Cleanup stuff from old hammer

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

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

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@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Колькасць стрэл
hud-skill-bow_shotgun_arrow_count = Пабольшвае колькасць стрэл у выстрале на { $boost }.{ $SP } hud-skill-bow_shotgun_arrow_count = Пабольшвае колькасць стрэл у выстрале на { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Кучнасць стрэл hud-skill-bow_shotgun_spread_title = Кучнасць стрэл
hud-skill-bow_shotgun_spread = Змяншае роскід стрэл на { $boost }%.{ $SP } 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-mining_title = Горная справа
hud-skill-pick_strike_title = Удар кіркою hud-skill-pick_strike_title = Удар кіркою
hud-skill-pick_strike = Біце жылы і друзы, каб здабыць руды і каштоўныя камяні. hud-skill-pick_strike = Біце жылы і друзы, каб здабыць руды і каштоўныя камяні.

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Nombre de Fletxes d'Escopeta
hud-skill-bow_shotgun_arrow_count = Augmenta el nombre de fletxes en cada ús en { $boost }{ $SP } hud-skill-bow_shotgun_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_title = Difusió d'Escopeta
hud-skill-bow_shotgun_spread = Redueix la difusió de les fletxes un { $boost }%{ $SP } 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-mining_title = Minar
hud-skill-pick_strike_title = Cop de Pic 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 hud-skill-pick_strike = Colpeja les roques amb el pic per a aconseguir minerals, gemmes i experiència

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

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Pfeil der Besessenheit common-abilities-debug-possess = Pfeil der Besessenheit
.desc = Schießt einen giftigen Pfeil und lässt dich dein Ziel kontrollieren. .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 common-abilities-bow-shotgun = Pfeilhagel
.desc = Schießt einen Pfeilhagel ab .desc = Schießt einen Pfeilhagel ab
common-abilities-staff-fireshockwave = Ring des Feuers common-abilities-staff-fireshockwave = Ring des Feuers

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@ -119,38 +119,6 @@ hud-skill-bow_charged_speed_title = Spanngeschwindigkeit
hud-skill-bow_charged_speed = Erhöht die Geschwindigkeit mit der du den Bogen spannst um { $boost }%{ $SP } hud-skill-bow_charged_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_title = Bewegungsgeschw. beim Spannen
hud-skill-bow_charged_move = Erhöht die Bewegungsgeschw. um { $boost }% während du den Bogen spannst{ $SP } 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-mining_title = Bergbau
hud-skill-pick_strike_title = Spitzhackenschlag hud-skill-pick_strike_title = Spitzhackenschlag
hud-skill-pick_strike = Baue Steine mit deiner Spitzhacke ab, um Erze, seltene Edelsteine und EP zu erhalten hud-skill-pick_strike = Baue Steine mit deiner Spitzhacke ab, um Erze, seltene Edelsteine und EP zu erhalten

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@ -130,38 +130,6 @@ hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows
hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }.{ $SP } hud-skill-bow_shotgun_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_title = Shotgun Spread
hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost } %.{ $SP } 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-mining_title = Mining
hud-skill-pick_strike_title = Pickaxe Strike hud-skill-pick_strike_title = Pickaxe Strike
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience. hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience.

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Flecha de Posesión common-abilities-debug-possess = Flecha de Posesión
.desc = Dispara una flecha venenosa. Te permite controlar a tu objetivo. .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 common-abilities-bow-shotgun = Ráfaga
.desc = Lanza una ráfaga de flechas. .desc = Lanza una ráfaga de flechas.
common-abilities-staff-fireshockwave = Anillo de Fuego common-abilities-staff-fireshockwave = Anillo de Fuego

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas de escopeta
hud-skill-bow_shotgun_arrow_count = Aumenta el número de flechas de ráfaga en { $boost }{ $SP } hud-skill-bow_shotgun_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_title = Flechas de escopeta
hud-skill-bow_shotgun_spread = Disminuye la propagación de las flechas en un { $boost }%{ $SP } 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-mining_title = Mineria
hud-skill-pick_strike_title = Golpe con pico hud-skill-pick_strike_title = Golpe con pico
hud-skill-pick_strike = Golpea rocas con el pico para conseguir minerales, gemas y experiencia hud-skill-pick_strike = Golpea rocas con el pico para conseguir minerales, gemas y experiencia

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@ -258,8 +258,6 @@ common-abilities-sword-defensive_disengage = Retirada defensiva
# Habilidades de arco # Habilidades de arco
common-abilities-debug-possess = Flecha de posesión common-abilities-debug-possess = Flecha de posesión
.desc = Dispara una flecha que te permite controlar a tu objetivo. .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 common-abilities-bow-shotgun = Ráfaga
.desc = Lanza una ráfaga de flechas. .desc = Lanza una ráfaga de flechas.
# Habilidades de bastón # Habilidades de bastón

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@ -58,50 +58,6 @@ hud-skill-swim = Movimiento acuático.
hud-skill-swim_speed_title = Velocidad al nadar hud-skill-swim_speed_title = Velocidad al nadar
hud-skill-swim_speed = Nadas un { $boost } % más rápido.{ $SP } 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 # Cetro - Árbol de habilidades

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Gezi kontrolatzailea common-abilities-debug-possess = Gezi kontrolatzailea
.desc = Gezi pozoitsua jaurtitzen du. Zure helburua kontrolatzea ahalbidetzen dizu. .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 common-abilities-bow-shotgun = Tiro sorta
.desc = Gezi tiro sorta jaurtitzen du. .desc = Gezi tiro sorta jaurtitzen du.
common-abilities-staff-fireshockwave = Suzko eraztuna common-abilities-staff-fireshockwave = Suzko eraztuna

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Eskopeta geziak
hud-skill-bow_shotgun_arrow_count = Tiro bakoitzean jaurtitako geziak { $boost } areagotzen ditu{ $SP } hud-skill-bow_shotgun_arrow_count = Tiro bakoitzean jaurtitako geziak { $boost } areagotzen ditu{ $SP }
hud-skill-bow_shotgun_spread_title = Eskopetaren zabaltzea hud-skill-bow_shotgun_spread_title = Eskopetaren zabaltzea
hud-skill-bow_shotgun_spread = Gezien zabaltzea % { $boost } murrizten du{ $SP } 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-mining_title = Meatzaritza
hud-skill-pick_strike_title = Pika erasoa hud-skill-pick_strike_title = Pika erasoa
hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko

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

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flèches du fusil à pompe
hud-skill-bow_shotgun_arrow_count = Augmente de { $boost } le nombre de flèches dans la rafale{ $SP } hud-skill-bow_shotgun_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_title = Dispersion du fusil à pompe
hud-skill-bow_shotgun_spread = Diminue de { $boost } % la dispersion des flèches{ $SP }. 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-mining_title = Minage
hud-skill-pick_strike_title = Coup de pioche 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. hud-skill-pick_strike = Miner des rochers avec la pioche pour récupérer des minerais, des gemmes et de l'expérience.

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@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Szórólövés nyilai
hud-skill-bow_shotgun_arrow_count = Megnöveli a szétlőtt nyilak számát ennyivel: { $boost }{ $SP } hud-skill-bow_shotgun_arrow_count = Megnöveli a szétlőtt nyilak számát ennyivel: { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Szórólövés szórása hud-skill-bow_shotgun_spread_title = Szórólövés szórása
hud-skill-bow_shotgun_spread = Csökkenti a nyilak szétrepülésének mértékét { $boost }%-kal{ $SP } 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-mining_title = Bányászás
hud-skill-pick_strike_title = Csákány csapás hud-skill-pick_strike_title = Csákány csapás
hud-skill-pick_strike = Üss köveket a csákánnyal, hogy érceket, drágaköveket és tapasztalatot szerezz hud-skill-pick_strike = Üss köveket a csákánnyal, hogy érceket, drágaköveket és tapasztalatot szerezz

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@ -8,8 +8,6 @@ common-abilities-debug-glide_boost = Vroom
.desc = Ti dà la spinta per raggiungere il cielo .desc = Ti dà la spinta per raggiungere il cielo
common-abilities-debug-glide_speeder = Vroom common-abilities-debug-glide_speeder = Vroom
.desc = Ti dà la spinta per arrivare ovunque arrivi il tuo sguardo .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 common-abilities-bow-shotgun = Raffica
.desc = Spara una serie di frecce .desc = Spara una serie di frecce
common-abilities-staff-fireshockwave = Anello di fuoco common-abilities-staff-fireshockwave = Anello di fuoco

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Frecce colpo multiplo
hud-skill-bow_shotgun_arrow_count = Incrementa il numero di frecce nel colpo del { $boost }{ $SP } hud-skill-bow_shotgun_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_title = Propagazione colpo multiplo
hud-skill-bow_shotgun_spread = Diminuisce la propagazione delle frecce del { $boost }%{ $SP } 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-mining_title = Estrazione mineraria
hud-skill-pick_strike_title = Picconata hud-skill-pick_strike_title = Picconata
hud-skill-pick_strike = Colpisci rocce col piccone per ottenere materiale grezzo, gemme ed esperienza hud-skill-pick_strike = Colpisci rocce col piccone per ottenere materiale grezzo, gemme ed esperienza

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@ -97,35 +97,3 @@ hud-skill-bow_charged_speed_title = チャージド スピード
hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost }%{ $SP } hud-skill-bow_charged_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_title = チャージド ダメージ
hud-skill-bow_charged_damage = Increases damage by { $boost }%{ $SP } hud-skill-bow_charged_damage = Increases damage by { $boost }%{ $SP }
hud-skill-hmr_leap_radius_title = リープ 範囲
hud-skill-hmr_leap_radius = グランドスラムの攻撃半径を{ $boost }m増加 { $SP }
hud-skill-hmr_leap_distance_title = リープ 距離
hud-skill-hmr_leap_distance = リープの距離を{ $boost }%増加 { $SP }
hud-skill-hmr_leap_cost_title = リープ コスト
hud-skill-hmr_leap_cost = リープのコストを{ $boost }%減少 { $SP }
hud-skill-hmr_leap_knockback_title = リープ ノックバック
hud-skill-hmr_leap_knockback = リープのノックバックを{ $boost }%増加 { $SP }
hud-skill-hmr_leap_damage_title = リープ ダメージ
hud-skill-hmr_leap_damage = リープのダメージを{ $boost }%増加 { $SP }
hud-skill-hmr_unlock_leap_title = リープ解除
hud-skill-hmr_unlock_leap = リープを解除 { $SP }
hud-skill-hmr_charged_melee_title = チャージドメレー
hud-skill-hmr_charged_melee = チャージ付き乱闘
hud-skill-hmr_charged_rate_title = チャージ レート
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_nrg_drain_title = チャージドメレー エナジードレイン
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_damage_title = チャージドメレー ダメージ
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost }%{ $SP }
hud-skill-hmr_charged_melee_knockback_title = チャージドメレー ノックバック
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost }%{ $SP }
hud-skill-hmr_single_strike_title = シングルストライク
hud-skill-hmr_single_strike = As single as you are
hud-skill-hmr_single_strike_regen_title = シングルストライク 再生
hud-skill-hmr_single_strike_regen = Increases stamina gain with each successive strike{ $SP }
hud-skill-hmr_single_strike_speed_title = シングルストライク スピード
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike{ $SP }
hud-skill-hmr_single_strike_damage_title = シングルストライク ダメージ
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
hud-skill-hmr_single_strike_knockback_title = シングルストライク ノックバック
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }

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@ -1,7 +1,5 @@
common-abilities-debug-possess = 빙의 화살 common-abilities-debug-possess = 빙의 화살
.desc = 독 화살을 쏜다. 대상을 조종할수 있다. .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 common-abilities-bow-shotgun = 난사
.desc = 화살을 여러발 쏜다. .desc = 화살을 여러발 쏜다.
common-abilities-staff-fireshockwave = 불의 고리 common-abilities-staff-fireshockwave = 불의 고리

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 샷건 화살수
hud-skill-bow_shotgun_arrow_count = 한번에 쏘는 화살의 갯수가 { $boost }개 늘어난다{ $SP } hud-skill-bow_shotgun_arrow_count = 한번에 쏘는 화살의 갯수가 { $boost }개 늘어난다{ $SP }
hud-skill-bow_shotgun_spread_title = 샷건 퍼짐 hud-skill-bow_shotgun_spread_title = 샷건 퍼짐
hud-skill-bow_shotgun_spread = 샷건의 화살이 퍼지는 정도가 { $boost }% 감소한다{ $SP } 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-mining_title = 채굴
hud-skill-pick_strike_title = 곡괭이 내려치기 hud-skill-pick_strike_title = 곡괭이 내려치기
hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다 hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다

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

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@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Wielostrzał - Ilość Strzał
hud-skill-bow_shotgun_arrow_count = Zwiększa ilość strzał wystrzelonych na raz o { $boost }{ $SP } hud-skill-bow_shotgun_arrow_count = Zwiększa ilość strzał wystrzelonych na raz o { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Wielostrzał - Celność hud-skill-bow_shotgun_spread_title = Wielostrzał - Celność
hud-skill-bow_shotgun_spread = Zmniejsza rozrzut strzał o { $boost }%{ $SP } 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-mining_title = Górnictwo
hud-skill-pick_strike_title = Wykorzystanie kilofa hud-skill-pick_strike_title = Wykorzystanie kilofa
hud-skill-pick_strike = Niszcz skały kilofem zby zdobywać rudy, kryształy i doświadczenie hud-skill-pick_strike = Niszcz skały kilofem zby zdobywać rudy, kryształy i doświadczenie

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Flecha Marionete common-abilities-debug-possess = Flecha Marionete
.desc = Atira uma flecha venenosa que deixa você controlar seu alvo. .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 common-abilities-bow-shotgun = Estrondo
.desc = Atira uma sequência de flechas .desc = Atira uma sequência de flechas
common-abilities-staff-fireshockwave = Anel de Fogo common-abilities-staff-fireshockwave = Anel de Fogo

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas da Shotgun
hud-skill-bow_shotgun_arrow_count = Aumenta o número de flechas na sequência em { $boost }.{ $SP } hud-skill-bow_shotgun_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_title = Espalhamento da Shotgun
hud-skill-bow_shotgun_spread = Diminui quanto as flechas se espalham em { $boost }%.{ $SP } 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-mining_title = Mineração
hud-skill-pick_strike_title = Golpe de Picareta hud-skill-pick_strike_title = Golpe de Picareta
hud-skill-pick_strike = Acerta rochas com a picareta para retirar minérios, gemas e experiência. hud-skill-pick_strike = Acerta rochas com a picareta para retirar minérios, gemas e experiência.

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Săgeată Manipulatoare common-abilities-debug-possess = Săgeată Manipulatoare
.desc = Trage o săgeată otrăvitoare care te lasă să controlezi inamicul. .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 common-abilities-bow-shotgun = Burst
.desc = Trage rapid mai multe sageți .desc = Trage rapid mai multe sageți
common-abilities-staff-fireshockwave = Inel de Foc common-abilities-staff-fireshockwave = Inel de Foc

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows
hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }{ $SP } hud-skill-bow_shotgun_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_title = Shotgun Spread
hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost }%{ $SP } 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-mining_title = Minare
hud-skill-pick_strike_title = Lovitură de Târnăcop hud-skill-pick_strike_title = Lovitură de Târnăcop
hud-skill-pick_strike = Lovește roci cu târnăcopul pentru a primi minereu, gemuri și experiență hud-skill-pick_strike = Lovește roci cu târnăcopul pentru a primi minereu, gemuri și experiență

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Овладевающая стрела common-abilities-debug-possess = Овладевающая стрела
.desc = Стреляет ядовитой стрелой. Позволяет управлять вашей целью. .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 common-abilities-bow-shotgun = Мультивыстрел
.desc = Выстрел несколькими стрелами одновременно .desc = Выстрел несколькими стрелами одновременно
common-abilities-staff-fireshockwave = Пламенное кольцо common-abilities-staff-fireshockwave = Пламенное кольцо

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Увеличенный колчан
hud-skill-bow_shotgun_arrow_count = Увеличивает количество стрел в серии выстрелов на { $boost }{ $SP } hud-skill-bow_shotgun_arrow_count = Увеличивает количество стрел в серии выстрелов на { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Прицельный выстрел hud-skill-bow_shotgun_spread_title = Прицельный выстрел
hud-skill-bow_shotgun_spread = Уменьшает разброс стрел на { $boost }%{ $SP } 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-mining_title = Добыча
hud-skill-pick_strike_title = Удар киркой hud-skill-pick_strike_title = Удар киркой
hud-skill-pick_strike = Разбивай камни киркой, чтобы получить руду, самоцветы и опыт hud-skill-pick_strike = Разбивай камни киркой, чтобы получить руду, самоцветы и опыт

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@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Стрелна Сачмара
hud-skill-bow_shotgun_arrow_count = Повећава број испаљених стрела одједном за { $boost }{ $SP } hud-skill-bow_shotgun_arrow_count = Повећава број испаљених стрела одједном за { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Обухват Сачмаре hud-skill-bow_shotgun_spread_title = Обухват Сачмаре
hud-skill-bow_shotgun_spread = Смањује ширину обухвата стрелама за { $boost }%{ $SP } 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-mining_title = Рударење
hud-skill-pick_strike_title = Ударац Крамп hud-skill-pick_strike_title = Ударац Крамп
hud-skill-pick_strike = Удари камен крампом да добијеш руду, драгуље и искуство hud-skill-pick_strike = Удари камен крампом да добијеш руду, драгуље и искуство

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@ -1,7 +1,5 @@
common-abilities-debug-possess = Besättande spil common-abilities-debug-possess = Besättande spil
.desc = Skjuter en förgiftad pil. Låter dig kontrollera ditt mål. .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 common-abilities-bow-shotgun = Pilskur
.desc = Skjuter iväg en skur av pilar. .desc = Skjuter iväg en skur av pilar.
common-abilities-staff-fireshockwave = Eldens ring common-abilities-staff-fireshockwave = Eldens ring

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@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Hagelgevärspilar
hud-skill-bow_shotgun_arrow_count = Ökar antalet pilar i skottsalvan med { $boost }.{ $SP } hud-skill-bow_shotgun_arrow_count = Ökar antalet pilar i skottsalvan med { $boost }.{ $SP }
hud-skill-bow_shotgun_spread_title = Hagelgevärsspridning hud-skill-bow_shotgun_spread_title = Hagelgevärsspridning
hud-skill-bow_shotgun_spread = Minskar pilarnas spridning med { $boost } %.{ $SP } 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-mining_title = Gruvgrävande
hud-skill-pick_strike_title = Hackeslag hud-skill-pick_strike_title = Hackeslag
hud-skill-pick_strike = Slå stenar med hackan för att få malm, ädelstenar och erfarenhet. hud-skill-pick_strike = Slå stenar med hackan för att få malm, ädelstenar och erfarenhet.

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

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@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = จำนวนลูกธนู
hud-skill-bow_shotgun_arrow_count = เพิ่มจำนวนลูกธนูที่ยิงกระจายใช้ { $boost } { $SP } hud-skill-bow_shotgun_arrow_count = เพิ่มจำนวนลูกธนูที่ยิงกระจายใช้ { $boost } { $SP }
hud-skill-bow_shotgun_spread_title = จุดตาย hud-skill-bow_shotgun_spread_title = จุดตาย
hud-skill-bow_shotgun_spread = ลดความกระจายของลูกธนูลง { $boost }% { $SP } 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-mining_title = ขุดหิน
hud-skill-pick_strike_title = ขุด ขุด ขุด hud-skill-pick_strike_title = ขุด ขุด ขุด
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience

View File

@ -1,7 +1,5 @@
common-abilities-debug-possess = Заклинаюча Стріла common-abilities-debug-possess = Заклинаюча Стріла
.desc = Стріляє отруйною стрілою. Дає тобі контроль над ціллю. .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 common-abilities-bow-shotgun = Мультипостріл
.desc = Постріл купою стріл за раз. .desc = Постріл купою стріл за раз.
common-abilities-staff-fireshockwave = Кільце Вогню 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 .desc = Діагональний розріз вгору. Парирує атаки ворога
common-abilities-sword-crippling_crescent_slash = Руйнівний Півмісячний Розріз common-abilities-sword-crippling_crescent_slash = Руйнівний Півмісячний Розріз
.desc = Діагональний розріз вгору, який може викликати кровотечу .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 .desc = Діагональний розріз вгору, який може пробити ворогів
veloren-core-pseudo_abilities-sword-fell_strike = Лютий Удар veloren-core-pseudo_abilities-sword-fell_strike = Лютий Удар
.desc = .desc =
@ -105,13 +103,13 @@ veloren-core-pseudo_abilities-sword-cascade = Лавина
Модифікується залежно від вашої стійки Модифікується залежно від вашої стійки
common-abilities-sword-basic_cascade = Основна Лавина common-abilities-sword-basic_cascade = Основна Лавина
.desc = Основний розріз зверху .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 .desc = Розріз зверху, який може похитнути ворога
common-abilities-sword-agile_cascade = Спритна Лавина common-abilities-sword-agile_cascade = Спритна Лавина
.desc = Швидкий розріз зверху .desc = Швидкий розріз зверху
common-abilities-sword-defensive_cascade = Захист: Лавина common-abilities-sword-defensive_cascade = Захист: Лавина
.desc = Розріз зверху. Парирує атаки ворога .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 .desc = Розріз зверху, який може викликати кровотечу
common-abilities-sword-cleaving_cascade = Розсікаюча Лавина common-abilities-sword-cleaving_cascade = Розсікаюча Лавина
.desc = Розріз зверху, який може пробити ворогів .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 Модифікується залежно від вашої стійки
common-abilities-sword-basic_cross_cut = Основний Поперечний Розріз common-abilities-sword-basic_cross_cut = Основний Поперечний Розріз
.desc = Основний правий і лівий 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 .desc = Правий і лівий розріз, який може похитнути ворога
common-abilities-sword-agile_cross_cut = Спритний Поперечний Розріз common-abilities-sword-agile_cross_cut = Спритний Поперечний Розріз
.desc = Швидкий правий і лівий розріз .desc = Швидкий правий і лівий розріз
@ -147,7 +145,7 @@ veloren-core-pseudo_abilities-sword-finisher = Смертельний Удар
.desc = .desc =
Здатність, що споживає комбо та призначена для завершення бою Здатність, що споживає комбо та призначена для завершення бою
Смертельний удар буде різним, залежно від вашої стійки 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 = .desc =
Простий, сильний розріз Простий, сильний розріз
Для використання потрібна помірна кількість комбо Для використання потрібна помірна кількість комбо
@ -171,7 +169,7 @@ common-abilities-sword-cleaving_bladestorm = Буря Клинків
.desc = .desc =
Знищуйте ворогів кількома циклічними помахами меча Знищуйте ворогів кількома циклічними помахами меча
Для використання потрібна помірна кількість комбо Для використання потрібна помірна кількість комбо
common-abilities-sword-cleaving_dual_bladestorm = Буря Клинків common-abilities-sword-cleaving_dual_bladestorm = Буря Клинків
.desc = .desc =
Знищуйте ворогів кількома циклічними помахами обома мечами Знищуйте ворогів кількома циклічними помахами обома мечами
Для використання потрібна помірна кількість комбо Для використання потрібна помірна кількість комбо
@ -179,7 +177,7 @@ common-abilities-sword-heavy_sweep = Важкий Розмах
.desc = .desc =
Важкий, широкий, розмашистий удар, який завдає більшої шкоди ворогу, що хитається Важкий, широкий, розмашистий удар, який завдає більшої шкоди ворогу, що хитається
Входить у важку стійку Входить у важку стійку
common-abilities-sword-heavy_pommel_strike = Удар Рукояттю common-abilities-sword-heavy_pommel_strike = Удар Рукояттю
.desc = .desc =
Похитніть ворога тупим ударом по голові Похитніть ворога тупим ударом по голові
Входить у важку стійку Входить у важку стійку
@ -195,7 +193,7 @@ common-abilities-sword-defensive_riposte = Контратака
.desc = .desc =
Парируйте удар перед миттєвою контратакою Парируйте удар перед миттєвою контратакою
Входить у захисну стійку Входить у захисну стійку
common-abilities-sword-defensive_disengage = Відступ common-abilities-sword-defensive_disengage = Відступ
.desc = .desc =
Зробіть крок назад після удару Зробіть крок назад після удару
Входить у захисну стійку Входить у захисну стійку
@ -215,7 +213,7 @@ common-abilities-sword-cleaving_dual_whirlwind_slice = Вихор Порізів
.desc = .desc =
Вдаряйте всіх оточуючих ворогів круговими атаками, використовуючи обидва свої мечі Вдаряйте всіх оточуючих ворогів круговими атаками, використовуючи обидва свої мечі
Входить у розсікаючу стійку Входить у розсікаючу стійку
common-abilities-sword-cleaving_earth_splitter = Розколювач Землі common-abilities-sword-cleaving_earth_splitter = Розколювач Землі
.desc = .desc =
Розколи землю. Якщо використовувати під час падіння, то матиме набагато сильніший удар Розколи землю. Якщо використовувати під час падіння, то матиме набагато сильніший удар
Входить у розсікаючу стійку Входить у розсікаючу стійку
@ -259,7 +257,7 @@ common-abilities-sword-cleaving_blade_fever = Шаленість
.desc = .desc =
Нападайте безрозсудніше, збільшуючи силу своїх ударів, залишаючись відкритими для нових атак Нападайте безрозсудніше, збільшуючи силу своїх ударів, залишаючись відкритими для нових атак
Для використання потрібна розсікаюча стійка Для використання потрібна розсікаюча стійка
common-abilities-sword-cleaving_sky_splitter = Розсікач Небес common-abilities-sword-cleaving_sky_splitter = Розсікач Небес
.desc = .desc =
Потужний удар, який нібито може розколоти небо, але розколює ворогів Потужний удар, який нібито може розколоти небо, але розколює ворогів
Для використання потрібна розсікаюча стійка Для використання потрібна розсікаюча стійка
@ -268,24 +266,24 @@ common-abilities-axe-triple_chop = Потрійна Рубка
.desc = Три швидких удари .desc = Три швидких удари
common-abilities-axe-cleave = Розколювач common-abilities-axe-cleave = Розколювач
.desc = Рубка донизу, що може створити кілька комбо .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 .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 .desc = Збільшує вашу силу ціною того, що робить вас уразливими
common-abilities-axe-rising_tide = Приплив common-abilities-axe-rising_tide = Приплив
.desc = Удар вгору, який значно збільшує комбо .desc = Удар вгору, який значно збільшує комбо
common-abilities-axe-savage_sense = Дике Відчуття common-abilities-axe-savage_sense = Дике Відчуття
.desc = Визначте життєво важливу точку на вашій цілі, щоб ваш наступний удар завдав їй серйозної шкоди .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 = .desc =
Використайте все своє комбо, щоб відновити витривалість Використайте все своє комбо, щоб відновити витривалість
Масштабується з комбо при активації, споживає все комбо Масштабується з комбо при активації, споживає все комбо
common-abilities-axe-execute = Страта common-abilities-axe-execute = Страта
.desc = .desc =
Нищівний удар, який часто буває смертельним Нищівний удар, який часто буває смертельним
Потребує 30 комбо для використання Потребує 30 комбо для використання
Автоматично оновлюється до вихру при 50 комбо, якщо його розблоковано Автоматично оновлюється до вихру при 50 комбо, якщо його розблоковано
common-abilities-axe-maelstrom = Вихор common-abilities-axe-maelstrom = Вихор
.desc = .desc =
Вдаряйте все, що знаходиться поблизу, нищівним обертовим ударом Вдаряйте все, що знаходиться поблизу, нищівним обертовим ударом
Автоматично оновлюється з страти при 50 комбо Автоматично оновлюється з страти при 50 комбо
@ -312,7 +310,7 @@ common-abilities-axe-riptide = Розривна Течія
.desc = .desc =
Роздеріть усіх ворогів, які знаходяться поблизу, викликаючи кровотечу Роздеріть усіх ворогів, які знаходяться поблизу, викликаючи кровотечу
Автоматично оновлюється з розрива при 50 комбо 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 .desc = Удар плоскою частиною сокири, який може похитнути ворога
common-abilities-axe-sunder = Розкол common-abilities-axe-sunder = Розкол
.desc = Змінивши хват, ви зможете обійти броню ворога, відновлюючи свою енергію ефективніше .desc = Змінивши хват, ви зможете обійти броню ворога, відновлюючи свою енергію ефективніше

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Кількість стріл
hud-skill-bow_shotgun_arrow_count = Збільшує кількість стріл на { $boost }{ $SP } hud-skill-bow_shotgun_arrow_count = Збільшує кількість стріл на { $boost }{ $SP }
hud-skill-bow_shotgun_spread_title = Кучність стріл hud-skill-bow_shotgun_spread_title = Кучність стріл
hud-skill-bow_shotgun_spread = Зменшує розліт стріл на { $boost }%{ $SP } 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-mining_title = Гірнича справа
hud-skill-pick_strike_title = Удар Киркою hud-skill-pick_strike_title = Удар Киркою
hud-skill-pick_strike = Шукайте руди та коштовні камені щоб здобути матеріали hud-skill-pick_strike = Шукайте руди та коштовні камені щоб здобути матеріали

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@ -1,7 +1,5 @@
common-abilities-debug-possess = 附身箭矢 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. .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 common-abilities-bow-shotgun = 爆发
.desc = 迸发一堆箭矢. .desc = 迸发一堆箭矢.
common-abilities-staff-fireshockwave = 火焰之圈 common-abilities-staff-fireshockwave = 火焰之圈

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@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 箭矢数量
hud-skill-bow_shotgun_arrow_count = 你迸发时的箭矢数量增加{ $boost }{ $SP } hud-skill-bow_shotgun_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_title = 集中
hud-skill-bow_shotgun_spread = 减少迸发的散布{ $boost }%{ $SP } 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-mining_title = 挖矿
hud-skill-pick_strike_title = 镐击 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 hud-skill-pick_strike = 使用你的镐子敲打石头来获得矿物,宝石和经验

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@ -670,7 +670,6 @@ pub enum CharacterAbilityType {
ChargedRanged, ChargedRanged,
DashMelee(StageSection), DashMelee(StageSection),
BasicBlock, BasicBlock,
ComboMeleeDeprecated(StageSection, u32),
ComboMelee2(StageSection), ComboMelee2(StageSection),
FinisherMelee(StageSection), FinisherMelee(StageSection),
DiveMelee(StageSection), DiveMelee(StageSection),
@ -697,9 +696,6 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::BasicBlock(_) => Self::BasicBlock, CharacterState::BasicBlock(_) => Self::BasicBlock,
CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section), CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section),
CharacterState::LeapShockwave(data) => Self::LeapShockwave(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::ComboMelee2(data) => Self::ComboMelee2(data.stage_section),
CharacterState::FinisherMelee(data) => Self::FinisherMelee(data.stage_section), CharacterState::FinisherMelee(data) => Self::FinisherMelee(data.stage_section),
CharacterState::DiveMelee(data) => Self::DiveMelee(data.stage_section), CharacterState::DiveMelee(data) => Self::DiveMelee(data.stage_section),
@ -836,18 +832,6 @@ pub enum CharacterAbility {
#[serde(default)] #[serde(default)]
meta: AbilityMeta, meta: AbilityMeta,
}, },
ComboMeleeDeprecated {
stage_data: Vec<combo_melee::Stage<f32>>,
initial_energy_gain: f32,
max_energy_gain: f32,
energy_increase: f32,
speed_increase: f32,
max_speed_increase: f32,
scales_from_combo: u32,
ori_modifier: f32,
#[serde(default)]
meta: AbilityMeta,
},
ComboMelee2 { ComboMelee2 {
strikes: Vec<combo_melee2::Strike<f32>>, strikes: Vec<combo_melee2::Strike<f32>>,
energy_cost_per_strike: f32, energy_cost_per_strike: f32,
@ -1216,8 +1200,7 @@ impl CharacterAbility {
(data.physics.on_ground.is_none() || buildup_duration.is_some()) (data.physics.on_ground.is_none() || buildup_duration.is_some())
&& update.energy.try_change_by(-*energy_cost).is_ok() && update.energy.try_change_by(-*energy_cost).is_ok()
}, },
CharacterAbility::ComboMeleeDeprecated { .. } CharacterAbility::Boost { .. }
| CharacterAbility::Boost { .. }
| CharacterAbility::GlideBoost { .. } | CharacterAbility::GlideBoost { .. }
| CharacterAbility::BasicBeam { .. } | CharacterAbility::BasicBeam { .. }
| CharacterAbility::Blink { .. } | CharacterAbility::Blink { .. }
@ -1389,22 +1372,6 @@ impl CharacterAbility {
*recover_duration /= stats.speed; *recover_duration /= stats.speed;
*energy_cost /= stats.energy_efficiency; *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 { ComboMelee2 {
ref mut strikes, ref mut strikes,
ref mut energy_cost_per_strike, ref mut energy_cost_per_strike,
@ -1823,7 +1790,6 @@ impl CharacterAbility {
}, },
Boost { .. } Boost { .. }
| GlideBoost { .. } | GlideBoost { .. }
| ComboMeleeDeprecated { .. }
| Blink { .. } | Blink { .. }
| Music { .. } | Music { .. }
| BasicSummon { .. } | BasicSummon { .. }
@ -1873,7 +1839,6 @@ impl CharacterAbility {
| BasicBeam { .. } | BasicBeam { .. }
| Boost { .. } | Boost { .. }
| GlideBoost { .. } | GlideBoost { .. }
| ComboMeleeDeprecated { .. }
| Blink { .. } | Blink { .. }
| Music { .. } | Music { .. }
| BasicSummon { .. } | BasicSummon { .. }
@ -1902,7 +1867,6 @@ impl CharacterAbility {
| BasicBeam { meta, .. } | BasicBeam { meta, .. }
| Boost { meta, .. } | Boost { meta, .. }
| GlideBoost { meta, .. } | GlideBoost { meta, .. }
| ComboMeleeDeprecated { meta, .. }
| ComboMelee2 { meta, .. } | ComboMelee2 { meta, .. }
| Blink { meta, .. } | Blink { meta, .. }
| BasicSummon { meta, .. } | BasicSummon { meta, .. }
@ -2375,34 +2339,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
prev_aimed_dir: None, prev_aimed_dir: None,
is_sneaking: false, 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 { CharacterAbility::ComboMelee2 {
strikes, strikes,
energy_cost_per_strike, energy_cost_per_strike,

View File

@ -123,9 +123,6 @@ pub enum CharacterState {
Boost(boost::Data), Boost(boost::Data),
/// Dash forward and then attack /// Dash forward and then attack
DashMelee(dash_melee::Data), 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 /// A state where you progress through multiple melee attacks
ComboMelee2(combo_melee2::Data), ComboMelee2(combo_melee2::Data),
/// A leap followed by a small aoe ground attack /// A leap followed by a small aoe ground attack
@ -186,7 +183,6 @@ impl CharacterState {
| CharacterState::BasicMelee(_) | CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_) | CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_) | CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_) | CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_) | CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_) | CharacterState::LeapMelee(_)
@ -263,7 +259,6 @@ impl CharacterState {
CharacterState::BasicMelee(_) CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_) | CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_) | CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_) | CharacterState::ComboMelee2(_)
| CharacterState::LeapMelee(_) | CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_) | CharacterState::LeapShockwave(_)
@ -290,7 +285,6 @@ impl CharacterState {
CharacterState::BasicMelee(_) CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_) | CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_) | CharacterState::DashMelee(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_) | CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_) | CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_) | CharacterState::LeapMelee(_)
@ -432,9 +426,7 @@ impl CharacterState {
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) } pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
pub fn is_forced_movement(&self) -> bool { pub fn is_forced_movement(&self) -> bool {
matches!(self, matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
CharacterState::ComboMeleeDeprecated(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::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement) || matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::Roll(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::Wielding(_)
| CharacterState::BasicMelee(_) | CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_) | CharacterState::BasicRanged(_)
| CharacterState::ComboMeleeDeprecated(_)
| CharacterState::ComboMelee2(_) | CharacterState::ComboMelee2(_)
| CharacterState::ChargedRanged(_) | CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_) | CharacterState::RepeaterRanged(_)
@ -515,7 +506,6 @@ impl CharacterState {
CharacterState::Roll(data) => data.behavior(j, output_events), CharacterState::Roll(data) => data.behavior(j, output_events),
CharacterState::Wielding(data) => data.behavior(j, output_events), CharacterState::Wielding(data) => data.behavior(j, output_events),
CharacterState::Equipping(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::ComboMelee2(data) => data.behavior(j, output_events),
CharacterState::BasicMelee(data) => data.behavior(j, output_events), CharacterState::BasicMelee(data) => data.behavior(j, output_events),
CharacterState::BasicRanged(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::Roll(data) => data.handle_event(j, output_events, action),
CharacterState::Wielding(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::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::ComboMelee2(data) => data.handle_event(j, output_events, action),
CharacterState::BasicMelee(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), 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::Roll(data) => Some(data.static_data.ability_info),
CharacterState::Wielding(_) => None, CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None, CharacterState::Equipping(_) => None,
CharacterState::ComboMeleeDeprecated(data) => Some(data.static_data.ability_info),
CharacterState::ComboMelee2(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::BasicMelee(data) => Some(data.static_data.ability_info),
CharacterState::BasicRanged(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::Roll(data) => Some(data.stage_section),
CharacterState::Equipping(_) => Some(StageSection::Buildup), CharacterState::Equipping(_) => Some(StageSection::Buildup),
CharacterState::Wielding(_) => None, CharacterState::Wielding(_) => None,
CharacterState::ComboMeleeDeprecated(data) => Some(data.stage_section),
CharacterState::ComboMelee2(data) => Some(data.stage_section), CharacterState::ComboMelee2(data) => Some(data.stage_section),
CharacterState::BasicMelee(data) => Some(data.stage_section), CharacterState::BasicMelee(data) => Some(data.stage_section),
CharacterState::BasicRanged(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), buildup: Some(data.static_data.buildup_duration),
..Default::default() ..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) => { CharacterState::ComboMelee2(data) => {
let strike = data.strike_data(); let strike = data.strike_data();
Some(DurationsInfo { Some(DurationsInfo {
@ -913,7 +888,6 @@ impl CharacterState {
CharacterState::Roll(data) => Some(data.timer), CharacterState::Roll(data) => Some(data.timer),
CharacterState::Wielding(_) => None, CharacterState::Wielding(_) => None,
CharacterState::Equipping(data) => Some(data.timer), CharacterState::Equipping(data) => Some(data.timer),
CharacterState::ComboMeleeDeprecated(data) => Some(data.timer),
CharacterState::ComboMelee2(data) => Some(data.timer), CharacterState::ComboMelee2(data) => Some(data.timer),
CharacterState::BasicMelee(data) => Some(data.timer), CharacterState::BasicMelee(data) => Some(data.timer),
CharacterState::BasicRanged(data) => Some(data.timer), CharacterState::BasicRanged(data) => Some(data.timer),
@ -959,7 +933,6 @@ impl CharacterState {
CharacterState::Roll(_) => None, CharacterState::Roll(_) => None,
CharacterState::Wielding(_) => None, CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None, CharacterState::Equipping(_) => None,
CharacterState::ComboMeleeDeprecated(_) => Some(AttackSource::Melee),
CharacterState::ComboMelee2(_) => Some(AttackSource::Melee), CharacterState::ComboMelee2(_) => Some(AttackSource::Melee),
CharacterState::BasicMelee(_) => Some(AttackSource::Melee), CharacterState::BasicMelee(_) => Some(AttackSource::Melee),
CharacterState::BasicRanged(data) => { CharacterState::BasicRanged(data) => {

View File

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

View File

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

View File

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

View File

@ -8,7 +8,7 @@ use common::{
ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, BASE_ABILITY_LIMIT}, ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, BASE_ABILITY_LIMIT},
buff::BuffKind, buff::BuffKind,
item::tool::AbilityContext, item::tool::AbilityContext,
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill}, skills::{AxeSkill, BowSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
Ability, AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction, Ability, AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction,
ControlEvent, Controller, Fluid, InputKind, ControlEvent, Controller, Fluid, InputKind,
}, },
@ -271,12 +271,12 @@ impl<'a> AgentData<'a> {
pub fn handle_hammer_attack( pub fn handle_hammer_attack(
&self, &self,
agent: &mut Agent, _agent: &mut Agent,
controller: &mut Controller, _controller: &mut Controller,
attack_data: &AttackData, _attack_data: &AttackData,
tgt_data: &TargetData, _tgt_data: &TargetData,
read_data: &ReadData, _read_data: &ReadData,
rng: &mut impl Rng, _rng: &mut impl Rng,
) { ) {
// TODO // TODO
} }

View File

@ -65,7 +65,7 @@ impl Animation for AlphaAnimation {
next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8); 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 { let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0), Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
@ -96,7 +96,7 @@ impl Animation for AlphaAnimation {
match hands { match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) { match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Hammer | ToolKind::Pick) => { Some(ToolKind::Pick) => {
let (move1, move2, move3) = match stage_section { let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 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.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) 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( next.control_l.position = Vec3::new(
-7.0, -7.0,
8.0 + move1 * -4.0 + move2 * 4.0, 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.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) 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( next.control_r.position = Vec3::new(
7.0, 7.0,
8.0 + move1 * -4.0 + move2h * 4.0, 8.0 + move1 * -4.0 + move2h * 4.0,

View File

@ -2,20 +2,12 @@ use super::{
super::{vek::*, Animation}, super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr, CharacterSkeleton, SkeletonAttr,
}; };
use common::{ use common::states::utils::StageSection;
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::{PI, TAU}; use core::f32::consts::{PI, TAU};
pub struct ChargeswingAnimation; pub struct ChargeswingAnimation;
type ChargeswingAnimationDependency<'a> = ( type ChargeswingAnimationDependency<'a> = (Option<&'a str>, StageSection);
(Option<Hands>, Option<Hands>),
Option<&'a str>,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for ChargeswingAnimation { impl Animation for ChargeswingAnimation {
type Dependency<'a> = ChargeswingAnimationDependency<'a>; type Dependency<'a> = ChargeswingAnimationDependency<'a>;
@ -27,7 +19,7 @@ impl Animation for ChargeswingAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")] #[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
fn update_skeleton_inner( fn update_skeleton_inner(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(hands, ability_id, stage_section, ability_info): Self::Dependency<'_>, (ability_id, stage_section): Self::Dependency<'_>,
anim_time: f32, anim_time: f32,
rate: &mut f32, rate: &mut f32,
s_a: &SkeletonAttr, s_a: &SkeletonAttr,
@ -39,7 +31,7 @@ impl Animation for ChargeswingAnimation {
next.main.orientation = Quaternion::rotation_z(0.0); next.main.orientation = Quaternion::rotation_z(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(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.main_weapon_trail = true;
next.off_weapon_trail = true; next.off_weapon_trail = true;
} }
@ -50,14 +42,14 @@ impl Animation for ChargeswingAnimation {
| "common.abilities.sword.defensive_vital_jab", | "common.abilities.sword.defensive_vital_jab",
) => { ) => {
let (move1, move2, move3, tension) = match stage_section { let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => ( StageSection::Charge => (
anim_time.powf(0.25).min(1.0), anim_time.powf(0.25).min(1.0),
0.0, 0.0,
0.0, 0.0,
(anim_time * 20.0).sin() - 0.5, (anim_time * 20.0).sin() - 0.5,
), ),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0), 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::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - move3; let pullback = 1.0 - move3;
@ -83,14 +75,14 @@ impl Animation for ChargeswingAnimation {
}, },
Some("common.abilities.sword.heavy_slam") => { Some("common.abilities.sword.heavy_slam") => {
let (move1, move2, move3, tension) = match stage_section { let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => ( StageSection::Charge => (
anim_time.powf(0.25).min(1.0), anim_time.powf(0.25).min(1.0),
0.0, 0.0,
0.0, 0.0,
(anim_time * 20.0).sin(), (anim_time * 20.0).sin(),
), ),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0), 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::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
_ => (0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - move3; let pullback = 1.0 - move3;
@ -124,12 +116,12 @@ impl Animation for ChargeswingAnimation {
}, },
Some("common.abilities.sword.crippling_deep_rend") => { Some("common.abilities.sword.crippling_deep_rend") => {
let (move1, move2, tension, move3, move4) = match stage_section { let (move1, move2, tension, move3, move4) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0), StageSection::Buildup => (anim_time, 0.0, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => { StageSection::Charge => {
(1.0, anim_time.min(1.0), (anim_time * 20.0).sin(), 0.0, 0.0) (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), 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::Recover => (1.0, 1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0, 0.0),
}; };
let move1pre = move1.min(0.5) * 2.0; let move1pre = move1.min(0.5) * 2.0;
@ -189,14 +181,14 @@ impl Animation for ChargeswingAnimation {
| "common.abilities.sword.cleaving_dual_spiral_slash", | "common.abilities.sword.cleaving_dual_spiral_slash",
) => { ) => {
let (move1, tension, move2, move3) = match stage_section { let (move1, tension, move2, move3) = match stage_section {
Some(StageSection::Charge) => ( StageSection::Charge => (
anim_time.powf(0.25).min(1.0), anim_time.powf(0.25).min(1.0),
(anim_time * 15.0).sin(), (anim_time * 15.0).sin(),
0.0, 0.0,
0.0, 0.0,
), ),
Some(StageSection::Action) => (1.0, 0.0, anim_time, 0.0), StageSection::Action => (1.0, 0.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time), StageSection::Recover => (1.0, 0.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - move3; let pullback = 1.0 - move3;
@ -239,11 +231,11 @@ impl Animation for ChargeswingAnimation {
}, },
Some("common.abilities.axe.cleave") => { Some("common.abilities.axe.cleave") => {
let (move1, move2, move3, tension) = match stage_section { 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()) (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), StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time, 0.0), StageSection::Recover => (1.0, 1.0, anim_time, 0.0),
_ => (0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - move3; let pullback = 1.0 - move3;
@ -270,170 +262,7 @@ impl Animation for ChargeswingAnimation {
next.control.orientation.rotate_x(move2 * -3.0); next.control.orientation.rotate_x(move2 * -3.0);
next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0); 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 next

View File

@ -1,22 +1,9 @@
use super::{ use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
super::{vek::*, Animation}, use common::states::utils::StageSection;
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
pub struct LeapAnimation; pub struct LeapAnimation;
type LeapAnimationDependency = ( type LeapAnimationDependency = (StageSection,);
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<StageSection>,
Option<AbilityInfo>,
);
impl Animation for LeapAnimation { impl Animation for LeapAnimation {
type Dependency<'a> = LeapAnimationDependency; type Dependency<'a> = LeapAnimationDependency;
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
@ -27,156 +14,14 @@ impl Animation for LeapAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")] #[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")]
fn update_skeleton_inner( fn update_skeleton_inner(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>, _stage_section: Self::Dependency<'_>,
anim_time: f32, _anim_time: f32,
rate: &mut f32, rate: &mut f32,
s_a: &SkeletonAttr, _s_a: &SkeletonAttr,
) -> Self::Skeleton { ) -> Self::Skeleton {
*rate = 1.0; *rate = 1.0;
let mut next = (*skeleton).clone(); /* let mut next = */
(*skeleton).clone()
let (movement1, movement2, movement3, move4) = match stage_section { // next
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
} }
} }

View File

@ -3098,11 +3098,6 @@ enum SkillStrings<'a> {
desc: &'a str, desc: &'a str,
constant: u32, constant: u32,
}, },
WithConstFloat {
title: &'a str,
desc: &'a str,
constant: f32,
},
WithMult { WithMult {
title: &'a str, title: &'a str,
desc: &'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 { fn with_mult(title: &'a str, desc: &'a str, multiplier: f32) -> Self {
Self::WithMult { Self::WithMult {
title, title,
@ -3169,20 +3156,6 @@ impl<'a> SkillStrings<'a> {
(title, desc) (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 { Self::WithMult {
title, title,
desc, desc,

View File

@ -200,14 +200,12 @@ image_ids! {
onehdagger_m2: "voxygen.element.skills.skill_slice_2", onehdagger_m2: "voxygen.element.skills.skill_slice_2",
onehshield_m1: "voxygen.element.weapons.swordshield", onehshield_m1: "voxygen.element.weapons.swordshield",
onehshield_m2: "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_m1: "voxygen.element.skills.bow_m1",
bow_m2: "voxygen.element.skills.bow_m2", bow_m2: "voxygen.element.skills.bow_m2",
staff_melee: "voxygen.element.skills.staff_m1", staff_melee: "voxygen.element.skills.staff_m1",
fireball: "voxygen.element.skills.staff_m2", fireball: "voxygen.element.skills.staff_m2",
flyingrod_m1: "voxygen.element.skills.debug_wand_m1", flyingrod_m1: "voxygen.element.skills.debug_wand_m1",
flyingrod_m2: "voxygen.element.skills.debug_wand_m2", flyingrod_m2: "voxygen.element.skills.debug_wand_m2",
hammergolf: "voxygen.element.skills.skill_hammergolf",
fire_aoe: "voxygen.element.skills.skill_fire_aoe", fire_aoe: "voxygen.element.skills.skill_fire_aoe",
flamethrower: "voxygen.element.skills.skill_flamethrower", flamethrower: "voxygen.element.skills.skill_flamethrower",
// Sword // Sword
@ -687,7 +685,6 @@ image_ids! {
snake_arrow_0: "voxygen.element.skills.snake", snake_arrow_0: "voxygen.element.skills.snake",
skill_sceptre_lifesteal: "voxygen.element.skills.lifesteal", skill_sceptre_lifesteal: "voxygen.element.skills.lifesteal",
skill_sceptre_heal: "voxygen.element.skills.heal_aoe", 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_bow_jump_burst: "voxygen.element.skills.skill_bow_jump_burst",
skill_sceptre_aura: "voxygen.element.skills.sceptre_protection", skill_sceptre_aura: "voxygen.element.skills.sceptre_protection",
instrument: "voxygen.element.skills.music", instrument: "voxygen.element.skills.music",

View File

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

View File

@ -1513,12 +1513,7 @@ impl FigureMgr {
anim::character::ChargeswingAnimation::update_skeleton( anim::character::ChargeswingAnimation::update_skeleton(
&target_base, &target_base,
( (ability_id, s.stage_section),
hands,
ability_id,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress, stage_progress,
&mut state_animation_rate, &mut state_animation_rate,
skeleton_attr, skeleton_attr,
@ -1716,13 +1711,7 @@ impl FigureMgr {
anim::character::LeapAnimation::update_skeleton( anim::character::LeapAnimation::update_skeleton(
&target_base, &target_base,
( (s.stage_section,),
hands,
rel_vel,
time,
Some(s.stage_section),
Some(s.static_data.ability_info),
),
stage_progress, stage_progress,
&mut state_animation_rate, &mut state_animation_rate,
skeleton_attr, skeleton_attr,
@ -1835,38 +1824,6 @@ impl FigureMgr {
skeleton_attr, 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) => { CharacterState::ComboMelee2(s) => {
let timer = s.timer.as_secs_f32(); let timer = s.timer.as_secs_f32();
let current_strike = s.completed_strikes % s.static_data.strikes.len(); let current_strike = s.completed_strikes % s.static_data.strikes.len();