillStrings::with_mult(
"hud-skill-axe_spin_cost_title",
"hud-skill-axe_spin_cost",
modifiers.spin.energy_cost,
),
// Leap upgrades
AxeSkill::UnlockLeap => SkillStrings::plain(
"hud-skill-axe_unlock_leap_title",
"hud-skill-axe_unlock_leap",
),
AxeSkill::LDamage => SkillStrings::with_mult(
"hud-skill-axe_leap_damage_title",
"hud-skill-axe_leap_damage",
modifiers.leap.base_damage,
),
AxeSkill::LKnockback => SkillStrings::with_mult(
"hud-skill-axe_leap_knockback_title",
"hud-skill-axe_leap_knockback",
modifiers.leap.knockback,
),
AxeSkill::LCost => SkillStrings::with_mult(
"hud-skill-axe_leap_cost_title",
"hud-skill-axe_leap_cost",
modifiers.leap.energy_cost,
),
AxeSkill::LDistance => SkillStrings::with_mult(
"hud-skill-axe_leap_distance_title",
"hud-skill-axe_leap_distance",
modifiers.leap.leap_strength,
),
}
}
fn hammer_skill_strings(skill: HammerSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.hammer_tree;
// Single strike upgrades

View File

@ -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",

View File

@ -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,

View File

@ -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();