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Cleanup stuff from old hammer
This commit is contained in:
parent
78acdcf767
commit
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@ -422,13 +422,6 @@
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threshold: 0.5,
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subtitle: "subtitle-unwield_hammer",
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),
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Attack(ComboMeleeDeprecated(Action, 1), Hammer): (
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files: [
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"voxygen.audio.sfx.abilities.swing",
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],
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threshold: 0.7,
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subtitle: "subtitle-hammer_attack",
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),
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Attack(ChargedMelee(Action), Hammer): (
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files: [
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"voxygen.audio.sfx.abilities.swing",
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BIN
assets/voxygen/element/skills/2hhammer_m1.png
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assets/voxygen/element/skills/2hhammer_m1.png
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assets/voxygen/element/skills/skill_hammergolf.png
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assets/voxygen/element/skills/skill_hammergolf.png
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assets/voxygen/element/skills/skill_hammerleap.png
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assets/voxygen/element/skills/skill_hammerleap.png
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@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Колькасць стрэл
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hud-skill-bow_shotgun_arrow_count = Пабольшвае колькасць стрэл у выстрале на { $boost }.{ $SP }
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hud-skill-bow_shotgun_spread_title = Кучнасць стрэл
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hud-skill-bow_shotgun_spread = Змяншае роскід стрэл на { $boost }%.{ $SP }
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hud-skill-hmr_leap_radius_title = Радыус ударнай хвалі
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hud-skill-hmr_leap_radius = Пабольшвае радыус ударнай хвалі ад атакі ў скачку на { $boost } метры.{ $SP }
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hud-skill-hmr_leap_distance_title = Даўжыня скачка
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hud-skill-hmr_leap_distance = Пабольшвае даўжыню скачка на { $boost }%.{ $SP }
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hud-skill-hmr_leap_cost_title = Выдатак энергіі
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hud-skill-hmr_leap_cost = Змяншае выдатак энергіі на { $boost }%.{ $SP }
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hud-skill-hmr_leap_knockback_title = Адкідванне атакай у скачку
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hud-skill-hmr_leap_knockback = Адкідвайце ворагаў на { $boost }% далей.{ $SP }
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hud-skill-hmr_leap_damage_title = Шкода
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hud-skill-hmr_leap_damage = Пабольшвае шкоду на { $boost }%.{ $SP }
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hud-skill-hmr_unlock_leap_title = Атака ў скачку
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hud-skill-hmr_unlock_leap = Адчыняе магчымасць атакі ў скачку.{ $SP }
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hud-skill-hmr_charged_melee_title = Зараджаны ўдар
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hud-skill-hmr_charged_melee = Прыпыніцеся на хвілінку ды вытніце злосніка з усяе сілы.
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hud-skill-hmr_charged_rate_title = Хуткасць зарадкі
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hud-skill-hmr_charged_rate = Удар зараджаецца на { $boost }% хутчэй.{ $SP }
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hud-skill-hmr_charged_melee_nrg_drain_title = Выдатак энергіі
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hud-skill-hmr_charged_melee_nrg_drain = Змяншае паглынанне энергіі ў час зарадкі на { $boost }%.{ $SP }
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hud-skill-hmr_charged_melee_damage_title = Шкода
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hud-skill-hmr_charged_melee_damage = Пабольшвае шкоду ад заражанага ўдару на { $boost }%.{ $SP }
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hud-skill-hmr_charged_melee_knockback_title = Адкідванне зараджаным ударам
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hud-skill-hmr_charged_melee_knockback = Значна пабольшвае моц адкідвання на { $boost }%.{ $SP }
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hud-skill-hmr_single_strike_title = Удар
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hud-skill-hmr_single_strike = Бі альбо не бі, вось у чым пытанне.
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hud-skill-hmr_single_strike_regen_title = Аднаўленне энергіі
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hud-skill-hmr_single_strike_regen = Пабольшвае аднаўленне энергіі з кожным паслядоўным ударам.{ $SP }
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hud-skill-hmr_single_strike_speed_title = Хуткасць удару
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hud-skill-hmr_single_strike_speed = Пабольшвае хуткасць атакі з кожным паслядоўным ударам.{ $SP }
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hud-skill-hmr_single_strike_damage_title = Шкода
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hud-skill-hmr_single_strike_damage = Пабольшвае шкоду з кожным паслядоўным ударам.{ $SP }
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hud-skill-hmr_single_strike_knockback_title = Адкідванне
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hud-skill-hmr_single_strike_knockback = Пабольшвае адкідванне на { $boost }%.{ $SP }
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hud-skill-mining_title = Горная справа
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hud-skill-pick_strike_title = Удар кіркою
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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
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hud-skill-bow_shotgun_arrow_count = Augmenta el nombre de fletxes en cada ús en { $boost }{ $SP }
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hud-skill-bow_shotgun_spread_title = Difusió d'Escopeta
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hud-skill-bow_shotgun_spread = Redueix la difusió de les fletxes un { $boost }%{ $SP }
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hud-skill-hmr_leap_radius_title = Radi del Salt en Picat
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hud-skill-hmr_leap_radius = Augmenta el radi d'atac del cop a terra en { $boost } metres{ $SP }
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hud-skill-hmr_leap_distance_title = Distància del Salt en Picat
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hud-skill-hmr_leap_distance = Augmenta la distància de l'habilitat Salt en Picat un { $boost }%{ $SP }
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hud-skill-hmr_leap_cost_title = Cost del Salt en Picat
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hud-skill-hmr_leap_cost = Redueix el cost energètic del Salt en Picat un { $boost }%{ $SP }
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hud-skill-hmr_leap_knockback_title = Empenta del Salt en Picat
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hud-skill-hmr_leap_knockback = Augmenta l'empenta del Salt en Picat un { $boost }%{ $SP }
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hud-skill-hmr_leap_damage_title = Dany del Salt en Picat
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hud-skill-hmr_leap_damage = Augmenta el dany del Salt en Picat un { $boost }%{ $SP }
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hud-skill-hmr_unlock_leap_title = Desbloqueja Salt en Picat
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hud-skill-hmr_unlock_leap = Desbloqueja l'habilitat Salt en Picat{ $SP }
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hud-skill-hmr_charged_melee_title = Atac Carregat
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hud-skill-hmr_charged_melee = L'atac de sempre ara carregat!
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hud-skill-hmr_charged_rate_title = Velocitat de Càrrega
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hud-skill-hmr_charged_rate = Augmenta la velocitat a la qual carregues el cop un { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_nrg_drain_title = Consum Energètic de l'Atac Carregat
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hud-skill-hmr_charged_melee_nrg_drain = Redueix el cost energètic quan carregues un atac un { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_damage_title = Dany de l'Atac Carregat
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hud-skill-hmr_charged_melee_damage = Augmenta el dany de l'Atac Carregat un { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_knockback_title = Empenta de l'Atac Carregat
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hud-skill-hmr_charged_melee_knockback = Augmenta massivament la potència de llançament de l'atac un { $boost }%{ $SP }
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hud-skill-hmr_single_strike_title = Atac Individual
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hud-skill-hmr_single_strike = Tan solitari com sou vós
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hud-skill-hmr_single_strike_regen_title = Regeneració de l'Atac Individual
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hud-skill-hmr_single_strike_regen = Augmenta el guany d'Energia per cada cop successiu{ $SP }
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hud-skill-hmr_single_strike_speed_title = Velocitat de l'Atac Individual
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hud-skill-hmr_single_strike_speed = Augmenta la velocitat dels atacs per cada cop successiu{ $SP }
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hud-skill-hmr_single_strike_damage_title = Dany de l'Atac Individual
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hud-skill-hmr_single_strike_damage = Augmenta el dany per cada cop successiu{ $SP }
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hud-skill-hmr_single_strike_knockback_title = Empenta de l'Atac Individual
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hud-skill-hmr_single_strike_knockback = Augmenta la potència de llançament dels atacs un { $boost }%{ $SP }
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hud-skill-mining_title = Minar
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hud-skill-pick_strike_title = Cop de Pic
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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
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hud-skill-bow_shotgun_arrow_count = Zvyšuje počet šípů vystřelených v jedné dávce o { $boost }{ $SP }
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hud-skill-bow_shotgun_spread_title = Rozptyl Brokovnice
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hud-skill-bow_shotgun_spread = Snižuje rozptyl šípů o { $boost }%{ $SP }
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hud-skill-hmr_leap_radius_title = Rádius Přískoku
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hud-skill-hmr_leap_radius = Zvětšuje rádius bouchnutí do země o { $boost } metr{ $SP }
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hud-skill-hmr_leap_distance_title = Vzdálenost Přískoku
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hud-skill-hmr_leap_distance = Zvětší vzdálenost o { $boost }%{ $SP }
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hud-skill-hmr_leap_cost_title = Spotřeba při Přískoku
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hud-skill-hmr_leap_cost = Sníží cenu skoku o { $boost }%{ $SP }
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hud-skill-hmr_leap_knockback_title = Odražení
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hud-skill-hmr_leap_knockback = Zvyšuje odražení z Vyšlehnutí o { $boost }%{ $SP }
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hud-skill-hmr_leap_damage_title = Poškození Přískoku
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hud-skill-hmr_leap_damage = Zvyšuje poškození při Přískoku o { $boost }%{ $SP }
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hud-skill-hmr_unlock_leap_title = Odemknout Přískok
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hud-skill-hmr_unlock_leap = Odemkne přískok{ $SP }
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hud-skill-hmr_charged_melee_title = Silný Úder
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hud-skill-hmr_charged_melee = Útok na blízko, ale silnější
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hud-skill-hmr_charged_rate_title = Rychlost Nápřahu
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hud-skill-hmr_charged_rate = Zvýší rychlost napřažení k úderu o { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_nrg_drain_title = Menší Spotřeba Energie
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hud-skill-hmr_charged_melee_nrg_drain = Snižuje spotřebu energie během napřažení o { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_damage_title = Poškození
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hud-skill-hmr_charged_melee_damage = Zvětší poškození silného úderu o { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_knockback_title = Odhození
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hud-skill-hmr_charged_melee_knockback = Masivně zvětšuje potenciální odhození silným úderem o { $boost }%{ $SP }
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hud-skill-hmr_single_strike_title = Jednoduchý Úder
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hud-skill-hmr_single_strike = Jednoduchý jako ty
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hud-skill-hmr_single_strike_regen_title = Regenerace Energie
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hud-skill-hmr_single_strike_regen = Zvyšuje energii při každém povedeném úderu{ $SP }
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hud-skill-hmr_single_strike_speed_title = Rychlost Jednoduchého Útoku
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hud-skill-hmr_single_strike_speed = Zvýší rychlost útoku při každém povedeném úderu{ $SP }
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hud-skill-hmr_single_strike_damage_title = Poškození Jednoduchého Útoku
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hud-skill-hmr_single_strike_damage = Při každém povedeném úderu zvyšuje poškození{ $SP }
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hud-skill-hmr_single_strike_knockback_title = Odražení pomocí Jednoduchého Útoku
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hud-skill-hmr_single_strike_knockback = Zvyšuje potenciální odhození o { $boost }%{ $SP }
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@ -1,7 +1,5 @@
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common-abilities-debug-possess = Pfeil der Besessenheit
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.desc = Schießt einen giftigen Pfeil und lässt dich dein Ziel kontrollieren.
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common-abilities-hammer-leap = Schicksalsschlag
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.desc = Eine Attacke mit Flächeneffekt und Rückstoß. Spring an die Position des Cursors.
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common-abilities-bow-shotgun = Pfeilhagel
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.desc = Schießt einen Pfeilhagel ab
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common-abilities-staff-fireshockwave = Ring des Feuers
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@ -119,38 +119,6 @@ hud-skill-bow_charged_speed_title = Spanngeschwindigkeit
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hud-skill-bow_charged_speed = Erhöht die Geschwindigkeit mit der du den Bogen spannst um { $boost }%{ $SP }
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hud-skill-bow_charged_move_title = Bewegungsgeschw. beim Spannen
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hud-skill-bow_charged_move = Erhöht die Bewegungsgeschw. um { $boost }% während du den Bogen spannst{ $SP }
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hud-skill-hmr_leap_radius_title = Radius: Zerschmettern
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hud-skill-hmr_leap_radius = Erhöht den Radius, indem du deine Gegner ungespitzt in den Boden rammst um { $boost } Meter{ $SP }
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hud-skill-hmr_leap_distance_title = Sprungreichweite
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hud-skill-hmr_leap_distance = Du kannst dich auf { $boost }% weiter entfernte Gegner stürzen{ $SP }
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hud-skill-hmr_leap_cost_title = Kosten: Zerschmettern
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hud-skill-hmr_leap_cost = Verringert die Ausdauerkosten um { $boost }%{ $SP }
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hud-skill-hmr_leap_knockback_title = Rückstoß: Zerschmettern
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hud-skill-hmr_leap_knockback = Zerschmettern stößt deine Gegner um { $boost }% weiter{ $SP }
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hud-skill-hmr_leap_damage_title = Schaden: Zerschmettern
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hud-skill-hmr_leap_damage = Du schlägst um { $boost }% stärker auf deine Feinde ein{ $SP }
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hud-skill-hmr_unlock_leap_title = Zerschmettern freischalten
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hud-skill-hmr_unlock_leap = Du kannst auf deine Gegner zuspringen und sie dem Erdboden gleichmachen{ $SP }
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hud-skill-hmr_charged_melee_title = Aufgeladener Schlag
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hud-skill-hmr_charged_melee = Schwingt den Prügel aber mit Schmackes
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hud-skill-hmr_charged_rate_title = Schwung: Aufgeladener Schlag
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hud-skill-hmr_charged_rate = Erhöht den Schwung mit dem du zuschlägst um { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_nrg_drain_title = Effizienz: Aufgeladener Schlag
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hud-skill-hmr_charged_melee_nrg_drain = Wenn du zum aufgeladenen Schlag ansetzt verbrauchst du { $boost }% weniger Energie{ $SP }
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hud-skill-hmr_charged_melee_damage_title = Schaden: Aufgeladener Schlag
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hud-skill-hmr_charged_melee_damage = Erhöht den Schaden des aufgeladenen Schlages um { $boost }%{ $SP }
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hud-skill-hmr_charged_melee_knockback_title = Rückstoß: Aufgeladener Schlag
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hud-skill-hmr_charged_melee_knockback = Erhöht den Rückstoß deines aufgeladenen Schlages um stattliche { $boost }%{ $SP }
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hud-skill-hmr_single_strike_title = Einfacher Schlag
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hud-skill-hmr_single_strike = Weil einfach einfach einfach ist!
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hud-skill-hmr_single_strike_regen_title = Regeneration: Einfacher Schlag
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hud-skill-hmr_single_strike_regen = Erhöht den Ausdauergewinn mit jedem Treffer{ $SP }
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hud-skill-hmr_single_strike_speed_title = Angriffsgeschw.: Einfacher Schlag
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hud-skill-hmr_single_strike_speed = Erhöht die Angriffsgeschw. mit jedem Treffer{ $SP }
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hud-skill-hmr_single_strike_damage_title = Schaden: Einfacher Schlag
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hud-skill-hmr_single_strike_damage = Erhöht den Schaden mit jedem Treffer{ $SP }
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hud-skill-hmr_single_strike_knockback_title = Rückstoß: Einfacher Schlag
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hud-skill-hmr_single_strike_knockback = Erhöht die Rückstoßkraft um { $boost }%{ $SP }
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hud-skill-mining_title = Bergbau
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hud-skill-pick_strike_title = Spitzhackenschlag
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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
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hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }.{ $SP }
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hud-skill-bow_shotgun_spread_title = Shotgun Spread
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hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost } %.{ $SP }
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hud-skill-hmr_leap_radius_title = Leap Radius
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hud-skill-hmr_leap_radius = Increases attack radius on ground slam by { $boost } meter.{ $SP }
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hud-skill-hmr_leap_distance_title = Leap Distance
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hud-skill-hmr_leap_distance = Increases distance of leap by { $boost } %.{ $SP }
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hud-skill-hmr_leap_cost_title = Leap Cost
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hud-skill-hmr_leap_cost = Decreases cost of leap by { $boost } %.{ $SP }
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hud-skill-hmr_leap_knockback_title = Leap Knockback
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hud-skill-hmr_leap_knockback = Increases knockback from leap by { $boost } %.{ $SP }
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hud-skill-hmr_leap_damage_title = Leap Damage
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hud-skill-hmr_leap_damage = Increases damage of leap by { $boost } %.{ $SP }
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hud-skill-hmr_unlock_leap_title = Unlock Leap
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hud-skill-hmr_unlock_leap = Unlocks a leap.{ $SP }
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hud-skill-hmr_charged_melee_title = Charged Melee
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hud-skill-hmr_charged_melee = Melee but with charge.
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hud-skill-hmr_charged_rate_title = Charge Rate
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hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost } %.{ $SP }
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hud-skill-hmr_charged_melee_nrg_drain_title = Charged Melee energy Drain
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hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost } %.{ $SP }
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hud-skill-hmr_charged_melee_damage_title = Charged Melee Damage
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hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost } %.{ $SP }
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hud-skill-hmr_charged_melee_knockback_title = Charged Melee Knockback
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hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost } %.{ $SP }
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hud-skill-hmr_single_strike_title = Single Strike
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hud-skill-hmr_single_strike = As single as you are.
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hud-skill-hmr_single_strike_regen_title = Single Strike Regen
|
||||
hud-skill-hmr_single_strike_regen = Increases energy gain with each successive strike.{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Single Strike Speed
|
||||
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike.{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Single Strike Damage
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike.{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Single Strike Knockback
|
||||
hud-skill-hmr_single_strike_knockback = Increase throw potential of swings by { $boost } %.{ $SP }
|
||||
hud-skill-mining_title = Mining
|
||||
hud-skill-pick_strike_title = Pickaxe Strike
|
||||
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience.
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Flecha de Posesión
|
||||
.desc = Dispara una flecha venenosa. Te permite controlar a tu objetivo.
|
||||
common-abilities-hammer-leap = Golpe Fatal
|
||||
.desc = Un ataque en área con retroceso. Salta a la posición del cursor.
|
||||
common-abilities-bow-shotgun = Ráfaga
|
||||
.desc = Lanza una ráfaga de flechas.
|
||||
common-abilities-staff-fireshockwave = Anillo de Fuego
|
||||
|
@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas de escopeta
|
||||
hud-skill-bow_shotgun_arrow_count = Aumenta el número de flechas de ráfaga en { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Flechas de escopeta
|
||||
hud-skill-bow_shotgun_spread = Disminuye la propagación de las flechas en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Radio de Salto
|
||||
hud-skill-hmr_leap_radius = Aumenta el radio de ataque en golpes de tierra en{ $boost } metros más{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Distancia de salto
|
||||
hud-skill-hmr_leap_distance = Aumenta la distancia de salto en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Costo de salto
|
||||
hud-skill-hmr_leap_cost = Disminuye el costo del salto en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Retroceso de salto
|
||||
hud-skill-hmr_leap_knockback = Aumenta el retroceso del salto en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Daño de salto
|
||||
hud-skill-hmr_leap_damage = Aumenta el daño de salto por { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Desbloquear Salto
|
||||
hud-skill-hmr_unlock_leap = Desbloquea un salto{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Carga cuerpo a cuerpo
|
||||
hud-skill-hmr_charged_melee = Carga cuerpo a cuerpo
|
||||
hud-skill-hmr_charged_rate_title = Velocidad de carga
|
||||
hud-skill-hmr_charged_rate = Aumenta velocidad de carga en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Energía de la carga cuerpo a cuerpo
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Disminuye la cantidad de energía necesaria de la carga cuerpo a cuerpo en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Daño de la Carga cuerpo a cuerpo
|
||||
hud-skill-hmr_charged_melee_damage = Aumenta el daño de la Carga cuerpo a cuerpo en { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Empuje de la Carga cuerpo a cuerpo
|
||||
hud-skill-hmr_charged_melee_knockback = Aumenta enormemente el potencial de lanzamiento de la Carga cuerpo a cuerpo en un { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Ataque Único
|
||||
hud-skill-hmr_single_strike = Tan único como tú
|
||||
hud-skill-hmr_single_strike_regen_title = Regeneración de Ataque Único
|
||||
hud-skill-hmr_single_strike_regen = Aumenta la ganancia de energía con cada golpe{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Velocidad de Ataque Único
|
||||
hud-skill-hmr_single_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Daño de Ataque Único
|
||||
hud-skill-hmr_single_strike_damage = Aumenta el daño con cada golpe sucesivo{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Empuje de Ataque Único
|
||||
hud-skill-hmr_single_strike_knockback = Aumenta el empuje en un { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Mineria
|
||||
hud-skill-pick_strike_title = Golpe con pico
|
||||
hud-skill-pick_strike = Golpea rocas con el pico para conseguir minerales, gemas y experiencia
|
||||
|
@ -258,8 +258,6 @@ common-abilities-sword-defensive_disengage = Retirada defensiva
|
||||
# Habilidades de arco
|
||||
common-abilities-debug-possess = Flecha de posesión
|
||||
.desc = Dispara una flecha que te permite controlar a tu objetivo.
|
||||
common-abilities-hammer-leap = Golpe de la perdición
|
||||
.desc = Salta hacia la posición del cursor para atacar a un enemigo con retroceso.
|
||||
common-abilities-bow-shotgun = Ráfaga
|
||||
.desc = Lanza una ráfaga de flechas.
|
||||
# Habilidades de bastón
|
||||
|
@ -58,50 +58,6 @@ hud-skill-swim = Movimiento acuático.
|
||||
hud-skill-swim_speed_title = Velocidad al nadar
|
||||
hud-skill-swim_speed = Nadas un { $boost } % más rápido.{ $SP }
|
||||
|
||||
# Martillo - Árbol de habilidades
|
||||
|
||||
|
||||
## Golpe único
|
||||
|
||||
hud-skill-hmr_single_strike_title = Golpe sencillo
|
||||
hud-skill-hmr_single_strike = Tan sencillo como tú.
|
||||
hud-skill-hmr_single_strike_knockback_title = Retroceso de {{ hud-skill-hmr_single_strike_title }}
|
||||
hud-skill-hmr_single_strike_knockback = Aumenta el retroceso de los golpes en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_single_strike_regen_title = Regeneración de {{ hud-skill-hmr_single_strike_title }}
|
||||
hud-skill-hmr_single_strike_regen = Aumenta la energía obtenida con cada golpe sucesivo.{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Daño de {{ hud-skill-hmr_single_strike_title }}
|
||||
hud-skill-hmr_single_strike_damage = Aumenta el daño infligido con cada golpe sucesivo.{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Velocidad de {{ hud-skill-hmr_single_strike_title }}
|
||||
hud-skill-hmr_single_strike_speed = Aumenta la velocidad de ataque con cada golpe sucesivo.{ $SP }
|
||||
|
||||
## Martillazo
|
||||
|
||||
hud-skill-hmr_charged_melee_title = Martillazo
|
||||
hud-skill-hmr_charged_melee = Un golpe más con el martillo... pero esta vez lleno de energía.
|
||||
hud-skill-hmr_charged_rate_title = Velocidad de carga de {{ hud-skill-hmr_charged_melee_title }}
|
||||
hud-skill-hmr_charged_rate = El tiempo para preparar un martillazo es un { $boost } % más rápido.{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Consumo de energía de {{ hud-skill-hmr_charged_melee_title }}
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Reduce la velocidad con la que se consume la energía mientras se prepara un golpe cargado con el martillo en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Daño de {{ hud-skill-hmr_charged_melee_title }}
|
||||
hud-skill-hmr_charged_melee_damage = Aumenta el daño del golpe cargado en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Retroceso de {{ hud-skill-hmr_charged_melee_title }}
|
||||
hud-skill-hmr_charged_melee_knockback = Aumenta en gran medida el potencial para lanzar por los aires a los enemigos en un { $boost } %.{ $SP }
|
||||
|
||||
## Terremoto
|
||||
|
||||
hud-skill-hmr_unlock_leap_title = Desbloquear Terremoto
|
||||
hud-skill-hmr_unlock_leap = Desbloquea el Terremoto.{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Daño de Terremoto
|
||||
hud-skill-hmr_leap_damage = Aumenta el daño del salto en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Distancia de Terremoto
|
||||
hud-skill-hmr_leap_distance = Aumenta la distancia de salto en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Retroceso de Terremoto
|
||||
hud-skill-hmr_leap_knockback = Aumenta el retroceso infligido del salto en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Coste de Terremoto
|
||||
hud-skill-hmr_leap_cost = Reduce el coste del salto en un { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Radio de Terremoto
|
||||
hud-skill-hmr_leap_radius = Aumenta el radio del golpe al suelo en { $boost } metros.{ $SP }
|
||||
|
||||
# Cetro - Árbol de habilidades
|
||||
|
||||
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Gezi kontrolatzailea
|
||||
.desc = Gezi pozoitsua jaurtitzen du. Zure helburua kontrolatzea ahalbidetzen dizu.
|
||||
common-abilities-hammer-leap = Galbidearen kolpea
|
||||
.desc = Etsaiak bultzatzen dituen eremu erasoa. Kurtsorearen posiziora salto egiten du.
|
||||
common-abilities-bow-shotgun = Tiro sorta
|
||||
.desc = Gezi tiro sorta jaurtitzen du.
|
||||
common-abilities-staff-fireshockwave = Suzko eraztuna
|
||||
|
@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Eskopeta geziak
|
||||
hud-skill-bow_shotgun_arrow_count = Tiro bakoitzean jaurtitako geziak { $boost } areagotzen ditu{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Eskopetaren zabaltzea
|
||||
hud-skill-bow_shotgun_spread = Gezien zabaltzea % { $boost } murrizten du{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Jauziaren erradioa
|
||||
hud-skill-hmr_leap_radius = Lurreko danbatekoaren erasoaren erradioa { $boost } areagotzen du{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Jauziaren distantzia
|
||||
hud-skill-hmr_leap_distance = Jauziaren distantzia % { $boost } areagotzen du { $SP }
|
||||
hud-skill-hmr_leap_cost_title = Jauziaren balioa
|
||||
hud-skill-hmr_leap_cost = Jauziaren balioa % { $boost } murrizten du { $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Jauziaren indarra
|
||||
hud-skill-hmr_leap_knockback = Jauziak eragindako jaurtiketa indarra % { $boost } areagotzen du { $SP }
|
||||
hud-skill-hmr_leap_damage_title = Jauziaren mina
|
||||
hud-skill-hmr_leap_damage = Jauziak eragindako mina % { $boost }areagotzen du{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Jauzia desblokeatu
|
||||
hud-skill-hmr_unlock_leap = Jauzi bat desblokeatzen du { $SP }
|
||||
hud-skill-hmr_charged_melee_title = Kargatutako gorputzez-gorputzeko erasoa
|
||||
hud-skill-hmr_charged_melee = Gorputzez-gorputzeko erasoa, baina kargatuta
|
||||
hud-skill-hmr_charged_rate_title = Karga abiadura
|
||||
hud-skill-hmr_charged_rate = Kolpearen kargatzea % { $boost } bizkortzen da{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Kargatutako gorputzez gorputzeko erasoaren drainatzea
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Kargatzerakoan energia drainatzen den abiadura % { $boost } murrizten da{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Kargatutako gorputzez gorputzeko erasoaren mina
|
||||
hud-skill-hmr_charged_melee_damage = Kargatutako kolpearen mina % { $boost } areagotzen da { $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Kargatutako gorputzez gorputzeko erasoaren indarra
|
||||
hud-skill-hmr_charged_melee_knockback = Kolpeak arerioa jaurtitzeko duen indarra % { $boost } areagotzen da{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Kolpe bakarra
|
||||
hud-skill-hmr_single_strike = Zu bezalako bakarra
|
||||
hud-skill-hmr_single_strike_regen_title = Kolpe bakarraren berreskuratzea
|
||||
hud-skill-hmr_single_strike_regen = Segidan emandako kolpe bakoitzarekin berreskuratutako energia areagotzen da{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Kolpe bakarraren abiadura
|
||||
hud-skill-hmr_single_strike_speed = Segidan emandako kolpe bakoitzaren abiadura areagotzen da{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Kolpe bakarraren mina
|
||||
hud-skill-hmr_single_strike_damage = Segidan emandako kolpe bakoitzaren mina areagotzen da{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Kolpe bakarraren indarra
|
||||
hud-skill-hmr_single_strike_knockback = Kolpeen jaurtitze indarra % { $boost }areagotzen da{ $SP }
|
||||
hud-skill-mining_title = Meatzaritza
|
||||
hud-skill-pick_strike_title = Pika erasoa
|
||||
hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Flèche de contrôle
|
||||
.desc = Tire une flèche empoisonnée. Vous permet de contrôler votre cible.
|
||||
common-abilities-hammer-leap = Fracas de la destruction
|
||||
.desc = Une attaque de zone avec du recul. Saute à la position du curseur.
|
||||
common-abilities-bow-shotgun = Rafale
|
||||
.desc = Lance une rafale de flèches
|
||||
common-abilities-staff-fireshockwave = Anneau de feu
|
||||
|
@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flèches du fusil à pompe
|
||||
hud-skill-bow_shotgun_arrow_count = Augmente de { $boost } le nombre de flèches dans la rafale{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Dispersion du fusil à pompe
|
||||
hud-skill-bow_shotgun_spread = Diminue de { $boost } % la dispersion des flèches{ $SP }.
|
||||
hud-skill-hmr_leap_radius_title = Rayon du Bond
|
||||
hud-skill-hmr_leap_radius = Augmente le rayon d'attaque de { $boost } mètres de la frappe au sol{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Distance du Bond
|
||||
hud-skill-hmr_leap_distance = Augmente de { $boost }% la distance du bond{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Coût d'Endurance du Bond
|
||||
hud-skill-hmr_leap_cost = Diminue de { $boost }% le coût d'endurance du bond{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Projection du Bond
|
||||
hud-skill-hmr_leap_knockback = Augmente de { $boost }% la force de projection du bond{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Dégâts du Bond
|
||||
hud-skill-hmr_leap_damage = Augmente de { $boost }% les dégâts causés par le bond{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Déblocage du Bond
|
||||
hud-skill-hmr_unlock_leap = Débloque une compétence permettant de s'élancer dans les airs pour frapper un ennemi lointain{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Coup Chargé
|
||||
hud-skill-hmr_charged_melee = Un coup mais chargé.
|
||||
hud-skill-hmr_charged_rate_title = Vitesse de Charge
|
||||
hud-skill-hmr_charged_rate = Augmente de { $boost }% la vitesse du chargement de votre frappe{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Drain d'endurance du Coup Chargé
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Diminue de { $boost }% la vitesse de drain d'endurance du chargement de votre coup{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Dégâts du Coup Chargé
|
||||
hud-skill-hmr_charged_melee_damage = Augmente de { $boost }% les dégâts du coup chargé{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Projection du Coup Chargé
|
||||
hud-skill-hmr_charged_melee_knockback = Augmente significativement la force de projection de { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Frappe Simple
|
||||
hud-skill-hmr_single_strike = Aussi simple que vous.
|
||||
hud-skill-hmr_single_strike_regen_title = Régénération d'Endurance de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_regen = Augmente le gain d'endurance à chaque frappe successive{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Vitesse de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_speed = Augmente la vitesse d'attaque à chaque frappe successive{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Dégâts de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_damage = Augmente les dégâts à chaque frappe successive{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Projection de la Frappe Simple
|
||||
hud-skill-hmr_single_strike_knockback = Augmente de { $boost }% la force de projection{ $SP }
|
||||
hud-skill-mining_title = Minage
|
||||
hud-skill-pick_strike_title = Coup de pioche
|
||||
hud-skill-pick_strike = Miner des rochers avec la pioche pour récupérer des minerais, des gemmes et de l'expérience.
|
||||
|
@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Szórólövés nyilai
|
||||
hud-skill-bow_shotgun_arrow_count = Megnöveli a szétlőtt nyilak számát ennyivel: { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Szórólövés szórása
|
||||
hud-skill-bow_shotgun_spread = Csökkenti a nyilak szétrepülésének mértékét { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Ugrás sugár
|
||||
hud-skill-hmr_leap_radius = Megnöveli a támadási sugarat földbecsapódáskor { $boost } méterrel{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Ugrás távolság
|
||||
hud-skill-hmr_leap_distance = Megnöveli az ugrás hosszát { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Ugrás energiaigénye
|
||||
hud-skill-hmr_leap_cost = Csökkenti az ugrás energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Ugrás hátralökés
|
||||
hud-skill-hmr_leap_knockback = Megnöveli az ugrásból származó hátralökést { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Ugrás sebzés
|
||||
hud-skill-hmr_leap_damage = Megnöveli az ugrás sebzését { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Ugrás feloldása
|
||||
hud-skill-hmr_unlock_leap = Feloldja az ugrást{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Felhúzott ütés
|
||||
hud-skill-hmr_charged_melee = Közelharci ütés, de felhúzással
|
||||
hud-skill-hmr_charged_rate_title = Felhúzási mennyiség
|
||||
hud-skill-hmr_charged_rate = Megnöveli a felhúzott ütések mennyiségét { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Felhúzott ütés energiaigény
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Csökkenti a felhúzás energiaigényét { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Felhúzott ütés sebzés
|
||||
hud-skill-hmr_charged_melee_damage = Növeli a felhúzott ütés sebzését { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Felhúzott ütés visszalökése
|
||||
hud-skill-hmr_charged_melee_knockback = Masszívan megnöveli az ellökés lehetőségét { $boost }%-kal{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Egyszeri csapás
|
||||
hud-skill-hmr_single_strike = Annyira egyedül van, mint te
|
||||
hud-skill-hmr_single_strike_regen_title = Egyszeri csapás energia visszatöltődése
|
||||
hud-skill-hmr_single_strike_regen = Megnöveli az energia visszatöltődését minden egyes sikeres csapással{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Egyszeri csapás sebessége
|
||||
hud-skill-hmr_single_strike_speed = Megnöveli a támadási sebességet minden egyes sikeres csapással{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Egyszeri csapás sebzése
|
||||
hud-skill-hmr_single_strike_damage = Megnöveli a sebzést minden egyes sikeres csapással{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Egyszeri csapás visszalökése
|
||||
hud-skill-hmr_single_strike_knockback = Megnöveli a csapások ellökési sebességét { $boost }%-kal{ $SP }
|
||||
hud-skill-mining_title = Bányászás
|
||||
hud-skill-pick_strike_title = Csákány csapás
|
||||
hud-skill-pick_strike = Üss köveket a csákánnyal, hogy érceket, drágaköveket és tapasztalatot szerezz
|
||||
|
@ -8,8 +8,6 @@ common-abilities-debug-glide_boost = Vroom
|
||||
.desc = Ti dà la spinta per raggiungere il cielo
|
||||
common-abilities-debug-glide_speeder = Vroom
|
||||
.desc = Ti dà la spinta per arrivare ovunque arrivi il tuo sguardo
|
||||
common-abilities-hammer-leap = Colpo del destino
|
||||
.desc = Un attacco ad area con contraccolpo. Salta alla posizione del cursore.
|
||||
common-abilities-bow-shotgun = Raffica
|
||||
.desc = Spara una serie di frecce
|
||||
common-abilities-staff-fireshockwave = Anello di fuoco
|
||||
|
@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Frecce colpo multiplo
|
||||
hud-skill-bow_shotgun_arrow_count = Incrementa il numero di frecce nel colpo del { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Propagazione colpo multiplo
|
||||
hud-skill-bow_shotgun_spread = Diminuisce la propagazione delle frecce del { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Portata balzo
|
||||
hud-skill-hmr_leap_radius = Incrementa la portata di attacco dello schianto di { $boost } metro{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Distanza balzo
|
||||
hud-skill-hmr_leap_distance = Incrementa la distanza del balzo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Costo balzo
|
||||
hud-skill-hmr_leap_cost = Diminuisce il costo del balzo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Contraccolpo balzo
|
||||
hud-skill-hmr_leap_knockback = Incrementa il contraccolpo dal balzo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Danno balzo
|
||||
hud-skill-hmr_leap_damage = Incrementa il danno del balzo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Sblocca balzo
|
||||
hud-skill-hmr_unlock_leap = Sblocca uno sbalzo{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Attacco ravvicinato caricato
|
||||
hud-skill-hmr_charged_melee = Attacco ravvicinato ma con carica
|
||||
hud-skill-hmr_charged_rate_title = Velocità carica
|
||||
hud-skill-hmr_charged_rate = Incrementa la velocità a cui carichi il colpo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Drenaggio energia dell'attacco ravvicinato caricato
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Diminuisce la velocità a cui l'energia viene drenata durante il caricamento del { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Danno dell'attacco ravvicinato caricato
|
||||
hud-skill-hmr_charged_melee_damage = Incrementa il danno del colpo caricato del { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Contraccolpo dell'attacco ravvicinato caricato
|
||||
hud-skill-hmr_charged_melee_knockback = Incrementa enormemente il potenziale di lancio del colpo del { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Colpo singolo
|
||||
hud-skill-hmr_single_strike = Proprio come te
|
||||
hud-skill-hmr_single_strike_regen_title = Rigenerazione colpo singolo
|
||||
hud-skill-hmr_single_strike_regen = Incrementa il guadagno di energia per ogni colpo in successione{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Velocità colpo singolo
|
||||
hud-skill-hmr_single_strike_speed = Incrementa la velocità d'attacco per ogni colpo in successione{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Danno colpo singolo
|
||||
hud-skill-hmr_single_strike_damage = Incrementa il danno per ogni colpo in successione{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Contraccolpo colpo singolo
|
||||
hud-skill-hmr_single_strike_knockback = Incrementa il potenziale di lancio dei colpi del { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Estrazione mineraria
|
||||
hud-skill-pick_strike_title = Picconata
|
||||
hud-skill-pick_strike = Colpisci rocce col piccone per ottenere materiale grezzo, gemme ed esperienza
|
||||
|
@ -97,35 +97,3 @@ hud-skill-bow_charged_speed_title = チャージド スピード
|
||||
hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost }%{ $SP }
|
||||
hud-skill-bow_charged_damage_title = チャージド ダメージ
|
||||
hud-skill-bow_charged_damage = Increases damage by { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = リープ 範囲
|
||||
hud-skill-hmr_leap_radius = グランドスラムの攻撃半径を{ $boost }m増加 { $SP }
|
||||
hud-skill-hmr_leap_distance_title = リープ 距離
|
||||
hud-skill-hmr_leap_distance = リープの距離を{ $boost }%増加 { $SP }
|
||||
hud-skill-hmr_leap_cost_title = リープ コスト
|
||||
hud-skill-hmr_leap_cost = リープのコストを{ $boost }%減少 { $SP }
|
||||
hud-skill-hmr_leap_knockback_title = リープ ノックバック
|
||||
hud-skill-hmr_leap_knockback = リープのノックバックを{ $boost }%増加 { $SP }
|
||||
hud-skill-hmr_leap_damage_title = リープ ダメージ
|
||||
hud-skill-hmr_leap_damage = リープのダメージを{ $boost }%増加 { $SP }
|
||||
hud-skill-hmr_unlock_leap_title = リープ解除
|
||||
hud-skill-hmr_unlock_leap = リープを解除 { $SP }
|
||||
hud-skill-hmr_charged_melee_title = チャージドメレー
|
||||
hud-skill-hmr_charged_melee = チャージ付き乱闘
|
||||
hud-skill-hmr_charged_rate_title = チャージ レート
|
||||
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = チャージドメレー エナジードレイン
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = チャージドメレー ダメージ
|
||||
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = チャージドメレー ノックバック
|
||||
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = シングルストライク
|
||||
hud-skill-hmr_single_strike = As single as you are
|
||||
hud-skill-hmr_single_strike_regen_title = シングルストライク 再生
|
||||
hud-skill-hmr_single_strike_regen = Increases stamina gain with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = シングルストライク スピード
|
||||
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = シングルストライク ダメージ
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = シングルストライク ノックバック
|
||||
hud-skill-hmr_single_strike_knockback = スイングして投げる能力を{ $boost }%増加 { $SP }
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = 빙의 화살
|
||||
.desc = 독 화살을 쏜다. 대상을 조종할수 있다.
|
||||
common-abilities-hammer-leap = 멸망의 베기
|
||||
.desc = 커서의 위치로 뛰어 광역으로 베며 적을 밀친다.
|
||||
common-abilities-bow-shotgun = 난사
|
||||
.desc = 화살을 여러발 쏜다.
|
||||
common-abilities-staff-fireshockwave = 불의 고리
|
||||
|
@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 샷건 화살수
|
||||
hud-skill-bow_shotgun_arrow_count = 한번에 쏘는 화살의 갯수가 { $boost }개 늘어난다{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = 샷건 퍼짐
|
||||
hud-skill-bow_shotgun_spread = 샷건의 화살이 퍼지는 정도가 { $boost }% 감소한다{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = 높이뛰기 범위
|
||||
hud-skill-hmr_leap_radius = 땅에 착지할때 충격파의 범위가 { $boost }미터 늘어난다{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = 높이뛰기 거리
|
||||
hud-skill-hmr_leap_distance = 높이뛰기의 거리가 { $boost }% 늘어난다{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = 높이뛰기 기력 소모
|
||||
hud-skill-hmr_leap_cost = 높이뛰기의 기력 소모가 { $boost }% 감소한다{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = 높이뛰기 밀침
|
||||
hud-skill-hmr_leap_knockback = 높이뛰기가 적을 { $boost }% 멀리 밀친다{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = 높이뛰기 피해
|
||||
hud-skill-hmr_leap_damage = 높이뛰기의 피해가 { $boost }% 증가한다{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = 높이뛰기 해금
|
||||
hud-skill-hmr_unlock_leap = 높이뛰기를 해금한다{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = 모아치기
|
||||
hud-skill-hmr_charged_melee = 힘을 모아서 공격한다
|
||||
hud-skill-hmr_charged_rate_title = 모아치기 모으기
|
||||
hud-skill-hmr_charged_rate = 모아치기가 힘을 모으는 속도가 { $boost }% 빨라진다{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = 모아치기 기력 소모
|
||||
hud-skill-hmr_charged_melee_nrg_drain = 모아치기가 기력을 { $boost }% 덜 소모한다{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = 모아치기 피해
|
||||
hud-skill-hmr_charged_melee_damage = 모아치기의 피해가 { $boost }% 증가한다{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = 모아치기 밀침
|
||||
hud-skill-hmr_charged_melee_knockback = 모아치기가 적을 { $boost }% 멀리 밀친다{ $SP }
|
||||
hud-skill-hmr_single_strike_title = 내려치기
|
||||
hud-skill-hmr_single_strike = 적을 내려친다
|
||||
hud-skill-hmr_single_strike_regen_title = 내려치기 기력 재생
|
||||
hud-skill-hmr_single_strike_regen = 적을 공격할수록 내려치기가 기력을 더 많이 재생한다{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = 내려치기 속도
|
||||
hud-skill-hmr_single_strike_speed = 적을 공격할수록 내려치기의 속도가 빨라진다{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = 내려치기 피해
|
||||
hud-skill-hmr_single_strike_damage = 적을 공격할수록 내려치기의 피해가 증가한다{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = 내려치기 밀침
|
||||
hud-skill-hmr_single_strike_knockback = 내려치기가 적을 { $boost }% 멀리 밀친다{ $SP }
|
||||
hud-skill-mining_title = 채굴
|
||||
hud-skill-pick_strike_title = 곡괭이 내려치기
|
||||
hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Strzała Opętania
|
||||
.desc = Pozwala przejąć kontrolę nad twoim celem.
|
||||
common-abilities-hammer-leap = Uderzenie Zagłady
|
||||
.desc = Atak obszarowy z odrzutem. Skaczesz w kierunku kursora, uderzając w ziemię swoim młotem.
|
||||
common-abilities-bow-shotgun = Salwa
|
||||
.desc = Wystrzeliwujesz salwę strzał.
|
||||
common-abilities-staff-fireshockwave = Pierścień Ognia
|
||||
|
@ -119,38 +119,6 @@ hud-skill-bow_shotgun_arrow_count_title = Wielostrzał - Ilość Strzał
|
||||
hud-skill-bow_shotgun_arrow_count = Zwiększa ilość strzał wystrzelonych na raz o { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Wielostrzał - Celność
|
||||
hud-skill-bow_shotgun_spread = Zmniejsza rozrzut strzał o { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Tąpnięcie - zasięg
|
||||
hud-skill-hmr_leap_radius = Zwiększa zasięg o { $boost } metr{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Tąpnięcie - doskok
|
||||
hud-skill-hmr_leap_distance = Zwiększa doskok o { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Tąpnięcie - koszt
|
||||
hud-skill-hmr_leap_cost = Zmniejsza koszt tąpnięcia o { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Tąpnięcie - odrzut
|
||||
hud-skill-hmr_leap_knockback = Odrzucenie przeciwników zwiększone o { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Tąpnięcie - obrażenia
|
||||
hud-skill-hmr_leap_damage = Zwiększa obrażenia o { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Tąpnięcie
|
||||
hud-skill-hmr_unlock_leap = Odblokowuje tąpnięcie{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Miażdżenie
|
||||
hud-skill-hmr_charged_melee = Ładowany atak młotem
|
||||
hud-skill-hmr_charged_rate_title = Miażdżenie - ładowanie
|
||||
hud-skill-hmr_charged_rate = Zwiększa prędkość ładowania o { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Miażdżenie - męczenie
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Zmniejsza prędkość męczenia miażdżeniem o { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Miażdżenie - obrażenia
|
||||
hud-skill-hmr_charged_melee_damage = Zwiększa obrażenia miażdżenia o { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Miażdżenie - odrzut
|
||||
hud-skill-hmr_charged_melee_knockback = Zwiększa odrzucenie przeciwników o { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Trafienie
|
||||
hud-skill-hmr_single_strike = Pojedyncze, jedno, porządne
|
||||
hud-skill-hmr_single_strike_regen_title = Regeneracja Energii
|
||||
hud-skill-hmr_single_strike_regen = Zwiększa regenerację Energii za każde trafienie{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Trafienie - szybkość
|
||||
hud-skill-hmr_single_strike_speed = Zwiększa prędkość ataku za każde trafienie{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Trafienie - obrażenia
|
||||
hud-skill-hmr_single_strike_damage = Zwiększa obrażenia za każde trafienie{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Trafienie - odrzut
|
||||
hud-skill-hmr_single_strike_knockback = Zwiększa odrzut o { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Górnictwo
|
||||
hud-skill-pick_strike_title = Wykorzystanie kilofa
|
||||
hud-skill-pick_strike = Niszcz skały kilofem zby zdobywać rudy, kryształy i doświadczenie
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Flecha Marionete
|
||||
.desc = Atira uma flecha venenosa que deixa você controlar seu alvo.
|
||||
common-abilities-hammer-leap = Golpe da Ruína
|
||||
.desc = Um Ataque em Área que inflige Empurrão. Salta na direção do cursor do mouse.
|
||||
common-abilities-bow-shotgun = Estrondo
|
||||
.desc = Atira uma sequência de flechas
|
||||
common-abilities-staff-fireshockwave = Anel de Fogo
|
||||
|
@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Flechas da Shotgun
|
||||
hud-skill-bow_shotgun_arrow_count = Aumenta o número de flechas na sequência em { $boost }.{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Espalhamento da Shotgun
|
||||
hud-skill-bow_shotgun_spread = Diminui quanto as flechas se espalham em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Raio do Salto
|
||||
hud-skill-hmr_leap_radius = Aumenta o raio da pancada no chão em { $boost } metro.{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Distância do Salto
|
||||
hud-skill-hmr_leap_distance = Aumenta a Distância do Salto em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Custo do Salto
|
||||
hud-skill-hmr_leap_cost = Reduz custo do salto em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Empurrão do Salto
|
||||
hud-skill-hmr_leap_knockback = Aumenta empurrão do salto em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Dano do Salto
|
||||
hud-skill-hmr_leap_damage = Aumenta dano do salto em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Desbloquear Salto
|
||||
hud-skill-hmr_unlock_leap = Desbloqueia o salto.{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Carga Corpo a Corpo
|
||||
hud-skill-hmr_charged_melee = Ataque de martelo com carga.
|
||||
hud-skill-hmr_charged_rate_title = Taxa de Carga
|
||||
hud-skill-hmr_charged_rate = Aumenta a taxa de carga em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Dreno de Emergia em Carga de Ataque
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Reduz dreno de energia em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Dano de Ataque Corpo a Corpo Carregado
|
||||
hud-skill-hmr_charged_melee_damage = Aumenta dano de ataque carregado em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Empurrão em Ataque Carregado
|
||||
hud-skill-hmr_charged_melee_knockback = Aumenta massivamente o potencial de um empurrão em { $boost }%.{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Ataque único
|
||||
hud-skill-hmr_single_strike = Único como você é.
|
||||
hud-skill-hmr_single_strike_regen_title = Regeneração em Ataque Único
|
||||
hud-skill-hmr_single_strike_regen = Aumenta stamina a cada ataque contínuo.{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Velocidade de Ataque Único
|
||||
hud-skill-hmr_single_strike_speed = Aumenta a velocidade de cada ataque contínuo.{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Dano de Ataque Único
|
||||
hud-skill-hmr_single_strike_damage = Aumenta o dano de cada ataque contínuo.{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Empurrão em Ataque Único
|
||||
hud-skill-hmr_single_strike_knockback = Aumenta o potencial de empurrar em { $boost }% durante ataques contínuo. { $SP }
|
||||
hud-skill-mining_title = Mineração
|
||||
hud-skill-pick_strike_title = Golpe de Picareta
|
||||
hud-skill-pick_strike = Acerta rochas com a picareta para retirar minérios, gemas e experiência.
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Săgeată Manipulatoare
|
||||
.desc = Trage o săgeată otrăvitoare care te lasă să controlezi inamicul.
|
||||
common-abilities-hammer-leap = Lovitura Morții
|
||||
.desc = Un atac „Zonă de Efect” cu aruncare. Salt la poziția cursorului.
|
||||
common-abilities-bow-shotgun = Burst
|
||||
.desc = Trage rapid mai multe sageți
|
||||
common-abilities-staff-fireshockwave = Inel de Foc
|
||||
|
@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows
|
||||
hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Shotgun Spread
|
||||
hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Leap Radius
|
||||
hud-skill-hmr_leap_radius = Increases attack radius on ground slam by { $boost } meter{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Leap Distance
|
||||
hud-skill-hmr_leap_distance = Increases distance of leap by { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Leap Cost
|
||||
hud-skill-hmr_leap_cost = Decreases cost of leap by { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Leap Knockback
|
||||
hud-skill-hmr_leap_knockback = Increases knockback from leap by { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Leap Damage
|
||||
hud-skill-hmr_leap_damage = Increases damage of leap by { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Unlock Leap
|
||||
hud-skill-hmr_unlock_leap = Unlocks a leap{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Charged Melee
|
||||
hud-skill-hmr_charged_melee = Melee but with charge
|
||||
hud-skill-hmr_charged_rate_title = Charge Rate
|
||||
hud-skill-hmr_charged_rate = Increases the rate that you charge the swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Charged Melee Energy Drain
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Decreases the rate energy drains when charging by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Charged Melee Damage
|
||||
hud-skill-hmr_charged_melee_damage = Increases the damage of the charged swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Charged Melee Knockback
|
||||
hud-skill-hmr_charged_melee_knockback = Massively increases throw potential of swing by { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Single Strike
|
||||
hud-skill-hmr_single_strike = As single as you are
|
||||
hud-skill-hmr_single_strike_regen_title = Single Strike Regen
|
||||
hud-skill-hmr_single_strike_regen = Increases energy gain with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Single Strike Speed
|
||||
hud-skill-hmr_single_strike_speed = Increases the attack speed with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Single Strike Damage
|
||||
hud-skill-hmr_single_strike_damage = Increases the damage with each successive strike{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Single Strike Knockback
|
||||
hud-skill-hmr_single_strike_knockback = Increase throw potential of swings by { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Minare
|
||||
hud-skill-pick_strike_title = Lovitură de Târnăcop
|
||||
hud-skill-pick_strike = Lovește roci cu târnăcopul pentru a primi minereu, gemuri și experiență
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Овладевающая стрела
|
||||
.desc = Стреляет ядовитой стрелой. Позволяет управлять вашей целью.
|
||||
common-abilities-hammer-leap = Удар смерти
|
||||
.desc = Атака по некоторой области с отбрасыванием. Совершает прыжок на позицию курсора.
|
||||
common-abilities-bow-shotgun = Мультивыстрел
|
||||
.desc = Выстрел несколькими стрелами одновременно
|
||||
common-abilities-staff-fireshockwave = Пламенное кольцо
|
||||
|
@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Увеличенный колчан
|
||||
hud-skill-bow_shotgun_arrow_count = Увеличивает количество стрел в серии выстрелов на { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Прицельный выстрел
|
||||
hud-skill-bow_shotgun_spread = Уменьшает разброс стрел на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Радиус удара скачка
|
||||
hud-skill-hmr_leap_radius = Увеличивает радиус атаки при ударе об землю на { $boost } метров{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Расстояние скачка
|
||||
hud-skill-hmr_leap_distance = Увеличивает расстояние скачка на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Расход энергии
|
||||
hud-skill-hmr_leap_cost = Снижает затраты энергии на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Отбрасывание скачком
|
||||
hud-skill-hmr_leap_knockback = Увеличивает отбрасывание от скачка на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Урон
|
||||
hud-skill-hmr_leap_damage = Увеличивает урон скачка на { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Разблокировать скачок
|
||||
hud-skill-hmr_unlock_leap = Разблокирует скачок{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Силовая атака
|
||||
hud-skill-hmr_charged_melee = ПКМ совершает оглушающий удар. Зажатие ПКМ накапливает силу и оглушает врага, отбрасывая его
|
||||
hud-skill-hmr_charged_rate_title = Скорость
|
||||
hud-skill-hmr_charged_rate = Увеличивает скорость с которой вы накапливаете силу удара на { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Расход энергии
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Уменьшает затраты энергии на { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Урон
|
||||
hud-skill-hmr_charged_melee_damage = Увеличивает урон на { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Оглушение силовой атакой
|
||||
hud-skill-hmr_charged_melee_knockback = Увеличивает отбрасывание { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Одиночный удар
|
||||
hud-skill-hmr_single_strike = Такой же одинокий, как и ты
|
||||
hud-skill-hmr_single_strike_regen_title = Восстановление энергии
|
||||
hud-skill-hmr_single_strike_regen = Увеличивает прирост энергии с каждым удачным ударом{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Скорость
|
||||
hud-skill-hmr_single_strike_speed = Увеличивает скорость атаки с каждым удачным ударом{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Урон
|
||||
hud-skill-hmr_single_strike_damage = Увеличивает урон с каждым удачным ударом{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Отбрасывание
|
||||
hud-skill-hmr_single_strike_knockback = Увеличивает потенциал отбрасывания на { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Добыча
|
||||
hud-skill-pick_strike_title = Удар киркой
|
||||
hud-skill-pick_strike = Разбивай камни киркой, чтобы получить руду, самоцветы и опыт
|
||||
|
@ -115,38 +115,6 @@ hud-skill-bow_shotgun_arrow_count_title = Стрелна Сачмара
|
||||
hud-skill-bow_shotgun_arrow_count = Повећава број испаљених стрела одједном за { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Обухват Сачмаре
|
||||
hud-skill-bow_shotgun_spread = Смањује ширину обухвата стрелама за { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Домет Наскока
|
||||
hud-skill-hmr_leap_radius = Повећава домет напада земљаног удара за { $boost } метра{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Даљина Наскока
|
||||
hud-skill-hmr_leap_distance = Повећава даљину наскока за { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Цена Наскока
|
||||
hud-skill-hmr_leap_cost = Смањује цену наскока за { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Скок Одбацивање
|
||||
hud-skill-hmr_leap_knockback = Повећава одбацивање при наскоку за { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Рањавање Наскоком
|
||||
hud-skill-hmr_leap_damage = Повећава нанете ране при наскоку за { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Откључај Наскок
|
||||
hud-skill-hmr_unlock_leap = Откључава наскок{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Јуришна Блиска Борба
|
||||
hud-skill-hmr_charged_melee = Блиска борба са јуришом
|
||||
hud-skill-hmr_charged_rate_title = Брзина Јуриша
|
||||
hud-skill-hmr_charged_rate = Повећава брзину замаха при јуришу за { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Енергетско Црпљење Јуришне Борбе
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Смаљује брзину црпљења снаге при јуришу за { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Рањавање Јуришном Борбом
|
||||
hud-skill-hmr_charged_melee_damage = Повећава ране нанете јуришним замахом за { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Одбацивање при Јуришној Борби
|
||||
hud-skill-hmr_charged_melee_knockback = Повећава одбацивање при замаху за { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Једноструки Ударац
|
||||
hud-skill-hmr_single_strike = Усамљен као и ти
|
||||
hud-skill-hmr_single_strike_regen_title = Једноструки Ударац Обнова
|
||||
hud-skill-hmr_single_strike_regen = Повећава обнову снаге после сваког успешног ударца{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Брзина Једноструког Ударца
|
||||
hud-skill-hmr_single_strike_speed = Повећава брзину напада после сваког успешног ударца{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Рањавање Једноструким Ударацем
|
||||
hud-skill-hmr_single_strike_damage = Повећава рањавање при сваком успешном ударцу{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Једноструки Ударац Одбацивање
|
||||
hud-skill-hmr_single_strike_knockback = Повећава потенцијал одбацивања за { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Рударење
|
||||
hud-skill-pick_strike_title = Ударац Крамп
|
||||
hud-skill-pick_strike = Удари камен крампом да добијеш руду, драгуље и искуство
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Besättande spil
|
||||
.desc = Skjuter en förgiftad pil. Låter dig kontrollera ditt mål.
|
||||
common-abilities-hammer-leap = Nederslag
|
||||
.desc = En attack som träffar ett område och knuffar fiender. Hoppar mot pekarens position.
|
||||
common-abilities-bow-shotgun = Pilskur
|
||||
.desc = Skjuter iväg en skur av pilar.
|
||||
common-abilities-staff-fireshockwave = Eldens ring
|
||||
|
@ -120,38 +120,6 @@ hud-skill-bow_shotgun_arrow_count_title = Hagelgevärspilar
|
||||
hud-skill-bow_shotgun_arrow_count = Ökar antalet pilar i skottsalvan med { $boost }.{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Hagelgevärsspridning
|
||||
hud-skill-bow_shotgun_spread = Minskar pilarnas spridning med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Hoppsradie
|
||||
hud-skill-hmr_leap_radius = Ökar attackradie vid marknedslag med { $boost } meter.{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Hoppsavstånd
|
||||
hud-skill-hmr_leap_distance = Ökar hoppsavståndet med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Hoppskostnad
|
||||
hud-skill-hmr_leap_cost = Minskar hoppskostnaden med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Knuffning från hopp
|
||||
hud-skill-hmr_leap_knockback = Ökar knuffning från hopp med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Hoppsskada
|
||||
hud-skill-hmr_leap_damage = Ökar hoppsskada med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Lås upp hopp
|
||||
hud-skill-hmr_unlock_leap = Låser upp ett hopp.{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Laddad Närstrid
|
||||
hud-skill-hmr_charged_melee = Närstrid men med laddning.
|
||||
hud-skill-hmr_charged_rate_title = Laddningshastighet
|
||||
hud-skill-hmr_charged_rate = Ökar hur fort du laddar slaget med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Energidränering för Laddad Närstrid
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Minskar hur fort energi dräneras när du laddar med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Laddad Närstridsskada
|
||||
hud-skill-hmr_charged_melee_damage = Ökar skadan från det laddade slaget med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Laddad Närstridsknuffning
|
||||
hud-skill-hmr_charged_melee_knockback = Ökar massivt slagens kastpotential med { $boost } %.{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Enkelslag
|
||||
hud-skill-hmr_single_strike = Så singel som du är.
|
||||
hud-skill-hmr_single_strike_regen_title = Enkelslagsåterhämtning
|
||||
hud-skill-hmr_single_strike_regen = Ökar energivinst för varje successivt slag.{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Enkelslagshastighet
|
||||
hud-skill-hmr_single_strike_speed = Ökar attackhastigheten för varje successivt slag.{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Enkelslagsskada
|
||||
hud-skill-hmr_single_strike_damage = Ökar skadan för varje successiv träff.{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Enkelslagsknuffning
|
||||
hud-skill-hmr_single_strike_knockback = Ökar slagens kastpotential med { $boost } %.{ $SP }
|
||||
hud-skill-mining_title = Gruvgrävande
|
||||
hud-skill-pick_strike_title = Hackeslag
|
||||
hud-skill-pick_strike = Slå stenar med hackan för att få malm, ädelstenar och erfarenhet.
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = ลูกธนูเข้าสิง
|
||||
.desc = ยิงลูกธนูอาบยาพิศ ใช้ควบคุมเป้าหมาย
|
||||
common-abilities-hammer-leap = ทุบแห่งหายนะ
|
||||
.desc = โจมตีในวงกล้างพร้องกับทำให้ศัตรูกระเด็น ทุบในตำแหน่งที่เลงไว้
|
||||
common-abilities-bow-shotgun = รัว
|
||||
.desc = ยิงลูกธนูรัวๆ
|
||||
common-abilities-staff-fireshockwave = วงแหวนแห่งไฟ
|
||||
|
@ -117,38 +117,6 @@ hud-skill-bow_shotgun_arrow_count_title = จำนวนลูกธนู
|
||||
hud-skill-bow_shotgun_arrow_count = เพิ่มจำนวนลูกธนูที่ยิงกระจายใช้ { $boost } { $SP }
|
||||
hud-skill-bow_shotgun_spread_title = จุดตาย
|
||||
hud-skill-bow_shotgun_spread = ลดความกระจายของลูกธนูลง { $boost }% { $SP }
|
||||
hud-skill-hmr_leap_radius_title = รัศมี
|
||||
hud-skill-hmr_leap_radius = กระโดดทุมมีขอบเขตเพิ่มขึ้นเป็น { $boost } เมตร { $SP }
|
||||
hud-skill-hmr_leap_distance_title = แชมป์กระโดดไกล
|
||||
hud-skill-hmr_leap_distance = กระโดนทุบมีระยะทางเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_leap_cost_title = ลดพลังงาน
|
||||
hud-skill-hmr_leap_cost = กระโดดทุบใช้พลังงานน้อยลง { $boost }% { $SP }
|
||||
hud-skill-hmr_leap_knockback_title = กระเด็ดออก
|
||||
hud-skill-hmr_leap_knockback = ศัตรูที่ถูกกระโดดทุบจะกระเด็นออกไกลขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_leap_damage_title = ทรงพลัง
|
||||
hud-skill-hmr_leap_damage = กระโดดทุบสร้างความเสียหายมากขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_unlock_leap_title = กระโดดทุบ
|
||||
hud-skill-hmr_unlock_leap = กระโดดขึ้นไปในอากาศแล้วฟาดค้อนใส่ศัตรู{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = หน้าสะบัด
|
||||
hud-skill-hmr_charged_melee = ง้างค้อนแล้วฟาดใส่ศัตรูอย่างรุนแรง
|
||||
hud-skill-hmr_charged_rate_title = ง้างเร็ว
|
||||
hud-skill-hmr_charged_rate = ง้างค้อนได้เร็วขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = ลดพลังงาน
|
||||
hud-skill-hmr_charged_melee_nrg_drain = ลดพลังงานทมี่ใช้ในการง้างค้อนลง { $boost }% { $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = ทรงพลัง
|
||||
hud-skill-hmr_charged_melee_damage = เมื่อง้างค้อน สร้างเสียหายกับศัตรูเพิ่มขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = กระเด็ดออก
|
||||
hud-skill-hmr_charged_melee_knockback = เมื่อง้างค้อน ศัตรูจะกระเด็ดออกไปไกลขึ้น { $boost }% { $SP }
|
||||
hud-skill-hmr_single_strike_title = ฟาดค้อน
|
||||
hud-skill-hmr_single_strike = ฟาดค้อนใส่ศัตรู
|
||||
hud-skill-hmr_single_strike_regen_title = ฟื้นฟูพลังงาน
|
||||
hud-skill-hmr_single_strike_regen = พื้นฟูพลังงาน เมื่อฟาดค้อนใส่ศัตรูสำเร็จ { $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = กล้ามแขนเป็นมัด ๆ
|
||||
hud-skill-hmr_single_strike_speed = ความเร็วโจมตีเพิ่มขึ้น เมื่อฟาดค้อนใส่ศัตรูสำเร็จต่อเนื่องกัน{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = ทรงพลัง
|
||||
hud-skill-hmr_single_strike_damage = ฟาดค้อนสร้างความเสียหายมากขึ้น { $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = กระเด็ดออก
|
||||
hud-skill-hmr_single_strike_knockback = เมื่อถูกฟาด ศัตรูจะกระเด็ดออกไปไกลขึ้น { $boost }% { $SP }
|
||||
hud-skill-mining_title = ขุดหิน
|
||||
hud-skill-pick_strike_title = ขุด ขุด ขุด
|
||||
hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = Заклинаюча Стріла
|
||||
.desc = Стріляє отруйною стрілою. Дає тобі контроль над ціллю.
|
||||
common-abilities-hammer-leap = Погром
|
||||
.desc = Атака по області. Стрибок спрямований за курсором.
|
||||
common-abilities-bow-shotgun = Мультипостріл
|
||||
.desc = Постріл купою стріл за раз.
|
||||
common-abilities-staff-fireshockwave = Кільце Вогню
|
||||
|
@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = Кількість стріл
|
||||
hud-skill-bow_shotgun_arrow_count = Збільшує кількість стріл на { $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = Кучність стріл
|
||||
hud-skill-bow_shotgun_spread = Зменшує розліт стріл на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = Радіус ударної хвилі від атаки в стрибку
|
||||
hud-skill-hmr_leap_radius = Збільшує радіус ударної хвилі від атаки в стрибку на { $boost } метр{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = Дальність стрибка
|
||||
hud-skill-hmr_leap_distance = Збільшує дальність стрибка на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = Енергоспоживання атаки в стрибку
|
||||
hud-skill-hmr_leap_cost = Атака в стрибку споживає на { $boost }% менше енергії{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = Відкидання атакою в стрибку
|
||||
hud-skill-hmr_leap_knockback = Збільшує відстань відкидання від атаки в стрибку на { $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = Ушкодження атакою в стрибку
|
||||
hud-skill-hmr_leap_damage = Збільшує ушкодження від атаки в стрибку на { $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = Атака в стрибку
|
||||
hud-skill-hmr_unlock_leap = Відкриває атаку в стрибку{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = Заряджена холодна зброя
|
||||
hud-skill-hmr_charged_melee = На холоді розряджається скоріше
|
||||
hud-skill-hmr_charged_rate_title = Швидкість потужного удару
|
||||
hud-skill-hmr_charged_rate = Збільшує швидкість зарядження потужного удару на { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = Енергоспоживання потужного удару
|
||||
hud-skill-hmr_charged_melee_nrg_drain = Зарядження потужного удару споживає на { $boost }% менше енергії{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = Ушкодження потужним ударом
|
||||
hud-skill-hmr_charged_melee_damage = Збільшує ушкодження потужним ударом на { $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = Відкидання потужним ударом
|
||||
hud-skill-hmr_charged_melee_knockback = Збільшує відстань відкидання ворогів потужним ударом на { $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = Одиночний Удар
|
||||
hud-skill-hmr_single_strike = Одинокий як ти
|
||||
hud-skill-hmr_single_strike_regen_title = Комбо приріст відновлення енергії
|
||||
hud-skill-hmr_single_strike_regen = Збільшує приріст відновлення енергії від ударів підряд{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = Комбо приріст швидкості
|
||||
hud-skill-hmr_single_strike_speed = Збільшує приріст швидкості від ударів підряд{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = Комбо приріст ушкодження
|
||||
hud-skill-hmr_single_strike_damage = Збільшує приріст ушкодження від ударів підряд{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = Відкидання
|
||||
hud-skill-hmr_single_strike_knockback = Збільшує відстань відкидання ворогів на { $boost }%{ $SP }
|
||||
hud-skill-mining_title = Гірнича справа
|
||||
hud-skill-pick_strike_title = Удар Киркою
|
||||
hud-skill-pick_strike = Шукайте руди та коштовні камені щоб здобути матеріали
|
||||
|
@ -1,7 +1,5 @@
|
||||
common-abilities-debug-possess = 附身箭矢
|
||||
.desc = 射出一个毒箭矢,使你能够控制你的目标.
|
||||
common-abilities-hammer-leap = 厄运粉碎
|
||||
.desc = 一个拥有击退的AOE(范围)攻击. 跳跃到指定地点.
|
||||
common-abilities-bow-shotgun = 爆发
|
||||
.desc = 迸发一堆箭矢.
|
||||
common-abilities-staff-fireshockwave = 火焰之圈
|
||||
|
@ -118,38 +118,6 @@ hud-skill-bow_shotgun_arrow_count_title = 箭矢数量
|
||||
hud-skill-bow_shotgun_arrow_count = 你迸发时的箭矢数量增加{ $boost }{ $SP }
|
||||
hud-skill-bow_shotgun_spread_title = 集中
|
||||
hud-skill-bow_shotgun_spread = 减少迸发的散布{ $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_radius_title = 震荡
|
||||
hud-skill-hmr_leap_radius = 千斤坠伤害的作用半径扩大{ $boost }米{ $SP }
|
||||
hud-skill-hmr_leap_distance_title = 奋力一跃
|
||||
hud-skill-hmr_leap_distance = 飞跃的最大距离提高{ $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_cost_title = 耐力节省
|
||||
hud-skill-hmr_leap_cost = 施展千斤坠需要消耗的耐力减少{ $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_knockback_title = 冲击强化
|
||||
hud-skill-hmr_leap_knockback = 千斤坠击退的效果提高{ $boost }%{ $SP }
|
||||
hud-skill-hmr_leap_damage_title = 伤害提升
|
||||
hud-skill-hmr_leap_damage = 千斤坠造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-hmr_unlock_leap_title = 千斤坠
|
||||
hud-skill-hmr_unlock_leap = 全力飞跃给予敌人强力一击{ $SP }
|
||||
hud-skill-hmr_charged_melee_title = 蓄力打击
|
||||
hud-skill-hmr_charged_melee = 蓄力造成强力打击
|
||||
hud-skill-hmr_charged_rate_title = 专注
|
||||
hud-skill-hmr_charged_rate = 蓄力效果达到最大化的速度加快{ $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_nrg_drain_title = 耐力节省
|
||||
hud-skill-hmr_charged_melee_nrg_drain = 蓄力时耐力消耗速率降低{ $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_damage_title = 伤害提升
|
||||
hud-skill-hmr_charged_melee_damage = 蓄力打击造成的伤害提升{ $boost }%{ $SP }
|
||||
hud-skill-hmr_charged_melee_knockback_title = 冲击强化
|
||||
hud-skill-hmr_charged_melee_knockback = 蓄力打击击退的效果提高{ $boost }%{ $SP }
|
||||
hud-skill-hmr_single_strike_title = 锤击
|
||||
hud-skill-hmr_single_strike = 挥舞大锤打击敌人
|
||||
hud-skill-hmr_single_strike_regen_title = 热身(耐力回复)
|
||||
hud-skill-hmr_single_strike_regen = 随着连击数增加,每次击中敌人回复更多耐力{ $SP }
|
||||
hud-skill-hmr_single_strike_speed_title = 热身(攻击速度)
|
||||
hud-skill-hmr_single_strike_speed = 随着连击数增加,每次击中敌人攻击速度加快{ $SP }
|
||||
hud-skill-hmr_single_strike_damage_title = 热身(伤害)
|
||||
hud-skill-hmr_single_strike_damage = 随着连击数增加,每次击中敌人造成的伤害提升{ $SP }
|
||||
hud-skill-hmr_single_strike_knockback_title = 冲击强化
|
||||
hud-skill-hmr_single_strike_knockback = 锤击击退的效果提高{ $boost }%{ $SP }
|
||||
hud-skill-mining_title = 挖矿
|
||||
hud-skill-pick_strike_title = 镐击
|
||||
hud-skill-pick_strike = 使用你的镐子敲打石头来获得矿物,宝石和经验
|
||||
|
@ -670,7 +670,6 @@ pub enum CharacterAbilityType {
|
||||
ChargedRanged,
|
||||
DashMelee(StageSection),
|
||||
BasicBlock,
|
||||
ComboMeleeDeprecated(StageSection, u32),
|
||||
ComboMelee2(StageSection),
|
||||
FinisherMelee(StageSection),
|
||||
DiveMelee(StageSection),
|
||||
@ -697,9 +696,6 @@ impl From<&CharacterState> for CharacterAbilityType {
|
||||
CharacterState::BasicBlock(_) => Self::BasicBlock,
|
||||
CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section),
|
||||
CharacterState::LeapShockwave(data) => Self::LeapShockwave(data.stage_section),
|
||||
CharacterState::ComboMeleeDeprecated(data) => {
|
||||
Self::ComboMeleeDeprecated(data.stage_section, data.stage)
|
||||
},
|
||||
CharacterState::ComboMelee2(data) => Self::ComboMelee2(data.stage_section),
|
||||
CharacterState::FinisherMelee(data) => Self::FinisherMelee(data.stage_section),
|
||||
CharacterState::DiveMelee(data) => Self::DiveMelee(data.stage_section),
|
||||
@ -836,18 +832,6 @@ pub enum CharacterAbility {
|
||||
#[serde(default)]
|
||||
meta: AbilityMeta,
|
||||
},
|
||||
ComboMeleeDeprecated {
|
||||
stage_data: Vec<combo_melee::Stage<f32>>,
|
||||
initial_energy_gain: f32,
|
||||
max_energy_gain: f32,
|
||||
energy_increase: f32,
|
||||
speed_increase: f32,
|
||||
max_speed_increase: f32,
|
||||
scales_from_combo: u32,
|
||||
ori_modifier: f32,
|
||||
#[serde(default)]
|
||||
meta: AbilityMeta,
|
||||
},
|
||||
ComboMelee2 {
|
||||
strikes: Vec<combo_melee2::Strike<f32>>,
|
||||
energy_cost_per_strike: f32,
|
||||
@ -1216,8 +1200,7 @@ impl CharacterAbility {
|
||||
(data.physics.on_ground.is_none() || buildup_duration.is_some())
|
||||
&& update.energy.try_change_by(-*energy_cost).is_ok()
|
||||
},
|
||||
CharacterAbility::ComboMeleeDeprecated { .. }
|
||||
| CharacterAbility::Boost { .. }
|
||||
CharacterAbility::Boost { .. }
|
||||
| CharacterAbility::GlideBoost { .. }
|
||||
| CharacterAbility::BasicBeam { .. }
|
||||
| CharacterAbility::Blink { .. }
|
||||
@ -1389,22 +1372,6 @@ impl CharacterAbility {
|
||||
*recover_duration /= stats.speed;
|
||||
*energy_cost /= stats.energy_efficiency;
|
||||
},
|
||||
ComboMeleeDeprecated {
|
||||
ref mut stage_data,
|
||||
initial_energy_gain: _,
|
||||
max_energy_gain: _,
|
||||
energy_increase: _,
|
||||
speed_increase: _,
|
||||
max_speed_increase: _,
|
||||
scales_from_combo: _,
|
||||
ori_modifier: _,
|
||||
meta: _,
|
||||
} => {
|
||||
*stage_data = stage_data
|
||||
.iter_mut()
|
||||
.map(|s| s.adjusted_by_stats(stats))
|
||||
.collect();
|
||||
},
|
||||
ComboMelee2 {
|
||||
ref mut strikes,
|
||||
ref mut energy_cost_per_strike,
|
||||
@ -1823,7 +1790,6 @@ impl CharacterAbility {
|
||||
},
|
||||
Boost { .. }
|
||||
| GlideBoost { .. }
|
||||
| ComboMeleeDeprecated { .. }
|
||||
| Blink { .. }
|
||||
| Music { .. }
|
||||
| BasicSummon { .. }
|
||||
@ -1873,7 +1839,6 @@ impl CharacterAbility {
|
||||
| BasicBeam { .. }
|
||||
| Boost { .. }
|
||||
| GlideBoost { .. }
|
||||
| ComboMeleeDeprecated { .. }
|
||||
| Blink { .. }
|
||||
| Music { .. }
|
||||
| BasicSummon { .. }
|
||||
@ -1902,7 +1867,6 @@ impl CharacterAbility {
|
||||
| BasicBeam { meta, .. }
|
||||
| Boost { meta, .. }
|
||||
| GlideBoost { meta, .. }
|
||||
| ComboMeleeDeprecated { meta, .. }
|
||||
| ComboMelee2 { meta, .. }
|
||||
| Blink { meta, .. }
|
||||
| BasicSummon { meta, .. }
|
||||
@ -2375,34 +2339,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
|
||||
prev_aimed_dir: None,
|
||||
is_sneaking: false,
|
||||
}),
|
||||
CharacterAbility::ComboMeleeDeprecated {
|
||||
stage_data,
|
||||
initial_energy_gain,
|
||||
max_energy_gain,
|
||||
energy_increase,
|
||||
speed_increase,
|
||||
max_speed_increase,
|
||||
scales_from_combo,
|
||||
ori_modifier,
|
||||
meta: _,
|
||||
} => CharacterState::ComboMeleeDeprecated(combo_melee::Data {
|
||||
static_data: combo_melee::StaticData {
|
||||
num_stages: stage_data.len() as u32,
|
||||
stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(),
|
||||
initial_energy_gain: *initial_energy_gain,
|
||||
max_energy_gain: *max_energy_gain,
|
||||
energy_increase: *energy_increase,
|
||||
speed_increase: 1.0 - *speed_increase,
|
||||
max_speed_increase: *max_speed_increase,
|
||||
scales_from_combo: *scales_from_combo,
|
||||
ori_modifier: *ori_modifier,
|
||||
ability_info,
|
||||
},
|
||||
exhausted: false,
|
||||
stage: 1,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Buildup,
|
||||
}),
|
||||
CharacterAbility::ComboMelee2 {
|
||||
strikes,
|
||||
energy_cost_per_strike,
|
||||
|
@ -123,9 +123,6 @@ pub enum CharacterState {
|
||||
Boost(boost::Data),
|
||||
/// Dash forward and then attack
|
||||
DashMelee(dash_melee::Data),
|
||||
/// A three-stage attack where each attack pushes player forward
|
||||
/// and successive attacks increase in damage, while player holds button.
|
||||
ComboMeleeDeprecated(combo_melee::Data),
|
||||
/// A state where you progress through multiple melee attacks
|
||||
ComboMelee2(combo_melee2::Data),
|
||||
/// A leap followed by a small aoe ground attack
|
||||
@ -186,7 +183,6 @@ impl CharacterState {
|
||||
| CharacterState::BasicMelee(_)
|
||||
| CharacterState::BasicRanged(_)
|
||||
| CharacterState::DashMelee(_)
|
||||
| CharacterState::ComboMeleeDeprecated(_)
|
||||
| CharacterState::ComboMelee2(_)
|
||||
| CharacterState::BasicBlock(_)
|
||||
| CharacterState::LeapMelee(_)
|
||||
@ -263,7 +259,6 @@ impl CharacterState {
|
||||
CharacterState::BasicMelee(_)
|
||||
| CharacterState::BasicRanged(_)
|
||||
| CharacterState::DashMelee(_)
|
||||
| CharacterState::ComboMeleeDeprecated(_)
|
||||
| CharacterState::ComboMelee2(_)
|
||||
| CharacterState::LeapMelee(_)
|
||||
| CharacterState::LeapShockwave(_)
|
||||
@ -290,7 +285,6 @@ impl CharacterState {
|
||||
CharacterState::BasicMelee(_)
|
||||
| CharacterState::BasicRanged(_)
|
||||
| CharacterState::DashMelee(_)
|
||||
| CharacterState::ComboMeleeDeprecated(_)
|
||||
| CharacterState::ComboMelee2(_)
|
||||
| CharacterState::BasicBlock(_)
|
||||
| CharacterState::LeapMelee(_)
|
||||
@ -432,9 +426,7 @@ impl CharacterState {
|
||||
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
|
||||
|
||||
pub fn is_forced_movement(&self) -> bool {
|
||||
matches!(self,
|
||||
CharacterState::ComboMeleeDeprecated(s) if s.stage_section == StageSection::Action)
|
||||
|| matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
|
||||
matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
|
||||
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|
||||
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|
||||
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
|
||||
@ -459,7 +451,6 @@ impl CharacterState {
|
||||
| CharacterState::Wielding(_)
|
||||
| CharacterState::BasicMelee(_)
|
||||
| CharacterState::BasicRanged(_)
|
||||
| CharacterState::ComboMeleeDeprecated(_)
|
||||
| CharacterState::ComboMelee2(_)
|
||||
| CharacterState::ChargedRanged(_)
|
||||
| CharacterState::RepeaterRanged(_)
|
||||
@ -515,7 +506,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(data) => data.behavior(j, output_events),
|
||||
CharacterState::Wielding(data) => data.behavior(j, output_events),
|
||||
CharacterState::Equipping(data) => data.behavior(j, output_events),
|
||||
CharacterState::ComboMeleeDeprecated(data) => data.behavior(j, output_events),
|
||||
CharacterState::ComboMelee2(data) => data.behavior(j, output_events),
|
||||
CharacterState::BasicMelee(data) => data.behavior(j, output_events),
|
||||
CharacterState::BasicRanged(data) => data.behavior(j, output_events),
|
||||
@ -570,9 +560,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(data) => data.handle_event(j, output_events, action),
|
||||
CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
|
||||
CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
|
||||
CharacterState::ComboMeleeDeprecated(data) => {
|
||||
data.handle_event(j, output_events, action)
|
||||
},
|
||||
CharacterState::ComboMelee2(data) => data.handle_event(j, output_events, action),
|
||||
CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
|
||||
CharacterState::BasicRanged(data) => data.handle_event(j, output_events, action),
|
||||
@ -627,7 +614,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(data) => Some(data.static_data.ability_info),
|
||||
CharacterState::Wielding(_) => None,
|
||||
CharacterState::Equipping(_) => None,
|
||||
CharacterState::ComboMeleeDeprecated(data) => Some(data.static_data.ability_info),
|
||||
CharacterState::ComboMelee2(data) => Some(data.static_data.ability_info),
|
||||
CharacterState::BasicMelee(data) => Some(data.static_data.ability_info),
|
||||
CharacterState::BasicRanged(data) => Some(data.static_data.ability_info),
|
||||
@ -673,7 +659,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(data) => Some(data.stage_section),
|
||||
CharacterState::Equipping(_) => Some(StageSection::Buildup),
|
||||
CharacterState::Wielding(_) => None,
|
||||
CharacterState::ComboMeleeDeprecated(data) => Some(data.stage_section),
|
||||
CharacterState::ComboMelee2(data) => Some(data.stage_section),
|
||||
CharacterState::BasicMelee(data) => Some(data.stage_section),
|
||||
CharacterState::BasicRanged(data) => Some(data.stage_section),
|
||||
@ -735,16 +720,6 @@ impl CharacterState {
|
||||
buildup: Some(data.static_data.buildup_duration),
|
||||
..Default::default()
|
||||
}),
|
||||
CharacterState::ComboMeleeDeprecated(data) => {
|
||||
let stage_index = data.stage_index();
|
||||
let stage = data.static_data.stage_data[stage_index];
|
||||
Some(DurationsInfo {
|
||||
buildup: Some(stage.base_buildup_duration),
|
||||
action: Some(stage.base_swing_duration),
|
||||
recover: Some(stage.base_recover_duration),
|
||||
..Default::default()
|
||||
})
|
||||
},
|
||||
CharacterState::ComboMelee2(data) => {
|
||||
let strike = data.strike_data();
|
||||
Some(DurationsInfo {
|
||||
@ -913,7 +888,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(data) => Some(data.timer),
|
||||
CharacterState::Wielding(_) => None,
|
||||
CharacterState::Equipping(data) => Some(data.timer),
|
||||
CharacterState::ComboMeleeDeprecated(data) => Some(data.timer),
|
||||
CharacterState::ComboMelee2(data) => Some(data.timer),
|
||||
CharacterState::BasicMelee(data) => Some(data.timer),
|
||||
CharacterState::BasicRanged(data) => Some(data.timer),
|
||||
@ -959,7 +933,6 @@ impl CharacterState {
|
||||
CharacterState::Roll(_) => None,
|
||||
CharacterState::Wielding(_) => None,
|
||||
CharacterState::Equipping(_) => None,
|
||||
CharacterState::ComboMeleeDeprecated(_) => Some(AttackSource::Melee),
|
||||
CharacterState::ComboMelee2(_) => Some(AttackSource::Melee),
|
||||
CharacterState::BasicMelee(_) => Some(AttackSource::Melee),
|
||||
CharacterState::BasicRanged(data) => {
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
@ -10,7 +10,6 @@ pub mod boost;
|
||||
pub mod charged_melee;
|
||||
pub mod charged_ranged;
|
||||
pub mod climb;
|
||||
pub mod combo_melee;
|
||||
pub mod combo_melee2;
|
||||
pub mod dance;
|
||||
pub mod dash_melee;
|
||||
|
@ -150,7 +150,6 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::DashMelee(_)
|
||||
| CharacterState::LeapMelee(_)
|
||||
| CharacterState::LeapShockwave(_)
|
||||
| CharacterState::ComboMeleeDeprecated(_)
|
||||
| CharacterState::ComboMelee2(_)
|
||||
| CharacterState::BasicRanged(_)
|
||||
| CharacterState::Music(_)
|
||||
|
@ -8,7 +8,7 @@ use common::{
|
||||
ability::{ActiveAbilities, AuxiliaryAbility, Stance, SwordStance, BASE_ABILITY_LIMIT},
|
||||
buff::BuffKind,
|
||||
item::tool::AbilityContext,
|
||||
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
|
||||
skills::{AxeSkill, BowSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
|
||||
Ability, AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction,
|
||||
ControlEvent, Controller, Fluid, InputKind,
|
||||
},
|
||||
@ -271,12 +271,12 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
pub fn handle_hammer_attack(
|
||||
&self,
|
||||
agent: &mut Agent,
|
||||
controller: &mut Controller,
|
||||
attack_data: &AttackData,
|
||||
tgt_data: &TargetData,
|
||||
read_data: &ReadData,
|
||||
rng: &mut impl Rng,
|
||||
_agent: &mut Agent,
|
||||
_controller: &mut Controller,
|
||||
_attack_data: &AttackData,
|
||||
_tgt_data: &TargetData,
|
||||
_read_data: &ReadData,
|
||||
_rng: &mut impl Rng,
|
||||
) {
|
||||
// TODO
|
||||
}
|
||||
|
@ -65,7 +65,7 @@ impl Animation for AlphaAnimation {
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
|
||||
},
|
||||
|
||||
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
|
||||
Some(ToolKind::Pick | ToolKind::Shovel) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
|
||||
@ -96,7 +96,7 @@ impl Animation for AlphaAnimation {
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer | ToolKind::Pick) => {
|
||||
Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
@ -168,7 +168,7 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
|
||||
Some(ToolKind::Pick | ToolKind::Shovel) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
@ -197,7 +197,7 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
|
||||
Some(ToolKind::Pick | ToolKind::Shovel) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
8.0 + move1 * -4.0 + move2h * 4.0,
|
||||
|
@ -2,20 +2,12 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
use core::f32::consts::{PI, TAU};
|
||||
|
||||
pub struct ChargeswingAnimation;
|
||||
|
||||
type ChargeswingAnimationDependency<'a> = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Option<&'a str>,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type ChargeswingAnimationDependency<'a> = (Option<&'a str>, StageSection);
|
||||
|
||||
impl Animation for ChargeswingAnimation {
|
||||
type Dependency<'a> = ChargeswingAnimationDependency<'a>;
|
||||
@ -27,7 +19,7 @@ impl Animation for ChargeswingAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(hands, ability_id, stage_section, ability_info): Self::Dependency<'_>,
|
||||
(ability_id, stage_section): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -39,7 +31,7 @@ impl Animation for ChargeswingAnimation {
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
if matches!(stage_section, Some(StageSection::Action)) {
|
||||
if matches!(stage_section, StageSection::Action) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
@ -50,14 +42,14 @@ impl Animation for ChargeswingAnimation {
|
||||
| "common.abilities.sword.defensive_vital_jab",
|
||||
) => {
|
||||
let (move1, move2, move3, tension) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
StageSection::Charge => (
|
||||
anim_time.powf(0.25).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 20.0).sin() - 0.5,
|
||||
),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
|
||||
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
StageSection::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
@ -83,14 +75,14 @@ impl Animation for ChargeswingAnimation {
|
||||
},
|
||||
Some("common.abilities.sword.heavy_slam") => {
|
||||
let (move1, move2, move3, tension) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
StageSection::Charge => (
|
||||
anim_time.powf(0.25).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 20.0).sin(),
|
||||
),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
|
||||
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
StageSection::Recover => (1.0, 1.0, anim_time.powi(4), 0.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
@ -124,12 +116,12 @@ impl Animation for ChargeswingAnimation {
|
||||
},
|
||||
Some("common.abilities.sword.crippling_deep_rend") => {
|
||||
let (move1, move2, tension, move3, move4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => {
|
||||
StageSection::Buildup => (anim_time, 0.0, 0.0, 0.0, 0.0),
|
||||
StageSection::Charge => {
|
||||
(1.0, anim_time.min(1.0), (anim_time * 20.0).sin(), 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Action) => (1.0, 1.0, 0.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 0.0, 1.0, anim_time),
|
||||
StageSection::Action => (1.0, 1.0, 0.0, anim_time, 0.0),
|
||||
StageSection::Recover => (1.0, 1.0, 0.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let move1pre = move1.min(0.5) * 2.0;
|
||||
@ -189,14 +181,14 @@ impl Animation for ChargeswingAnimation {
|
||||
| "common.abilities.sword.cleaving_dual_spiral_slash",
|
||||
) => {
|
||||
let (move1, tension, move2, move3) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
StageSection::Charge => (
|
||||
anim_time.powf(0.25).min(1.0),
|
||||
(anim_time * 15.0).sin(),
|
||||
0.0,
|
||||
0.0,
|
||||
),
|
||||
Some(StageSection::Action) => (1.0, 0.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time),
|
||||
StageSection::Action => (1.0, 0.0, anim_time, 0.0),
|
||||
StageSection::Recover => (1.0, 0.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
@ -239,11 +231,11 @@ impl Animation for ChargeswingAnimation {
|
||||
},
|
||||
Some("common.abilities.axe.cleave") => {
|
||||
let (move1, move2, move3, tension) = match stage_section {
|
||||
Some(StageSection::Charge) => {
|
||||
StageSection::Charge => {
|
||||
(anim_time.min(1.0), 0.0, 0.0, (anim_time * 20.0).sin())
|
||||
},
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time, 0.0),
|
||||
StageSection::Action => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
StageSection::Recover => (1.0, 1.0, anim_time, 0.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
@ -270,171 +262,8 @@ impl Animation for ChargeswingAnimation {
|
||||
next.control.orientation.rotate_x(move2 * -3.0);
|
||||
next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0);
|
||||
},
|
||||
_ => {
|
||||
let lab: f32 = 1.0;
|
||||
|
||||
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
|
||||
* ((anim_time * lab * 8.0).sin());
|
||||
// end spin stuff
|
||||
|
||||
let (move1base, move2base, movement3, tension, test) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
(anim_time.powf(0.25)).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 18.0 * lab).sin(),
|
||||
0.0,
|
||||
),
|
||||
Some(StageSection::Action) => {
|
||||
(1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4))
|
||||
},
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Charge | StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
let slowrise = test * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + (move1 * -1.0 + move2 * 2.0),
|
||||
s_a.head.0 + (move1 * 1.0),
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
}
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
|
||||
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
|
||||
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4
|
||||
+ (tension * 0.08
|
||||
+ move1 * 0.7
|
||||
+ move2 * -1.0
|
||||
+ slowrise * 2.0),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.hc.5 + (move1 * 0.2 + move2 * -1.0),
|
||||
);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move1 * 4.0,
|
||||
8.0 + move1 * 2.0 + move2 * 4.0,
|
||||
2.0 + move1 * -1.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 1.0 + move2 * -20.0,
|
||||
8.0 + move1 * 1.0 + move2 * 4.0,
|
||||
2.0 + move1 * -3.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -1,22 +1,9 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use core::f32::consts::PI;
|
||||
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
|
||||
use common::states::utils::StageSection;
|
||||
|
||||
pub struct LeapAnimation;
|
||||
|
||||
type LeapAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type LeapAnimationDependency = (StageSection,);
|
||||
impl Animation for LeapAnimation {
|
||||
type Dependency<'a> = LeapAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
@ -27,156 +14,14 @@ impl Animation for LeapAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_leapmelee")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_stage_section: Self::Dependency<'_>,
|
||||
_anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
_s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3, move4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.75), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powf(0.75)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Movement | StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
let pullback = 1.0 - move4;
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let move3 = movement3 * pullback;
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * 0.4 + move3 * -1.5)
|
||||
* Quaternion::rotation_z(move1 * 0.5 + move2 * 0.2 + move3 * -0.7);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move3 * 0.2)
|
||||
* Quaternion::rotation_y(move2 * -0.1)
|
||||
* Quaternion::rotation_z(move1 * -0.4 + move2 * -0.2 + move3 * 0.6);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + move3 * 13.0,
|
||||
s_a.foot.2 + move3 * -2.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + move3 * 1.7);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + move2 * 8.0 + move3 * -13.0,
|
||||
s_a.foot.2 + move2 * 5.0 + move3 * -5.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 + move3 * -1.7);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move3 * -5.0);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_z(s_a.hhr.5);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + move2 * -10.0 + move3 * 10.0,
|
||||
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
|
||||
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + move2 * PI / 2.0 + move3 * -2.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer | ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move2 * -5.0 + move3 * 9.0,
|
||||
2.0 + move2 * 8.0 + move3 * -12.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer | ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 3.0 + move3 * -3.0,
|
||||
8.0 + move2 * -9.0 + move3 * 15.0,
|
||||
2.0 + move2 * 11.0 + move3 * -18.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5)
|
||||
* Quaternion::rotation_y(move2 * -0.75 + move3 * 0.75);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
/* let mut next = */
|
||||
(*skeleton).clone()
|
||||
// next
|
||||
}
|
||||
}
|
||||
|
@ -3098,11 +3098,6 @@ enum SkillStrings<'a> {
|
||||
desc: &'a str,
|
||||
constant: u32,
|
||||
},
|
||||
WithConstFloat {
|
||||
title: &'a str,
|
||||
desc: &'a str,
|
||||
constant: f32,
|
||||
},
|
||||
WithMult {
|
||||
title: &'a str,
|
||||
desc: &'a str,
|
||||
@ -3122,14 +3117,6 @@ impl<'a> SkillStrings<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
fn with_const_float(title: &'a str, desc: &'a str, constant: f32) -> Self {
|
||||
Self::WithConstFloat {
|
||||
title,
|
||||
desc,
|
||||
constant,
|
||||
}
|
||||
}
|
||||
|
||||
fn with_mult(title: &'a str, desc: &'a str, multiplier: f32) -> Self {
|
||||
Self::WithMult {
|
||||
title,
|
||||
@ -3169,20 +3156,6 @@ impl<'a> SkillStrings<'a> {
|
||||
|
||||
(title, desc)
|
||||
},
|
||||
Self::WithConstFloat {
|
||||
title,
|
||||
desc,
|
||||
constant,
|
||||
} => {
|
||||
let title = i18n.get_msg(title);
|
||||
let args = i18n::fluent_args! {
|
||||
"boost" => constant,
|
||||
"SP" => sp(i18n, skill_set, skill),
|
||||
};
|
||||
let desc = i18n.get_msg_ctx(desc, &args);
|
||||
|
||||
(title, desc)
|
||||
},
|
||||
Self::WithMult {
|
||||
title,
|
||||
desc,
|
||||
|
@ -200,14 +200,12 @@ image_ids! {
|
||||
onehdagger_m2: "voxygen.element.skills.skill_slice_2",
|
||||
onehshield_m1: "voxygen.element.weapons.swordshield",
|
||||
onehshield_m2: "voxygen.element.weapons.swordshield",
|
||||
twohhammer_m1: "voxygen.element.skills.2hhammer_m1",
|
||||
bow_m1: "voxygen.element.skills.bow_m1",
|
||||
bow_m2: "voxygen.element.skills.bow_m2",
|
||||
staff_melee: "voxygen.element.skills.staff_m1",
|
||||
fireball: "voxygen.element.skills.staff_m2",
|
||||
flyingrod_m1: "voxygen.element.skills.debug_wand_m1",
|
||||
flyingrod_m2: "voxygen.element.skills.debug_wand_m2",
|
||||
hammergolf: "voxygen.element.skills.skill_hammergolf",
|
||||
fire_aoe: "voxygen.element.skills.skill_fire_aoe",
|
||||
flamethrower: "voxygen.element.skills.skill_flamethrower",
|
||||
// Sword
|
||||
@ -687,7 +685,6 @@ image_ids! {
|
||||
snake_arrow_0: "voxygen.element.skills.snake",
|
||||
skill_sceptre_lifesteal: "voxygen.element.skills.lifesteal",
|
||||
skill_sceptre_heal: "voxygen.element.skills.heal_aoe",
|
||||
hammerleap: "voxygen.element.skills.skill_hammerleap",
|
||||
skill_bow_jump_burst: "voxygen.element.skills.skill_bow_jump_burst",
|
||||
skill_sceptre_aura: "voxygen.element.skills.sceptre_protection",
|
||||
instrument: "voxygen.element.skills.music",
|
||||
|
@ -619,9 +619,6 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
|
||||
"common.abilities.axe.bulkhead" => imgs.axe_bulkhead,
|
||||
"common.abilities.axe.capsize" => imgs.axe_capsize,
|
||||
// Hammer
|
||||
"common.abilities.hammer.singlestrike" => imgs.twohhammer_m1,
|
||||
"common.abilities.hammer.charged" => imgs.hammergolf,
|
||||
"common.abilities.hammer.leap" => imgs.hammerleap,
|
||||
// Bow
|
||||
"common.abilities.bow.charged" => imgs.bow_m1,
|
||||
"common.abilities.bow.repeater" => imgs.bow_m2,
|
||||
|
@ -1513,12 +1513,7 @@ impl FigureMgr {
|
||||
|
||||
anim::character::ChargeswingAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
ability_id,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
(ability_id, s.stage_section),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -1716,13 +1711,7 @@ impl FigureMgr {
|
||||
|
||||
anim::character::LeapAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
(s.stage_section,),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -1835,38 +1824,6 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ComboMeleeDeprecated(s) => {
|
||||
let stage_index = (s.stage - 1) as usize;
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress =
|
||||
if let Some(stage) = s.static_data.stage_data.get(stage_index) {
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / stage.base_buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / stage.base_swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / stage.base_recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ComboMelee2(s) => {
|
||||
let timer = s.timer.as_secs_f32();
|
||||
let current_strike = s.completed_strikes % s.static_data.strikes.len();
|
||||
|
Loading…
Reference in New Issue
Block a user