Cleanup stuff from old hammer

This commit is contained in:
Sam 2024-01-26 21:54:38 -05:00
parent 78acdcf767
commit fcfff367c9
54 changed files with 61 additions and 1704 deletions

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@ -422,13 +422,6 @@
threshold: 0.5,
subtitle: "subtitle-unwield_hammer",
),
Attack(ComboMeleeDeprecated(Action, 1), Hammer): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.7,
subtitle: "subtitle-hammer_attack",
),
Attack(ChargedMelee(Action), Hammer): (
files: [
"voxygen.audio.sfx.abilities.swing",

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@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Колькасць стрэл
hud-skill-bow_shotgun_arrow_count = Пабольшвае колькасць стрэл у выстрале на { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Кучнасць стрэл
hud-skill-bow_shotgun_spread = Змяншае роскід стрэл на { $boost }%.{ $SP }
hud-skill-hmr_leap_radius_title = Радыус ударнай хвалі
hud-skill-hmr_leap_radius = Пабольшвае радыус ударнай хвалі ад атакі ў скачку на { $boost } метры.{ $SP }
hud-skill-hmr_leap_distance_title = Даўжыня скачка
hud-skill-hmr_leap_distance = Пабольшвае даўжыню скачка на { $boost }%.{ $SP }
hud-skill-hmr_leap_cost_title = Выдатак энергіі
hud-skill-hmr_leap_cost = Змяншае выдатак энергіі на { $boost }%.{ $SP }
hud-skill-hmr_leap_knockback_title = Адкідванне атакай у скачку
hud-skill-hmr_leap_knockback = Адкідвайце ворагаў на { $boost }% далей.{ $SP }
hud-skill-hmr_leap_damage_title = Шкода
hud-skill-hmr_leap_damage = Пабольшвае шкоду на { $boost }%.{ $SP }
hud-skill-hmr_unlock_leap_title = Атака ў скачку
hud-skill-hmr_unlock_leap = Адчыняе магчымасць атакі ў скачку.{ $SP }
hud-skill-hmr_charged_melee_title = Зараджаны ўдар
hud-skill-hmr_charged_melee = Прыпыніцеся на хвілінку ды вытніце злосніка з усяе сілы.
hud-skill-hmr_charged_rate_title = Хуткасць зарадкі
hud-skill-hmr_charged_rate = Удар зараджаецца на { $boost }% хутчэй.{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Выдатак энергіі
hud-skill-hmr_charged_melee_nrg_drain = Змяншае паглынанне энергіі ў час зарадкі на { $boost }%.{ $SP }
hud-skill-hmr_charged_melee_damage_title = Шкода
hud-skill-hmr_charged_melee_damage = Пабольшвае шкоду ад заражанага ўдару на { $boost }%.{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Адкідванне зараджаным ударам
hud-skill-hmr_charged_melee_knockback = Значна пабольшвае моц адкідвання на { $boost }%.{ $SP }
hud-skill-hmr_single_strike_title = Удар
hud-skill-hmr_single_strike = Бі альбо не бі, вось у чым пытанне.
hud-skill-hmr_single_strike_regen_title = Аднаўленне энергіі
hud-skill-hmr_single_strike_regen = Пабольшвае аднаўленне энергіі з кожным паслядоўным ударам.{ $SP }
hud-skill-hmr_single_strike_speed_title = Хуткасць удару
hud-skill-hmr_single_strike_speed = Пабольшвае хуткасць атакі з кожным паслядоўным ударам.{ $SP }
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-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.

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Nombre de Fletxes d'Escopeta
hud-skill-bow_shotgun_arrow_count = Augmenta el nombre de fletxes en cada ús en { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Difusió d'Escopeta
hud-skill-bow_shotgun_spread = Redueix la difusió de les fletxes un { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Radi del Salt en Picat
hud-skill-hmr_leap_radius = Augmenta el radi d'atac del cop a terra en { $boost } metres{ $SP }
hud-skill-hmr_leap_distance_title = Distància del Salt en Picat
hud-skill-hmr_leap_distance = Augmenta la distància de l'habilitat Salt en Picat un { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Cost del Salt en Picat
hud-skill-hmr_leap_cost = Redueix el cost energètic del Salt en Picat un { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Empenta del Salt en Picat
hud-skill-hmr_leap_knockback = Augmenta l'empenta del Salt en Picat un { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Dany del Salt en Picat
hud-skill-hmr_leap_damage = Augmenta el dany del Salt en Picat un { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Desbloqueja Salt en Picat
hud-skill-hmr_unlock_leap = Desbloqueja l'habilitat Salt en Picat{ $SP }
hud-skill-hmr_charged_melee_title = Atac Carregat
hud-skill-hmr_charged_melee = L'atac de sempre ara carregat!
hud-skill-hmr_charged_rate_title = Velocitat de Càrrega
hud-skill-hmr_charged_rate = Augmenta la velocitat a la qual carregues el cop un { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Consum Energètic de l'Atac Carregat
hud-skill-hmr_charged_melee_nrg_drain = Redueix el cost energètic quan carregues un atac un { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Dany de l'Atac Carregat
hud-skill-hmr_charged_melee_damage = Augmenta el dany de l'Atac Carregat un { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Empenta de l'Atac Carregat
hud-skill-hmr_charged_melee_knockback = Augmenta massivament la potència de llançament de l'atac un { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Atac Individual
hud-skill-hmr_single_strike = Tan solitari com sou vós
hud-skill-hmr_single_strike_regen_title = Regeneració de l'Atac Individual
hud-skill-hmr_single_strike_regen = Augmenta el guany d'Energia per cada cop successiu{ $SP }
hud-skill-hmr_single_strike_speed_title = Velocitat de l'Atac Individual
hud-skill-hmr_single_strike_speed = Augmenta la velocitat dels atacs per cada cop successiu{ $SP }
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-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

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@ -115,35 +115,3 @@ hud-skill-bow_shotgun_arrow_count_title = Počet Šípů
hud-skill-bow_shotgun_arrow_count = Zvyšuje počet šípů vystřelených v jedné dávce o { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Rozptyl Brokovnice
hud-skill-bow_shotgun_spread = Snižuje rozptyl šípů o { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Rádius Přískoku
hud-skill-hmr_leap_radius = Zvětšuje rádius bouchnutí do země o { $boost } metr{ $SP }
hud-skill-hmr_leap_distance_title = Vzdálenost Přískoku
hud-skill-hmr_leap_distance = Zvětší vzdálenost o { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Spotřeba při Přískoku
hud-skill-hmr_leap_cost = Sníží cenu skoku o { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Odražení
hud-skill-hmr_leap_knockback = Zvyšuje odražení z Vyšlehnutí o { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Poškození Přískoku
hud-skill-hmr_leap_damage = Zvyšuje poškození při Přískoku o { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Odemknout Přískok
hud-skill-hmr_unlock_leap = Odemkne přískok{ $SP }
hud-skill-hmr_charged_melee_title = Silný Úder
hud-skill-hmr_charged_melee = Útok na blízko, ale silnější
hud-skill-hmr_charged_rate_title = Rychlost Nápřahu
hud-skill-hmr_charged_rate = Zvýší rychlost napřažení k úderu o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Menší Spotřeba Energie
hud-skill-hmr_charged_melee_nrg_drain = Snižuje spotřebu energie během napřažení o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Poškození
hud-skill-hmr_charged_melee_damage = Zvětší poškození silného úderu o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Odhození
hud-skill-hmr_charged_melee_knockback = Masivně zvětšuje potenciální odhození silným úderem o { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Jednoduchý Úder
hud-skill-hmr_single_strike = Jednoduchý jako ty
hud-skill-hmr_single_strike_regen_title = Regenerace Energie
hud-skill-hmr_single_strike_regen = Zvyšuje energii při každém povedeném úderu{ $SP }
hud-skill-hmr_single_strike_speed_title = Rychlost Jednoduchého Útoku
hud-skill-hmr_single_strike_speed = Zvýší rychlost útoku při každém povedeném úderu{ $SP }
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 }

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Pfeil der Besessenheit
.desc = Schießt einen giftigen Pfeil und lässt dich dein Ziel kontrollieren.
common-abilities-hammer-leap = Schicksalsschlag
.desc = Eine Attacke mit Flächeneffekt und Rückstoß. Spring an die Position des Cursors.
common-abilities-bow-shotgun = Pfeilhagel
.desc = Schießt einen Pfeilhagel ab
common-abilities-staff-fireshockwave = Ring des Feuers

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@ -119,38 +119,6 @@ hud-skill-bow_charged_speed_title = Spanngeschwindigkeit
hud-skill-bow_charged_speed = Erhöht die Geschwindigkeit mit der du den Bogen spannst um { $boost }%{ $SP }
hud-skill-bow_charged_move_title = Bewegungsgeschw. beim Spannen
hud-skill-bow_charged_move = Erhöht die Bewegungsgeschw. um { $boost }% während du den Bogen spannst{ $SP }
hud-skill-hmr_leap_radius_title = Radius: Zerschmettern
hud-skill-hmr_leap_radius = Erhöht den Radius, indem du deine Gegner ungespitzt in den Boden rammst um { $boost } Meter{ $SP }
hud-skill-hmr_leap_distance_title = Sprungreichweite
hud-skill-hmr_leap_distance = Du kannst dich auf { $boost }% weiter entfernte Gegner stürzen{ $SP }
hud-skill-hmr_leap_cost_title = Kosten: Zerschmettern
hud-skill-hmr_leap_cost = Verringert die Ausdauerkosten um { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Rückstoß: Zerschmettern
hud-skill-hmr_leap_knockback = Zerschmettern stößt deine Gegner um { $boost }% weiter{ $SP }
hud-skill-hmr_leap_damage_title = Schaden: Zerschmettern
hud-skill-hmr_leap_damage = Du schlägst um { $boost }% stärker auf deine Feinde ein{ $SP }
hud-skill-hmr_unlock_leap_title = Zerschmettern freischalten
hud-skill-hmr_unlock_leap = Du kannst auf deine Gegner zuspringen und sie dem Erdboden gleichmachen{ $SP }
hud-skill-hmr_charged_melee_title = Aufgeladener Schlag
hud-skill-hmr_charged_melee = Schwingt den Prügel aber mit Schmackes
hud-skill-hmr_charged_rate_title = Schwung: Aufgeladener Schlag
hud-skill-hmr_charged_rate = Erhöht den Schwung mit dem du zuschlägst um { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Effizienz: Aufgeladener Schlag
hud-skill-hmr_charged_melee_nrg_drain = Wenn du zum aufgeladenen Schlag ansetzt verbrauchst du { $boost }% weniger Energie{ $SP }
hud-skill-hmr_charged_melee_damage_title = Schaden: Aufgeladener Schlag
hud-skill-hmr_charged_melee_damage = Erhöht den Schaden des aufgeladenen Schlages um { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Rückstoß: Aufgeladener Schlag
hud-skill-hmr_charged_melee_knockback = Erhöht den Rückstoß deines aufgeladenen Schlages um stattliche { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Einfacher Schlag
hud-skill-hmr_single_strike = Weil einfach einfach einfach ist!
hud-skill-hmr_single_strike_regen_title = Regeneration: Einfacher Schlag
hud-skill-hmr_single_strike_regen = Erhöht den Ausdauergewinn mit jedem Treffer{ $SP }
hud-skill-hmr_single_strike_speed_title = Angriffsgeschw.: Einfacher Schlag
hud-skill-hmr_single_strike_speed = Erhöht die Angriffsgeschw. mit jedem Treffer{ $SP }
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-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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@ -130,38 +130,6 @@ hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows
hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Shotgun Spread
hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost } %.{ $SP }
hud-skill-hmr_leap_radius_title = Leap Radius
hud-skill-hmr_leap_radius = Increases attack radius on ground slam by { $boost } meter.{ $SP }
hud-skill-hmr_leap_distance_title = Leap Distance
hud-skill-hmr_leap_distance = Increases distance of leap by { $boost } %.{ $SP }
hud-skill-hmr_leap_cost_title = Leap Cost
hud-skill-hmr_leap_cost = Decreases cost of leap by { $boost } %.{ $SP }
hud-skill-hmr_leap_knockback_title = Leap Knockback
hud-skill-hmr_leap_knockback = Increases knockback from leap by { $boost } %.{ $SP }
hud-skill-hmr_leap_damage_title = Leap Damage
hud-skill-hmr_leap_damage = Increases damage of leap by { $boost } %.{ $SP }
hud-skill-hmr_unlock_leap_title = Unlock Leap
hud-skill-hmr_unlock_leap = Unlocks a leap.{ $SP }
hud-skill-hmr_charged_melee_title = Charged Melee
hud-skill-hmr_charged_melee = Melee but with charge.
hud-skill-hmr_charged_rate_title = Charge Rate
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Charged Melee energy Drain
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_damage_title = Charged Melee Damage
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Charged Melee Knockback
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost } %.{ $SP }
hud-skill-hmr_single_strike_title = Single Strike
hud-skill-hmr_single_strike = As single as you are.
hud-skill-hmr_single_strike_regen_title = Single Strike Regen
hud-skill-hmr_single_strike_regen = Increases energy gain with each successive strike.{ $SP }
hud-skill-hmr_single_strike_speed_title = Single Strike Speed
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike.{ $SP }
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-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-hammer-leap = Golpe Fatal
.desc = Un ataque en área con retroceso. Salta a la posición del cursor.
common-abilities-bow-shotgun = Ráfaga
.desc = Lanza una ráfaga de flechas.
common-abilities-staff-fireshockwave = Anillo de Fuego

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas de escopeta
hud-skill-bow_shotgun_arrow_count = Aumenta el número de flechas de ráfaga en { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Flechas de escopeta
hud-skill-bow_shotgun_spread = Disminuye la propagación de las flechas en un { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Radio de Salto
hud-skill-hmr_leap_radius = Aumenta el radio de ataque en golpes de tierra en{ $boost } metros más{ $SP }
hud-skill-hmr_leap_distance_title = Distancia de salto
hud-skill-hmr_leap_distance = Aumenta la distancia de salto en un { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Costo de salto
hud-skill-hmr_leap_cost = Disminuye el costo del salto en un { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Retroceso de salto
hud-skill-hmr_leap_knockback = Aumenta el retroceso del salto en un { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Daño de salto
hud-skill-hmr_leap_damage = Aumenta el daño de salto por { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Desbloquear Salto
hud-skill-hmr_unlock_leap = Desbloquea un salto{ $SP }
hud-skill-hmr_charged_melee_title = Carga cuerpo a cuerpo
hud-skill-hmr_charged_melee = Carga cuerpo a cuerpo
hud-skill-hmr_charged_rate_title = Velocidad de carga
hud-skill-hmr_charged_rate = Aumenta velocidad de carga en un { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Energía de la carga cuerpo a cuerpo
hud-skill-hmr_charged_melee_nrg_drain = Disminuye la cantidad de energía necesaria de la carga cuerpo a cuerpo en un { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Daño de la Carga cuerpo a cuerpo
hud-skill-hmr_charged_melee_damage = Aumenta el daño de la Carga cuerpo a cuerpo en { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Empuje de la Carga cuerpo a cuerpo
hud-skill-hmr_charged_melee_knockback = Aumenta enormemente el potencial de lanzamiento de la Carga cuerpo a cuerpo en un { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Ataque Único
hud-skill-hmr_single_strike = Tan único como tú
hud-skill-hmr_single_strike_regen_title = Regeneración de Ataque Único
hud-skill-hmr_single_strike_regen = Aumenta la ganancia de energía con cada golpe{ $SP }
hud-skill-hmr_single_strike_speed_title = Velocidad de Ataque Único
hud-skill-hmr_single_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo{ $SP }
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-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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@ -258,8 +258,6 @@ common-abilities-sword-defensive_disengage = Retirada defensiva
# Habilidades de arco
common-abilities-debug-possess = Flecha de posesión
.desc = Dispara una flecha que te permite controlar a tu objetivo.
common-abilities-hammer-leap = Golpe de la perdición
.desc = Salta hacia la posición del cursor para atacar a un enemigo con retroceso.
common-abilities-bow-shotgun = Ráfaga
.desc = Lanza una ráfaga de flechas.
# Habilidades de bastón

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@ -58,50 +58,6 @@ hud-skill-swim = Movimiento acuático.
hud-skill-swim_speed_title = Velocidad al nadar
hud-skill-swim_speed = Nadas un { $boost } % más rápido.{ $SP }
# Martillo - Árbol de habilidades
## Golpe único
hud-skill-hmr_single_strike_title = Golpe sencillo
hud-skill-hmr_single_strike = Tan sencillo como tú.
hud-skill-hmr_single_strike_knockback_title = Retroceso de {{ hud-skill-hmr_single_strike_title }}
hud-skill-hmr_single_strike_knockback = Aumenta el retroceso de los golpes en un { $boost } %.{ $SP }
hud-skill-hmr_single_strike_regen_title = Regeneración de {{ hud-skill-hmr_single_strike_title }}
hud-skill-hmr_single_strike_regen = Aumenta la energía obtenida con cada golpe sucesivo.{ $SP }
hud-skill-hmr_single_strike_damage_title = Daño de {{ hud-skill-hmr_single_strike_title }}
hud-skill-hmr_single_strike_damage = Aumenta el daño infligido con cada golpe sucesivo.{ $SP }
hud-skill-hmr_single_strike_speed_title = Velocidad de {{ hud-skill-hmr_single_strike_title }}
hud-skill-hmr_single_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo.{ $SP }
## Martillazo
hud-skill-hmr_charged_melee_title = Martillazo
hud-skill-hmr_charged_melee = Un golpe más con el martillo... pero esta vez lleno de energía.
hud-skill-hmr_charged_rate_title = Velocidad de carga de {{ hud-skill-hmr_charged_melee_title }}
hud-skill-hmr_charged_rate = El tiempo para preparar un martillazo es un { $boost } % más rápido.{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Consumo de energía de {{ hud-skill-hmr_charged_melee_title }}
hud-skill-hmr_charged_melee_nrg_drain = Reduce la velocidad con la que se consume la energía mientras se prepara un golpe cargado con el martillo en un { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_damage_title = Daño de {{ hud-skill-hmr_charged_melee_title }}
hud-skill-hmr_charged_melee_damage = Aumenta el daño del golpe cargado en un { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Retroceso de {{ hud-skill-hmr_charged_melee_title }}
hud-skill-hmr_charged_melee_knockback = Aumenta en gran medida el potencial para lanzar por los aires a los enemigos en un { $boost } %.{ $SP }
## Terremoto
hud-skill-hmr_unlock_leap_title = Desbloquear Terremoto
hud-skill-hmr_unlock_leap = Desbloquea el Terremoto.{ $SP }
hud-skill-hmr_leap_damage_title = Daño de Terremoto
hud-skill-hmr_leap_damage = Aumenta el daño del salto en un { $boost } %.{ $SP }
hud-skill-hmr_leap_distance_title = Distancia de Terremoto
hud-skill-hmr_leap_distance = Aumenta la distancia de salto en un { $boost } %.{ $SP }
hud-skill-hmr_leap_knockback_title = Retroceso de Terremoto
hud-skill-hmr_leap_knockback = Aumenta el retroceso infligido del salto en un { $boost } %.{ $SP }
hud-skill-hmr_leap_cost_title = Coste de Terremoto
hud-skill-hmr_leap_cost = Reduce el coste del salto en un { $boost } %.{ $SP }
hud-skill-hmr_leap_radius_title = Radio de Terremoto
hud-skill-hmr_leap_radius = Aumenta el radio del golpe al suelo en { $boost } metros.{ $SP }
# Cetro - Árbol de habilidades

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Gezi kontrolatzailea
.desc = Gezi pozoitsua jaurtitzen du. Zure helburua kontrolatzea ahalbidetzen dizu.
common-abilities-hammer-leap = Galbidearen kolpea
.desc = Etsaiak bultzatzen dituen eremu erasoa. Kurtsorearen posiziora salto egiten du.
common-abilities-bow-shotgun = Tiro sorta
.desc = Gezi tiro sorta jaurtitzen du.
common-abilities-staff-fireshockwave = Suzko eraztuna

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Eskopeta geziak
hud-skill-bow_shotgun_arrow_count = Tiro bakoitzean jaurtitako geziak { $boost } areagotzen ditu{ $SP }
hud-skill-bow_shotgun_spread_title = Eskopetaren zabaltzea
hud-skill-bow_shotgun_spread = Gezien zabaltzea % { $boost } murrizten du{ $SP }
hud-skill-hmr_leap_radius_title = Jauziaren erradioa
hud-skill-hmr_leap_radius = Lurreko danbatekoaren erasoaren erradioa { $boost } areagotzen du{ $SP }
hud-skill-hmr_leap_distance_title = Jauziaren distantzia
hud-skill-hmr_leap_distance = Jauziaren distantzia % { $boost } areagotzen du { $SP }
hud-skill-hmr_leap_cost_title = Jauziaren balioa
hud-skill-hmr_leap_cost = Jauziaren balioa % { $boost } murrizten du { $SP }
hud-skill-hmr_leap_knockback_title = Jauziaren indarra
hud-skill-hmr_leap_knockback = Jauziak eragindako jaurtiketa indarra % { $boost } areagotzen du { $SP }
hud-skill-hmr_leap_damage_title = Jauziaren mina
hud-skill-hmr_leap_damage = Jauziak eragindako mina % { $boost }areagotzen du{ $SP }
hud-skill-hmr_unlock_leap_title = Jauzia desblokeatu
hud-skill-hmr_unlock_leap = Jauzi bat desblokeatzen du { $SP }
hud-skill-hmr_charged_melee_title = Kargatutako gorputzez-gorputzeko erasoa
hud-skill-hmr_charged_melee = Gorputzez-gorputzeko erasoa, baina kargatuta
hud-skill-hmr_charged_rate_title = Karga abiadura
hud-skill-hmr_charged_rate = Kolpearen kargatzea % { $boost } bizkortzen da{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Kargatutako gorputzez gorputzeko erasoaren drainatzea
hud-skill-hmr_charged_melee_nrg_drain = Kargatzerakoan energia drainatzen den abiadura % { $boost } murrizten da{ $SP }
hud-skill-hmr_charged_melee_damage_title = Kargatutako gorputzez gorputzeko erasoaren mina
hud-skill-hmr_charged_melee_damage = Kargatutako kolpearen mina % { $boost } areagotzen da { $SP }
hud-skill-hmr_charged_melee_knockback_title = Kargatutako gorputzez gorputzeko erasoaren indarra
hud-skill-hmr_charged_melee_knockback = Kolpeak arerioa jaurtitzeko duen indarra % { $boost } areagotzen da{ $SP }
hud-skill-hmr_single_strike_title = Kolpe bakarra
hud-skill-hmr_single_strike = Zu bezalako bakarra
hud-skill-hmr_single_strike_regen_title = Kolpe bakarraren berreskuratzea
hud-skill-hmr_single_strike_regen = Segidan emandako kolpe bakoitzarekin berreskuratutako energia areagotzen da{ $SP }
hud-skill-hmr_single_strike_speed_title = Kolpe bakarraren abiadura
hud-skill-hmr_single_strike_speed = Segidan emandako kolpe bakoitzaren abiadura areagotzen da{ $SP }
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-mining_title = Meatzaritza
hud-skill-pick_strike_title = Pika erasoa
hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Flèche de contrôle
.desc = Tire une flèche empoisonnée. Vous permet de contrôler votre cible.
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
.desc = Lance une rafale de flèches
common-abilities-staff-fireshockwave = Anneau de feu

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flèches du fusil à pompe
hud-skill-bow_shotgun_arrow_count = Augmente de { $boost } le nombre de flèches dans la rafale{ $SP }
hud-skill-bow_shotgun_spread_title = Dispersion du fusil à pompe
hud-skill-bow_shotgun_spread = Diminue de { $boost } % la dispersion des flèches{ $SP }.
hud-skill-hmr_leap_radius_title = Rayon du Bond
hud-skill-hmr_leap_radius = Augmente le rayon d'attaque de { $boost } mètres de la frappe au sol{ $SP }
hud-skill-hmr_leap_distance_title = Distance du Bond
hud-skill-hmr_leap_distance = Augmente de { $boost }% la distance du bond{ $SP }
hud-skill-hmr_leap_cost_title = Coût d'Endurance du Bond
hud-skill-hmr_leap_cost = Diminue de { $boost }% le coût d'endurance du bond{ $SP }
hud-skill-hmr_leap_knockback_title = Projection du Bond
hud-skill-hmr_leap_knockback = Augmente de { $boost }% la force de projection du bond{ $SP }
hud-skill-hmr_leap_damage_title = Dégâts du Bond
hud-skill-hmr_leap_damage = Augmente de { $boost }% les dégâts causés par le bond{ $SP }
hud-skill-hmr_unlock_leap_title = Déblocage du Bond
hud-skill-hmr_unlock_leap = Débloque une compétence permettant de s'élancer dans les airs pour frapper un ennemi lointain{ $SP }
hud-skill-hmr_charged_melee_title = Coup Chargé
hud-skill-hmr_charged_melee = Un coup mais chargé.
hud-skill-hmr_charged_rate_title = Vitesse de Charge
hud-skill-hmr_charged_rate = Augmente de { $boost }% la vitesse du chargement de votre frappe{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Drain d'endurance du Coup Chargé
hud-skill-hmr_charged_melee_nrg_drain = Diminue de { $boost }% la vitesse de drain d'endurance du chargement de votre coup{ $SP }
hud-skill-hmr_charged_melee_damage_title = Dégâts du Coup Chargé
hud-skill-hmr_charged_melee_damage = Augmente de { $boost }% les dégâts du coup chargé{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Projection du Coup Chargé
hud-skill-hmr_charged_melee_knockback = Augmente significativement la force de projection de { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Frappe Simple
hud-skill-hmr_single_strike = Aussi simple que vous.
hud-skill-hmr_single_strike_regen_title = Régénération d'Endurance de la Frappe Simple
hud-skill-hmr_single_strike_regen = Augmente le gain d'endurance à chaque frappe successive{ $SP }
hud-skill-hmr_single_strike_speed_title = Vitesse de la Frappe Simple
hud-skill-hmr_single_strike_speed = Augmente la vitesse d'attaque à chaque frappe successive{ $SP }
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-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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@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Szórólövés nyilai
hud-skill-bow_shotgun_arrow_count = Megnöveli a szétlőtt nyilak számát ennyivel: { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Szórólövés szórása
hud-skill-bow_shotgun_spread = Csökkenti a nyilak szétrepülésének mértékét { $boost }%-kal{ $SP }
hud-skill-hmr_leap_radius_title = Ugrás sugár
hud-skill-hmr_leap_radius = Megnöveli a támadási sugarat földbecsapódáskor { $boost } méterrel{ $SP }
hud-skill-hmr_leap_distance_title = Ugrás távolság
hud-skill-hmr_leap_distance = Megnöveli az ugrás hosszát { $boost }%-kal{ $SP }
hud-skill-hmr_leap_cost_title = Ugrás energiaigénye
hud-skill-hmr_leap_cost = Csökkenti az ugrás energiaigényét { $boost }%-kal{ $SP }
hud-skill-hmr_leap_knockback_title = Ugrás hátralökés
hud-skill-hmr_leap_knockback = Megnöveli az ugrásból származó hátralökést { $boost }%-kal{ $SP }
hud-skill-hmr_leap_damage_title = Ugrás sebzés
hud-skill-hmr_leap_damage = Megnöveli az ugrás sebzését { $boost }%-kal{ $SP }
hud-skill-hmr_unlock_leap_title = Ugrás feloldása
hud-skill-hmr_unlock_leap = Feloldja az ugrást{ $SP }
hud-skill-hmr_charged_melee_title = Felhúzott ütés
hud-skill-hmr_charged_melee = Közelharci ütés, de felhúzással
hud-skill-hmr_charged_rate_title = Felhúzási mennyiség
hud-skill-hmr_charged_rate = Megnöveli a felhúzott ütések mennyiségét { $boost }%-kal{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Felhúzott ütés energiaigény
hud-skill-hmr_charged_melee_nrg_drain = Csökkenti a felhúzás energiaigényét { $boost }%-kal{ $SP }
hud-skill-hmr_charged_melee_damage_title = Felhúzott ütés sebzés
hud-skill-hmr_charged_melee_damage = Növeli a felhúzott ütés sebzését { $boost }%-kal{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Felhúzott ütés visszalökése
hud-skill-hmr_charged_melee_knockback = Masszívan megnöveli az ellökés lehetőségét { $boost }%-kal{ $SP }
hud-skill-hmr_single_strike_title = Egyszeri csapás
hud-skill-hmr_single_strike = Annyira egyedül van, mint te
hud-skill-hmr_single_strike_regen_title = Egyszeri csapás energia visszatöltődése
hud-skill-hmr_single_strike_regen = Megnöveli az energia visszatöltődését minden egyes sikeres csapással{ $SP }
hud-skill-hmr_single_strike_speed_title = Egyszeri csapás sebessége
hud-skill-hmr_single_strike_speed = Megnöveli a támadási sebességet minden egyes sikeres csapással{ $SP }
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-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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@ -8,8 +8,6 @@ common-abilities-debug-glide_boost = Vroom
.desc = Ti dà la spinta per raggiungere il cielo
common-abilities-debug-glide_speeder = Vroom
.desc = Ti dà la spinta per arrivare ovunque arrivi il tuo sguardo
common-abilities-hammer-leap = Colpo del destino
.desc = Un attacco ad area con contraccolpo. Salta alla posizione del cursore.
common-abilities-bow-shotgun = Raffica
.desc = Spara una serie di frecce
common-abilities-staff-fireshockwave = Anello di fuoco

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Frecce colpo multiplo
hud-skill-bow_shotgun_arrow_count = Incrementa il numero di frecce nel colpo del { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Propagazione colpo multiplo
hud-skill-bow_shotgun_spread = Diminuisce la propagazione delle frecce del { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Portata balzo
hud-skill-hmr_leap_radius = Incrementa la portata di attacco dello schianto di { $boost } metro{ $SP }
hud-skill-hmr_leap_distance_title = Distanza balzo
hud-skill-hmr_leap_distance = Incrementa la distanza del balzo del { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Costo balzo
hud-skill-hmr_leap_cost = Diminuisce il costo del balzo del { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Contraccolpo balzo
hud-skill-hmr_leap_knockback = Incrementa il contraccolpo dal balzo del { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Danno balzo
hud-skill-hmr_leap_damage = Incrementa il danno del balzo del { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Sblocca balzo
hud-skill-hmr_unlock_leap = Sblocca uno sbalzo{ $SP }
hud-skill-hmr_charged_melee_title = Attacco ravvicinato caricato
hud-skill-hmr_charged_melee = Attacco ravvicinato ma con carica
hud-skill-hmr_charged_rate_title = Velocità carica
hud-skill-hmr_charged_rate = Incrementa la velocità a cui carichi il colpo del { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Drenaggio energia dell'attacco ravvicinato caricato
hud-skill-hmr_charged_melee_nrg_drain = Diminuisce la velocità a cui l'energia viene drenata durante il caricamento del { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Danno dell'attacco ravvicinato caricato
hud-skill-hmr_charged_melee_damage = Incrementa il danno del colpo caricato del { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Contraccolpo dell'attacco ravvicinato caricato
hud-skill-hmr_charged_melee_knockback = Incrementa enormemente il potenziale di lancio del colpo del { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Colpo singolo
hud-skill-hmr_single_strike = Proprio come te
hud-skill-hmr_single_strike_regen_title = Rigenerazione colpo singolo
hud-skill-hmr_single_strike_regen = Incrementa il guadagno di energia per ogni colpo in successione{ $SP }
hud-skill-hmr_single_strike_speed_title = Velocità colpo singolo
hud-skill-hmr_single_strike_speed = Incrementa la velocità d'attacco per ogni colpo in successione{ $SP }
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-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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@ -97,35 +97,3 @@ hud-skill-bow_charged_speed_title = チャージド スピード
hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost }%{ $SP }
hud-skill-bow_charged_damage_title = チャージド ダメージ
hud-skill-bow_charged_damage = Increases damage by { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = リープ 範囲
hud-skill-hmr_leap_radius = グランドスラムの攻撃半径を{ $boost }m増加 { $SP }
hud-skill-hmr_leap_distance_title = リープ 距離
hud-skill-hmr_leap_distance = リープの距離を{ $boost }%増加 { $SP }
hud-skill-hmr_leap_cost_title = リープ コスト
hud-skill-hmr_leap_cost = リープのコストを{ $boost }%減少 { $SP }
hud-skill-hmr_leap_knockback_title = リープ ノックバック
hud-skill-hmr_leap_knockback = リープのノックバックを{ $boost }%増加 { $SP }
hud-skill-hmr_leap_damage_title = リープ ダメージ
hud-skill-hmr_leap_damage = リープのダメージを{ $boost }%増加 { $SP }
hud-skill-hmr_unlock_leap_title = リープ解除
hud-skill-hmr_unlock_leap = リープを解除 { $SP }
hud-skill-hmr_charged_melee_title = チャージドメレー
hud-skill-hmr_charged_melee = チャージ付き乱闘
hud-skill-hmr_charged_rate_title = チャージ レート
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = チャージドメレー エナジードレイン
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = チャージドメレー ダメージ
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = チャージドメレー ノックバック
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = シングルストライク
hud-skill-hmr_single_strike = As single as you are
hud-skill-hmr_single_strike_regen_title = シングルストライク 再生
hud-skill-hmr_single_strike_regen = Increases stamina gain with each successive strike{ $SP }
hud-skill-hmr_single_strike_speed_title = シングルストライク スピード
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike{ $SP }
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 }

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@ -1,7 +1,5 @@
common-abilities-debug-possess = 빙의 화살
.desc = 독 화살을 쏜다. 대상을 조종할수 있다.
common-abilities-hammer-leap = 멸망의 베기
.desc = 커서의 위치로 뛰어 광역으로 베며 적을 밀친다.
common-abilities-bow-shotgun = 난사
.desc = 화살을 여러발 쏜다.
common-abilities-staff-fireshockwave = 불의 고리

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 샷건 화살수
hud-skill-bow_shotgun_arrow_count = 한번에 쏘는 화살의 갯수가 { $boost }개 늘어난다{ $SP }
hud-skill-bow_shotgun_spread_title = 샷건 퍼짐
hud-skill-bow_shotgun_spread = 샷건의 화살이 퍼지는 정도가 { $boost }% 감소한다{ $SP }
hud-skill-hmr_leap_radius_title = 높이뛰기 범위
hud-skill-hmr_leap_radius = 땅에 착지할때 충격파의 범위가 { $boost }미터 늘어난다{ $SP }
hud-skill-hmr_leap_distance_title = 높이뛰기 거리
hud-skill-hmr_leap_distance = 높이뛰기의 거리가 { $boost }% 늘어난다{ $SP }
hud-skill-hmr_leap_cost_title = 높이뛰기 기력 소모
hud-skill-hmr_leap_cost = 높이뛰기의 기력 소모가 { $boost }% 감소한다{ $SP }
hud-skill-hmr_leap_knockback_title = 높이뛰기 밀침
hud-skill-hmr_leap_knockback = 높이뛰기가 적을 { $boost }% 멀리 밀친다{ $SP }
hud-skill-hmr_leap_damage_title = 높이뛰기 피해
hud-skill-hmr_leap_damage = 높이뛰기의 피해가 { $boost }% 증가한다{ $SP }
hud-skill-hmr_unlock_leap_title = 높이뛰기 해금
hud-skill-hmr_unlock_leap = 높이뛰기를 해금한다{ $SP }
hud-skill-hmr_charged_melee_title = 모아치기
hud-skill-hmr_charged_melee = 힘을 모아서 공격한다
hud-skill-hmr_charged_rate_title = 모아치기 모으기
hud-skill-hmr_charged_rate = 모아치기가 힘을 모으는 속도가 { $boost }% 빨라진다{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = 모아치기 기력 소모
hud-skill-hmr_charged_melee_nrg_drain = 모아치기가 기력을 { $boost }% 덜 소모한다{ $SP }
hud-skill-hmr_charged_melee_damage_title = 모아치기 피해
hud-skill-hmr_charged_melee_damage = 모아치기의 피해가 { $boost }% 증가한다{ $SP }
hud-skill-hmr_charged_melee_knockback_title = 모아치기 밀침
hud-skill-hmr_charged_melee_knockback = 모아치기가 적을 { $boost }% 멀리 밀친다{ $SP }
hud-skill-hmr_single_strike_title = 내려치기
hud-skill-hmr_single_strike = 적을 내려친다
hud-skill-hmr_single_strike_regen_title = 내려치기 기력 재생
hud-skill-hmr_single_strike_regen = 적을 공격할수록 내려치기가 기력을 더 많이 재생한다{ $SP }
hud-skill-hmr_single_strike_speed_title = 내려치기 속도
hud-skill-hmr_single_strike_speed = 적을 공격할수록 내려치기의 속도가 빨라진다{ $SP }
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-mining_title = 채굴
hud-skill-pick_strike_title = 곡괭이 내려치기
hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Strzała Opętania
.desc = Pozwala przejąć kontrolę nad twoim celem.
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
.desc = Wystrzeliwujesz salwę strzał.
common-abilities-staff-fireshockwave = Pierścień Ognia

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@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Wielostrzał - Ilość Strzał
hud-skill-bow_shotgun_arrow_count = Zwiększa ilość strzał wystrzelonych na raz o { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Wielostrzał - Celność
hud-skill-bow_shotgun_spread = Zmniejsza rozrzut strzał o { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Tąpnięcie - zasięg
hud-skill-hmr_leap_radius = Zwiększa zasięg o { $boost } metr{ $SP }
hud-skill-hmr_leap_distance_title = Tąpnięcie - doskok
hud-skill-hmr_leap_distance = Zwiększa doskok o { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Tąpnięcie - koszt
hud-skill-hmr_leap_cost = Zmniejsza koszt tąpnięcia o { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Tąpnięcie - odrzut
hud-skill-hmr_leap_knockback = Odrzucenie przeciwników zwiększone o { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Tąpnięcie - obrażenia
hud-skill-hmr_leap_damage = Zwiększa obrażenia o { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Tąpnięcie
hud-skill-hmr_unlock_leap = Odblokowuje tąpnięcie{ $SP }
hud-skill-hmr_charged_melee_title = Miażdżenie
hud-skill-hmr_charged_melee = Ładowany atak młotem
hud-skill-hmr_charged_rate_title = Miażdżenie - ładowanie
hud-skill-hmr_charged_rate = Zwiększa prędkość ładowania o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Miażdżenie - męczenie
hud-skill-hmr_charged_melee_nrg_drain = Zmniejsza prędkość męczenia miażdżeniem o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Miażdżenie - obrażenia
hud-skill-hmr_charged_melee_damage = Zwiększa obrażenia miażdżenia o { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Miażdżenie - odrzut
hud-skill-hmr_charged_melee_knockback = Zwiększa odrzucenie przeciwników o { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Trafienie
hud-skill-hmr_single_strike = Pojedyncze, jedno, porządne
hud-skill-hmr_single_strike_regen_title = Regeneracja Energii
hud-skill-hmr_single_strike_regen = Zwiększa regenerację Energii za każde trafienie{ $SP }
hud-skill-hmr_single_strike_speed_title = Trafienie - szybkość
hud-skill-hmr_single_strike_speed = Zwiększa prędkość ataku za każde trafienie{ $SP }
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-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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@ -1,7 +1,5 @@
common-abilities-debug-possess = Flecha Marionete
.desc = Atira uma flecha venenosa que deixa você controlar seu alvo.
common-abilities-hammer-leap = Golpe da Ruína
.desc = Um Ataque em Área que inflige Empurrão. Salta na direção do cursor do mouse.
common-abilities-bow-shotgun = Estrondo
.desc = Atira uma sequência de flechas
common-abilities-staff-fireshockwave = Anel de Fogo

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas da Shotgun
hud-skill-bow_shotgun_arrow_count = Aumenta o número de flechas na sequência em { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Espalhamento da Shotgun
hud-skill-bow_shotgun_spread = Diminui quanto as flechas se espalham em { $boost }%.{ $SP }
hud-skill-hmr_leap_radius_title = Raio do Salto
hud-skill-hmr_leap_radius = Aumenta o raio da pancada no chão em { $boost } metro.{ $SP }
hud-skill-hmr_leap_distance_title = Distância do Salto
hud-skill-hmr_leap_distance = Aumenta a Distância do Salto em { $boost }%.{ $SP }
hud-skill-hmr_leap_cost_title = Custo do Salto
hud-skill-hmr_leap_cost = Reduz custo do salto em { $boost }%.{ $SP }
hud-skill-hmr_leap_knockback_title = Empurrão do Salto
hud-skill-hmr_leap_knockback = Aumenta empurrão do salto em { $boost }%.{ $SP }
hud-skill-hmr_leap_damage_title = Dano do Salto
hud-skill-hmr_leap_damage = Aumenta dano do salto em { $boost }%.{ $SP }
hud-skill-hmr_unlock_leap_title = Desbloquear Salto
hud-skill-hmr_unlock_leap = Desbloqueia o salto.{ $SP }
hud-skill-hmr_charged_melee_title = Carga Corpo a Corpo
hud-skill-hmr_charged_melee = Ataque de martelo com carga.
hud-skill-hmr_charged_rate_title = Taxa de Carga
hud-skill-hmr_charged_rate = Aumenta a taxa de carga em { $boost }%.{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Dreno de Emergia em Carga de Ataque
hud-skill-hmr_charged_melee_nrg_drain = Reduz dreno de energia em { $boost }%.{ $SP }
hud-skill-hmr_charged_melee_damage_title = Dano de Ataque Corpo a Corpo Carregado
hud-skill-hmr_charged_melee_damage = Aumenta dano de ataque carregado em { $boost }%.{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Empurrão em Ataque Carregado
hud-skill-hmr_charged_melee_knockback = Aumenta massivamente o potencial de um empurrão em { $boost }%.{ $SP }
hud-skill-hmr_single_strike_title = Ataque único
hud-skill-hmr_single_strike = Único como você é.
hud-skill-hmr_single_strike_regen_title = Regeneração em Ataque Único
hud-skill-hmr_single_strike_regen = Aumenta stamina a cada ataque contínuo.{ $SP }
hud-skill-hmr_single_strike_speed_title = Velocidade de Ataque Único
hud-skill-hmr_single_strike_speed = Aumenta a velocidade de cada ataque contínuo.{ $SP }
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-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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@ -1,7 +1,5 @@
common-abilities-debug-possess = Săgeată Manipulatoare
.desc = Trage o săgeată otrăvitoare care te lasă să controlezi inamicul.
common-abilities-hammer-leap = Lovitura Morții
.desc = Un atac „Zonă de Efect” cu aruncare. Salt la poziția cursorului.
common-abilities-bow-shotgun = Burst
.desc = Trage rapid mai multe sageți
common-abilities-staff-fireshockwave = Inel de Foc

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows
hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Shotgun Spread
hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Leap Radius
hud-skill-hmr_leap_radius = Increases attack radius on ground slam by { $boost } meter{ $SP }
hud-skill-hmr_leap_distance_title = Leap Distance
hud-skill-hmr_leap_distance = Increases distance of leap by { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Leap Cost
hud-skill-hmr_leap_cost = Decreases cost of leap by { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Leap Knockback
hud-skill-hmr_leap_knockback = Increases knockback from leap by { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Leap Damage
hud-skill-hmr_leap_damage = Increases damage of leap by { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Unlock Leap
hud-skill-hmr_unlock_leap = Unlocks a leap{ $SP }
hud-skill-hmr_charged_melee_title = Charged Melee
hud-skill-hmr_charged_melee = Melee but with charge
hud-skill-hmr_charged_rate_title = Charge Rate
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Charged Melee Energy Drain
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Charged Melee Damage
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Charged Melee Knockback
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Single Strike
hud-skill-hmr_single_strike = As single as you are
hud-skill-hmr_single_strike_regen_title = Single Strike Regen
hud-skill-hmr_single_strike_regen = Increases energy gain with each successive strike{ $SP }
hud-skill-hmr_single_strike_speed_title = Single Strike Speed
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike{ $SP }
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-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-hammer-leap = Удар смерти
.desc = Атака по некоторой области с отбрасыванием. Совершает прыжок на позицию курсора.
common-abilities-bow-shotgun = Мультивыстрел
.desc = Выстрел несколькими стрелами одновременно
common-abilities-staff-fireshockwave = Пламенное кольцо

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Увеличенный колчан
hud-skill-bow_shotgun_arrow_count = Увеличивает количество стрел в серии выстрелов на { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Прицельный выстрел
hud-skill-bow_shotgun_spread = Уменьшает разброс стрел на { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Радиус удара скачка
hud-skill-hmr_leap_radius = Увеличивает радиус атаки при ударе об землю на { $boost } метров{ $SP }
hud-skill-hmr_leap_distance_title = Расстояние скачка
hud-skill-hmr_leap_distance = Увеличивает расстояние скачка на { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Расход энергии
hud-skill-hmr_leap_cost = Снижает затраты энергии на { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Отбрасывание скачком
hud-skill-hmr_leap_knockback = Увеличивает отбрасывание от скачка на { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Урон
hud-skill-hmr_leap_damage = Увеличивает урон скачка на { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Разблокировать скачок
hud-skill-hmr_unlock_leap = Разблокирует скачок{ $SP }
hud-skill-hmr_charged_melee_title = Силовая атака
hud-skill-hmr_charged_melee = ПКМ совершает оглушающий удар. Зажатие ПКМ накапливает силу и оглушает врага, отбрасывая его
hud-skill-hmr_charged_rate_title = Скорость
hud-skill-hmr_charged_rate = Увеличивает скорость с которой вы накапливаете силу удара на { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Расход энергии
hud-skill-hmr_charged_melee_nrg_drain = Уменьшает затраты энергии на { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Урон
hud-skill-hmr_charged_melee_damage = Увеличивает урон на { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Оглушение силовой атакой
hud-skill-hmr_charged_melee_knockback = Увеличивает отбрасывание { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Одиночный удар
hud-skill-hmr_single_strike = Такой же одинокий, как и ты
hud-skill-hmr_single_strike_regen_title = Восстановление энергии
hud-skill-hmr_single_strike_regen = Увеличивает прирост энергии с каждым удачным ударом{ $SP }
hud-skill-hmr_single_strike_speed_title = Скорость
hud-skill-hmr_single_strike_speed = Увеличивает скорость атаки с каждым удачным ударом{ $SP }
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-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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@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Стрелна Сачмара
hud-skill-bow_shotgun_arrow_count = Повећава број испаљених стрела одједном за { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Обухват Сачмаре
hud-skill-bow_shotgun_spread = Смањује ширину обухвата стрелама за { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Домет Наскока
hud-skill-hmr_leap_radius = Повећава домет напада земљаног удара за { $boost } метра{ $SP }
hud-skill-hmr_leap_distance_title = Даљина Наскока
hud-skill-hmr_leap_distance = Повећава даљину наскока за { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Цена Наскока
hud-skill-hmr_leap_cost = Смањује цену наскока за { $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = Скок Одбацивање
hud-skill-hmr_leap_knockback = Повећава одбацивање при наскоку за { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Рањавање Наскоком
hud-skill-hmr_leap_damage = Повећава нанете ране при наскоку за { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Откључај Наскок
hud-skill-hmr_unlock_leap = Откључава наскок{ $SP }
hud-skill-hmr_charged_melee_title = Јуришна Блиска Борба
hud-skill-hmr_charged_melee = Блиска борба са јуришом
hud-skill-hmr_charged_rate_title = Брзина Јуриша
hud-skill-hmr_charged_rate = Повећава брзину замаха при јуришу за { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Енергетско Црпљење Јуришне Борбе
hud-skill-hmr_charged_melee_nrg_drain = Смаљује брзину црпљења снаге при јуришу за { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = Рањавање Јуришном Борбом
hud-skill-hmr_charged_melee_damage = Повећава ране нанете јуришним замахом за { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Одбацивање при Јуришној Борби
hud-skill-hmr_charged_melee_knockback = Повећава одбацивање при замаху за { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Једноструки Ударац
hud-skill-hmr_single_strike = Усамљен као и ти
hud-skill-hmr_single_strike_regen_title = Једноструки Ударац Обнова
hud-skill-hmr_single_strike_regen = Повећава обнову снаге после сваког успешног ударца{ $SP }
hud-skill-hmr_single_strike_speed_title = Брзина Једноструког Ударца
hud-skill-hmr_single_strike_speed = Повећава брзину напада после сваког успешног ударца{ $SP }
hud-skill-hmr_single_strike_damage_title = Рањавање Једноструким Ударацем
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-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-hammer-leap = Nederslag
.desc = En attack som träffar ett område och knuffar fiender. Hoppar mot pekarens position.
common-abilities-bow-shotgun = Pilskur
.desc = Skjuter iväg en skur av pilar.
common-abilities-staff-fireshockwave = Eldens ring

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Hagelgevärspilar
hud-skill-bow_shotgun_arrow_count = Ökar antalet pilar i skottsalvan med { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Hagelgevärsspridning
hud-skill-bow_shotgun_spread = Minskar pilarnas spridning med { $boost } %.{ $SP }
hud-skill-hmr_leap_radius_title = Hoppsradie
hud-skill-hmr_leap_radius = Ökar attackradie vid marknedslag med { $boost } meter.{ $SP }
hud-skill-hmr_leap_distance_title = Hoppsavstånd
hud-skill-hmr_leap_distance = Ökar hoppsavståndet med { $boost } %.{ $SP }
hud-skill-hmr_leap_cost_title = Hoppskostnad
hud-skill-hmr_leap_cost = Minskar hoppskostnaden med { $boost } %.{ $SP }
hud-skill-hmr_leap_knockback_title = Knuffning från hopp
hud-skill-hmr_leap_knockback = Ökar knuffning från hopp med { $boost } %.{ $SP }
hud-skill-hmr_leap_damage_title = Hoppsskada
hud-skill-hmr_leap_damage = Ökar hoppsskada med { $boost } %.{ $SP }
hud-skill-hmr_unlock_leap_title = Lås upp hopp
hud-skill-hmr_unlock_leap = Låser upp ett hopp.{ $SP }
hud-skill-hmr_charged_melee_title = Laddad Närstrid
hud-skill-hmr_charged_melee = Närstrid men med laddning.
hud-skill-hmr_charged_rate_title = Laddningshastighet
hud-skill-hmr_charged_rate = Ökar hur fort du laddar slaget med { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Energidränering för Laddad Närstrid
hud-skill-hmr_charged_melee_nrg_drain = Minskar hur fort energi dräneras när du laddar med { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_damage_title = Laddad Närstridsskada
hud-skill-hmr_charged_melee_damage = Ökar skadan från det laddade slaget med { $boost } %.{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Laddad Närstridsknuffning
hud-skill-hmr_charged_melee_knockback = Ökar massivt slagens kastpotential med { $boost } %.{ $SP }
hud-skill-hmr_single_strike_title = Enkelslag
hud-skill-hmr_single_strike = Så singel som du är.
hud-skill-hmr_single_strike_regen_title = Enkelslagsåterhämtning
hud-skill-hmr_single_strike_regen = Ökar energivinst för varje successivt slag.{ $SP }
hud-skill-hmr_single_strike_speed_title = Enkelslagshastighet
hud-skill-hmr_single_strike_speed = Ökar attackhastigheten för varje successivt slag.{ $SP }
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 kastpotential med { $boost } %.{ $SP }
hud-skill-mining_title = Gruvgrävande
hud-skill-pick_strike_title = Hackeslag
hud-skill-pick_strike = Slå stenar med hackan för att få malm, ädelstenar och erfarenhet.

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@ -1,7 +1,5 @@
common-abilities-debug-possess = ลูกธนูเข้าสิง
.desc = ยิงลูกธนูอาบยาพิศ ใช้ควบคุมเป้าหมาย
common-abilities-hammer-leap = ทุบแห่งหายนะ
.desc = โจมตีในวงกล้างพร้องกับทำให้ศัตรูกระเด็น ทุบในตำแหน่งที่เลงไว้
common-abilities-bow-shotgun = รัว
.desc = ยิงลูกธนูรัวๆ
common-abilities-staff-fireshockwave = วงแหวนแห่งไฟ

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = จำนวนลูกธนู
hud-skill-bow_shotgun_arrow_count = เพิ่มจำนวนลูกธนูที่ยิงกระจายใช้ { $boost } { $SP }
hud-skill-bow_shotgun_spread_title = จุดตาย
hud-skill-bow_shotgun_spread = ลดความกระจายของลูกธนูลง { $boost }% { $SP }
hud-skill-hmr_leap_radius_title = รัศมี
hud-skill-hmr_leap_radius = กระโดดทุมมีขอบเขตเพิ่มขึ้นเป็น { $boost } เมตร { $SP }
hud-skill-hmr_leap_distance_title = แชมป์กระโดดไกล
hud-skill-hmr_leap_distance = กระโดนทุบมีระยะทางเพิ่มขึ้น { $boost }% { $SP }
hud-skill-hmr_leap_cost_title = ลดพลังงาน
hud-skill-hmr_leap_cost = กระโดดทุบใช้พลังงานน้อยลง { $boost }% { $SP }
hud-skill-hmr_leap_knockback_title = กระเด็ดออก
hud-skill-hmr_leap_knockback = ศัตรูที่ถูกกระโดดทุบจะกระเด็นออกไกลขึ้น { $boost }% { $SP }
hud-skill-hmr_leap_damage_title = ทรงพลัง
hud-skill-hmr_leap_damage = กระโดดทุบสร้างความเสียหายมากขึ้น { $boost }% { $SP }
hud-skill-hmr_unlock_leap_title = กระโดดทุบ
hud-skill-hmr_unlock_leap = กระโดดขึ้นไปในอากาศแล้วฟาดค้อนใส่ศัตรู{ $SP }
hud-skill-hmr_charged_melee_title = หน้าสะบัด
hud-skill-hmr_charged_melee = ง้างค้อนแล้วฟาดใส่ศัตรูอย่างรุนแรง
hud-skill-hmr_charged_rate_title = ง้างเร็ว
hud-skill-hmr_charged_rate = ง้างค้อนได้เร็วขึ้น { $boost }% { $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = ลดพลังงาน
hud-skill-hmr_charged_melee_nrg_drain = ลดพลังงานทมี่ใช้ในการง้างค้อนลง { $boost }% { $SP }
hud-skill-hmr_charged_melee_damage_title = ทรงพลัง
hud-skill-hmr_charged_melee_damage = เมื่อง้างค้อน สร้างเสียหายกับศัตรูเพิ่มขึ้น { $boost }% { $SP }
hud-skill-hmr_charged_melee_knockback_title = กระเด็ดออก
hud-skill-hmr_charged_melee_knockback = เมื่อง้างค้อน ศัตรูจะกระเด็ดออกไปไกลขึ้น { $boost }% { $SP }
hud-skill-hmr_single_strike_title = ฟาดค้อน
hud-skill-hmr_single_strike = ฟาดค้อนใส่ศัตรู
hud-skill-hmr_single_strike_regen_title = ฟื้นฟูพลังงาน
hud-skill-hmr_single_strike_regen = พื้นฟูพลังงาน เมื่อฟาดค้อนใส่ศัตรูสำเร็จ { $SP }
hud-skill-hmr_single_strike_speed_title = กล้ามแขนเป็นมัด ๆ
hud-skill-hmr_single_strike_speed = ความเร็วโจมตีเพิ่มขึ้น เมื่อฟาดค้อนใส่ศัตรูสำเร็จต่อเนื่องกัน{ $SP }
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-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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@ -1,7 +1,5 @@
common-abilities-debug-possess = Заклинаюча Стріла
.desc = Стріляє отруйною стрілою. Дає тобі контроль над ціллю.
common-abilities-hammer-leap = Погром
.desc = Атака по області. Стрибок спрямований за курсором.
common-abilities-bow-shotgun = Мультипостріл
.desc = Постріл купою стріл за раз.
common-abilities-staff-fireshockwave = Кільце Вогню
@ -65,7 +63,7 @@ common-abilities-sword-defensive_crescent_slash = Захист: Півмісяч
.desc = Діагональний розріз вгору. Парирує атаки ворога
common-abilities-sword-crippling_crescent_slash = Руйнівний Півмісячний Розріз
.desc = Діагональний розріз вгору, який може викликати кровотечу
common-abilities-sword-cleaving_crescent_slash = Розсікаючий Півмісячний Розріз
common-abilities-sword-cleaving_crescent_slash = Розсікаючий Півмісячний Розріз
.desc = Діагональний розріз вгору, який може пробити ворогів
veloren-core-pseudo_abilities-sword-fell_strike = Лютий Удар
.desc =
@ -105,13 +103,13 @@ veloren-core-pseudo_abilities-sword-cascade = Лавина
Модифікується залежно від вашої стійки
common-abilities-sword-basic_cascade = Основна Лавина
.desc = Основний розріз зверху
common-abilities-sword-heavy_cascade = Важка Лавина
common-abilities-sword-heavy_cascade = Важка Лавина
.desc = Розріз зверху, який може похитнути ворога
common-abilities-sword-agile_cascade = Спритна Лавина
.desc = Швидкий розріз зверху
common-abilities-sword-defensive_cascade = Захист: Лавина
.desc = Розріз зверху. Парирує атаки ворога
common-abilities-sword-crippling_cascade = Руйнівна Лавина
common-abilities-sword-crippling_cascade = Руйнівна Лавина
.desc = Розріз зверху, який може викликати кровотечу
common-abilities-sword-cleaving_cascade = Розсікаюча Лавина
.desc = Розріз зверху, який може пробити ворогів
@ -121,7 +119,7 @@ veloren-core-pseudo_abilities-sword-cross_cut = Поперечний Розрі
Модифікується залежно від вашої стійки
common-abilities-sword-basic_cross_cut = Основний Поперечний Розріз
.desc = Основний правий і лівий розріз
common-abilities-sword-heavy_cross_cut = Важкий Поперечний Розріз
common-abilities-sword-heavy_cross_cut = Важкий Поперечний Розріз
.desc = Правий і лівий розріз, який може похитнути ворога
common-abilities-sword-agile_cross_cut = Спритний Поперечний Розріз
.desc = Швидкий правий і лівий розріз
@ -147,7 +145,7 @@ veloren-core-pseudo_abilities-sword-finisher = Смертельний Удар
.desc =
Здатність, що споживає комбо та призначена для завершення бою
Смертельний удар буде різним, залежно від вашої стійки
common-abilities-sword-basic_mighty_strike = Могутній Розріз
common-abilities-sword-basic_mighty_strike = Могутній Розріз
.desc =
Простий, сильний розріз
Для використання потрібна помірна кількість комбо
@ -171,7 +169,7 @@ common-abilities-sword-cleaving_bladestorm = Буря Клинків
.desc =
Знищуйте ворогів кількома циклічними помахами меча
Для використання потрібна помірна кількість комбо
common-abilities-sword-cleaving_dual_bladestorm = Буря Клинків
common-abilities-sword-cleaving_dual_bladestorm = Буря Клинків
.desc =
Знищуйте ворогів кількома циклічними помахами обома мечами
Для використання потрібна помірна кількість комбо
@ -179,7 +177,7 @@ common-abilities-sword-heavy_sweep = Важкий Розмах
.desc =
Важкий, широкий, розмашистий удар, який завдає більшої шкоди ворогу, що хитається
Входить у важку стійку
common-abilities-sword-heavy_pommel_strike = Удар Рукояттю
common-abilities-sword-heavy_pommel_strike = Удар Рукояттю
.desc =
Похитніть ворога тупим ударом по голові
Входить у важку стійку
@ -195,7 +193,7 @@ common-abilities-sword-defensive_riposte = Контратака
.desc =
Парируйте удар перед миттєвою контратакою
Входить у захисну стійку
common-abilities-sword-defensive_disengage = Відступ
common-abilities-sword-defensive_disengage = Відступ
.desc =
Зробіть крок назад після удару
Входить у захисну стійку
@ -215,7 +213,7 @@ common-abilities-sword-cleaving_dual_whirlwind_slice = Вихор Порізів
.desc =
Вдаряйте всіх оточуючих ворогів круговими атаками, використовуючи обидва свої мечі
Входить у розсікаючу стійку
common-abilities-sword-cleaving_earth_splitter = Розколювач Землі
common-abilities-sword-cleaving_earth_splitter = Розколювач Землі
.desc =
Розколи землю. Якщо використовувати під час падіння, то матиме набагато сильніший удар
Входить у розсікаючу стійку
@ -259,7 +257,7 @@ common-abilities-sword-cleaving_blade_fever = Шаленість
.desc =
Нападайте безрозсудніше, збільшуючи силу своїх ударів, залишаючись відкритими для нових атак
Для використання потрібна розсікаюча стійка
common-abilities-sword-cleaving_sky_splitter = Розсікач Небес
common-abilities-sword-cleaving_sky_splitter = Розсікач Небес
.desc =
Потужний удар, який нібито може розколоти небо, але розколює ворогів
Для використання потрібна розсікаюча стійка
@ -268,24 +266,24 @@ common-abilities-axe-triple_chop = Потрійна Рубка
.desc = Три швидких удари
common-abilities-axe-cleave = Розколювач
.desc = Рубка донизу, що може створити кілька комбо
common-abilities-axe-brutal_swing = Жорстокий Мах
common-abilities-axe-brutal_swing = Жорстокий Мах
.desc = Обертання леза навколо вас
common-abilities-axe-berserk = Берсерк
common-abilities-axe-berserk = Берсерк
.desc = Збільшує вашу силу ціною того, що робить вас уразливими
common-abilities-axe-rising_tide = Приплив
.desc = Удар вгору, який значно збільшує комбо
common-abilities-axe-savage_sense = Дике Відчуття
.desc = Визначте життєво важливу точку на вашій цілі, щоб ваш наступний удар завдав їй серйозної шкоди
common-abilities-axe-adrenaline_rush = Приплив Адреналіну
common-abilities-axe-adrenaline_rush = Приплив Адреналіну
.desc =
Використайте все своє комбо, щоб відновити витривалість
Масштабується з комбо при активації, споживає все комбо
common-abilities-axe-execute = Страта
common-abilities-axe-execute = Страта
.desc =
Нищівний удар, який часто буває смертельним
Потребує 30 комбо для використання
Автоматично оновлюється до вихру при 50 комбо, якщо його розблоковано
common-abilities-axe-maelstrom = Вихор
common-abilities-axe-maelstrom = Вихор
.desc =
Вдаряйте все, що знаходиться поблизу, нищівним обертовим ударом
Автоматично оновлюється з страти при 50 комбо
@ -312,7 +310,7 @@ common-abilities-axe-riptide = Розривна Течія
.desc =
Роздеріть усіх ворогів, які знаходяться поблизу, викликаючи кровотечу
Автоматично оновлюється з розрива при 50 комбо
common-abilities-axe-skull_bash = Удар По Черепу
common-abilities-axe-skull_bash = Удар По Черепу
.desc = Удар плоскою частиною сокири, який може похитнути ворога
common-abilities-axe-sunder = Розкол
.desc = Змінивши хват, ви зможете обійти броню ворога, відновлюючи свою енергію ефективніше

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Кількість стріл
hud-skill-bow_shotgun_arrow_count = Збільшує кількість стріл на { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Кучність стріл
hud-skill-bow_shotgun_spread = Зменшує розліт стріл на { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = Радіус ударної хвилі від атаки в стрибку
hud-skill-hmr_leap_radius = Збільшує радіус ударної хвилі від атаки в стрибку на { $boost } метр{ $SP }
hud-skill-hmr_leap_distance_title = Дальність стрибка
hud-skill-hmr_leap_distance = Збільшує дальність стрибка на { $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = Енергоспоживання атаки в стрибку
hud-skill-hmr_leap_cost = Атака в стрибку споживає на { $boost }% менше енергії{ $SP }
hud-skill-hmr_leap_knockback_title = Відкидання атакою в стрибку
hud-skill-hmr_leap_knockback = Збільшує відстань відкидання від атаки в стрибку на { $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = Ушкодження атакою в стрибку
hud-skill-hmr_leap_damage = Збільшує ушкодження від атаки в стрибку на { $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = Атака в стрибку
hud-skill-hmr_unlock_leap = Відкриває атаку в стрибку{ $SP }
hud-skill-hmr_charged_melee_title = Заряджена холодна зброя
hud-skill-hmr_charged_melee = На холоді розряджається скоріше
hud-skill-hmr_charged_rate_title = Швидкість потужного удару
hud-skill-hmr_charged_rate = Збільшує швидкість зарядження потужного удару на { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = Енергоспоживання потужного удару
hud-skill-hmr_charged_melee_nrg_drain = Зарядження потужного удару споживає на { $boost }% менше енергії{ $SP }
hud-skill-hmr_charged_melee_damage_title = Ушкодження потужним ударом
hud-skill-hmr_charged_melee_damage = Збільшує ушкодження потужним ударом на { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = Відкидання потужним ударом
hud-skill-hmr_charged_melee_knockback = Збільшує відстань відкидання ворогів потужним ударом на { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = Одиночний Удар
hud-skill-hmr_single_strike = Одинокий як ти
hud-skill-hmr_single_strike_regen_title = Комбо приріст відновлення енергії
hud-skill-hmr_single_strike_regen = Збільшує приріст відновлення енергії від ударів підряд{ $SP }
hud-skill-hmr_single_strike_speed_title = Комбо приріст швидкості
hud-skill-hmr_single_strike_speed = Збільшує приріст швидкості від ударів підряд{ $SP }
hud-skill-hmr_single_strike_damage_title = Комбо приріст ушкодження
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-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-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
.desc = 迸发一堆箭矢.
common-abilities-staff-fireshockwave = 火焰之圈

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 箭矢数量
hud-skill-bow_shotgun_arrow_count = 你迸发时的箭矢数量增加{ $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = 集中
hud-skill-bow_shotgun_spread = 减少迸发的散布{ $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = 震荡
hud-skill-hmr_leap_radius = 千斤坠伤害的作用半径扩大{ $boost }米{ $SP }
hud-skill-hmr_leap_distance_title = 奋力一跃
hud-skill-hmr_leap_distance = 飞跃的最大距离提高{ $boost }%{ $SP }
hud-skill-hmr_leap_cost_title = 耐力节省
hud-skill-hmr_leap_cost = 施展千斤坠需要消耗的耐力减少{ $boost }%{ $SP }
hud-skill-hmr_leap_knockback_title = 冲击强化
hud-skill-hmr_leap_knockback = 千斤坠击退的效果提高{ $boost }%{ $SP }
hud-skill-hmr_leap_damage_title = 伤害提升
hud-skill-hmr_leap_damage = 千斤坠造成的伤害提升{ $boost }%{ $SP }
hud-skill-hmr_unlock_leap_title = 千斤坠
hud-skill-hmr_unlock_leap = 全力飞跃给予敌人强力一击{ $SP }
hud-skill-hmr_charged_melee_title = 蓄力打击
hud-skill-hmr_charged_melee = 蓄力造成强力打击
hud-skill-hmr_charged_rate_title = 专注
hud-skill-hmr_charged_rate = 蓄力效果达到最大化的速度加快{ $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = 耐力节省
hud-skill-hmr_charged_melee_nrg_drain = 蓄力时耐力消耗速率降低{ $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = 伤害提升
hud-skill-hmr_charged_melee_damage = 蓄力打击造成的伤害提升{ $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = 冲击强化
hud-skill-hmr_charged_melee_knockback = 蓄力打击击退的效果提高{ $boost }%{ $SP }
hud-skill-hmr_single_strike_title = 锤击
hud-skill-hmr_single_strike = 挥舞大锤打击敌人
hud-skill-hmr_single_strike_regen_title = 热身(耐力回复)
hud-skill-hmr_single_strike_regen = 随着连击数增加,每次击中敌人回复更多耐力{ $SP }
hud-skill-hmr_single_strike_speed_title = 热身(攻击速度)
hud-skill-hmr_single_strike_speed = 随着连击数增加,每次击中敌人攻击速度加快{ $SP }
hud-skill-hmr_single_strike_damage_title = 热身(伤害)
hud-skill-hmr_single_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-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-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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@ -670,7 +670,6 @@ pub enum CharacterAbilityType {
ChargedRanged,
DashMelee(StageSection),
BasicBlock,
ComboMeleeDeprecated(StageSection, u32),
ComboMelee2(StageSection),
FinisherMelee(StageSection),
DiveMelee(StageSection),
@ -697,9 +696,6 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::BasicBlock(_) => Self::BasicBlock,
CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section),
CharacterState::LeapShockwave(data) => Self::LeapShockwave(data.stage_section),
CharacterState::ComboMeleeDeprecated(data) => {
Self::ComboMeleeDeprecated(data.stage_section, data.stage)
},
CharacterState::ComboMelee2(data) => Self::ComboMelee2(data.stage_section),
CharacterState::FinisherMelee(data) => Self::FinisherMelee(data.stage_section),
CharacterState::DiveMelee(data) => Self::DiveMelee(data.stage_section),
@ -836,18 +832,6 @@ pub enum CharacterAbility {
#[serde(default)]
meta: AbilityMeta,
},
ComboMeleeDeprecated {
stage_data: Vec<combo_melee::Stage<f32>>,
initial_energy_gain: f32,
max_energy_gain: f32,
energy_increase: f32,
speed_increase: f32,
max_speed_increase: f32,
scales_from_combo: u32,
ori_modifier: f32,
#[serde(default)]
meta: AbilityMeta,
},
ComboMelee2 {
strikes: Vec<combo_melee2::Strike<f32>>,
energy_cost_per_strike: f32,
@ -1216,8 +1200,7 @@ impl CharacterAbility {
(data.physics.on_ground.is_none() || buildup_duration.is_some())
&& update.energy.try_change_by(-*energy_cost).is_ok()
},
CharacterAbility::ComboMeleeDeprecated { .. }
| CharacterAbility::Boost { .. }
CharacterAbility::Boost { .. }
| CharacterAbility::GlideBoost { .. }
| CharacterAbility::BasicBeam { .. }
| CharacterAbility::Blink { .. }
@ -1389,22 +1372,6 @@ impl CharacterAbility {
*recover_duration /= stats.speed;
*energy_cost /= stats.energy_efficiency;
},
ComboMeleeDeprecated {
ref mut stage_data,
initial_energy_gain: _,
max_energy_gain: _,
energy_increase: _,
speed_increase: _,
max_speed_increase: _,
scales_from_combo: _,
ori_modifier: _,
meta: _,
} => {
*stage_data = stage_data
.iter_mut()
.map(|s| s.adjusted_by_stats(stats))
.collect();
},
ComboMelee2 {
ref mut strikes,
ref mut energy_cost_per_strike,
@ -1823,7 +1790,6 @@ impl CharacterAbility {
},
Boost { .. }
| GlideBoost { .. }
| ComboMeleeDeprecated { .. }
| Blink { .. }
| Music { .. }
| BasicSummon { .. }
@ -1873,7 +1839,6 @@ impl CharacterAbility {
| BasicBeam { .. }
| Boost { .. }
| GlideBoost { .. }
| ComboMeleeDeprecated { .. }
| Blink { .. }
| Music { .. }
| BasicSummon { .. }
@ -1902,7 +1867,6 @@ impl CharacterAbility {
| BasicBeam { meta, .. }
| Boost { meta, .. }
| GlideBoost { meta, .. }
| ComboMeleeDeprecated { meta, .. }
| ComboMelee2 { meta, .. }
| Blink { meta, .. }
| BasicSummon { meta, .. }
@ -2375,34 +2339,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
prev_aimed_dir: None,
is_sneaking: false,
}),
CharacterAbility::ComboMeleeDeprecated {
stage_data,
initial_energy_gain,
max_energy_gain,
energy_increase,
speed_increase,
max_speed_increase,
scales_from_combo,
ori_modifier,
meta: _,
} => CharacterState::ComboMeleeDeprecated(combo_melee::Data {
static_data: combo_melee::StaticData {
num_stages: stage_data.len() as u32,
stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(),
initial_energy_gain: *initial_energy_gain,
max_energy_gain: *max_energy_gain,
energy_increase: *energy_increase,
speed_increase: 1.0 - *speed_increase,
max_speed_increase: *max_speed_increase,
scales_from_combo: *scales_from_combo,
ori_modifier: *ori_modifier,
ability_info,
},
exhausted: false,
stage: 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
}),
CharacterAbility::ComboMelee2 {
strikes,
energy_cost_per_strike,

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@ -123,9 +123,6 @@ pub enum CharacterState {
Boost(boost::Data),
/// Dash forward and then attack
DashMelee(dash_melee::Data),
/// A three-stage attack where each attack pushes player forward
/// and successive attacks increase in damage, while player holds button.
ComboMeleeDeprecated(combo_melee::Data),
/// A state where you progress through multiple melee attacks
ComboMelee2(combo_melee2::Data),
/// A leap followed by a small aoe ground attack
@ -186,7 +183,6 @@ impl CharacterState {
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
@ -263,7 +259,6 @@ impl CharacterState {
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
@ -290,7 +285,6 @@ impl CharacterState {
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
@ -432,9 +426,7 @@ impl CharacterState {
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
pub fn is_forced_movement(&self) -> bool {
matches!(self,
CharacterState::ComboMeleeDeprecated(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
@ -459,7 +451,6 @@ impl CharacterState {
| CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
@ -515,7 +506,6 @@ impl CharacterState {
CharacterState::Roll(data) => data.behavior(j, output_events),
CharacterState::Wielding(data) => data.behavior(j, output_events),
CharacterState::Equipping(data) => data.behavior(j, output_events),
CharacterState::ComboMeleeDeprecated(data) => data.behavior(j, output_events),
CharacterState::ComboMelee2(data) => data.behavior(j, output_events),
CharacterState::BasicMelee(data) => data.behavior(j, output_events),
CharacterState::BasicRanged(data) => data.behavior(j, output_events),
@ -570,9 +560,6 @@ impl CharacterState {
CharacterState::Roll(data) => data.handle_event(j, output_events, action),
CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMeleeDeprecated(data) => {
data.handle_event(j, output_events, action)
},
CharacterState::ComboMelee2(data) => data.handle_event(j, output_events, action),
CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
CharacterState::BasicRanged(data) => data.handle_event(j, output_events, action),
@ -627,7 +614,6 @@ impl CharacterState {
CharacterState::Roll(data) => Some(data.static_data.ability_info),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMeleeDeprecated(data) => Some(data.static_data.ability_info),
CharacterState::ComboMelee2(data) => Some(data.static_data.ability_info),
CharacterState::BasicMelee(data) => Some(data.static_data.ability_info),
CharacterState::BasicRanged(data) => Some(data.static_data.ability_info),
@ -673,7 +659,6 @@ impl CharacterState {
CharacterState::Roll(data) => Some(data.stage_section),
CharacterState::Equipping(_) => Some(StageSection::Buildup),
CharacterState::Wielding(_) => None,
CharacterState::ComboMeleeDeprecated(data) => Some(data.stage_section),
CharacterState::ComboMelee2(data) => Some(data.stage_section),
CharacterState::BasicMelee(data) => Some(data.stage_section),
CharacterState::BasicRanged(data) => Some(data.stage_section),
@ -735,16 +720,6 @@ impl CharacterState {
buildup: Some(data.static_data.buildup_duration),
..Default::default()
}),
CharacterState::ComboMeleeDeprecated(data) => {
let stage_index = data.stage_index();
let stage = data.static_data.stage_data[stage_index];
Some(DurationsInfo {
buildup: Some(stage.base_buildup_duration),
action: Some(stage.base_swing_duration),
recover: Some(stage.base_recover_duration),
..Default::default()
})
},
CharacterState::ComboMelee2(data) => {
let strike = data.strike_data();
Some(DurationsInfo {
@ -913,7 +888,6 @@ impl CharacterState {
CharacterState::Roll(data) => Some(data.timer),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(data) => Some(data.timer),
CharacterState::ComboMeleeDeprecated(data) => Some(data.timer),
CharacterState::ComboMelee2(data) => Some(data.timer),
CharacterState::BasicMelee(data) => Some(data.timer),
CharacterState::BasicRanged(data) => Some(data.timer),
@ -959,7 +933,6 @@ impl CharacterState {
CharacterState::Roll(_) => None,
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMeleeDeprecated(_) => Some(AttackSource::Melee),
CharacterState::ComboMelee2(_) => Some(AttackSource::Melee),
CharacterState::BasicMelee(_) => Some(AttackSource::Melee),
CharacterState::BasicRanged(data) => {

View File

@ -1,386 +0,0 @@
use crate::{
combat::{self, Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement},
comp::{
character_state::OutputEvents,
melee::MultiTarget,
tool::{Stats, ToolKind},
CharacterState, Melee, StateUpdate,
},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Stage<T> {
/// Specifies which stage the combo attack is in
pub stage: u32,
/// Initial damage of stage
pub base_damage: f32,
/// Damage scaling per combo
pub damage_increase: f32,
/// Initial poise damage of stage
pub base_poise_damage: f32,
/// Poise damage scaling per combo
pub poise_damage_increase: f32,
/// Knockback of stage
pub knockback: f32,
/// Range of attack
pub range: f32,
/// Angle of attack
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: T,
/// Duration of stage spent in swing (controls animation stuff, and can also
/// be used to handle movement separately to buildup)
pub base_swing_duration: T,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: T,
/// How much forward movement there is in the swing portion of the stage
pub forward_movement: f32,
/// What kind of damage this stage of the attack does
pub damage_kind: DamageKind,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
}
impl Stage<f32> {
pub fn to_duration(self) -> Stage<Duration> {
Stage::<Duration> {
stage: self.stage,
base_damage: self.base_damage,
damage_increase: self.damage_increase,
base_poise_damage: self.base_poise_damage,
poise_damage_increase: self.poise_damage_increase,
knockback: self.knockback,
range: self.range,
angle: self.angle,
base_buildup_duration: Duration::from_secs_f32(self.base_buildup_duration),
hit_timing: self.hit_timing,
base_swing_duration: Duration::from_secs_f32(self.base_swing_duration),
base_recover_duration: Duration::from_secs_f32(self.base_recover_duration),
forward_movement: self.forward_movement,
damage_kind: self.damage_kind,
damage_effect: self.damage_effect,
}
}
#[must_use]
pub fn adjusted_by_stats(self, stats: Stats) -> Self {
Self {
stage: self.stage,
base_damage: self.base_damage * stats.power,
damage_increase: self.damage_increase * stats.power,
base_poise_damage: self.base_poise_damage * stats.effect_power,
poise_damage_increase: self.poise_damage_increase * stats.effect_power,
knockback: self.knockback,
range: self.range * stats.range,
angle: self.angle,
base_buildup_duration: self.base_buildup_duration / stats.speed,
base_swing_duration: self.base_swing_duration / stats.speed,
hit_timing: self.hit_timing,
base_recover_duration: self.base_recover_duration / stats.speed,
forward_movement: self.forward_movement,
damage_kind: self.damage_kind,
damage_effect: self.damage_effect.map(|de| de.adjusted_by_stats(stats)),
}
}
// TODO: name it as using knockback
#[must_use]
pub fn modify_strike(mut self, knockback_mult: f32) -> Self {
self.knockback *= knockback_mult;
self
}
}
// TODO: Completely rewrite this with skill tree rework. Don't bother converting
// to melee constructor.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// Indicates number of stages in combo
pub num_stages: u32,
/// Data for each stage
pub stage_data: Vec<Stage<Duration>>,
/// Initial energy gain per strike
pub initial_energy_gain: f32,
/// Max energy gain per strike
pub max_energy_gain: f32,
/// Energy gain increase per combo
pub energy_increase: f32,
/// (100% - speed_increase) is percentage speed increases from current to
/// max per combo increase
pub speed_increase: f32,
/// This value is the highest percentage speed can increase from the base
/// speed
pub max_speed_increase: f32,
/// Number of times damage scales with combo
pub scales_from_combo: u32,
/// Adjusts turning rate during the attack
pub ori_modifier: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
/// A sequence of attacks that can incrementally become faster and more
/// damaging.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Whether the attack was executed already
pub exhausted: bool,
/// Indicates what stage the combo is in
pub stage: u32,
/// Timer for each stage
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
let combo_counter = data.combo.map_or(0, |c| c.counter());
handle_move(data, &mut update, 0.4);
let stage_index = self.stage_index();
let speed_modifier = 1.0
+ self.static_data.max_speed_increase
* (1.0 - self.static_data.speed_increase.powi(combo_counter as i32));
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration {
handle_orientation(
data,
&mut update,
0.4 * self.static_data.ori_modifier,
None,
);
// Build up
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, Some(speed_modifier)),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer.as_secs_f32()
> self.static_data.stage_data[stage_index].hit_timing
* self.static_data.stage_data[stage_index]
.base_swing_duration
.as_secs_f32()
&& !self.exhausted
{
// Swing
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
exhausted: true,
..*self
});
let damage = self.static_data.stage_data[stage_index].base_damage
+ (self
.static_data
.scales_from_combo
.min(combo_counter / self.static_data.num_stages)
as f32)
* self.static_data.stage_data[stage_index].damage_increase;
let poise = self.static_data.stage_data[stage_index].base_poise_damage
+ (self
.static_data
.scales_from_combo
.min(combo_counter / self.static_data.num_stages)
as f32)
* self.static_data.stage_data[stage_index].poise_damage_increase;
let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(poise),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.stage_data[stage_index].knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
let energy = self.static_data.max_energy_gain.min(
self.static_data.initial_energy_gain
+ combo_counter as f32 * self.static_data.energy_increase,
);
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy))
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
Damage {
source: DamageSource::Melee,
kind: self.static_data.stage_data[stage_index].damage_kind,
value: damage,
},
Some(GroupTarget::OutOfGroup),
rand::random(),
);
if let Some(effect) = self.static_data.stage_data[stage_index].damage_effect {
damage = damage.with_effect(effect);
}
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let attack = Attack::default()
.with_damage(damage)
.with_precision(precision_mult)
.with_effect(energy)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
data.updater.insert(data.entity, Melee {
attack,
range: self.static_data.stage_data[stage_index].range,
max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
applied: false,
hit_count: 0,
// TODO: Evaluate if we want to leave this true. State will be removed at
// some point anyways and this does preserve behavior
multi_target: Some(MultiTarget::Normal),
simultaneous_hits: 1,
break_block: data
.inputs
.break_block_pos
.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| {
matches!(tool, Some(ToolKind::Pick | ToolKind::Shovel))
}),
});
} else if self.timer < self.static_data.stage_data[stage_index].base_swing_duration
{
handle_orientation(
data,
&mut update,
0.4 * self.static_data.ori_modifier,
None,
);
// Forward movement
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward(
self.static_data.stage_data[stage_index].forward_movement,
),
);
// Swings
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, Some(speed_modifier)),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.stage_data[stage_index].base_recover_duration {
handle_orientation(
data,
&mut update,
0.8 * self.static_data.ori_modifier,
None,
);
// Recovers
update.character = CharacterState::ComboMeleeDeprecated(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, Some(speed_modifier)),
..*self
});
} else {
// Done
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
end_melee_ability(data, &mut update);
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
// At end of state logic so an interrupt isn't overwritten
handle_interrupts(data, &mut update, output_events);
update
}
}
impl Data {
/// Index should be `self.stage - 1`, however in cases of client-server
/// desync this can cause panics. This ensures that `self.stage - 1` is
/// valid, and if it isn't, index of 0 is used, which is always safe.
pub fn stage_index(&self) -> usize {
self.static_data
.stage_data
.get(self.stage as usize - 1)
.map_or(0, |_| self.stage as usize - 1)
}
}
fn reset_state(
data: &Data,
join: &JoinData,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
) {
handle_input(
join,
output_events,
update,
data.static_data.ability_info.input,
);
if let CharacterState::ComboMeleeDeprecated(c) = &mut update.character {
c.stage = (data.stage % data.static_data.num_stages) + 1;
}
}

View File

@ -10,7 +10,6 @@ pub mod boost;
pub mod charged_melee;
pub mod charged_ranged;
pub mod climb;
pub mod combo_melee;
pub mod combo_melee2;
pub mod dance;
pub mod dash_melee;

View File

@ -150,7 +150,6 @@ impl<'a> System<'a> for Sys {
| CharacterState::DashMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicRanged(_)
| CharacterState::Music(_)

View File

@ -8,7 +8,7 @@ use common::{
ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, BASE_ABILITY_LIMIT},
buff::BuffKind,
item::tool::AbilityContext,
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
skills::{AxeSkill, BowSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
Ability, AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction,
ControlEvent, Controller, Fluid, InputKind,
},
@ -271,12 +271,12 @@ impl<'a> AgentData<'a> {
pub fn handle_hammer_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,
) {
// TODO
}

View File

@ -65,7 +65,7 @@ impl Animation for AlphaAnimation {
next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
Some(ToolKind::Pick | ToolKind::Shovel) => {
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.powf(0.25), 0.0),
@ -96,7 +96,7 @@ impl Animation for AlphaAnimation {
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer | ToolKind::Pick) => {
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),
@ -168,7 +168,7 @@ 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::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
Some(ToolKind::Pick | ToolKind::Shovel) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
@ -197,7 +197,7 @@ 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::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
Some(ToolKind::Pick | ToolKind::Shovel) => {
next.control_r.position = Vec3::new(
7.0,
8.0 + move1 * -4.0 + move2h * 4.0,

View File

@ -2,20 +2,12 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use common::states::utils::StageSection;
use core::f32::consts::{PI, TAU};
pub struct ChargeswingAnimation;
type ChargeswingAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
Option<&'a str>,
Option<StageSection>,
Option<AbilityInfo>,
);
type ChargeswingAnimationDependency<'a> = (Option<&'a str>, StageSection);
impl Animation for ChargeswingAnimation {
type Dependency<'a> = ChargeswingAnimationDependency<'a>;
@ -27,7 +19,7 @@ impl Animation for ChargeswingAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, ability_id, stage_section, ability_info): Self::Dependency<'_>,
(ability_id, stage_section): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -39,7 +31,7 @@ impl Animation for ChargeswingAnimation {
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);
if matches!(stage_section, Some(StageSection::Action)) {
if matches!(stage_section, StageSection::Action) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
@ -50,14 +42,14 @@ impl Animation for ChargeswingAnimation {
| "common.abilities.sword.defensive_vital_jab",
) => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => (
StageSection::Charge => (
anim_time.powf(0.25).min(1.0),
0.0,
0.0,
(anim_time * 20.0).sin() - 0.5,
),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
StageSection::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
@ -83,14 +75,14 @@ impl Animation for ChargeswingAnimation {
},
Some("common.abilities.sword.heavy_slam") => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => (
StageSection::Charge => (
anim_time.powf(0.25).min(1.0),
0.0,
0.0,
(anim_time * 20.0).sin(),
),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
StageSection::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
@ -124,12 +116,12 @@ impl Animation for ChargeswingAnimation {
},
Some("common.abilities.sword.crippling_deep_rend") => {
let (move1, move2, tension, move3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => {
StageSection::Buildup => (anim_time, 0.0, 0.0, 0.0, 0.0),
StageSection::Charge => {
(1.0, anim_time.min(1.0), (anim_time * 20.0).sin(), 0.0, 0.0)
},
Some(StageSection::Action) => (1.0, 1.0, 0.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 0.0, 1.0, anim_time),
StageSection::Action => (1.0, 1.0, 0.0, anim_time, 0.0),
StageSection::Recover => (1.0, 1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let move1pre = move1.min(0.5) * 2.0;
@ -189,14 +181,14 @@ impl Animation for ChargeswingAnimation {
| "common.abilities.sword.cleaving_dual_spiral_slash",
) => {
let (move1, tension, move2, move3) = match stage_section {
Some(StageSection::Charge) => (
StageSection::Charge => (
anim_time.powf(0.25).min(1.0),
(anim_time * 15.0).sin(),
0.0,
0.0,
),
Some(StageSection::Action) => (1.0, 0.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time),
StageSection::Action => (1.0, 0.0, anim_time, 0.0),
StageSection::Recover => (1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
@ -239,11 +231,11 @@ impl Animation for ChargeswingAnimation {
},
Some("common.abilities.axe.cleave") => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => {
StageSection::Charge => {
(anim_time.min(1.0), 0.0, 0.0, (anim_time * 20.0).sin())
},
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time, 0.0),
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
StageSection::Recover => (1.0, 1.0, anim_time, 0.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
@ -270,170 +262,7 @@ impl Animation for ChargeswingAnimation {
next.control.orientation.rotate_x(move2 * -3.0);
next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0);
},
_ => {
let lab: f32 = 1.0;
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 8.0).sin());
// end spin stuff
let (move1base, move2base, movement3, tension, test) = match stage_section {
Some(StageSection::Charge) => (
(anim_time.powf(0.25)).min(1.0),
0.0,
0.0,
(anim_time * 18.0 * lab).sin(),
0.0,
),
Some(StageSection::Action) => {
(1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4))
},
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
if matches!(
stage_section,
Some(StageSection::Charge | StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
let pullback = 1.0 - movement3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let slowrise = test * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
next.head.position = Vec3::new(
0.0 + (move1 * -1.0 + move2 * 2.0),
s_a.head.0 + (move1 * 1.0),
s_a.head.1,
);
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
}
match hands {
#[allow(clippy::single_match)]
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
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 + (move1 * -2.0 + move2 * -8.0),
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
);
next.control.orientation =
Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
* Quaternion::rotation_y(
s_a.hc.4
+ (tension * 0.08
+ move1 * 0.7
+ move2 * -1.0
+ slowrise * 2.0),
)
* Quaternion::rotation_z(
s_a.hc.5 + (move1 * 0.2 + move2 * -1.0),
);
},
_ => {},
}
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.control_l.position = Vec3::new(
-7.0 + move1 * 4.0,
8.0 + move1 * 2.0 + move2 * 4.0,
2.0 + move1 * -1.0 + slowrise * 20.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * -1.0)
* Quaternion::rotation_y(
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
)
* Quaternion::rotation_z(move2 * 1.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.control_r.position = Vec3::new(
7.0 + move1 * 1.0 + move2 * -20.0,
8.0 + move1 * 1.0 + move2 * 4.0,
2.0 + move1 * -3.0 + slowrise * 20.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move2 * -1.0)
* Quaternion::rotation_y(
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
)
* Quaternion::rotation_z(move2 * 1.0);
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

@ -1,22 +1,9 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::states::utils::StageSection;
pub struct LeapAnimation;
type LeapAnimationDependency = (
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
type LeapAnimationDependency = (StageSection,);
impl Animation for LeapAnimation {
type Dependency<'a> = LeapAnimationDependency;
type Skeleton = CharacterSkeleton;
@ -27,156 +14,14 @@ impl Animation for LeapAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
anim_time: f32,
_stage_section: Self::Dependency<'_>,
_anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.75), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powf(0.75)),
_ => (0.0, 0.0, 0.0, 0.0),
};
if matches!(
stage_section,
Some(StageSection::Movement | StageSection::Action | StageSection::Recover)
) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
let pullback = 1.0 - move4;
let move1 = movement1 * pullback;
let move2 = movement2 * pullback;
let move3 = movement3 * 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_z(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
next.torso.orientation = Quaternion::rotation_z(0.0);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.chest.orientation = Quaternion::rotation_x(move2 * 0.4 + move3 * -1.5)
* Quaternion::rotation_z(move1 * 0.5 + move2 * 0.2 + move3 * -0.7);
next.head.orientation = Quaternion::rotation_x(move3 * 0.2)
* Quaternion::rotation_y(move2 * -0.1)
* Quaternion::rotation_z(move1 * -0.4 + move2 * -0.2 + move3 * 0.6);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + move3 * 13.0,
s_a.foot.2 + move3 * -2.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + move3 * 1.7);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + move2 * 8.0 + move3 * -13.0,
s_a.foot.2 + move2 * 5.0 + move3 * -5.0,
);
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);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.hhl.3) * 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_z(s_a.hhr.5);
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.hc.0 + move2 * -10.0 + move3 * 10.0,
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.hc.3 + move2 * PI / 2.0 + move3 * -2.3)
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer | ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move2 * -5.0 + move3 * 9.0,
2.0 + move2 * 8.0 + move3 * -12.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
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::Hammer | ToolKind::Pick) => {
next.control_r.position = Vec3::new(
7.0 + move2 * 3.0 + move3 * -3.0,
8.0 + move2 * -9.0 + move3 * 15.0,
2.0 + move2 * 11.0 + move3 * -18.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5)
* Quaternion::rotation_y(move2 * -0.75 + move3 * 0.75);
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
/* let mut next = */
(*skeleton).clone()
// next
}
}

View File

@ -3098,11 +3098,6 @@ enum SkillStrings<'a> {
desc: &'a str,
constant: u32,
},
WithConstFloat {
title: &'a str,
desc: &'a str,
constant: f32,
},
WithMult {
title: &'a str,
desc: &'a str,
@ -3122,14 +3117,6 @@ impl<'a> SkillStrings<'a> {
}
}
fn with_const_float(title: &'a str, desc: &'a str, constant: f32) -> Self {
Self::WithConstFloat {
title,
desc,
constant,
}
}
fn with_mult(title: &'a str, desc: &'a str, multiplier: f32) -> Self {
Self::WithMult {
title,
@ -3169,20 +3156,6 @@ impl<'a> SkillStrings<'a> {
(title, desc)
},
Self::WithConstFloat {
title,
desc,
constant,
} => {
let title = i18n.get_msg(title);
let args = i18n::fluent_args! {
"boost" => constant,
"SP" => sp(i18n, skill_set, skill),
};
let desc = i18n.get_msg_ctx(desc, &args);
(title, desc)
},
Self::WithMult {
title,
desc,

View File

@ -200,14 +200,12 @@ image_ids! {
onehdagger_m2: "voxygen.element.skills.skill_slice_2",
onehshield_m1: "voxygen.element.weapons.swordshield",
onehshield_m2: "voxygen.element.weapons.swordshield",
twohhammer_m1: "voxygen.element.skills.2hhammer_m1",
bow_m1: "voxygen.element.skills.bow_m1",
bow_m2: "voxygen.element.skills.bow_m2",
staff_melee: "voxygen.element.skills.staff_m1",
fireball: "voxygen.element.skills.staff_m2",
flyingrod_m1: "voxygen.element.skills.debug_wand_m1",
flyingrod_m2: "voxygen.element.skills.debug_wand_m2",
hammergolf: "voxygen.element.skills.skill_hammergolf",
fire_aoe: "voxygen.element.skills.skill_fire_aoe",
flamethrower: "voxygen.element.skills.skill_flamethrower",
// Sword
@ -687,7 +685,6 @@ image_ids! {
snake_arrow_0: "voxygen.element.skills.snake",
skill_sceptre_lifesteal: "voxygen.element.skills.lifesteal",
skill_sceptre_heal: "voxygen.element.skills.heal_aoe",
hammerleap: "voxygen.element.skills.skill_hammerleap",
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

@ -619,9 +619,6 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
"common.abilities.axe.bulkhead" => imgs.axe_bulkhead,
"common.abilities.axe.capsize" => imgs.axe_capsize,
// Hammer
"common.abilities.hammer.singlestrike" => imgs.twohhammer_m1,
"common.abilities.hammer.charged" => imgs.hammergolf,
"common.abilities.hammer.leap" => imgs.hammerleap,
// Bow
"common.abilities.bow.charged" => imgs.bow_m1,
"common.abilities.bow.repeater" => imgs.bow_m2,

View File

@ -1513,12 +1513,7 @@ impl FigureMgr {
anim::character::ChargeswingAnimation::update_skeleton(
&target_base,
(
hands,
ability_id,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
(ability_id, s.stage_section),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
@ -1716,13 +1711,7 @@ impl FigureMgr {
anim::character::LeapAnimation::update_skeleton(
&target_base,
(
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
(s.stage_section,),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
@ -1835,38 +1824,6 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::ComboMeleeDeprecated(s) => {
let stage_index = (s.stage - 1) as usize;
let stage_time = s.timer.as_secs_f32();
let stage_progress =
if let Some(stage) = s.static_data.stage_data.get(stage_index) {
match s.stage_section {
StageSection::Buildup => {
stage_time / stage.base_buildup_duration.as_secs_f32()
},
StageSection::Action => {
stage_time / stage.base_swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / stage.base_recover_duration.as_secs_f32()
},
_ => 0.0,
}
} else {
0.0
};
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,
)
},
CharacterState::ComboMelee2(s) => {
let timer = s.timer.as_secs_f32();
let current_strike = s.completed_strikes % s.static_data.strikes.len();