From fcfff367c9ca70555a9eeac9089971b1f0d68170 Mon Sep 17 00:00:00 2001 From: Sam Date: Fri, 26 Jan 2024 21:54:38 -0500 Subject: [PATCH] Cleanup stuff from old hammer --- assets/voxygen/audio/sfx.ron | 7 - assets/voxygen/element/skills/2hhammer_m1.png | 3 - .../element/skills/skill_hammergolf.png | 3 - .../element/skills/skill_hammerleap.png | 3 - assets/voxygen/i18n/be/hud/skills.ftl | 32 -- assets/voxygen/i18n/ca/hud/skills.ftl | 32 -- assets/voxygen/i18n/cs/hud/skills.ftl | 32 -- assets/voxygen/i18n/de/hud/ability.ftl | 2 - assets/voxygen/i18n/de/hud/skills.ftl | 32 -- assets/voxygen/i18n/en/hud/skills.ftl | 32 -- assets/voxygen/i18n/es-419/hud/ability.ftl | 2 - assets/voxygen/i18n/es-419/hud/skills.ftl | 32 -- assets/voxygen/i18n/es/hud/ability.ftl | 2 - assets/voxygen/i18n/es/hud/skills.ftl | 44 -- assets/voxygen/i18n/eu/hud/ability.ftl | 2 - assets/voxygen/i18n/eu/hud/skills.ftl | 32 -- assets/voxygen/i18n/fr/hud/ability.ftl | 2 - assets/voxygen/i18n/fr/hud/skills.ftl | 32 -- assets/voxygen/i18n/hu/hud/skills.ftl | 32 -- assets/voxygen/i18n/it/hud/ability.ftl | 2 - assets/voxygen/i18n/it/hud/skills.ftl | 32 -- assets/voxygen/i18n/ja/hud/skills.ftl | 32 -- assets/voxygen/i18n/ko/hud/ability.ftl | 2 - assets/voxygen/i18n/ko/hud/skills.ftl | 32 -- assets/voxygen/i18n/pl/hud/ability.ftl | 2 - assets/voxygen/i18n/pl/hud/skills.ftl | 32 -- assets/voxygen/i18n/pt-BR/hud/ability.ftl | 2 - assets/voxygen/i18n/pt-BR/hud/skills.ftl | 32 -- assets/voxygen/i18n/ro/hud/ability.ftl | 2 - assets/voxygen/i18n/ro/hud/skills.ftl | 32 -- assets/voxygen/i18n/ru/hud/ability.ftl | 2 - assets/voxygen/i18n/ru/hud/skills.ftl | 32 -- assets/voxygen/i18n/sr/hud/skills.ftl | 32 -- assets/voxygen/i18n/sv/hud/ability.ftl | 2 - assets/voxygen/i18n/sv/hud/skills.ftl | 32 -- assets/voxygen/i18n/th/hud/ability.ftl | 2 - assets/voxygen/i18n/th/hud/skills.ftl | 32 -- assets/voxygen/i18n/uk/hud/ability.ftl | 34 +- assets/voxygen/i18n/uk/hud/skills.ftl | 32 -- assets/voxygen/i18n/zh-Hans/hud/ability.ftl | 2 - assets/voxygen/i18n/zh-Hans/hud/skills.ftl | 32 -- common/src/comp/ability.rs | 66 +-- common/src/comp/character_state.rs | 29 +- common/src/states/combo_melee.rs | 386 ------------------ common/src/states/mod.rs | 1 - common/systems/src/stats.rs | 1 - server/agent/src/attack.rs | 14 +- voxygen/anim/src/character/alpha.rs | 8 +- voxygen/anim/src/character/chargeswing.rs | 213 +--------- voxygen/anim/src/character/leapmelee.rs | 173 +------- voxygen/src/hud/diary.rs | 27 -- voxygen/src/hud/img_ids.rs | 3 - voxygen/src/hud/util.rs | 3 - voxygen/src/scene/figure/mod.rs | 47 +-- 54 files changed, 61 insertions(+), 1704 deletions(-) delete mode 100644 assets/voxygen/element/skills/2hhammer_m1.png delete mode 100644 assets/voxygen/element/skills/skill_hammergolf.png delete mode 100644 assets/voxygen/element/skills/skill_hammerleap.png delete mode 100644 common/src/states/combo_melee.rs diff --git a/assets/voxygen/audio/sfx.ron b/assets/voxygen/audio/sfx.ron index b215ab8708..48d277132c 100644 --- a/assets/voxygen/audio/sfx.ron +++ b/assets/voxygen/audio/sfx.ron @@ -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", diff --git a/assets/voxygen/element/skills/2hhammer_m1.png b/assets/voxygen/element/skills/2hhammer_m1.png deleted file mode 100644 index c2b633f12b..0000000000 --- a/assets/voxygen/element/skills/2hhammer_m1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:90ea0ee65b5b3637948bdbc55b744fd9be53f4cf05123d59c65ab515eccf3c11 -size 219 diff --git a/assets/voxygen/element/skills/skill_hammergolf.png b/assets/voxygen/element/skills/skill_hammergolf.png deleted file mode 100644 index 8c1448959e..0000000000 --- a/assets/voxygen/element/skills/skill_hammergolf.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:516fb0c1c25701b22833bc3997f133f9cecef868236be794f092fc938201f504 -size 209 diff --git a/assets/voxygen/element/skills/skill_hammerleap.png b/assets/voxygen/element/skills/skill_hammerleap.png deleted file mode 100644 index f526ae9c3d..0000000000 --- a/assets/voxygen/element/skills/skill_hammerleap.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:7a0f516995b6149ceaf295b058c3f09fdfb41d74627e1e268db05cb7bbea4d6e -size 283 diff --git a/assets/voxygen/i18n/be/hud/skills.ftl b/assets/voxygen/i18n/be/hud/skills.ftl index d23e1e82e6..558c02014d 100644 --- a/assets/voxygen/i18n/be/hud/skills.ftl +++ b/assets/voxygen/i18n/be/hud/skills.ftl @@ -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. diff --git a/assets/voxygen/i18n/ca/hud/skills.ftl b/assets/voxygen/i18n/ca/hud/skills.ftl index ea754b8ae4..f2f87fb7b6 100644 --- a/assets/voxygen/i18n/ca/hud/skills.ftl +++ b/assets/voxygen/i18n/ca/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/cs/hud/skills.ftl b/assets/voxygen/i18n/cs/hud/skills.ftl index 3564951ded..98ae6e8a8a 100644 --- a/assets/voxygen/i18n/cs/hud/skills.ftl +++ b/assets/voxygen/i18n/cs/hud/skills.ftl @@ -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 } diff --git a/assets/voxygen/i18n/de/hud/ability.ftl b/assets/voxygen/i18n/de/hud/ability.ftl index d4865f84c6..35e019a4bd 100644 --- a/assets/voxygen/i18n/de/hud/ability.ftl +++ b/assets/voxygen/i18n/de/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/de/hud/skills.ftl b/assets/voxygen/i18n/de/hud/skills.ftl index 63154ebb8c..09db16f690 100644 --- a/assets/voxygen/i18n/de/hud/skills.ftl +++ b/assets/voxygen/i18n/de/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/en/hud/skills.ftl b/assets/voxygen/i18n/en/hud/skills.ftl index ef4e33ff99..e8162c9311 100644 --- a/assets/voxygen/i18n/en/hud/skills.ftl +++ b/assets/voxygen/i18n/en/hud/skills.ftl @@ -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. diff --git a/assets/voxygen/i18n/es-419/hud/ability.ftl b/assets/voxygen/i18n/es-419/hud/ability.ftl index 51ee2126fc..8650481ff7 100644 --- a/assets/voxygen/i18n/es-419/hud/ability.ftl +++ b/assets/voxygen/i18n/es-419/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = Flecha de Posesión .desc = Dispara una flecha venenosa. Te permite controlar a tu objetivo. -common-abilities-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 diff --git a/assets/voxygen/i18n/es-419/hud/skills.ftl b/assets/voxygen/i18n/es-419/hud/skills.ftl index 92d43a6c8a..2ed18f085a 100644 --- a/assets/voxygen/i18n/es-419/hud/skills.ftl +++ b/assets/voxygen/i18n/es-419/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/es/hud/ability.ftl b/assets/voxygen/i18n/es/hud/ability.ftl index ee64ea88c3..1eb85cfb71 100644 --- a/assets/voxygen/i18n/es/hud/ability.ftl +++ b/assets/voxygen/i18n/es/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/es/hud/skills.ftl b/assets/voxygen/i18n/es/hud/skills.ftl index 190fa031d9..d2057f6988 100644 --- a/assets/voxygen/i18n/es/hud/skills.ftl +++ b/assets/voxygen/i18n/es/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/eu/hud/ability.ftl b/assets/voxygen/i18n/eu/hud/ability.ftl index cc7e02ccfe..f35c9430dc 100644 --- a/assets/voxygen/i18n/eu/hud/ability.ftl +++ b/assets/voxygen/i18n/eu/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/eu/hud/skills.ftl b/assets/voxygen/i18n/eu/hud/skills.ftl index 4e9b90167b..43bded4ff7 100644 --- a/assets/voxygen/i18n/eu/hud/skills.ftl +++ b/assets/voxygen/i18n/eu/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/fr/hud/ability.ftl b/assets/voxygen/i18n/fr/hud/ability.ftl index 443837f241..ba71a2eebd 100644 --- a/assets/voxygen/i18n/fr/hud/ability.ftl +++ b/assets/voxygen/i18n/fr/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = Flèche de contrôle .desc = Tire une flèche empoisonnée. Vous permet de contrôler votre cible. -common-abilities-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 diff --git a/assets/voxygen/i18n/fr/hud/skills.ftl b/assets/voxygen/i18n/fr/hud/skills.ftl index 7659046dd6..ae94e66155 100644 --- a/assets/voxygen/i18n/fr/hud/skills.ftl +++ b/assets/voxygen/i18n/fr/hud/skills.ftl @@ -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. diff --git a/assets/voxygen/i18n/hu/hud/skills.ftl b/assets/voxygen/i18n/hu/hud/skills.ftl index 8d2f8292ac..e86892f089 100644 --- a/assets/voxygen/i18n/hu/hud/skills.ftl +++ b/assets/voxygen/i18n/hu/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/it/hud/ability.ftl b/assets/voxygen/i18n/it/hud/ability.ftl index ea0f03090f..d197e02253 100644 --- a/assets/voxygen/i18n/it/hud/ability.ftl +++ b/assets/voxygen/i18n/it/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/it/hud/skills.ftl b/assets/voxygen/i18n/it/hud/skills.ftl index a9e49a1f64..f2aba5a713 100644 --- a/assets/voxygen/i18n/it/hud/skills.ftl +++ b/assets/voxygen/i18n/it/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ja/hud/skills.ftl b/assets/voxygen/i18n/ja/hud/skills.ftl index 60f9f98c42..b474d24949 100644 --- a/assets/voxygen/i18n/ja/hud/skills.ftl +++ b/assets/voxygen/i18n/ja/hud/skills.ftl @@ -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 } diff --git a/assets/voxygen/i18n/ko/hud/ability.ftl b/assets/voxygen/i18n/ko/hud/ability.ftl index 5458ec352f..de747e396f 100644 --- a/assets/voxygen/i18n/ko/hud/ability.ftl +++ b/assets/voxygen/i18n/ko/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = 빙의 화살 .desc = 독 화살을 쏜다. 대상을 조종할수 있다. -common-abilities-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 diff --git a/assets/voxygen/i18n/ko/hud/skills.ftl b/assets/voxygen/i18n/ko/hud/skills.ftl index d962188429..d599b2ed6c 100644 --- a/assets/voxygen/i18n/ko/hud/skills.ftl +++ b/assets/voxygen/i18n/ko/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/pl/hud/ability.ftl b/assets/voxygen/i18n/pl/hud/ability.ftl index 58e7468ecd..00437cae75 100644 --- a/assets/voxygen/i18n/pl/hud/ability.ftl +++ b/assets/voxygen/i18n/pl/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/pl/hud/skills.ftl b/assets/voxygen/i18n/pl/hud/skills.ftl index b5ac6abcf0..84eec1bbdf 100644 --- a/assets/voxygen/i18n/pl/hud/skills.ftl +++ b/assets/voxygen/i18n/pl/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/pt-BR/hud/ability.ftl b/assets/voxygen/i18n/pt-BR/hud/ability.ftl index 0aebf8baf5..a8c33a9a16 100644 --- a/assets/voxygen/i18n/pt-BR/hud/ability.ftl +++ b/assets/voxygen/i18n/pt-BR/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/pt-BR/hud/skills.ftl b/assets/voxygen/i18n/pt-BR/hud/skills.ftl index feda1feb55..55a733b5c9 100644 --- a/assets/voxygen/i18n/pt-BR/hud/skills.ftl +++ b/assets/voxygen/i18n/pt-BR/hud/skills.ftl @@ -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. diff --git a/assets/voxygen/i18n/ro/hud/ability.ftl b/assets/voxygen/i18n/ro/hud/ability.ftl index 7d21247fe5..20ee07f9b0 100644 --- a/assets/voxygen/i18n/ro/hud/ability.ftl +++ b/assets/voxygen/i18n/ro/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/ro/hud/skills.ftl b/assets/voxygen/i18n/ro/hud/skills.ftl index 7e24cee25f..84febbbe3d 100644 --- a/assets/voxygen/i18n/ro/hud/skills.ftl +++ b/assets/voxygen/i18n/ro/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/ru/hud/ability.ftl b/assets/voxygen/i18n/ru/hud/ability.ftl index 70ef098044..16437e522e 100644 --- a/assets/voxygen/i18n/ru/hud/ability.ftl +++ b/assets/voxygen/i18n/ru/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = Овладевающая стрела .desc = Стреляет ядовитой стрелой. Позволяет управлять вашей целью. -common-abilities-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 diff --git a/assets/voxygen/i18n/ru/hud/skills.ftl b/assets/voxygen/i18n/ru/hud/skills.ftl index 1edd8bc07c..ac582ca221 100644 --- a/assets/voxygen/i18n/ru/hud/skills.ftl +++ b/assets/voxygen/i18n/ru/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/sr/hud/skills.ftl b/assets/voxygen/i18n/sr/hud/skills.ftl index 73a0c7daee..dd82cbb314 100644 --- a/assets/voxygen/i18n/sr/hud/skills.ftl +++ b/assets/voxygen/i18n/sr/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/sv/hud/ability.ftl b/assets/voxygen/i18n/sv/hud/ability.ftl index 3e3f36ac9e..f4353ac5b1 100644 --- a/assets/voxygen/i18n/sv/hud/ability.ftl +++ b/assets/voxygen/i18n/sv/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = Besättande spil .desc = Skjuter en förgiftad pil. Låter dig kontrollera ditt mål. -common-abilities-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 diff --git a/assets/voxygen/i18n/sv/hud/skills.ftl b/assets/voxygen/i18n/sv/hud/skills.ftl index e4216d72b9..397b411223 100644 --- a/assets/voxygen/i18n/sv/hud/skills.ftl +++ b/assets/voxygen/i18n/sv/hud/skills.ftl @@ -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. diff --git a/assets/voxygen/i18n/th/hud/ability.ftl b/assets/voxygen/i18n/th/hud/ability.ftl index 1b8bcdfaae..2d09cb3083 100644 --- a/assets/voxygen/i18n/th/hud/ability.ftl +++ b/assets/voxygen/i18n/th/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/th/hud/skills.ftl b/assets/voxygen/i18n/th/hud/skills.ftl index fc2ef6e5fe..fecdf0949e 100644 --- a/assets/voxygen/i18n/th/hud/skills.ftl +++ b/assets/voxygen/i18n/th/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/uk/hud/ability.ftl b/assets/voxygen/i18n/uk/hud/ability.ftl index 596558068a..9e5e6aa256 100644 --- a/assets/voxygen/i18n/uk/hud/ability.ftl +++ b/assets/voxygen/i18n/uk/hud/ability.ftl @@ -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 diff --git a/assets/voxygen/i18n/uk/hud/skills.ftl b/assets/voxygen/i18n/uk/hud/skills.ftl index fc096cf7f1..f5173dc481 100644 --- a/assets/voxygen/i18n/uk/hud/skills.ftl +++ b/assets/voxygen/i18n/uk/hud/skills.ftl @@ -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 diff --git a/assets/voxygen/i18n/zh-Hans/hud/ability.ftl b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl index 0f868ded6a..766c99ebdc 100644 --- a/assets/voxygen/i18n/zh-Hans/hud/ability.ftl +++ b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl @@ -1,7 +1,5 @@ common-abilities-debug-possess = 附身箭矢 .desc = 射出一个毒箭矢,使你能够控制你的目标. -common-abilities-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 diff --git a/assets/voxygen/i18n/zh-Hans/hud/skills.ftl b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl index 49bea7901c..d6da76f467 100644 --- a/assets/voxygen/i18n/zh-Hans/hud/skills.ftl +++ b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl @@ -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 diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 3332b3e42e..d6d2d336c3 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -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>, - 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>, 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, diff --git a/common/src/comp/character_state.rs b/common/src/comp/character_state.rs index 8e166cbe68..3b59261a68 100644 --- a/common/src/comp/character_state.rs +++ b/common/src/comp/character_state.rs @@ -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) => { diff --git a/common/src/states/combo_melee.rs b/common/src/states/combo_melee.rs deleted file mode 100644 index a1a6aef699..0000000000 --- a/common/src/states/combo_melee.rs +++ /dev/null @@ -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 { - /// 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, -} - -impl Stage { - pub fn to_duration(self) -> Stage { - Stage:: { - 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>, - /// 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; - } -} diff --git a/common/src/states/mod.rs b/common/src/states/mod.rs index 2a39c3244e..4e95af5f3f 100644 --- a/common/src/states/mod.rs +++ b/common/src/states/mod.rs @@ -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; diff --git a/common/systems/src/stats.rs b/common/systems/src/stats.rs index b854d967c7..dc5ab7f41c 100644 --- a/common/systems/src/stats.rs +++ b/common/systems/src/stats.rs @@ -150,7 +150,6 @@ impl<'a> System<'a> for Sys { | CharacterState::DashMelee(_) | CharacterState::LeapMelee(_) | CharacterState::LeapShockwave(_) - | CharacterState::ComboMeleeDeprecated(_) | CharacterState::ComboMelee2(_) | CharacterState::BasicRanged(_) | CharacterState::Music(_) diff --git a/server/agent/src/attack.rs b/server/agent/src/attack.rs index 54c58619ac..b443efe71c 100644 --- a/server/agent/src/attack.rs +++ b/server/agent/src/attack.rs @@ -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 } diff --git a/voxygen/anim/src/character/alpha.rs b/voxygen/anim/src/character/alpha.rs index 2713c29d70..50378a5ca6 100644 --- a/voxygen/anim/src/character/alpha.rs +++ b/voxygen/anim/src/character/alpha.rs @@ -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, diff --git a/voxygen/anim/src/character/chargeswing.rs b/voxygen/anim/src/character/chargeswing.rs index 49d48b1a95..9b034b9307 100644 --- a/voxygen/anim/src/character/chargeswing.rs +++ b/voxygen/anim/src/character/chargeswing.rs @@ -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, Option), - Option<&'a str>, - Option, - Option, -); +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 diff --git a/voxygen/anim/src/character/leapmelee.rs b/voxygen/anim/src/character/leapmelee.rs index 4e9b0b314a..ad5f3e646c 100644 --- a/voxygen/anim/src/character/leapmelee.rs +++ b/voxygen/anim/src/character/leapmelee.rs @@ -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, Option), - Vec3, - f32, - Option, - Option, -); +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 } } diff --git a/voxygen/src/hud/diary.rs b/voxygen/src/hud/diary.rs index 310ac4bff0..5e52c5e995 100644 --- a/voxygen/src/hud/diary.rs +++ b/voxygen/src/hud/diary.rs @@ -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, diff --git a/voxygen/src/hud/img_ids.rs b/voxygen/src/hud/img_ids.rs index 0be304dcd6..be666b08e6 100644 --- a/voxygen/src/hud/img_ids.rs +++ b/voxygen/src/hud/img_ids.rs @@ -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", diff --git a/voxygen/src/hud/util.rs b/voxygen/src/hud/util.rs index 12c9dc594d..29e75f6d16 100644 --- a/voxygen/src/hud/util.rs +++ b/voxygen/src/hud/util.rs @@ -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, diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 49e9d645db..7b00048c78 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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();