From 46806fd09102d8e592f8321f116fd7bb4a5c0d1c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 1 Oct 2025 12:16:40 -0400 Subject: [PATCH 001/156] v3.3.0: updated AGP and a bit of other dependency code --- android/build.gradle | 1 - build.gradle | 2 +- 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/android/build.gradle b/android/build.gradle index 5146d5d6c..e829d1dd9 100644 --- a/android/build.gradle +++ b/android/build.gradle @@ -14,7 +14,6 @@ android { versionCode appVersionCode versionName appVersionName - //noinspection MinSdkTooLow minSdkVersion appAndroidMinSDK targetSdkVersion appAndroidTargetSDK resourceConfigurations += ['en_US', 'cs', 'de', 'el', 'es', 'fr', 'hu', 'in', 'it', 'ja', 'ko', 'nl', 'pl', 'pt', 'ru', 'tr', 'uk', 'vi', 'zh_CN'] diff --git a/build.gradle b/build.gradle index 699deca0d..511e43b30 100644 --- a/build.gradle +++ b/build.gradle @@ -4,7 +4,7 @@ buildscript { mavenCentral() } dependencies { - classpath 'com.android.tools.build:gradle:8.11.1' + classpath 'com.android.tools.build:gradle:8.13.0' } } From 76ad60a49cb90a4fcdd11266b7a1b4b1fb28b7c4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 1 Oct 2025 12:23:43 -0400 Subject: [PATCH 002/156] v3.3.0: Updated Windows and Linux builds to JDK 17, from 16 Also dropping official support for Windows 7 --- desktop/build.gradle | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/desktop/build.gradle b/desktop/build.gradle index cfa3674ae..fd938f756 100644 --- a/desktop/build.gradle +++ b/desktop/build.gradle @@ -69,27 +69,29 @@ runtime { } if (osName.contains('windows')) { + //May work on Windows 7 (2009), but that's old enough that I'm only officially supporting Windows 10 (2015) targetPlatform("win") { - jdkHome = jdkDownload("https://github.com/AdoptOpenJDK/openjdk16-binaries/releases/download/jdk-16.0.1%2B9/OpenJDK16U-jdk_x64_windows_hotspot_16.0.1_9.zip") - javaHome = file("./build/jdks/win/jdk-16.0.1+9").getAbsolutePath() + jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_windows_hotspot_17.0.16_8.zip") + javaHome = file("./build/jdks/win/jdk-17.0.16+8").getAbsolutePath() jpackage { - jpackageHome = file("./build/jdks/win/jdk-16.0.1+9") + jpackageHome = file("./build/jdks/win/jdk-17.0.16+8") imageOptions = ["--icon", file("./src/main/assets/icons/windows.ico"), "--java-options", "-XX:+IgnoreUnrecognizedVMOptions"] } } } else if (osName.contains('linux')) { + //May work on glibc 2.12 (2010), but that's old enough that I'm only officially supporting glibc 2.17 (2012) targetPlatform("linux") { - jdkHome = jdkDownload("https://github.com/AdoptOpenJDK/openjdk16-binaries/releases/download/jdk-16.0.1%2B9/OpenJDK16U-jdk_x64_linux_hotspot_16.0.1_9.tar.gz") - javaHome = file("./build/jdks/linux/jdk-16.0.1+9").getAbsolutePath() + jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_linux_hotspot_17.0.16_8.tar.gz") + javaHome = file("./build/jdks/linux/jdk-17.0.16+8").getAbsolutePath() jpackage { - jpackageHome = file("./build/jdks/linux/jdk-16.0.1+9") + jpackageHome = file("./build/jdks/linux/jdk-17.0.16+8") imageOptions = ["--icon", file("./src/main/assets/icons/icon_256.png"), "--java-options", "-XX:+IgnoreUnrecognizedVMOptions"] } } } else if (osName.contains('mac')) { - //Adoptium JDK 17 officially supports MacOS 12+, but internals suggest support for 10.12+ + //This JDK officially supports MacOS 12 (2021), but internals suggest support for 10.12 (2016) targetPlatform("mac") { jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_mac_hotspot_17.0.16_8.tar.gz") javaHome = file("./build/jdks/mac/jdk-17.0.16+8/Contents/Home/").getAbsolutePath() From e871ea5169b932939214075e2a5c7877499237e4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 1 Oct 2025 17:38:02 -0400 Subject: [PATCH 003/156] v3.3.0: upgraded gradle and badass runtime plugin --- desktop/build.gradle | 4 ++-- gradle/wrapper/gradle-wrapper.jar | Bin 43764 -> 45457 bytes gradle/wrapper/gradle-wrapper.properties | 2 +- gradlew | 5 +---- gradlew.bat | 3 +-- 5 files changed, 5 insertions(+), 9 deletions(-) diff --git a/desktop/build.gradle b/desktop/build.gradle index fd938f756..d86127399 100644 --- a/desktop/build.gradle +++ b/desktop/build.gradle @@ -1,6 +1,6 @@ plugins { - //TODO currently breaks on Gradle 9+, but is being worked on. Update when I can - id 'org.beryx.runtime' version '1.13.1' + //TODO temporary, 2.0 should release proper soon + id 'org.beryx.runtime' version '2.0.0-rc.1' } [compileJava, compileTestJava]*.options*.encoding = 'UTF-8' diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar index 1b33c55baabb587c669f562ae36f953de2481846..8bdaf60c75ab801e22807dde59e12a8735a34077 100644 GIT binary patch delta 37256 zcmXVXV`E)y({>tT2aRppNn_h+Y}>|ev}4@T^BTF zt*UbFk22?fVj8UBV<>NN?oj)e%q3;ANZn%w$&6vqe{^I;QY|jWDMG5ZEZRBH(B?s8 z#P8OsAZjB^hSJcmj0htMiurSj*&pTVc4Q?J8pM$O*6ZGZT*uaKX|LW}Zf>VRnC5;1 zSCWN+wVs*KP6h)5YXeKX;l)oxK^6fH2%+TI+348tQ+wXDQZ>noe$eDa5Q{7FH|_d$ zq!-(Ga2avI1+K!}Fz~?<`hpS3Wc|u#W4`{F+&Nx(g8|DLU<^u~GRNe<35m05WFc~C zJM?2zO{8IPPG0XVWI?@BD!7)~mw6VdR;u4HGN~g^lH|h}=DgO$ec8G3#Dt?Lfc6k3v*{%viJm3wtS3c`aA;J< z(RqusS%t%}c#2l@(X#MCoIQR?Y3d#=zx#Htg_B4Z`ziM-Yui|#6&+YD^=T?@ZJ=Q! z7X;7vYNp%yy01j=nt5jfk%Ab9gFk=quaas)6_6)er_Ks2Qh&>!>f&1U`fyq-TmJot 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zTkxY!WNb8vsb~{%-jMA)Gput>7QzzH=Vxi>#?cAFxT}Y;uct1l$TQLu3|h(i2Dw7! zE$(@7l(#A+i|t~ju*pcn@aUtypT&QLTe>5(XV4*|I&x{8xQ+C7|9!gNO#SgBi1`g;_u?vqs!SA8IR|x`u}_qz3xPR zbBM3YP)l3xGqZ3xRuTXH;^fIO0VTJwRlrJ~?6PaZx0CoI9)|r>=5uEcru{iF5<$*u zY9i#D+n*{*;?L%O)ay!8ak_PAb(GW?RqETL zj{;dWUW!~gc7_FgEeCJcxC7`u%ws$>UfTz4|3X3PDYDNJ7A&m=KyMX2@JzF+cH-_P zQWA7GYk`CxjS=7>@JOvYu%|)(csNwv3O(@IBFg>L;6UAKcxfO&W>_wdLb)J7RooX) z9%R+o0bd)ux*|YGT2>j1i)@xP@fJ%skR|1&$W=%iEpVTjf#;v zErH)(z@Zzq%E}5ZH~_2OBy0PeYx4z^E92<`GOGcoOOeN>W;^K2bNdFC$Op4{8faH1 zXa^qb;28m{GU036vgi!H;{^aRiE5|~ZiqHS?t}nsNLAbokf|L*5CH*2xPgx@h5|Ch zT?nv70Odq*Q?mvb>1ibG1?^Q?(Y5J*2ZI`LAiq%oq=IPXtq9057=}8j25{=tHzOdaAq04U3WJGF zHb8)Eu@nl0M?mix5VQrHXwn1Vg*{Np7tn@G>2wf+yn)qeO%zHG5k)Z_0swIEkP2L< z)fp=kN*4i!7Ql64mukSEYkgE#5e4TZ8oL`*D!!E(Nx_UaSv j+6D+geLfC^M|+mQ*Ow$yL@ceNaI6S{mE76Panj42;u diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties index d4081da47..2e1113280 100644 --- a/gradle/wrapper/gradle-wrapper.properties +++ b/gradle/wrapper/gradle-wrapper.properties @@ -1,6 +1,6 @@ distributionBase=GRADLE_USER_HOME distributionPath=wrapper/dists -distributionUrl=https\://services.gradle.org/distributions/gradle-8.14.3-bin.zip +distributionUrl=https\://services.gradle.org/distributions/gradle-9.1.0-bin.zip networkTimeout=10000 validateDistributionUrl=true zipStoreBase=GRADLE_USER_HOME diff --git a/gradlew b/gradlew index 23d15a936..adff685a0 100755 --- a/gradlew +++ b/gradlew @@ -1,7 +1,7 @@ #!/bin/sh # -# Copyright © 2015-2021 the original authors. +# Copyright © 2015 the original authors. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. @@ -114,7 +114,6 @@ case "$( uname )" in #( NONSTOP* ) nonstop=true ;; esac -CLASSPATH="\\\"\\\"" # Determine the Java command to use to start the JVM. @@ -172,7 +171,6 @@ fi # For Cygwin or MSYS, switch paths to Windows format before running java if "$cygwin" || "$msys" ; then APP_HOME=$( cygpath --path --mixed "$APP_HOME" ) - CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" ) JAVACMD=$( cygpath --unix "$JAVACMD" ) @@ -212,7 +210,6 @@ DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"' set -- \ "-Dorg.gradle.appname=$APP_BASE_NAME" \ - -classpath "$CLASSPATH" \ -jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \ "$@" diff --git a/gradlew.bat b/gradlew.bat index db3a6ac20..c4bdd3ab8 100644 --- a/gradlew.bat +++ b/gradlew.bat @@ -70,11 +70,10 @@ goto fail :execute @rem Setup the command line -set CLASSPATH= @rem Execute Gradle -"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %* +"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %* :end @rem End local scope for the variables with windows NT shell From cfd75a5cf3dfd72e6bc618af1e18cecb806a1d1b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 1 Oct 2025 20:43:05 -0400 Subject: [PATCH 004/156] v3.3.0: removed optimize from R8 as it caused issues with new AGP --- android/build.gradle | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/android/build.gradle b/android/build.gradle index e829d1dd9..0c715a507 100644 --- a/android/build.gradle +++ b/android/build.gradle @@ -37,7 +37,7 @@ android { //See here: https://developer.android.com/studio/build/shrink-code#decode-stack-trace shrinkResources true minifyEnabled true - proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro' + proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' dependencies { releaseImplementation project(':services:updates:githubUpdates') From fa3d5c861fe326ba29a4bbcfbdf0e0cb08d83138 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 6 Oct 2025 13:44:28 -0400 Subject: [PATCH 005/156] v3.3.0: updated credits info for Aleks and Celesti --- .../shatteredpixeldungeon/scenes/AboutScene.java | 16 ++++++++-------- .../ui/changelist/v0_8_X_Changes.java | 2 +- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/AboutScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/AboutScene.java index efb369118..411f87e2d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/AboutScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/AboutScene.java @@ -83,8 +83,8 @@ public class AboutScene extends PixelScene { "Splash Art & Design:", Icons.ALEKS.get(), "Aleksandar Komitov", - "akomitov.artstation.com", - "https://akomitov.artstation.com/"); + "alekskomitov.com", + "https://www.alekskomitov.com/"); alex.setSize(colWidth/2f, 0); if (landscape()){ alex.setPos(shpx.right(), shpx.top() + (shpx.height() - alex.height()*2)/2f); @@ -93,14 +93,14 @@ public class AboutScene extends PixelScene { } content.add(alex); - CreditsBlock charlie = new CreditsBlock(false, Window.SHPX_COLOR, + CreditsBlock celesti = new CreditsBlock(false, Window.SHPX_COLOR, "Sound Effects:", Icons.CELESTI.get(), "Celesti", - "s9menine.itch.io", - "https://s9menine.itch.io"); - charlie.setRect(alex.right(), alex.top(), colWidth/2f, 0); - content.add(charlie); + "celesti-whispers.itch.io", + "https://celesti-whispers.itch.io/"); + celesti.setRect(alex.right(), alex.top(), colWidth/2f, 0); + content.add(celesti); CreditsBlock kristjan = new CreditsBlock(false, Window.SHPX_COLOR, "Music:", @@ -229,7 +229,7 @@ public class AboutScene extends PixelScene { "_Sheep bleating_ by _zachrau_\n" + "_Lemon,Juicy,Squeeze,Fruit.wav_ by _Filipe Chagas_\n" + "_Lemon,Squeeze,Squishy,Fruit.wav_ by _Filipe Chagas_", - "www.freesound.org", + "freesound.org", "https://www.freesound.org"); freesound.setRect(transifex.left()-10, transifex.bottom() + 8, colWidth+20, 0); content.add(freesound); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v0_8_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v0_8_X_Changes.java index 4e68038d9..bae9a8dd4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v0_8_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v0_8_X_Changes.java @@ -280,7 +280,7 @@ public class v0_8_X_Changes { "The new hero select features a minimal UI that retains all the old functionality while trying to keep out of the way as much as possible. The centerpiece of hero select is now the heroes themselves, who are depicted with _new detailed splash arts_ by Aleksandar Komitov! _Make sure check out their credits listing in the new about page!_")); changes.addButton( new ChangeButton(Icons.get(Icons.AUDIO), "Sound Effects", - "_15+ new sound effects_ have been added to the game, courtesy of Charlie! _Make sure check out their credits listing in the new about page!_\n\n" + + "_15+ new sound effects_ have been added to the game, courtesy of Celesti! _Make sure check out their credits listing in the new about page!_\n\n" + "These sounds cover movement, combat, and a bunch of miscellanious situations:\n" + "_-_ Grass now crunches underfoot (extra loud if it's tall grass), and solid floors now have a more solid sound.\n" + "_-_ The default hitsound has been remastered, and weapons can now produce slashing, stabbing, or crushing sounds.\n" + From 5e654e607e3dde46d0bb0f9b6d165ff9fa01afc6 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 11:15:59 -0400 Subject: [PATCH 006/156] v3.3.0: adjusted mine quest gold balancing: - levels now always spawn with 2 secrets - gold in secret rooms up to 4-5 from 3-5 - total gold up to 45-47 from 42-46 - effectively, players now always needs to find 1 of 2 secrets to get 40 gold, whereas before it could be 0, 1 of 1 or rarely 2 of 2 --- .../shatteredpixeldungeon/levels/MiningLevel.java | 6 +++--- .../levels/rooms/quest/MineSecretRoom.java | 4 ++-- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/MiningLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/MiningLevel.java index 4318fc577..7d3a28339 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/MiningLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/MiningLevel.java @@ -92,7 +92,7 @@ public class MiningLevel extends CavesLevel { ArrayList initRooms = new ArrayList<>(); initRooms.add ( roomEntrance = new MineEntrance()); - //spawns 1 giant, 3 large, 6-8 small, and 1-2 secret cave rooms + //spawns 1 giant, 3 large, 6-8 small, and 2 secret cave rooms StandardRoom s; s = new MineGiantRoom(); s.setSizeCat(); @@ -112,7 +112,7 @@ public class MiningLevel extends CavesLevel { initRooms.add(s); } - rooms = Random.NormalIntRange(1, 2); + rooms = 2; for (int i = 0; i < rooms; i++){ initRooms.add(new MineSecretRoom()); } @@ -144,7 +144,7 @@ public class MiningLevel extends CavesLevel { @Override protected Painter painter() { return new MiningLevelPainter() - .setGold(Random.NormalIntRange(42, 46)) + .setGold(Random.NormalIntRange(45, 47)) .setWater(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.1f : 0.35f, 6) .setGrass(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.65f : 0.10f, 3); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/MineSecretRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/MineSecretRoom.java index 3524473c8..42cad1eda 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/MineSecretRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/MineSecretRoom.java @@ -48,7 +48,7 @@ public class MineSecretRoom extends SecretRoom { Painter.fill(level, this, 1, Terrain.MINE_CRYSTAL); } else if (Blacksmith.Quest.Type() == Blacksmith.Quest.GNOLL) { Painter.fill( level, this, 1, Terrain.EMPTY_SP ); - level.drop(new DarkGold().quantity(Random.NormalIntRange(3, 5)), level.pointToCell(center())).type = Heap.Type.CHEST; + level.drop(new DarkGold().quantity(Random.NormalIntRange(4, 5)), level.pointToCell(center())).type = Heap.Type.CHEST; return; } else if (Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI) { Painter.fill(level, this, 1, Terrain.HIGH_GRASS); @@ -59,7 +59,7 @@ public class MineSecretRoom extends SecretRoom { Painter.fill(level, this, 1, Terrain.EMPTY); } - int goldAmount = Random.NormalIntRange(3, 5); + int goldAmount = Random.NormalIntRange(4, 5); for (int i = 0; i < goldAmount; i++){ int cell; From fe1a329f6af34a31df54f93a3859d8d1eaade313 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 11:53:13 -0400 Subject: [PATCH 007/156] v3.3.0: DM-300 adjustments/fixes: - gas shot should now always give the target at least one action to react - DM-300 should now be much less willing to use abilities right after supercharge --- .../actors/mobs/DM300.java | 37 +++++++++++-------- 1 file changed, 21 insertions(+), 16 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM300.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM300.java index 487b3be84..7c55e7bc4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM300.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM300.java @@ -373,26 +373,31 @@ public class DM300 extends Mob { public void ventGas( Char target ){ Dungeon.hero.interrupt(); - int gasVented = 0; - Ballistica trajectory = new Ballistica(pos, target.pos, Ballistica.STOP_TARGET); int gasMulti = Dungeon.isChallenged(Challenges.STRONGER_BOSSES) ? 2 : 1; - for (int i : trajectory.subPath(0, trajectory.dist)){ - GameScene.add(Blob.seed(i, 20*gasMulti, ToxicGas.class)); - gasVented += 20*gasMulti; - } - - GameScene.add(Blob.seed(trajectory.collisionPos, 100*gasMulti, ToxicGas.class)); - - if (gasVented < 250*gasMulti){ - int toVentAround = (int)Math.ceil(((250*gasMulti) - gasVented)/8f); - for (int i : PathFinder.NEIGHBOURS8){ - GameScene.add(Blob.seed(pos+i, toVentAround, ToxicGas.class)); + //we delay the gas generation to just before the target acts, to prevent cases where partial turns can result in instant gas damage + Actor.addDelayed(new Actor() { + { actPriority = VFX_PRIO; } //add the gas before any other actor at that time + @Override + protected boolean act() { + int gasVented = 0; + GameScene.add(Blob.seed(trajectory.collisionPos, 100*gasMulti, ToxicGas.class)); + for (int i : trajectory.subPath(0, trajectory.dist)){ + GameScene.add(Blob.seed(i, 20*gasMulti, ToxicGas.class)); + gasVented += 20*gasMulti; + } + if (gasVented < 250*gasMulti){ + int toVentAround = (int)Math.ceil(((250*gasMulti) - gasVented)/8f); + for (int i : PathFinder.NEIGHBOURS8){ + GameScene.add(Blob.seed(pos+i, toVentAround, ToxicGas.class)); + } + } + Actor.remove(this); + return true; } - - } + }, target.cooldown()); } @@ -537,7 +542,7 @@ public class DM300 extends Mob { ((DM300Sprite)sprite).updateChargeState(false); //adjust turns since last ability to prevent DM immediately using an ability when charge ends - turnsSinceLastAbility = Math.max(turnsSinceLastAbility, MIN_COOLDOWN-3); + turnsSinceLastAbility = Math.min(turnsSinceLastAbility, MIN_COOLDOWN-3); if (pylonsActivated < totalPylonsToActivate()){ yell(Messages.get(this, "charge_lost")); From a5acfda78a25376534039c909facb39b259ad04c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 14:44:31 -0400 Subject: [PATCH 008/156] v3.3.0: sewer pipe rooms are now a certain min size when large/giant --- .../levels/rooms/standard/SewerPipeRoom.java | 33 +++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/SewerPipeRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/SewerPipeRoom.java index 7d236d392..295761c65 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/SewerPipeRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/SewerPipeRoom.java @@ -70,7 +70,8 @@ public class SewerPipeRoom extends StandardRoom { Rect c = getConnectionSpace(); - if (connected.size() <= 2) { + //connect via center with 1 door or 2 doors on standard size, otherwise use edges + if (connected.size() == 1 || (connected.size() == 2 && sizeCat == SizeCategory.NORMAL)) { for (Door door : connected.values()) { Point start; @@ -110,8 +111,36 @@ public class SewerPipeRoom extends StandardRoom { } } else { + ArrayList doorPoints = new ArrayList<>(connected.values()); + + //if we only have two doors, add a phantom 3rd door along an empty wall + //This guarantees a minimum open space for larger pipe rooms + if (doorPoints.size() == 2){ + Point p = new Point(); + boolean valid; + + do { + valid = true; + if (Random.Int(2) == 0){ + p.x = Random.Int(2) == 0 ? left : right; + p.y = Random.IntRange(top+2, bottom-2); + } else { + p.x = Random.IntRange(left+2, right-2); + p.y = Random.Int(2) == 0 ? top : bottom; + } + + for (Point door : connected.values()) { + if (door.x == p.x || door.y == p.y){ + valid = false; + } + } + + } while (!valid); + doorPoints.add(p); + } + ArrayList pointsToFill = new ArrayList<>(); - for (Point door : connected.values()) { + for (Point door : doorPoints) { Point p = new Point(door); if (p.y == top){ p.y+=2; From 0a9aedaab2816113cae7825eabfc2cf64d807cab Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 15:24:55 -0400 Subject: [PATCH 009/156] v3.3.0: fixed a typo in actor comments --- .../com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java index ef7143e6b..f311d46cd 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java @@ -43,7 +43,7 @@ public abstract class Actor implements Bundlable { //default priority values for general actor categories //note that some specific actors pick more specific values - //e.g. a buff acting after all normal buffs might have priority BUFF_PRIO + 1 + //e.g. a buff acting before all normal buffs might have priority BUFF_PRIO + 1 protected static final int VFX_PRIO = 100; //visual effects take priority protected static final int HERO_PRIO = 0; //positive is before hero, negative after protected static final int BLOB_PRIO = -10; //blobs act after hero, before mobs From 6118d4c4bde3120d95eccdaaae38b421313766cc Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 15:45:43 -0400 Subject: [PATCH 010/156] v3.3.0: Duelist's weapon charge buff is no longer lost in rankings --- .../shatteredpixeldungeon/Rankings.java | 6 +++++- .../shatteredpixeldungeon/actors/hero/Hero.java | 13 +++++++++++++ 2 files changed, 18 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Rankings.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Rankings.java index aeb764d27..57dc5712b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Rankings.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Rankings.java @@ -34,6 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.quest.CorpseDust; import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.Trinket; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.ui.QuickSlotButton; @@ -272,7 +273,10 @@ public enum Rankings { //remove all buffs (ones tied to equipment will be re-applied) for(Buff b : Dungeon.hero.buffs()){ - Dungeon.hero.remove(b); + //except Duelist's melee weapon charge buff + if (!(b instanceof MeleeWeapon.Charger)) { + Dungeon.hero.remove(b); + } } rec.gameData.put( HERO, Dungeon.hero ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 935c563a3..69a21a180 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -139,6 +139,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Crossbow; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Flail; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Quarterstaff; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.RoundShield; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sai; @@ -2091,6 +2092,18 @@ public class Hero extends Char { return false; } + @Override + protected synchronized void onRemove() { + //same as super, except we retain charger for rankings purposes + for (Buff buff : buffs()) { + if (buff instanceof MeleeWeapon.Charger){ + Actor.remove(buff); + } else { + buff.detach(); + } + } + } + @Override public void die( Object cause ) { From d3f42f945048c78905182ea68b8cca2d0c237b06 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 16:29:34 -0400 Subject: [PATCH 011/156] v3.3.0: updated badass runtime --- desktop/build.gradle | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/desktop/build.gradle b/desktop/build.gradle index d86127399..b91c6cd40 100644 --- a/desktop/build.gradle +++ b/desktop/build.gradle @@ -1,6 +1,5 @@ plugins { - //TODO temporary, 2.0 should release proper soon - id 'org.beryx.runtime' version '2.0.0-rc.1' + id 'org.beryx.runtime' version '2.0.0' } [compileJava, compileTestJava]*.options*.encoding = 'UTF-8' From ce0dd8706c6d5a0c3918d3e60a6319af03f7d04b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 16:44:19 -0400 Subject: [PATCH 012/156] v3.3.0: fixed divine sense buff stating 30 turns --- core/src/main/assets/messages/actors/actors.properties | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 443b100a3..d9cde74de 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -650,7 +650,7 @@ actors.hero.spells.clericspell.charge_cost=Charge cost: %d actors.hero.spells.divinesense.name=divine sense actors.hero.spells.divinesense.short_desc=Gain temporary mind vision in a wide range. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=divine sense actors.hero.spells.divinesense$divinesensetracker.desc=This character is temporarily able to see other nearby creatures with their mind!\n\nTurns remaining: %s. From 05c52bdc1faa4a66368959b2e51c206c0ff2790b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 18:40:32 -0400 Subject: [PATCH 013/156] v3.3.0: heavy crossbow now more directly shows dart boosting amount --- .../assets/messages/items/items.properties | 3 ++- .../messages/windows/windows.properties | 1 + .../items/weapon/melee/Crossbow.java | 26 +++++++++++++++++++ .../items/weapon/missiles/darts/Dart.java | 20 +++++++------- .../windows/WndUpgrade.java | 8 ++++++ 5 files changed, 47 insertions(+), 11 deletions(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 8fb4f37f6..a0e56bcab 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -1819,7 +1819,8 @@ items.weapon.melee.battleaxe.ability_desc=The Duelist can perform a _heavy blow_ items.weapon.melee.battleaxe.desc=The enormous steel head of this battle axe puts considerable heft behind each wide stroke. items.weapon.melee.crossbow.name=crossbow -items.weapon.melee.crossbow.stats_desc=This weapon enhances the damage of thrown darts when equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=charged shot items.weapon.melee.crossbow.typical_ability_desc=The Duelist can _charge_ her crossbow, causing her next regular attack with it to always hit and apply one of three effects: melee attacks will knock enemies away, untipped darts will typically deal _+%1$d damage_, and tipped darts will apply their effect in a 7x7 area and typically last for _%2$d more uses_. items.weapon.melee.crossbow.ability_desc=The Duelist can _charge_ her crossbow, causing her next regular attack with it to always hit and apply one of three effects: melee attacks will knock enemies away, untipped darts will deal _+%1$d damage_, and tipped darts will apply their effect in a 7x7 area and last for _%2$d more uses_. diff --git a/core/src/main/assets/messages/windows/windows.properties b/core/src/main/assets/messages/windows/windows.properties index 7d1def320..6109a8619 100644 --- a/core/src/main/assets/messages/windows/windows.properties +++ b/core/src/main/assets/messages/windows/windows.properties @@ -372,6 +372,7 @@ windows.wndupgrade.harden=Upgrading this item also has a %d%% chance to break it windows.wndupgrade.resin=This wand has been enhanced with arcane resin, normal upgrades will override resin upgrades! windows.wndupgrade.thrown_dust=Weapons from this set that aren't in your inventory will crumble to dust. windows.wndupgrade.damage=Damage +windows.wndupgrade.dart_damage=Dart Damage windows.wndupgrade.blocking=Blocking windows.wndupgrade.weight=Weight windows.wndupgrade.durability=Durability diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Crossbow.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Crossbow.java index 99fcce464..0dce58f17 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Crossbow.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Crossbow.java @@ -112,6 +112,32 @@ public class Crossbow extends MeleeWeapon { lvl*(tier); //+4 per level, down from +5 } + public int dartMin(){ + return dartMin(buffedLvl()); + } + + public int dartMin(int lvl){ + return 4 + //4 base, up from dart base of 1 + lvl; //+1 per level + } + + public int dartMax(){ + return dartMax(buffedLvl()); + } + + public int dartMax(int lvl){ + return 12 + //12 base, up from dart base of 2 + 3*lvl; //+3 per crossbow level + } + + public String statsInfo(){ + if (isIdentified()){ + return Messages.get(this, "stats_desc", dartMin(), dartMax()); + } else { + return Messages.get(this, "typical_stats_desc", dartMin(0), dartMax(0)); + } + } + @Override protected void duelistAbility(Hero hero, Integer target) { if (hero.buff(ChargedShot.class) != null){ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/darts/Dart.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/darts/Dart.java index 68182982c..6404e8fbd 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/darts/Dart.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/darts/Dart.java @@ -84,12 +84,12 @@ public class Dart extends MissileWeapon { public int min(int lvl) { if (bow != null){ if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){ - //ability increases base dmg by 50%, scaling by 50% - return 8 + //8 base - 2*bow.buffedLvl() + lvl;//+2 per bow level, +1 per level + return bow.dartMin() //crossbow dart damage + + 4 + bow.buffedLvl() //ability increases base dmg by 50%, scaling by 50% + + lvl; //another +1 per level (ring of sharpshooting) } else { - return 4 + //4 base - bow.buffedLvl() + lvl; //+1 per level or bow level + return bow.dartMin() //crossbow dart damage + + lvl; //another +1 per level (ring of sharpshooting) } } else { return 1 + //1 base, down from 2 @@ -101,12 +101,12 @@ public class Dart extends MissileWeapon { public int max(int lvl) { if (bow != null){ if (!(this instanceof TippedDart) && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){ - //ability increases base dmg by 50%, scaling by 50% - return 16 + //16 base - 4*bow.buffedLvl() + 2*lvl; //+4 per bow level, +2 per level + return bow.dartMax() //crossbow dart damage + + 4 + bow.buffedLvl() //ability increases base dmg by 50%, scaling by 50% + + 2*lvl; //another +2 per level (ring of sharpshooting) } else { - return 12 + //12 base - 3*bow.buffedLvl() + 2*lvl; //+3 per bow level, +2 per level + return bow.dartMax() //crossbow dart damage + + 2*lvl; //another +2 per level (ring of sharpshooting) } } else { return 2 + //2 base, down from 5 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java index 2b3a94110..21741f73b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java @@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade; import com.shatteredpixel.shatteredpixeldungeon.items.spells.MagicalInfusion; import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Crossbow; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greatshield; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; @@ -203,6 +204,13 @@ public class WndUpgrade extends Window { bottom); } + if (toUpgrade instanceof Crossbow){ + bottom = fillFields(Messages.get(this, "dart_damage"), + ((Crossbow) toUpgrade).dartMin(levelFrom) + "-" + ((Crossbow) toUpgrade).dartMax(levelFrom), + ((Crossbow) toUpgrade).dartMin(levelTo) + "-" + ((Crossbow) toUpgrade).dartMax(levelTo), + bottom); + } + if (Dungeon.hero != null && Dungeon.hero.heroClass == HeroClass.DUELIST && toUpgrade instanceof MeleeWeapon && ((MeleeWeapon) toUpgrade).upgradeAbilityStat(levelFrom) != null){ bottom = fillFields(Messages.get(toUpgrade, "upgrade_ability_stat_name"), From 039f374d62012ca8a92ff1e9148a83efed4f5619 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 7 Oct 2025 19:56:56 -0400 Subject: [PATCH 014/156] v3.3.0: slightly improved the shape varying logic in TunnelRoom --- .../levels/rooms/connection/TunnelRoom.java | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/connection/TunnelRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/connection/TunnelRoom.java index 6ffcfdf96..d55018766 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/connection/TunnelRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/connection/TunnelRoom.java @@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; import com.watabou.utils.GameMath; +import com.watabou.utils.PathFinder; import com.watabou.utils.Point; import com.watabou.utils.PointF; import com.watabou.utils.Random; @@ -79,13 +80,14 @@ public class TunnelRoom extends ConnectionRoom { //fill in an extra diagonal tile at center randomly if we're a larger room with many connections //this makes the shape a bit more varied in these cases if (width() >= 7 && height() >= 7 && connected.size() >= 4 && c.square() == 0){ - Point p = new Point(c.left, c.top); - p.x += Random.Int(2) == 0 ? 1 : -1; - p.y += Random.Int(2) == 0 ? 1 : -1; - //also prevent filling a tile outside the room in rare cases - p.x = (int)GameMath.gate(left+1, p.x, right-1); - p.y = (int)GameMath.gate(top+1, p.y, bottom-1); - Painter.set(level, p, floor); + int cell = level.pointToCell(new Point(c.left, c.top)); + int ofs = 2*Random.Int(4); + + //check that it doesn't create and extra tile of tunnel before doing so + if (level.map[cell + PathFinder.CIRCLE8[(ofs+7)%8]] == floor + && level.map[cell + PathFinder.CIRCLE8[(ofs+1)%8]] == floor){ + Painter.set(level, cell + PathFinder.CIRCLE8[ofs], floor); + } } for (Door door : connected.values()) { From 2136d6b64e2ae8c1bde9f8431d899354b59b71d4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 11:42:26 -0400 Subject: [PATCH 015/156] v3.3.0: hitting an enemy no longer sets combo time to 5 if it was higher --- .../shatteredpixeldungeon/actors/buffs/Combo.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Combo.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Combo.java index 444fb9aae..dcea29a7c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Combo.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Combo.java @@ -90,7 +90,7 @@ public class Combo extends Buff implements ActionIndicator.Action { public void hit( Char enemy ) { count++; - comboTime = 5f; + comboTime = Math.max(comboTime, 5f); if (!enemy.isAlive() || (enemy.buff(Corruption.class) != null && enemy.HP == enemy.HT)){ comboTime = 15f + 15f*((Hero)target).pointsInTalent(Talent.CLEAVE); From 3dfd4c8109dd8945f7969bffd17d16cc1a47c571 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 11:50:35 -0400 Subject: [PATCH 016/156] v3.3.0: reduced honeyed healing cost and values --- .../potions/elixirs/ElixirOfFeatherFall.java | 10 ---------- .../potions/elixirs/ElixirOfHoneyedHealing.java | 15 +++++++++++++-- 2 files changed, 13 insertions(+), 12 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfFeatherFall.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfFeatherFall.java index 16b260e31..4b63329be 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfFeatherFall.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfFeatherFall.java @@ -79,16 +79,6 @@ public class ElixirOfFeatherFall extends Elixir { } } - @Override - public int value() { - return (int)(60 * (quantity/(float) Recipe.OUT_QUANTITY)); - } - - @Override - public int energyVal() { - return (int)(12 * (quantity/(float) Recipe.OUT_QUANTITY)); - } - public static class Recipe extends com.shatteredpixel.shatteredpixeldungeon.items.Recipe.SimpleRecipe { private static final int OUT_QUANTITY = 1; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfHoneyedHealing.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfHoneyedHealing.java index 7b4aa966c..c404e2cce 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfHoneyedHealing.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/potions/elixirs/ElixirOfHoneyedHealing.java @@ -66,14 +66,25 @@ public class ElixirOfHoneyedHealing extends Elixir { } } } - + + //lower values, as it's cheaper to make + @Override + public int value() { + return quantity * 40; + } + + @Override + public int energyVal() { + return 8; + } + public static class Recipe extends com.shatteredpixel.shatteredpixeldungeon.items.Recipe.SimpleRecipe { { inputs = new Class[]{PotionOfHealing.class, Honeypot.ShatteredPot.class}; inQuantity = new int[]{1, 1}; - cost = 4; + cost = 2; output = ElixirOfHoneyedHealing.class; outQuantity = 1; From 8a5e05364a5dd10924687674e5c9fdd48b825c29 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 13:30:35 -0400 Subject: [PATCH 017/156] v3.3.0: adjusted ScrollPane to use PointerArea's onClick logic --- .../shatteredpixeldungeon/ui/ScrollPane.java | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/ScrollPane.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/ScrollPane.java index d066c2c2b..ea0abad3f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/ScrollPane.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/ScrollPane.java @@ -180,19 +180,19 @@ public class ScrollPane extends Component { @Override protected void onPointerUp( PointerEvent event ) { - if (dragging) { - + if (event == curEvent && dragging) { dragging = false; thumb.am = THUMB_ALPHA; - - } else { - - PointF p = content.camera.screenToCamera( (int) event.current.x, (int) event.current.y ); - ScrollPane.this.onClick( p.x, p.y ); - + curEvent = null; //cancel here so onClick is skipped } } + @Override + protected void onClick(PointerEvent event) { + PointF p = content.camera.screenToCamera((int) event.current.x, (int) event.current.y); + ScrollPane.this.onClick(p.x, p.y); + } + private boolean dragging = false; private PointF lastPos = new PointF(); From 0c066595b6855be5bbca0af9ad414e91480e5408 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 14:40:16 -0400 Subject: [PATCH 018/156] v3.3.0: rot garden rooms now have a minimum open size --- .../levels/rooms/quest/RotGardenRoom.java | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/RotGardenRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/RotGardenRoom.java index 1e508d309..c2da91423 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/RotGardenRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/RotGardenRoom.java @@ -58,6 +58,7 @@ public class RotGardenRoom extends SpecialRoom { ArrayList candidates = new ArrayList<>(); boolean[] passable = new boolean[level.length()]; int entryPos = level.pointToCell(entrance()); + int openCells; do { Painter.fill(level, this, 1, Terrain.HIGH_GRASS); for (int i = 0; i < 12; i++) { @@ -78,9 +79,11 @@ public class RotGardenRoom extends SpecialRoom { //place the heart in a slightly random location sufficiently far from the entrance PathFinder.buildDistanceMap(entryPos, passable); candidates.clear(); + openCells = 0; for (Point p : getPoints()) { int i = level.pointToCell(p); if (PathFinder.distance[i] != Integer.MAX_VALUE) { + openCells++; if (PathFinder.distance[i] >= 7) { candidates.add(i); } @@ -102,7 +105,8 @@ public class RotGardenRoom extends SpecialRoom { closestPos++; } - } while (candidates.isEmpty()); + //retry if there are no distanc candidates, or more than ~half the room is closed off + } while (candidates.isEmpty() || openCells < 35); int heartPos = Random.element(candidates); placePlant(level, heartPos, new RotHeart()); From 2d87a13157ee23e23684388f043a15d8d5b3cc1c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 15:34:08 -0400 Subject: [PATCH 019/156] v3.3.0: damage-dealing spells now work against the 'no weapons' badge --- core/src/main/assets/messages/misc/misc.properties | 2 +- .../shatteredpixeldungeon/actors/mobs/DwarfKing.java | 4 ++++ 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/misc/misc.properties b/core/src/main/assets/messages/misc/misc.properties index 7bada9789..5e07392b8 100644 --- a/core/src/main/assets/messages/misc/misc.properties +++ b/core/src/main/assets/messages/misc/misc.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Defeat the prison boss without getting hit by badges$badge.boss_challenge_3.title=Outmaneuvered badges$badge.boss_challenge_3.desc=Defeat the caves boss without getting attacked or damaged while it is supercharged badges$badge.boss_challenge_4.title=No Weapons in His Presence -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, or wands +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Defeat the final boss with all demon spawners alive and the badder bosses challenge enabled badges$badge.games_played_1.title=Novice Dungeoneer diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DwarfKing.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DwarfKing.java index eca2a0643..0e0886409 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DwarfKing.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DwarfKing.java @@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Degrade; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Doom; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LifeLink; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.ClericSpell; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Sheep; import com.shatteredpixel.shatteredpixeldungeon.effects.Beam; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; @@ -460,6 +461,9 @@ public class DwarfKing extends Mob { //Lightning has custom logic so that chaining it doesn't DQ for the badge } else if (src instanceof Wand && !(src instanceof WandOfLightning)){ Statistics.qualifiedForBossChallengeBadge = false; + //Only damage-dealing spells from the Cleric + } else if (src instanceof ClericSpell){ + Statistics.qualifiedForBossChallengeBadge = false; } if (isInvulnerable(src.getClass())){ From 9403402e29b0d3c22d25d0cddd95786e82cd923b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 8 Oct 2025 15:57:42 -0400 Subject: [PATCH 020/156] v3.3.0: beacon of returning now uses a buff for tracking properties --- .../items/bags/ScrollHolder.java | 2 +- .../items/spells/BeaconOfReturning.java | 112 ++++++++++++++---- 2 files changed, 90 insertions(+), 24 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/bags/ScrollHolder.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/bags/ScrollHolder.java index 205bf5096..b989b0951 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/bags/ScrollHolder.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/bags/ScrollHolder.java @@ -54,7 +54,7 @@ public class ScrollHolder extends Bag { public void onDetach( ) { super.onDetach(); for (Item item : items) { - if (item instanceof BeaconOfReturning) { + if (item instanceof BeaconOfReturning && ((BeaconOfReturning) item).returnDepth != -1) { Notes.remove(Notes.Landmark.BEACON_LOCATION, ((BeaconOfReturning) item).returnDepth); ((BeaconOfReturning) item).returnDepth = -1; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java index ff02eed4a..761216543 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java @@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; @@ -56,6 +57,9 @@ public class BeaconOfReturning extends Spell { talentChance = 1/(float)Recipe.OUT_QUANTITY; } + + //This class has a variety of code for compat with pre-v3.3.0 saves + //Previously the destination was an item property, but in 3.3.0 this was changed to use a buff public int returnDepth = -1; public int returnBranch = 0; @@ -63,8 +67,10 @@ public class BeaconOfReturning extends Spell { @Override protected void onCast(final Hero hero) { - - if (returnDepth == -1){ + + BeaconTracker tracker = hero.buff(BeaconTracker.class); + + if (tracker == null && returnDepth == -1){ setBeacon(hero); } else { GameScene.show(new WndOptions(new ItemSprite(this), @@ -90,17 +96,21 @@ public class BeaconOfReturning extends Spell { @Override protected void onThrow(int cell) { - if (Dungeon.hero.belongings.getItem(getClass()) == null){ - Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); + if (returnDepth != -1) { + if (Dungeon.hero.belongings.getItem(getClass()) == null) { + Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); + } + returnDepth = -1; } - returnDepth = -1; super.onThrow(cell); } @Override public void doDrop(Hero hero) { - Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); - returnDepth = -1; + if (returnDepth != -1) { + Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); + returnDepth = -1; + } super.doDrop(hero); } @@ -108,12 +118,17 @@ public class BeaconOfReturning extends Spell { if (returnDepth != -1){ Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); } + if (hero.buff(BeaconTracker.class) != null){ + Notes.remove(Notes.Landmark.BEACON_LOCATION, + hero.buff(BeaconTracker.class).returnDepth); + } - returnDepth = Dungeon.depth; - returnBranch = Dungeon.branch; - returnPos = hero.pos; + BeaconTracker tracker = Buff.affect(hero, BeaconTracker.class); + tracker.returnDepth = Dungeon.depth; + tracker.returnBranch = Dungeon.branch; + tracker.returnPos = hero.pos; - Notes.add(Notes.Landmark.BEACON_LOCATION, returnDepth); + Notes.add(Notes.Landmark.BEACON_LOCATION, tracker.returnDepth); hero.spend( 1f ); hero.busy(); @@ -126,16 +141,28 @@ public class BeaconOfReturning extends Spell { } private void returnBeacon( Hero hero ){ - - if (returnDepth == Dungeon.depth && returnBranch == Dungeon.branch) { - Char existing = Actor.findChar(returnPos); + BeaconTracker tracker = hero.buff(BeaconTracker.class); + + if (tracker == null){ + if (returnDepth == -1){ + return; + } + tracker = new BeaconTracker(); + tracker.returnDepth = returnDepth; + tracker.returnBranch = returnBranch; + tracker.returnPos = returnPos; + } + + if (tracker.returnDepth == Dungeon.depth && tracker.returnBranch == Dungeon.branch) { + + Char existing = Actor.findChar(tracker.returnPos); if (existing != null && existing != hero){ Char toPush = Char.hasProp(existing, Char.Property.IMMOVABLE) ? hero : existing; ArrayList candidates = new ArrayList<>(); for (int n : PathFinder.NEIGHBOURS8) { - int cell = returnPos + n; + int cell = tracker.returnPos + n; if (!Dungeon.level.solid[cell] && Actor.findChar( cell ) == null && (!Char.hasProp(toPush, Char.Property.LARGE) || Dungeon.level.openSpace[cell])) { candidates.add( cell ); @@ -145,7 +172,7 @@ public class BeaconOfReturning extends Spell { if (!candidates.isEmpty()){ if (toPush == hero){ - returnPos = candidates.get(0); + tracker.returnPos = candidates.get(0); } else { Actor.add( new Pushing( toPush, toPush.pos, candidates.get(0) ) ); toPush.pos = candidates.get(0); @@ -171,7 +198,7 @@ public class BeaconOfReturning extends Spell { } //cannot return to mining level - if (returnDepth >= 11 && returnDepth <= 14 && returnBranch == 1){ + if (tracker.returnDepth >= 11 && tracker.returnDepth <= 14 && tracker.returnBranch == 1){ GLog.w( Messages.get(ScrollOfTeleportation.class, "no_tele") ); return; } @@ -179,13 +206,14 @@ public class BeaconOfReturning extends Spell { Level.beforeTransition(); Invisibility.dispel(); InterlevelScene.mode = InterlevelScene.Mode.RETURN; - InterlevelScene.returnDepth = returnDepth; - InterlevelScene.returnBranch = returnBranch; - InterlevelScene.returnPos = returnPos; + InterlevelScene.returnDepth = tracker.returnDepth; + InterlevelScene.returnBranch = tracker.returnBranch; + InterlevelScene.returnPos = tracker.returnPos; Game.switchScene( InterlevelScene.class ); } if (quantity == 1){ - Notes.remove(Notes.Landmark.BEACON_LOCATION, returnDepth); + Notes.remove(Notes.Landmark.BEACON_LOCATION, tracker.returnDepth); + if (tracker.target != null) tracker.detach(); } detach(hero.belongings.backpack); Catalog.countUse(getClass()); @@ -197,8 +225,13 @@ public class BeaconOfReturning extends Spell { @Override public String desc() { String desc = super.desc(); - if (returnDepth != -1){ - desc += "\n\n" + Messages.get(this, "desc_set", returnDepth); + if (Dungeon.hero != null) { + BeaconTracker tracker = Dungeon.hero.buff(BeaconTracker.class); + if (tracker != null){ + desc += "\n\n" + Messages.get(this, "desc_set", tracker.returnDepth); + } else if (returnDepth != -1) { + desc += "\n\n" + Messages.get(this, "desc_set", returnDepth); + } } return desc; } @@ -257,4 +290,37 @@ public class BeaconOfReturning extends Spell { } } + + public static class BeaconTracker extends Buff { + + { + revivePersists = true; + } + + public int returnDepth = -1; + public int returnBranch = 0; + public int returnPos; + + private static final String DEPTH = "depth"; + private static final String BRANCH = "branch"; + private static final String POS = "pos"; + + @Override + public void storeInBundle( Bundle bundle ) { + super.storeInBundle( bundle ); + bundle.put( DEPTH, returnDepth ); + bundle.put( BRANCH, returnBranch ); + if (returnDepth != -1) { + bundle.put( POS, returnPos ); + } + } + + @Override + public void restoreFromBundle( Bundle bundle ) { + super.restoreFromBundle(bundle); + returnDepth = bundle.getInt( DEPTH ); + returnBranch = bundle.getInt( BRANCH ); + returnPos = bundle.getInt( POS ); + } + } } From 338660a853d92c68c598d9771a2288f813e6a9b0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 9 Oct 2025 12:51:39 -0400 Subject: [PATCH 021/156] v3.3.0: Tengu now has a 1-turn delay before attacking when he spawns --- .../shatteredpixeldungeon/levels/PrisonBossLevel.java | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java index 911125418..311d2a06d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java @@ -448,7 +448,7 @@ public class PrisonBossLevel extends Level { tengu.state = tengu.HUNTING; tengu.pos = tenguPos; - GameScene.add( tengu ); + GameScene.add( tengu, 1 ); tengu.notice(); CellEmitter.get( tengu.pos ).burst( Speck.factory( Speck.WOOL ), 6 ); @@ -474,6 +474,7 @@ public class PrisonBossLevel extends Level { Doom d = tengu.buff(Doom.class); Actor.remove(tengu); mobs.remove(tengu); + tengu.clearTime(); TargetHealthIndicator.instance.target(null); tengu.sprite.kill(); if (d != null) tengu.add(d); @@ -495,8 +496,7 @@ public class PrisonBossLevel extends Level { tengu.state = tengu.HUNTING; tengu.pos = (arena.left + arena.width()/2) + width()*(arena.top+2); - GameScene.add(tengu); - tengu.timeToNow(); + GameScene.add( tengu, 1 ); tengu.notice(); CellEmitter.get( tengu.pos ).burst( Speck.factory( Speck.WOOL ), 6 ); From 71451bd1ae5c30cd1be9eb0809d287c900d0b554 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 9 Oct 2025 13:30:47 -0400 Subject: [PATCH 022/156] v3.3.0: mobs added on a partial turn now have their time rounded up --- .../shatteredpixeldungeon/scenes/GameScene.java | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java index 6daba590b..4e9d78ee5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -1141,11 +1141,7 @@ public class GameScene extends PixelScene { } public static void add( Mob mob ) { - Dungeon.level.mobs.add( mob ); - if (scene != null) { - scene.addMobSprite(mob); - Actor.add(mob); - } + add( mob, 0); } public static void addSprite( Mob mob ) { @@ -1154,8 +1150,13 @@ public class GameScene extends PixelScene { public static void add( Mob mob, float delay ) { Dungeon.level.mobs.add( mob ); - scene.addMobSprite( mob ); - Actor.addDelayed( mob, delay ); + //mobs added on partial turns wait until next full turn to act + delay = (float)Math.ceil(Actor.now() + delay) - Actor.now(); + if (scene != null) { + scene.addMobSprite(mob); + Actor.addDelayed(mob, delay); + mob.spendToWhole(); + } } public static void add( EmoIcon icon ) { From e3b0614afc21cbafb3fc7bea5d9b67b4a6fccecf Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 9 Oct 2025 13:44:29 -0400 Subject: [PATCH 023/156] v3.3.0: improved how Goo's sprite emitters handle Goo being pushed --- .../sprites/GooSprite.java | 33 ++++++++++++++----- 1 file changed, 24 insertions(+), 9 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/GooSprite.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/GooSprite.java index e364856d2..b089f00c9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/GooSprite.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/GooSprite.java @@ -43,6 +43,9 @@ public class GooSprite extends MobSprite { private Animation pumpAttack; private Emitter spray; + + private int pumpUpEmitterDist = 0; + private int lastPumpUpPos = -1; private ArrayList pumpUpEmitters = new ArrayList<>(); public GooSprite() { @@ -88,20 +91,27 @@ public class GooSprite extends MobSprite { } public void pumpUp( int warnDist ) { - if (warnDist == 0){ - clearEmitters(); - } else { + pumpUpEmitterDist = warnDist; + if (warnDist > 0){ play(pump); Sample.INSTANCE.play( Assets.Sounds.CHARGEUP, 1f, warnDist == 1 ? 0.8f : 1f ); - if (ch.fieldOfView == null || ch.fieldOfView.length != Dungeon.level.length()){ + } + updateEmitters(); + } + + public void updateEmitters( ){ + clearEmitters(); + if (pumpUpEmitterDist > 0 && ch != null) { + lastPumpUpPos = ch.pos; + if (ch.fieldOfView == null || ch.fieldOfView.length != Dungeon.level.length()) { ch.fieldOfView = new boolean[Dungeon.level.length()]; - Dungeon.level.updateFieldOfView( ch, ch.fieldOfView ); + Dungeon.level.updateFieldOfView(ch, ch.fieldOfView); } - for (int i = 0; i < Dungeon.level.length(); i++){ + for (int i = 0; i < Dungeon.level.length(); i++) { if (ch.fieldOfView != null && ch.fieldOfView[i] - && Dungeon.level.distance(i, ch.pos) <= warnDist - && new Ballistica( ch.pos, i, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == i - && new Ballistica( i, ch.pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == ch.pos){ + && Dungeon.level.distance(i, ch.pos) <= pumpUpEmitterDist + && new Ballistica(ch.pos, i, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == i + && new Ballistica(i, ch.pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == ch.pos) { Emitter e = CellEmitter.get(i); e.pour(GooParticle.FACTORY, 0.04f); pumpUpEmitters.add(e); @@ -122,6 +132,7 @@ public class GooSprite extends MobSprite { e.burst(ElmoParticle.FACTORY, 10); } Sample.INSTANCE.play( Assets.Sounds.BURNING ); + pumpUpEmitterDist = 0; pumpUpEmitters.clear(); } @@ -130,6 +141,7 @@ public class GooSprite extends MobSprite { @Override public void play(Animation anim) { if (anim != pump && anim != pumpAttack){ + pumpUpEmitterDist = 0; clearEmitters(); } super.play(anim); @@ -151,6 +163,9 @@ public class GooSprite extends MobSprite { spray.pos(center()); spray.visible = visible; } + if (pumpUpEmitterDist > 0 && ch != null && ch.pos != lastPumpUpPos){ + updateEmitters(); + } } public static class GooParticle extends PixelParticle.Shrinking { From aa32a58dbd90e33311568a500d0a83eef812ce7b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 10 Oct 2025 14:04:23 -0400 Subject: [PATCH 024/156] v3.3.0: movement and glyph improvements: - hero move speed is now calculated based on destination tile - added particles when glyphs affect movespeed --- .../com/watabou/noosa/particles/Emitter.java | 12 ++++++--- .../assets/messages/items/items.properties | 2 +- .../actors/hero/Hero.java | 6 ++--- .../shatteredpixeldungeon/effects/Speck.java | 25 +++++++++++++++++++ .../items/armor/curses/Bulk.java | 4 +++ .../items/armor/glyphs/Flow.java | 6 +++++ .../items/armor/glyphs/Swiftness.java | 10 ++++++-- 7 files changed, 55 insertions(+), 10 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/noosa/particles/Emitter.java b/SPD-classes/src/main/java/com/watabou/noosa/particles/Emitter.java index 6cc3e846e..65af2edee 100644 --- a/SPD-classes/src/main/java/com/watabou/noosa/particles/Emitter.java +++ b/SPD-classes/src/main/java/com/watabou/noosa/particles/Emitter.java @@ -88,16 +88,20 @@ public class Emitter extends Group { } public void start( Factory factory, float interval, int quantity ) { + //by default the delay is random, up to the interval + startDelayed( factory, interval, quantity, Random.Float(interval)); + } + public void startDelayed( Factory factory, float interval, int quantity, float delay ) { this.factory = factory; this.lightMode = factory.lightMode(); - + this.interval = interval; this.quantity = quantity; - + count = 0; - time = Random.Float( interval ); - + time = interval - delay; + on = true; started = true; } diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index a0e56bcab..c3e9ea9b2 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s of anti-entropy items.armor.curses.antientropy.desc=The Anti-entropy curse works against the forces of the universe, pulling energy into the wearer and away from their surroundings. This briefly sets the wearer on fire, but freezes everything around them! items.armor.curses.bulk.name=%s of bulk -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving through doorways very difficult. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s of corrosion items.armor.curses.corrosion.desc=Armor of corrosion is capable of bursting with corrosive fluid, coating everything in the area with sticky acidic ooze. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 69a21a180..fe20c8479 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -1812,14 +1812,14 @@ public class Hero extends Char { if (step != -1) { - float delay = 1 / speed(); + float delay = 1; if (buff(GreaterHaste.class) != null){ delay = 0; } if (Dungeon.level.pit[step] && !Dungeon.level.solid[step] - && (!flying || buff(Levitation.class) != null && buff(Levitation.class).detachesWithinDelay(delay))){ + && (!flying || buff(Levitation.class) != null && buff(Levitation.class).detachesWithinDelay(delay / speed()))){ if (!Chasm.jumpConfirmed){ Chasm.heroJump(this); interrupt(); @@ -1843,7 +1843,7 @@ public class Hero extends Char { sprite.move(pos, step); move(step); - spend( delay ); + spend( delay / speed() ); search(false); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/Speck.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/Speck.java index 9131c6e0d..8b9671be0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/Speck.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/Speck.java @@ -70,6 +70,8 @@ public class Speck extends Image { public static final int STORM = 117; public static final int INFERNO = 118; public static final int BLIZZARD = 119; + public static final int YELLOW_LIGHT= 120; + public static final int BLUE_LIGHT = 121; private static final int SIZE = 7; @@ -115,6 +117,8 @@ public class Speck extends Image { switch (type) { case DISCOVER: case RED_LIGHT: + case YELLOW_LIGHT: + case BLUE_LIGHT: frame( film.get( LIGHT ) ); break; case EVOKE: @@ -204,11 +208,30 @@ public class Speck extends Image { case RED_LIGHT: tint(0xFFCC0000); + angle = Random.Float( 360 ); + angularSpeed = 90; + lifespan = 1f; + break; + case LIGHT: angle = Random.Float( 360 ); angularSpeed = 90; lifespan = 1f; break; + + case YELLOW_LIGHT: + tint(0xFFDDDD00); + angle = Random.Float( 360 ); + angularSpeed = 90; + lifespan = 1f; + break; + + case BLUE_LIGHT: + tint(0xFF00CCFF); + angle = Random.Float( 360 ); + angularSpeed = 90; + lifespan = 1f; + break; case DISCOVER: angle = Random.Float( 360 ); @@ -420,6 +443,8 @@ public class Speck extends Image { break; case RED_LIGHT: + case YELLOW_LIGHT: + case BLUE_LIGHT: case LIGHT: am = scale.set( p < 0.2f ? p * 5f : (1 - p) * 1.25f ).x; break; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/curses/Bulk.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/curses/Bulk.java index b0ef7fdea..7246fdacc 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/curses/Bulk.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/curses/Bulk.java @@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; @@ -43,6 +44,9 @@ public class Bulk extends Armor.Glyph { (Dungeon.level.map[owner.pos] != Terrain.DOOR && Dungeon.level.map[owner.pos] != Terrain.OPEN_DOOR )) { return 1; } else { + if (owner.sprite != null){ + owner.sprite.emitter().startDelayed(ShadowParticle.UP, 0.02f, 5, 0.05f); + } return 1/3f * genericProcChanceMultiplier(owner); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Flow.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Flow.java index 1a7ca6d53..88b20b944 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Flow.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Flow.java @@ -23,8 +23,10 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; +import com.watabou.utils.Random; public class Flow extends Armor.Glyph { @@ -40,6 +42,10 @@ public class Flow extends Armor.Glyph { if (level == -1 || !Dungeon.level.water[owner.pos]){ return 1; } else { + if (owner.sprite != null){ + int particles = 2 + (int) Random.Float(1+level/2f); + owner.sprite.emitter().startDelayed(Speck.factory(Speck.BLUE_LIGHT), 0.02f, particles, 0.05f); + } return (2f + 0.5f*level) * genericProcChanceMultiplier(owner); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java index 27c1f3069..5ba2b8fbd 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java @@ -24,9 +24,11 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; import com.watabou.utils.PathFinder; +import com.watabou.utils.Random; public class Swiftness extends Armor.Glyph { @@ -44,7 +46,7 @@ public class Swiftness extends Armor.Glyph { } boolean enemyNear = false; - //for each enemy, check if they are adjacent, or within 2 tiles and an adjacent cell is open + //for each enemy, check if they are adjacent, or within 2 tiles and an adjacent cell is open or a door for (Char ch : Actor.chars()){ if ( Dungeon.level.distance(ch.pos, owner.pos) <= 2 && owner.alignment != ch.alignment && ch.alignment != Char.Alignment.NEUTRAL){ if (Dungeon.level.adjacent(ch.pos, owner.pos)){ @@ -52,7 +54,7 @@ public class Swiftness extends Armor.Glyph { break; } else { for (int i : PathFinder.NEIGHBOURS8){ - if (Dungeon.level.adjacent(owner.pos+i, ch.pos) && !Dungeon.level.solid[owner.pos+i]){ + if (Dungeon.level.adjacent(owner.pos+i, ch.pos) && (!Dungeon.level.solid[owner.pos+i] || Dungeon.level.passable[owner.pos+i])){ enemyNear = true; break; } @@ -63,6 +65,10 @@ public class Swiftness extends Armor.Glyph { if (enemyNear){ return 1; } else { + if (owner.sprite != null){ + int particles = 1 + (int)Random.Float(1+level/5f); + owner.sprite.emitter().startDelayed(Speck.factory(Speck.YELLOW_LIGHT), 0.02f, particles, 0.05f); + } return (1.2f + 0.04f * level) * genericProcChanceMultiplier(owner); } } From 491377a32d509c30e7040603b4ec717939aa58db Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 14 Oct 2025 15:24:27 -0400 Subject: [PATCH 025/156] v3.3.0: condensed the changelog for v3.2.X --- .../ui/changelist/v3_X_Changes.java | 347 +++++------------- 1 file changed, 92 insertions(+), 255 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index e57e3c5fd..f345b7aa8 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -38,14 +38,13 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.Icons; import com.shatteredpixel.shatteredpixeldungeon.ui.TalentIcon; import com.shatteredpixel.shatteredpixeldungeon.ui.Window; import com.watabou.noosa.Image; -import com.watabou.utils.DeviceCompat; import java.util.ArrayList; public class v3_X_Changes { public static void addAllChanges( ArrayList changeInfos ){ - add_Coming_Soon(changeInfos); + //add_Coming_Soon(changeInfos); add_v3_2_Changes(changeInfos); add_v3_1_Changes(changeInfos); add_v3_0_Changes(changeInfos); @@ -57,27 +56,17 @@ public class v3_X_Changes { changes.hardlight(0xCCCCCC); changeInfos.add(changes); - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Overview and ETA", - "The next major Shattered update will v3.3 (I may change the name to v4.0 but it's unlikely). This update will include an overhaul to the Ambitious Imp quest in the metropolis!\n" + - "\n" + - "The blacksmith quest overhaul ended up taking quite a bit of time, and so I expect v3.3 will as well. I will write some blog posts as I make progress though, so hopefully you'll hear from me as things start to take shape in October or November.\n" + - "\n" + - "**Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!**")); + changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "...", + "...")); - changes.addButton( new ChangeButton(Icons.get(Icons.CHANGES), "Patches & Old Android and Java", - "There will be a higher than normal number of patches to v3.2. Firstly to address balance concerns arising from all the item changes (rather than waiting and doing them next update), and then to make various game library updates and technical changes.\n" + - "\n" + - "As mentioned previously, one of the consequences of these library updates and technical changes will be removing support for Android 4.0-4.4, and Java 8-10. Dropping support for these is unfortunately necessary in order to meet an impending requirement by Google.")); + changes.addButton( new ChangeButton(Icons.get(Icons.CHANGES), "...", + "...")); - changes.addButton( new ChangeButton(new Image(new ImpSprite()), "City Quest Overhaul!", - "The major content improvements coming in v3.3 will be an overhaul to the Ambitious Imp's quest in the Metropolis. This quest is one of the last major leftovers from the original Pixel Dungeon and badly needs some modernization.\n" + - "\n" + - "Just like the Blacksmith quest overhaul, this new quest will send you to a new sub-region of the dungeon with some unique gameplay. Rather than digging, you'll be attempting to infiltrate a dwarven vault full of danger and treasure!")); + changes.addButton( new ChangeButton(new Image(new ImpSprite()), "...", + "...")); - changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Other Changes", - "I will want to keep v3.3 mainly focused on the new quest, but there will be room for smaller changes too! Mainly this will be balance changes, but there might be room for a few smaller design improvements or additions too.\n" + - "\n" + - "Also, I can't make any promises yet, but I am hoping to move forward with more visual improvements, including in-game spritework improvements, whose development has largely been on hiatus since last year.")); + changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "...", + "...")); } public static void add_v3_2_Changes( ArrayList changeInfos ) { @@ -86,223 +75,6 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("v3.2.5", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", - "v3.2.5 has a couple more small interface improvements and a bunch of little fixes. This should hopefully be the final patch for v3.2 as I move on to early work on the next update!")); - - changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY), "Interface Changes", - "Two additions have been made to the game's UI:\n" + - "**-** The Boss health bar is now larger on full size UI, taking advantage of the bigger space.\n" + - "**-** The main menu now has a button to hide the interface, letting players look at the new background.\n" + - "\n" + - "Further tweaks have been made to the game's UI:\n" + - "**-** Health bars now display shielding in addition to HP, instead of on top of it.\n" + - "**-** The Hero status pane can now extend to the right to avoid cutouts on the top-left of the display, if there is room to do so.\n" + - "**-** Improved how the hero buff bar handles large cutouts like the dynamic island\n" + - "**-** Further increased the permissiveness of what cutouts the game tries to render around\n" + - "**-** Brightened the background of the game version indicator to make it look less like an empty health bar.\n" + - "**-** Fixed cases where Shattered would attempt to draw into cutouts when they weren't properly reported by the device.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**-** Updated code libraries used to build Shattered's macOS distribution. This should fix the game taking unreasonably long to launch on some newer macs, but also means Shattered now requires at least macOS 10.12 Sierra, up from 10.10 Yosemite.\n" + - "\n" + - "**-** DM-300's rockfall attack now deals 6-12 damage (10-20 with badder bosses). This is for consistency with the rockfall attack done by the gnoll geomancer, and to prevent specific exploits where DM-300 couldn't damage hiding inorganic allies.\n" + - "\n" + - "**-** Levelling up the dried rose while the ghost hero is summoned now heals it for the same amount that the upgrade increases max HP.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by v3.2.X:**\n" + - "**-** Thrown weapon merging prioritizing properties on weapons already stuck to enemies, instead of incoming ones\n" + - "**-** Thrown weapons not being properly set to ID-ready by wells of awareness when hero has the shard of oblivion\n" + - "**-** Rats attacking the hero when they should be neutral in specific cases\n" + - "**-** Picking up throwing clubs and hammers taking time if done during time freeze\n" + - "**-** Various minor visual/textual errors\n" + - "**-** Various rare crash errors", - - "**Existed Prior to v3.2.0:**\n" + - "**-** Specific cases where bits of hidden walls could be seen through the fog of war\n" + - "**-** Specific errors with inter-floor teleports\n" + - "**-** DM-201s retaliating to corruption dmg\n" + - "**-** Crossbow's charged shot melee not triggering in some cases\n" + - "**-** Tab cycling not working correctly with inventory window\n" + - "**-** Golden bees not preferring potential targets affected by aggression debuff\n" + - "**-** Aggression debuff effect persisting on downed ghouls once they revive\n" + - "**-** Radiance stunning enemies are they are killed by it triggering illuminate\n" + - "**-** Prison guards being able to pull large characters into enclosed spaces\n" + - "**-** Various minor visual/textual errors")); - - changes = new ChangeInfo("v3.2.4", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", - "Hey Folks, here's what is hopefully the last patch with major changes following v3.2, but it's a doozy!\n" + - "\n" + - "In addition to more mobile improvements, there's also a just recently finished overhaul to the title screen background!\n" + - "\n" + - "Note that both of the big new things in this update are likely to have a few quirks. If something seems out of place please let me know! I do expect to do one or two more patches after v3.2.4 to fix any minor issues that crop up.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY_LAND), "New Title Screen Background!", - "**Shattered Pixel Dungeon has a new title screen background, with art by Aleksandar Komitov!**\n" + - "\n" + - "This new background is meant to both extend the classis archs, and tie the title screens more directly to the region splash arts! It features randomly selected floating fully rendered chunks of dungeon in front of an arch back-layer.\n" + - "\n" + - "Currently the background most strongly ties into the sewers region, but we have plans to add more variants in the future, one for each dungeon region!")); - - changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY_PORT), "Mobile Layout Changes", - "**Shattered's in-game screen now renders in true fullscreen on most mobile devices!**\n" + - "\n" + - "The status bar at the top of the in-game UI has been modified to work around small and medium sized hole punches and rounded corners on modern displays! This includes the dynamic island on modern iPhones. Thanks to these adjustments it's now possible for the UI to move up and for the game to display in true fullscreen during gameplay! Devices with larger cutouts like full-sized notches will unfortunately still have a dark bar on the top, as there isn't room for the UI.\n" + - "\n" + - "This also comes with a few other benefits for all mobile players. The XP bar has been moved and is now much more visible, and the hero buff bar now supports two rows, rather than compressing as heavily when there are many buffs at once.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), "v3.2.4 Beta Tweaks", - "During v3.2.4's short beta I got a lot of good feedback about the new UI, and have made the following tweaks to address feedback before full release:\n" + - "\n" + - "**-** The HP bar can now shrink and/or reposition slightly if it would otherwise be cut off by a display cutout. The HP bar should shrink by about 20% at most.\n" + - "**-** Adjusted buff bar layout logic to reduce cases of top row getting slightly cut off by display cutouts on Android.\n" + - "**-** The menu pane on the right will now move to the left if there is room to do so and it would otherwise be cut off by a display cutout.\n" + - "**-** Slightly increased the permissiveness for what cutouts the game will try to render into. This should let the game render in true fullscreen on some devices with hole punches that it couldn't previously.\n" + - "**-** Improved how buff bar layout handles iOS dynamic island at smaller scale values.\n" + - "**-** Renamed the mobile fullscreen setting to 'hide navigation bar' or 'hide gesture bar'")); - - changes = new ChangeInfo("v3.2.2 & v3.2.3", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", - "These are the first of those 'technical improvements' patches I mentioned previously. Several changes have been made to modernize some aspects of Shattered Pixel Dungeon on Android, as well as a few smaller changes on iOS and internal changes on other platforms.\n" + - "\n" + - "I expect to be releasing one more major patch for v3.2 with further improvements, plus whatever else is needed for handling tech fixes.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**Mobile UI Changes:**\n" + - "**-** Shattered's menu screens now render in true edge-to-edge fullscreen on Android 9+ and iOS devices.\n" + - "**-** Android now defaults to device orientation instead of forced portrait, but there is a 'force landscape' setting.\n" + - "**-** 'Fullscreen' (hiding the nav bar or gesture bar) now defaults to on, and is forced on if no nav or gesture bar is present.\n" + - "**-** Fully removed Android Power Saver setting, which was already hidden for Android 4.4+ devices anyway.\n" + - "\n" + - "**Other Changes:**\n" + - "**-** Updated various internal code libraries.\n" + - "**-** Shattered Pixel Dungeon now requires Android 5.0+, up from 4.0+.\n" + - "**-** Sharing Gameplay Data now requires Android 6.0+, up from 4.1+.\n" + - "**-** Desktop JAR build now requires Java 11+, up from 8+.\n" + - "**-** Slightly adjusted the visuals at the end of the prison region.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by v3.2.1:**\n" + - "**-** Text resolution on mac retina displays being reduced to 0.25x from 0.5x instead of increased to 1x (sorry!)\n" + - "**-** Thrown clubs and hammers giving hero extra turns in rare cases\n" + - "**-** Rare crash bugs\n" + - "\n" + - "**Caused by v3.2.0:**\n" + - "**-** Potential exploits relating to explosive curse and thrown weapons\n" + - "**-** Liquid metal stating upgrades increase cost by 33% when it is actually 35%\n" + - "**-** Hero rarely dodging while affected by stone glyph.\n" + - "**-** Minor textual errors", - - "**Existed prior to v3.2.0:**\n" + - "**-** Upgrade window not accounting for metamorphed runic transference talent\n" + - "**-** Keyboard on iOS not showing return key on multiline text windows\n" + - "**-** UI layout issues with long custom seeds\n" + - "**-** On-equip ID talents not setting items to be ready to be IDed by Oblivion Shard\n" + - "**-** 'Taking the Mick' badge not unlocking if the final boss was killed via pickaxe's explosive curse\n" + - "**-** Shield of Light not applying to skeleton bone explosion\n" + - "**-** Paralysis resist not functioning correctly over multiple applications of paralysis\n" + - "**-** Transmogrified statues not always clearing their journal landmark entry on death")); - - changes = new ChangeInfo("v3.2.1", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.THROWING_HAMMER), "Thrown Weapon Changes", - "Thrown weapons are doing very well overall since the changes in v3.2.0! In general balance is working well and thrown weapons are competitive with same-tier melee weapons. While they're still a lot less popular, people are actually upgrading thrown weapons now, which means I can make some changes based on balance data!\n" + - "\n" + - "**Buffs:**\n" + - "**- Throwing Clubs and Hammers** have a new upside: they can now be picked up from the ground instantly!\n" + - "**- Kunai** base durability up to 8 from 5.\n" + - "**- Kunai** damage scaling up to 1-3 from 1-2. (this is actually a bug fix but I'm listing it here for clarity)\n" + - "**- Force Cube** base damage back up to 5-25 from 5-20/" - , - "**Nerfs:**\n" + - "**- Bolas** cripple duration down to 5 from 10.\n" + - "**- Heavy Boomerang** damage scaling down to 1-3 from 1-4.\n" + - "**- Heavy Boomerang** circle back delay up to 4 from 3. This should make them a bit less spammable.\n" + - "\n" + - "Lastly, I've received quite a few complaints relating to the nerfs to shurikens, tomahawks, and the shared upgrades talent in v3.2.0. I made these nerfs pre-emptively because I expected these three would benefit massively from upgraded thrown weapons having more quantity. Unfortunately that looks to be correct; all three of these are still doing quite well and there is no room to restore some of their previous power.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "I've made some changes to two of the new **Battlemage** staff on-hit effects, as they didn't end up as powerful as I wanted:\n" + - "**- Fireblast** on-hit damage scaling increased to 2-4 from 1-2\n" + - "**- Blast Wave** on-hit base damage up to 8-12 from 6-12\n" + - "**- Blast Wave** on-hit damage scaling up to 2-3 from 1-2\n" + - "**- Blast Wave** knockback at sides of explosion up very slightly, which should make it a bit easier to knock enemies to the side and into walls.\n" + - "\n" + - "And one other change:\n" + - "**-** 'Enchanting' vfx now follows the hero as they move")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by v3.2.0:**\n" + - "**-** Free guiding light cooldown debuff stating that the cooldown is 100 turns, not 50\n" + - "**-** New hit/miss icons not working correctly with circling back boomerangs\n" + - "**-** Rare crash on launch bugs on iOS (hopefully)\n" + - "\n" + - "**Existed prior to v3.2.0:**\n" + - "**-** Liquid Agility evasion buff ending after enemies take their turn, instead of after the hero takes their turn.\n" + - "**-** Game text rendering at 1/2 resolution on mac retina displays\n" + - "**-** Revive via unblessed ankh resetting Duelist's weapon charge\n" + - "**-** Scroll empower buff overriding itself with weaker values in some cases\n" + - "**-** Noisemaker bombs being collectable after activation in some cases\n" + - "**-** Camera follow on enemies working when they aren't visible\n" + - "**-** Some specific Chinese characters not rendering on iOS and Desktop")); - - if (DeviceCompat.isAndroid()){ - - //5.0 lollipop - if (DeviceCompat.getPlatformVersion() < 21){ - String androidVersion; - switch (DeviceCompat.getPlatformVersion()){ - default: case 14: case 15: androidVersion = "4.0"; break; - case 16: androidVersion = "4.1"; break; - case 17: androidVersion = "4.2"; break; - case 18: androidVersion = "4.3"; break; - case 19: case 20: androidVersion = "4.4"; break; - } - - changes.addButton(new ChangeButton(Icons.get(Icons.WARNING), "Ending Android 4.0-4.4 Support", - "Unless any immediate issues pop up, v3.2.1 will be the last Shattered Pixel Dungeon update that supports Android versions below 5.0. This includes Android " + androidVersion + ", which your device is currently using.\n" + - "\n" + - "I am making this change as the latest versions of certain code libraries no longer support Android versions below 5.0, and updating to these version is becoming mandatory.\n" + - "\n" + - "Future updates to Shattered Pixel Dungeon will not be compatible with your device. Of course you can continue playing Shattered v3.2.1 indefinitely.")); - - } - - } else if (DeviceCompat.isDesktop()) { - int javaVersion = Integer.parseInt(System.getProperty("java.version").split("\\.")[0]); - //version is reported as "1.X" before java 9 - if (javaVersion == 1) { - javaVersion = Integer.parseInt(System.getProperty("java.version").split("\\.")[1]); - } - - if (javaVersion < 11) { - changes.addButton(new ChangeButton(Icons.get(Icons.WARNING), "Ending Java 8-10 Support", - "Unless any immediate issues pop up, v3.2.1 will be the last Shattered Pixel Dungeon update that supports Java versions below 11 on the JAR distribution. This includes Java " + javaVersion + ", which your device is currently using.\n" + - "\n" + - "I am making this change as upcoming versions of Shattered's development tools are dropping support Java versions below 11.\n" + - "\n" + - "Future updates to Shattered Pixel Dungeon will not be compatible with your version of Java. Of course you can continue playing Shattered v3.2.1 indefinitely.\n" + - "\n" + - "If your operating system is supported by Java 11+, you can continue playing future updates by updating to a newer version of Java. You can also try switching to the native desktop builds of Shattered, which currently come bundled with Java 16.")); - } - } - changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); @@ -323,10 +95,20 @@ public class v3_X_Changes { "**-** Thrown weapon default damage scaling per upgrade reduced to 1-tier, down from 2-tier.\n" + "**-** Sets can be enchanted, cursed, augmented, unidentified, etc.\n" + "**-** Sets can spawn with natural upgrades, enchants, or curses.\n" + + "**-** Liquid Metal functionality has been significantly changed to work with these new set mechanics.\n" + "**-** A few special rooms now have a chance to spawn higher value thrown weapon sets.\n" + "\n" + "Note that darts are not affected by these changes, they effectively all belong to the same set and still cannot be upgraded.")); + changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY_LAND), "New Title Background and Text Banners!", + "(v3.2.4) **Shattered Pixel Dungeon has a new title screen background, with art by Aleksandar Komitov!**\n" + + "\n" + + "This new background is meant to both extend the classis archs, and tie the title screens more directly to the region splash arts! It features randomly selected floating fully rendered chunks of dungeon in front of an arch back-layer.\n" + + "\n" + + "Currently the background most strongly ties into the sewers region, but we have plans to add more variants in the future, one for each dungeon region!\n" + + "\n" + + "**New visuals have also been added for the 'boss slain' and 'game over' text banners!** They should now match the newer text visuals in the title screen. This also includes some detail adjustments such as centering the sword in 'boss slain' vertically instead of horizontally.")); + changes.addButton(new ChangeButton(Icons.get(Icons.BUFFS), "Hit and Miss Icons", "**Pretty much every effect that changes accuracy or evasion now has an icon that shows up when that effect is the reason an attack hit or missed!**\n" + "\n" + @@ -334,23 +116,24 @@ public class v3_X_Changes { "\n" + "There are 12 different hit icons and 11 miss icons in total.")); - changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY), "Text Banners", - "**New visuals have been added for the 'boss slain' and 'game over' text banners!**\n" + - "\n" + - "They should now match the newer text visuals in the title screen. This also includes some detail adjustments such as centering the sword in 'boss slain' vertically instead of horizontally.")); - changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); changes.hardlight(CharSprite.WARNING); changeInfos.add(changes); - changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.LIQUID_METAL), "Liquid Metal", - "Liquid metal has also been changed to go along with the general changes to thrown weapons:\n" + + changes.addButton(new ChangeButton(Icons.get(Icons.DISPLAY_PORT), "Interface Changes", + "**Shattered's menu screens** (v3.2.2) **and in-game UI** (v3.2.4) **now render in true fullscreen on most mobile devices!**\n" + "\n" + - "**-** Recipe adjusted, now takes one known uncursed thrown weapon set and always costs 3 energy.\n" + - "**-** Liquid metal can now replace missing/broken thrown weapons from a set (up to the usual cap of 3)\n" + - "**-** Liquid metal scaling per upgrade down to 1.33x from 2x.\n" + + "The status bar at the top of the in-game UI has been modified to work around small and medium sized hole punches and rounded corners on modern displays! This includes the dynamic island on modern iPhones. Thanks to these adjustments it's now possible for the UI to move up and for the game to display in true fullscreen during gameplay! Devices with larger cutouts like full-sized notches will unfortunately still have a dark bar on the top, as there isn't room for the UI.\n" + "\n" + - "The upgrade scaling change works out to be a slight nerf, as thrown weapon durability scaling per upgrade was also reduced to 1.5x from 3x. However, I expect durability and repairing to be much more of a factor now, as previously upgraded thrown weapons would reach infinite durability very quickly.")); + "This also comes with a few other benefits for all mobile players. The XP bar has been moved and is now much more visible, and the hero buff bar now supports two rows, rather than compressing as heavily when there are many buffs at once." + , + "(v3.2.2) There are also a few other misc UI changes on mobile:\n" + + "**-** Android now defaults to device orientation instead of forced portrait, but there is a 'force landscape' setting.\n" + + "**-** Hiding the nav bar or gesture bar (formerly called 'fullscreen') now defaults to on, and is forced on if no system nav or gesture bar is present.\n" + + "**-** Fully removed Android Power Saver setting, which was already hidden for Android 4.4+ devices anyway.\n\n" + + "(v3.2.5) And a couple other changes:\n" + + "**-** The Boss health bar is now larger on full size UI, taking advantage of the bigger space.\n" + + "**-** Health bars now display shielding in addition to HP, instead of on top of it.")); changes.addButton(new ChangeButton(new TalentIcon(Talent.SURVIVALISTS_INTUITION), "Survivalist's Intuition", "Now that thrown weapons can be identified, there is design space for the Huntress to have a non-generic identification talent:\n" + @@ -381,7 +164,22 @@ public class v3_X_Changes { "**-** Made tweaks to tunnel and maze rooms to reduce the chance of them generating certain shapes\n" + "**-** Made piranha description text more helpful\n" + "**-** Updated code libraries on iOS (Android and Desktop lib updates will come in a patch later)\n" + - "**-** Added dev commentary for v2.2.0")); + "**-** Added dev commentary for v2.2.0" + , + "**v3.2.1:**\n" + + "**-** 'Enchanting' vfx now follows the hero as they move\n" + + "\n" + + "**v3.2.2:**\n" + + "**-** Updated various internal code libraries.\n" + + "**-** Shattered Pixel Dungeon now requires Android 5.0+, up from 4.0+.\n" + + "**-** Sharing Gameplay Data now requires Android 6.0+, up from 4.1+.\n" + + "**-** Desktop JAR build now requires Java 11+, up from 8+.\n" + + "**-** Slightly adjusted the visuals at the end of the prison region.\n" + + "\n" + + "**v3.2.5:**\n" + + "**-** Updated macOS code libraries to fix game launch speed on newer macs. This also means Shattered now requires at least macOS 10.12 Sierra, up from 10.10 Yosemite.\n" + + "**-** DM-300's rockfall attack now deals 6-12 damage (10-20 with badder bosses). This is for consistency with other rockfall effects, and to prevent exploits where DM-300 couldn't damage hiding inorganic allies.\n" + + "**-** Levelling up the dried rose while the ghost hero is summoned now heals them slightly.")); changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + @@ -395,18 +193,51 @@ public class v3_X_Changes { "**Misc:**\n" + "**-** Cases where status text would stack on itself incorrectly\n" + "**-** Language selection menu using the wrong name for Indonesian\n" + - "**-** Minor visual and textual bugs")); + "**-** Minor visual and textual bugs" + , + "**v3.2.1:**\n" + + "**-** Liquid Agility evasion buff ending after enemies take their turn, instead of after the hero takes their turn.\n" + + "**-** Game text rendering at 1/2 resolution on mac retina displays\n" + + "**-** Revive via unblessed ankh resetting Duelist's weapon charge\n" + + "**-** Scroll empower buff overriding itself with weaker values in some cases\n" + + "**-** Noisemaker bombs being collectable after activation in some cases\n" + + "**-** Camera follow on enemies working when they aren't visible\n" + + "**-** Some specific Chinese characters not rendering on iOS and Desktop" + , + "**v3.2.2 & v3.2.3:**\n" + + "**-** Upgrade window not accounting for metamorphed runic transference talent\n" + + "**-** Keyboard on iOS not showing return key on multiline text windows\n" + + "**-** UI layout issues with long custom seeds\n" + + "**-** On-equip ID talents not setting items to be ready to be IDed by Oblivion Shard\n" + + "**-** 'Taking the Mick' badge not unlocking if the final boss was killed via pickaxe's explosive curse\n" + + "**-** Shield of Light not applying to skeleton bone explosion\n" + + "**-** Paralysis resist not functioning correctly over multiple applications of paralysis\n" + + "**-** Transmogrified statues not always clearing their journal landmark entry on death" + , + "**v3.2.5:**\n" + + "**-** Specific cases where bits of hidden walls could be seen through the fog of war\n" + + "**-** Specific errors with inter-floor teleports\n" + + "**-** DM-201s retaliating to corruption dmg\n" + + "**-** Crossbow's charged shot melee not triggering in some cases\n" + + "**-** Tab cycling not working correctly with inventory window\n" + + "**-** Golden bees not preferring potential targets affected by aggression debuff\n" + + "**-** Aggression debuff effect persisting on downed ghouls once they revive\n" + + "**-** Radiance stunning enemies are they are killed by it triggering illuminate\n" + + "**-** Prison guards being able to pull large characters into enclosed spaces\n" + + "**-** Various minor visual/textual errors")); changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null); changes.hardlight(CharSprite.POSITIVE); changeInfos.add(changes); - changes.addButton(new ChangeButton(new TalentIcon(Talent.PROJECTILE_MOMENTUM), "Thrown Weapon Talent Buffs", + changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.THROWING_HAMMER), "Thrown Weapon Buffs", "Some talents that interact with thrown weapons are getting buffs as part of the thrown weapon changes:\n" + - "\n" + "**- Projectile Momentum** accuracy boost up substantially, to +50/100/150% at +1/2/3, from +20/40/60% at +1/2/3.\n" + + "**- Shared Enchantments** no longer prevents multiple enchantment triggers. Both enchants can now trigger if the thrown weapon and the Huntress' bow are both enchanted.\n" + "\n" + - "**- Shared Enchantments** no longer prevents multiple enchantment triggers. Both enchants can now trigger if the thrown weapon and the Huntress' bow are both enchanted.")); + "**v3.2.1:**\n" + + "**- Throwing Clubs and Hammers** have a new upside: they can now be picked up from the ground instantly!\n" + + "**- Kunai** base durability up to 8 from 5.")); changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 6), "Cleric & Priest Buffs", "Firstly, a quick buff to the Cleric's worst performing T2 spell:\n" + @@ -430,7 +261,9 @@ public class v3_X_Changes { "**- Staff of Fireblast** effect reworked, now has a chance to explode away flames, dealing damage to enemies.\n" + "**- Staff of Lightning** effect reworked, now has a chance to charge the Mage, granting lightning immunity and extra arcing reach.\n" + "**- Staff of Blast Wave** effect reworked, now consumes paralysis to deal big bonus damage.\n" + - "**- Staff of Warding** mildly changed, now heals level 2 and 3 wards in addition to sentries.")); + "**- Staff of Warding** mildly changed, now heals level 2 and 3 wards in addition to sentries.\n" + + "\n" + + "**-** (v3.2.1) **Blast Wave** knockback at sides of explosion up very slightly, which should make it a bit easier to knock enemies to the side and into walls.")); changes = new ChangeInfo(Messages.get(ChangesScene.class, "nerfs"), false, null); changes.hardlight(CharSprite.NEGATIVE); @@ -445,7 +278,11 @@ public class v3_X_Changes { "**- Heavy Boomerang** durability down to 5 from 8\n" + "**- Tomahawk** damage scaling down to 1-3 from 1-4\n" + "**- Tomahawk** bleed % down to 33% from 60%, but it is now a separate roll that ignores enemy armor\n" + - "**- Force Cube** base damage down to 10-20 from 10-25")); + "\n" + + "**v3.2.1:**\n" + + "**- Bolas** cripple duration down to 5 from 10\n" + + "**- Heavy Boomerang** damage scaling down to 1-3 from 1-4\n" + + "**- Heavy Boomerang** circle back delay up to 4 from 3. This should make them a bit less spammable.")); changes.addButton(new ChangeButton(new TalentIcon(Talent.SHARED_UPGRADES), "Thrown Weapon Talent Nerfs", "Some talents are also getting nerfed as part of the thrown weapon changes:\n" + From 8a40fa52bdc4230753e8c75c050513065b316f54 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 15 Oct 2025 10:56:42 -0400 Subject: [PATCH 026/156] v3.3.0: specific powerful earlygame enemy spawns can no longer be champs --- .../actors/buffs/ChampionEnemy.java | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java index a976c189b..e4ecf3625 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java @@ -27,7 +27,11 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bat; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Crab; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Guard; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Thief; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; @@ -88,8 +92,6 @@ public abstract class ChampionEnemy extends Buff { } public static void rollForChampion(Mob m){ - if (Dungeon.mobsToChampion <= 0) Dungeon.mobsToChampion = 8; - Dungeon.mobsToChampion--; //we roll for a champion enemy even if we aren't spawning one to ensure that @@ -105,7 +107,15 @@ public abstract class ChampionEnemy extends Buff { } if (Dungeon.mobsToChampion <= 0 && Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)) { + + //we block certain standout enemies on floor <10 from becoming champions + if (m instanceof Crab && Dungeon.scalingDepth() <= 3) return; + if (m instanceof Thief && Dungeon.scalingDepth() <= 4) return; + if (m instanceof Guard && Dungeon.scalingDepth() <= 7) return; + if (m instanceof Bat && Dungeon.scalingDepth() <= 9) return; + Buff.affect(m, buffCls); + Dungeon.mobsToChampion += 8; if (m.state != m.PASSIVE) { m.state = m.WANDERING; } From ffeb28ea55ec9aadd5b6f3de58bf0d69bb544bf8 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 15 Oct 2025 12:45:17 -0400 Subject: [PATCH 027/156] v3.3.0: overhauled upgrade functionality on chalice of blood: - now deals a range of damage, and shows that to the player - all damage reduction sources now affect chalice - range is triangular, and pre-reduction death % is also shown --- .../assets/messages/items/items.properties | 4 +- .../items/armor/glyphs/AntiMagic.java | 5 +- .../items/artifacts/ChaliceOfBlood.java | 64 +++++++++++++------ 3 files changed, 51 insertions(+), 22 deletions(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index c3e9ea9b2..53b299748 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=chalice of blood items.artifacts.chaliceofblood.ac_prick=PRICK items.artifacts.chaliceofblood.yes=Yes, I know what I'm doing items.artifacts.chaliceofblood.no=No, I changed my mind -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more life energy, if you are not careful this can easily kill you.\n\nAre you sure you want to offer it more life energy? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=You prick yourself, and your life essence drains into the chalice. items.artifacts.chaliceofblood.ondeath=The Chalice sucks your life essence dry... items.artifacts.chaliceofblood.desc=This shining silver chalice is oddly adorned with sharp gems at the rim. items.artifacts.chaliceofblood.desc_cursed=The cursed chalice has bound itself to your hand, and is inhibiting your ability to regenerate health. items.artifacts.chaliceofblood.desc_1=As you hold the chalice, you feel oddly compelled to prick yourself on the sharp gems. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=The chalice is filled to the brim with your life essence. You can feel the chalice pouring life energy back into you. items.artifacts.cloakofshadows.name=cloak of shadows diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/AntiMagic.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/AntiMagic.java index aac38682c..24f2584d5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/AntiMagic.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/AntiMagic.java @@ -28,13 +28,13 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Hex; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicalSleep; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vulnerable; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Weakness; -import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.Judgement; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.duelist.ElementalStrike; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.mage.ElementalBlast; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.mage.WarpBeacon; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.GuidingLight; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.HolyLance; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.HolyWeapon; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.Judgement; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.Smite; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.Sunray; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.CrystalWisp; @@ -44,6 +44,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Shaman; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Warlock; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogFist; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.ChaliceOfBlood; import com.shatteredpixel.shatteredpixeldungeon.items.bombs.ArcaneBomb; import com.shatteredpixel.shatteredpixeldungeon.items.bombs.HolyBomb; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRetribution; @@ -114,6 +115,8 @@ public class AntiMagic extends Armor.Glyph { RESISTS.add( WandOfTransfusion.class ); RESISTS.add( WandOfWarding.Ward.class ); + RESISTS.add( ChaliceOfBlood.class ); + RESISTS.add( ElementalStrike.class ); RESISTS.add( Blazing.class ); RESISTS.add( Shocking.class ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java index 531988e27..68a44eadf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java @@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.artifacts; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Badges; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText; @@ -73,38 +74,63 @@ public class ChaliceOfBlood extends Artifact { if (action.equals(AC_PRICK)){ - int damage = 5 + 3*(level()*level()); + int minDmg = minPrickDmg(); + int maxDmg = maxPrickDmg(); - if (damage > hero.HP*0.75) { + int totalHeroHP = hero.HP + hero.shielding(); - GameScene.show( - new WndOptions(new ItemSprite(this), - Messages.titleCase(name()), - Messages.get(this, "prick_warn"), - Messages.get(this, "yes"), - Messages.get(this, "no")) { - @Override - protected void onSelect(int index) { - if (index == 0) - prick(Dungeon.hero); + float deathChance = 0; + + if (totalHeroHP < maxDmg) { + deathChance = (maxDmg - totalHeroHP) / (float) (maxDmg - minDmg); + if (deathChance < 0.5f) { + deathChance = (float) Math.pow(2 * deathChance, 2) / 2f; + } else if (deathChance < 1f) { + deathChance = 1f - deathChance; + deathChance = (float) Math.pow(2 * deathChance, 2) / 2f; + deathChance = 1f - deathChance; + } else { + deathChance = 1; + } + } + + GameScene.show( + new WndOptions(new ItemSprite(this), + Messages.titleCase(name()), + Messages.get(this, "prick_warn", minDmg, maxDmg, Messages.decimalFormat("#.##", 100*deathChance)), + Messages.get(this, "yes"), + Messages.get(this, "no")) { + @Override + protected void onSelect(int index) { + if (index == 0) { + prick(Dungeon.hero); } } - ); + } + ); - } else { - prick(hero); - } } } - private void prick(Hero hero){ - int damage = 5 + 3*(level()*level()); + private int minPrickDmg(){ + return (int)Math.ceil(3 + 2.5f*(level()*level())); + } + private int maxPrickDmg(){ + return (int)Math.floor(7 + 3.5f*(level()*level())); + } + + private void prick(Hero hero){ + int damage = Random.NormalIntRange(minPrickDmg(), maxPrickDmg()); + + //need to process on-hit effects manually Earthroot.Armor armor = hero.buff(Earthroot.Armor.class); if (armor != null) { damage = armor.absorb(damage); } + + WandOfLivingEarth.RockArmor rockArmor = hero.buff(WandOfLivingEarth.RockArmor.class); if (rockArmor != null) { damage = rockArmor.absorb(damage); @@ -114,7 +140,7 @@ public class ChaliceOfBlood extends Artifact { hero.sprite.operate( hero.pos ); hero.busy(); - hero.spend(3f); + hero.spend(Actor.TICK); GLog.w( Messages.get(this, "onprick") ); if (damage <= 0){ damage = 1; From 0087edf62c2647739e201a4d3c94ccc109951e58 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 15 Oct 2025 12:57:44 -0400 Subject: [PATCH 028/156] v3.3.0: fixed holy ward not applying to bone explosions or chalice --- .../actors/mobs/Skeleton.java | 36 ++++++++++++------- .../items/artifacts/ChaliceOfBlood.java | 6 +++- 2 files changed, 28 insertions(+), 14 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Skeleton.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Skeleton.java index a888d92d0..00174b5f4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Skeleton.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Skeleton.java @@ -25,8 +25,11 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AscensionChallenge; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.HolyWard; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.ShieldOfLight; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Item; @@ -95,19 +98,26 @@ public class Skeleton extends Mob { damage -= (preDmg - damage); //apply the flat reduction twice } - ShieldOfLight.ShieldOfLightTracker shield = ch.buff( ShieldOfLight.ShieldOfLightTracker.class); - if (shield != null && shield.object == id()){ - int min = 1 + Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT); - damage -= Random.NormalIntRange(min, 2*min); - damage -= Random.NormalIntRange(min, 2*min); //apply twice - damage = Math.max(damage, 0); - } else if (ch == Dungeon.hero - && Dungeon.hero.heroClass != HeroClass.CLERIC - && Dungeon.hero.hasTalent(Talent.SHIELD_OF_LIGHT) - && TargetHealthIndicator.instance.target() == this){ - //33/50% - if (Random.Int(6) < 1+Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT)){ - damage -= 2; //doubled + if (ch.buff(MagicImmune.class) == null) { + ShieldOfLight.ShieldOfLightTracker shield = ch.buff(ShieldOfLight.ShieldOfLightTracker.class); + if (shield != null && shield.object == id()) { + int min = 1 + Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT); + damage -= Random.NormalIntRange(min, 2 * min); + damage -= Random.NormalIntRange(min, 2 * min); //apply twice + damage = Math.max(damage, 0); + } else if (ch == Dungeon.hero + && Dungeon.hero.heroClass != HeroClass.CLERIC + && Dungeon.hero.hasTalent(Talent.SHIELD_OF_LIGHT) + && TargetHealthIndicator.instance.target() == this) { + //33/50% + if (Random.Int(6) < 1 + Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT)) { + damage -= 2; //doubled + } + } + + if (ch.buff(HolyWard.HolyArmBuff.class) != null){ + //doubled + damage -= Dungeon.hero.subClass == HeroSubClass.PALADIN ? 6 : 2; } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java index 68a44eadf..69962bfd5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/ChaliceOfBlood.java @@ -27,6 +27,8 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.HolyWard; import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle; import com.shatteredpixel.shatteredpixeldungeon.items.Item; @@ -129,7 +131,9 @@ public class ChaliceOfBlood extends Artifact { damage = armor.absorb(damage); } - + if (hero.buff(MagicImmune.class) != null && hero.buff(HolyWard.HolyArmBuff.class) != null){ + damage -= hero.subClass == HeroSubClass.PALADIN ? 3 : 1; + } WandOfLivingEarth.RockArmor rockArmor = hero.buff(WandOfLivingEarth.RockArmor.class); if (rockArmor != null) { From 6f7eba200635d5cc4de25a8a2061ef85e60b89e0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 16 Oct 2025 12:22:55 -0400 Subject: [PATCH 029/156] v3.3.0: adjusted ascension curse text to more clearly indicate pacifism --- core/src/main/assets/messages/actors/actors.properties | 3 ++- .../actors/buffs/AscensionChallenge.java | 4 +++- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index d9cde74de..939e7e574 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=The amulet begins calling out to distant actors.buffs.ascensionchallenge.haste=The amulet begins hastening distant enemies! actors.buffs.ascensionchallenge.slow=The amulet starts to feel like a lead weight in your inventory! actors.buffs.ascensionchallenge.damage=The amulet begins radiating dark energy. It burns! -actors.buffs.ascensionchallenge.weaken_info=You must defeat enemies to weaken the amulet's curse! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=You can feel the amulet's curse weaken slightly. actors.buffs.ascensionchallenge.break=You take a moment to catch your breath and feel your wounds begin to close! actors.buffs.ascensionchallenge.almost=You feel Yog's grip on the amulet begin to weaken, you're almost there! diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java index c69ef17ec..5a6139369 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java @@ -302,7 +302,9 @@ public class AscensionChallenge extends Buff { } else if (stacks >= 2f){ GLog.n(Messages.get(this, "beckon")); } - if (stacks > 8 || stacks > 4 && Dungeon.depth > 20){ + if (stacks > 4 && !stacksLowered){ + GLog.h(Messages.get(this, "weaken_info_no_kills")); + } else if (stacks > 8){ GLog.h(Messages.get(this, "weaken_info")); } } From dcf74e0d3df33224f34157fd13ae819ab71a5051 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 16 Oct 2025 13:12:42 -0400 Subject: [PATCH 030/156] v3.3.0: added some more safety checks to quickslot buttons --- .../shatteredpixeldungeon/ui/QuickSlotButton.java | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java index a05ce6ef8..dbc83caca 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java @@ -73,6 +73,7 @@ public class QuickSlotButton extends Button { instance = new QuickSlotButton[QuickSlot.SIZE]; lastTarget = null; + targetingSlot = -1; } @Override @@ -85,7 +86,7 @@ public class QuickSlotButton extends Button { if (!Dungeon.hero.isAlive() || !Dungeon.hero.ready){ return; } - if (targetingSlot == slotNum) { + if (targetingSlot == slotNum && lastTarget != null) { int cell = autoAim(lastTarget, select(slotNum)); if (cell != -1){ @@ -349,7 +350,7 @@ public class QuickSlotButton extends Button { //FIXME: this is currently very expensive, should either optimize ballistica or this, or both public static int autoAim(Char target, Item item){ - if (Dungeon.hero == null){ + if (Dungeon.hero == null || target == null){ return -1; } From 684b73bd0d8adbdcfb63d652bf7d486d0074c952 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 17 Oct 2025 15:43:48 -0400 Subject: [PATCH 031/156] v3.3.0: fixed freeze errors relating to gnoll brute death over time --- .../shatteredpixeldungeon/actors/mobs/Brute.java | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java index 1441f4adf..3493550fb 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java @@ -80,15 +80,23 @@ public class Brute extends Mob { } } + //cache this buff to prevent having to call buff(...) a bunch. + private BruteRage rage; + @Override - public synchronized boolean isAlive() { + public boolean isAlive() { if (super.isAlive()){ return true; } else { if (!hasRaged){ triggerEnrage(); } - return !buffs(BruteRage.class).isEmpty(); + if (rage == null){ + for (BruteRage b : buffs(BruteRage.class)){ + rage = b; + } + } + return rage != null && rage.shielding() > 0; } } From 6e1ea49540faaef86294391419a99f9ca5fffa79 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sat, 18 Oct 2025 18:01:14 -0400 Subject: [PATCH 032/156] v3.3.0: rewrote the fix for unstable spell not always triggering talents Now more robust, fixes errors with siren's song and unstable spellbook --- .../items/artifacts/UnstableSpellbook.java | 8 +++----- .../shatteredpixeldungeon/items/scrolls/Scroll.java | 13 ++++++------- .../items/spells/UnstableSpell.java | 8 ++------ 3 files changed, 11 insertions(+), 18 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/UnstableSpellbook.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/UnstableSpellbook.java index 855595ac0..ae9deb2d5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/UnstableSpellbook.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/UnstableSpellbook.java @@ -25,7 +25,6 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; -import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; @@ -153,6 +152,7 @@ public class UnstableSpellbook extends Artifact { || (scroll instanceof ScrollOfTransmutation)); scroll.anonymize(); + scroll.talentChance = 0; //spellbook does not trigger on-scroll talents curItem = scroll; curUser = hero; @@ -176,14 +176,13 @@ public class UnstableSpellbook extends Artifact { curItem = scroll; charge--; scroll.anonymize(); + scroll.talentChance = 0; checkForArtifactProc(curUser, scroll); scroll.doRead(); - Invisibility.dispel(); Talent.onArtifactUsed(Dungeon.hero); } else { checkForArtifactProc(curUser, fScroll); fScroll.doRead(); - Invisibility.dispel(); Talent.onArtifactUsed(Dungeon.hero); } updateQuickslot(); @@ -197,7 +196,6 @@ public class UnstableSpellbook extends Artifact { } else { checkForArtifactProc(curUser, scroll); scroll.doRead(); - Invisibility.dispel(); Talent.onArtifactUsed(Dungeon.hero); } @@ -232,11 +230,11 @@ public class UnstableSpellbook extends Artifact { curUser = Dungeon.hero; curItem = scroll; scroll.anonymize(); + scroll.talentChance = 0; Game.runOnRenderThread(new Callback() { @Override public void call() { scroll.doRead(); - Invisibility.dispel(); Item.updateQuickslot(); } }); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/Scroll.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/Scroll.java index 0b8f2aa32..56e31affb 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/Scroll.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/Scroll.java @@ -92,9 +92,9 @@ public abstract class Scroll extends Item { protected String rune; //affects how strongly on-scroll talents trigger from this scroll - protected float talentFactor = 1; + public float talentFactor = 1; //the chance (0-1) of whether on-scroll talents trigger from this potion - protected float talentChance = 1; + public float talentChance = 1; { stackable = true; @@ -194,17 +194,16 @@ public abstract class Scroll extends Item { public abstract void doRead(); public void readAnimation() { - //if scroll is being created for its effect, depend on creating item to dispel - if (!anonymous) Invisibility.dispel(); + Invisibility.dispel(); curUser.spend( TIME_TO_READ ); curUser.busy(); ((HeroSprite)curUser.sprite).read(); if (!anonymous) { Catalog.countUse(getClass()); - if (Random.Float() < talentChance) { - Talent.onScrollUsed(curUser, curUser.pos, talentFactor, getClass()); - } + } + if (Random.Float() < talentChance) { + Talent.onScrollUsed(curUser, curUser.pos, talentFactor, getClass()); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/UnstableSpell.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/UnstableSpell.java index 289913f9a..885e4adda 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/UnstableSpell.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/UnstableSpell.java @@ -21,9 +21,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.spells; -import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; -import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfIdentify; @@ -111,14 +109,12 @@ public class UnstableSpell extends Spell { } s.anonymize(); + s.talentChance = s.talentFactor = 1; curItem = s; s.doRead(); - Invisibility.dispel(); Catalog.countUse(getClass()); - if (Random.Float() < talentChance){ - Talent.onScrollUsed(curUser, curUser.pos, talentFactor, getClass()); - } + //don't trigger talents, as they'll be triggered by the scroll } //lower values, as it's cheaper to make From e1ac0b8d78b30b8ecad37476dc5fd27f0497501c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 19 Oct 2025 15:29:13 -0400 Subject: [PATCH 033/156] v3.3.0: fixed large enemies not swapping targets properly --- .../actors/mobs/DM200.java | 17 +++++++++ .../actors/mobs/Golem.java | 17 +++++++++ .../actors/mobs/Mob.java | 35 ++++++++++--------- 3 files changed, 53 insertions(+), 16 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java index 2705ff1ad..e99a80fd5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java @@ -144,6 +144,11 @@ public class DM200 extends Mob { if (!enemyInFOV || canAttack(enemy)) { return super.act(enemyInFOV, justAlerted); } else { + + if (handleRecentAttackers()){ + return act( true, justAlerted ); + } + enemySeen = true; target = enemy.pos; @@ -172,6 +177,18 @@ public class DM200 extends Mob { } } else { + //attempt to swap targets if the current one can't be reached or vented at + if (!recursing) { + Char oldEnemy = enemy; + enemy = null; + enemy = chooseEnemy(); + if (enemy != null && enemy != oldEnemy) { + recursing = true; + boolean result = act(enemyInFOV, justAlerted); + recursing = false; + return result; + } + } spend( TICK ); return true; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java index e7223c8d7..b6ac78436 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java @@ -212,6 +212,11 @@ public class Golem extends Mob { if (!enemyInFOV || canAttack(enemy)) { return super.act(enemyInFOV, justAlerted); } else { + + if (handleRecentAttackers()){ + return act( true, justAlerted ); + } + enemySeen = true; target = enemy.pos; @@ -241,6 +246,18 @@ public class Golem extends Mob { } } else { + //attempt to swap targets if the current one can't be reached or teleported + if (!recursing) { + Char oldEnemy = enemy; + enemy = null; + enemy = chooseEnemy(); + if (enemy != null && enemy != oldEnemy) { + recursing = true; + boolean result = act(enemyInFOV, justAlerted); + recursing = false; + return result; + } + } spend( TICK ); return true; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java index 208e1e2f9..4e71da10d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java @@ -1230,22 +1230,8 @@ public abstract class Mob extends Char { //if we cannot attack our target, but were hit by something else that // is visible and attackable or closer, swap targets - if (!recentlyAttackedBy.isEmpty()){ - boolean swapped = false; - for (Char ch : recentlyAttackedBy){ - if (ch != null && ch.isActive() && Actor.chars().contains(ch) && alignment != ch.alignment && fieldOfView[ch.pos] && ch.invisible == 0 && !isCharmedBy(ch)) { - if (canAttack(ch) || enemy == null || Dungeon.level.distance(pos, ch.pos) < Dungeon.level.distance(pos, enemy.pos)) { - enemy = ch; - target = ch.pos; - enemyInFOV = true; - swapped = true; - } - } - } - recentlyAttackedBy.clear(); - if (swapped){ - return act( enemyInFOV, justAlerted ); - } + if (handleRecentAttackers()){ + return act( true, justAlerted ); } if (enemyInFOV) { @@ -1290,6 +1276,23 @@ public abstract class Mob extends Char { } } } + + protected boolean handleRecentAttackers(){ + boolean swapped = false; + if (!recentlyAttackedBy.isEmpty()){ + for (Char ch : recentlyAttackedBy){ + if (ch != null && ch.isActive() && Actor.chars().contains(ch) && alignment != ch.alignment && fieldOfView[ch.pos] && ch.invisible == 0 && !isCharmedBy(ch)) { + if (canAttack(ch) || enemy == null || Dungeon.level.distance(pos, ch.pos) < Dungeon.level.distance(pos, enemy.pos)) { + enemy = ch; + target = ch.pos; + swapped = true; + } + } + } + recentlyAttackedBy.clear(); + } + return swapped; + } } protected class Fleeing implements AiState { From db018069a14f0d6b5c3569e813665f82fcf43f01 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 19 Oct 2025 15:41:08 -0400 Subject: [PATCH 034/156] v3.3.0: force cubes now affect chars from far to close from thrower --- .../items/weapon/missiles/ForceCube.java | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java index 83f638aa5..3e290368f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java @@ -35,6 +35,8 @@ import com.watabou.noosa.audio.Sample; import com.watabou.utils.PathFinder; import java.util.ArrayList; +import java.util.Collections; +import java.util.Comparator; public class ForceCube extends MissileWeapon { @@ -82,6 +84,14 @@ public class ForceCube extends MissileWeapon { if (!(Dungeon.level.traps.get(cell+i) instanceof TenguDartTrap)) Dungeon.level.pressCell(cell+i); if (Actor.findChar(cell + i) != null) targets.add(Actor.findChar(cell + i)); } + + //furthest to closest, mainly for elastic + Collections.sort(targets, new Comparator() { + @Override + public int compare(Char a, Char b) { + return Float.compare(Dungeon.level.trueDistance(b.pos, curUser.pos), Dungeon.level.trueDistance(a.pos, curUser.pos)); + } + }); for (Char target : targets){ curUser.shoot(target, this); From be97730e01eb488980631b431558f481862e3018 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 20 Oct 2025 12:40:34 -0400 Subject: [PATCH 035/156] v3.3.0: Gladiators negative shield cooldown now has its own buff desc --- .../main/assets/messages/actors/actors.properties | 2 +- .../main/assets/messages/items/items.properties | 1 + .../shatteredpixeldungeon/items/BrokenSeal.java | 15 ++++++++++----- 3 files changed, 12 insertions(+), 6 deletions(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 939e7e574..294455efd 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -937,7 +937,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantments and curses on the Be actors.hero.talent.cleave.title=cleave actors.hero.talent.cleave.desc=_+1:_ The extra time the Gladiator gets on a kill is increased to _30 turns_, from 15.\n\n_+2:_ The extra time the Gladiator gets on a kill is increased to _45 turns_, from 15.\n\n_+3:_ The extra time the Gladiator gets on a kill is increased to _60 turns_, from 15. actors.hero.talent.lethal_defense.title=lethal defense -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 33%_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 67%_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100%_.\n\nThe shield cooldown can be reduced to as low as -100% by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=enhanced combo actors.hero.talent.enhanced_combo.desc=_+1:_ When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.\n\n_+2:_ In addition to the benefits of +1, when the Gladiator's combo is 9 or higher Parry works on multiple attacks.\n\n_+3:_ In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury. diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 53b299748..6fb92a8cc 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -2301,6 +2301,7 @@ items.brokenseal.discover_hint=One of the heroes starts with this item. items.brokenseal$warriorshield.name=Warrior Shield items.brokenseal$warriorshield.desc_active=The Warrior's broken seal is currently helping him persevere, granting him shielding on top of his health. There is a cooldown after the shielding initially triggers before it can be used again.\n\nThis shield does not decay over time, but will end if no enemies are nearby for a few turns. When it ends, any unused shielding will reduce the cooldown, up to a max of 50%%.\n\nShield remaining: %1$d.\n\nCurrent Cooldown: %2$d. items.brokenseal$warriorshield.desc_cooldown=The Warrior has recently gained shielding from his broken seal, and must wait until he can benefit from its shielding effect again.\n\nTurns Remaining: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=dewdrop items.dewdrop.already_full=You already have full health. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/BrokenSeal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/BrokenSeal.java index b7513dc14..52c62dddf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/BrokenSeal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/BrokenSeal.java @@ -261,7 +261,7 @@ public class BrokenSeal extends Item { @Override public int icon() { - if (coolingDown() || shielding() > 0){ + if (coolingDown() || shielding() > 0 || cooldown < 0){ return BuffIndicator.SEAL_SHIELD; } else { return BuffIndicator.NONE; @@ -270,10 +270,11 @@ public class BrokenSeal extends Item { @Override public void tintIcon(Image icon) { + icon.resetColor(); if (coolingDown() && shielding() == 0){ icon.brightness(0.3f); - } else { - icon.resetColor(); + } else if (cooldown < 0) { + icon.invert(); } } @@ -283,6 +284,8 @@ public class BrokenSeal extends Item { return GameMath.gate(0, 1f - shielding()/(float)maxShield(), 1); } else if (coolingDown()){ return GameMath.gate(0, cooldown / (float)COOLDOWN_START, 1); + } else if (cooldown < 0) { + return GameMath.gate(0, (COOLDOWN_START+cooldown) / (float)COOLDOWN_START, 1); } else { return 0; } @@ -292,7 +295,7 @@ public class BrokenSeal extends Item { public String iconTextDisplay() { if (shielding() > 0){ return Integer.toString(shielding()); - } else if (coolingDown()){ + } else if (coolingDown() || cooldown < 0){ return Integer.toString(cooldown); } else { return ""; @@ -301,8 +304,10 @@ public class BrokenSeal extends Item { @Override public String desc() { - if (shielding() > 0){ + if (shielding() > 0) { return Messages.get(this, "desc_active", shielding(), cooldown); + } else if (cooldown < 0) { + return Messages.get(this, "desc_negative_cooldown", cooldown); } else { return Messages.get(this, "desc_cooldown", cooldown); } From f95f20fa82126b9d25c20c65022c37d8f6d3eadd Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 20 Oct 2025 13:11:02 -0400 Subject: [PATCH 036/156] v3.3.0: moved handing unreachable target in hunting to its own method --- .../actors/mobs/DM200.java | 14 +---- .../actors/mobs/Golem.java | 14 +---- .../actors/mobs/Guard.java | 2 - .../actors/mobs/Mob.java | 52 ++++++++++--------- .../actors/mobs/Tengu.java | 46 ++++++++-------- 5 files changed, 54 insertions(+), 74 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java index e99a80fd5..3f42a217f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DM200.java @@ -178,19 +178,7 @@ public class DM200 extends Mob { } else { //attempt to swap targets if the current one can't be reached or vented at - if (!recursing) { - Char oldEnemy = enemy; - enemy = null; - enemy = chooseEnemy(); - if (enemy != null && enemy != oldEnemy) { - recursing = true; - boolean result = act(enemyInFOV, justAlerted); - recursing = false; - return result; - } - } - spend( TICK ); - return true; + return handleUnreachableTarget(enemyInFOV, justAlerted); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java index b6ac78436..dfa5958f7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Golem.java @@ -247,19 +247,7 @@ public class Golem extends Mob { } else { //attempt to swap targets if the current one can't be reached or teleported - if (!recursing) { - Char oldEnemy = enemy; - enemy = null; - enemy = chooseEnemy(); - if (enemy != null && enemy != oldEnemy) { - recursing = true; - boolean result = act(enemyInFOV, justAlerted); - recursing = false; - return result; - } - } - spend( TICK ); - return true; + return handleUnreachableTarget(enemyInFOV, justAlerted); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Guard.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Guard.java index 7588000ad..69703a0ea 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Guard.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Guard.java @@ -181,8 +181,6 @@ public class Guard extends Mob { && !isCharmedBy( enemy ) && !canAttack( enemy ) && Dungeon.level.distance( pos, enemy.pos ) < 5 - - && chain(enemy.pos)){ return !(sprite.visible || enemy.sprite.visible); } else { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java index 4e71da10d..49c898aee 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mob.java @@ -1214,9 +1214,6 @@ public abstract class Mob extends Char { public static final String TAG = "HUNTING"; - //prevents rare infinite loop cases - protected boolean recursing = false; - @Override public boolean act( boolean enemyInFOV, boolean justAlerted ) { enemySeen = enemyInFOV; @@ -1252,27 +1249,7 @@ public abstract class Mob extends Char { } else { - //if moving towards an enemy isn't possible, try to switch targets to another enemy that is closer - //unless we have already done that and still can't move toward them, then move on. - if (!recursing) { - Char oldEnemy = enemy; - enemy = null; - enemy = chooseEnemy(); - if (enemy != null && enemy != oldEnemy) { - recursing = true; - boolean result = act(enemyInFOV, justAlerted); - recursing = false; - return result; - } - } - - spend( TICK ); - if (!enemyInFOV) { - sprite.showLost(); - state = WANDERING; - target = ((Mob.Wandering)WANDERING).randomDestination(); - } - return true; + return handleUnreachableTarget(enemyInFOV, justAlerted); } } } @@ -1293,6 +1270,33 @@ public abstract class Mob extends Char { } return swapped; } + + //prevents rare infinite loop cases + protected boolean recursing = false; + + //Try to switch targets to another enemy that is closer or reachable + //unless we have already done that and still can't move toward them, then move on. + protected boolean handleUnreachableTarget(boolean enemyInFOV, boolean justAlerted){ + if (!recursing) { + Char oldEnemy = enemy; + enemy = null; + enemy = chooseEnemy(); + if (enemy != null && enemy != oldEnemy) { + recursing = true; + boolean result = act(enemyInFOV, justAlerted); + recursing = false; + return result; + } + } + + spend( TICK ); + if (!enemyInFOV) { + sprite.showLost(); + state = WANDERING; + target = ((Mob.Wandering)WANDERING).randomDestination(); + } + return true; + } } protected class Fleeing implements AiState { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Tengu.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Tengu.java index e8e74f892..1b4d8bcd1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Tengu.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Tengu.java @@ -400,30 +400,32 @@ public class Tengu extends Mob { } else { - //Try to switch targets to another enemy that is closer - //unless we have already done that and still can't attack them, then move on. - if (!recursing) { - Char oldEnemy = enemy; - enemy = null; - enemy = chooseEnemy(); - if (enemy != null && enemy != oldEnemy) { - recursing = true; - boolean result = act(enemyInFOV, justAlerted); - recursing = false; - return result; - } - } - - //attempt to use an ability, even if enemy can't be decided - if (canUseAbility()){ - return useAbility(); - } - - spend( TICK ); - return true; - + return handleUnreachableTarget(enemyInFOV, justAlerted); } } + + @Override + protected boolean handleUnreachableTarget(boolean enemyInFOV, boolean justAlerted) { + Char oldEnemy = enemy; + enemy = null; + enemy = chooseEnemy(); + if (enemy != null && enemy != oldEnemy) { + recursing = true; + boolean result = act(enemyInFOV, justAlerted); + recursing = false; + return result; + } + + //attempt to use an ability, even if enemy can't be decided + //Tengu is always hunting, so we don't lose enemy in this case + if (canUseAbility()){ + return useAbility(); + } + + spend( TICK ); + return true; + + } } //***************************************************************************************** From a186103de900bddf09e5cced99c206fd261a476f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 22 Oct 2025 12:11:13 -0400 Subject: [PATCH 037/156] v3.3.0: updated libGDX to 1.14.0 --- build.gradle | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/build.gradle b/build.gradle index 511e43b30..e584413a7 100644 --- a/build.gradle +++ b/build.gradle @@ -23,7 +23,7 @@ allprojects { appAndroidMinSDK = 21 //Android 5.0 appAndroidTargetSDK = 35 //Android 15 - gdxVersion = '1.13.6-SNAPSHOT' //using snapshot as 1.13.5 has issues with Android R8 + gdxVersion = '1.14.0' gdxControllersVersion = '2.2.4' robovmVersion = '2.3.23' } From c3161f050c095e2371a1ff9b81e8f502899a1f59 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sat, 25 Oct 2025 13:53:46 -0400 Subject: [PATCH 038/156] v3.3.0: balance tweaks to albino rats: - HP down to 12 from 15 - bleed is now always 2-3 if an attack damages, instead of equal to dmg --- .../shatteredpixeldungeon/actors/mobs/Albino.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Albino.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Albino.java index f2d265c73..2f502938d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Albino.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Albino.java @@ -33,7 +33,7 @@ public class Albino extends Rat { { spriteClass = AlbinoSprite.class; - HP = HT = 15; + HP = HT = 12; EXP = 2; loot = MysteryMeat.class; @@ -44,7 +44,7 @@ public class Albino extends Rat { public int attackProc( Char enemy, int damage ) { damage = super.attackProc( enemy, damage ); if (damage > 0 && Random.Int( 2 ) == 0) { - Buff.affect( enemy, Bleeding.class ).set( damage ); + Buff.affect( enemy, Bleeding.class ).set( Random.NormalFloat(2, 3) ); } return damage; From 90923af5cef0c581c21638be345503588073c81f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sat, 25 Oct 2025 14:40:14 -0400 Subject: [PATCH 039/156] v3.3.0: hostile champions now gets slightly harsher as depth increases --- core/src/main/assets/messages/misc/misc.properties | 2 +- .../com/shatteredpixel/shatteredpixeldungeon/Dungeon.java | 4 ++-- .../shatteredpixeldungeon/actors/buffs/ChampionEnemy.java | 3 ++- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/core/src/main/assets/messages/misc/misc.properties b/core/src/main/assets/messages/misc/misc.properties index 5e07392b8..3f20567bb 100644 --- a/core/src/main/assets/messages/misc/misc.properties +++ b/core/src/main/assets/messages/misc/misc.properties @@ -226,7 +226,7 @@ challenges.darkness_desc=It is a dungeon after all!\n\n- Regular visible distanc challenges.no_scrolls=Forbidden runes challenges.no_scrolls_desc=A certain rune is harder to find. Unfortunately, it's always the most useful one.\n\n- Half of the dungeon's upgrade scrolls are removed challenges.champion_enemies=Hostile champions -challenges.champion_enemies_desc=You're not the only one who can level up!\n\n- Regular enemies have a 1/8 chance to spawn with a special champion buff\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions are immune to corruption\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Badder bosses challenges.stronger_bosses_desc=Bosses are much tougher with this challenge!\n\n_Goo:_ +20% health\n_-_ Healing in water ramps up, to 3/turn\n_-_ Pumps up in 1 turn instead of 2\n_Tengu:_ +25% health\n_-_ Phase 1: traps are much deadlier\n_-_ Phase 2: abilities are more frequent\n_DM-300:_ +33% health\n_-_ Pylons are tougher and 3 activate\n_-_ Abilities are more powerful and frequent\n_-_ DM-300 is faster when supercharged\n_-_ Exposed wires are twice as common\n_Dwarf King:_ +50% health\n_-_ Minions are stronger in all phases\n_-_ Phase 1: faster abilities and summons\n_-_ Phase 2: 2 more minions per round\n_-_ Phase 3: 2x health, faster summons\n_Yog-Dzewa:_\n_-_ Two fists are summoned at a time!\n_-_ +60% laser damage\n_-_ Stronger minions diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java index 6c072b59d..48a36c0ea 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java @@ -179,7 +179,7 @@ public class Dungeon { } public static int challenges; - public static int mobsToChampion; + public static float mobsToChampion; public static Hero hero; public static Level level; @@ -733,7 +733,7 @@ public class Dungeon { Toolbar.swappedQuickslots = false; Dungeon.challenges = bundle.getInt( CHALLENGES ); - Dungeon.mobsToChampion = bundle.getInt( MOBS_TO_CHAMPION ); + Dungeon.mobsToChampion = bundle.getFloat( MOBS_TO_CHAMPION ); Dungeon.level = null; Dungeon.depth = -1; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java index e4ecf3625..578bea59f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java @@ -115,7 +115,8 @@ public abstract class ChampionEnemy extends Buff { if (m instanceof Bat && Dungeon.scalingDepth() <= 9) return; Buff.affect(m, buffCls); - Dungeon.mobsToChampion += 8; + //numbers of mobs until a champion scales from 1/8 to 1/6 as depths increases + Dungeon.mobsToChampion += 8 - Math.min(20, Dungeon.depth-1)/10f; if (m.state != m.PASSIVE) { m.state = m.WANDERING; } From 02b9b75c6b401bec1e7e667d92d0e4e134d8f868 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 26 Oct 2025 11:35:10 -0400 Subject: [PATCH 040/156] v3.3.0: fixed divine sense not properly updating UI state in some cases --- .../shatteredpixeldungeon/actors/hero/spells/DivineSense.java | 1 + 1 file changed, 1 insertion(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/DivineSense.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/DivineSense.java index bb0f7db7f..27f5de498 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/DivineSense.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/DivineSense.java @@ -65,6 +65,7 @@ public class DivineSense extends ClericSpell { SpellSprite.show(hero, SpellSprite.VISION); hero.sprite.operate(hero.pos); + hero.next(); Char ally = PowerOfMany.getPoweredAlly(); if (ally != null && ally.buff(LifeLinkSpell.LifeLinkSpellBuff.class) != null){ From b9f900923ca20458a5644e83a6c979060367568f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 26 Oct 2025 11:40:07 -0400 Subject: [PATCH 041/156] v3.3.0: fixed transmuting tipped darts destroying the original stack --- .../items/scrolls/ScrollOfTransmutation.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/ScrollOfTransmutation.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/ScrollOfTransmutation.java index 922d84a6c..b513bb8b1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/ScrollOfTransmutation.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/ScrollOfTransmutation.java @@ -125,7 +125,7 @@ public class ScrollOfTransmutation extends InventoryScroll { } Dungeon.hero.spend(-Dungeon.hero.cooldown()); //cancel equip/unequip time } else { - if (item instanceof MissileWeapon){ + if (item instanceof MissileWeapon && !(item instanceof TippedDart)){ item.detachAll(Dungeon.hero.belongings.backpack); } else { item.detach(Dungeon.hero.belongings.backpack); From 62f5d398ca1b9c0f9522c66071e3be539589b1d2 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 26 Oct 2025 13:19:42 -0400 Subject: [PATCH 042/156] v3.3.0: fixed deprecated platform checking logic --- .../main/java/com/watabou/utils/DeviceCompat.java | 7 ++++--- .../desktop/DesktopLaunchValidator.java | 3 ++- .../desktop/DesktopLauncher.java | 15 +++++++++------ 3 files changed, 15 insertions(+), 10 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/utils/DeviceCompat.java b/SPD-classes/src/main/java/com/watabou/utils/DeviceCompat.java index da5d7a3b7..952e00a56 100644 --- a/SPD-classes/src/main/java/com/watabou/utils/DeviceCompat.java +++ b/SPD-classes/src/main/java/com/watabou/utils/DeviceCompat.java @@ -23,6 +23,7 @@ package com.watabou.utils; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input; +import com.badlogic.gdx.utils.Os; import com.badlogic.gdx.utils.SharedLibraryLoader; import com.watabou.noosa.Game; @@ -35,15 +36,15 @@ public class DeviceCompat { } public static boolean isAndroid(){ - return SharedLibraryLoader.isAndroid; + return SharedLibraryLoader.os == Os.Android; } public static boolean isiOS(){ - return SharedLibraryLoader.isIos; + return SharedLibraryLoader.os == Os.IOS; } public static boolean isDesktop(){ - return SharedLibraryLoader.isWindows || SharedLibraryLoader.isMac || SharedLibraryLoader.isLinux; + return SharedLibraryLoader.os == Os.Windows || SharedLibraryLoader.os == Os.MacOsX || SharedLibraryLoader.os == Os.Linux; } public static boolean hasHardKeyboard(){ diff --git a/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLaunchValidator.java b/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLaunchValidator.java index 00506cd0c..b55f43f06 100644 --- a/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLaunchValidator.java +++ b/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLaunchValidator.java @@ -21,6 +21,7 @@ package com.shatteredpixel.shatteredpixeldungeon.desktop; +import com.badlogic.gdx.utils.Os; import com.badlogic.gdx.utils.SharedLibraryLoader; import java.io.BufferedReader; @@ -36,7 +37,7 @@ public class DesktopLaunchValidator { public static boolean verifyValidJVMState(String[] args){ //mac computers require the -XstartOnFirstThread JVM argument - if (SharedLibraryLoader.isMac){ + if (SharedLibraryLoader.os == Os.MacOsX){ // If XstartOnFirstThread is present and enabled, we can return true if ("1".equals(System.getenv("JAVA_STARTED_ON_FIRST_THREAD_" + diff --git a/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLauncher.java b/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLauncher.java index c0090d36b..b5c7c8f37 100644 --- a/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLauncher.java +++ b/desktop/src/main/java/com/shatteredpixel/shatteredpixeldungeon/desktop/DesktopLauncher.java @@ -26,6 +26,8 @@ import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3FileHandle; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Preferences; +import com.badlogic.gdx.utils.Architecture; +import com.badlogic.gdx.utils.Os; import com.badlogic.gdx.utils.SharedLibraryLoader; import com.shatteredpixel.shatteredpixeldungeon.SPDSettings; import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; @@ -54,10 +56,11 @@ public class DesktopLauncher { //detection for FreeBSD (which is equivalent to linux for us) //TODO might want to merge request this to libGDX if (System.getProperty("os.name").contains("FreeBSD")) { - SharedLibraryLoader.isLinux = true; + SharedLibraryLoader.os = Os.Linux; //this overrides incorrect values set in SharedLibraryLoader's static initializer - SharedLibraryLoader.isIos = false; - SharedLibraryLoader.is64Bit = System.getProperty("os.arch").contains("64") || System.getProperty("os.arch").startsWith("armv8"); + if (System.getProperty("os.arch").contains("64") || System.getProperty("os.arch").startsWith("armv8")){ + SharedLibraryLoader.bitness = Architecture.Bitness._64; + } } final String title; @@ -145,17 +148,17 @@ public class DesktopLauncher { String basePath = ""; Files.FileType baseFileType = null; - if (SharedLibraryLoader.isWindows) { + if (SharedLibraryLoader.os == Os.Windows) { if (System.getProperties().getProperty("os.name").equals("Windows XP")) { basePath = "Application Data/." + vendor + "/" + title + "/"; } else { basePath = "AppData/Roaming/." + vendor + "/" + title + "/"; } baseFileType = Files.FileType.External; - } else if (SharedLibraryLoader.isMac) { + } else if (SharedLibraryLoader.os == Os.MacOsX) { basePath = "Library/Application Support/" + title + "/"; baseFileType = Files.FileType.External; - } else if (SharedLibraryLoader.isLinux) { + } else if (SharedLibraryLoader.os == Os.Linux) { String XDGHome = System.getenv("XDG_DATA_HOME"); if (XDGHome == null) XDGHome = System.getProperty("user.home") + "/.local/share"; From 658f29fb5bfc1a84c2b0ceb87a6225680012b599 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 30 Oct 2025 12:52:28 -0400 Subject: [PATCH 043/156] v3.3.0: removed deadlock-causing sync checks --- .../scenes/GameScene.java | 25 +++++++++++-------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java index 4e9d78ee5..0c53406b6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -172,7 +172,7 @@ public class GameScene extends PixelScene { private BossHealthBar boss; private GameLog log; - + private static CellSelector cellSelector; private Group terrain; @@ -209,7 +209,7 @@ public class GameScene extends PixelScene { { inGameScene = true; } - + @Override public void create() { @@ -530,7 +530,7 @@ public class GameScene extends PixelScene { } layoutTags(); - + switch (InterlevelScene.mode) { case RESURRECT: Sample.INSTANCE.play(Assets.Sounds.TELEPORT); @@ -831,7 +831,7 @@ public class GameScene extends PixelScene { public static boolean updateTags = false; private static float waterOfs = 0; - + @Override public synchronized void update() { lastOffset = null; @@ -869,7 +869,7 @@ public class GameScene extends PixelScene { Actor.process(); } }; - + //if cpu cores are limited, game should prefer drawing the current frame if (Runtime.getRuntime().availableProcessors() == 1) { actorThread.setPriority(Thread.NORM_PRIORITY - 1); @@ -1028,22 +1028,25 @@ public class GameScene extends PixelScene { public void addCustomWall( CustomTilemap visual){ customWalls.add( visual.create() ); } - - private synchronized void addHeapSprite( Heap heap ) { + + //FIXME added a sync check here in v3.2.5, which caused deadlocks + // what I really need to do is have these queue additions that then happen on render thread + // this can also apply to adding mob sprites + private void addHeapSprite( Heap heap ) { ItemSprite sprite = heap.sprite = (ItemSprite)heaps.recycle( ItemSprite.class ); sprite.revive(); sprite.link( heap ); heaps.add( sprite ); } - private synchronized void addDiscardedSprite( Heap heap ) { + private void addDiscardedSprite( Heap heap ) { heap.sprite = (DiscardedItemSprite)heaps.recycle( DiscardedItemSprite.class ); heap.sprite.revive(); heap.sprite.link( heap ); heaps.add( heap.sprite ); } - private synchronized void addBlobSprite( final Blob gas ) { + private void addBlobSprite( final Blob gas ) { if (gas.emitter == null) { gases.add( new BlobEmitter( gas ) ); } @@ -1340,7 +1343,7 @@ public class GameScene extends PixelScene { scene.terrainFeatures.growPlant( cell ); } } - + public static void discoverTile( int pos, int oldValue ) { if (scene != null) { scene.tiles.discover( pos, oldValue ); @@ -1581,7 +1584,7 @@ public class GameScene extends PixelScene { return wnd; } } - + return null; } From 43328191cdb54fc1844efb40e8b42ed1d0175509 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 30 Oct 2025 12:53:11 -0400 Subject: [PATCH 044/156] v3.3.0: fixed 2 champs spawning on f1 with recent change --- .../java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java index 48a36c0ea..26105d741 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java @@ -233,7 +233,7 @@ public class Dungeon { initialVersion = version = Game.versionCode; challenges = SPDSettings.challenges(); - mobsToChampion = -1; + mobsToChampion = 1; Actor.clear(); Actor.resetNextID(); From 447aba7b1ed43c81597119e5ab296e9795f38cf6 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 30 Oct 2025 13:08:45 -0400 Subject: [PATCH 045/156] v3.3.0: implemented initial new imp room --- .../environment/custom_tiles/city_quest.png | Bin 0 -> 1490 bytes .../shatteredpixeldungeon/Assets.java | 1 + .../actors/mobs/npcs/Imp.java | 39 ++-- .../levels/CityLevel.java | 48 ++++- .../shatteredpixeldungeon/levels/Level.java | 12 +- .../levels/rooms/quest/AmbitiousImpRoom.java | 192 ++++++++++++++++++ .../sprites/ImpSprite.java | 11 - 7 files changed, 255 insertions(+), 48 deletions(-) create mode 100644 core/src/main/assets/environment/custom_tiles/city_quest.png create mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java diff --git a/core/src/main/assets/environment/custom_tiles/city_quest.png b/core/src/main/assets/environment/custom_tiles/city_quest.png new file mode 100644 index 0000000000000000000000000000000000000000..c0742932e1b3f5c64b1212328c6c7b522e7d4bf8 GIT binary patch literal 1490 zcmV;@1ugoCP)C0000;P)t-s0000w zK~X(KR5?CPF*HCoJWDAoHZ(UwFf%_hHbO2jJu)>xEigMTGCrGyd4q6iV^md5|DHoQ zL^v-vFDNe|93dAI7XSbNgV$@>00001bW%=J06^y0W&i*MI7vi7RCocb(1C_6F&G5l zRHgraX6L^D`(9y>V+R8HfYLyZH&kXsbSAqVrzL7!B*m`BX_8cMA-L;t8d6E27*8Xm&kL6M`y90lOZjNhYXNlF6>eX;f5{lq9+b&cdmpC-lq4m>?EB}suI^92_i@^Ep}SRQ|6EU=`^j(T zcdt*6(_EN+-`&jW=XtLD%X(pTUVFxAvi#@Oind$FLEuBV62?U9Y`dHP|I-y9=MtR6 zX5C(nUv%soh8bB*smo-<7or)bX%-d`N`a5Z`*2c%*#DW))`g6CoPmg-UMfgNsoLL{ zb@T_P`hQnkwH?H3Qfe;X;l8nO#vjD~U#LeZzshXH6ZE8ix#&xD_W^Z#dVg@L{~NIt zN;Tq1vo9_bLoJ~9iG+emz;FG*^?JYd`hS^GQ}^l+D`L~^f4fi&O)AIQS+I>#Ir@W` z-Cghcf03G|d1ycN@-_RX3&kKL)C#b^q3r#^nf_mdRV3A(w0zC}5fsgODHyj4+P=V84F3w*7wUf8hH++l~?xBEV-XKa%j-DbO7d{XwjM zkAk(o1M7|w6e7S^C_h9;AR++q{r6!0;5dNmL;vq2G6QML69L}m7X%{04E+1|0MQ>L z`o9YJ!AwA?0=&;J2vh|A@V}RX!0Jy>5dFYZn+R~*4H2PTHhv%j;QGuD)DB<>uq(pS zzTXdkyaFb`z6f#_P~G@}Yes|U2P$+0On`k6bQ@yy1J`Tf+W3KK>I&==U=)Z3Fh@U- zi|7Za1NgcfjIX81xfT6Df`Y9dKx&I9a7=@x$>|yWKng(g1JnVC0>?C1>WGj`IeH3>m*B+z4}u@Ks4>SQ2(%H&;q}Z99IZe40TfB=d=LO25K){DqyPjz04C}F zn_&3`E!H?6NJa1iI3%?<;ot^*F&{WofAj-&oNMMy4{pHd2aW-FJ|6&^5WwgOFCi?p z0S#^R1F499z;+>wp74r9vt0plOX`HB=tSj!&|=~Hj#1G@vF=m)@b z)%w&OwdD~*U$)VLjVs`j|37ekKJI?)d<#uIpBqX+>mfsJ6z+>+{?Bz}WzBTj4SgjWvO-ffD^c8_a$y z{1RaZY~AtLy7G^HKfrt^zBBFCxUMJu;qM0q(W spawn( ArrayList rooms ) { if (!spawned && Dungeon.depth > 16 && Random.Int( 20 - Dungeon.depth ) == 0) { - Imp npc = new Imp(); - int tries = 30; - do { - npc.pos = level.randomRespawnCell( npc ); - tries--; - } while ( - npc.pos == -1 || - //visibility issues on these tiles, try to avoid them - (tries > 0 && level.map[ npc.pos ] == Terrain.EMPTY_SP) || - level.heaps.get( npc.pos ) != null || - level.traps.get( npc.pos) != null || - level.findMob( npc.pos ) != null || - //don't place the imp against solid terrain - !level.passable[npc.pos + PathFinder.CIRCLE4[0]] || !level.passable[npc.pos + PathFinder.CIRCLE4[1]] || - !level.passable[npc.pos + PathFinder.CIRCLE4[2]] || !level.passable[npc.pos + PathFinder.CIRCLE4[3]]); - level.mobs.add( npc ); - + rooms.add(new AmbitiousImpRoom()); spawned = true; - //imp always spawns on an empty tile, for better visibility - Level.set( npc.pos, Terrain.EMPTY, level); - //always assigns monks on floor 17, golems on floor 19, and 50/50 between either on 18 switch (Dungeon.depth){ case 17: default: @@ -255,6 +236,12 @@ public class Imp extends NPC { reward.upgrade( 2 ); reward.cursed = true; } + + return rooms; + } + + public static boolean given(){ + return given; } public static void process( Mob mob ) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index ec10196aa..08e44a1c0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -24,10 +24,13 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ElmoParticle; +import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CityPainter; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.BlazingTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.CorrosionTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.CursingTrap; @@ -46,14 +49,21 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SummoningTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WarpingTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WeakeningTrap; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; +import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ImpSprite; import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap; +import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions; +import com.watabou.noosa.Game; import com.watabou.noosa.Group; import com.watabou.noosa.audio.Music; import com.watabou.noosa.particles.Emitter; import com.watabou.noosa.particles.PixelParticle; +import com.watabou.utils.Callback; import com.watabou.utils.PointF; import com.watabou.utils.Random; +import java.util.ArrayList; + public class CityLevel extends RegularLevel { { @@ -122,12 +132,40 @@ public class CityLevel extends RegularLevel { 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1 }; } - + @Override - protected void createMobs() { - Imp.Quest.spawn( this ); - - super.createMobs(); + public boolean activateTransition(Hero hero, LevelTransition transition) { + if (transition.type == LevelTransition.Type.BRANCH_EXIT) { + + if (Imp.Quest.given()){ + Game.runOnRenderThread(new Callback() { + @Override + public void call() { + GameScene.show( new WndOptions( new ImpSprite(), + Messages.titleCase(Messages.get(Imp.class, "name")), + "Want to go down?", + "yes", + "no"){ + @Override + protected void onSelect(int index) { + if (index == 0){ + CityLevel.super.activateTransition(hero, transition); + } + } + } ); + } + }); + } + return false; + + } else { + return super.activateTransition(hero, transition); + } + } + + @Override + protected ArrayList initRooms() { + return Imp.Quest.spawn(super.initRooms()); } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java index e250ac72e..cbc0460c7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java @@ -184,8 +184,8 @@ public abstract class Level implements Bundlable { public HashMap,Blob> blobs; public SparseArray plants; public SparseArray traps; - public HashSet customTiles; - public HashSet customWalls; + public ArrayList customTiles; + public ArrayList customWalls; protected ArrayList itemsToSpawn = new ArrayList<>(); @@ -302,8 +302,8 @@ public abstract class Level implements Bundlable { blobs = new HashMap<>(); plants = new SparseArray<>(); traps = new SparseArray<>(); - customTiles = new HashSet<>(); - customWalls = new HashSet<>(); + customTiles = new ArrayList<>(); + customWalls = new ArrayList<>(); } while (!build()); @@ -375,8 +375,8 @@ public abstract class Level implements Bundlable { blobs = new HashMap<>(); plants = new SparseArray<>(); traps = new SparseArray<>(); - customTiles = new HashSet<>(); - customWalls = new HashSet<>(); + customTiles = new ArrayList<>(); + customWalls = new ArrayList<>(); map = bundle.getIntArray( MAP ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java new file mode 100644 index 000000000..e99a19394 --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java @@ -0,0 +1,192 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest; + +import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; +import com.shatteredpixel.shatteredpixeldungeon.levels.Level; +import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; +import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; +import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom; +import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; +import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap; +import com.watabou.noosa.Game; +import com.watabou.noosa.NoosaScript; +import com.watabou.noosa.TextureFilm; +import com.watabou.noosa.Tilemap; +import com.watabou.utils.Point; +import com.watabou.utils.Random; + +public class AmbitiousImpRoom extends SpecialRoom { + + @Override + public int maxWidth() { return 9; } + public int minWidth() { return 9; } + public int maxHeight() { return 9; } + public int minHeight() { return 9; } + + @Override + public void paint(Level level) { + + Painter.fill( level, this, Terrain.WALL ); + Painter.fill( level, this, 1, Terrain.EMPTY ); + + Point c = center(); + + Painter.set(level, c.x-2, c.y-2, Terrain.REGION_DECO); + Painter.set(level, c.x+2, c.y-2, Terrain.REGION_DECO); + Painter.set(level, c.x-2, c.y+2, Terrain.REGION_DECO); + Painter.set(level, c.x+2, c.y+2, Terrain.REGION_DECO); + + Painter.set(level, c.x-3, c.y-3, Terrain.WALL_DECO); + Painter.set(level, c.x+3, c.y-3, Terrain.WALL_DECO); + Painter.set(level, c.x-3, c.y+3, Terrain.WALL_DECO); + Painter.set(level, c.x+3, c.y+3, Terrain.WALL_DECO); + + Door entrance = entrance(); + Imp npc = new Imp(); + npc.pos = level.pointToCell(c); + + //TODO we have imp in front for now, do we want to put him in the back? + if (entrance.x == left || entrance.x == right){ + npc.pos += Random.IntRange(-1, 1)*level.width(); + npc.pos += entrance.x == left ? -2 : 2; + } else if (entrance.y == top || entrance.y == bottom){ + npc.pos += Random.IntRange(-1, 1); + npc.pos += level.width() * (entrance.y == top ? -2 : 2); + } + level.mobs.add( npc ); + + Painter.drawInside(level, this, entrance, 1, Terrain.EMPTY); + entrance.set( Door.Type.REGULAR ); //TODO maybe lock? + + //TODO finalize quest entrance visuals + QuestEntrance vis = new QuestEntrance(); + vis.pos(c.x - 2, c.y - 2); + level.customTiles.add(vis); + + EntranceBarrier vis2 = new EntranceBarrier(); + vis2.pos(c.x - 1, c.y - 1); + level.customTiles.add(vis2); + + int entrancePos = level.pointToCell(c); + + level.transitions.add(new LevelTransition(level, + entrancePos, + LevelTransition.Type.BRANCH_EXIT, + Dungeon.depth, + Dungeon.branch + 1, + LevelTransition.Type.BRANCH_ENTRANCE)); + Painter.set(level, entrancePos, Terrain.EXIT); + + } + + @Override + public boolean canPlaceCharacter(Point p, Level l) { + return false; + } + + @Override + public boolean canPlaceItem(Point p, Level l) { + return false; + } + + @Override + public boolean canPlaceTrap(Point p) { + return false; + } + + @Override + public boolean canPlaceGrass(Point p) { + return false; + } + + @Override + public boolean canPlaceWater(Point p) { + return false; + } + + public static class QuestEntrance extends CustomTilemap { + + { + texture = Assets.Environment.CITY_QUEST; + + tileW = tileH = 5; + } + + final int TEX_WIDTH = 128; + + @Override + public Tilemap create() { + Tilemap v = super.create(); + v.map(mapSimpleImage(0, 0, TEX_WIDTH), 5); + return v; + } + + @Override + public String name(int tileX, int tileY) { + return Messages.get(this, "name"); + } + + @Override + public String desc(int tileX, int tileY) { + return Messages.get(this, "desc"); + } + + } + + public static class EntranceBarrier extends CustomTilemap { + { + texture = Assets.Environment.CITY_QUEST; + + tileW = tileH = 3; + } + + final int TEX_WIDTH = 128; + + @Override + public Tilemap create() { + //largely a copy of super method, so that we can change alpha on update + if (vis != null && vis.alive) vis.killAndErase(); + vis = new Tilemap(texture, new TextureFilm( texture, SIZE, SIZE )){ + @Override + protected NoosaScript script() { + //allow lighting for custom tilemaps + return NoosaScript.get(); + } + + @Override + public void update() { + alpha(0.3f + 0.3f*(float)Math.sin(Game.timeTotal)); + super.update(); + } + }; + vis.x = tileX*SIZE; + vis.y = tileY*SIZE; + vis.map(mapSimpleImage(5, 1, TEX_WIDTH), 3); + return vis; + } + + } +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ImpSprite.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ImpSprite.java index 48dd07a56..6ebcf3cba 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ImpSprite.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ImpSprite.java @@ -22,8 +22,6 @@ package com.shatteredpixel.shatteredpixeldungeon.sprites; import com.shatteredpixel.shatteredpixeldungeon.Assets; -import com.shatteredpixel.shatteredpixeldungeon.actors.Char; -import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.watabou.noosa.TextureFilm; @@ -50,15 +48,6 @@ public class ImpSprite extends MobSprite { play( idle ); } - @Override - public void link( Char ch ) { - super.link( ch ); - - if (ch instanceof Imp) { - alpha( 0.5f ); - } - } - @Override public void onComplete( Animation anim ) { if (anim == die) { From 08a581be4a0a462cc77e53cf9970b28193b35512 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 30 Oct 2025 13:52:49 -0400 Subject: [PATCH 046/156] v3.3.0: added a warning to trinket energizing --- .../messages/windows/windows.properties | 3 ++ .../items/spells/Alchemize.java | 29 +++++++++++++++++-- .../windows/WndEnergizeItem.java | 27 +++++++++++++++-- 3 files changed, 54 insertions(+), 5 deletions(-) diff --git a/core/src/main/assets/messages/windows/windows.properties b/core/src/main/assets/messages/windows/windows.properties index 6109a8619..d5f4c1704 100644 --- a/core/src/main/assets/messages/windows/windows.properties +++ b/core/src/main/assets/messages/windows/windows.properties @@ -62,6 +62,9 @@ windows.wndenergizeitem.prompt=Energize an Item windows.wndenergizeitem.energize=Turn into %d energy windows.wndenergizeitem.energize_1=Turn 1 into %d energy windows.wndenergizeitem.energize_all=Turn all into %d energy +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERROR diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/Alchemize.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/Alchemize.java index ff2f2bf25..8bc2789ea 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/Alchemize.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/Alchemize.java @@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.stones.Runestone; +import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.Trinket; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon; import com.shatteredpixel.shatteredpixeldungeon.journal.Catalog; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; @@ -42,6 +43,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextBlock; import com.shatteredpixel.shatteredpixeldungeon.windows.WndBag; import com.shatteredpixel.shatteredpixeldungeon.windows.WndEnergizeItem; import com.shatteredpixel.shatteredpixeldungeon.windows.WndInfoItem; +import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions; import com.shatteredpixel.shatteredpixeldungeon.windows.WndTradeItem; import com.shatteredpixel.shatteredpixeldungeon.windows.WndUpgrade; import com.watabou.noosa.audio.Sample; @@ -213,9 +215,30 @@ public class Alchemize extends Spell { RedButton btnEnergize = new RedButton(Messages.get(this, "energize", item.energyVal())) { @Override protected void onClick() { - WndEnergizeItem.energizeAll(item); - hide(); - consumeAlchemize(); + if (item instanceof Trinket){ + GameScene.show(new WndOptions(new ItemSprite(item), Messages.titleCase(item.name()), + Messages.get(WndEnergizeItem.class, "trinket_warn"), + Messages.get(WndEnergizeItem.class, "trinket_yes"), + Messages.get(WndEnergizeItem.class, "trinket_no")){ + + @Override + protected void onSelect(int index) { + if (index == 0) { + WndEnergizeItem.energizeAll(item); + } + } + + @Override + public void hide() { + super.hide(); + WndAlchemizeItem.this.hide(); + } + }); + } else { + WndEnergizeItem.energizeAll(item); + hide(); + consumeAlchemize(); + } } }; btnEnergize.setRect(0, pos + GAP, width, BTN_HEIGHT); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndEnergizeItem.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndEnergizeItem.java index a2541b5fe..a46c72a1d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndEnergizeItem.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndEnergizeItem.java @@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.EnergyCrystal; import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem; import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.Trinket; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.AlchemyScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; @@ -34,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.ui.RedButton; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; +import com.watabou.noosa.Game; public class WndEnergizeItem extends WndInfoItem { @@ -54,8 +56,29 @@ public class WndEnergizeItem extends WndInfoItem { RedButton btnEnergize = new RedButton( Messages.get(this, "energize", item.energyVal()) ) { @Override protected void onClick() { - energizeAll( item ); - hide(); + if (item instanceof Trinket){ + Game.scene().addToFront(new WndOptions(new ItemSprite(item), Messages.titleCase(item.name()), + Messages.get(WndEnergizeItem.class, "trinket_warn"), + Messages.get(WndEnergizeItem.class, "trinket_yes"), + Messages.get(WndEnergizeItem.class, "trinket_no")){ + + @Override + protected void onSelect(int index) { + if (index == 0) { + energizeAll(item); + } + } + + @Override + public void hide() { + super.hide(); + WndEnergizeItem.this.hide(); + } + }); + } else { + energizeAll(item); + hide(); + } } }; btnEnergize.setRect( 0, pos + GAP, width, BTN_HEIGHT ); From ee9aaac89be3449baded1645e05a2d2051672cc1 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 30 Oct 2025 16:45:03 -0400 Subject: [PATCH 047/156] v3.3.0: improved entrance area to quest tester floor --- .../environment/custom_tiles/city_quest.png | Bin 1490 -> 1113 bytes .../assets/messages/levels/levels.properties | 8 ++++ .../levels/CityLevel.java | 36 +++++++++--------- .../levels/rooms/quest/AmbitiousImpRoom.java | 20 ++++++++-- 4 files changed, 42 insertions(+), 22 deletions(-) diff --git a/core/src/main/assets/environment/custom_tiles/city_quest.png b/core/src/main/assets/environment/custom_tiles/city_quest.png index c0742932e1b3f5c64b1212328c6c7b522e7d4bf8..6727c817bb23dfdf7529d8e672bdb133c4930e36 100644 GIT binary patch delta 1053 zcmV+&1mgSB3)u*eBo{nTOjJbx001d0HZ(UwFf%_hHbOBpK#@l(f9%ckf&c&j0d!JM zQvg8b*k%9#1ItN7K~#7F>{!uq!!`_?NC9FrckPz{|JTW|(o?UgYiH{E5}aRn&IKSq zS+@Ro;)y4oc;Z{6lzx}r%zsrv@@!@);g^h0*$6tJdcaS+lH5g+NE!;{!kzm+#-BIi z6IndxLeO0iI2vMlyv|;+@J44Vnh4OR5s&@ zM*8P~R{C%suJN4754s`QW<15d43Gv((0wvn0};Fb`ttIAeJh~2s6A(QbFX6mYk)LV z!riSD-v-6v2>SsI31l<2XP;a9Vt*YV4XX)ez-@)byaYfxf0aGezS!ReNP|pp!uue^ z@&5N+NNR|%3k_;t?0*lC2ANQh`wES7?7HsrXEns)^jy`x*#8+I4KksUgj;b=On`K| zI6$uat$ndy2S~$ef)vQGIN!gnF9V=+^fcSS6D1?Ut&~;CNXRB)f*Ke_gP%r7cfW0|LYXo)K4PXdisq^0l zz?Q&n07D2Z1LtQ6FArysNJC3N0UQWHW9UTe2XH)te^fl@mcRi6WI@Yd>VBL+vI%&* z9>m*Hb1oGBV-|d#0B2p4z@ZG5O4wzh00WxiS=<8_0b0C2YhH}z@+sAwQuL2^d*X)x5q#5HV zK91-we?@gU!7t5(#gxr3V8wYx05;8t3A?cr5X@%;^iP8l^R{CUbver4PY@8Z-iQ*6 zv=ahI(B}zAB#MJ|Ir5-Kn z{#C7O1ScVRk5nt+=m1_G`#8FPM%SNf+q>z(e*xq}0=_(G(a~zODQZiG&e&qGe0vnLXkTv ze}mU+*#H0l0d!JMQvg8b*k%9#1vp7WK~#7Ftk8jmEio7b;Z&vne`e>t|NCBHk7EY{ z`GC?uk2h3iM06&*9;YR0TqMP=$7zyOa3Q$saT-!dp%`@6<201aL?Fnn$7yQj_h@!K zP7{JENddbar%5KLRFcWA$7xhll$0d9e;%hLg)UKf%>P#}e_2ea z%VfkCq8X=Y78Vdnfse=ga8iQU|C!O&g^YNdfry}9Do94D+TWLT^arQ0d;$Ne{ib*8?hBiHR4ILFD?{AEui;_ zgn~-IZ~ejbdcXGif0#Ir@W`-Cghcf03G|d1ycN z@-_RX3&kKL)C#b^q3r#^nf_mdRV3A(w0zC}l9 zS13P3M<5~q@%{H;{@^%(f9pg4?<6t=R%Vhz2l6e?O3m=m)3+__`g8 zucgVk75zYhf~_AwYKtgvOoOG#=^6b%3PAJ&)B%VB$23^vH0E>jg6IdZEw{rVdtl=S za(giP0iqlLg6Ib_0D>Q&D(6rR091UOAN>D$fV_hQl$M~@>gET@bHMq50%SHj$-w%@ zdl`Np2f+COW-^>WGj`IeH3> zm*B+z4}u@Ks4>SQ2(%H&;q}Z99IZe40TfB=d=LO25K){Df205eKL94_{+nR=1ufP% zA4o;;12`nLH{sw0d@&z5RDbjXb)0MFO%HCs=m(Agcs?Hhn-IY02`?cmwgC-o^aH7g ze!zAijGpj{ghhr_FrEtYf!vHJ`T^q~$N7pBNm$Dt59w2H=L5R~qUZ;}bk+LQ9kt~V zLtnPhf{iQSf0O?|aDG7Q9xNciI;`m!T=XSc3ue~)oB2R$QX2ihs;iBmm5ZLNxd2Hn z53xKyL;ddg0IRO+R+wo;WNWCl#>(sS+xfuR0B~F3G7yb5fvtfO{XZMbek=SEVF+y9 z@z}cZkA6SEd?&s$?bf)iC;s8@2L{oqv|H1C{qx@sYe>~Ia?kdA4Zwf$`vK;Q6?|U< z|KaZkSo`~b?b@LMz)%cALH3`zJ_gZ5{X6$2z|i`E|A7BM>GS_U>+}CW>uj6*-a6an nzPHY{x$mv>6951J006)TstET}ptHSw00000NkvXXu0mjfowU2a diff --git a/core/src/main/assets/messages/levels/levels.properties b/core/src/main/assets/messages/levels/levels.properties index df444b4f6..94b803352 100644 --- a/core/src/main/assets/messages/levels/levels.properties +++ b/core/src/main/assets/messages/levels/levels.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=A careless adventurer must have levels.rooms.special.weakfloorroom$hiddenwell.name=Distant well levels.rooms.special.weakfloorroom$hiddenwell.desc=You can just make out a well in the depths below, perhaps there is something down there? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Mine entrance levels.rooms.quest.blacksmithroom$questentrance.desc=This ladder leads to an old mine just below the blacksmith's workshop. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=The rows of books on different disciplines fill levels.citylevel.region_deco_name=Flaming pedestal levels.citylevel.region_deco_desc=A raised pedestal with a bright green magical flame atop. The flame is so dense it might as well be solid. +levels.citylevel.upcoming_quest_intro_title=Developer Message +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Cold lava levels.hallslevel.grass_name=Embermoss levels.hallslevel.high_grass_name=Emberfungi diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 08e44a1c0..64d6e222b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -50,8 +50,8 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WarpingTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WeakeningTrap; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; -import com.shatteredpixel.shatteredpixeldungeon.sprites.ImpSprite; import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap; +import com.shatteredpixel.shatteredpixeldungeon.ui.Icons; import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions; import com.watabou.noosa.Game; import com.watabou.noosa.Group; @@ -137,25 +137,23 @@ public class CityLevel extends RegularLevel { public boolean activateTransition(Hero hero, LevelTransition transition) { if (transition.type == LevelTransition.Type.BRANCH_EXIT) { - if (Imp.Quest.given()){ - Game.runOnRenderThread(new Callback() { - @Override - public void call() { - GameScene.show( new WndOptions( new ImpSprite(), - Messages.titleCase(Messages.get(Imp.class, "name")), - "Want to go down?", - "yes", - "no"){ - @Override - protected void onSelect(int index) { - if (index == 0){ - CityLevel.super.activateTransition(hero, transition); - } + Game.runOnRenderThread(new Callback() { + @Override + public void call() { + GameScene.show( new WndOptions( Icons.SHPX.get(), + Messages.titleCase(Messages.get(CityLevel.class, "upcoming_quest_intro_title")), + Messages.get(CityLevel.class, "upcoming_quest_intro_body"), + Messages.get(CityLevel.class, "upcoming_quest_intro_yes"), + Messages.get(CityLevel.class, "upcoming_quest_intro_no")){ + @Override + protected void onSelect(int index) { + if (index == 0){ + CityLevel.super.activateTransition(hero, transition); } - } ); - } - }); - } + } + } ); + } + }); return false; } else { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java index e99a19394..d3d52eff2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/quest/AmbitiousImpRoom.java @@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap; import com.watabou.noosa.Game; +import com.watabou.noosa.Image; import com.watabou.noosa.NoosaScript; import com.watabou.noosa.TextureFilm; import com.watabou.noosa.Tilemap; @@ -49,7 +50,7 @@ public class AmbitiousImpRoom extends SpecialRoom { @Override public void paint(Level level) { - Painter.fill( level, this, Terrain.WALL ); + Painter.fill( level, this, Terrain.WALL_DECO ); Painter.fill( level, this, 1, Terrain.EMPTY ); Point c = center(); @@ -119,12 +120,12 @@ public class AmbitiousImpRoom extends SpecialRoom { @Override public boolean canPlaceGrass(Point p) { - return false; + return Point.distance(p, center()) >= 3; } @Override public boolean canPlaceWater(Point p) { - return false; + return Point.distance(p, center()) >= 3; } public static class QuestEntrance extends CustomTilemap { @@ -154,6 +155,15 @@ public class AmbitiousImpRoom extends SpecialRoom { return Messages.get(this, "desc"); } + @Override + public Image image(int tileX, int tileY) { + //only center 3x3 gives custom image/message + if (tileX >= 1 && tileX < 4 && tileY >= 1 && tileY < 4){ + return super.image(tileX, tileY); + } else { + return null; + } + } } public static class EntranceBarrier extends CustomTilemap { @@ -188,5 +198,9 @@ public class AmbitiousImpRoom extends SpecialRoom { return vis; } + @Override + public Image image(int tileX, int tileY) { + return null; + } } } From 8e47b27507ef7768b4f92c43f12bf7429677e5cf Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 31 Oct 2025 13:20:24 -0400 Subject: [PATCH 048/156] v3.3.0: various layout tweaks for long translations: - text in wndOptions buttons can now render on 2 lines if needed - stat slot text can now better dynamically resize - setting checkbox text can now resize dynamically --- .../shatteredpixeldungeon/ui/CheckBox.java | 11 +++++++++ .../ui/OptionSlider.java | 2 +- .../windows/WndGameInProgress.java | 21 +++++++++++------ .../windows/WndHero.java | 23 ++++++++++++------- .../windows/WndOptions.java | 1 + .../windows/WndRanking.java | 23 ++++++++++++------- 6 files changed, 57 insertions(+), 24 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/CheckBox.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/CheckBox.java index 100756d67..346383d59 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/CheckBox.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/CheckBox.java @@ -47,6 +47,17 @@ public class CheckBox extends RedButton { icon.x = x + width - margin - icon.width; icon.y = y + margin; PixelScene.align(icon); + + int size = 9; + while (width > 0 && text.right() > icon.x){ + size--; + remove(text); + text = PixelScene.renderTextBlock(text.text, size); + margin = (height - text.height()) / 2; + text.setPos( x + margin, y + margin); + PixelScene.align(text); + add(text); + } } public boolean checked() { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java index 81c5d12dc..0354a6af3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java @@ -144,7 +144,7 @@ public abstract class OptionSlider extends Component { @Override protected void layout() { - if (title.width() > 0.7f*width){ + if (title.width() > 0.6f*width){ String titleText = title.text; remove(title); title = PixelScene.renderTextBlock(6); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndGameInProgress.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndGameInProgress.java index c27d389a5..dc7aefa3b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndGameInProgress.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndGameInProgress.java @@ -161,15 +161,22 @@ public class WndGameInProgress extends Window { } private void statSlot( String label, String value ) { - - RenderedTextBlock txt = PixelScene.renderTextBlock( label, 8 ); - txt.setPos(0, pos); - add( txt ); int size = 8; - if (value.length() >= 14) size -=2; - if (value.length() >= 18) size -=1; - txt = PixelScene.renderTextBlock( value, size ); + RenderedTextBlock txt; + do { + txt = PixelScene.renderTextBlock( label, size ); + size--; + } while (txt.width() >= WIDTH * 0.55f); + txt.setPos(0, pos + (6 - txt.height())/2); + PixelScene.align(txt); + add( txt ); + + size = 8; + do { + txt = PixelScene.renderTextBlock( value, size ); + size--; + } while (txt.width() >= WIDTH * 0.45f); txt.setPos(WIDTH * 0.55f, pos + (6 - txt.height())/2); PixelScene.align(txt); add( txt ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndHero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndHero.java index debf9137c..ffbda9709 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndHero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndHero.java @@ -214,16 +214,23 @@ public class WndHero extends WndTabbed { } private void statSlot( String label, String value ) { - - RenderedTextBlock txt = PixelScene.renderTextBlock( label, 8 ); - txt.setPos(0, pos); - add( txt ); int size = 8; - if (value.length() >= 14) size -=2; - if (value.length() >= 18) size -=1; - txt = PixelScene.renderTextBlock( value, size ); - txt.setPos(WIDTH * 0.55f, pos); + RenderedTextBlock txt; + do { + txt = PixelScene.renderTextBlock( label, size ); + size--; + } while (txt.width() >= WIDTH * 0.55f); + txt.setPos(0, pos + (6 - txt.height())/2); + PixelScene.align(txt); + add( txt ); + + size = 8; + do { + txt = PixelScene.renderTextBlock( value, size ); + size--; + } while (txt.width() >= WIDTH * 0.45f); + txt.setPos(WIDTH * 0.55f, pos + (6 - txt.height())/2); PixelScene.align(txt); add( txt ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java index 540ec808f..65084e93b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java @@ -93,6 +93,7 @@ public class WndOptions extends Window { } }; if (hasIcon(i)) btn.icon(getIcon(i)); + btn.multiline = true; btn.enable(enabled(i)); add( btn ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndRanking.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndRanking.java index 6bb8ec007..f3332c235 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndRanking.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndRanking.java @@ -297,16 +297,23 @@ public class WndRanking extends WndTabbed { } private float statSlot( Group parent, String label, String value, float pos ) { - - RenderedTextBlock txt = PixelScene.renderTextBlock( label, 7 ); - txt.setPos(0, pos); - parent.add( txt ); int size = 7; - if (value.length() >= 14) size -=1; - if (value.length() >= 18) size -=1; - txt = PixelScene.renderTextBlock( value, size ); - txt.setPos(WIDTH * 0.55f, pos); + RenderedTextBlock txt; + do { + txt = PixelScene.renderTextBlock( label, size ); + size--; + } while (txt.width() >= WIDTH * 0.55f); + txt.setPos(0, pos + (6 - txt.height())/2); + PixelScene.align(txt); + parent.add( txt ); + + size = 7; + do { + txt = PixelScene.renderTextBlock( value, size ); + size--; + } while (txt.width() >= WIDTH * 0.45f); + txt.setPos(WIDTH * 0.55f, pos + (6 - txt.height())/2); PixelScene.align(txt); parent.add( txt ); From 94bd1370d77204e078147d679e1571485e5b9714 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 3 Nov 2025 12:47:53 -0500 Subject: [PATCH 049/156] v3.3.0: fixed very rare hangs in wandmaker spawning logic --- .../actors/mobs/npcs/Wandmaker.java | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Wandmaker.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Wandmaker.java index 3845fcb55..6d15aecba 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Wandmaker.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Wandmaker.java @@ -302,9 +302,15 @@ public class Wandmaker extends NPC { Wandmaker npc = new Wandmaker(); boolean validPos; //Do not spawn wandmaker on the entrance, in front of a door, or on bad terrain. + int tries = 0; + int dist = 2; do { validPos = true; - npc.pos = level.pointToCell(room.random((room.width() > 6 && room.height() > 6) ? 2 : 1)); + if (tries > 30 && dist > 0){ + tries = 0; + dist--; + } + npc.pos = level.pointToCell(room.random(dist)); if (npc.pos == level.entrance() || level.solid[npc.pos]){ validPos = false; } @@ -318,6 +324,7 @@ public class Wandmaker extends NPC { || level.map[npc.pos] == Terrain.EMPTY_SP){ validPos = false; } + tries++; } while (!validPos); level.mobs.add( npc ); From 31e992ec10115fb7b29897e0a2f4544c1cffaffe Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 4 Nov 2025 11:11:36 -0500 Subject: [PATCH 050/156] v3.3.0: fixed some inconsistencies on regular vs. unlocked doors --- .../levels/painters/RegularPainter.java | 15 ++++++++------- .../levels/rooms/special/CrystalPathRoom.java | 2 +- .../levels/rooms/special/DemonSpawnerRoom.java | 2 +- .../levels/rooms/special/ToxicGasRoom.java | 2 +- 4 files changed, 11 insertions(+), 10 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/painters/RegularPainter.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/painters/RegularPainter.java index aca603283..2ff5858cb 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/painters/RegularPainter.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/painters/RegularPainter.java @@ -258,16 +258,17 @@ public abstract class RegularPainter extends Painter { d.type = Room.Door.Type.UNLOCKED; } - //entrance doors on floor 1 are hidden during tutorial - //entrance doors on floor 2 are hidden if the player hasn't picked up 2nd guidebook page - if (r.isEntrance() || n.isEntrance()){ - if ((Dungeon.depth == 1 && SPDSettings.intro()) + } + + //unlocked entrance doors on floor 1 are hidden during tutorial + //unlocked entrance doors on floor 2 are hidden if the player hasn't picked up 2nd guidebook page + if (d.type == Room.Door.Type.UNLOCKED && (r.isEntrance() || n.isEntrance())){ + if ((Dungeon.depth == 1 && SPDSettings.intro()) || (Dungeon.depth == 2 && !Document.ADVENTURERS_GUIDE.isPageFound(Document.GUIDE_SEARCHING))) { - d.type = Room.Door.Type.HIDDEN; - } + d.type = Room.Door.Type.HIDDEN; } } - + switch (d.type) { case EMPTY: l.map[door] = Terrain.EMPTY; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java index 2e696151a..f74637f90 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java @@ -247,7 +247,7 @@ public class CrystalPathRoom extends SpecialRoom { level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); - entrance().set( Door.Type.UNLOCKED ); + entrance().set( Door.Type.REGULAR ); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java index 54a539d92..8caa1dbc8 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java @@ -45,7 +45,7 @@ public class DemonSpawnerRoom extends SpecialRoom { int cy = c.y; Door door = entrance(); - door.set(Door.Type.UNLOCKED); + door.set(Door.Type.UNLOCKED); //cannot be hidden randomly under any circumstance DemonSpawner spawner = new DemonSpawner(); spawner.pos = cx + cy * level.width(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java index 81f733cd7..7904cb406 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java @@ -105,7 +105,7 @@ public class ToxicGasRoom extends SpecialRoom { level.addItemToSpawn(new PotionOfPurity()); - entrance().set( Door.Type.UNLOCKED ); + entrance().set( Door.Type.REGULAR ); } From f8bd2233b910591c84e20346c8fba829016381ab Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 5 Nov 2025 11:31:24 -0500 Subject: [PATCH 051/156] v3.3.0: fixed mimics not counting as having seen hero when surprising --- .../shatteredpixel/shatteredpixeldungeon/actors/mobs/Mimic.java | 1 + 1 file changed, 1 insertion(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mimic.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mimic.java index 7d96ead0f..0ae8b2a9f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mimic.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Mimic.java @@ -178,6 +178,7 @@ public class Mimic extends Mob { if (alignment == Alignment.NEUTRAL){ alignment = Alignment.ENEMY; Dungeon.hero.spendAndNext(1f); + enemySeen = true; } } From 45ecb30dbe526213d39f4e2983d878a85bad4e67 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 5 Nov 2025 12:50:48 -0500 Subject: [PATCH 052/156] v3.3.0: added a randomize button to hero select --- core/src/main/assets/interfaces/icons.png | Bin 16575 -> 16673 bytes .../assets/messages/scenes/scenes.properties | 6 + .../shatteredpixeldungeon/Challenges.java | 7 +- .../scenes/HeroSelectScene.java | 118 ++++++++++++++++++ .../shatteredpixeldungeon/ui/Icons.java | 4 + .../ui/OptionSlider.java | 8 ++ 6 files changed, 142 insertions(+), 1 deletion(-) diff --git a/core/src/main/assets/interfaces/icons.png b/core/src/main/assets/interfaces/icons.png index 46a19741ef9e3d35cf8fb30bce761da1b66d6544..5d1b01f87fca575a2dd664514e7134e3bdf95bc0 100644 GIT binary patch literal 16673 zcmY&;Wmr_-7w#Dbh8nuNLzM0wx*G))X{0+P2T(c%1tbL|qy_0_NRd#ab4VpeYUs=F zfA5$38JoW8Ca0Uj+L000CU>dJ-y0D8Cu;5d+n>*lxShX=4- 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window + } else { + + HeroClass randomCls; + do { + randomCls = Random.oneOf(HeroClass.values()); + } while (!randomCls.isUnlocked()); + setSelectedHero(randomCls); + } + } + }; + randomButton.leftJustify = true; + randomButton.icon(Icons.SHUFFLE.get()); + buttons.add(randomButton); + add(randomButton); + } + for (int i = 1; i < buttons.size(); i++){ ColorBlock spc = new ColorBlock(1, 1, 0xFF000000); add(spc); @@ -817,6 +851,90 @@ public class HeroSelectScene extends PixelScene { } } + private class WndRandomize extends Window { + + CheckBox chkHero; + CheckBox chkChals; + OptionSlider optChals; + + public WndRandomize(){ + super(); + + chkHero = new CheckBox(Messages.get(HeroSelectScene.class, "randomize_hero")); + chkHero.setRect(0, 0, 120, 16); + chkHero.checked(true); + add(chkHero); + + chkChals = new CheckBox(Messages.get(HeroSelectScene.class, "randomize_chals")){ + @Override + public void checked(boolean value) { + super.checked(value); + optChals.enable(value); + } + }; + chkChals.setRect(0, 20, 120, 16); + add(chkChals); + + int max = Challenges.MAX_CHALS; + optChals = new OptionSlider(Messages.get(HeroSelectScene.class, "randomize_chals_title"), "0", Integer.toString(max), 0, max) { + @Override + protected void onChange() { + //do nothing immediately + } + }; + optChals.enable(false); + optChals.setSelectedValue(Challenges.activeChallenges(SPDSettings.challenges())); + optChals.setRect(0, 38, 120, 22); + add(optChals); + + RedButton btnCancel = new RedButton(Messages.get(HeroSelectScene.class, "randomize_cancel")){ + @Override + protected void onClick() { + super.onClick(); + hide(); + } + }; + btnCancel.setRect(61, 64, 60, 16); + add(btnCancel); + + RedButton btnConfirm = new RedButton(Messages.get(HeroSelectScene.class, "randomize_confirm")){ + @Override + protected void onClick() { + super.onClick(); + hide(); + if (chkHero.checked()){ + HeroClass randomCls; + do { + randomCls = Random.oneOf(HeroClass.values()); + } while (!randomCls.isUnlocked()); + setSelectedHero(randomCls); + } + + if (chkChals.checked()){ + int chals = optChals.getSelectedValue(); + ArrayList chalMasks = new ArrayList<>(); + for (int i = 0; i < Challenges.MAX_CHALS; i++){ + chalMasks.add((int)Math.pow(2, i)); + } + Random.shuffle(chalMasks); + int mask = 0; + for (int i = 0; i < chals; i++){ + mask += chalMasks.remove(0); + } + SPDSettings.challenges(mask); + ShatteredPixelDungeon.scene().addToFront(new WndChallenges(mask, false)); + } + } + }; + btnConfirm.setRect(0, 64, 60, 16); + add(btnConfirm); + + resize(120, (int)btnConfirm.bottom()); + + } + + } + @Override protected void layout() { super.layout(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Icons.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Icons.java index 1127365fd..8907230fb 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Icons.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Icons.java @@ -62,6 +62,7 @@ public enum Icons { RIGHTARROW, CALENDAR, CHEVRON, + SHUFFLE, //misc larger icons, mainly used for buttons, tabs, and journal, spacing for 16x16 TARGET, @@ -224,6 +225,9 @@ public enum Icons { case CHEVRON: icon.frame( icon.texture.uvRectBySize( 240, 16, 13, 10 ) ); break; + case SHUFFLE: + icon.frame(icon.texture.uvRectBySize( 240, 32, 16, 15 ) ); + break; case TARGET: icon.frame( icon.texture.uvRectBySize( 0, 32, 16, 16 ) ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java index 0354a6af3..c244eb7a4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/OptionSlider.java @@ -87,6 +87,14 @@ public abstract class OptionSlider extends Component { PixelScene.align(sliderNode); } + public void enable( boolean value ) { + active = value; + title.alpha( value ? 1.0f : 0.3f ); + minTxt.alpha( value ? 1.0f : 0.3f ); + maxTxt.alpha( value ? 1.0f : 0.3f ); + sliderNode.alpha( value ? 1.0f : 0.3f ); + } + @Override protected void createChildren() { super.createChildren(); From e96b5db76bad0d75b254ec7fa5ac77de5439a621 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 6 Nov 2025 12:54:52 -0500 Subject: [PATCH 053/156] v3.3.0: adjusted random icon, added random button to hero progression --- core/src/main/assets/interfaces/icons.png | Bin 16673 -> 16666 bytes .../src/main/assets/messages/ui/ui.properties | 5 ++ .../messages/windows/windows.properties | 4 ++ .../shatteredpixeldungeon/ui/Icons.java | 2 +- .../shatteredpixeldungeon/ui/TalentsPane.java | 53 +++++++++++++++++- .../windows/WndChooseAbility.java | 40 ++++++++++--- .../windows/WndChooseSubclass.java | 33 ++++++++++- 7 files changed, 126 insertions(+), 11 deletions(-) diff --git a/core/src/main/assets/interfaces/icons.png b/core/src/main/assets/interfaces/icons.png 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buttons; ArrayList stars = new ArrayList<>(); + IconButton random; public TalentTierPane(LinkedHashMap talents, int tier, TalentButton.Mode mode){ super(); @@ -172,7 +176,44 @@ public class TalentsPane extends ScrollPane { title.hardlight(Window.TITLE_COLOR); add(title); - if (mode == TalentButton.Mode.UPGRADE) setupStars(); + if (mode == TalentButton.Mode.UPGRADE) { + setupStars(); + if (Dungeon.hero.talentPointsAvailable(tier) > 0){ + + random = new IconButton(Icons.SHUFFLE.get()){ + @Override + protected void onClick() { + super.onClick(); + GameScene.show(new WndOptions( + Icons.SHUFFLE.get(), + Messages.get(TalentsPane.class, "random_title"), + Messages.get(TalentsPane.class, "random_sure"), + Messages.get(TalentsPane.class, "random_yes"), + Messages.get(TalentsPane.class, "random_one"), + Messages.get(TalentsPane.class, "random_no")) { + @Override + protected void onSelect(int index) { + super.onSelect(index); + if (index == 0 || index == 1){ + while (Dungeon.hero.talentPointsAvailable(tier) > 0){ + TalentButton button = Random.element(buttons); + if (Dungeon.hero.pointsInTalent(button.talent) < button.talent.maxPoints()){ + button.upgradeTalent(); + if (index == 1){ + break; + } + } + }; + setupStars(); + TalentTierPane.this.layout(); + } + } + }); + }; + }; + add(random); + } + } buttons = new ArrayList<>(); for (Talent talent : talents.keySet()){ @@ -213,6 +254,12 @@ public class TalentsPane extends ScrollPane { im.tint(0f, 0f, 0f, 0.9f); } } + + if (random != null && openStars == 0){ + random.killAndErase(); + random.destroy(); + random = null; + } } @Override @@ -242,6 +289,10 @@ public class TalentsPane extends ScrollPane { } } + if (random != null){ + random.setRect(width - 16, y-2, 16, 14); + } + float gap = (width - buttons.size()*TalentButton.WIDTH)/(buttons.size()+1); left = x + gap; for (TalentButton btn : buttons){ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseAbility.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseAbility.java index 231afae82..27837bdee 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseAbility.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseAbility.java @@ -24,7 +24,6 @@ package com.shatteredpixel.shatteredpixeldungeon.windows; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility; -import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.cleric.Trinity; import com.shatteredpixel.shatteredpixeldungeon.items.KingsCrown; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; @@ -37,6 +36,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.Icons; import com.shatteredpixel.shatteredpixeldungeon.ui.RedButton; import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextBlock; import com.shatteredpixel.shatteredpixeldungeon.ui.Window; +import com.watabou.utils.Random; public class WndChooseAbility extends Window { @@ -54,6 +54,36 @@ public class WndChooseAbility extends Window { titlebar.setRect( 0, 0, WIDTH, 0 ); add( titlebar ); + IconButton random = new IconButton(Icons.SHUFFLE.get()){ + @Override + protected void onClick() { + super.onClick(); + GameScene.show(new WndOptions(Icons.SHUFFLE.get(), + Messages.get(WndChooseAbility.class, "random_title"), + Messages.get(WndChooseAbility.class, "random_sure"), + Messages.get(WndChooseAbility.class, "yes"), + Messages.get(WndChooseAbility.class, "no")){ + @Override + protected void onSelect(int index) { + super.onSelect(index); + if (index == 0){ + WndChooseAbility.this.hide(); + ArmorAbility abil = Random.oneOf(hero.heroClass.armorAbilities()); + crown.upgradeArmor(hero, armor, abil); + GameScene.show(new WndInfoArmorAbility(hero.heroClass, abil)); + } + } + }); + } + + @Override + protected String hoverText() { + return Messages.get(WndChooseAbility.class, "random_title"); + } + }; + random.setRect(WIDTH-16, 0, 16, 16); + if (crown != null) add(random); + RenderedTextBlock body = PixelScene.renderTextBlock( 6 ); if (crown != null) { body.text(Messages.get(this, "message"), WIDTH); @@ -66,18 +96,12 @@ public class WndChooseAbility extends Window { float pos = body.bottom() + 3*GAP; for (ArmorAbility ability : hero.heroClass.armorAbilities()) { - String warn; - if (Dungeon.initialVersion < 821 && ability instanceof Trinity){ - warn = "_WARNING, code to track which items you have found for use in trinity was added in BETA-2.2. This run was started before that, and so some items you have encountered may not be usable with Trinity. Any items you currently hold can be made selectable by dropping and picking them back up._\n\n"; - } else { - warn = ""; - } RedButton abilityButton = new RedButton(ability.shortDesc(), 6){ @Override protected void onClick() { GameScene.show(new WndOptions( new HeroIcon( ability ), Messages.titleCase(ability.name()), - warn + Messages.get(WndChooseAbility.this, "are_you_sure"), + Messages.get(WndChooseAbility.this, "are_you_sure"), Messages.get(WndChooseAbility.this, "yes"), Messages.get(WndChooseAbility.this, "no")){ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseSubclass.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseSubclass.java index b94aa2422..4ae9179f1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseSubclass.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndChooseSubclass.java @@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.Icons; import com.shatteredpixel.shatteredpixeldungeon.ui.RedButton; import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextBlock; import com.shatteredpixel.shatteredpixeldungeon.ui.Window; +import com.watabou.utils.Random; public class WndChooseSubclass extends Window { @@ -48,9 +49,39 @@ public class WndChooseSubclass extends Window { IconTitle titlebar = new IconTitle(); titlebar.icon( new ItemSprite( tome.image(), null ) ); titlebar.label( tome.name() ); - titlebar.setRect( 0, 0, WIDTH, 0 ); + titlebar.setRect( 0, 0, WIDTH-16, 0 ); add( titlebar ); + IconButton random = new IconButton(Icons.SHUFFLE.get()){ + @Override + protected void onClick() { + super.onClick(); + GameScene.show(new WndOptions(Icons.SHUFFLE.get(), + Messages.get(WndChooseSubclass.class, "random_title"), + Messages.get(WndChooseSubclass.class, "random_sure"), + Messages.get(WndChooseSubclass.class, "yes"), + Messages.get(WndChooseSubclass.class, "no")){ + @Override + protected void onSelect(int index) { + super.onSelect(index); + if (index == 0){ + WndChooseSubclass.this.hide(); + HeroSubClass cls = Random.oneOf(hero.heroClass.subClasses()); + tome.choose(cls); + GameScene.show(new WndInfoSubclass(hero.heroClass, cls)); + } + } + }); + } + + @Override + protected String hoverText() { + return Messages.get(WndChooseSubclass.class, "random_title"); + } + }; + random.setRect(WIDTH-16, 0, 16, 16); + add(random); + RenderedTextBlock message = PixelScene.renderTextBlock( 6 ); message.text( Messages.get(this, "message"), WIDTH ); message.setPos( titlebar.left(), titlebar.bottom() + GAP ); From b2a9d1bbb0261f7c15d33beee6c9ae99b24dbca5 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 6 Nov 2025 13:41:32 -0500 Subject: [PATCH 054/156] v3.3.0: added a badge for a fully randomized victory --- core/src/main/assets/interfaces/badges.png | Bin 6213 -> 6273 bytes .../main/assets/messages/misc/misc.properties | 2 ++ .../shatteredpixeldungeon/Badges.java | 32 ++++++++++++------ .../GamesInProgress.java | 1 + .../shatteredpixeldungeon/Statistics.java | 5 +++ .../actors/mobs/npcs/RatKing.java | 2 ++ .../scenes/HeroSelectScene.java | 4 ++- .../ui/TalentButton.java | 2 ++ .../windows/WndChooseAbility.java | 2 ++ .../windows/WndChooseSubclass.java | 2 ++ 10 files changed, 40 insertions(+), 12 deletions(-) diff --git a/core/src/main/assets/interfaces/badges.png b/core/src/main/assets/interfaces/badges.png index 7a1a6233e8411085e6988b94c0400c267736d8f7..af07b987b0784f7b8b27836baf9e82302318c034 100644 GIT binary patch delta 5583 zcmZu!c{G&m-=BMKGh-j6P+7)Olx;}a2BRKnvqTFmOp*3TS%xw9451!mddQxUik=?X zvqf%HWG@wEXBgQA6Js#uou1!&-uM0Ez0bL?@43F~=li|R^*QHykEa_Ijv=AwLx0#F z4+g3kkxBm$NDR=@(28S3p zPtX)4#tSyK9@*I1vawZnW9vT~IcL9KB@=5ry2lU=_*O$uuXo)Vz9RQPx%2w)et&af z_tcGjia^dM^`jd)XEyW`;K?%(SicJyrMV;rJh0qxHX1|nxE4-}cLch=SGT215lBVT zc}b7kKeK?TwxmyO;4~GocXLOKbAB3)049S0=Qgbw!0GL$EbF_i#KdA4l*+Sd05W@V z$EtA8KH~L)l{uGK+TC%XX4KeSOvTTu$vM7{K(y*V_R`NfL{$dvKnhXXA(>X!alz)7 zR1FI069H|)_(FQh`fP*Ob=*!YFS%>XziLMhTz9K$dKuhHyzSRG&3)<$bIA(%^G{3jNu89V&%(O4BML;EcZ}a<{s3z={Avj&qeLNQmS41^|q2{Pt{5>d}c7?fe%nwVjX05#+p8C5+=ysoLSKSfu~frpu0V zPbhazbS;Q2or}O^&53VPji{G*UIt)3tf031>Due98zKB#bg|gShdA?%TK3_rgG2c* zzCInYDY`h-`KZPgc zHF-(mSC$6bv1(T+>$UNi6q_&#f?gyM^tbK$xe%yaUVh=rUBYhl4u|T|IOb+IJ%uB> zh5Od;A|Q9MZ`*VWdo+%0cAHsR?H>?Veh?iYnUQaVWVh51<)WT!F4PmG$8FA{Z|)h* zMoz@bHa>M6+NAlhPx9FT+_q@4$0obI?Q^t7L+fHSzK$?3VPo!0G3%B5i<58qC6fiE z{>VMe>WGN6z6xs2270;E;JzV!-^YlMeM@7PKY)UyRoG{n-EP&CUAR68VWs_U_>?g!N*6^{PX!#Bt{JX9z>{_U|Ncj#;{P zSyPaOwzCZKk^Drcw%o96<&`Mv22vp=#gh?+2Rq4o)SX^Khco}KizRfg zoAdu(vO$FkyP;IIV9}Z^7zM1oe=4Rzze2=S=lSxw z@@#j37y$3#0v~r}kSY7;l!bCw~Z{^|U((G5#yIiwASKm7S@~DY!mz4R!qxA2` z57;fXSg=Go7_KH`Q~(t0I&6UZ94?>8m5YC80%44A>cDxx zBn|uvA&42vn8v=SG5Yn(Wi`8}J!j$NpKRJy<`SkymFQ%sPa~coyHjgC4IA6_*Um$T zZk(~Ou2|b4ggwIJ@n5ZR*KOzR&Z_j`5lACB7L$5obW$^0TuYL~*{Z}Z31ZsB`}T#Q z5f(95aJ1W6aG)E}7}`lZv5L__zSwmMIIK^yoIuJ}5#Iojh}0=!UB z*$N&~WZv#MtLOia_vpbgYzMN3pQq)`s0+k3+>x-s{IF^zQxvaiZw9p ztB>nyZ53`0;Kv?e>sHTt;QV(LOe5KX_94g}>`WZJ@6P74>

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They radiate thermal energy. items.quest.embers.discover_hint=You can find this item during a specific quest. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=USE +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=You can find this item during a specific quest. + items.quest.gooblob.name=blob of goo items.quest.gooblob.desc=A jiggly blob of goop, split off from Goo as it died. It's almost like a big ball of jelly, though you wouldn't dare eat it.\n\nIt does nothing on its own, but it might be useful when combined with certain potions, or a bomb. 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z&xgn`%*Xeo4?LpfO%@wh^;06s$pIoux87fvl?%G2Sq22pCGTh6o8ceV%r$EXo^h&3 zwNq$q6dcdFeO~^X8j^C4C;gyNn9yL5{PESC_hQ(xI1%mm*uWGqVtm`sdeA@ zc^Ksr(-_J9-2%10vmtDzcl(L~M)q3zi6Q@w8H<+hpGFRZ;Vy+@^yTZLwMnc{ww%xr zU79qh-W}@luS9C^W%;j9-`C(1@#$;c;3Ct?>fxDuKk>JERI^e%TNl;ImZutl~N2RS_UEt9iGpy%0Fl$E8BkFtQrfnOJ|I?;{KR1ra2VMD1F~Ji7>V0 zOO9n}#j;Hi+}OfW)V!I(FGj;F#r4)FW s5hYAeOz2&9>Oa9;SzEkzQY!al)mbnVcS;Zbe*>_0*Z!U5I|x_)3%rT7{r~^~ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java index f311d46cd..d7af5e333 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java @@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.watabou.noosa.Game; import com.watabou.utils.Bundlable; import com.watabou.utils.Bundle; @@ -184,7 +185,7 @@ public abstract class Actor implements Bundlable { a.time -= min; } - if (Dungeon.hero != null && all.contains( Dungeon.hero )) { + if (Dungeon.hero != null && all.contains( Dungeon.hero ) && !(Dungeon.level instanceof VaultLevel)) { Statistics.duration += min; } now -= min; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Hunger.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Hunger.java index 10153a89d..a4490814d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Hunger.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Hunger.java @@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.exotic.ScrollOfChallenge; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.SaltCube; import com.shatteredpixel.shatteredpixeldungeon.journal.Document; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; @@ -65,7 +66,8 @@ public class Hunger extends Buff implements Hero.Doom { if (Dungeon.level.locked || target.buff(WellFed.class) != null || SPDSettings.intro() - || target.buff(ScrollOfChallenge.ChallengeArena.class) != null){ + || target.buff(ScrollOfChallenge.ChallengeArena.class) != null + || Dungeon.level instanceof VaultLevel){ spend(TICK); return true; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Regeneration.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Regeneration.java index 0efa6592f..71823236b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Regeneration.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Regeneration.java @@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.ChaliceOfBlood; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.ChaoticCenser; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.SaltCube; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.watabou.utils.Bundle; public class Regeneration extends Buff { @@ -114,6 +115,9 @@ public class Regeneration extends Buff { if (lock != null && !lock.regenOn()){ return false; } + if (Dungeon.level instanceof VaultLevel){ + return false; + } return true; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java new file mode 100644 index 000000000..6eacc20f2 --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -0,0 +1,95 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.items.quest; + +import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.levels.Level; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; +import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; +import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; +import com.watabou.noosa.Game; +import com.watabou.noosa.audio.Sample; + +import java.util.ArrayList; + +public class EscapeCrystal extends Item { + + { + image = ItemSpriteSheet.ESCAPE; + + unique = true; + + defaultAction = AC_USE; + } + + public static final String AC_USE = "USE"; + + @Override + public ArrayList actions(Hero hero) { + ArrayList actions = super.actions( hero ); + actions.add(AC_USE); + return actions; + } + + @Override + public void execute( final Hero hero, String action ) { + + super.execute(hero, action); + + if (action.equals( AC_USE )) { + + if (Dungeon.depth > 15 && Dungeon.depth < 20 && Dungeon.branch == 1 && Dungeon.level instanceof VaultLevel){ + + Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + + Level.beforeTransition(); + InterlevelScene.curTransition = new LevelTransition(Dungeon.level, + hero.pos, + LevelTransition.Type.BRANCH_ENTRANCE, + Dungeon.depth, + 0, + LevelTransition.Type.BRANCH_EXIT); + InterlevelScene.mode = InterlevelScene.Mode.ASCEND; + Game.switchScene( InterlevelScene.class ); + + } + detach(hero.belongings.backpack); + + } + + } + + @Override + public boolean isUpgradable() { + return false; + } + + @Override + public boolean isIdentified() { + return true; + } + +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java new file mode 100644 index 000000000..946e33734 --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -0,0 +1,62 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.levels; + +import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.items.quest.EscapeCrystal; +import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; + +public class VaultLevel extends DeadEndLevel { //for now + + { + color1 = 0x4b6636; + color2 = 0xf2f2f2; + } + + @Override + public String tilesTex() { + return Assets.Environment.TILES_CITY; + } + + @Override + public String waterTex() { + return Assets.Environment.WATER_CITY; + } + + @Override + protected boolean build() { + super.build(); + + int entrance = 5 * width() + 5 / 2 + 1; + map[entrance] = Terrain.WATER; //override entrance tile + + drop(new EscapeCrystal(), entrance - 2*width); + return true; + } + + @Override + public boolean activateTransition(Hero hero, LevelTransition transition) { + //walking onto transitions does nothing, need to use crystal + return false; + } +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java index 349fc94a9..c6d2c416b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java @@ -756,6 +756,7 @@ public class ItemSpriteSheet { public static final int TOKEN = QUEST+6; public static final int BLOB = QUEST+7; public static final int SHARD = QUEST+8; + public static final int ESCAPE = QUEST+9; static{ assignItemRect(DUST, 12, 11); assignItemRect(CANDLE, 12, 12); @@ -765,6 +766,7 @@ public class ItemSpriteSheet { assignItemRect(TOKEN, 12, 12); assignItemRect(BLOB, 10, 9); assignItemRect(SHARD, 8, 10); + assignItemRect(ESCAPE, 8, 16); } private static final int BAGS = xy(1, 31); //16 slots From 34ad66cf759e39d744e0dbcb5f8087ec0e4d07df Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 11 Nov 2025 12:56:54 -0500 Subject: [PATCH 056/156] v3.3.0: fixed compass staying visible if vision on exit is lost --- .../com/shatteredpixel/shatteredpixeldungeon/ui/Compass.java | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Compass.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Compass.java index d5f0c3c30..271688693 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Compass.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Compass.java @@ -57,9 +57,7 @@ public class Compass extends Image { return; } - if (!visible) { - visible = Dungeon.level.visited[cell] || Dungeon.level.mapped[cell]; - } + visible = Dungeon.level.visited[cell] || Dungeon.level.mapped[cell]; if (visible) { PointF scroll = Camera.main.scroll; From 73b7f8c8e930b3982a128707e9b50b3a6b9af37f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 11 Nov 2025 13:20:12 -0500 Subject: [PATCH 057/156] v3.3.0: fixed exploit where existing items made imp shop items free --- .../levels/rooms/standard/ImpShopRoom.java | 27 +++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/ImpShopRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/ImpShopRoom.java index 213ad898d..d0c338968 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/ImpShopRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/ImpShopRoom.java @@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper; +import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; @@ -32,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.watabou.utils.Bundle; import com.watabou.utils.Point; +import com.watabou.utils.Random; import java.util.ArrayList; import java.util.Collection; @@ -100,6 +102,31 @@ public class ImpShopRoom extends ShopRoom { placeItems(level); } + @Override + protected void placeItems(Level level) { + ArrayList existing = new ArrayList<>(); + + //check if there are existing items and remove them + for (Heap h : level.heaps.valueList()){ + if (inside(level.cellToPoint(h.pos))){ + existing.addAll(h.items); + level.heaps.remove(h.pos); + if (h.sprite != null) h.sprite.kill(); + } + } + + super.placeItems(level); + + //place any existing items below the room + if (!existing.isEmpty()){ + int pos = level.pointToCell(new Point(left+2, bottom+2)); + for (Item i :existing){ + level.drop(i, pos + Random.Int(5)); + } + } + + } + public boolean shopSpawned(){ return impSpawned; } From 640fb1056aa2a249b118266b8e0822dda6b04d69 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 12 Nov 2025 14:09:26 -0500 Subject: [PATCH 058/156] v3.3.0: implemented the cracked spyglass trinket (with WIP art) This also involved repositioning some item sprites, and changing trinket crafting to show the 4th option --- .../assets/messages/items/items.properties | 6 ++ core/src/main/assets/sprites/items.png | Bin 24895 -> 24932 bytes .../items/Generator.java | 6 +- .../shatteredpixeldungeon/items/Heap.java | 9 +++ .../items/trinkets/CrackedSpyglass.java | 64 ++++++++++++++++++ .../items/trinkets/TrinketCatalyst.java | 10 +-- .../levels/RegularLevel.java | 14 ++++ .../sprites/ItemSprite.java | 24 ++++--- .../sprites/ItemSpriteSheet.java | 24 +++---- 9 files changed, 127 insertions(+), 30 deletions(-) create mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index d9be335bf..fb324cf87 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -1404,6 +1404,12 @@ items.trinkets.chaoticcenser.desc=After some time in the alchemy pot this incens items.trinkets.chaoticcenser.typical_stats_desc=Typically this trinket will spawn a harmful gas near an enemy roughly every _%d_ turns. Gasses will only appear when enemies are present. At higher levels these gases are more likely to be exotic and powerful. items.trinkets.chaoticcenser.stats_desc=At its current level, this trinket will spawn a harmful gas near an enemy roughly every _%d_ turns. Gasses will only appear when enemies are present. At higher levels these gases are more likely to be exotic and powerful. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=dimensional sundial items.trinkets.dimensionalsundial.warning=Your sundial isn't casting a shadow, you feel uneasy. items.trinkets.dimensionalsundial.desc=This small handheld sundial is somehow able to cast a shadow in the depths of the dungeon, even if you aren't holding it upright. Even more strangely, the shadow's position seems to have no relation to the sun in this world. 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com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfFlock; import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfIntuition; import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfShock; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.ChaoticCenser; +import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.CrackedSpyglass; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.DimensionalSundial; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.ExoticCrystals; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.EyeOfNewt; @@ -590,9 +591,10 @@ public class Generator { VialOfBlood.class, ShardOfOblivion.class, ChaoticCenser.class, - FerretTuft.class + FerretTuft.class, + CrackedSpyglass.class }; - TRINKET.defaultProbs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; + TRINKET.defaultProbs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; TRINKET.probs = TRINKET.defaultProbs.clone(); for (Category cat : Category.values()){ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Heap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Heap.java index 8d0f97a92..df03d86bf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Heap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Heap.java @@ -77,6 +77,7 @@ public class Heap implements Bundlable { public boolean seen = false; public boolean haunted = false; public boolean autoExplored = false; //used to determine if this heap should count for exploration bonus + public boolean hidden = false; //sets alpha to 15% public LinkedList items = new LinkedList<>(); @@ -150,6 +151,7 @@ public class Heap implements Bundlable { } public void drop( Item item ) { + hidden = false; if (item.stackable && type != Type.FOR_SALE) { @@ -183,6 +185,7 @@ public class Heap implements Bundlable { } public void replace( Item a, Item b ) { + hidden = false; int index = items.indexOf( a ); if (index != -1) { items.remove( index ); @@ -197,6 +200,7 @@ public class Heap implements Bundlable { } public void remove( Item a ){ + hidden = false; items.remove(a); if (items.isEmpty()){ destroy(); @@ -206,6 +210,7 @@ public class Heap implements Bundlable { } public void burn() { + hidden = false; if (type != Type.HEAP) { return; @@ -257,6 +262,7 @@ public class Heap implements Bundlable { //Note: should not be called to initiate an explosion, but rather by an explosion that is happening. public void explode() { + hidden = false; //breaks open most standard containers, mimics die. if (type == Type.CHEST || type == Type.SKELETON) { @@ -415,6 +421,7 @@ public class Heap implements Bundlable { private static final String ITEMS = "items"; private static final String HAUNTED = "haunted"; private static final String AUTO_EXPLORED = "auto_explored"; + private static final String HIDDEN = "hidden"; @SuppressWarnings("unchecked") @Override @@ -440,6 +447,7 @@ public class Heap implements Bundlable { haunted = bundle.getBoolean( HAUNTED ); autoExplored = bundle.getBoolean( AUTO_EXPLORED ); + hidden = bundle.getBoolean( HIDDEN ); } @Override @@ -450,6 +458,7 @@ public class Heap implements Bundlable { bundle.put( ITEMS, items ); bundle.put( HAUNTED, haunted ); bundle.put( AUTO_EXPLORED, autoExplored ); + bundle.put( HIDDEN, hidden ); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java new file mode 100644 index 000000000..ab1ad2e0f --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java @@ -0,0 +1,64 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.items.trinkets; + +import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; + +public class CrackedSpyglass extends Trinket{ + + { + image = ItemSpriteSheet.SPYGLASS; + } + + @Override + protected int upgradeEnergyCost() { + //6 -> 8(14) -> 10(24) -> 12(36) + return 6+2*level(); + } + + @Override + public String statsDesc() { + if (isIdentified()){ + if (buffedLvl() >= 2){ + return Messages.get(this, "stats_desc_upgraded", Messages.decimalFormat("#.##", 100 * (extraLootChance(buffedLvl())-1f))); + } else { + return Messages.get(this, "stats_desc", Messages.decimalFormat("#.##", 100 * extraLootChance(buffedLvl()))); + } + } else { + return Messages.get(this, "typical_stats_desc", Messages.decimalFormat("#.##", 100 * extraLootChance(0))); + } + } + + public static float extraLootChance(){ + return extraLootChance(trinketLevel(CrackedSpyglass.class)); + } + + public static float extraLootChance(int level ){ + if (level <= -1){ + return 0; + } else { + return 0.4f*(level+1); + } + } + +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/TrinketCatalyst.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/TrinketCatalyst.java index a8348750a..a976f675a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/TrinketCatalyst.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/TrinketCatalyst.java @@ -158,7 +158,7 @@ public class TrinketCatalyst extends Item { private static final int BTN_GAP = 4; private static final int GAP = 2; - private static final int NUM_TRINKETS = 4; //last one is a random choice + private static final int NUM_TRINKETS = 4; public WndTrinket( TrinketCatalyst cata ){ @@ -174,7 +174,7 @@ public class TrinketCatalyst extends Item { add( message ); //roll new trinkets if trinkets were not already rolled - while (cata.rolledTrinkets.size() < NUM_TRINKETS-1){ + while (cata.rolledTrinkets.size() < NUM_TRINKETS){ cata.rolledTrinkets.add((Trinket) Generator.random(Generator.Category.TRINKET)); } @@ -185,11 +185,7 @@ public class TrinketCatalyst extends Item { ShatteredPixelDungeon.scene().addToFront(new RewardWindow(item())); } }; - if (i == NUM_TRINKETS-1){ - btnReward.item(new RandomTrinket()); - } else { - btnReward.item(cata.rolledTrinkets.get(i)); - } + btnReward.item(cata.rolledTrinkets.get(i)); btnReward.setRect( (i+1)*(WIDTH - BTN_GAP) / NUM_TRINKETS - BTN_SIZE, message.top() + message.height() + BTN_GAP, BTN_SIZE, BTN_SIZE ); add( btnReward ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java index da74f4feb..e0e6bb100 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java @@ -50,6 +50,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.journal.RegionLorePage; import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key; +import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.CrackedSpyglass; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.MimicTooth; import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.TrinketCatalyst; import com.shatteredpixel.shatteredpixeldungeon.journal.Document; @@ -675,6 +676,19 @@ public abstract class RegularLevel extends Level { } Random.popGenerator(); + //extra spyglass loot + Random.pushGenerator(Random.Long()); + int items = (int)(Random.Float() + CrackedSpyglass.extraLootChance()); + for (int i = 0; i < items; i++){ + int cell = randomDropCell(); + if (map[cell] == Terrain.HIGH_GRASS || map[cell] == Terrain.FURROWED_GRASS) { + map[cell] = Terrain.GRASS; + losBlocking[cell] = false; + } + drop( Generator.randomUsingDefaults(), cell).hidden = true; + } + Random.popGenerator(); + } private static HashMap limitedDocs = new HashMap<>(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java index 1103443b0..42be46f9c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java @@ -213,25 +213,31 @@ public class ItemSprite extends MovieClip { if (heap.size() <= 0 || heap.items == null){ return view( 0, null ); } - + switch (heap.type) { case HEAP: case FOR_SALE: - return view( heap.peek() ); + view( heap.peek() ); break; case CHEST: - return view( ItemSpriteSheet.CHEST, null ); + view( ItemSpriteSheet.CHEST, null ); break; case LOCKED_CHEST: - return view( ItemSpriteSheet.LOCKED_CHEST, null ); + view( ItemSpriteSheet.LOCKED_CHEST, null ); break; case CRYSTAL_CHEST: - return view( ItemSpriteSheet.CRYSTAL_CHEST, null ); + view( ItemSpriteSheet.CRYSTAL_CHEST, null ); break; case TOMB: - return view( ItemSpriteSheet.TOMB, null ); + view( ItemSpriteSheet.TOMB, null ); break; case SKELETON: - return view( ItemSpriteSheet.BONES, null ); + view( ItemSpriteSheet.BONES, null ); break; case REMAINS: - return view( ItemSpriteSheet.REMAINS, null ); + view( ItemSpriteSheet.REMAINS, null ); break; default: - return view( 0, null ); + view( 0, null ); } + + if (heap.hidden){ + alpha(0.15f); + } + + return this; } public ItemSprite view( int image, Glowing glowing ) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java index c6d2c416b..ebb6c3db0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java @@ -434,7 +434,7 @@ public class ItemSpriteSheet { assignItemRect(i, 8, 10); } - private static final int ARTIFACTS = xy(1, 16); //24 slots + private static final int ARTIFACTS = xy(1, 16); //32 slots public static final int ARTIFACT_CLOAK = ARTIFACTS+0; public static final int ARTIFACT_ARMBAND = ARTIFACTS+1; public static final int ARTIFACT_CAPE = ARTIFACTS+2; @@ -486,7 +486,7 @@ public class ItemSpriteSheet { assignItemRect(ARTIFACT_TOME, 14, 16); } - private static final int TRINKETS = xy(9, 17); //24 slots + private static final int TRINKETS = xy(1, 18); //32 slots public static final int RAT_SKULL = TRINKETS+0; public static final int PARCHMENT_SCRAP = TRINKETS+1; public static final int PETRIFIED_SEED = TRINKETS+2; @@ -503,6 +503,7 @@ public class ItemSpriteSheet { public static final int OBLIVION_SHARD = TRINKETS+13; public static final int CHAOTIC_CENSER = TRINKETS+14; public static final int FERRET_TUFT = TRINKETS+15; + public static final int SPYGLASS = TRINKETS+16; static{ assignItemRect(RAT_SKULL, 16, 11); assignItemRect(PARCHMENT_SCRAP, 10, 14); @@ -520,9 +521,10 @@ public class ItemSpriteSheet { assignItemRect(OBLIVION_SHARD, 7, 14); assignItemRect(CHAOTIC_CENSER, 13, 15); assignItemRect(FERRET_TUFT, 16, 15); + assignItemRect(SPYGLASS, 15, 15); } - private static final int SCROLLS = xy(1, 19); //16 slots + private static final int SCROLLS = xy(1, 20); //16 slots public static final int SCROLL_KAUNAN = SCROLLS+0; public static final int SCROLL_SOWILO = SCROLLS+1; public static final int SCROLL_LAGUZ = SCROLLS+2; @@ -543,7 +545,7 @@ public class ItemSpriteSheet { assignItemRect(ARCANE_RESIN , 12, 11); } - private static final int EXOTIC_SCROLLS = xy(1, 20); //16 slots + private static final int EXOTIC_SCROLLS = xy(1, 21); //16 slots public static final int EXOTIC_KAUNAN = EXOTIC_SCROLLS+0; public static final int EXOTIC_SOWILO = EXOTIC_SCROLLS+1; public static final int EXOTIC_LAGUZ = EXOTIC_SCROLLS+2; @@ -561,7 +563,7 @@ public class ItemSpriteSheet { assignItemRect(i, 15, 14); } - private static final int STONES = xy(1, 21); //16 slots + private static final int STONES = xy(1, 22); //16 slots public static final int STONE_AGGRESSION = STONES+0; public static final int STONE_AUGMENTATION = STONES+1; public static final int STONE_FEAR = STONES+2; @@ -579,7 +581,7 @@ public class ItemSpriteSheet { assignItemRect(i, 14, 12); } - private static final int POTIONS = xy(1, 22); //16 slots + private static final int POTIONS = xy(1, 23); //16 slots public static final int POTION_CRIMSON = POTIONS+0; public static final int POTION_AMBER = POTIONS+1; public static final int POTION_GOLDEN = POTIONS+2; @@ -600,7 +602,7 @@ public class ItemSpriteSheet { assignItemRect(LIQUID_METAL, 8, 15); } - private static final int EXOTIC_POTIONS = xy(1, 23); //16 slots + private static final int EXOTIC_POTIONS = xy(1, 24); //16 slots public static final int EXOTIC_CRIMSON = EXOTIC_POTIONS+0; public static final int EXOTIC_AMBER = EXOTIC_POTIONS+1; public static final int EXOTIC_GOLDEN = EXOTIC_POTIONS+2; @@ -618,7 +620,7 @@ public class ItemSpriteSheet { assignItemRect(i, 12, 13); } - private static final int SEEDS = xy(1, 24); //16 slots + private static final int SEEDS = xy(1, 25); //16 slots public static final int SEED_ROTBERRY = SEEDS+0; public static final int SEED_FIREBLOOM = SEEDS+1; public static final int SEED_SWIFTTHISTLE = SEEDS+2; @@ -636,7 +638,7 @@ public class ItemSpriteSheet { assignItemRect(i, 10, 10); } - private static final int BREWS = xy(1, 25); //8 slots + private static final int BREWS = xy(1, 26); //8 slots public static final int BREW_INFERNAL = BREWS+0; public static final int BREW_BLIZZARD = BREWS+1; public static final int BREW_SHOCKING = BREWS+2; @@ -644,7 +646,7 @@ public class ItemSpriteSheet { public static final int BREW_AQUA = BREWS+4; public static final int BREW_UNSTABLE = BREWS+5; - private static final int ELIXIRS = xy(9, 25); //8 slots + private static final int ELIXIRS = xy(9, 26); //8 slots public static final int ELIXIR_HONEY = ELIXIRS+0; public static final int ELIXIR_AQUA = ELIXIRS+1; public static final int ELIXIR_MIGHT = ELIXIRS+2; @@ -660,8 +662,6 @@ public class ItemSpriteSheet { assignItemRect(BREW_AQUA, 9, 11); } - //16 free slots - private static final int SPELLS = xy(1, 27); //16 slots public static final int WILD_ENERGY = SPELLS+0; public static final int PHASE_SHIFT = SPELLS+1; From 77c84f4a633482086f2464eecfb475829a6dbe0c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 12 Nov 2025 14:11:37 -0500 Subject: [PATCH 059/156] v3.3.0: adjusted the visual size of the imp quest entrance --- .../environment/custom_tiles/city_quest.png | Bin 1113 -> 1028 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/core/src/main/assets/environment/custom_tiles/city_quest.png b/core/src/main/assets/environment/custom_tiles/city_quest.png index 6727c817bb23dfdf7529d8e672bdb133c4930e36..88b5e64444f8dd1154975c1823cde42bc8d4bb2b 100644 GIT binary patch delta 972 zcmV;-12g>D2!sfbFB>s5KrS&oG&e&qGe0slK{GZ&EigNqg?TSBK9Ncre+@m|JOBUy z0d!JMQvg8b*k%9#19nM7K~#7FVi+=D6pVsVFbYP&C;$*+9on(1Ff3R$WkdS^|LYqg z&P!)Fdtu{L(j-epVF+Qo-i|M5knd~d`eyh7lXu9V(LhT3g(sjSRkioEAQ~*+Nce!1 zATWsbH6Vy7-@tiu3JwUBe<*4&U&m-EMdaPW6BGfaM3m@G_(TA*2cN*C5E>{@dg&!a zI$>rS<2C_YY8P4oap3!2{&^F{Wf0jY020iF2f=GEl1LGhVR{ojJn(fMpWaI>1b^&B z5=B87mjJgm1(?+K+ai!e-^{f=LCERS{g6SqMR+I zSk6X(Lr}!y7V4$RJv&ZxiJffLma77R?gqTku*5e%p&W z$Do#WaJ-(tFZdB+X^z021Cd^UNd@|WXsranV6zHv3oa&*J&Pfw&N#5;et>B>ML;=$ zS4wb_h9d^Ve~*^Z4g&9KIK~%XZvz++MknHd4KpV*Z?MHd{h@v3bE*H-JB4`;r}!6Pg93FCj(P__ z;0r{|G+LKoLlR{^coU!;ReSm8E)DOf_*0S>-w~06e@25f00%3*Ku&!`hL7h90@;zH zfnaR6H;wnJI#7U36dajg%655oLml{i;%}o6MZ4&17b3m}9GKtVNq{PF(z+4KwQ0=! z{#JZKG|~SL2CfGOkv%H(V9-nEdaLjQBMe>mL;|;~uflJ&eqe;;yFaX)CExvR<^S4) u0~!DTCIEy%_D^k(4_Fca000000Kfq!Abl!IS7=TE0000{ delta 1057 zcmV++1m63E2-ygbFB>#BLohQxGd4moG(avfJu)>xEigMTGCrGyd67yRf9%ckf&c&j z0d!JMQvg8b*k%9#1ItN7K~#7F>{!uq!!`_?NC9FrckPz{|JTW|(o?UgYiH{E5}aRn z&IKSqS+@Ro;)y4oc;Z{6lzx}r%zsrv@@!@);g^h0*$6tJdcaS+lH5g+NE!;{!kzm+ z#-BIi6IndxLeO0iI2vMlyv|;+@J44Vnh4O zR5s&@M*8P~R{C%suJN4754s`QW<15d43Gv((0wvn0};Fb`ttIAeJh~2s6A(QbFX6m zYk)LV!riSD-v-6v2>SsI31l<2XP;a9Vt*YV4XX)ez-@)byaYfxf0aGezS!ReNP|pp z!uue^@&5N+NNR|%3k_;t?0*lC2ANQh`wES7?7HsrXEns)^jy`x*#8+I4KksUgj;b= zOn`K|I6$uat$ndy2S~$ef)vQGIN!gnF9V=+^fcSS6D1?Ut&~;CNXRB)f*Ke_gP%r7cfW0|LYXo)K4PXdi zsq^0lz?Q&n07D2Z1LtQ6FArysNJC3N0UQWHW9UTe2XH)te^fl@mcRi6WI@Yd>VBL+ zvI%&*9>m*Hb1oGBV-|d#0B2p4z@ZG5O4wzh00WxiS=<8_0b0C2YhH}z@+sAwQuL2^d*X)x5 zq#5HVK91-we?@gU!7t5(#gxr3V8wYx05;8t3A?cr5X@%;^iP8l^R{CUbver4PY@8Z z-iQ*6v=ahI(B}zAB#MJ|Ir5-Kn{#C7O1ScVRk5nt+=m1_G`#8FPM%SNf+q>z(e*xq}0=_( Date: Wed, 12 Nov 2025 14:25:05 -0500 Subject: [PATCH 060/156] v3.3.0: slightly reduced the spyglasses item chance --- .../shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java index ab1ad2e0f..9bd302c6e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/trinkets/CrackedSpyglass.java @@ -57,7 +57,7 @@ public class CrackedSpyglass extends Trinket{ if (level <= -1){ return 0; } else { - return 0.4f*(level+1); + return 0.375f*(level+1); } } From 5964a2d32ca322b6f058d1920fb9c4dec25a4ebc Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 12 Nov 2025 17:09:45 -0500 Subject: [PATCH 061/156] v3.3.0: implemented basic inventory storage/retrieval for the new quest --- .../shatteredpixeldungeon/Dungeon.java | 7 +++ .../actors/hero/Belongings.java | 16 ++++- .../shatteredpixeldungeon/items/Item.java | 5 +- .../items/quest/EscapeCrystal.java | 59 +++++++++++++++++++ .../levels/CityLevel.java | 7 +++ .../levels/VaultLevel.java | 3 - 6 files changed, 91 insertions(+), 6 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java index 26105d741..fee58d1c9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java @@ -69,6 +69,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.SewerBossLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.SewerLevel; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.secret.SecretRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom; @@ -360,6 +361,12 @@ public class Dungeon { case 14: level = new MiningLevel(); break; + case 16: + case 17: + case 18: + case 19: + level = new VaultLevel(); + break; default: level = new DeadEndLevel(); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java index 0ab441279..16fd80468 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java @@ -184,9 +184,11 @@ public class Belongings implements Iterable { bundle.put( RING, ring ); bundle.put( SECOND_WEP, secondWep ); } + + public static boolean bundleRestoring = false; public void restoreFromBundle( Bundle bundle ) { - + bundleRestoring = true; backpack.clear(); backpack.restoreFromBundle( bundle ); @@ -207,6 +209,18 @@ public class Belongings implements Iterable { secondWep = (KindOfWeapon) bundle.get(SECOND_WEP); if (secondWep() != null) secondWep().activate(owner); + + bundleRestoring = false; + } + + public void clear(){ + //TODO probably more needed here, what about buffs from these items? e.g. chargers + backpack.clear(); + weapon = secondWep = null; + armor = null; + artifact = null; + misc = null; + ring = null; } public static void preview( GamesInProgress.Info info, Bundle bundle ) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Item.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Item.java index ddbac4a7a..7a37e191c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Item.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Item.java @@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Degrade; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Belongings; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; @@ -612,8 +613,8 @@ public class Item implements Bundlable { cursed = bundle.getBoolean( CURSED ); - //only want to populate slot on first load. - if (Dungeon.hero == null) { + //only want to populate slots when restoring belongings + if (Belongings.bundleRestoring) { if (bundle.contains(QUICKSLOT)) { Dungeon.quickslot.setSlot(bundle.getInt(QUICKSLOT), this); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index 6eacc20f2..fb820952d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -30,8 +30,10 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; +import com.shatteredpixel.shatteredpixeldungeon.ui.QuickSlotButton; import com.watabou.noosa.Game; import com.watabou.noosa.audio.Sample; +import com.watabou.utils.Bundle; import java.util.ArrayList; @@ -65,6 +67,8 @@ public class EscapeCrystal extends Item { Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + restoreHeroBelongings(hero); + Level.beforeTransition(); InterlevelScene.curTransition = new LevelTransition(Dungeon.level, hero.pos, @@ -82,6 +86,46 @@ public class EscapeCrystal extends Item { } + public static String BELONGINGS = "belongings"; + public static String QUICKSLOTS = "quickslots"; + public static String GOLD = "gold"; + public static String ENERGY = "energy"; + + public void storeHeroBelongings( Hero hero ){ + storedItems = new Bundle(); + + Bundle belongings = new Bundle(); + hero.belongings.storeInBundle(belongings); + storedItems.put(BELONGINGS, belongings); + + Bundle quickslots = new Bundle(); + Dungeon.quickslot.storePlaceholders(quickslots); + storedItems.put(QUICKSLOTS, quickslots); + + storedItems.put(GOLD, Dungeon.gold); + storedItems.put(ENERGY, Dungeon.energy); + + Dungeon.quickslot.reset(); + QuickSlotButton.reset(); + Dungeon.gold = Dungeon.energy = 0; + hero.belongings.clear(); + } + + public void restoreHeroBelongings( Hero hero ){ + hero.belongings.clear(); + + Dungeon.quickslot.reset(); + Dungeon.quickslot.restorePlaceholders(storedItems.getBundle(QUICKSLOTS)); + QuickSlotButton.reset(); + + Dungeon.hero.belongings.restoreFromBundle(storedItems.getBundle(BELONGINGS)); + + Dungeon.gold = storedItems.getInt(GOLD); + Dungeon.energy = storedItems.getInt(ENERGY); + + storedItems = null; + } + @Override public boolean isUpgradable() { return false; @@ -92,4 +136,19 @@ public class EscapeCrystal extends Item { return true; } + public Bundle storedItems; + + public static String STORED_ITEMS = "stored_items"; + + @Override + public void storeInBundle(Bundle bundle) { + super.storeInBundle(bundle); + bundle.put(STORED_ITEMS, storedItems); + } + + @Override + public void restoreFromBundle(Bundle bundle) { + super.restoreFromBundle(bundle); + storedItems = bundle.getBundle(STORED_ITEMS); + } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 64d6e222b..c4cb2f131 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -27,6 +27,8 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ElmoParticle; +import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClothArmor; +import com.shatteredpixel.shatteredpixeldungeon.items.quest.EscapeCrystal; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CityPainter; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; @@ -148,6 +150,11 @@ public class CityLevel extends RegularLevel { @Override protected void onSelect(int index) { if (index == 0){ + EscapeCrystal crystal = new EscapeCrystal(); + crystal.storeHeroBelongings(Dungeon.hero); + crystal.collect(); + Dungeon.hero.belongings.armor = new ClothArmor(); + Dungeon.hero.belongings.armor.identify(); CityLevel.super.activateTransition(hero, transition); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index 946e33734..21576dcff 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -23,7 +23,6 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; -import com.shatteredpixel.shatteredpixeldungeon.items.quest.EscapeCrystal; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; public class VaultLevel extends DeadEndLevel { //for now @@ -49,8 +48,6 @@ public class VaultLevel extends DeadEndLevel { //for now int entrance = 5 * width() + 5 / 2 + 1; map[entrance] = Terrain.WATER; //override entrance tile - - drop(new EscapeCrystal(), entrance - 2*width); return true; } From 34ab9d0d00d515630bfc1b564edb816b198d686c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 13 Nov 2025 14:13:53 -0500 Subject: [PATCH 062/156] v3.3.0: fixed thrown wep upgrade tracker not revive persisting --- .../items/weapon/missiles/MissileWeapon.java | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java index d2e558447..740f0faf7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java @@ -776,6 +776,10 @@ abstract public class MissileWeapon extends Weapon { //also used by liquid metal crafting to track when a set is consumed public static class UpgradedSetTracker extends Buff { + { + revivePersists = true; + } + public HashMap levelThresholds = new HashMap<>(); public static boolean pickupValid(Hero h, MissileWeapon w){ From c34e5522088967de893ef14f10779105643253cc Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 13 Nov 2025 14:37:25 -0500 Subject: [PATCH 063/156] v3.3.0: fixed no monk energy gain if killing with ability at max energy --- .../shatteredpixeldungeon/actors/buffs/MonkEnergy.java | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java index b43194ae9..f29b32e72 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java @@ -64,7 +64,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action { revivePersists = true; } - public float energy; + public float energy = 10; public int cooldown; //currently unused, abilities had cooldowns prior to v2.5 private static final float MAX_COOLDOWN = 5; @@ -191,7 +191,11 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action { } energyGain *= enGainMulti; - energy = Math.min(energy+energyGain, energyCap()); + energy += energyGain; + //if we kill while using an ability, don't apply the cap yet, will be enforced after spending + if (target.buff(MonkAbility.UnarmedAbilityTracker.class) == null){ + energy = Math.min(energy, energyCap()); + } if (energy >= 1 && cooldown == 0){ ActionIndicator.setAction(this); @@ -206,6 +210,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action { public void abilityUsed( MonkAbility abil ){ energy -= abil.energyCost(); + energy = Math.min(energy, energyCap()); if (target instanceof Hero && ((Hero) target).hasTalent(Talent.COMBINED_ENERGY) && abil.energyCost() >= 5-((Hero) target).pointsInTalent(Talent.COMBINED_ENERGY)) { From f06943c3e584bb2fed2500c81a768b0c21db1153 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 13 Nov 2025 15:59:37 -0500 Subject: [PATCH 064/156] v3.3.0: renamed existing skeleton key to worn key --- .../assets/messages/items/items.properties | 4 ++-- core/src/main/assets/sprites/items.png | Bin 24932 -> 24956 bytes .../ShatteredPixelDungeon.java | 5 +++++ .../actors/hero/Hero.java | 6 +++--- .../actors/mobs/Goo.java | 4 ++-- .../keys/{SkeletonKey.java => WornKey.java} | 8 ++++---- .../journal/Catalog.java | 4 ++-- .../sprites/ItemSpriteSheet.java | 4 ++-- .../shatteredpixeldungeon/ui/KeyDisplay.java | 4 ++-- docs/recommended-changes.md | 2 +- 10 files changed, 23 insertions(+), 18 deletions(-) rename core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/{SkeletonKey.java => WornKey.java} (92%) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index fb324cf87..d4de9d424 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -694,8 +694,8 @@ items.keys.crystalkey.desc=The cut surfaces of this crystalline key shimmer in t items.keys.ironkey.name=iron key items.keys.ironkey.desc=The notches on this ancient iron key are well worn; its leather lanyard is battered by age. What door might it open? -items.keys.skeletonkey.name=skeleton key -items.keys.skeletonkey.desc=This key looks serious: its head is shaped like a skull. Probably it can open some serious door. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. 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z*)d|po(VhM3jj=)=Qj;{y0V?zXO&Df-}yk_1HLJ1gNmTb;O9jV9}x)wtN=kaoL&!_ z+UN-@k8sNRg1L1q0xatSv_k+ZO&o%>UV)aFL&UrEQ_{p{G5rGR#BaA)>;+lhe(A#S$k%oSPZSd)Dz+# zgorK*wx_~ubmZ&IE9~jPo36D4W~)y>E`-%cb^ z1B3?`7ygMP^Jw*eI?BXlWyk2<@g%s?m1#5>JA<=P3*O|tLJfPzNNXi_E{ggxef&r1 zu9+=t!erE4Xr{PXoA#WLO259y%v(81YMUTLbnOOr^Hi}cxC_n>tp@Wn5P`>iJ&O%Q z8!#OyLRHw9D1C2yRx9hcO1hlTOfJ}PU$Xu#Wu8T=K=a>e?wB=ok_T)*j!5_#vM%3l z@UTTjwBZ8tItK#_-~@rlI&jryR`W0~(+7|gt6SY0GLY|(5s52Vu*hV68)csIK&(!$ z**!Lj&LYeY!Ko8JG_#CUGUSAYf+3}UiW-yGz!~R^wVO+HKH>+Tv_9d+9EuJ`#)nYkLkfn#+!J40Q)6y3h5Zg!14% zVjb|YKZx0nq@N&khq`yD`Kl(SO4`d{mtot)eta-M0&-HCh0^y|#V)0_6#SFyJm@&m zJf)YObpN<-0U`6-Y2tAwu)jbh6M4-O9 0) { + && Notes.keyCount(new WornKey(Dungeon.depth)) > 0) { hasKey = true; @@ -2345,7 +2345,7 @@ public class Hero extends Char { CellEmitter.get( doorCell ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); } } else { - hasKey = Notes.remove(new SkeletonKey(Dungeon.depth)); + hasKey = Notes.remove(new WornKey(Dungeon.depth)); if (hasKey) Level.set(doorCell, Terrain.UNLOCKED_EXIT); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Goo.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Goo.java index 7b718a163..e96a70a5b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Goo.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Goo.java @@ -33,7 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Ooze; import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose; -import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; import com.shatteredpixel.shatteredpixeldungeon.items.quest.GooBlob; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; @@ -287,7 +287,7 @@ public class Goo extends Mob { Dungeon.level.unseal(); GameScene.bossSlain(); - Dungeon.level.drop( new SkeletonKey( Dungeon.depth ), pos ).sprite.drop(); + Dungeon.level.drop( new WornKey( Dungeon.depth ), pos ).sprite.drop(); //60% chance of 2 blobs, 30% chance of 3, 10% chance for 4. Average of 2.5 int blobs = Random.chances(new float[]{0, 0, 6, 3, 1}); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/WornKey.java similarity index 92% rename from core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/SkeletonKey.java rename to core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/WornKey.java index e6ecd3220..92e270632 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/WornKey.java @@ -32,17 +32,17 @@ import com.watabou.utils.Callback; import java.io.IOException; -public class SkeletonKey extends Key { +public class WornKey extends Key { { - image = ItemSpriteSheet.SKELETON_KEY; + image = ItemSpriteSheet.WORN_KEY; } - public SkeletonKey() { + public WornKey() { this( 0 ); } - public SkeletonKey( int depth ) { + public WornKey( int depth ) { super(); this.depth = depth; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/journal/Catalog.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/journal/Catalog.java index ac393ad40..e0c1760c3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/journal/Catalog.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/journal/Catalog.java @@ -68,7 +68,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.food.SupplyRation; import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; -import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; import com.shatteredpixel.shatteredpixeldungeon.items.potions.brews.AquaBrew; import com.shatteredpixel.shatteredpixeldungeon.items.potions.brews.BlizzardBrew; import com.shatteredpixel.shatteredpixeldungeon.items.potions.brews.CausticBrew; @@ -253,7 +253,7 @@ public enum Catalog { ReclaimTrap.class, SummonElemental.class, BeaconOfReturning.class); MISC_CONSUMABLES.addItems( Gold.class, EnergyCrystal.class, Dewdrop.class, - IronKey.class, GoldenKey.class, CrystalKey.class, SkeletonKey.class, + IronKey.class, GoldenKey.class, CrystalKey.class, WornKey.class, TrinketCatalyst.class, Stylus.class, Torch.class, Honeypot.class, Ankh.class, CorpseDust.class, Embers.class, CeremonialCandle.class, DarkGold.class, DwarfToken.class, GooBlob.class, TengusMask.class, MetalShard.class, KingsCrown.class, diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java index ebb6c3db0..0b44641d1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java @@ -144,7 +144,7 @@ public class ItemSpriteSheet { public static final int IRON_KEY = MISC_CONSUMABLE +7; public static final int GOLDEN_KEY = MISC_CONSUMABLE +8; public static final int CRYSTAL_KEY = MISC_CONSUMABLE +9; - public static final int SKELETON_KEY = MISC_CONSUMABLE +10; + public static final int WORN_KEY = MISC_CONSUMABLE +10; public static final int MASK = MISC_CONSUMABLE +11; public static final int CROWN = MISC_CONSUMABLE +12; public static final int AMULET = MISC_CONSUMABLE +13; @@ -171,7 +171,7 @@ public class ItemSpriteSheet { assignItemRect(IRON_KEY, 8, 14); assignItemRect(GOLDEN_KEY, 8, 14); assignItemRect(CRYSTAL_KEY, 8, 14); - assignItemRect(SKELETON_KEY, 8, 14); + assignItemRect(WORN_KEY, 8, 14); assignItemRect(MASK, 11, 9); assignItemRect(CROWN, 13, 7); assignItemRect(AMULET, 16, 16); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/KeyDisplay.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/KeyDisplay.java index 68f696835..645a091b3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/KeyDisplay.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/KeyDisplay.java @@ -27,7 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key; -import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.watabou.gltextures.SmartTexture; import com.watabou.gltextures.TextureCache; @@ -57,7 +57,7 @@ public class KeyDisplay extends Visual { //and the order they will be truncated if there is no space (higher first, larger counts first) private static final LinkedHashMap, Integer> keyMap = new LinkedHashMap<>(); static { - keyMap.put(SkeletonKey.class, 1); + keyMap.put(WornKey.class, 1); keyMap.put(CrystalKey.class, 2); keyMap.put(GoldenKey.class, 3); keyMap.put(IronKey.class, 4); diff --git a/docs/recommended-changes.md b/docs/recommended-changes.md index 1a9bbca42..e62822ccd 100644 --- a/docs/recommended-changes.md +++ b/docs/recommended-changes.md @@ -34,7 +34,7 @@ For icons, you can find the icons for each platform here: [Android(debug)](/andr You will likely want to add yourself to the credits or change the current supporter link. Feel free to adjust these however you like, the relevant code is in [AboutScene.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/AboutScene.java) and [SupporterScene.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/SupporterScene.java). If you wish to disable the supporter link, simply comment out the line `add(btnSupport);` in [TitleScene.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/TitleScene.java). -The game also has a one-time nag window that appears when the player first defeats Goo. If you wish to edit this window, the code is in [WndSupportPrompt.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSupportPrompt.java). If you wish to disable it entirely, the triggering logic is in [SkeletonKey.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/SkeletonKey.java). +The game also has a one-time nag window that appears when the player first defeats Goo. If you wish to edit this window, the code is in [WndSupportPrompt.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSupportPrompt.java). If you wish to disable it entirely, the triggering logic is in [WornKey.java](/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/WornKey.java). Note that due to the GPLv3 license, any edits you make to the credits scene must avoid removing any existing credits, though you can reposition them however you like. Additionally, while not required, I would appreciate leaving in a reference and a link to my Patreon, though you are free to add your own as well. From 90b3ac6ab40288d97ab725b7a8d55eba8bb0c997 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 13 Nov 2025 19:55:35 -0500 Subject: [PATCH 065/156] v3.3.0: fixed new hostile champs logic not using scaling depth --- .../shatteredpixeldungeon/actors/buffs/ChampionEnemy.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java index 578bea59f..3abc1070f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/ChampionEnemy.java @@ -116,7 +116,7 @@ public abstract class ChampionEnemy extends Buff { Buff.affect(m, buffCls); //numbers of mobs until a champion scales from 1/8 to 1/6 as depths increases - Dungeon.mobsToChampion += 8 - Math.min(20, Dungeon.depth-1)/10f; + Dungeon.mobsToChampion += 8 - Math.min(20, Dungeon.scalingDepth()-1)/10f; if (m.state != m.PASSIVE) { m.state = m.WANDERING; } From d39a062246876cc9ad1a5bd3bf5fe466dd65bb5b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 17 Nov 2025 18:29:25 -0500 Subject: [PATCH 066/156] v3.3.0: initial impl of skeleton key, missing lots of polish --- .../assets/messages/actors/actors.properties | 2 + .../assets/messages/items/items.properties | 15 + core/src/main/assets/sprites/items.png | Bin 24956 -> 25011 bytes .../actors/hero/Hero.java | 47 +- .../actors/hero/abilities/cleric/Trinity.java | 3 +- .../actors/hero/spells/SpiritForm.java | 4 + .../items/Generator.java | 13 +- .../items/artifacts/SkeletonKey.java | 475 ++++++++++++++++++ .../sprites/ItemSpriteSheet.java | 2 + 9 files changed, 550 insertions(+), 11 deletions(-) create mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 294455efd..49a109efb 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -573,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ @@ -795,6 +796,7 @@ actors.hero.hero.noticed_smth=You noticed something. actors.hero.hero.wait=... actors.hero.hero.search=search actors.hero.hero.search_distracted=It's hard to concentrate, searching is exhausting. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=The pain helps you resist the urge to sleep. actors.hero.hero.revive=The ankh explodes with life-giving energy! diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index d4de9d424..a005e6f1e 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -424,6 +424,21 @@ items.artifacts.sandalsofnature.desc_cursed=The cursed sandals are blocking any items.artifacts.sandalsofnature.desc_ability=The footwear ripples with the color of the last seed you fed them. They can briefly root into the ground and produce that plant's effect anywhere in a 3 tile radius.\nSeed: _%s_\nCharge needed: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=You have fed the footwear %d seeds. +items.artifacts.skeletonkey.name=skeleton key +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.no_charge=Your key does not have enough charge. +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Choose a target +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 4 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you explore the dungeon and open more locks.\n\nThe key can be inserted into any of the dungeon's locks to either open or close them. This includes most special locks and doors that were never locked previously. The key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a temporary solid wall. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. + items.artifacts.talismanofforesight.name=talisman of foresight items.artifacts.talismanofforesight.ac_scry=SCRY items.artifacts.talismanofforesight.low_charge=The talisman requires at least 5% charge to scry. diff --git a/core/src/main/assets/sprites/items.png b/core/src/main/assets/sprites/items.png index bf1f33fbdabaeeac87067b2c8f044ec8acec4f29..4028be31ef150987317cca2c545c5f44a45a9d3b 100644 GIT binary patch literal 25011 zcmb5Uc|4Tg`#*l)GYn%dmE9;W6hhgznJJYPThS{OhE(<~WS<#JX+uTU7^O&sM0PV{ zDYA`1l$e<;L&7kY!I=3@@Av2XTOQxPzW|~ujh5$b+EG*7m*hM06_fI z$z$gL0OUVH0AUzE3&?%H1ppq=r;Z(QiUj}s_!7{jCnn&an{D{sv80(>joYg^ee0ng z8z}O*diudj^T$bPh!=Ip_$w(NmO#RfP{RUow#hGCaL^EUW^8V&jA*2bq2fs24@x~g 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z^6JO;E)3U&BMpmbr(52^Z}bo;!{=eGBb>rM!N`T9#pt%}bu?unKnlQ~g^> z#zERwo48G3Mk4pAqXqWP3;Aj|%HX;XDjB;B2t;Z_|Jgh$XAcr86sFOg*gu8Qla+L; ztLK2sCZxicw+InA2)q_@%e9+2esmD+>@lZ$mn1POqE8ipJ<11957c&ccVpz=g0LwHd&pXTJKN84_ZWB$^>$zv=1$kH zkExmKc+!%fS1$V1Y6KqYf?$J3UjQ{-uIG)uOiR~Yy|L-4VNZDd>>0H5Z z>71paMGbmC?ad-D?J%`d(Fl^FeJ el_bSH{CrFJZ0CJ_@Lv_6-GA-h@noA<-2Vb787jd5 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 3c6969963..1533dfacd 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -105,6 +105,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.EtherealChains; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HolyTome; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.MasterThievesArmband; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TalismanOfForesight; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.items.bags.MagicalHolster; @@ -2331,22 +2332,41 @@ public class Hero extends Char { int doorCell = ((HeroAction.Unlock)curAction).dst; int door = Dungeon.level.map[doorCell]; - - if (Dungeon.level.distance(pos, doorCell) <= 1) { + + SkeletonKey.keyRecharge skele = buff(SkeletonKey.keyRecharge.class); + + if (skele != null && skele.isCursed() && Random.Int(6) != 0){ + GLog.n(Messages.get(this, "key_distracted")); + spendAndNext(2*Key.TIME_TO_UNLOCK); + Buff.affect(this, Hunger.class).affectHunger(-4); + } else if (Dungeon.level.distance(pos, doorCell) <= 1) { boolean hasKey = true; if (door == Terrain.LOCKED_DOOR) { hasKey = Notes.remove(new IronKey(Dungeon.depth)); - if (hasKey) Level.set(doorCell, Terrain.DOOR); + if (hasKey) { + Level.set(doorCell, Terrain.DOOR); + if (skele != null && !skele.isCursed()){ + skele.keyUsed(new IronKey(Dungeon.depth)); + } + } } else if (door == Terrain.CRYSTAL_DOOR) { hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); if (hasKey) { Level.set(doorCell, Terrain.EMPTY); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( doorCell ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); + if (skele != null && !skele.isCursed()){ + skele.keyUsed(new CrystalKey(Dungeon.depth)); + } } } else { hasKey = Notes.remove(new WornKey(Dungeon.depth)); - if (hasKey) Level.set(doorCell, Terrain.UNLOCKED_EXIT); + if (hasKey) { + Level.set(doorCell, Terrain.UNLOCKED_EXIT); + if (skele != null && !skele.isCursed()){ + skele.keyUsed(new WornKey(Dungeon.depth)); + } + } } if (hasKey) { @@ -2359,17 +2379,30 @@ public class Hero extends Char { } else if (curAction instanceof HeroAction.OpenChest) { Heap heap = Dungeon.level.heaps.get( ((HeroAction.OpenChest)curAction).dst ); - - if (Dungeon.level.distance(pos, heap.pos) <= 1){ + SkeletonKey.keyRecharge skele = buff(SkeletonKey.keyRecharge.class); + + if (skele != null && skele.isCursed() + && (heap.type == Type.LOCKED_CHEST || heap.type == Type.CRYSTAL_CHEST) + && Random.Int(6) != 0){ + GLog.n(Messages.get(this, "key_distracted")); + spend(2*Key.TIME_TO_UNLOCK); + Buff.affect(this, Hunger.class).affectHunger(-4); + } else if (Dungeon.level.distance(pos, heap.pos) <= 1){ boolean hasKey = true; if (heap.type == Type.SKELETON || heap.type == Type.REMAINS) { Sample.INSTANCE.play( Assets.Sounds.BONES ); } else if (heap.type == Type.LOCKED_CHEST){ hasKey = Notes.remove(new GoldenKey(Dungeon.depth)); + if (hasKey && skele != null && !skele.isCursed()){ + skele.keyUsed(new GoldenKey(Dungeon.depth)); + } } else if (heap.type == Type.CRYSTAL_CHEST){ hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); + if (hasKey && skele != null && !skele.isCursed()){ + skele.keyUsed(new CrystalKey(Dungeon.depth)); + } } - + if (hasKey) { GameScene.updateKeyDisplay(); heap.open(this); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/cleric/Trinity.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/cleric/Trinity.java index 910ec1ab3..e2baa63b1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/cleric/Trinity.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/cleric/Trinity.java @@ -45,6 +45,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.ChaliceOfBlood; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.EtherealChains; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HolyTome; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TalismanOfForesight; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.UnstableSpellbook; @@ -540,7 +541,7 @@ public class Trinity extends ArmorAbility { return 2*chargeUse; } if (Artifact.class.isAssignableFrom(cls)){ - if (cls.equals(DriedRose.class) || cls.equals(UnstableSpellbook.class)){ + if (cls.equals(DriedRose.class) || cls.equals(UnstableSpellbook.class) || cls.equals(SkeletonKey.class)){ return 2*chargeUse; //50 charge } if (cls.equals(EtherealChains.class) || cls.equals(TalismanOfForesight.class) || cls.equals(TimekeepersHourglass.class)){ diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/SpiritForm.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/SpiritForm.java index 2f618baf8..7a1b0b9e6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/SpiritForm.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/SpiritForm.java @@ -39,6 +39,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HolyTome; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.MasterThievesArmband; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SandalsOfNature; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TalismanOfForesight; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.UnstableSpellbook; @@ -248,6 +249,9 @@ public class SpiritForm extends ClericSpell { } else if (effect instanceof UnstableSpellbook){ ((UnstableSpellbook) effect).doReadEffect(Dungeon.hero); + + } else if (effect instanceof SkeletonKey){ + GameScene.selectCell(((SkeletonKey) effect).targeter); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java index 9d339bc72..b5b513555 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java @@ -44,6 +44,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HolyTome; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.MasterThievesArmband; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SandalsOfNature; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TalismanOfForesight; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.UnstableSpellbook; @@ -566,11 +567,12 @@ public class Generator { HornOfPlenty.class, MasterThievesArmband.class, SandalsOfNature.class, + SkeletonKey.class, TalismanOfForesight.class, TimekeepersHourglass.class, UnstableSpellbook.class }; - ARTIFACT.defaultProbs = new float[]{ 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1 }; + ARTIFACT.defaultProbs = new float[]{ 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1 }; ARTIFACT.probs = ARTIFACT.defaultProbs.clone(); //Trinkets are unique like artifacts, but unlike them you can only have one at once @@ -950,14 +952,19 @@ public class Generator { cat.dropped = bundle.getInt(cat.name().toLowerCase() + CATEGORY_DROPPED); } - //pre-v3.0.0 conversion for artifacts specifically + //pre-v3.0.0 and pre-v3.3.0 conversion for artifacts (addition of tome and key) if (cat == Category.ARTIFACT && probs.length != cat.defaultProbs.length){ int tomeIDX = 5; + int keyIDX = 9; int j = 0; for (int i = 0; i < probs.length; i++){ - if (i == tomeIDX){ + //we do a specific check here for holy tome pre-v3.0.0 + if (j == tomeIDX && probs.length == cat.defaultProbs.length-2){ cat.probs[j] = 0; j++; + } else if (j == keyIDX){ + cat.probs[j] = 1; + j++; } cat.probs[j] = probs[i]; j++; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java new file mode 100644 index 000000000..c21b25aca --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -0,0 +1,475 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.items.artifacts; + +import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; +import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter; +import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; +import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile; +import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; +import com.shatteredpixel.shatteredpixeldungeon.items.Heap; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; +import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy; +import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; +import com.shatteredpixel.shatteredpixeldungeon.levels.Level; +import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; +import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; +import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; +import com.shatteredpixel.shatteredpixeldungeon.scenes.CellSelector; +import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; +import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; +import com.watabou.noosa.audio.Sample; +import com.watabou.utils.Callback; +import com.watabou.utils.PathFinder; + +import java.util.ArrayList; + +//TODO needs a way to handle the excess keys it can general +public class SkeletonKey extends Artifact { + + { + image = ItemSpriteSheet.ARTIFACT_KEY; + + levelCap = 5; + + charge = 3+level(); + partialCharge = 0; + chargeCap = 3+level(); + + defaultAction = AC_INSERT; + } + + public static final String AC_INSERT = "INSERT"; + + @Override + public ArrayList actions(Hero hero) { + ArrayList actions = super.actions(hero); + if (isEquipped(hero) + && charge > 0 + && hero.buff(MagicImmune.class) == null + && !cursed) { + actions.add(AC_INSERT); + } + return actions; + } + + @Override + public void execute(Hero hero, String action) { + super.execute(hero, action); + + if (hero.buff(MagicImmune.class) != null) return; + + if (action.equals(AC_INSERT)){ + + curUser = hero; + + if (!isEquipped( hero )) { + GLog.i( Messages.get(Artifact.class, "need_to_equip") ); + + } else if (charge < 1) { + GLog.i( Messages.get(this, "no_charge") ); + + } else if (cursed) { + GLog.w( Messages.get(this, "cursed") ); + + } else { + GameScene.selectCell(targeter); + } + + } + } + + public CellSelector.Listener targeter = new CellSelector.Listener(){ + + @Override + public void onSelect(Integer target) { + + if (target != null && (Dungeon.level.visited[target] || Dungeon.level.mapped[target])){ + + if (target == curUser.pos){ + GLog.w(Messages.get(SkeletonKey.class, "invalid_target")); + return; + } + + if (Dungeon.level.adjacent(target, curUser.pos)) { + if (Dungeon.level.map[target] == Terrain.LOCKED_EXIT){ + GLog.w(Messages.get(SkeletonKey.class, "wont_open")); + return; + } + if (Dungeon.level.map[target] == Terrain.LOCKED_DOOR){ + if (Dungeon.level.locked){ + GLog.w(Messages.get(SkeletonKey.class, "wont_open")); + return; + } + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Level.set(target, Terrain.DOOR); + GameScene.updateMap(target); + charge -= 1; + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; + + } else if (Dungeon.level.map[target] == Terrain.CRYSTAL_DOOR) { + + if (charge < 4) { + GLog.w(Messages.get(SkeletonKey.class, "crystal_charges")); + return; + } + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Level.set(target, Terrain.EMPTY); + GameScene.updateMap(target); + charge -= 4; + Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + CellEmitter.get( target ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; + } else if (Dungeon.level.map[target] == Terrain.DOOR || Dungeon.level.map[target] == Terrain.OPEN_DOOR){ + + if (charge < 2) { + GLog.w(Messages.get(SkeletonKey.class, "lock_charges")); + return; + } + + //attempt to knock back char + if (Actor.findChar(target) != null){ + int pushDIR = target - curUser.pos; + Ballistica push = new Ballistica(target, target + pushDIR, Ballistica.PROJECTILE); + WandOfBlastWave.throwChar(Actor.findChar(target), push, 1, false, false, this); + //TODO what about pushing to the side? + //TODO fail if there's no push DIR? + } + + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Level.set(target, Terrain.LOCKED_DOOR); + GameScene.updateMap(target); + charge -= 2; + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; + + } else if (Dungeon.level.heaps.get(target) != null && Dungeon.level.heaps.get(target).type == Heap.Type.LOCKED_CHEST){ + if (charge < 2) { + GLog.w(Messages.get(SkeletonKey.class, "gold_charges")); + return; + } + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Dungeon.level.heaps.get(target).open(curUser); + charge -= 2; + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; + + } else if (Dungeon.level.heaps.get(target) != null && Dungeon.level.heaps.get(target).type == Heap.Type.CRYSTAL_CHEST){ + if (charge < 4) { + GLog.w(Messages.get(SkeletonKey.class, "crystal_charges")); + return; + } + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Dungeon.level.heaps.get(target).open(curUser); + charge -= 4; + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; + + } + } + + if (charge < 2){ + GLog.w(Messages.get(SkeletonKey.class, "wall_charges")); + return; + } + + int closest = curUser.pos; + int closestIdx = -1; + + for (int i = 0; i < PathFinder.CIRCLE8.length; i++){ + int ofs = PathFinder.CIRCLE8[i]; + if (Dungeon.level.trueDistance(target, curUser.pos+ofs) < Dungeon.level.trueDistance(target, closest)){ + closest = curUser.pos+ofs; + closestIdx = i; + } + } + + int knockBackDir = PathFinder.CIRCLE8[closestIdx]; + + if (Dungeon.level.solid[closest]){ + GLog.w(Messages.get(SkeletonKey.class, "invalid_target")); + return; + } + + int finalClosestIdx = closestIdx; + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + placeWall(curUser.pos+PathFinder.CIRCLE8[finalClosestIdx], knockBackDir); + placeWall(curUser.pos+PathFinder.CIRCLE8[(finalClosestIdx +7)%8], knockBackDir); + placeWall(curUser.pos+PathFinder.CIRCLE8[(finalClosestIdx +1)%8], knockBackDir); + + //if we're in a diagonal direction + if (finalClosestIdx % 2 == 0){ + placeWall(curUser.pos+2*PathFinder.CIRCLE8[(finalClosestIdx +7)%8], knockBackDir); + placeWall(curUser.pos+2*PathFinder.CIRCLE8[(finalClosestIdx +1)%8], knockBackDir); + } + + charge -= 2; + + Dungeon.observe(); + GameScene.updateFog(); + Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + + } + + } + + @Override + public String prompt() { + return Messages.get(SkeletonKey.class, "prompt"); + } + }; + + @Override + protected ArtifactBuff passiveBuff() { + return new keyRecharge(); + } + + @Override + public void charge(Hero target, float amount) { + super.charge(target, amount); //TODO + } + + @Override + public String desc() { + String desc = super.desc(); + + if ( isEquipped (Dungeon.hero) ){ + if (cursed){ + desc += "\n\n" + Messages.get(this, "desc_cursed"); + } else { + desc += "\n\n" + Messages.get(this, "desc_worn"); //TODO probably want more info on making walls + } + } + + return desc; + } + + public class keyRecharge extends ArtifactBuff { + @Override + public boolean act() { + if (charge < chargeCap + && !cursed + && target.buff(MagicImmune.class) == null + && Regeneration.regenOn()) { + //120 turns to charge at full, 60 turns to charge at 0/8 + float chargeGain = 1 / (120f - (chargeCap - charge)*7.5f); + chargeGain *= RingOfEnergy.artifactChargeMultiplier(target); + partialCharge += chargeGain; + + while (partialCharge >= 1) { + partialCharge --; + charge ++; + + if (charge == chargeCap){ + partialCharge = 0; + } + } + } + + updateQuickslot(); + + spend( TICK ); + + return true; + } + + //TODO either finish this or think of a different levelling mechanic + public void keyUsed(Key key ){ + if (level() == levelCap){ + return; + } + + if (key instanceof IronKey){ + exp += 3; + } else if (key instanceof WornKey){ + exp += 5; + } else { + exp += 2; + } + + if (exp >= 5 + 5*level()){ + exp -= 5 + 5*level(); + upgrade(); + } + + } + } + + private void placeWall( int pos, int knockbackDIR ){ + if (!Dungeon.level.solid[pos]) { //TODO this prevents wall stacking + //TODO 10 or 20 turns? + GameScene.add(Blob.seed(pos, 20, KeyWall.class)); + + Char ch = Actor.findChar(pos); + if (ch != null && ch.alignment == Char.Alignment.ENEMY){ + WandOfBlastWave.throwChar(ch, new Ballistica(pos, pos+knockbackDIR, Ballistica.PROJECTILE), 1, false, false, this); + } + } + } + + public static class KeyWall extends Blob { + + { + alwaysVisible = true; + } + + @Override + protected void evolve() { + + int cell; + boolean cellEnded = false; + + Level l = Dungeon.level; + for (int i = area.left; i < area.right; i++){ + for (int j = area.top; j < area.bottom; j++){ + cell = i + j*l.width(); + off[cell] = cur[cell] > 0 ? cur[cell] - 1 : 0; + + if (cur[cell] > 0 && off[cell] == 0){ + cellEnded = true; + } + + //caps at 20 + //TODO or just one wall at a time? + off[cell] = Math.min(off[cell], 19); + + volume += off[cell]; + + l.losBlocking[cell] = off[cell] > 0 || (Terrain.flags[l.map[cell]] & Terrain.LOS_BLOCKING) != 0; + l.solid[cell] = off[cell] > 0 || (Terrain.flags[l.map[cell]] & Terrain.SOLID) != 0; + l.passable[cell] = off[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.PASSABLE) != 0; + l.avoid[cell] = off[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.AVOID) != 0; + } + } + + if (cellEnded){ + Dungeon.observe(); + } + } + + @Override + public void seed(Level level, int cell, int amount) { + super.seed(level, cell, amount); + level.losBlocking[cell] = cur[cell] > 0 || (Terrain.flags[level.map[cell]] & Terrain.LOS_BLOCKING) != 0; + level.solid[cell] = cur[cell] > 0 || (Terrain.flags[level.map[cell]] & Terrain.SOLID) != 0; + level.passable[cell] = cur[cell] == 0 && (Terrain.flags[level.map[cell]] & Terrain.PASSABLE) != 0; + level.avoid[cell] = cur[cell] == 0 && (Terrain.flags[level.map[cell]] & Terrain.AVOID) != 0; + } + + @Override + public void clear(int cell) { + super.clear(cell); + if (cur == null) return; + Level l = Dungeon.level; + l.losBlocking[cell] = cur[cell] > 0 || (Terrain.flags[l.map[cell]] & Terrain.LOS_BLOCKING) != 0; + l.solid[cell] = cur[cell] > 0 || (Terrain.flags[l.map[cell]] & Terrain.SOLID) != 0; + l.passable[cell] = cur[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.PASSABLE) != 0; + l.avoid[cell] = cur[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.AVOID) != 0; + } + + @Override + public void fullyClear() { + super.fullyClear(); + Dungeon.level.buildFlagMaps(); + } + + @Override + public void onBuildFlagMaps(Level l) { + if (volume > 0){ + for (int i=0; i < l.length(); i++) { + l.losBlocking[i] = l.losBlocking[i] || cur[i] > 0; + l.solid[i] = l.solid[i] || cur[i] > 0; + l.passable[i] = l.passable[i] && cur[i] == 0; + l.avoid[i] = l.avoid[i] && cur[i] == 0; + } + } + } + + @Override + public void use(BlobEmitter emitter) { + super.use( emitter ); + emitter.pour( MagicMissile.WhiteParticle.WALL, 0.02f ); //TODO + } + + @Override + public String tileDesc() { + return Messages.get(this, "desc"); + } + + } +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java index 0b44641d1..76e4b5902 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSpriteSheet.java @@ -459,6 +459,7 @@ public class ItemSpriteSheet { public static final int ARTIFACT_ROSE2 = ARTIFACTS+21; public static final int ARTIFACT_ROSE3 = ARTIFACTS+22; public static final int ARTIFACT_TOME = ARTIFACTS+23; + public static final int ARTIFACT_KEY = ARTIFACTS+24; static{ assignItemRect(ARTIFACT_CLOAK, 9, 15); assignItemRect(ARTIFACT_ARMBAND, 16, 13); @@ -484,6 +485,7 @@ public class ItemSpriteSheet { assignItemRect(ARTIFACT_ROSE2, 14, 14); assignItemRect(ARTIFACT_ROSE3, 14, 14); assignItemRect(ARTIFACT_TOME, 14, 16); + assignItemRect(ARTIFACT_KEY, 8, 16); } private static final int TRINKETS = xy(1, 18); //32 slots From b371965d630e219d0d776b99ab905f88d3adca6a Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 18 Nov 2025 17:03:05 -0500 Subject: [PATCH 067/156] v3.3.0: talent buffs re:thrown weapon changes: - durable projectiles reverted to +50/75%, from +33/50% - point blank boost up to 25%/lvl from 20%/lvl - projectile momentum dmg boost reverted to +15%/lvl from +10%/lvl --- core/src/main/assets/messages/actors/actors.properties | 6 +++--- .../items/weapon/missiles/MissileWeapon.java | 8 ++++---- 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 49a109efb..279133169 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy wit actors.hero.talent.evasive_armor.title=evasive armor actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor. actors.hero.talent.projectile_momentum.title=projectile momentum -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +10% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +20% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +30% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=speedy stealth actors.hero.talent.speedy_stealth.desc=_+1:_ The Freerunner gains 2 stacks of momentum per turn while he is invisible.\n\n_+2:_ In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.\n\n_+3:_ In addition to the benefits of +1 and +2, the Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not. @@ -1109,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ When the Huntress steps on shor actors.hero.talent.heightened_senses.title=heightened senses actors.hero.talent.heightened_senses.desc=_+1:_ The Huntress gains mind vision on characters within _2 tiles of her position_.\n\n_+2:_ The Huntress gains mind vision on characters within _3 tiles of her position_. actors.hero.talent.durable_projectiles.title=durable projectiles -actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+33% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+50% durability_ when used by the Huntress. +actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+50% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+75% durability_ when used by the Huntress. actors.hero.talent.point_blank.title=point blank -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-30% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-10% accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+10% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=seer shot actors.hero.talent.seer_shot.desc=_+1:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _5 turns_. This has a 20 turn cooldown.\n\n_+2:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _10 turns_. This has a 20 turn cooldown.\n\n_+3:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _15 turns_. This has a 20 turn cooldown. actors.hero.talent.seer_shot.meta_desc=_If this talent is gained by a different hero_ it will trigger from any thrown weapon. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java index 740f0faf7..f93dc8d6b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java @@ -221,7 +221,7 @@ abstract public class MissileWeapon extends Weapon { protected float adjacentAccFactor(Char owner, Char target){ if (Dungeon.level.adjacent( owner.pos, target.pos )) { if (owner instanceof Hero){ - return (0.5f + 0.2f*((Hero) owner).pointsInTalent(Talent.POINT_BLANK)); + return (0.5f + 0.25f*((Hero) owner).pointsInTalent(Talent.POINT_BLANK)); } else { return 0.5f; } @@ -443,9 +443,9 @@ abstract public class MissileWeapon extends Weapon { public float durabilityPerUse( int level ){ float usages = baseUses * (float)(Math.pow(1.5f, level)); - //+33%/50% durability + //+50%/75% durability if (Dungeon.hero != null && Dungeon.hero.hasTalent(Talent.DURABLE_PROJECTILES)){ - usages *= 1f + (1+Dungeon.hero.pointsInTalent(Talent.DURABLE_PROJECTILES))/6f; + usages *= 1.25f + (0.25f*Dungeon.hero.pointsInTalent(Talent.DURABLE_PROJECTILES)); } if (holster) { usages *= MagicalHolster.HOLSTER_DURABILITY_FACTOR; @@ -507,7 +507,7 @@ abstract public class MissileWeapon extends Weapon { damage += Hero.heroDamageIntRange( 0, exStr ); } if (owner.buff(Momentum.class) != null && owner.buff(Momentum.class).freerunning()) { - damage = Math.round(damage * (1f + 0.1f * ((Hero) owner).pointsInTalent(Talent.PROJECTILE_MOMENTUM))); + damage = Math.round(damage * (1f + 0.15f * ((Hero) owner).pointsInTalent(Talent.PROJECTILE_MOMENTUM))); } } From aa4be941c124b6ece2775858409c2524de97e429 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 18 Nov 2025 18:49:17 -0500 Subject: [PATCH 068/156] v3.3.0: nerfs to thrown weapons: - bolas base dmg down to 4-9 from 6-9, scaling down to 0-2 from 1-2 - boomerang circleback time up to 5 from 4 - boomerang base dmg down to 6-16 from 8-16, scaling down to 0-3 from 1-3 --- .../items/weapon/missiles/Bolas.java | 10 ++++++++-- .../items/weapon/missiles/HeavyBoomerang.java | 10 ++++++++-- 2 files changed, 16 insertions(+), 4 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java index 4fcde8c55..7bb756975 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java @@ -37,7 +37,13 @@ public class Bolas extends MissileWeapon { tier = 3; baseUses = 5; } - + + @Override + public int min(int lvl) { + return 2 * (tier-1) + //4 base, down from 6 + 0*lvl; //0 scaling, down from 1 + } + @Override public int max(int lvl) { return 3 * tier + //9 base, down from 15 @@ -46,7 +52,7 @@ public class Bolas extends MissileWeapon { @Override public int proc( Char attacker, Char defender, int damage ) { - Buff.prolong( defender, Cripple.class, Cripple.DURATION/2 ); + Buff.prolong( defender, Cripple.class, 3f ); return super.proc( attacker, defender, damage ); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java index c30bd0caf..cd57542f5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java @@ -44,7 +44,13 @@ public class HeavyBoomerang extends MissileWeapon { sticky = false; baseUses = 5; } - + + @Override + public int min(int lvl) { + return 2 * (tier-1) + //6 base, down from 8 + 0*lvl; //0 scaling, down from 1 + } + @Override public int max(int lvl) { return 4 * tier + //16 base, down from 20 @@ -101,7 +107,7 @@ public class HeavyBoomerang extends MissileWeapon { this.returnPos = returnPos; this.returnDepth = returnDepth; this.returnBranch = returnBranch; - left = 4; + left = 5; } public int returnPos(){ From b975708a848c4e9f012023167ce5d08c45291f09 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 11:36:33 -0500 Subject: [PATCH 069/156] v3.3.0: Further thrown weapon changes - tomahawk bleed is now more clearly shown in desc - tomahawk bleed up to ~40% from 33% - reverted boomerang damage nerf after further consideration --- .../assets/messages/items/items.properties | 5 +-- .../messages/windows/windows.properties | 1 + .../items/weapon/Weapon.java | 4 +++ .../items/weapon/missiles/HeavyBoomerang.java | 6 ---- .../items/weapon/missiles/MissileWeapon.java | 6 +++- .../items/weapon/missiles/Tomahawk.java | 35 ++++++++++++++++++- .../windows/WndUpgrade.java | 9 +++++ 7 files changed, 56 insertions(+), 10 deletions(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index a005e6f1e..3f06122e5 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -2193,7 +2193,7 @@ items.weapon.missiles.forcecube.stats_desc=This weapon spreads the force of its items.weapon.missiles.forcecube.desc=These oddly-shaped magical cubes are small enough to hold in your hand, but are incredibly heavy. items.weapon.missiles.heavyboomerang.name=heavy boomerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after a few turns. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=This large boomerang is difficult to wield effectively, but will deal considerable damage. items.weapon.missiles.javelin.name=javelin @@ -2252,7 +2252,8 @@ items.weapon.missiles.throwingstone.desc=These stones are sanded down to make th items.weapon.missiles.throwingstone.discover_hint=One of the heroes starts with this item. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts bleed equal to half the damage dealt to its target. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=These throwing axes have a serrated edge that tears as they stick to an enemy. items.weapon.missiles.trident.name=trident diff --git a/core/src/main/assets/messages/windows/windows.properties b/core/src/main/assets/messages/windows/windows.properties index e5a5c4b10..18b351669 100644 --- a/core/src/main/assets/messages/windows/windows.properties +++ b/core/src/main/assets/messages/windows/windows.properties @@ -380,6 +380,7 @@ windows.wndupgrade.resin=This wand has been enhanced with arcane resin, normal u windows.wndupgrade.thrown_dust=Weapons from this set that aren't in your inventory will crumble to dust. windows.wndupgrade.damage=Damage windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Bleeding windows.wndupgrade.blocking=Blocking windows.wndupgrade.weight=Weight windows.wndupgrade.durability=Durability diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/Weapon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/Weapon.java index bc4339cea..abfed59b7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/Weapon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/Weapon.java @@ -105,6 +105,10 @@ abstract public class Weapon extends KindOfWeapon { return Math.round(dmg * damageFactor); } + public float damageFactor(float dmg){ + return dmg * damageFactor; + } + public float delayFactor(float dly){ return dly * delayFactor; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java index cd57542f5..c44190197 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java @@ -45,12 +45,6 @@ public class HeavyBoomerang extends MissileWeapon { baseUses = 5; } - @Override - public int min(int lvl) { - return 2 * (tier-1) + //6 base, down from 8 - 0*lvl; //0 scaling, down from 1 - } - @Override public int max(int lvl) { return 4 * tier + //16 base, down from 20 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java index f93dc8d6b..d0938eb82 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java @@ -653,7 +653,7 @@ abstract public class MissileWeapon extends Weapon { } info += "\n\n"; - String statsInfo = Messages.get(this, "stats_desc"); + String statsInfo = statsInfo(); if (!statsInfo.equals("")) info += statsInfo + " "; info += Messages.get(MissileWeapon.class, "distance"); @@ -685,6 +685,10 @@ abstract public class MissileWeapon extends Weapon { return info; } + + public String statsInfo(){ + return Messages.get(this, "stats_desc"); + } @Override public int value() { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java index ce001ae74..c779b904d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java @@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; +import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Random; @@ -50,11 +51,43 @@ public class Tomahawk extends MissileWeapon { return Math.round(4f * tier) + //16 base, down from 20 (tier-1)*lvl; //3 scaling, down from 4 } + + public float minBleed(){ + return minBleed(buffedLvl()); + } + + public float minBleed(int lvl){ + return 3 + lvl/2f; + } + + public float maxBleed(){ + return maxBleed(buffedLvl()); + } + + public float maxBleed(int lvl){ + return 6 + lvl; + } @Override public int proc( Char attacker, Char defender, int damage ) { //33% damage roll as bleed, but ignores armor and str bonus - Buff.affect( defender, Bleeding.class ).set( Math.round(augment.damageFactor(Random.NormalIntRange(min(), max()))/3f) ); + //currently 2-5.3, plus 0.33-1 per level + //increasing to 40% results in: 2.4-6.4, plus 0.4-1.2 per level + //maybe standardize that to 3-6 plus 0.5-1 per level + Buff.affect( defender, Bleeding.class ).set( augment.damageFactor(Random.NormalFloat(minBleed(), maxBleed())) ); return super.proc( attacker, defender, damage ); } + + public String statsInfo(){ + if (isIdentified()){ + return Messages.get(this, "stats_desc", + Math.round(augment.damageFactor(minBleed())), + Math.round(augment.damageFactor(maxBleed()))); + } else { + return Messages.get(this, "typical_stats_desc", + Math.round(augment.damageFactor(minBleed(0))), + Math.round(augment.damageFactor(maxBleed(0)))); + } + } + } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java index 21741f73b..11197c275 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndUpgrade.java @@ -38,6 +38,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.RoundShield; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Tomahawk; import com.shatteredpixel.shatteredpixeldungeon.messages.Languages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; @@ -211,6 +212,14 @@ public class WndUpgrade extends Window { bottom); } + //bleeding (tomahawk) + if (toUpgrade instanceof Tomahawk){ + bottom = fillFields(Messages.get(this, "bleeding"), + Math.round(((Tomahawk) toUpgrade).minBleed(levelFrom)) + "-" + Math.round(((Tomahawk) toUpgrade).maxBleed(levelFrom)), + Math.round(((Tomahawk) toUpgrade).minBleed(levelTo)) + "-" + Math.round(((Tomahawk) toUpgrade).maxBleed(levelTo)), + bottom); + } + if (Dungeon.hero != null && Dungeon.hero.heroClass == HeroClass.DUELIST && toUpgrade instanceof MeleeWeapon && ((MeleeWeapon) toUpgrade).upgradeAbilityStat(levelFrom) != null){ bottom = fillFields(Messages.get(toUpgrade, "upgrade_ability_stat_name"), From 47ddb75f4457760c9b51f5f241f9b1f2164e94bd Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 12:12:40 -0500 Subject: [PATCH 070/156] v3.3.0: tele grab is now instant if the collected items are also instant --- .../items/spells/TargetedSpell.java | 6 ++++- .../items/spells/TelekineticGrab.java | 27 ++++++++++++++++--- 2 files changed, 28 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java index 97e4f4a41..7af3c8bec 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java @@ -56,6 +56,10 @@ public abstract class TargetedSpell extends Spell { callback); Sample.INSTANCE.play( Assets.Sounds.ZAP ); } + + protected float timeToCast(){ + return Actor.TICK; + } private static CellSelector.Listener targeter = new CellSelector.Listener(){ @@ -92,7 +96,7 @@ public abstract class TargetedSpell extends Spell { curSpell.detach( curUser.belongings.backpack ); Invisibility.dispel(); curSpell.updateQuickslot(); - curUser.spendAndNext( 1f ); + curUser.spendAndNext( curSpell.timeToCast() ); Catalog.countUse(curSpell.getClass()); if (Random.Float() < curSpell.talentChance){ Talent.onScrollUsed(curUser, curUser.pos, curSpell.talentFactor, curSpell.getClass()); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java index 3e6a8e98a..2048d60ee 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java @@ -57,6 +57,11 @@ public class TelekineticGrab extends TargetedSpell { Sample.INSTANCE.play( Assets.Sounds.ZAP ); } + @Override + protected float timeToCast() { + return 0; + } + @Override protected void affectTarget(Ballistica bolt, Hero hero) { Char ch = Actor.findChar(bolt.collisionPos); @@ -69,29 +74,37 @@ public class TelekineticGrab extends TargetedSpell { } } + float totalpickupTime = 0; + if (ch != null && ch.buff(PinCushion.class) != null){ while (ch.buff(PinCushion.class) != null) { Item item = ch.buff(PinCushion.class).grabOne(); if (item.doPickUp(hero, ch.pos)) { - hero.spend(-item.pickupDelay()); //casting the spell already takes a turn + totalpickupTime += item.pickupDelay(); GLog.i( Messages.capitalize(Messages.get(hero, "you_now_have", item.name())) ); } else { GLog.w(Messages.get(this, "cant_grab")); Dungeon.level.drop(item, ch.pos).sprite.drop(); - return; + break; } } + //casting the spell takes at most 1 turn + if (totalpickupTime > 1){ + hero.spend(-(totalpickupTime-1)); + } + } else if (Dungeon.level.heaps.get(bolt.collisionPos) != null){ Heap h = Dungeon.level.heaps.get(bolt.collisionPos); if (h.type != Heap.Type.HEAP){ GLog.w(Messages.get(this, "cant_grab")); + hero.spend(Actor.TICK); h.sprite.drop(); return; } @@ -100,18 +113,24 @@ public class TelekineticGrab extends TargetedSpell { Item item = h.peek(); if (item.doPickUp(hero, h.pos)) { h.pickUp(); - hero.spend(-item.pickupDelay()); //casting the spell already takes a turn + totalpickupTime += item.pickupDelay(); GLog.i( Messages.capitalize(Messages.get(hero, "you_now_have", item.name())) ); } else { GLog.w(Messages.get(this, "cant_grab")); h.sprite.drop(); - return; + break; } } + //casting the spell takes at most 1 turn + if (totalpickupTime > 1){ + hero.spend(-(totalpickupTime-1)); + } + } else { GLog.w(Messages.get(this, "no_target")); + hero.spend(Actor.TICK); } } From 29d540a61673c26ac53b5a2c2a18f42a4ea80a48 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 12:27:06 -0500 Subject: [PATCH 071/156] v3.3.0: fixed toxic gas rooms marking their entrance as char placeable --- .../levels/rooms/special/ToxicGasRoom.java | 3 +++ 1 file changed, 3 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java index 7904cb406..38d0356c7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/ToxicGasRoom.java @@ -111,6 +111,9 @@ public class ToxicGasRoom extends SpecialRoom { @Override public boolean canPlaceCharacter(Point p, Level l) { + if (!super.canPlaceCharacter(p, l)) { + return false; + } Blob gas = l.blobs.get(ToxicGas.class); return gas == null || gas.volume == 0 || gas.cur[l.pointToCell(p)] == 0; } From 6ae1e33062ea9d9ac654de6cad0d725a32c71b67 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 12:35:14 -0500 Subject: [PATCH 072/156] v3.3.0: garden and magic well rooms now require keys This increases the overall number of iron keys by about 20% --- .../levels/rooms/special/GardenRoom.java | 5 ++++- .../levels/rooms/special/MagicWellRoom.java | 5 ++++- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/GardenRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/GardenRoom.java index cb225ccc2..22753cfa6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/GardenRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/GardenRoom.java @@ -21,7 +21,9 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Foliage; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; @@ -37,7 +39,8 @@ public class GardenRoom extends SpecialRoom { Painter.fill( level, this, 1, Terrain.HIGH_GRASS ); Painter.fill( level, this, 2, Terrain.GRASS ); - entrance().set( Door.Type.REGULAR ); + entrance().set( Door.Type.LOCKED ); + level.addItemToSpawn( new IronKey( Dungeon.depth ) ); int bushes = Random.Int(3); if (bushes == 0) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/MagicWellRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/MagicWellRoom.java index a091d272b..2439ebbb9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/MagicWellRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/MagicWellRoom.java @@ -21,9 +21,11 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WaterOfAwareness; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WaterOfHealth; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WellWater; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; @@ -54,6 +56,7 @@ public class MagicWellRoom extends SpecialRoom { WellWater.seed(c.x + level.width() * c.y, 1, waterClass, level); - entrance().set( Door.Type.REGULAR ); + entrance().set( Door.Type.LOCKED ); + level.addItemToSpawn( new IronKey( Dungeon.depth ) ); } } From 77fa4bd4001b6e27a778d6aca2289e00782b72c7 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 13:57:14 -0500 Subject: [PATCH 073/156] v3.3.0: adjusted skeleton key locking functionality, different door ID --- .../assets/messages/items/items.properties | 6 ++- .../actors/hero/Hero.java | 20 ++++++++- .../items/artifacts/SkeletonKey.java | 43 +++++++++++++------ .../shatteredpixeldungeon/levels/Level.java | 2 + .../levels/RegularLevel.java | 2 +- .../shatteredpixeldungeon/levels/Terrain.java | 2 + .../tiles/DungeonTileSheet.java | 10 +++-- .../tiles/DungeonWallsTilemap.java | 10 ++++- 8 files changed, 72 insertions(+), 23 deletions(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 3f06122e5..59bbcd568 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -426,15 +426,17 @@ items.artifacts.sandalsofnature.desc_seeds=You have fed the footwear %d seeds. items.artifacts.skeletonkey.name=skeleton key items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.no_charge=Your key does not have enough charge. items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. items.artifacts.skeletonkey.prompt=Choose a target items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 4 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you explore the dungeon and open more locks.\n\nThe key can be inserted into any of the dungeon's locks to either open or close them. This includes most special locks and doors that were never locked previously. The key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a temporary solid wall. Locking will push away enemies if there is space to do so. items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 1533dfacd..1a758c98b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -1213,6 +1213,17 @@ public class Hero extends Char { && Notes.keyCount(new IronKey(Dungeon.depth)) > 0) { hasKey = true; + + } else if (door == Terrain.HERO_LKD_DR){ + + if (belongings.getItem(SkeletonKey.class) != null + && !belongings.getItem(SkeletonKey.class).cursed){ + GLog.i(Messages.get(SkeletonKey.class, "locked_with_key")); + ready(); + return false; + } else { + hasKey = true; + } } else if (door == Terrain.CRYSTAL_DOOR && Notes.keyCount(new CrystalKey(Dungeon.depth)) > 0) { @@ -1922,7 +1933,10 @@ public class Hero extends Char { curAction = new HeroAction.OpenChest( cell ); } - } else if (Dungeon.level.map[cell] == Terrain.LOCKED_DOOR || Dungeon.level.map[cell] == Terrain.CRYSTAL_DOOR || Dungeon.level.map[cell] == Terrain.LOCKED_EXIT) { + } else if (Dungeon.level.map[cell] == Terrain.LOCKED_DOOR + || Dungeon.level.map[cell] == Terrain.HERO_LKD_DR + || Dungeon.level.map[cell] == Terrain.CRYSTAL_DOOR + || Dungeon.level.map[cell] == Terrain.LOCKED_EXIT) { curAction = new HeroAction.Unlock( cell ); @@ -2349,6 +2363,10 @@ public class Hero extends Char { skele.keyUsed(new IronKey(Dungeon.depth)); } } + } else if (door == Terrain.HERO_LKD_DR) { + hasKey = true; + Level.set(doorCell, Terrain.DOOR); + GLog.i( Messages.get(SkeletonKey.class, "force_lock")); } else if (door == Terrain.CRYSTAL_DOOR) { hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); if (hasKey) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index c21b25aca..1dee972c1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -74,7 +74,6 @@ public class SkeletonKey extends Artifact { public ArrayList actions(Hero hero) { ArrayList actions = super.actions(hero); if (isEquipped(hero) - && charge > 0 && hero.buff(MagicImmune.class) == null && !cursed) { actions.add(AC_INSERT); @@ -95,9 +94,6 @@ public class SkeletonKey extends Artifact { if (!isEquipped( hero )) { GLog.i( Messages.get(Artifact.class, "need_to_equip") ); - } else if (charge < 1) { - GLog.i( Messages.get(this, "no_charge") ); - } else if (cursed) { GLog.w( Messages.get(this, "cursed") ); @@ -130,6 +126,10 @@ public class SkeletonKey extends Artifact { GLog.w(Messages.get(SkeletonKey.class, "wont_open")); return; } + if (charge < 1){ + GLog.i( Messages.get(this, "iron_charge") ); + return; + } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); curUser.sprite.operate(target, new Callback() { @Override @@ -144,10 +144,25 @@ public class SkeletonKey extends Artifact { curUser.busy(); return; + } else if (Dungeon.level.map[target] == Terrain.HERO_LKD_DR) { + + Sample.INSTANCE.play(Assets.Sounds.UNLOCK); + curUser.sprite.operate(target, new Callback() { + @Override + public void call() { + Level.set(target, Terrain.DOOR); + GameScene.updateMap(target); + //no charge cost + curUser.spendAndNext(Actor.TICK); + curUser.sprite.idle(); + } + }); + curUser.busy(); + return; } else if (Dungeon.level.map[target] == Terrain.CRYSTAL_DOOR) { - if (charge < 4) { - GLog.w(Messages.get(SkeletonKey.class, "crystal_charges")); + if (charge < 5) { + GLog.i(Messages.get(SkeletonKey.class, "crystal_charges")); return; } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); @@ -156,7 +171,7 @@ public class SkeletonKey extends Artifact { public void call() { Level.set(target, Terrain.EMPTY); GameScene.updateMap(target); - charge -= 4; + charge -= 5; Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( target ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); curUser.spendAndNext(Actor.TICK); @@ -168,7 +183,7 @@ public class SkeletonKey extends Artifact { } else if (Dungeon.level.map[target] == Terrain.DOOR || Dungeon.level.map[target] == Terrain.OPEN_DOOR){ if (charge < 2) { - GLog.w(Messages.get(SkeletonKey.class, "lock_charges")); + GLog.i(Messages.get(SkeletonKey.class, "lock_charges")); return; } @@ -185,7 +200,7 @@ public class SkeletonKey extends Artifact { curUser.sprite.operate(target, new Callback() { @Override public void call() { - Level.set(target, Terrain.LOCKED_DOOR); + Level.set(target, Terrain.HERO_LKD_DR); GameScene.updateMap(target); charge -= 2; curUser.spendAndNext(Actor.TICK); @@ -197,7 +212,7 @@ public class SkeletonKey extends Artifact { } else if (Dungeon.level.heaps.get(target) != null && Dungeon.level.heaps.get(target).type == Heap.Type.LOCKED_CHEST){ if (charge < 2) { - GLog.w(Messages.get(SkeletonKey.class, "gold_charges")); + GLog.i(Messages.get(SkeletonKey.class, "gold_charges")); return; } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); @@ -214,8 +229,8 @@ public class SkeletonKey extends Artifact { return; } else if (Dungeon.level.heaps.get(target) != null && Dungeon.level.heaps.get(target).type == Heap.Type.CRYSTAL_CHEST){ - if (charge < 4) { - GLog.w(Messages.get(SkeletonKey.class, "crystal_charges")); + if (charge < 5) { + GLog.i(Messages.get(SkeletonKey.class, "crystal_charges")); return; } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); @@ -223,7 +238,7 @@ public class SkeletonKey extends Artifact { @Override public void call() { Dungeon.level.heaps.get(target).open(curUser); - charge -= 4; + charge -= 5; curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -235,7 +250,7 @@ public class SkeletonKey extends Artifact { } if (charge < 2){ - GLog.w(Messages.get(SkeletonKey.class, "wall_charges")); + GLog.i(Messages.get(SkeletonKey.class, "wall_charges")); return; } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java index cbc0460c7..4a90091c0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java @@ -1568,6 +1568,7 @@ public abstract class Level implements Bundlable { case Terrain.FURROWED_GRASS: return Messages.get(Level.class, "furrowed_grass_name"); case Terrain.LOCKED_DOOR: + case Terrain.HERO_LKD_DR: return Messages.get(Level.class, "locked_door_name"); case Terrain.CRYSTAL_DOOR: return Messages.get(Level.class, "crystal_door_name"); @@ -1618,6 +1619,7 @@ public abstract class Level implements Bundlable { case Terrain.FURROWED_GRASS: return Messages.get(Level.class, "high_grass_desc"); case Terrain.LOCKED_DOOR: + case Terrain.HERO_LKD_DR: return Messages.get(Level.class, "locked_door_desc"); case Terrain.CRYSTAL_DOOR: return Messages.get(Level.class, "crystal_door_desc"); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java index e0e6bb100..a3013b3f3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java @@ -833,7 +833,7 @@ public abstract class RegularLevel extends Level { } } - //it contains a barricade, locked door, or hidden door + //it contains a barricade, locked door (player locked doors are fine though), or hidden door for (int i = 0; i < length; i++){ if (map[i] == Terrain.BARRICADE || map[i] == Terrain.LOCKED_DOOR || map[i] == Terrain.SECRET_DOOR){ //we use adjacent cells to find the room this is connected to diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Terrain.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Terrain.java index b5477326f..a11651e4c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Terrain.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Terrain.java @@ -35,6 +35,7 @@ public class Terrain { public static final int EXIT = 8; public static final int EMBERS = 9; public static final int LOCKED_DOOR = 10; + public static final int HERO_LKD_DR = 38; //a door that was locked by the skeleton key public static final int CRYSTAL_DOOR = 31; public static final int PEDESTAL = 11; public static final int WALL_DECO = 12; @@ -92,6 +93,7 @@ public class Terrain { flags[EXIT] = PASSABLE; flags[EMBERS] = PASSABLE; flags[LOCKED_DOOR] = LOS_BLOCKING | SOLID; + flags[HERO_LKD_DR] = flags[LOCKED_DOOR]; flags[CRYSTAL_DOOR] = SOLID; flags[PEDESTAL] = PASSABLE; flags[WALL_DECO] = flags[WALL]; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonTileSheet.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonTileSheet.java index 5508e38ec..1fc2b3056 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonTileSheet.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonTileSheet.java @@ -112,6 +112,7 @@ public class DungeonTileSheet { chasmStitcheable.put( Terrain.DOOR, CHASM_WALL ); chasmStitcheable.put( Terrain.OPEN_DOOR, CHASM_WALL ); chasmStitcheable.put( Terrain.LOCKED_DOOR, CHASM_WALL ); + chasmStitcheable.put( Terrain.HERO_LKD_DR, CHASM_WALL ); chasmStitcheable.put( Terrain.SECRET_DOOR, CHASM_WALL ); chasmStitcheable.put( Terrain.WALL_DECO, CHASM_WALL ); @@ -146,7 +147,7 @@ public class DungeonTileSheet { Terrain.TRAP, Terrain.INACTIVE_TRAP, Terrain.EMPTY_DECO, Terrain.CUSTOM_DECO, Terrain.WELL, Terrain.STATUE, Terrain.REGION_DECO, Terrain.ALCHEMY, Terrain.CUSTOM_DECO_EMPTY, Terrain.MINE_CRYSTAL, Terrain.MINE_BOULDER, - Terrain.DOOR, Terrain.OPEN_DOOR, Terrain.LOCKED_DOOR, Terrain.CRYSTAL_DOOR + Terrain.DOOR, Terrain.OPEN_DOOR, Terrain.LOCKED_DOOR, Terrain.HERO_LKD_DR, Terrain.CRYSTAL_DOOR )); public static boolean waterStitcheable(int tile){ @@ -277,12 +278,13 @@ public class DungeonTileSheet { else if (tile == Terrain.DOOR) return DungeonTileSheet.RAISED_DOOR; else if (tile == Terrain.OPEN_DOOR) return DungeonTileSheet.RAISED_DOOR_OPEN; else if (tile == Terrain.LOCKED_DOOR) return DungeonTileSheet.RAISED_DOOR_LOCKED; - else if (tile == Terrain.CRYSTAL_DOOR) return DungeonTileSheet.RAISED_DOOR_CRYSTAL; + else if (tile == Terrain.HERO_LKD_DR) return DungeonTileSheet.RAISED_DOOR_LOCKED; + else if (tile == Terrain.CRYSTAL_DOOR) return DungeonTileSheet.RAISED_DOOR_CRYSTAL; else return -1; } private static int[] doorTiles = new int[]{ - Terrain.DOOR, Terrain.LOCKED_DOOR, Terrain.CRYSTAL_DOOR, Terrain.OPEN_DOOR + Terrain.DOOR, Terrain.LOCKED_DOOR, Terrain.HERO_LKD_DR, Terrain.CRYSTAL_DOOR, Terrain.OPEN_DOOR }; public static boolean doorTile(int tile){ @@ -355,6 +357,7 @@ public class DungeonTileSheet { if (tile == Terrain.OPEN_DOOR) visual = DOOR_SIDEWAYS_OVERHANG; else if (tile == Terrain.DOOR) visual = DOOR_SIDEWAYS_OVERHANG_CLOSED; else if (tile == Terrain.LOCKED_DOOR) visual = DOOR_SIDEWAYS_OVERHANG_LOCKED; + else if (tile == Terrain.HERO_LKD_DR) visual = DOOR_SIDEWAYS_OVERHANG_LOCKED; else if (tile == Terrain.CRYSTAL_DOOR) visual = DOOR_SIDEWAYS_OVERHANG_CRYSTAL; //TODO currently this line on triggers on mining floors, do we want to make it universal? else if (Dungeon.branch == 1 && below == Terrain.WALL_DECO) visual = WALL_OVERHANG_DECO; @@ -441,6 +444,7 @@ public class DungeonTileSheet { directFlatVisuals.put(Terrain.DOOR, FLAT_DOOR); directFlatVisuals.put(Terrain.OPEN_DOOR, FLAT_DOOR_OPEN); directFlatVisuals.put(Terrain.LOCKED_DOOR, FLAT_DOOR_LOCKED); + directFlatVisuals.put(Terrain.HERO_LKD_DR, FLAT_DOOR_LOCKED); directFlatVisuals.put(Terrain.CRYSTAL_DOOR, FLAT_DOOR_CRYSTAL); directFlatVisuals.put(Terrain.WALL_DECO, FLAT_WALL_DECO); directFlatVisuals.put(Terrain.BOOKSHELF, FLAT_BOOKSHELF); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonWallsTilemap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonWallsTilemap.java index 716269e7f..91e1c695e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonWallsTilemap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/tiles/DungeonWallsTilemap.java @@ -46,7 +46,9 @@ public class DungeonWallsTilemap extends DungeonTilemap { if (map[pos + mapWidth] == Terrain.DOOR){ return DungeonTileSheet.DOOR_SIDEWAYS; - } else if (map[pos + mapWidth] == Terrain.LOCKED_DOOR){ + } else if (map[pos + mapWidth] == Terrain.LOCKED_DOOR) { + return DungeonTileSheet.DOOR_SIDEWAYS_LOCKED; + } else if (map[pos + mapWidth] == Terrain.HERO_LKD_DR){ return DungeonTileSheet.DOOR_SIDEWAYS_LOCKED; } else if (map[pos + mapWidth] == Terrain.CRYSTAL_DOOR){ return DungeonTileSheet.DOOR_SIDEWAYS_CRYSTAL; @@ -82,7 +84,11 @@ public class DungeonWallsTilemap extends DungeonTilemap { pos % mapWidth != 0 ? map[pos - 1 + mapWidth] : -1 ); - } else if (Dungeon.level.insideMap(pos) && (map[pos+mapWidth] == Terrain.DOOR || map[pos+mapWidth] == Terrain.LOCKED_DOOR) ) { + } else if (Dungeon.level.insideMap(pos) && map[pos+mapWidth] == Terrain.DOOR ) { + return DungeonTileSheet.DOOR_OVERHANG; + } else if (Dungeon.level.insideMap(pos) && map[pos+mapWidth] == Terrain.LOCKED_DOOR ) { + return DungeonTileSheet.DOOR_OVERHANG; + } else if (Dungeon.level.insideMap(pos) && map[pos+mapWidth] == Terrain.HERO_LKD_DR ) { return DungeonTileSheet.DOOR_OVERHANG; } else if (Dungeon.level.insideMap(pos) && map[pos+mapWidth] == Terrain.OPEN_DOOR ) { return DungeonTileSheet.DOOR_OVERHANG_OPEN; From 6563b05196f2a280f643c0ee0a45bf216051ec2e Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 19 Nov 2025 16:13:20 -0500 Subject: [PATCH 074/156] v3.3.0: added functionality for skeleton key to replace real keys --- .../assets/messages/items/items.properties | 1 + .../items/artifacts/SkeletonKey.java | 118 +++++++++++++++++- .../shatteredpixeldungeon/items/keys/Key.java | 6 + 3 files changed, 124 insertions(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 59bbcd568..92cb8e69b 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -437,6 +437,7 @@ items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 ch items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you explore the dungeon and open more locks.\n\nThe key can be inserted into any of the dungeon's locks to either open or close them. This includes most special locks and doors that were never locked previously. The key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a temporary solid wall. Locking will push away enemies if there is space to do so. items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 1dee972c1..8e19bd7ad 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; @@ -34,11 +35,15 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; +import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key; import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; +import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; @@ -48,10 +53,12 @@ import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.watabou.noosa.audio.Sample; +import com.watabou.utils.Bundle; import com.watabou.utils.Callback; import com.watabou.utils.PathFinder; import java.util.ArrayList; +import java.util.Arrays; //TODO needs a way to handle the excess keys it can general public class SkeletonKey extends Artifact { @@ -134,6 +141,7 @@ public class SkeletonKey extends Artifact { curUser.sprite.operate(target, new Callback() { @Override public void call() { + Buff.affect(curUser, KeyReplacementTracker.class).processIronLockOpened(); Level.set(target, Terrain.DOOR); GameScene.updateMap(target); charge -= 1; @@ -169,6 +177,7 @@ public class SkeletonKey extends Artifact { curUser.sprite.operate(target, new Callback() { @Override public void call() { + Buff.affect(curUser, KeyReplacementTracker.class).processCrystalLockOpened(); Level.set(target, Terrain.EMPTY); GameScene.updateMap(target); charge -= 5; @@ -219,6 +228,7 @@ public class SkeletonKey extends Artifact { curUser.sprite.operate(target, new Callback() { @Override public void call() { + Buff.affect(curUser, KeyReplacementTracker.class).processGoldLockOpened(); Dungeon.level.heaps.get(target).open(curUser); charge -= 2; curUser.spendAndNext(Actor.TICK); @@ -237,6 +247,7 @@ public class SkeletonKey extends Artifact { curUser.sprite.operate(target, new Callback() { @Override public void call() { + Buff.affect(curUser, KeyReplacementTracker.class).processCrystalLockOpened(); Dungeon.level.heaps.get(target).open(curUser); charge -= 5; curUser.spendAndNext(Actor.TICK); @@ -385,7 +396,7 @@ public class SkeletonKey extends Artifact { } } - private void placeWall( int pos, int knockbackDIR ){ + private void placeWall(int pos, int knockbackDIR ){ if (!Dungeon.level.solid[pos]) { //TODO this prevents wall stacking //TODO 10 or 20 turns? GameScene.add(Blob.seed(pos, 20, KeyWall.class)); @@ -487,4 +498,109 @@ public class SkeletonKey extends Artifact { } } + + public static class KeyReplacementTracker extends Buff { + + public int[] ironKeysNeeded, goldenKeysNeeded, crystalKeysNeeded; + + { + revivePersists = true; + ironKeysNeeded = new int[26]; + Arrays.fill(ironKeysNeeded, -1); + goldenKeysNeeded = new int[26]; + Arrays.fill(goldenKeysNeeded, -1); + crystalKeysNeeded = new int[26]; + Arrays.fill(crystalKeysNeeded, -1); + } + + public void setupKeysForDepth(){ + ironKeysNeeded[Dungeon.depth] = 0; + goldenKeysNeeded[Dungeon.depth] = 0; + crystalKeysNeeded[Dungeon.depth] = 0; + + for (Heap h : Dungeon.level.heaps.valueList()){ + if (h.type == Heap.Type.LOCKED_CHEST){ + goldenKeysNeeded[Dungeon.depth]++; + } else if (h.type == Heap.Type.CRYSTAL_CHEST){ + crystalKeysNeeded[Dungeon.depth]++; + } + } + + for (int i = 0; i < Dungeon.level.length(); i++){ + if (Dungeon.level.map[i] == Terrain.LOCKED_DOOR){ + ironKeysNeeded[Dungeon.depth]++; + } else if (Dungeon.level.map[i] == Terrain.CRYSTAL_DOOR){ + crystalKeysNeeded[Dungeon.depth]++; + } + } + } + + public void processIronLockOpened(){ + if (ironKeysNeeded[Dungeon.depth] == -1){ + setupKeysForDepth(); + } + ironKeysNeeded[Dungeon.depth] -= 1; + processExcessKeys(); + } + + public void processGoldLockOpened(){ + if (goldenKeysNeeded[Dungeon.depth] == -1){ + setupKeysForDepth(); + } + goldenKeysNeeded[Dungeon.depth] -= 1; + processExcessKeys(); + } + + public void processCrystalLockOpened(){ + if (crystalKeysNeeded[Dungeon.depth] == -1){ + setupKeysForDepth(); + } + crystalKeysNeeded[Dungeon.depth] -= 1; + processExcessKeys(); + } + + public void processExcessKeys(){ + int keysNeeded = Math.max(0, ironKeysNeeded[Dungeon.depth]); + boolean removed = false; + while (Notes.keyCount(new IronKey(Dungeon.depth)) > keysNeeded){ + Notes.remove(new IronKey(Dungeon.depth)); + removed = true; + } + keysNeeded = Math.max(0, goldenKeysNeeded[Dungeon.depth]); + while (Notes.keyCount(new GoldenKey(Dungeon.depth)) > keysNeeded){ + Notes.remove(new GoldenKey(Dungeon.depth)); + removed = true; + } + keysNeeded = Math.max(0, crystalKeysNeeded[Dungeon.depth]); + while (Notes.keyCount(new CrystalKey(Dungeon.depth)) > keysNeeded){ + Notes.remove(new CrystalKey(Dungeon.depth)); + removed = true; + } + if (removed){ + GameScene.updateKeyDisplay(); + GLog.i("You discard your excess keys."); + } + } + + public static String IRON_NEEDED = "iron_needed"; + public static String GOLDEN_NEEDED = "golden_needed"; + public static String CRYSTAL_NEEDED = "crystal_needed"; + + @Override + public void storeInBundle(Bundle bundle) { + super.storeInBundle(bundle); + bundle.put(IRON_NEEDED, ironKeysNeeded); + bundle.put(GOLDEN_NEEDED, goldenKeysNeeded); + bundle.put(CRYSTAL_NEEDED, crystalKeysNeeded); + } + + @Override + public void restoreFromBundle(Bundle bundle) { + super.restoreFromBundle(bundle); + ironKeysNeeded = bundle.getIntArray(IRON_NEEDED); + goldenKeysNeeded = bundle.getIntArray(GOLDEN_NEEDED); + crystalKeysNeeded = bundle.getIntArray(CRYSTAL_NEEDED); + } + + } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/Key.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/Key.java index a0beab19c..599e85e50 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/Key.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/keys/Key.java @@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.journal.Catalog; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; @@ -59,6 +60,11 @@ public abstract class Key extends Item { Sample.INSTANCE.play( Assets.Sounds.ITEM ); hero.spendAndNext( pickupDelay() ); GameScene.updateKeyDisplay(); + + if (hero.buff(SkeletonKey.KeyReplacementTracker.class) != null){ + hero.buff(SkeletonKey.KeyReplacementTracker.class).processExcessKeys(); + } + return true; } From 34a98a6b6b2cf06adc68712745b77cca4daf7f7c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 20 Nov 2025 16:40:24 -0500 Subject: [PATCH 075/156] v3.3.0: polish to skeleton key mechanics and visuals --- .../assets/messages/items/items.properties | 5 +- .../actors/hero/Hero.java | 15 -- .../particles/SpectralWallParticle.java | 143 ++++++++++++++++++ .../items/artifacts/SkeletonKey.java | 109 ++++++++----- 4 files changed, 215 insertions(+), 57 deletions(-) create mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/particles/SpectralWallParticle.java diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 92cb8e69b..96adcc3f4 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -429,6 +429,7 @@ items.artifacts.skeletonkey.ac_insert=INSERT items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. items.artifacts.skeletonkey.prompt=Choose a target items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. @@ -438,9 +439,11 @@ items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you explore the dungeon and open more locks.\n\nThe key can be inserted into any of the dungeon's locks to either open or close them. This includes most special locks and doors that were never locked previously. The key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a temporary solid wall. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. items.artifacts.talismanofforesight.name=talisman of foresight items.artifacts.talismanofforesight.ac_scry=SCRY diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index 1a758c98b..f8273d1b9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -2359,9 +2359,6 @@ public class Hero extends Char { hasKey = Notes.remove(new IronKey(Dungeon.depth)); if (hasKey) { Level.set(doorCell, Terrain.DOOR); - if (skele != null && !skele.isCursed()){ - skele.keyUsed(new IronKey(Dungeon.depth)); - } } } else if (door == Terrain.HERO_LKD_DR) { hasKey = true; @@ -2373,17 +2370,11 @@ public class Hero extends Char { Level.set(doorCell, Terrain.EMPTY); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( doorCell ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); - if (skele != null && !skele.isCursed()){ - skele.keyUsed(new CrystalKey(Dungeon.depth)); - } } } else { hasKey = Notes.remove(new WornKey(Dungeon.depth)); if (hasKey) { Level.set(doorCell, Terrain.UNLOCKED_EXIT); - if (skele != null && !skele.isCursed()){ - skele.keyUsed(new WornKey(Dungeon.depth)); - } } } @@ -2411,14 +2402,8 @@ public class Hero extends Char { Sample.INSTANCE.play( Assets.Sounds.BONES ); } else if (heap.type == Type.LOCKED_CHEST){ hasKey = Notes.remove(new GoldenKey(Dungeon.depth)); - if (hasKey && skele != null && !skele.isCursed()){ - skele.keyUsed(new GoldenKey(Dungeon.depth)); - } } else if (heap.type == Type.CRYSTAL_CHEST){ hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); - if (hasKey && skele != null && !skele.isCursed()){ - skele.keyUsed(new CrystalKey(Dungeon.depth)); - } } if (hasKey) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/particles/SpectralWallParticle.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/particles/SpectralWallParticle.java new file mode 100644 index 000000000..41691f560 --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/particles/SpectralWallParticle.java @@ -0,0 +1,143 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.effects.particles; + +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.watabou.noosa.particles.Emitter; +import com.watabou.noosa.particles.PixelParticle; +import com.watabou.utils.ColorMath; +import com.watabou.utils.Random; + +public class SpectralWallParticle extends PixelParticle { + + public static final Emitter.Factory FACTORY = new Emitter.Factory() { + @Override + public void emit( Emitter emitter, int index, float x, float y ) { + //scale frequency roughly to the size of the bricks used + int type = 1 + Dungeon.depth/5; + if (type > 5) type = 5; + + switch (type){ + case 1: + if (Random.Int(2) != 0) return; + break; + case 2: + if (Random.Int(3) != 0) return; + break; + case 3: + break; + case 4: + break; + case 5: + if (Random.Int(4) != 0) return; + break; + } + + ((SpectralWallParticle)emitter.recycle( SpectralWallParticle.class )).reset( x, y ); + } + @Override + public boolean lightMode() { + return false; + } + }; + + private int type = 0; //1-5 for sewers - demon halls + + public SpectralWallParticle() { + super(); + + lifespan = 4f; + + am = 0.6f; + } + + public void reset( float x, float y ) { + revive(); + + type = 1 + Dungeon.depth/5; + if (type > 5) type = 5; + + + + this.x = x; + this.y = y; + + left = lifespan; + + switch (type){ + case 1: + this.x = Math.round(x/7)*7; + this.y = Math.round(y/4)*4 - 6; + this.x += Math.round(this.y % 8)/4f - 1; + color(ColorMath.random(0xD4D4D4, 0xABABAB)); + break; + case 2: + this.x = Math.round(x/7)*7; + this.y = Math.round(y/6)*6 - 6; + this.x += Math.round(this.y % 8)/4f - 1; + color(ColorMath.random(0xc4be9c, 0x9c927d)); + break; + case 3: + this.y -= 6; + float colorScale = (this.x%16)/16 + (this.y%16)/16; + if (colorScale > 1f) colorScale = 2f - colorScale; + color(ColorMath.interpolate(0xb7b0a5, 0x6a6662, colorScale)); + break; + case 4: + this.x = Math.round(x/4)*4; + this.y = Math.round(y/4)*4 - 6; + this.x += Math.round(this.y % 16)/4f - 2; + color(ColorMath.interpolate(0xd0bca3, 0xa38d81)); + break; + case 5: + this.x = Math.round(x/4)*4; + this.y = Math.round((y+8)/16)*16 - 14; + color(ColorMath.interpolate(0xa2947d, 0x594847)); + break; + } + } + + public void update(){ + super.update(); + + float sizeFactor = (left / lifespan); + + switch (type){ + case 1: + scale.set(sizeFactor*6, sizeFactor*3); + break; + case 2: + scale.set(sizeFactor*6, sizeFactor*5); + break; + case 3: + scale.set(sizeFactor*4, sizeFactor*4); + break; + case 4: + scale.set(sizeFactor*3, sizeFactor*3); + break; + case 5: + scale.set(sizeFactor*4, sizeFactor*20); + break; + } + } + +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 8e19bd7ad..8d1e2592d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -32,15 +32,13 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; -import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; +import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SpectralWallParticle; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; -import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key; -import com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; @@ -60,17 +58,16 @@ import com.watabou.utils.PathFinder; import java.util.ArrayList; import java.util.Arrays; -//TODO needs a way to handle the excess keys it can general public class SkeletonKey extends Artifact { { image = ItemSpriteSheet.ARTIFACT_KEY; - levelCap = 5; + levelCap = 10; - charge = 3+level(); + charge = 3+level()/2; partialCharge = 0; - chargeCap = 3+level(); + chargeCap = 3+level()/2; defaultAction = AC_INSERT; } @@ -111,6 +108,21 @@ public class SkeletonKey extends Artifact { } } + //levels when used, with bonus xp for opening locks that could be opened with keys + public void gainExp( int xpGain ){ + if (level() == levelCap){ + return; + } + + exp += xpGain; + if (exp > 4+level()){ + exp -= 4+level(); + upgrade(); + GLog.p(Messages.get(this, "levelup")); + } + + } + public CellSelector.Listener targeter = new CellSelector.Listener(){ @Override @@ -145,6 +157,7 @@ public class SkeletonKey extends Artifact { Level.set(target, Terrain.DOOR); GameScene.updateMap(target); charge -= 1; + gainExp(2 + 1); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -181,6 +194,7 @@ public class SkeletonKey extends Artifact { Level.set(target, Terrain.EMPTY); GameScene.updateMap(target); charge -= 5; + gainExp(2 + 5); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( target ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); curUser.spendAndNext(Actor.TICK); @@ -198,11 +212,26 @@ public class SkeletonKey extends Artifact { //attempt to knock back char if (Actor.findChar(target) != null){ - int pushDIR = target - curUser.pos; - Ballistica push = new Ballistica(target, target + pushDIR, Ballistica.PROJECTILE); - WandOfBlastWave.throwChar(Actor.findChar(target), push, 1, false, false, this); - //TODO what about pushing to the side? - //TODO fail if there's no push DIR? + + int pushCell = -1; + //push to the closest open cell that's further than the door + for (int i : PathFinder.NEIGHBOURS8){ + if (!Dungeon.level.solid[target+i] && Actor.findChar(target+i) == null){ + if (Dungeon.level.trueDistance(curUser.pos, target+i) > Dungeon.level.trueDistance(curUser.pos, target)) { + if (pushCell == -1 || Dungeon.level.trueDistance(curUser.pos, pushCell) > Dungeon.level.trueDistance(curUser.pos, target + i)){ + pushCell = target + i; + } + } + } + } + + if (pushCell != -1){ + Ballistica push = new Ballistica(target, pushCell, Ballistica.PROJECTILE); + WandOfBlastWave.throwChar(Actor.findChar(target), push, 1, false, false, this); + } else { + GLog.w(Messages.get(SkeletonKey.class, "lock_no_space")); + return; + } } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); @@ -212,6 +241,7 @@ public class SkeletonKey extends Artifact { Level.set(target, Terrain.HERO_LKD_DR); GameScene.updateMap(target); charge -= 2; + gainExp(2); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -231,6 +261,7 @@ public class SkeletonKey extends Artifact { Buff.affect(curUser, KeyReplacementTracker.class).processGoldLockOpened(); Dungeon.level.heaps.get(target).open(curUser); charge -= 2; + gainExp(2 + 2); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -250,6 +281,7 @@ public class SkeletonKey extends Artifact { Buff.affect(curUser, KeyReplacementTracker.class).processCrystalLockOpened(); Dungeon.level.heaps.get(target).open(curUser); charge -= 5; + gainExp(2 + 5); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -299,6 +331,7 @@ public class SkeletonKey extends Artifact { } charge -= 2; + gainExp(2); Dungeon.observe(); GameScene.updateFog(); @@ -327,7 +360,17 @@ public class SkeletonKey extends Artifact { @Override public void charge(Hero target, float amount) { - super.charge(target, amount); //TODO + if (charge < chargeCap && !cursed && target.buff(MagicImmune.class) == null){ + partialCharge += 0.133f*amount; + while (partialCharge >= 1){ + partialCharge--; + charge++; + } + if (charge >= chargeCap){ + partialCharge = 0; + } + updateQuickslot(); + } } @Override @@ -338,7 +381,7 @@ public class SkeletonKey extends Artifact { if (cursed){ desc += "\n\n" + Messages.get(this, "desc_cursed"); } else { - desc += "\n\n" + Messages.get(this, "desc_worn"); //TODO probably want more info on making walls + desc += "\n\n" + Messages.get(this, "desc_worn"); } } @@ -373,33 +416,18 @@ public class SkeletonKey extends Artifact { return true; } + } - //TODO either finish this or think of a different levelling mechanic - public void keyUsed(Key key ){ - if (level() == levelCap){ - return; - } - - if (key instanceof IronKey){ - exp += 3; - } else if (key instanceof WornKey){ - exp += 5; - } else { - exp += 2; - } - - if (exp >= 5 + 5*level()){ - exp -= 5 + 5*level(); - upgrade(); - } - - } + @Override + public Item upgrade() { + chargeCap = 3 + (level()+1)/2; + return super.upgrade(); } private void placeWall(int pos, int knockbackDIR ){ - if (!Dungeon.level.solid[pos]) { //TODO this prevents wall stacking - //TODO 10 or 20 turns? - GameScene.add(Blob.seed(pos, 20, KeyWall.class)); + Blob wall = Dungeon.level.blobs.get(KeyWall.class); + if (!Dungeon.level.solid[pos] || (wall != null && wall.cur[pos] > 0)) { + GameScene.add(Blob.seed(pos, 10, KeyWall.class)); Char ch = Actor.findChar(pos); if (ch != null && ch.alignment == Char.Alignment.ENEMY){ @@ -430,9 +458,8 @@ public class SkeletonKey extends Artifact { cellEnded = true; } - //caps at 20 - //TODO or just one wall at a time? - off[cell] = Math.min(off[cell], 19); + //caps at 10 turns + off[cell] = Math.min(off[cell], 9); volume += off[cell]; @@ -489,7 +516,7 @@ public class SkeletonKey extends Artifact { @Override public void use(BlobEmitter emitter) { super.use( emitter ); - emitter.pour( MagicMissile.WhiteParticle.WALL, 0.02f ); //TODO + emitter.pour(SpectralWallParticle.FACTORY, 0.02f ); } @Override From 1bce49f83f930a51900f9760c6590b4f35406eb3 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 20 Nov 2025 17:08:46 -0500 Subject: [PATCH 076/156] v3.3.0: improved error handling in JSON loading, remove GDX JSON check --- .../main/java/com/watabou/utils/Bundle.java | 41 +++---------------- 1 file changed, 5 insertions(+), 36 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/utils/Bundle.java b/SPD-classes/src/main/java/com/watabou/utils/Bundle.java index a17de1d55..fafe0b068 100644 --- a/SPD-classes/src/main/java/com/watabou/utils/Bundle.java +++ b/SPD-classes/src/main/java/com/watabou/utils/Bundle.java @@ -21,9 +21,6 @@ package com.watabou.utils; -import com.badlogic.gdx.utils.JsonReader; -import com.badlogic.gdx.utils.JsonValue; -import com.badlogic.gdx.utils.JsonWriter; import com.watabou.noosa.Game; import org.json.JSONArray; @@ -42,7 +39,6 @@ import java.io.OutputStreamWriter; import java.util.ArrayList; import java.util.Collection; import java.util.HashMap; -import java.util.HashSet; import java.util.Iterator; import java.util.zip.GZIPInputStream; import java.util.zip.GZIPOutputStream; @@ -517,20 +513,7 @@ public class Bundle { } String jsonString = jsonBuilder.toString(); - Object json; - try { - json = new JSONTokener(jsonString).nextValue(); - } catch (Exception e){ - //TODO support for v1.1.X saves has been dropped, can probably remove this soon - //if the string can't be tokenized, it may be written by v1.1.X, which used libGDX JSON. - // Some of these are written in a 'minified' format, some have duplicate keys. - // We read them in with the libGDX JSON code, fix duplicates, write as full JSON - // and then try to read again with org.json - Game.reportException(e); - JsonValue gdxJSON = new JsonReader().parse(jsonString); - killDuplicateKeysInLibGDXJSON(gdxJSON); - json = new JSONTokener(gdxJSON.prettyPrint(JsonWriter.OutputType.json, 0)).nextValue(); - } + Object json = new JSONTokener(jsonString).nextValue(); reader.close(); //if the data is an array, put it in a fresh object with the default key @@ -538,6 +521,10 @@ public class Bundle { json = new JSONObject().put( DEFAULT_KEY, json ); } + if (!(json instanceof JSONObject)){ + throw new JSONException("Malformed JSON Object: " + jsonString); + } + return new Bundle( (JSONObject) json ); } catch (Exception e) { Game.reportException(e); @@ -545,24 +532,6 @@ public class Bundle { } } - private static void killDuplicateKeysInLibGDXJSON(JsonValue val){ - HashSet keys = new HashSet<>(); - while(val != null) { - if (val.name != null && keys.contains(val.name)){ - //delete the duplicate key - val.prev.next = val.next; - if (val.next != null) val.next.prev = val.prev; - val.parent.size--; - } else { - keys.add(val.name); - if (val.child != null){ - killDuplicateKeysInLibGDXJSON(val.child); - } - } - val = val.next; - } - } - public static boolean write( Bundle bundle, OutputStream stream ){ return write(bundle, stream, compressByDefault); } From 6b7ffd9fe81c790c2a3663c95cdfde33540fa898 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 21 Nov 2025 11:24:15 -0500 Subject: [PATCH 077/156] v3.3.0: fixed various item buffs persisting in new quest area --- .../items/quest/EscapeCrystal.java | 15 +++++++++++++++ .../shatteredpixeldungeon/levels/CityLevel.java | 16 ++++++++++++++++ 2 files changed, 31 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index fb820952d..37c3032c9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -23,8 +23,13 @@ package com.shatteredpixel.shatteredpixeldungeon.items.quest; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact; +import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; @@ -67,6 +72,16 @@ public class EscapeCrystal extends Item { Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + //for full release this will remove any non revive persists buff, but for now just do item buffs + for (Buff b : hero.buffs()){ + if (b instanceof Wand.Charger + || b instanceof Artifact.ArtifactBuff + || b instanceof MeleeWeapon.Charger + || b instanceof ClassArmor.Charger){ + b.detach(); + } + } + restoreHeroBelongings(hero); Level.beforeTransition(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index c4cb2f131..0b0f85de2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -24,11 +24,16 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ElmoParticle; +import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor; import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClothArmor; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact; import com.shatteredpixel.shatteredpixeldungeon.items.quest.EscapeCrystal; +import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CityPainter; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; @@ -150,6 +155,17 @@ public class CityLevel extends RegularLevel { @Override protected void onSelect(int index) { if (index == 0){ + + //for full release this will remove any non revive persists buff, but for now just do item buffs + for (Buff b : hero.buffs()){ + if (b instanceof Wand.Charger + || b instanceof Artifact.ArtifactBuff + || b instanceof MeleeWeapon.Charger + || b instanceof ClassArmor.Charger){ + b.detach(); + } + } + EscapeCrystal crystal = new EscapeCrystal(); crystal.storeHeroBelongings(Dungeon.hero); crystal.collect(); From e159913b686a8bad06edd58b6a14ffbfd991c5c8 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 21 Nov 2025 15:43:47 -0500 Subject: [PATCH 078/156] v3.3.0: expanded vault level a bit with some initial rough layout --- .../shatteredpixeldungeon/Dungeon.java | 4 +- .../actors/hero/Belongings.java | 1 - .../items/quest/EscapeCrystal.java | 2 +- .../levels/CityLevel.java | 10 +- .../levels/VaultLevel.java | 177 +++++++++++++++++- 5 files changed, 183 insertions(+), 11 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java index fee58d1c9..bd9d27aa9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java @@ -374,8 +374,8 @@ public class Dungeon { level = new DeadEndLevel(); } - //dead end levels get cleared, don't count as generated - if (!(level instanceof DeadEndLevel)){ + //dead end levels (and vault levels for now!) get cleared, don't count as generated + if (!(level instanceof DeadEndLevel || level instanceof VaultLevel)){ //this assumes that we will never have a depth value outside the range 0 to 999 // or -500 to 499, etc. if (!generatedLevels.contains(depth + 1000*branch)) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java index 16fd80468..933d8a734 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Belongings.java @@ -214,7 +214,6 @@ public class Belongings implements Iterable { } public void clear(){ - //TODO probably more needed here, what about buffs from these items? e.g. chargers backpack.clear(); weapon = secondWep = null; armor = null; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index 37c3032c9..153208873 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -93,9 +93,9 @@ public class EscapeCrystal extends Item { LevelTransition.Type.BRANCH_EXIT); InterlevelScene.mode = InterlevelScene.Mode.ASCEND; Game.switchScene( InterlevelScene.class ); + detach(hero.belongings.backpack); } - detach(hero.belongings.backpack); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 0b0f85de2..362a66202 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -166,9 +166,13 @@ public class CityLevel extends RegularLevel { } } - EscapeCrystal crystal = new EscapeCrystal(); - crystal.storeHeroBelongings(Dungeon.hero); - crystal.collect(); + //not ideal handler for a crash, should improve this + EscapeCrystal crystal = hero.belongings.getItem(EscapeCrystal.class); + if (crystal == null) { + crystal = new EscapeCrystal(); + crystal.storeHeroBelongings(Dungeon.hero); + crystal.collect(); + } Dungeon.hero.belongings.armor = new ClothArmor(); Dungeon.hero.belongings.armor.identify(); CityLevel.super.activateTransition(hero, transition); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index 21576dcff..56674860f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -22,10 +22,29 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.Bones; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; +import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; +import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; +import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; +import com.shatteredpixel.shatteredpixeldungeon.items.Generator; +import com.shatteredpixel.shatteredpixeldungeon.items.Heap; +import com.shatteredpixel.shatteredpixeldungeon.items.Item; +import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; +import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom; +import com.watabou.utils.Point; +import com.watabou.utils.Random; +import com.watabou.utils.Rect; -public class VaultLevel extends DeadEndLevel { //for now +import java.util.ArrayList; + +public class VaultLevel extends Level { //for now { color1 = 0x4b6636; @@ -44,10 +63,130 @@ public class VaultLevel extends DeadEndLevel { //for now @Override protected boolean build() { - super.build(); + setSize(34, 34); + + ArrayList rooms = new ArrayList<>(); + + Room finalRoom = null; + Room entryRoom = null; + + for (int x = 0; x < 4; x++){ + for (int y = 0; y < 4; y++){ + + if (x == 3 && y <= 1){ + if (y == 1) { + continue; + } else { + Room r = new RegionDecoLineRoom(); + r.set(1+8*x, 1+8*y, 9+8*x, 17); + rooms.add(r); + finalRoom = r; + continue; + } + } + Room r = new SegmentedRoom(); + r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); + rooms.add(r); + + if (x == 0 && y == 3){ + entryRoom = r; + } + } + } + + //builder.findneighbnours + Room[] ra = rooms.toArray( new Room[0] ); + for (int i=0; i < ra.length-1; i++) { + for (int j=i+1; j < ra.length; j++) { + ra[i].addNeigbour( ra[j] ); + } + } + + for (Room n : rooms){ + for (Room p : rooms){ + if (p.height() > 10){ + continue; + } + if (n.height() > 10){ + if (n.canConnect(p)){ + if (n.bottom == p.top){ + n.connect(p); + } + } + } else if (n.canConnect(p)) { + n.connect(p); + } + } + } + + //Painter.placedoors + for (Room r : rooms){ + for (Room n : r.connected.keySet()) { + Room.Door door = r.connected.get( n ); + if (door == null) { + + Rect i = r.intersect( n ); + ArrayList doorSpots = new ArrayList<>(); + for (Point p : i.getPoints()){ + if (r.canConnect(p) && n.canConnect(p)) + doorSpots.add(p); + } + if (doorSpots.isEmpty()){ + ShatteredPixelDungeon.reportException( + new RuntimeException("Could not place a door! " + + "r=" + r.getClass().getSimpleName() + + " n=" + n.getClass().getSimpleName())); + continue; + } + door = new Room.Door(Random.element(doorSpots)); + + r.connected.put( n, door ); + n.connected.put( r, door ); + } + } + } + + for (Room n : rooms){ + n.paint(this); + if (n instanceof RegionDecoLineRoom){ + Painter.fill(this, n, 1, Terrain.EMPTY_SP); + Painter.fill(this, n.left+1, n.top+1, 7, 1, Terrain.REGION_DECO_ALT); + Painter.fill(this, n.left+1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT); + Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT); + } + for (Point door : n.connected.values()){ + Level.set(pointToCell(door), Terrain.DOOR, this); + } + } + + entrance = pointToCell(entryRoom.random()); + transitions.add(new LevelTransition(this, + entrance, + LevelTransition.Type.BRANCH_ENTRANCE, + Dungeon.depth, + 0, + LevelTransition.Type.BRANCH_EXIT)); + drop(new ScrollOfMagicMapping(), pointToCell(entryRoom.random())); + + rooms.remove(entryRoom); + rooms.remove(finalRoom); + + for (Room n : rooms){ + if (Random.Int(5) != 0){ + Item item = Generator.randomUsingDefaults(Random.oneOf( + Generator.Category.WEAPON, Generator.Category.WEAPON, + Generator.Category.ARMOR, + Generator.Category.WAND, + Generator.Category.RING)); + int pos; + do { + pos = pointToCell(n.random()); + } while (map[pos] != Terrain.EMPTY); + item.identify(); + drop(item, pos); + } + } - int entrance = 5 * width() + 5 / 2 + 1; - map[entrance] = Terrain.WATER; //override entrance tile return true; } @@ -56,4 +195,34 @@ public class VaultLevel extends DeadEndLevel { //for now //walking onto transitions does nothing, need to use crystal return false; } + + @Override + public Mob createMob() { + return null; + } + + @Override + protected void createMobs() { + } + + public Actor addRespawner() { + return null; + } + + @Override + protected void createItems() { + Random.pushGenerator(Random.Long()); + ArrayList bonesItems = Bones.get(); + if (bonesItems != null) { + for (Item i : bonesItems) { + drop(i, entrance()-width()).setHauntedIfCursed().type = Heap.Type.REMAINS; + } + } + Random.popGenerator(); + } + + @Override + public int randomRespawnCell( Char ch ) { + return entrance()-width(); + } } From ec7f1245195446a67fa668b1a9ed72d78b80cb23 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 23 Nov 2025 11:44:30 -0500 Subject: [PATCH 079/156] v3.3.0: substantially improved spyglass sprite no longer beta art --- core/src/main/assets/sprites/items.png | Bin 25011 -> 25062 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/core/src/main/assets/sprites/items.png b/core/src/main/assets/sprites/items.png index 4028be31ef150987317cca2c545c5f44a45a9d3b..f71ac701207082eb901295fa20a6d19a7565e58e 100644 GIT binary patch literal 25062 zcmb5VXIK;68a2F=P(lZ>(3=VK^hz?N#cze-;oGmcze-rDIgjX-jQ!`?mEbL#Q8 z?i>q8Z~PNjf#K`4vjIHFhZYB(o_%z4TH*CW`^?W4ae;?}tv=#eqKgW3{mb7b!Uo6@ z+2PoU(I{-$Z1!aKT^u!hpe(OQD~Qr=cX#=ShlK1&UW2c~r+XQ?zA4F;5}I}PQX77x 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zwGZ=F`edOR&Fjs`Z=S?qivTT``*!@T&GK9FOtFOXJ79nmVOwQyx;E4=dQkyW0bOf$ zD8|q~J{VuE6B`#wa>lB#b|*545;j)1u1aOR5`ECKnrf9A??kA-3c2>TsizL$G-59b z@Pw=t^IYRHw4?R($;s@9TPI8WiG;a=CeI9X#d@D6#d|hJ0krS7H!?#)EaB({%j+eG z-<4@o5h8G5&NvZkPL@0ev5Mja4MQJJ$v~UM1tsNKhXI9lw2Xb<`*j)0XGaVTJX0bp)@jfDnmGMFHLBlX$3bwdrZLdgSrFM*MdH-j|4 z<-ysKu5ggA0+_R!4aor6DDKXJysqLKEc7klnY=bE_c{>NUI9l2qy?G)yet@vj92ia z3VF#m1r6T9Is&9NoP{p%B+C;=AZ@PDGChcJpGI<;&`m;6OOd&17_ye8#VUl;=r0Ku zRvggdSBdj5Fz^OLDfk^+!#4uJ_0SpGT6c0E7KPdr3lHscpGzG%462L#q zeWcYhD@*fky9Bk7hrdrq2M-9&?-!qDm9KidK%E5-mO(Waz=LX$+MeKn7+a|Rmpukq z(qg!yKtSblpS2zGQh)F5iwk@vp9P|Y`S2|MSME5Fuc#n%e&iCT#LTP!S;zX38 zW8KDNFqcit5Q~Qryf*&z0`Z8bKkU2vMiQVY?n?UoPz|g4)JE4++(W AD*ylh From 29a66fa0c94d52bdc89164022b1fab08bdb9cf3d Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 23 Nov 2025 12:52:00 -0500 Subject: [PATCH 080/156] v3.3.0: removed support for saves prior to v2.5.4 --- .../GamesInProgress.java | 2 +- .../ShatteredPixelDungeon.java | 23 +--- .../items/stones/StoneOfDisarming.java | 105 ------------------ .../items/weapon/melee/Sai.java | 15 +-- .../shatteredpixeldungeon/levels/Level.java | 4 +- .../levels/PrisonBossLevel.java | 8 -- .../scenes/GameScene.java | 3 - 7 files changed, 6 insertions(+), 154 deletions(-) delete mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/stones/StoneOfDisarming.java diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/GamesInProgress.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/GamesInProgress.java index a3686b49d..072d181dc 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/GamesInProgress.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/GamesInProgress.java @@ -113,7 +113,7 @@ public class GamesInProgress { Bundle bundle = FileUtils.bundleFromFile(gameFile(slot)); - if (bundle.getInt( "version" ) < ShatteredPixelDungeon.v2_4_2) { + if (bundle.getInt( "version" ) < ShatteredPixelDungeon.v2_5_4) { info = null; } else { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java index 43175fdd5..eb7a71fda 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java @@ -36,8 +36,7 @@ public class ShatteredPixelDungeon extends Game { //rankings from v1.2.3 and older use a different score formula, so this reference is kept public static final int v1_2_3 = 628; - //savegames from versions older than v2.4.2 are no longer supported, and data from them is ignored - public static final int v2_4_2 = 782; + //savegames from versions older than v2.5.4 are no longer supported, and data from them is ignored public static final int v2_5_4 = 802; public static final int v3_0_2 = 833; @@ -52,26 +51,6 @@ public class ShatteredPixelDungeon extends Game { com.shatteredpixel.shatteredpixeldungeon.items.keys.WornKey.class, "com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey" ); - //pre-v2.5.3 - com.watabou.utils.Bundle.addAlias( - com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfDetectMagic.class, - "com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfDisarming" ); - - //pre-v2.5.2 - com.watabou.utils.Bundle.addAlias( - com.shatteredpixel.shatteredpixeldungeon.items.bombs.FlashBangBomb.class, - "com.shatteredpixel.shatteredpixeldungeon.items.bombs.ShockBomb" ); - com.watabou.utils.Bundle.addAlias( - com.shatteredpixel.shatteredpixeldungeon.items.bombs.SmokeBomb.class, - "com.shatteredpixel.shatteredpixeldungeon.items.bombs.Flashbang" ); - - //pre-v2.5.0 - com.watabou.utils.Bundle.addAlias( - com.shatteredpixel.shatteredpixeldungeon.actors.mobs.MobSpawner.class, - "com.shatteredpixel.shatteredpixeldungeon.levels.Level$Respawner" ); - com.watabou.utils.Bundle.addAlias( - com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invulnerability.class, - "com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AnkhInvulnerability" ); } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/stones/StoneOfDisarming.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/stones/StoneOfDisarming.java deleted file mode 100644 index a46de678e..000000000 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/stones/StoneOfDisarming.java +++ /dev/null @@ -1,105 +0,0 @@ -/* - * Pixel Dungeon - * Copyright (C) 2012-2015 Oleg Dolya - * - * Shattered Pixel Dungeon - * Copyright (C) 2014-2025 Evan Debenham - * - * This program is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see - */ - -package com.shatteredpixel.shatteredpixeldungeon.items.stones; - -import com.shatteredpixel.shatteredpixeldungeon.Assets; -import com.shatteredpixel.shatteredpixeldungeon.Dungeon; -import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; -import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; -import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap; -import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster; -import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; -import com.watabou.noosa.audio.Sample; -import com.watabou.utils.Point; - -import java.util.ArrayList; -import java.util.Collections; -import java.util.Comparator; - -//for pre-v2.5.3 saves, add a conversion in v3.0 and remove entirely later -public class StoneOfDisarming extends Runestone { - - private static final int DIST = 8; - - { - image = ItemSpriteSheet.STONE_DETECT; - } - - @Override - protected void activate(final int cell) { - boolean[] FOV = new boolean[Dungeon.level.length()]; - Point c = Dungeon.level.cellToPoint(cell); - ShadowCaster.castShadow(c.x, c.y, Dungeon.level.width(), FOV, Dungeon.level.losBlocking, DIST); - - int sX = Math.max(0, c.x - DIST); - int eX = Math.min(Dungeon.level.width()-1, c.x + DIST); - - int sY = Math.max(0, c.y - DIST); - int eY = Math.min(Dungeon.level.height()-1, c.y + DIST); - - ArrayList disarmCandidates = new ArrayList<>(); - - for (int y = sY; y <= eY; y++){ - int curr = y*Dungeon.level.width() + sX; - for ( int x = sX; x <= eX; x++){ - - if (FOV[curr]){ - - Trap t = Dungeon.level.traps.get(curr); - if (t != null && t.active){ - disarmCandidates.add(t); - } - - } - curr++; - } - } - - Collections.shuffle(disarmCandidates); - Collections.sort(disarmCandidates, new Comparator() { - @Override - public int compare(Trap o1, Trap o2) { - float diff = Dungeon.level.trueDistance(cell, o1.pos) - Dungeon.level.trueDistance(cell, o2.pos); - if (diff < 0){ - return -1; - } else if (diff == 0){ - return 0; - } else { - return 1; - } - } - }); - - //disarms at most nine traps - while (disarmCandidates.size() > 9){ - disarmCandidates.remove(9); - } - - for ( Trap t : disarmCandidates){ - t.reveal(); - t.disarm(); - CellEmitter.get(t.pos).burst(Speck.factory(Speck.STEAM), 6); - } - - Sample.INSTANCE.play( Assets.Sounds.TELEPORT ); - } -} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Sai.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Sai.java index 6e076390e..80b75336a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Sai.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Sai.java @@ -200,19 +200,8 @@ public class Sai extends MeleeWeapon { @Override public void restoreFromBundle(Bundle bundle) { super.restoreFromBundle(bundle); - if (bundle.contains(TIME)){ - comboTime = bundle.getInt(TIME); - hits = bundle.getInt(RECENT_HITS); - } else { - //pre-2.4.0 saves - comboTime = 5f; - hits = 0; - if (bundle.contains(RECENT_HITS)) { - for (int i : bundle.getIntArray(RECENT_HITS)) { - hits += i; - } - } - } + comboTime = bundle.getInt(TIME); + hits = bundle.getInt(RECENT_HITS); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java index 4a90091c0..34e0a8e9e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java @@ -363,8 +363,8 @@ public abstract class Level implements Bundlable { version = bundle.getInt( VERSION ); - //saves from before v2.3.2 are not supported - if (version < ShatteredPixelDungeon.v2_4_2){ + //saves from before v2.5.4 are not supported + if (version < ShatteredPixelDungeon.v2_5_4){ throw new RuntimeException("old save"); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java index 311d2a06d..b5c72876e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java @@ -317,14 +317,6 @@ public class PrisonBossLevel extends Level { cell += width(); } - //pre-2.5.1 saves, if exit wasn't already added - if (exit() == entrance()) { - LevelTransition exit = new LevelTransition(this, pointToCell(levelExit), LevelTransition.Type.REGULAR_EXIT); - exit.right += 2; - exit.bottom += 3; - transitions.add(exit); - } - addCagesToCells(); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java index 0c53406b6..c139faaee 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -1029,9 +1029,6 @@ public class GameScene extends PixelScene { customWalls.add( visual.create() ); } - //FIXME added a sync check here in v3.2.5, which caused deadlocks - // what I really need to do is have these queue additions that then happen on render thread - // this can also apply to adding mob sprites private void addHeapSprite( Heap heap ) { ItemSprite sprite = heap.sprite = (ItemSprite)heaps.recycle( ItemSprite.class ); sprite.revive(); From f40646d189d7c7d5b4fe79e9f110100bae8dd9d9 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 23 Nov 2025 14:16:19 -0500 Subject: [PATCH 081/156] v3.3.0: updated welcome scene, changelog, and version for v3.3.0 alpha! --- build.gradle | 4 +- .../ShatteredPixelDungeon.java | 2 +- .../scenes/WelcomeScene.java | 15 +- .../ui/changelist/v3_X_Changes.java | 157 ++++++++++++++++++ 4 files changed, 163 insertions(+), 15 deletions(-) diff --git a/build.gradle b/build.gradle index e584413a7..7ad95d9da 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 877 - appVersionName = '3.2.5' + appVersionCode = 878 + appVersionName = '3.3.0-ALPHA-1' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java index eb7a71fda..69ba72c97 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java @@ -41,7 +41,7 @@ public class ShatteredPixelDungeon extends Game { public static final int v3_0_2 = 833; public static final int v3_1_1 = 850; - public static final int v3_2_0 = 859; + public static final int v3_2_5 = 877; public ShatteredPixelDungeon( PlatformSupport platform ) { super( sceneClass == null ? WelcomeScene.class : sceneClass, platform ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index 8973ec3e3..4e73d46b7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -54,7 +54,7 @@ import java.util.Collections; public class WelcomeScene extends PixelScene { - private static final int LATEST_UPDATE = 859; + private static final int LATEST_UPDATE = 878; //used so that the game does not keep showing the window forever if cleaning fails private static boolean triedCleaningTemp = false; @@ -213,6 +213,8 @@ public class WelcomeScene extends PixelScene { } + message = "Greeting Alpha Testers, welcome to an early look at v3.3!\n\nv3.3 includes a tester area for the upcoming city quest, and a bunch of smaller additions and improvements.\n\nThe update is content-complete, so I expect things will go to beta very soon. Let me know if you encounter any bugs!"; + } else { message = Messages.get(this, "what_msg"); } @@ -261,13 +263,6 @@ public class WelcomeScene extends PixelScene { } } - if (previousVersion <= ShatteredPixelDungeon.v2_4_2){ - //Dwarf King's final journal entry changed, set it as un-read - if (Document.HALLS_KING.isPageRead(Document.KING_ATTRITION)){ - Document.HALLS_KING.unreadPage(Document.KING_ATTRITION); - } - } - try { Rankings.INSTANCE.load(); for (Rankings.Record rec : Rankings.INSTANCE.records.toArray(new Rankings.Record[0])){ @@ -299,10 +294,6 @@ public class WelcomeScene extends PixelScene { } Dungeon.daily = Dungeon.dailyReplay = false; - if (previousVersion <= ShatteredPixelDungeon.v2_4_2){ - Document.ADVENTURERS_GUIDE.findPage(Document.GUIDE_ALCHEMY); - } - Badges.saveGlobal(true); Journal.saveGlobal(true); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index f345b7aa8..f3b1a3e03 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.effects.BadgeBanner; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.ChangesScene; +import com.shatteredpixel.shatteredpixeldungeon.sprites.AlbinoSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.GnollExileSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite; @@ -45,6 +46,7 @@ public class v3_X_Changes { public static void addAllChanges( ArrayList changeInfos ){ //add_Coming_Soon(changeInfos); + add_v3_3_Changes(changeInfos); add_v3_2_Changes(changeInfos); add_v3_1_Changes(changeInfos); add_v3_0_Changes(changeInfos); @@ -69,6 +71,161 @@ public class v3_X_Changes { "...")); } + public static void add_v3_3_Changes( ArrayList changeInfos ) { + + ChangeInfo changes = new ChangeInfo("v3.3-ALPHA", true, ""); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", + "Hey Alpha testers!\n" + + "\n" + + "Aside from any major bugs that might pop up v3.3 is already content-complete. I plan to put it to beta soon after a little bit of testing time, and after I've written the blog post.\n" + + "\n" + + "Over the beta and following the release I plan to keep improving on the new quest tester area, bringing it closer to what it'll eventually look like when the quest is complete.")); + + changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Initial Imp Quest Tester Area", + "**While v3.3 does not include the new quest, it does include a tester area for it, similar to the tester area that existed before the new caves quest!**\n" + + "\n" + + "This tester area can be accessed from a new room that spawns in the city, this room also contains the Imp who gives his old quest. Simply walk onto the large vault entrance to be offered a teleport into the new area." + + "\n" + + "Currently the new area has fully functional storage of your current items, very basic level generation, and no quest hazards. **I intend to continue iterating on and improving this tester area during the release of v3.3 and in followup patches. The quest itself isn't coming in a patch however.**")); + + changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.ARTIFACT_KEY), "New Artifact and Trinket!", + "**Two new equipment items have been added to the game!**\n" + + "\n" + + "The **Skeleton Key** is a new Artifact that grants the player new ways to control the dungeon environment! It can be used to open almost any lock in the dungeon, lock doors that weren't previously locked, and create temporary magical walls! The existing skeleton key item (dropped by Goo) has been renamed to 'worn key',\n" + + "\n" + + "The **Cracked Spyglass** is a new Trinket that's a sort of milder version of the Mimic's Tooth. It generates extra items in the dungeon, but those items are very hard to see, so keep your eyes peeled!")); + + changes.addButton( new ChangeButton(Icons.get(Icons.SHUFFLE), "Randomize Options", + "**It's now possible to play runs with randomly selected game options!**\n" + + "\n" + + "This includes a random class and challenges (optionally) in hero select, and random talents, subclass, and armor ability within the game! This add some replayability for experienced players, or just another option for people who aren't sure about what they want.\n" + + "\n" + + "There's also a **new badge** to earn! To get it you need to win a run with a random hero, talents, subclass, and armor ability.")); + + changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); + changes.hardlight(CharSprite.WARNING); + changeInfos.add(changes); + + changes.addButton(new ChangeButton(new Image(new AlbinoSprite()), "Hostile Champions and Albino Rats", + "I'm making a few early game tweaks, mainly meant at smoothing out difficulty spikes caused by hostile champions and floor 1 albino rats. In exchange though, the hostile champs challenge is getting a bit harsher later in the game.\n" + + "\n" + + "**Hostile Champions:**\n" + + "**-** The following enemies can no longer spawn as champions: Crabs on F3, Thieves on F4, Guards on F7, and Bats on F9.\n" + + "**-** Champion enemy spawn rate now scales up to 1/6 as dungeon depth increases, instead of always being 1/8.\n" + + "\n" + + "**Albino Rats:**\n" + + "**-** HP down to 12 from 15\n" + + "**-** Bleed damage now always starts at 2-3 if the rat did damage, instead of being based on damage dealt. This means it no longer benefits excessively from bonus damage effects.")); + + changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.ARTIFACT_CHALICE3), "Chalice of Blood Upgrading", + "The Chalice of Blood has received significant changes to how its upgrade mechanics work. Previously the player was given no direct info about the damage it would deal when upgraded, which led to most people just looking the numbers up on the internet.\n" + + "\n" + + "The player is now told the damage the chalice will deal, but the chalice deals a range of ~83% to ~117% of its current static damage. The player is told the exact % chance this damage has of killing them before damage-reducing effects are considered.\n" + + "\n" + + "Additionally, damage from the chalice is now reduced by ALL damage-reducing effects, instead of just ones that apply to physical damage.")); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**Highlights:**\n" + + "**-** The 4th trinket option is no longer hidden until selected.\n" + + "**-** Damage-dealing Cleric spells (holy lance, most notably) now disqualify for the \"No Weapons in His Presence\" badge.\n" + + "**-** Hitting an enemy no longer resets Gladiator's combo time down to 5 if it was above 5 already.\n" + + "**-** Hero movespeed is now calculated based on the terrain the hero is moving toward, not moving from.\n" + + "\n" + + "**Levels:**\n" + + "**-** Slightly tweaked gold generation in the caves quest. The player now always must find 1/2 secret rooms to reach 40 gold. This eliminates cases where the player had to find 1/1 or 2/2 secret rooms, which could be excessively frustrating.\n" + + "**-** Gardens and magic well rooms are now locked and require an iron key.\n" + + "**-** Large or giant sewer pipe rooms with only two doors now lay themselves out with a 3rd phantom door to ensure they aren't overly tiny." + , + "**Characters:**\n" + + "**-** Tengu now has a one-turn delay before he starts attacking\n" + + "**-** Warrior's shielding buff now has a dedicated icon and description if cooldown is negative\n" + + "**-** DM-200s and Golems are now more willing to swap targets if they can't reach their current one\n" + + "**-** Characters spawned due to an action occuring on a partial turn now have their time moved forward to the next whole turn\n" + + "\n" + + "**Items:**\n" + + "**-** Added vfx to movement-speed influencing glyphs to show when they are active\n" + + "**-** Heavy Crossbow now more directly shows the damage it grants to darts\n" + + "**-** Elixir of Honeyed Healing recipe cost down to 2 from 4, energy value down to 8 from 12\n" + + "\n" + + "**Misc:**\n" + + "**-** Removed support for runs in progress from prior to v2.5.4 (Oct. 2024)\n" + + "**-** Added a warning when the player attempts to energize their trinket\n" + + "**-** Adjusted ascension challenge text to make it more clear whether the player has killed any enemies so far\n" + + "**-** Updated various internal code libraries\n" + + "**-** Shattered's Windows version now requires Windows 10, up from 7\n" + + "**-** Sharing gameplay data on iOS now requires iOS 15+, up from 12+")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Highlights:**\n" + + "**-** Freezes caused by enemies dieing to DOT effects while thrown weapons were attached to them\n" + + "**-** Exploits that could result in certain Imp shop items being free\n" + + "**-** Rare cases where thrown weapons would not disintegrate when they should\n" + + "\n" + + "**Characters:**\n" + + "**-** Cleric's holy ward not applying to damage from bone explosions or Chalice of Blood\n" + + "**-** Characters being able to wander into the entryway of toxic gas rooms\n" + + "**-** Monk not gaining energy back if she kills with an ability while at full energy\n" + + "**-** Mimics being susceptible to surprise attacks after they surprise the hero\n" + + "**-** DM-200s and Golems not switching from targets they can't reach\n" + + "**-** DM-300 still sometimes using abilities right out of supercharge\n" + + "**-** DM-300's gas shot dealing damage instantly in specific situations" + , + "**Items:**\n" + + "**-** Transmuting tipped darts destroying the original dart stack\n" + + "**-** Unstable Spellbook not triggering Siren's Song effect properly if the hero is also under time freeze\n" + + "**-** Charge count on Duelist's weapons being always set to 2 in rankings\n" + + "\n" + + "**Misc.:**\n" + + "**-** Compass pointing to exit staying visible if exit becomes hidden\n" + + "**-** Very rare cases where doors would not properly hide and then reveal in the tutorial\n" + + "**-** Extremely rare cases where the game could hang while generating the wandmaker's quest\n" + + "**-** Specific cases where Goo's pump up warning vfx could be in incorrect positions\n" + + "**-** Very rare cases where tunnel rooms could generate tiny tunnels to nowhere\n" + + "**-** Various minor errors with multi-touch and scrolling panes\n" + + "**-** Various cases where translations did not fit in the UI and could be shrunken or repositioned\n" + + "**-** Various minor visual and textual errors")); + + changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null); + changes.hardlight(CharSprite.POSITIVE); + changeInfos.add(changes); + + changes.addButton( new ChangeButton(new TalentIcon(Talent.PROJECTILE_MOMENTUM), "Thrown Weapon Talents", + "A lot more data has come in after v3.2 increased thrown weapon usage, and there's room to buff up some of the changed talents after that update:\n" + + "\n" + + "**- Projectile Momentum** bonus damage nerf reverted, damage bonus up to 15/30/45% at +1/2/3, from 10/20/30% at +1/2/3\n" + + "\n" + + "**- Durable Projectiles** nerf reverted, bonus durability up to +50%/+75% at +1/+2, from +33%/+50% at +1/+2\n" + + "**- Point Blank Shot** Accuracy boost up to +25/50/75% at +1/2/3, from +20/40/60% at +1/2/3\n")); + + changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.TOMAHAWK), "Thrown Weapon Buffs", + "Thrown weapons are mostly in a pretty good place balance-wise since the patches to v3.2, but I'm making two targeted buffs regardless:\n" + + "\n" + + "**- Telekinetic Grab** is now cast instantly if the only items it picks up can be instantly collected (i.e. throwing clubs and throwing hammers)\n" + + "**- Tomahawk** bleed now has its own damage range, instead of being directly tied to damage dealt. Bleed amount increased by ~20% on average.")); + + changes = new ChangeInfo(Messages.get(ChangesScene.class, "nerfs"), false, null); + changes.hardlight(CharSprite.NEGATIVE); + changeInfos.add(changes); + + changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.BOLAS), "Bolas and Boomerangs", + "There are also a few targeted nerfs to specific thrown weapons:\n" + + "\n" + + "**Bolas** continue to do really well despite their nerfs in v3.2. Clearly the cripple effect they have is almost worth it on its own, so I'm scaling back the damage further:\n" + + "**- Bolas** base damage down to 4-9 from 6-9, damage scaling down to 0-2 from 1-2.\n" + + "\n" + + "**Boomerangs** also continue to do extremely well, especially for the Huntress. I'm holding off on larger changes here for now, but in general it seems like the circle back effect is so strong because of how dependant thrown weapons can be on the telekinetic grab spell.\n" + + "**- Boomerang** circle back delay increased to 5 turns from 4.")); + + } + public static void add_v3_2_Changes( ArrayList changeInfos ) { ChangeInfo changes = new ChangeInfo("v3.2", true, ""); From 2bfbe2905470af7bcad8a1443e1853c16d7341c6 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 24 Nov 2025 16:20:00 -0500 Subject: [PATCH 082/156] v3.3.0: doors previously locked by hero no longer persist during ascent --- .../actors/buffs/AscensionChallenge.java | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java index 5a6139369..50e8de116 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/AscensionChallenge.java @@ -57,6 +57,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Warlock; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper; import com.shatteredpixel.shatteredpixeldungeon.items.Amulet; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose; +import com.shatteredpixel.shatteredpixeldungeon.levels.Level; +import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; @@ -256,6 +258,13 @@ public class AscensionChallenge extends Buff { } else { stacks += 2f; + //doors locked by the hero are reset, to prevent blocking out enemies + for (int i = 0; i < Dungeon.level.length(); i++){ + if (Dungeon.level.map[i] == Terrain.HERO_LKD_DR){ + Level.set(i, Terrain.DOOR, Dungeon.level); + } + } + //clears any existing mobs from the level and adds one initial one //this helps balance difficulty between levels with lots of mobs left, and ones with few for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) { From 1faa53c4ec7c30c892b1e8ed03b5f608e9ee4193 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 24 Nov 2025 16:46:57 -0500 Subject: [PATCH 083/156] v3.3.0: some slight vault room improvements: - items can no longer be cursed - added music - removed scroll of magic mapping and random walls from entrance - fixed a crash bug --- .../levels/VaultLevel.java | 33 +++++++++++++++---- 1 file changed, 26 insertions(+), 7 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index 56674860f..df126cf9f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -32,12 +32,15 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; -import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping; +import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; +import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom; +import com.watabou.noosa.audio.Music; import com.watabou.utils.Point; import com.watabou.utils.Random; import com.watabou.utils.Rect; @@ -51,6 +54,11 @@ public class VaultLevel extends Level { //for now color2 = 0xf2f2f2; } + @Override + public void playLevelMusic() { + Music.INSTANCE.playTracks(CityLevel.CITY_TRACK_LIST, CityLevel.CITY_TRACK_CHANCES, false); + } + @Override public String tilesTex() { return Assets.Environment.TILES_CITY; @@ -84,12 +92,16 @@ public class VaultLevel extends Level { //for now continue; } } - Room r = new SegmentedRoom(); - r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); - rooms.add(r); if (x == 0 && y == 3){ + Room r = new EmptyRoom(); + r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); + rooms.add(r); entryRoom = r; + } else { + Room r = new SegmentedRoom(); + r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); + rooms.add(r); } } } @@ -103,7 +115,7 @@ public class VaultLevel extends Level { //for now } for (Room n : rooms){ - for (Room p : rooms){ + for (Room p : n.neigbours){ if (p.height() > 10){ continue; } @@ -155,7 +167,7 @@ public class VaultLevel extends Level { //for now Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT); } for (Point door : n.connected.values()){ - Level.set(pointToCell(door), Terrain.DOOR, this); + Painter.set(this, door, Terrain.DOOR); } } @@ -166,7 +178,6 @@ public class VaultLevel extends Level { //for now Dungeon.depth, 0, LevelTransition.Type.BRANCH_EXIT)); - drop(new ScrollOfMagicMapping(), pointToCell(entryRoom.random())); rooms.remove(entryRoom); rooms.remove(finalRoom); @@ -182,6 +193,14 @@ public class VaultLevel extends Level { //for now do { pos = pointToCell(n.random()); } while (map[pos] != Terrain.EMPTY); + if (item.cursed){ + item.cursed = false; + if (item instanceof MeleeWeapon && ((MeleeWeapon) item).hasCurseEnchant()){ + ((MeleeWeapon) item).enchant(null); + } else if (item instanceof Armor && ((Armor) item).hasCurseGlyph()){ + ((Armor) item).inscribe(null); + } + } item.identify(); drop(item, pos); } From 5f11a6fb09b1c0d95b7600a8f792bc65c61ff7c0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 25 Nov 2025 10:42:37 -0500 Subject: [PATCH 084/156] v3.3.0: fixed skele key deleting keys on depths it wasn't initialized on --- .../items/artifacts/SkeletonKey.java | 30 +++++++++++-------- 1 file changed, 18 insertions(+), 12 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 8d1e2592d..b5d93b5b9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -587,21 +587,27 @@ public class SkeletonKey extends Artifact { } public void processExcessKeys(){ - int keysNeeded = Math.max(0, ironKeysNeeded[Dungeon.depth]); + int keysNeeded = ironKeysNeeded[Dungeon.depth]; boolean removed = false; - while (Notes.keyCount(new IronKey(Dungeon.depth)) > keysNeeded){ - Notes.remove(new IronKey(Dungeon.depth)); - removed = true; + if (keysNeeded >= 0) { + while (Notes.keyCount(new IronKey(Dungeon.depth)) > keysNeeded) { + Notes.remove(new IronKey(Dungeon.depth)); + removed = true; + } } - keysNeeded = Math.max(0, goldenKeysNeeded[Dungeon.depth]); - while (Notes.keyCount(new GoldenKey(Dungeon.depth)) > keysNeeded){ - Notes.remove(new GoldenKey(Dungeon.depth)); - removed = true; + keysNeeded = goldenKeysNeeded[Dungeon.depth]; + if (keysNeeded >= 0) { + while (Notes.keyCount(new GoldenKey(Dungeon.depth)) > keysNeeded) { + Notes.remove(new GoldenKey(Dungeon.depth)); + removed = true; + } } - keysNeeded = Math.max(0, crystalKeysNeeded[Dungeon.depth]); - while (Notes.keyCount(new CrystalKey(Dungeon.depth)) > keysNeeded){ - Notes.remove(new CrystalKey(Dungeon.depth)); - removed = true; + keysNeeded = crystalKeysNeeded[Dungeon.depth]; + if (keysNeeded >= 0) { + while (Notes.keyCount(new CrystalKey(Dungeon.depth)) > keysNeeded) { + Notes.remove(new CrystalKey(Dungeon.depth)); + removed = true; + } } if (removed){ GameScene.updateKeyDisplay(); From c8f5f3b96dacbfefd77b5090bac5e4978e445587 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 25 Nov 2025 11:05:13 -0500 Subject: [PATCH 085/156] v3.3.0: updated translations, version, and changelog for BETA-1! --- build.gradle | 4 +- .../messages/actors/actors_be.properties | 19 ++- .../messages/actors/actors_cs.properties | 19 ++- .../messages/actors/actors_de.properties | 19 ++- .../messages/actors/actors_el.properties | 59 ++++---- .../messages/actors/actors_eo.properties | 19 ++- .../messages/actors/actors_es.properties | 19 ++- .../messages/actors/actors_fr.properties | 19 ++- .../messages/actors/actors_hu.properties | 19 ++- .../messages/actors/actors_in.properties | 19 ++- .../messages/actors/actors_it.properties | 19 ++- .../messages/actors/actors_ja.properties | 19 ++- .../messages/actors/actors_ko.properties | 19 ++- .../messages/actors/actors_nl.properties | 19 ++- .../messages/actors/actors_pl.properties | 51 ++++--- .../messages/actors/actors_pt.properties | 19 ++- .../messages/actors/actors_ru.properties | 21 +-- .../messages/actors/actors_sv.properties | 139 +++++++++--------- .../messages/actors/actors_tr.properties | 19 ++- .../messages/actors/actors_uk.properties | 19 ++- .../messages/actors/actors_vi.properties | 45 +++--- .../messages/actors/actors_zh-hant.properties | 73 ++++----- .../messages/actors/actors_zh.properties | 79 +++++----- .../assets/messages/items/items_be.properties | 57 +++++-- .../assets/messages/items/items_cs.properties | 57 +++++-- .../assets/messages/items/items_de.properties | 63 ++++++-- .../assets/messages/items/items_el.properties | 93 ++++++++---- .../assets/messages/items/items_eo.properties | 57 +++++-- .../assets/messages/items/items_es.properties | 57 +++++-- .../assets/messages/items/items_fr.properties | 57 +++++-- .../assets/messages/items/items_hu.properties | 57 +++++-- .../assets/messages/items/items_in.properties | 57 +++++-- .../assets/messages/items/items_it.properties | 57 +++++-- .../assets/messages/items/items_ja.properties | 57 +++++-- .../assets/messages/items/items_ko.properties | 57 +++++-- .../assets/messages/items/items_nl.properties | 61 ++++++-- .../assets/messages/items/items_pl.properties | 111 +++++++++----- .../assets/messages/items/items_pt.properties | 71 ++++++--- .../assets/messages/items/items_ru.properties | 57 +++++-- .../assets/messages/items/items_sv.properties | 111 +++++++++----- .../assets/messages/items/items_tr.properties | 57 +++++-- .../assets/messages/items/items_uk.properties | 57 +++++-- .../assets/messages/items/items_vi.properties | 101 ++++++++----- .../messages/items/items_zh-hant.properties | 81 +++++++--- .../assets/messages/items/items_zh.properties | 115 ++++++++++----- .../messages/journal/journal_el.properties | 34 ++--- .../messages/journal/journal_pl.properties | 10 +- .../messages/journal/journal_ru.properties | 2 +- .../messages/journal/journal_sv.properties | 20 +-- .../messages/journal/journal_vi.properties | 6 +- .../messages/journal/journal_zh.properties | 16 +- .../messages/levels/levels_be.properties | 8 + .../messages/levels/levels_cs.properties | 8 + .../messages/levels/levels_de.properties | 8 + .../messages/levels/levels_el.properties | 24 ++- .../messages/levels/levels_es.properties | 8 + .../messages/levels/levels_fr.properties | 8 + .../messages/levels/levels_hu.properties | 8 + .../messages/levels/levels_it.properties | 8 + .../messages/levels/levels_ja.properties | 8 + .../messages/levels/levels_ko.properties | 8 + .../messages/levels/levels_pl.properties | 10 +- .../messages/levels/levels_pt.properties | 10 +- .../messages/levels/levels_ru.properties | 10 +- .../messages/levels/levels_tr.properties | 8 + .../messages/levels/levels_uk.properties | 8 + .../messages/levels/levels_vi.properties | 8 + .../messages/levels/levels_zh.properties | 14 +- .../assets/messages/misc/misc_be.properties | 6 +- .../assets/messages/misc/misc_cs.properties | 6 +- .../assets/messages/misc/misc_de.properties | 6 +- .../assets/messages/misc/misc_el.properties | 16 +- .../assets/messages/misc/misc_eo.properties | 6 +- .../assets/messages/misc/misc_es.properties | 6 +- .../assets/messages/misc/misc_fr.properties | 6 +- .../assets/messages/misc/misc_hu.properties | 6 +- .../assets/messages/misc/misc_in.properties | 6 +- .../assets/messages/misc/misc_it.properties | 6 +- .../assets/messages/misc/misc_ja.properties | 6 +- .../assets/messages/misc/misc_ko.properties | 6 +- .../assets/messages/misc/misc_nl.properties | 6 +- .../assets/messages/misc/misc_pl.properties | 8 +- .../assets/messages/misc/misc_pt.properties | 6 +- .../assets/messages/misc/misc_ru.properties | 6 +- .../assets/messages/misc/misc_sv.properties | 8 +- .../assets/messages/misc/misc_tr.properties | 6 +- .../assets/messages/misc/misc_uk.properties | 6 +- .../assets/messages/misc/misc_vi.properties | 8 +- .../messages/misc/misc_zh-hant.properties | 34 +++-- .../assets/messages/misc/misc_zh.properties | 12 +- .../messages/plants/plants_pl.properties | 2 +- .../messages/plants/plants_zh.properties | 8 +- .../assets/messages/scenes/scenes.properties | 2 +- .../messages/scenes/scenes_be.properties | 8 +- .../messages/scenes/scenes_cs.properties | 8 +- .../messages/scenes/scenes_de.properties | 8 +- .../messages/scenes/scenes_el.properties | 14 +- .../messages/scenes/scenes_eo.properties | 8 +- .../messages/scenes/scenes_es.properties | 8 +- .../messages/scenes/scenes_fr.properties | 8 +- .../messages/scenes/scenes_hu.properties | 8 +- .../messages/scenes/scenes_in.properties | 8 +- .../messages/scenes/scenes_it.properties | 8 +- .../messages/scenes/scenes_ja.properties | 8 +- .../messages/scenes/scenes_ko.properties | 8 +- .../messages/scenes/scenes_nl.properties | 8 +- .../messages/scenes/scenes_pl.properties | 8 +- .../messages/scenes/scenes_pt.properties | 8 +- .../messages/scenes/scenes_ru.properties | 8 +- .../messages/scenes/scenes_sv.properties | 18 ++- .../messages/scenes/scenes_tr.properties | 8 +- .../messages/scenes/scenes_uk.properties | 8 +- .../messages/scenes/scenes_vi.properties | 8 +- .../messages/scenes/scenes_zh-hant.properties | 8 +- .../messages/scenes/scenes_zh.properties | 8 +- .../main/assets/messages/ui/ui_sv.properties | 7 +- .../messages/windows/windows_be.properties | 18 ++- .../messages/windows/windows_cs.properties | 16 +- .../messages/windows/windows_de.properties | 16 +- .../messages/windows/windows_el.properties | 22 ++- .../messages/windows/windows_eo.properties | 16 +- .../messages/windows/windows_es.properties | 16 +- .../messages/windows/windows_fr.properties | 16 +- .../messages/windows/windows_hu.properties | 16 +- .../messages/windows/windows_in.properties | 16 +- .../messages/windows/windows_it.properties | 16 +- .../messages/windows/windows_ja.properties | 16 +- .../messages/windows/windows_ko.properties | 16 +- .../messages/windows/windows_nl.properties | 16 +- .../messages/windows/windows_pl.properties | 16 +- .../messages/windows/windows_pt.properties | 16 +- .../messages/windows/windows_ru.properties | 16 +- .../messages/windows/windows_sv.properties | 28 ++-- .../messages/windows/windows_tr.properties | 16 +- .../messages/windows/windows_uk.properties | 16 +- .../messages/windows/windows_vi.properties | 16 +- .../windows/windows_zh-hant.properties | 16 +- .../messages/windows/windows_zh.properties | 16 +- .../scenes/WelcomeScene.java | 2 +- .../ui/changelist/v3_X_Changes.java | 10 +- 140 files changed, 2332 insertions(+), 1001 deletions(-) diff --git a/build.gradle b/build.gradle index 7ad95d9da..971edeb58 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 878 - appVersionName = '3.3.0-ALPHA-1' + appVersionCode = 879 + appVersionName = '3.3.0-BETA-1' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_be.properties b/core/src/main/assets/messages/actors/actors_be.properties index 530277164..286eb3696 100644 --- a/core/src/main/assets/messages/actors/actors_be.properties +++ b/core/src/main/assets/messages/actors/actors_be.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Кудмень пачынае заклі actors.buffs.ascensionchallenge.haste=Кудмень пачынае паскараць воргаў удалечыні! actors.buffs.ascensionchallenge.slow=Кудмень стаў важыць як камень ў вашым інвентары! actors.buffs.ascensionchallenge.damage=Кудмень пачаў выпускаць цёмную энергію. Горача! -actors.buffs.ascensionchallenge.weaken_info=Вы павінны забіваць ворагаў, каб аслабіць праклён кудменя! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Вы адчуваеце, што праклён кудменя стаў слабець. actors.buffs.ascensionchallenge.break=Вы знаходзіце час перавесці дыханне, і адчуваеце, як вашыя раны пачынаюць гаіцца! actors.buffs.ascensionchallenge.almost=Хватка Ёга за Кудмень пачынае слабець, вы амаль дабраліся. @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Вы гарыце! actors.buffs.burning.burnsup=%s згарае! actors.buffs.burning.ondeath=Вы згарэлі жыўцом... actors.buffs.burning.rankings_desc=Згарэў да попелу -actors.buffs.burning.desc=Мала што можа быць больш непрыемным, чым быць ахопленым полымем.\n\nАгонь будзе нанасіць страты кожны ход, але яго можна патушыць, калі ўстаць у ваду або разбіць зелле пад сабой.\n\nАкрамя таго, ад агню можа загарэцца трава пад вамі ці прадметы ў інвентары.\n\nХадоў засталося: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Вы адчуваеце наяўнасць смяротнай небяспекі. actors.buffs.championenemy$blazing.name=Чэмпіён полымя @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Маг размяшчае _ва actors.hero.abilities.mage.warpbeacon.desc=Маг размяшчае маяк, які затым можа быць прыбраны па жаданні. Устаноўка маяка займае 1 ход, але перасоўванне да яго адбываецца імгненна.\n\nМаг не можа перамяшчацца паміж паверхамі або выкарыстоўваць маяк для дасягнення недаступных месцаў, як зачыненыя пакоі. Маг можа тэлепартавацца на клетку з ворагамі, тым самым адштурхнуўшы іх. actors.hero.abilities.rogue.smokebomb.name=дымавая бомба -actors.hero.abilities.rogue.smokebomb.fov=Скачок можна здзейсніць толькі на пустую клетку ў межах бачнасці +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Выберыце клетку для скачка actors.hero.abilities.rogue.smokebomb$ninjalog.name=драўляная прынада actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Нейкім чынам ворагі лёгка пераконваюцца, што гэтая драўляная прынада - сапраўдны Разбойнік! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Charge cost: %d actors.hero.spells.divinesense.name=divine sense actors.hero.spells.divinesense.short_desc=Gain temporary mind vision in a wide range. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=divine sense actors.hero.spells.divinesense$divinesensetracker.desc=This character is temporarily able to see other nearby creatures with their mind!\n\nTurns remaining: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Вы зауважылі нешта. actors.hero.hero.wait=... actors.hero.hero.search=пошук actors.hero.hero.search_distracted=Вам складана засяродзіцца, таму пошук заняў больш часу. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Боль дапамагае пераадолець цягу да сну. actors.hero.hero.revive=Анх выбухае энергіей, якая даруе жыццё! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Зачараванні і пра actors.hero.talent.cleave.title=расколванне чэрапоў actors.hero.talent.cleave.desc=_+1:_ The extra time the Gladiator gets on a kill is increased to _30 turns_, from 15.\n\n_+2:_ The extra time the Gladiator gets on a kill is increased to _45 turns_, from 15.\n\n_+3:_ The extra time the Gladiator gets on a kill is increased to _60 turns_, from 15. actors.hero.talent.lethal_defense.title=смяротная абарона -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 33%_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 67%_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100%_.\n\nThe shield cooldown can be reduced to as low as -100% by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=палепшанае комба actors.hero.talent.enhanced_combo.desc=_+1:_ Калі комба Гладыятара 7 або вышэй, павялічваецца адлегласць адштурхвання Тарана на 3, а таксама Таран накладвае галавакружэнне і можа сапхнуць ворага ў яму.\n\n_+2:_ У дадатак да бонусаў ад +1, калі комба Гладыятара 9 і вышэй, Парыраванне працуе на некалькіх нападах.\n\n_+3:_ У дадатак да бонусаў ад +1 і +2, Гладыятар можа скакаць на адлегласць аж да комба/3, калі выкарыстоўвае Націск, Абвальванне або Апантанасць. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Калі Забойца забіва actors.hero.talent.evasive_armor.title=лёгкі даспех actors.hero.talent.evasive_armor.desc=_+1:_ Падчас бегу Валацуга атрымлівае _+ 1 ухіленне_ за кожнае лішняе ачко сілы на вашым даспеху.\n\n_+2:_ Падчас бегу Валацуга атрымлівае _+2 ухілення_ за кожнае лішняе ачко сілы на вашым даспеху.\n\n_+3:_ Падчас бегу Валацуга атрымлівае _+3 ухілення_ за кожнае лішняе ачко сілы на вашым даспеху. actors.hero.talent.projectile_momentum.title=імпульс снарада -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +10% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +20% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +30% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=паскараючая нябачнасць actors.hero.talent.speedy_stealth.desc=_+1:_ Валацуга атрымлівае 2 ачка імпульсу за ход, пакуль ён нябачны.\n\n_+2:_ У дадатак да пераваг +1, час у бягу больш не лічыцца, пакуль Валацуга нябачны.\n\n_+3: _ У дадатак да пераваг +1 і +2, Валацуга рухаецца з падвоенай хуткасцю, пакуль ён нябачны, незалежна ад таго, бяжыць ён ці не. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Калі Паляўнічая actors.hero.talent.heightened_senses.title=ўзмоцненае ўспрыманне actors.hero.talent.heightened_senses.desc=_+1:_ The Huntress gains mind vision on characters within _2 tiles of her position_.\n\n_+2:_ The Huntress gains mind vision on characters within _3 tiles of her position_. actors.hero.talent.durable_projectiles.title=трывалыя снарады -actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+33% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+50% durability_ when used by the Huntress. +actors.hero.talent.durable_projectiles.desc=_+1:_ Кідальная зброя, якая выкарыстоўваецца Паляўнічай, мае _+50% да трываласці_. \n\n_+2:_ Кідальная зброя, якая выкарыстоўваеццаПаляўнічай, мае _ +75% да трываласці_. actors.hero.talent.point_blank.title=стральба ва ўпор -actors.hero.talent.point_blank.desc=_+1:_ Калі Паляўнічая выкарыстоўвае кідальную зброю ў блізкім баю, яно мае_-30% дакладнасці,_ замест -50%.\n\n_+1:_ Калі Паляўнічая выкарыстоўвае кідальную зброю ў блізкім баю, яно мае_-10% дакладнасці,_ замест -50%.\n\n_+1:_ Калі Паляўнічая выкарыстоўвае кідальную зброю ў блізкім баю, яно мае_+10% дакладнасці,_ замест -50%.\n\nЗвярніце ўвагу, што кідальная зброя заўсёды мае дакладнасць +50% пры выкарыстанні на адлегласці. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=усёвідушчы стрэл actors.hero.talent.seer_shot.desc=_+1:_ Калі Паляўнічая выпускае стралу ў зямлю, яна падсвечвае мясцовасць у галіне 3х3 вакол яе на _5 хадоў_. Талент перазараджваецца 20 хадоў.\n\n_+1:_ Калі Паляўнічая выпускае стралу ў зямлю, яна падсвечвае мясцовасць у галіне 3х3 вакол яе на _10 хадоў_. Талент перазараджваецца 20 хадоў.\n\n_+3:_ Калі Паляўнічая выпускае стралу ў зямлю, яна падсвечвае мясцовасць у галіне 3х3 вакол яе на _15 хадоў_. Талент перазараджваецца 20 хадоў. actors.hero.talent.seer_shot.meta_desc=_Калі гэты талент быў атрыманы іншым героем_, ён спрацуе ад любой кідальнай зброі. diff --git a/core/src/main/assets/messages/actors/actors_cs.properties b/core/src/main/assets/messages/actors/actors_cs.properties index f25643e67..256b8218f 100644 --- a/core/src/main/assets/messages/actors/actors_cs.properties +++ b/core/src/main/assets/messages/actors/actors_cs.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amulet začíná svolávat vzdálené nep actors.buffs.ascensionchallenge.haste=Amulet začíná popohánět vzdálené nepřátele! actors.buffs.ascensionchallenge.slow=Amulet ti v batohu ztěžkl jako olověné závaží! actors.buffs.ascensionchallenge.damage=Z amuletu začíná sálat temná energie. Žhne! -actors.buffs.ascensionchallenge.weaken_info=Musíš porazit nepřátele, abys oslabil prokletí amuletu! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Cítíš, jak bylo prokletí amuletu částečně oslabeno. actors.buffs.ascensionchallenge.break=Na chvíli popadneš dech a cítíš, jak se tvé rány zacelují! actors.buffs.ascensionchallenge.almost=Cítíš, jak Yogova moc nad amuletem slábne, už to skoro bude! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Hoříš! actors.buffs.burning.burnsup=Hoří ti %s! actors.buffs.burning.ondeath=Umíráš na uhoření... actors.buffs.burning.rankings_desc=Spálení na popel -actors.buffs.burning.desc=Nic není tak zneklidňující, jako když vše pohltí plameny.\n\nOheň způsobuje poškození každým tahem, dokud není okamžitě uhašen vodou nebo sám nepřejde. Uhašen může být vstoupením do vody nebo i roztříštěním lektvaru.\n\nNavíc může oheň zapálit hořlavé prostředí nebo předměty, které s ním přijdou do kontaktu.\n\nZbývající tahy hoření: %s +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Cítíš přítomnost smrtícího protivníka. actors.buffs.championenemy$blazing.name=Plamenný protivník @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Mág umístí na svou lokaci _T actors.hero.abilities.mage.warpbeacon.desc=Mág umístí teleportační znak, na nějž se poté může kdykoliv teleportovat. Umístění znaku trvá 1 kolo, ovšem teleportace je okamžitá.\n\nMág se běžně nemůže teleportovat mezi podlažími nebo používat znak, aby se dostal na jinak nepřístupná místa, jako jsou zamčené místnosti. Mág se však může teleportovat do nepřátel, čímž je odsune na stranu. actors.hero.abilities.rogue.smokebomb.name=Dýmovnice -actors.hero.abilities.rogue.smokebomb.fov=Můžeš skočit pouze na prázdné místo ve tvém zorném poli! +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Vyber místo ke skoku actors.hero.abilities.rogue.smokebomb$ninjalog.name=Dřevěná návnada actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Nepřátelé jsou z nějakého důvodu přesvědčeni, že tahle dřevěná figurína je skutečný zloděj! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trojice použije efekt v actors.hero.abilities.cleric.trinity.hornofplenty_use=Trojice využije efekt tohoto artefaktu k nasvačení se za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trojice využije okrádací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trojice použije efekt zakořenění tohoto artefaktu se semínkem náhodné škodlivé rostliny za cenu _%2$s energie_. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trojice použije odhalovací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trojice využije pomocí tohoto artefaktu efekt zastavení času na _%1$d_ tahů za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trojice použije efekt náhodného svitku z tohoto artefaktu s _%1$d/10_ šancí nabídnout vzácnou variantu svitku za stejnou cenu _%2$s energie_. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Stojí nabití: %d actors.hero.spells.divinesense.name=Nadpozemský smysl actors.hero.spells.divinesense.short_desc=Poskytne dočasný efekt vidění mysli v širokém okruhu. -actors.hero.spells.divinesense.desc=Klerik soustředí své smysly na své okolí, díky čemuž získá efekt vidění mysli v okruhu %d políček na 30 tahů. Toto kouzlo se sesílá okamžitě. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=Nadpozemský smysl actors.hero.spells.divinesense$divinesensetracker.desc=Tato postava dokáže dočasně vidět okolní stvoření svou myslí!\n\nZbývá tahů: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Něčeho si všímáš... actors.hero.hero.wait=... actors.hero.hero.search=hledáš... actors.hero.hero.search_distracted=Je těžké se soustředit, hledání je vyčerpávající. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Bolest ti pomohla odolat spánku. actors.hero.hero.revive=Ankh explodoval životodárnou energií! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Očarování a kletby berserkrovy actors.hero.talent.cleave.title=Rozpolcení actors.hero.talent.cleave.desc=_+1:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _30 tahů_ z původních 15.\n\n_+2:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _45 tahů_ z původních 15.\n\n_+3:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _60 tahů_ z původních 15. actors.hero.talent.lethal_defense.title=Smrtící obrana -actors.hero.talent.lethal_defense.desc=_+1:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 33%_.\n\n_+2:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 67%_.\n\n_+3:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 100%_.\n\nCooldown dodatečné ochrany pečeti lze touto schopností snížit až na -100%, přičemž bude okamžitě znovu dostupná, jakmile se aktivuje. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=Vylepšené kombo actors.hero.talent.enhanced_combo.desc=_+1:_ Pokud je Gladiátorovo kombo 7 nebo více, je odhození pomocí Úderu zvýšeno na 3 pole, způsobuje závrať a může nepřátele shodit do propastí.\n\n_+2:_ Navíc k výhodám +1, pokud je Gladiátorovo kombo 9 nebo více, funguje Odražení na více útoků.\n\n_+3:_ Navíc k výhodám +2 a +3, Gladiátor může skočit až kombo/3 políček při použití Prásknutí, Rozdrcení nebo Zuřivosti. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Když Vrah zabije nepřítele připr actors.hero.talent.evasive_armor.title=Obratná zbroj actors.hero.talent.evasive_armor.desc=_+1:_ Pokud běhá, získává Běžec bonus _+1 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje.\n\n_+2:_ Pokud běhá, získává Běžec bonus _+2 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje.\n\n_+3:_ Pokud běhá, získává Běžec bonus _+3 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje. actors.hero.talent.projectile_momentum.title=Hybnost střel -actors.hero.talent.projectile_momentum.desc=_+1:_ Při běhu získává Běžec _+50% přesnosti a +10% poškození_ s vrhacími zbraněmi.\n\n_+2:_ Při běhu získává Běžec _+100% přesnosti a +20% poškození_ s vrhacími zbraněmi.\n\n_+3:_ Při běhu získává Běžec _+150% přesnosti a +30% poškození_ s vrhacími zbraněmi. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=Rychlé plížení actors.hero.talent.speedy_stealth.desc=_+1:_ Běžec získává 2 body hybnosti za tah, když je neviditelný.\n\n_+2:_ Navíc k výhodám +1, tahy běhání se již nespotřebovávají, pokud je Běžec neviditelný.\n\n_+3:_ Navíc z výhodám +1 a +2, Běžec se nyní pohybuje 2x rychleji, když je neviditelný, bez ohledu na to, zda běhá nebo ne. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Když Lovkyně vkročí na poš actors.hero.talent.heightened_senses.title=Zesílené smysly actors.hero.talent.heightened_senses.desc=_+1:_ Lovkyně obdrží efekt vidění na postavy, které _jsou od ní 2 pole daleko_.\n\n_+2:_ Lovkyně obdrží efekt vidění na postavy, které _jsou od ní 3 pole daleko_. actors.hero.talent.durable_projectiles.title=Odolné projektily -actors.hero.talent.durable_projectiles.desc=_+1:_ Vrhací zbraně používané Lovkyní mají _o 33% větší výdrž_.\n\n_+2:_ Vrhací zbraně používané Lovkyní mají _o 50% větší výdrž_. +actors.hero.talent.durable_projectiles.desc=_+1:_ Vrhací zbraně používané Lovkyní mají _o 50% větší výdrž_.\n\n_+2:_ Vrhací zbraně používané Lovkyní mají _o 75% větší výdrž_. actors.hero.talent.point_blank.title=Z bezprostřední blízkosti -actors.hero.talent.point_blank.desc=_+1:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _-30% přesnost_, namísto obvyklých -50%.\n\n_+2:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _-10% přesnost_, namísto obvyklých -50%.\n\n_+3:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _+10% přesnost_, namísto obvyklých -50%.\n\nPoznámka: Vrhací zbraně nebo Lovkynin přízračný luk mají vždy +50% přesnost, když jsou použity na dálku. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=Střela věstce actors.hero.talent.seer_shot.desc=_+1:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _5 tahů_. Toto se může opakovat až po 20 tazích.\n\n_+2:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _10 tahů_. Toto se může opakovat až po 20 tazích.\n\n_+3:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _15 tahů_. Toto se může opakovat až po 20 tazích. actors.hero.talent.seer_shot.meta_desc=_Pokud tuto schopnost získá jiný hrdina_, bude působit s jakoukoliv vrhací zbraní. diff --git a/core/src/main/assets/messages/actors/actors_de.properties b/core/src/main/assets/messages/actors/actors_de.properties index 387677860..3f8f57a97 100644 --- a/core/src/main/assets/messages/actors/actors_de.properties +++ b/core/src/main/assets/messages/actors/actors_de.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Das Amulett ruft nun weit entfernte Gegne actors.buffs.ascensionchallenge.haste=Das Amulett beschleunigt nun weit entfernte Gegner! actors.buffs.ascensionchallenge.slow=Das Amulett fühlt sich in deinen Habseligkeiten nun an wie ein bleiernes Gewicht! actors.buffs.ascensionchallenge.damage=Das Amulett beginnt, dunkle Energie auszustrahlen. Es brennt! -actors.buffs.ascensionchallenge.weaken_info=Du musst Feinde besiegen, um den Fluch des Amuletts zu schwächen! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Du spürst, wie der Fluch des Amuletts etwas nachlässt. actors.buffs.ascensionchallenge.break=Du nimmst dir etwas Zeit, um Atem zu schöpfen, und spürst, wie deine Wunden zu heilen beginnen! actors.buffs.ascensionchallenge.almost=Du spürst, wie Yog-Dzewas Macht über das Amulett schwächer wird, du hast es fast geschafft! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Du hast Feuer gefangen! actors.buffs.burning.burnsup=%s verbrennt! actors.buffs.burning.ondeath=Du bist verbrannt... actors.buffs.burning.rankings_desc=Zu Asche verbrannt -actors.buffs.burning.desc=Nur wenige Dinge sind besorgniserregender, als von Flammen verschlungen zu werden.\n\nFeuer richtet jeden Zug Schaden an, bis es durch Wasser gelöscht wird oder abklingt. Auch das Zerschmettern eines Trankes in unmittelbarer Nähe kann Feuer löschen.\n\nSolange man brennt, besteht die Gefahr, dass entflammbare Gegenstände oder Terrain entzündet werden, sobald man mit diesem in Berührung kommt.\n\nVerbleibende Züge in Flammen: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Du spürst eine tödliche Gegenwart. actors.buffs.championenemy$blazing.name=Flammen-Champion @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Der Magier platziert eine _Spru actors.hero.abilities.mage.warpbeacon.desc=Der Magier platziert eine Sprungmarke, zu der er sich auf Wunsch teleportieren kann. Die Platzierung einer Sprungmarke benötigt einen Zug, aber das Teleportieren passiert augenblicklich.\n\nDer Magier kann normalerweise nicht zwischen verschiedenen Ebenen teleportieren oder unerreichbare Orte, wie verschlossene Räume, erreichen. Der Magier kann in Gegner hinein teleportieren, wodurch sie beiseite geschoben werden. actors.hero.abilities.rogue.smokebomb.name=Rauchbombe -actors.hero.abilities.rogue.smokebomb.fov=Du kannst nur zu einem leeren Feld in deinem Sichtfeld springen. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Wähle, wohin du springen möchtest actors.hero.abilities.rogue.smokebomb$ninjalog.name=hölzerner Köder actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Irgendwie sind Gegner einfach davon überzeugt, dass dieser hölzerne Köder der echte Schurke ist! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Dreieinigkeit wird die K actors.hero.abilities.cleric.trinity.hornofplenty_use=Dreieinigkeit wird die Verzehr-Wirkung dieses Artefakts entfalten, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Dreieinigkeit wird die Diebstahlwirkung dieses Artefakts mit einer Stärke von _+%1$d_ anwenden, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Dreieinigkeit wird die Wurzelwirkung dieses Artefakts mit einem zufällig schädlichen Samen entfalten, zum Preis von _%2$s Ladung._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Dreieinigkeit wird die Wahrsage-Wirkung dieses Artefakts mit einer Stärke von _+%1$d_ anwenden, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Dreieinigkeit wird die Zeitstopp-Wirkung dieses Artefakts mit einer Dauer von _%1$d Zügen_ entfalten, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Dreieinigkeit wird die zufällige Schriftrollen-Wirkung dieses Artefakts entfalten, mit einer _%1$d/10_ Chance, die exotische Variante ohne zusätzliche Kosten zu gewähren, zum Preis von _%2$s Ladung._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Ladungskosten: %d actors.hero.spells.divinesense.name=göttlicher Sinn actors.hero.spells.divinesense.short_desc=Erhalte zeitweilig übersinnliche Wahrnehmung in einem weiten Umkreis. -actors.hero.spells.divinesense.desc=Der Kleriker fokussiert seine Sinne auf seiner Umgebung und erhält für 30 Züge übersinnliche Wahrnehmung in einem Umkreis von %d Feldern. Dieser Spruch benötigt keine Zeit, wenn er gewirkt wird. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=göttlicher Sinn actors.hero.spells.divinesense$divinesensetracker.desc=Dieser Charakter ist vorübergehend in der Lage, andere nahe Kreaturen mit seinem Verstand wahrzunehmen!\n\nVerbleibende Züge: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Du bemerkst etwas. actors.hero.hero.wait=... actors.hero.hero.search=suchen actors.hero.hero.search_distracted=Es fällt schwer sich zu konzentrieren, das Suchen ist ermüdend. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Die Schmerzen helfen dir deinem Drang nach Schlaf zu widerstehen. actors.hero.hero.revive=Das Anch explodiert mit lebenspendender Energie! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Verzauberungen und Flüche auf de actors.hero.talent.cleave.title=Durchschneiden actors.hero.talent.cleave.desc=_+1:_ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _30_.\n\n_+2:_ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _45_.\n\n_+3 _ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _60_. actors.hero.talent.lethal_defense.title=tödliche Abwehr -actors.hero.talent.lethal_defense.desc=_+1:_ Wenn der Gladiator einen Gegner mit einer Kombo-Attacke tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 33% reduziert.\n\n_+2:_ Wenn der Gladiator einen Gegner mit einer Kombo-Attacke tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 67% reduziert_.\n\n_+3:_ Wenn der Gladiator einen Gegner mit einer Kombo-Attacke tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 100% reduziert_.\n\nDie Schild-Abklingzeit kann durch dieses Talent um bis zu -100% reduziert werden, was bedeutet, dass es bei einer Aktivierung sofort wieder verfügbar ist +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=verbesserte Kombi actors.hero.talent.enhanced_combo.desc=_+1:_ Wenn der Kombiwert des Gladiators 7 oder mehr beträgt, erhöht sich der Rückstoß des Schlags auf 3, er verursacht Schwindel, und er kann Feinde in Gruben stoßen.\n\n_+2:_ Zusätzlich zu den Vorteilen von +1 funktioniert die Parade bei mehreren Angriffen, wenn der Kombiwert 9 oder höher beträgt.\n\n_+3:_ Zusätzlich zu den Vorteilen von +1 und +2 kann der Gladiator bis zu Kombiwert/3 Felder hervorspringen, wenn er Slam, Crush, oder Wut einsetzt. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Wenn der Attentäter einen Gegner mi actors.hero.talent.evasive_armor.title=ausweichende Rüstung actors.hero.talent.evasive_armor.desc=_+1:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+1 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt.\n\n_+2:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+2 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt.\n\n_+3:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+3 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt. actors.hero.talent.projectile_momentum.title=Projektilschwung -actors.hero.talent.projectile_momentum.desc=_+1:_ Beim Freilaufen erhält der Freiläufer _+50% Genauigkeit und +10% Schaden_ mit Wurfwaffen.\n\n_+2:_ Beim Freilaufen erhält der Freiläufer _+100% Genauigkeit und +20% Schaden_ mit Wurfwaffen.\n\n_+3:_ Beim Freilaufen erhält der Freiläufer _+150% Genauigkeit und +30% Schaden_ mit Wurfwaffen. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=schnelle Heimlichkeit actors.hero.talent.speedy_stealth.desc=_+1:_ Der Freiläufer erhält pro Zug 2 Stöße Schwung, solange er unsichtbar ist.\n\n_+2:_ Zusätzlich zu den Vorteilen von +1 zählt Freilaufen nicht mehr herunter, solange der Freiläufer unsichtbar ist.\n\n_+3:_ Zusätzlich zu den Vorteilen von +1 und +2 bewegt sich der Freiläufer mit 2-facher Geschwindigkeit, wenn er unsichtbar ist, egal ob er frei läuft oder nicht. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Wenn die Jägerin auf kurzes Gr actors.hero.talent.heightened_senses.title=geschärfte Sinne actors.hero.talent.heightened_senses.desc=_+1:_ Die Jägerin erhält Übersinnliche Wahrnehmung auf Charaktere innerhalb von _2 Feldern um ihre Position_.\n\n_+2:_ Die Jägerin erhält Übersinnliche Wahrnehmung auf Charaktere innerhalb von _3 Feldern um ihre Position_. actors.hero.talent.durable_projectiles.title=haltbare Wurfgeschosse -actors.hero.talent.durable_projectiles.desc=_+1:_ Von der Jägerin verwendete Wurfwaffen haben _+33% Haltbarkeit_.\n\n_+2:_ Von der Jägerin verwendete Wurfwaffen haben _+50% Haltbarkeit_. +actors.hero.talent.durable_projectiles.desc=_+1:_ Von der Jägerin verwendete Wurfwaffen haben _+50% Haltbarkeit_.\n\n_+2:_ Von der Jägerin verwendete Wurfwaffen haben _+75% Haltbarkeit_. actors.hero.talent.point_blank.title=aus nächster Nähe -actors.hero.talent.point_blank.desc=_+1:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _-30% Genauigkeit,_ statt -50%.\n\n_+2:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _-10% Genauigkeit,_ statt -50%.\n\n_+3:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _+10% Genauigkeit,_ statt -50%.\n\nBeachte, dass Wurfwaffen oder der Seelenbogen immer +50% Genauigkeit haben, wenn sie aus der Ferne verwendet werden. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=Schuss der klaren Sicht actors.hero.talent.seer_shot.desc=_+1:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _5 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen.\n\n_+2:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _10 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen.\n\n_+3:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _15 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen. actors.hero.talent.seer_shot.meta_desc=_Wenn dieses Talent durch einen anderen Helden erworben wird_, wird es von einer beliebigen Wurfwaffe ausgelöst. diff --git a/core/src/main/assets/messages/actors/actors_el.properties b/core/src/main/assets/messages/actors/actors_el.properties index 0f0a6a894..9400aa019 100644 --- a/core/src/main/assets/messages/actors/actors_el.properties +++ b/core/src/main/assets/messages/actors/actors_el.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Το φυλακτό ξεκινά να ε actors.buffs.ascensionchallenge.haste=Το φυλακτό ξεκινά να επιταχύνει τους μακρινούς εχθρούς! actors.buffs.ascensionchallenge.slow=Νιώθεις ότι το φυλακτό αρχίζει και γίνεται βαρύ σαν μολύβι! actors.buffs.ascensionchallenge.damage=Το φυλακτό ξεκινά να εκπέμπει σκοτεινή ενέργεια. Καίει πολύ! -actors.buffs.ascensionchallenge.weaken_info=Πρέπει να εξοντώσεις εχθρούς για να να απαλύνεις την κατάρα του φυλακτού! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Αισθάνεσαι την κατάρα του φυλακτού να αποδυναμώνεται ελαφρώς. actors.buffs.ascensionchallenge.break=Παίρνεις μια ανάσα και νιώθεις ότι οι πληγές σου αρχίζουν να επουλώνονται! actors.buffs.ascensionchallenge.almost=Νιώθεις την κατοχή του Yog στο φυλακτό να χαλαρώνει... είσαι κοντά! @@ -109,8 +110,8 @@ actors.buffs.berserk.angered=θυμός actors.buffs.berserk.berserk=εξαγρίωση actors.buffs.berserk.exhausted=εξάντληση actors.buffs.berserk.recovering=ανάκαμψη -actors.buffs.berserk.angered_desc=Τα τραύματα του Βάρβαρου δυναμώνουν τα χτυπήματά του. Η οργή του μεγαλώνει όσο δέχεται φυσιολογική ζημιά και αυξάνει τη ζημιά των επιθέσεών του. Η ζημιά που εμποδίζεται από την \nπανοπλία συμβάλλει κι αυτή στην αύξηση της οργής.\n\nΗ οργή του Βάρβαρου καταλαγιάζει σταδιακά· όσο χαμηλότερη η ζωή του, τόσο περισσότερο διαρκεί η οργή.\n\nΣε 100%% οργή, μπορεί να εξαγριωθεί και να λάβει προστασία, ανάλογη του επιπέδου της πανοπλίας του, και της χαμένης ζωής του. Αυτή η προστασία φθίνει με τον χρόνο και, όταν τελειώσει, ο Βάρβαρος θα πρέπει να ξεκουραστεί προτού μαζέψει ξανά οργή.\n\nΤρέχουσα οργή:_ %1$.0f%%_\nΕπιπλέον ζημιά: _+%2$.0f%%_\n\nΠροστασία εξαγρίωσης με αυτό την πανοπλία και επίπεδο ζωής:_%3$d_ -actors.buffs.berserk.berserk_desc=Ο φόβος και η αβεβαιότητα χάνονται και παραμένει μόνο ο θυμός. Ο Βάρβαρος είναι ιδιαίτερα ισχυρός σε αυτήν την κατάσταση: _προκαλεί +50%%% ζημιά και λαμβάνει επιπλέον προστασία,_αλλά χάνει επίσης προστασία κάθε σειρά.. \n\nΌταν αυτή η προστασία φτάσει στο 0, η εξαγρίωση θα σταματήσει.\n\nΜετά την εξαγρίωση, Ο Βάρβαρος θα χρειαστεί να ανακάμψει προτού μπορέσει να μαζέψει ξανά οργή.\n\nΠροστασία που απομένει:%d +actors.buffs.berserk.angered_desc=Τα τραύματα του Βάρβαρου δυναμώνουν τα χτυπήματά του. Η οργή του μεγαλώνει όσο δέχεται φυσιολογική ζημιά και αυξάνει τη ζημιά των επιθέσεών του. Η ζημιά που εμποδίζεται από την πανοπλία συμβάλλει κι αυτή στην αύξηση της οργής.\n\nΗ οργή του Βάρβαρου καταλαγιάζει σταδιακά· όσο χαμηλότερη η ζωή του, τόσο περισσότερο διαρκεί η οργή.\n\nΣε 100%% οργή, μπορεί να εξαγριωθεί και να λάβει προστασία ανάλογη του επιπέδου της πανοπλίας και της χαμένης ζωής του. Κατά την εξαγρίωση, η προστασία αυτή φθίνει με τον χρόνο και, αφού τελειώσει, θα πρέπει να ξεκουραστεί προτού μαζέψει ξανά οργή.\n\nΤρέχουσα οργή:_ %1$.0f%%_\nΕπιπλέον ζημιά: _+%2$.0f%%_\n\nΠροστασία εξαγρίωσης στην τρέχουσα πανοπλία και ζωή:_%3$d_ +actors.buffs.berserk.berserk_desc=Ο φόβος και η αβεβαιότητα χάνονται και παραμένει μόνο ο θυμός. Ο Βάρβαρος είναι ιδιαίτερα ισχυρός σε αυτήν την κατάσταση: _προκαλεί +50%% ζημιά και λαμβάνει επιπλέον προστασία,_αλλά χάνει προστασία κάθε γύρο.\n\nΌταν αυτή η προστασία φτάσει στο 0, η εξαγρίωση θα σταματήσει.\n\nΜετά την εξαγρίωση, Ο Βάρβαρος θα χρειαστεί να ανακάμψει προτού μπορέσει να μαζέψει ξανά οργή.\n\nΠροστασία που απομένει:%d actors.buffs.berserk.recovering_desc=Η εσωτερική δύναμη έχει τα όριά της. Ο Βάρβαρος πρέπει να ξεκουραστεί πριν αξιοποιήσει ξανά την οργή του.\n\nΌσο ανακτά τις δυνάμεις του, ο Βάρβαρος δεν μαζεύει οργή από τη λήψη ζημιάς. actors.buffs.berserk.recovering_desc_turns=Γύροι μέχρι την ανάκαμψη: _%d_ actors.buffs.berserk.recovering_desc_levels=Επίπεδα μέχρι την ανάκαμψη: _%.2f_ @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Έπιασες φωτιά! actors.buffs.burning.burnsup=Ένα αντικείμενο (%s) καίγεται! actors.buffs.burning.ondeath=Κατακάηκες μέχρι θανάτου... actors.buffs.burning.rankings_desc=Κάηκες ολοσχερώς -actors.buffs.burning.desc=Λίγα πράγματα είναι χειρότερα από το να περιτυλίγεσαι στις φλόγες.\n\nΗ φωτιά θα προκαλεί ζημιά κάθε γύρο, μέχρι να σβηστεί με νερό ή από μόνη της. Μπορεί να σβήσει πατώντας σε νερό ή σπάζοντας κάποιο φίλτρο.\n\nΕπιπλέον, η φωτιά μπορεί να μεταδοθεί σε εύφλεκτες περιοχές ή αντικείμενα με τα οποία έρχεται σε επαφή.\n\nΓύροι καψίματος που απομένουν: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Αισθάνεσαι μια θανατηφόρα παρουσία. actors.buffs.championenemy$blazing.name=φλογερός μαχητής @@ -168,7 +169,7 @@ actors.buffs.combo.action_name=επίθεση διαδοχής actors.buffs.combo.combo=Διαδοχή %d χτυπημάτων! actors.buffs.combo.bad_target=Ο στόχος πρέπει να είναι εχθρός εντός εμβέλειας. actors.buffs.combo.prompt=Επίλεξε έναν στόχο για να επιτεθείς. -actors.buffs.combo.desc=Ο Μονομάχος ανεβάζει την ορμή του με κάθε επιτυχημένο χτύπημα. Κάθε επίθεση αυξάνει τη διαδοχή χτυπημάτων κατά ένα. Αν αργήσει πολύ μεταξύ χτυπημάτων, ο μετρητής διαδοχής θα επανέλθει στο 0.Όσο ο Μονομάχος έχει διαδοχή, η προστασία από την σπασμένη σφραγίδα του δεν θα ξεκινήσει να μειώνεται.\n\nΗ αύξηση της διαδοχής ξεκλειδώνει ειδικές επιθέσεις που δεν αστοχούν ποτέ! Από μία διαφορετική επίθεση ξεκλειδώνεται στις διαδοχές 2, 4, 6, 8, και 10. Κάποιες ειδικές επιθέσεις επαναφέρουν τη διαδοχή και άλλες όχι – αλλά κάθε επίθεση μπορεί να χρησιμοποιηθεί μόνο μία φορά σε κάθε ακολουθία διαδοχών.\n\nΤρέχουσα διαδοχή: %1$d.\n\nΓύροι μέχρι να χαθεί η διαδοχή: %2$s. +actors.buffs.combo.desc=Ο Μονομάχος ανεβάζει την ορμή του με κάθε του επιτυχημένο χτύπημα. Κάθε επίθεση αυξάνει τη διαδοχή χτυπημάτων κατά ένα. Αν αργήσει πολύ μεταξύ χτυπημάτων, ο μετρητής διαδοχής θα επανέλθει στο 0. Όσο ο Μονομάχος έχει διαδοχή, η προστασία από την σπασμένη σφραγίδα του δεν θα ξεκινήσει να μειώνεται.\n\nΗ αύξηση της διαδοχής ξεκλειδώνει ειδικές επιθέσεις που δεν αστοχούν ποτέ! Από μία διαφορετική επίθεση ξεκλειδώνεται στις διαδοχές 2, 4, 6, 8, και 10. Κάποιες ειδικές επιθέσεις επαναφέρουν τη διαδοχή και άλλες όχι – αλλά κάθε επίθεση μπορεί να χρησιμοποιηθεί μόνο μία φορά σε κάθε ακολουθία διαδοχών.\n\nΤρέχουσα διαδοχή: %1$d.\n\nΓύροι μέχρι να χαθεί η διαδοχή: %2$s. actors.buffs.combo$combomove.clobber.name=σπρωξιά actors.buffs.combo$combomove.clobber.desc=Στέλνει έναν εχθρό 2 τετράγωνα πίσω, αλλά δεν προκαλεί ζημιά και δεν μπορεί να σπρώξει σε χάσμα. Αυξάνει τη διαδοχή κατά 1. actors.buffs.combo$combomove.clobber.empower_desc=Πετά έναν εχθρό _3 τετράγωνα πίσω, του προκαλεί ζαλάδα και μπορεί να τον ρίξει σε χάσμα,_ αλλά δεν προκαλεί ζημιά. Αυξάνει τη διαδοχή κατά 1. @@ -236,8 +237,8 @@ actors.buffs.blobimmunity.name=φράγμα αγνότητας actors.buffs.blobimmunity.desc=Μια άγνωστη δύναμη σε περικλείει με ένα λεπτό προστατευτικό πεδίο, το οποίο προστατεύει από αιωρούμενες επιβλαβείς επιδράσεις.\n\nΘα έχεις ατρωσία από όλες τις επιδράσεις που σχετίζονται με το περιβάλλον για όσο υπάρχει το πεδίο.\n\nΓύροι ατρωσίας που απομένουν: %s. actors.buffs.gravitychaostracker.name=Βαρυτικό χάος -actors.buffs.gravitychaostracker.desc_intro=Κάθε μερικούς γύρους, όλοι οι χαρακτήρες του επιπέδου θα εκτοξευόνται προς μία τυχαία κατεύθυνση. -actors.buffs.gravitychaostracker.desc_positive=Όμως, εσυ και οι σύμμαχοί σου φαίνεται πως δεν επηρεάζεσται. +actors.buffs.gravitychaostracker.desc_intro=Κάθε μερικούς γύρους, όλοι οι χαρακτήρες του τρέχοντος επιπέδου θα εκτοξεύονται προς μια τυχαία κατεύθυνση. +actors.buffs.gravitychaostracker.desc_positive=Πάντως, εσύ και οι σύμμαχοί σου φαίνεται πως δεν επηρεάζεστε. actors.buffs.gravitychaostracker.desc_duration=Δεν είναι ξεκάθαρο για πόσο θα κρατήσει η επίδραση, αλλά δεν μπορεί να κρατήσει για πάντα. actors.buffs.greaterhaste.name=ανώτερη βιασύνη @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Ο Μάγος τοποθετε actors.hero.abilities.mage.warpbeacon.desc=Ο Μάγος τοποθετεί έναν πομπό στον οποίο μπορεί να τηλεμεταφέρεται κατά βούληση. Η τοποθέτηση του πομπού απαιτεί έναν γύρο, αλλά η τηλεμεταφορά είναι ακαριαία.\n\nΟ Μάγος δεν μπορεί να τηλεμεταφερθεί μεταξύ επιπέδων, ούτε να καταλήξει σε απρόσιτα σημεία όπως τα κλειδωμένα δωμάτια. Μπορεί να τηλεμεταφερθεί και πάνω σε εχθρούς, σπρώχνοντάς τους παραδίπλα. actors.hero.abilities.rogue.smokebomb.name=βόμβα καπνού -actors.hero.abilities.rogue.smokebomb.fov=Μπορείς να πηδήξεις μόνο σε κενή περιοχή του οπτικού σου πεδίου +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Διάλεξε την περιοχή άλματος actors.hero.abilities.rogue.smokebomb$ninjalog.name=ξύλινο δόλωμα actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Παραδόξως, οι εχθροί δεν θέλουν πολύ για να πειστούν ότι αυτό το ξύλινο δόλωμα είναι ο Κλέφτης! @@ -563,7 +564,7 @@ actors.hero.abilities.cleric.trinity.ench_glyph_use=Η Τριάδα θα εφα actors.hero.abilities.cleric.trinity.rare_ench_glyph_use=Η Τριάδα θα εφαρμόσει αυτήν την _ισχυρή_ επίδραση για _%1$d γύρους_ με κόστος _%2$s φορτίου._ actors.hero.abilities.cleric.trinity.wand_use=Η Τριάδα θα εξαπολύσει με αυτό το ραβδί στο _+%1$d,_ με κόστος _%2$s φορτίο._ actors.hero.abilities.cleric.trinity.wand_multi_use=Η Τριάδα θα εξαπολύσει με αυτό το ραβδί _πολλαπλών φορτίων_ στο _+%1$d,_ με κόστος _%2$s φορτίο._ -actors.hero.abilities.cleric.trinity.thrown_use=Η τριάδα θα ρίξει αυτό το όπλο στο _+%1$d_ , με κόστος _%2$s φορτίο._ +actors.hero.abilities.cleric.trinity.thrown_use=Η τριάδα θα πετάξει αυτό το όπλο στο _+%1$d_ , με κόστος _%2$s φορτίο._ actors.hero.abilities.cleric.trinity.ring_use=Η Τριάδα θα εφαρμόσει την επίδραση αυτού του δαχτυλιδιού στο _+%1$d_ για 20 γύρους, με κόστος _%2$s φορτίο._ actors.hero.abilities.cleric.trinity.alchemiststoolkit_use=Η Τριάδα θα εφαρμόσει την ικανότητα απομακρυσμένης αλχημείας αυτού του τεχνουργήματος, με κόστος _%2$s φορτίο._ actors.hero.abilities.cleric.trinity.chaliceofblood_use=Η Τριάδα θα εφαρμόσει την παθητική επίδραση αναπλήρωσης ζωής αυτού του τεχνουργήματος στο _+%1$d_ για 20 γύρους, με κόστος _%2$s φορτίο._ @@ -572,10 +573,11 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ -actors.hero.abilities.cleric.trinity.cost=Το κόστος φόρτισης αυτής της ικανότητας ποικίλλει, αλλά συνήθως είναι _%d_. +actors.hero.abilities.cleric.trinity.cost=Το κόστος φορτίου της ικανότητας ποικίλλει, αλλά συνήθως είναι _%d._ actors.hero.abilities.cleric.trinity.short_desc=Ο Κληρικός λαμβάνει μια _Τριάδα_ ικανοτήτων, οι οποίες προσομοιώνουν τα κομμάτια εξοπλισμού που έχει αντικρύσει και μπορούν να εφαρμοστούν χρησιμοποιώντας νέα ξόρκια. actors.hero.abilities.cleric.trinity.desc=The Cleric gains a _Trinity_ of armor abilities, which can be assigned to various item effects by using three new spells. Each of these spells focuses on emulating the effects of different kinds of equipment that the Cleric has identified during this run: body form (weapons and armor), mind form (wands and thrown weapons), and spirit form (rings and artifacts).\n\nEach Trinity form can be imbued with one effect at a time, and the Cleric chooses which one to activate when using Trinity. Trinity will not duplicate the effect of something you already have equipped. actors.hero.abilities.cleric.trinity$wndusetrinity.text=Select which form of Trinity to use. The effects of different forms can be active simultaneously. @@ -590,7 +592,7 @@ actors.hero.abilities.cleric.powerofmany.name=ισχύς των πολλών actors.hero.abilities.cleric.powerofmany.prompt_default=Επίλεξε σύμμαχο ή τοποθεσία actors.hero.abilities.cleric.powerofmany.prompt_ally=Κατεύθυνε τον σύμμαχο φωτός actors.hero.abilities.cleric.powerofmany.ally_exists=Έχεις ήδη ενδυναμωμένο σύμμαχο. -actors.hero.abilities.cleric.powerofmany.no_vision=Δεν μπορείς να στοχεύσεις μια θέση την οποία δε μπορείς να δεις. +actors.hero.abilities.cleric.powerofmany.no_vision=Δεν μπορείς να στοχεύσεις θέση που δεν μπορείς να δεις. actors.hero.abilities.cleric.powerofmany.only_allies=Μπορείς να ενδυναμώσεις μόνο συμμάχους. actors.hero.abilities.cleric.powerofmany.short_desc=The Cleric channels the _Power of Many_, empowering an existing ally or creating a new one. actors.hero.abilities.cleric.powerofmany.desc=The Cleric channels the _Power of Many_, which either empowers an existing ally or creates a new empowered one for 100 turns. Targeting an empty space creates a new ally.\n\nWhile empowered by Power of Many, any ally deals +25% damage, takes -25% damage, and shares their vision with the Cleric. They also gain 25 shielding when the ability is used.\n\nThe Cleric also gains three new spells that can only be cast with an empowered ally. Power of Many won't end while one of these spells is active. @@ -600,7 +602,7 @@ actors.hero.abilities.cleric.powerofmany$lightally.name=σύμμαχος φωτ actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=Ο σύμμαχος μετακινείται σε αυτή τη θέση. actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=Ο σύμμαχός σου ξεκινά να σε ακολουθεί. actors.hero.abilities.cleric.powerofmany$lightally.direct_attack=Ο σύμμαχός σου πάει για επίθεση! -actors.hero.abilities.cleric.powerofmany$lightally.desc=Ένα αντίγραφο ενός από τους περιπετειώδης συντρόφους του Κληρικού, φτιαγμένο από συμπαγές φως. Παρ' ότι έχει την μορφή ενός άλλου ήρωα, δεν έχει καμία από τις μοναδικές του ικανότητες. Αυτός ο σύμμαχος θα παραμείνει όσο η Ισχύς των Πολλών εφαρμόζεται σε αυτόν.\n\nΑυτός ο σύμμαχος μπορεί να κατευθυνθεί χωρίς κανένα κόστος χρησιμοποιώντας την ικανότητα πανοπλίας. +actors.hero.abilities.cleric.powerofmany$lightally.desc=Ένα αντίγραφο ενός από τους συμμάχους του Κληρικού, φτιαγμένο από συμπαγές φως. Παρότι έχει την μορφή ενός άλλου ήρωα, δεν έχει καμία από τις μοναδικές του ικανότητες. Αυτός ο σύμμαχος θα παραμείνει για όσο η Ισχύς των πολλών εφαρμόζεται σε αυτόν.\n\nΟ σύμμαχος μπορεί να κατευθυνθεί χωρίς κόστος, χρησιμοποιώντας ξανά την ικανότητα πανοπλίας. actors.hero.abilities.cleric.powerofmany$lightally.discover_hint=Μπορείς να βρεις αυτόν τον χαρακτήρα με την χρήση μια συγκεκριμένης ικανότητας πανοπλίας. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Κόστος φορτίου: %d actors.hero.spells.divinesense.name=θεϊκή αίσθηση actors.hero.spells.divinesense.short_desc=Λαμβάνεις προσωρινά ενόραση σε ευρεία έκταση. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=θεϊκή αίσθηση actors.hero.spells.divinesense$divinesensetracker.desc=This character is temporarily able to see other nearby creatures with their mind!\n\nTurns remaining: %s. @@ -668,11 +670,11 @@ actors.hero.spells.guidinglight.short_desc=Προκαλεί μαγική ζημ actors.hero.spells.guidinglight.desc=Ο Κληρικός εξαπολύει μια βολή μαγικής ενέργειας που προκαλεί 2-8 ζημιά και φωτίζει τον στόχο. Η επόμενη φυσιολογική επίθεση (χωρίς ποινή δύναμης) εναντίον του φωτισμένου εχθρού θα χτυπήσει εγγυημένα. actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 50 turns costs no tome charges, and illumination will be consumed by radiance, wands, other characters, and artifacts that directly affect enemies. When illuminated is used in this way, it deals bonus magic damage equal to the Priest's level + 5. actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Καθοδηγητικό φως -actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=Ο Ιερέας μπορεί να εκτελέσει ξανά το καθοδηγητικό φως χωρίς κόστος αφού περάσουν 50 γύροι.\n\nΓύροι που απομένουν: %s. +actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 50 turns elapse.\n\nTurns remaining: %s. actors.hero.spells.guidinglight$illuminated.name=Φωτισμός actors.hero.spells.guidinglight$illuminated.desc=Αυτός ο χαρακτήρας φωτίζει καθώς χτυπήθηκε με το καθοδηγητικό φως. Ενώ η λάμψη αυτή δεν είναι αρκετά δυνατή ώστε να φωτίσει την γύρω περιοχή, η μαγική επίδραση θα το κάνει πολύ πιο εύκολο για τον Κληρικό να πετύχει τα χτυπήματα εναντίον του. -actors.hero.spells.guidinglight$illuminated.desc_priest=Ο Ιερέας μπορεί επίσης να καταναλώσει τον φωτισμό με την λάμψη, την εξαπόλυση ενός ραβδιού, το χτύπημα ενός συμμάχου, ή τις επιδράσεις μερικών τεχνουργημάτων. Αυτή η χρήση του φωτισμού θα προκαλέσει επιπλέον ζημιά ίση με το επίπεδο του ιερέα + 5. -actors.hero.spells.guidinglight$illuminated.desc_generic=Άλλοι ήρωες μπορούν να χρησιμοποιήσουν τον Φωτισμό ώστε να επωφεληθούν από το ταλέντο "Καυτό Φως", αλλά δεν θα κερδίσουν καθόλου ακρίβεια. +actors.hero.spells.guidinglight$illuminated.desc_priest=Ο Ιερέας μπορεί επίσης να καταναλώσει τον φωτισμό με τη Λάμψη, την εξαπόλυση από ραβδί, το χτύπημα από σύμμαχο ή τις επιδράσεις από κάποια τεχνουργήματα. Αυτή η χρήση του φωτισμού θα προκαλέσει επιπλέον μαγική ζημιά ίση με το επίπεδο του Ιερέα +5. +actors.hero.spells.guidinglight$illuminated.desc_generic=Άλλοι ήρωες μπορούν να χρησιμοποιήσουν τον Φωτισμό ώστε να επωφεληθούν από το ταλέντο «Καυτό Φως», αλλά δεν θα αποκτήσουν επιπλέον ακρίβεια. actors.hero.spells.hallowedground.name=γαία άγια actors.hero.spells.hallowedground.prompt=Επίλεξε ένα σημείο @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Παρατήρησες κάτι. actors.hero.hero.wait=... actors.hero.hero.search=Αναζήτηση actors.hero.hero.search_distracted=Δυσκολεύεσαι να συγκεντρωθείς· η αναζήτηση είναι κουραστική. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Ο πόνος σε βοηθάει να αντισταθείς στην υπνηλία. actors.hero.hero.revive=Το ανκχ εκρήγνυται με ζωτική ενέργεια! @@ -830,10 +833,10 @@ actors.hero.heroclass.cleric_unlock=Για να ξεκλειδώσεις τον actors.hero.herosubclass.berserker=Βάρβαρος actors.hero.herosubclass.berserker_short_desc=Ο _Βάρβαρος_ συσσωρεύει οργή όσο δέχεται ζημιά. Η οργή ανεβάζει τη ζημιά που προκαλεί και μπορεί να ενεργοποιηθεί στο 100% για επιπλέον προστασία. -actors.hero.herosubclass.berserker_desc=Ο _Βάρβαρος_ συσσωρεύει οργή όσο λαμβάνει φυσιολογική ζημιά – συμπεριλαμβανομένης της ζημιάς που εμποδίζεται από την πανοπλία! Η οργή εξασθενεί με τον χρόνο, αλλά η μείωση είναι πιο αργή όταν έχει χαμηλή ζωή.\n\nΟ Βάρβαρος προκαλεί έως και +50% ζημιά. Σε 100% οργή, μπορεί να εξαγριωθεί, λαμβάνοντας ένα ποσό προστασίας,και διατηρώντας την οργή του για όσο έχει ακόμα προστασία. Το ποσό της προστασία αναλογεί στο επίπεδο της πανοπλίας του Βαρβάρου, και μπορεί να ενισχυθεί σημαντικά εάν έχει χαμηλό επίπεδο ζωής.Χρειάζεται, όμως, χρόνο για να ανακάμψει αφού εξαγριωθεί. +actors.hero.herosubclass.berserker_desc=Ο _Βάρβαρος_ συσσωρεύει οργή όσο λαμβάνει φυσιολογική ζημιά – συμπεριλαμβανομένης της ζημιάς που εμποδίζεται από την πανοπλία! Η οργή εξασθενεί με τον χρόνο, αλλά η μείωση είναι πιο αργή όταν έχει χαμηλή ζωή.\n\nΟ Βάρβαρος προκαλεί έως και +50% ζημιά. Στη μέγιστη οργή μπορεί να εξαγριωθεί, λαμβάνοντας ένα ποσό προστασίας και διατηρώντας την οργή του για όσο έχει ακόμα προστασία. Το ποσό της προστασίας αναλογεί στο επίπεδο της πανοπλίας του Βάρβαρου, και μπορεί να ενισχυθεί σημαντικά εάν έχει χαμηλή ζωή. Χρειάζεται, όμως, χρόνο για να ανακάμψει αφού εξαγριωθεί. actors.hero.herosubclass.gladiator=Μονομάχος actors.hero.herosubclass.gladiator_short_desc=Ο _Μονομάχος_ αυξάνει τη διαδοχή χτυπημάτων όταν κάνει επιτυχημένες επιθέσεις. Μπορεί να αξιοποιήσει τη διαδοχή του για να κάνει χρήση μοναδικών ικανοτήτων. -actors.hero.herosubclass.gladiator_desc=Ο Μονομάχος συγκεντρώνει έναν πόντο διαδοχής κάθε φορά που πετυχαίνει επίθεση με όπλο ρίψης ή μάχης σώμα-με-σώμα. Εάν ο Μονομάχος δεν πετύχει έστω μία επίθεση εντός 5 γύρων(ή 15 γύρων, μετά την εξολόθρευση ένος εχθρού), η διαδοχή μηδενίζεται.\n\nΌσο η διαδοχή μεγαλώνει, ο Μονομάχος μπορεί να χρησιμοποιήσει μία ποικιλία ικανοτήτων που είναι εγγυημένο πως θα χτυπήσουν:\n2 διαδοχή: πετά τον εχθρό πίσω· διατηρεί τη διαδοχή\n4 διαδοχή: προκαλεί ζημιά βάσει της πανοπλίας\n6 διαδοχή: αντεπιτίθεται· διατηρεί τη διαδοχή\n8 διαδοχή: ζημιά σε στόχο και κοντινούς εχθρούς\n10 διαδοχή: επιτίθεται μία φορά ανά πόντο διαδοχής +actors.hero.herosubclass.gladiator_desc=Ο Μονομάχος συγκεντρώνει έναν πόντο διαδοχής κάθε φορά που πετυχαίνει επίθεση με όπλο ρίψης ή μάχης σώμα-με-σώμα. Εάν ο Μονομάχος δεν πετύχει έστω μία επίθεση εντός 5 γύρων (ή 15 γύρων μετά την εξόντωση εχθρού), η διαδοχή μηδενίζεται.\n\nΌσο η διαδοχή μεγαλώνει, ο Μονομάχος μπορεί να χρησιμοποιήσει μια ποικιλία ικανοτήτων που χτυπούν εγγυημένα:\n2 διαδοχή: πετά τον εχθρό πίσω· διατηρεί τη διαδοχή\n4 διαδοχή: προκαλεί ζημιά βάσει της πανοπλίας\n6 διαδοχή: αντεπιτίθεται· διατηρεί τη διαδοχή\n8 διαδοχή: ζημιά σε στόχο και κοντινούς εχθρούς\n10 διαδοχή: επιτίθεται μία φορά ανά πόντο διαδοχής actors.hero.herosubclass.battlemage=Μαγομαχητής actors.hero.herosubclass.battlemage_short_desc=Ο _Μαγομαχητής_ ενεργοποιεί επιπλέον επιδράσεις όταν παλεύει σώμα-με-σώμα με τη ράβδο του. Οι επιδράσεις εξαρτώνται από το ραβδί που έχει εμποτιστεί στη ράβδο. actors.hero.herosubclass.battlemage_desc=Ο Μαγομαχητής ενεργοποιεί μια επίδραση όποτε χτυπάει με τη ράβδο του σε μάχη σώμα-με-σώμα – σαν να είχε η ράβδος μία επιπλέον μαγική ενίσχυση. Οι επιδράσεις εξαρτώνται από το ραβδί που είναι εμποτισμένο στη ράβδο· κάθε ραβδί έχει τη δική του επίδραση. Εκτός από την επίδραση του ραβδιού, η ράβδος θα λαμβάνει και 0.5 φορτίο με κάθε χτύπημα. @@ -860,7 +863,7 @@ actors.hero.herosubclass.monk_short_desc=Η _Μοναχή_ αναπτύσσει actors.hero.herosubclass.monk_desc=Η Μοναχή είναι αυθεντία στη σωματική τεχνική. Όσο εξοντώνει εχθρούς, αποκτά μια ενέργεια που μπορεί να χρησιμοποιεί σε διάφορες αμυντικές και χρηστικές ικανότητες. Αυτή η ενέργεια δεν εξασθενεί με την πάροδο του χρόνου, αλλά έχει κάποιο όριο ανάλογα με το επίπεδο της Μοναχής.\n\n1 ενέργεια: γρήγορο χτύπημα με γροθιές\n2 ενέργεια: συγκέντρωση & αποφυγή 1 επίθεσης\n3 ενέργεια: ακαριαία αναπήδηση παραδίπλα\n4 ενέργεια: πέταγμα εχθρού μακριά με λάκτισμα\n5 ενέργεια: διαλογισμός για τον καθαρισμό επιδράσεων και την αναπλήρωση φορτίου ραβδιών & τεχνουργημάτων actors.hero.herosubclass.priest=Ιερέας actors.hero.herosubclass.priest_short_desc=Ο _Ιερέας_ λαμβάνει νέα ξόρκια μακρινής απόστασης και μια ενδυναμωμένη εκδοχή του καθοδηγητικού φωτός. -actors.hero.herosubclass.priest_desc=Ο Ιερέας λαμβάνει ποικίλα νέα και αναβαθμισμένα ξόρκια που δίνουν έμφαση στη μάχη απόστασης και τη συνέργεια με μαγικά αντικείμενα.\n\nΟ Ιερέας μπορεί να εκτελεί το _Καθοδηγητικό φως_ χωρίς κόστος ανά 50 γύρους, να φωτίζει τους έχθρους που στοχεύει απευθείας με οποιοδήποτε από τα ξόρκια του, και να καταναλώνει τον φωτισμό με συμμάχους, ραβδιά και κάποια τεχνουργήματα για μπόνους ζημιά ίση με το επίπεδό του +5.\n\nΛαμβάνει επίσης το ξόρκι _Λάμψη,_ που διαλύει το σκοτάδι και επιδρά πάνω σε όλους τους ορατούς εχθρούς, ενεργοποιώντας και εφαρμόζοντας φωτισμό, και ακινητοποιώντας για λίγο, με κόστος 2 φορτίο. +actors.hero.herosubclass.priest_desc=Ο Ιερέας λαμβάνει ποικίλα νέα και αναβαθμισμένα ξόρκια που δίνουν έμφαση στη μάχη απόστασης και τη συνέργεια με μαγικά αντικείμενα.\n\nΟ Ιερέας μπορεί να εκτελεί το _Καθοδηγητικό φως_ χωρίς κόστος ανά 50 γύρους, να φωτίζει τους έχθρους που στοχεύει απευθείας με οποιοδήποτε από τα ξόρκια του, και να καταναλώνει τον φωτισμό με χρήση συμμάχων, ραβδιών και κάποιων τεχνουργημάτων, για μπόνους ζημιά ίση με το επίπεδό του +5.\n\nΛαμβάνει επίσης το ξόρκι _Λάμψη,_ που διαλύει το σκοτάδι και επιδρά πάνω σε όλους τους ορατούς εχθρούς ενεργοποιώντας και εφαρμόζοντας φωτισμό και ακινητοποιώντας για λίγο, με κόστος 2 φορτίου. actors.hero.herosubclass.paladin=Σταυροφόρος actors.hero.herosubclass.paladin_short_desc=Ο _Σταυροφόρος_ λαμβάνει νέες ικανότητες κοντινής απόστασης και ενδυναμωμένες εκδοχές του ιερού όπλου και του ιερού φρουρού. actors.hero.herosubclass.paladin_desc=Ο Σταυροφόρος αποκτά μια ποικιλία από νέα και αναβαθμισμένα ξόρκια που δίνουν έμφαση στη μάχη σώμα-με-σώμα και στη συνέργεια με όπλα και πανοπλίες.\n\nΤα ξόρκια _Ιερό όπλο_ και _Ιερός φρουρός_ παρέχουν μεγαλύτερα μπόνους, δεν παρακάμπτουν πλέον τα υπάρχοντα ξόρκια και γλύφους, και μπορούν να επεκταθούν εκτελώντας άλλα ξόρκια.\n\nΟ Σταυροφόρος αποκτά επίσης το ξόρκι _Πλήγμα,_ το οποίο του επιτρέπει να εκτελέσει ένα εγγυημένο χτύπημα μάχης σώμα-με-σώμα με μπόνους στη ζημιά και στη μαγική ενίσχυση. @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Οι μαγικές ενισχύ actors.hero.talent.cleave.title=κοψιά actors.hero.talent.cleave.desc=_+1:_ Ο επιπλέον χρόνος που κερδίζει ο Μονομάχος όταν σκοτώνει έναν εχθρό αυξάνεται σε _30 γύρους_, από 15.\n\n_+2:_ Ο επιπλέον χρόνος που κερδίζει ο Μονομάχος όταν σκοτώνει έναν εχθρό αυξάνεται σε _45 γύρους_, από 15.\n\n_+3:_ Ο επιπλέον χρόνος που κερδίζει ο Μονομάχος όταν σκοτώνει έναν εχθρό αυξάνεται σε _60 γύρους_, από 15. actors.hero.talent.lethal_defense.title=φονική άμυνα -actors.hero.talent.lethal_defense.desc=_+1:_ Όταν ο Μονομάχος σκοτώνει εχθρό με ειδική κίνηση διαδοχής, η περίοδος αναπλήρωσης της προστασίας από την σπασμένη σφραγίδα του _μειώνεται κατά 33%_.\n\n_+2:_ Όταν ο Μονομάχος σκοτώνει εχθρό με ειδική κίνηση διαδοχής, η περίοδος αναπλήρωσης της προστασίας από την σπασμένη σφραγίδα του _μειώνεται κατά 67%_.\n\n_+3:_ Όταν ο Μονομάχος σκοτώνει εχθρό με ειδική κίνηση διαδοχής, η περίοδος αναπλήρωσης της προστασίας από την σπασμένη σφραγίδα του _μειώνεται κατά 100%_.\n\nΗ περίοδος αναπλήρωσης της προστασίας μπορεί να μειωθεί εώς και -100%, που σημαίνει ότι θα είναι διαθέσιμη ξανά μόλις ενεργοποιηθεί. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=βελτιωμένη διαδοχή χτυπημάτων actors.hero.talent.enhanced_combo.desc=_+1:_ Όταν η διαδοχή του Μονομάχου είναι 7 και άνω, η Σπρωξιά στέλνει τον στόχο πίσω στα 3 τετράγωνα, του προκαλεί ζαλάδα, και μπορεί να τον ρίξει σε χάσμα.\n\n_+2:_ Επιπρόσθετα στα οφέλη του +1, όταν η διαδοχή του Μονομάχου είναι 9 και άνω, η Αντεπίθεση λειτουργεί σε πολλαπλές επιθέσεις.\n\n_+3:_ Επιπρόσθετα στα οφέλη των +1 και +2, ο Μονομάχος μπορεί να πηδήξει έως και διαδοχή÷3 τετράγωνα όταν χρησιμοποιεί το Κοπάνημα, τη Σύνθλιψη ή τη Μανία. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Όταν ο Δολοφόνος εκ actors.hero.talent.evasive_armor.title=πανοπλία αποφυγής actors.hero.talent.evasive_armor.desc=_+1:_ Όταν κάνει ελεύθερο τρέξιμο, ο Δρομέας λαμβάνει _+1 επιπλέον αποφυγή_ για κάθε περίσσιο πόντο δύναμης στην πανοπλία του.\n\n_+2:_ Όταν κάνει ελεύθερο τρέξιμο, ο Δρομέας λαμβάνει _+2 επιπλέον αποφυγή_ για κάθε περίσσιο πόντο δύναμης στην πανοπλία του.\n\n_+3:_ Όταν κάνει ελεύθερο τρέξιμο, ο Δρομέας λαμβάνει _+3 επιπλέον αποφυγή_ για κάθε περίσσιο πόντο δύναμης στην πανοπλία του. actors.hero.talent.projectile_momentum.title=ορμή βλήματος -actors.hero.talent.projectile_momentum.desc=_+1:_ Όταν τρέχει ελεύθερα, ο Δρομέας λαμβάνει _+50% ακρίβεια και +10% ζημιά_ με όπλα ρίψης.\n\n_+2:_ Όταν τρέχει ελεύθερα, ο Δρομέας λαμβάνει _+100% ακρίβεια και +20% ζημιά_ με όπλα ρίψης.\n\n_+3:_ Όταν τρέχει ελεύθερα, ο Δρομέας λαμβάνει _+150% ακρίβεια και +30% ζημιά_ με όπλα ρίψης. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=ταχεία κάλυψη actors.hero.talent.speedy_stealth.desc=_+1:_ Ο Δρομέας λαμβάνει 2 στοίβες ορμής ανά γύρο όσο είναι αόρατος.\n\n_+2:_ Μαζί με τα οφέλη του +1, το ελεύθερο τρέξιμο του Δρομέα δεν σταματάει πλέον όσο είναι αόρατος.\n\n_+3:_ Μαζί με τα οφέλη των +1 και +2, ο Δρομέας κινείται με x2 ταχύτητα όσο είναι αόρατος, άσχετα από το αν τρέχει ελεύθερα ή όχι. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Όταν η Κυνηγός πα actors.hero.talent.heightened_senses.title=οξυμένες αισθήσεις actors.hero.talent.heightened_senses.desc=_+1:_ Η Κυνηγός αποκτά ενόραση σε οποιονδήποτε χαρακτήρα μέχρι _2 τετράγωνα από τη θέση της_.\n\n_+2:_ Η Κυνηγός αποκτά ενόραση σε οποιονδήποτε χαρακτήρα μέχρι _3 τετράγωνα από τη θέση της_. actors.hero.talent.durable_projectiles.title=ανθεκτικά βλήματα -actors.hero.talent.durable_projectiles.desc=_+1:_ Τα όπλα ρίψης έχουν _+33% ανθεκτικότητα_ όταν χρησιμοποιούνται από την Κυνηγό.\n\n_+2:_ Τα όπλα ρίψης έχουν _+50% ανθεκτικότητα_ όταν χρησιμοποιούνται από την Κυνηγό. +actors.hero.talent.durable_projectiles.desc=_+1:_ Τα όπλα ρίψης έχουν _+50% ανθεκτικότητα_ όταν χρησιμοποιούνται από την Κυνηγό.\n\n_+2:_ Τα όπλα ρίψης έχουν _+75% ανθεκτικότητα_ όταν χρησιμοποιούνται από την Κυνηγό. actors.hero.talent.point_blank.title=εξ επαφής -actors.hero.talent.point_blank.desc=_+1:_ Όταν η Κυνηγός χρησιμοποιεί το τόξο της ή ένα όπλο ρίψης σε απόσταση επαφής, έχει _-30% ακρίβεια_ αντί για -50%.\n\n_+2:_ Όταν η Κυνηγός χρησιμοποιεί το τόξο της ή ένα όπλο ρίψης σε απόσταση επαφής, έχει _-10% ακρίβεια_ αντί για -50%.\n\n_+3:_ Όταν η Κυνηγός χρησιμοποιεί το τόξο της ή ένα όπλο ρίψης σε απόσταση επαφής, έχει _+10% ακρίβεια_ αντί για -50%.\n\nΝα σημειωθεί ότι το πνευματικό τόξο και τα όπλα ρίψης έχουν πάντα +50% ακρίβεια όταν χρησιμοποιούνται από απόσταση. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=μαντική ρίψη actors.hero.talent.seer_shot.desc=_+1:_ Όποτε η Κυνηγός ρίχνει βέλος στο έδαφος, της παρέχεται όραση σε μια περιοχή 3x3 γύρω από αυτό για _5 γύρους._ Αυτό έχει περίοδο αναπλήρωσης 20 γύρων.\n\n_+2:_ Όποτε η Κυνηγός ρίχνει βέλος στο έδαφος, της παρέχεται όραση σε μια περιοχή 3x3 γύρω από αυτό για _10 γύρους._ Αυτό έχει περίοδο αναπλήρωσης 20 γύρων.\n\n_+3:_ Όποτε η Κυνηγός ρίχνει βέλος στο έδαφος, της παρέχεται όραση σε μια περιοχή 3x3 γύρω από αυτό για _15 γύρους._ Αυτό έχει περίοδο αναπλήρωσης 20 γύρων. actors.hero.talent.seer_shot.meta_desc=_Αν το ταλέντο παρθεί από διαφορετικό ήρωα,_ θα ενεργοποιείται από κάθε όπλο ρίψης. @@ -1117,9 +1120,9 @@ actors.hero.talent.seer_shot.meta_desc=_Αν το ταλέντο παρθεί α actors.hero.talent.farsight.title=μακρινή όραση actors.hero.talent.farsight.desc=_+1:_ Το οπτικό πεδίο της Σκοπεύτριας _αυξάνεται κατά 25%._\n\n_+2:_ Το οπτικό πεδίο της Σκοπεύτριας _αυξάνεται κατά 50%._\n\n_+3:_ Το οπτικό πεδίο της Σκοπεύτριας _αυξάνεται κατά 75%._ actors.hero.talent.shared_enchantment.title=μοιρασμένη μαγική ενίσχυση -actors.hero.talent.shared_enchantment.desc=_+1:_ Τα όπλα ρίψης έχουν _33% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\n_+2:_ Τα όπλα ρίψης έχουν _67% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\n_+3:_ Τα όπλα ρίψης έχουν _100% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\nΗ μαγική ενίσχυση του τόξου μπορεί να εφαρμοστεί επιπρόσθετα με την μαγική ενίσχυση που έχει ήδη το όπλο ρίψης. +actors.hero.talent.shared_enchantment.desc=_+1:_ Τα όπλα ρίψης έχουν _33% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\n_+2:_ Τα όπλα ρίψης έχουν _67% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\n_+3:_ Τα όπλα ρίψης έχουν _100% πιθανότητα_ να ενεργοποιήσουν τη μαγική ενίσχυση του τόξου της Σκοπεύτριας.\n\nΗ μαγική ενίσχυση του τόξου μπορεί να εφαρμοστεί επιπρόσθετα με τη μαγική ενίσχυση που έχει ήδη το όπλο ρίψης. actors.hero.talent.shared_upgrades.title=μοιρασμένες αναβαθμίσεις -actors.hero.talent.shared_upgrades.desc=_+1:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, μέχρι μέγιστο _2 γύρους και +33% ζημιά στο +2_.\n\n_+2:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, μέχρι μέγιστο _ 4 γύρους και +67% ζημιά στο +4_.\n\n_+3:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, μέχρι μέγιστο _6 γύρους και +100% ζημιά στο +6_. +actors.hero.talent.shared_upgrades.desc=_+1:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, με μέγιστο _2 γύρους και +33% ζημιά στο +2._\n\n_+2:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, με μέγιστο _ 4 γύρους και +67% ζημιά στο +4._\n\n_+3:_ Όταν η Σκοπεύτρια επιτίθεται με αναβαθμισμένο όπλο ρίψης, κάθε του επίπεδο αυξάνει τη διάρκεια του Σημαδιού της Σκοπεύτριας κατά 1 γύρο και τη ζημιά της ειδικής της επίθεσης κατά 16%, με μέγιστο _6 γύρους και +100% ζημιά στο +6._ actors.hero.talent.durable_tips.title=ανθεκτικές αιχμές actors.hero.talent.durable_tips.desc=_+1:_ Τα εμποτισμένα βέλη έχουν _x2 ανθεκτικότητα_ όταν τα χρησιμοποιεί η Δασοφύλακας.\n\n_+2:_ Τα εμποτισμένα βέλη έχουν _x3 ανθεκτικότητα_ όταν τα χρησιμοποιεί η Δασοφύλακας.\n\n_+3:_ Τα εμποτισμένα βέλη έχουν _x4 ανθεκτικότητα_ όταν τα χρησιμοποιεί η Δασοφύλακας. @@ -1261,9 +1264,9 @@ actors.hero.talent.mnemonic_prayer.title=Μνημονική προσευχή actors.hero.talent.mnemonic_prayer.desc=_+1:_ Ο Ιερέας μπορεί να εκτελέσει τη _Μνημονική προσευχή,_ ένα ξόρκι που επεκτείνει τις θετικές/αρνητικές επιδράσεις σε έναν σύμμαχο/εχθρό για _3 γύρους_ με κόστος 1 φορτίου.\n\n_+2:_ Ο Ιερέας μπορεί να εκτελέσει τη _Μνημονική προσευχή,_ ένα ξόρκι που επεκτείνει τις θετικές/αρνητικές επιδράσεις σε έναν σύμμαχο/εχθρό για _4 γύρους_ με κόστος 1 φορτίου.\n\n_+3:_ Ο Ιερέας μπορεί να εκτελέσει τη _Μνημονική προσευχή,_ ένα ξόρκι που επεκτείνει τις θετικές/αρνητικές επιδράσεις σε έναν σύμμαχο/εχθρό για _5 γύρους_ με κόστος 1 φορτίου.\n\nΗ Μνημονική προσευχή εκτελείται ακαριαία. Μπορεί να παρατείνει μόνο μία φορά την κάθε φάση μιας θετικής/αρνητικής επίδρασης, και δεν μπορεί να παρατείνει θετικές επιδράσεις που παρέχονται από ικανότητες πανοπλίας. actors.hero.talent.lay_on_hands.title=ιερό άγγιγμα -actors.hero.talent.lay_on_hands.desc=_+1:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ ένα ξόρκι που θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _15 HP,_ ή χορηγεί στον Σταυροφόρο _15 προστασία,_ με κόστος 1 φορτίο.\n\n_+2:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ ένα ξόρκι που θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _20 HP,_ ή χορηγεί στον Σταυροφόρο _20 προστασία,_ με κόστος 1 φορτίο.\n\n_+3:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ το οποίο θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _25 HP,_ ή χορηγεί στον Σταυροφόρο _25 προστασία,_ με κόστος 1 φορτίο.\n\nΗ πλεονάζουσα θεραπεία από αυτό το ξόρκι μετατρέπεται σε προστασία. Το Ιερό άγγιγμα μπορεί να χρησιμοποιηθεί επανειλημμένα, αλλά δεν μπορεί να εφαρμόσει περισσότερα από τρία ξόρκια προστασίας ταυτόχρονα. +actors.hero.talent.lay_on_hands.desc=_+1:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ ένα ξόρκι που θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _15 ζωή,_ ή χορηγεί στον Σταυροφόρο _15 προστασία,_ με κόστος 1 φορτίο.\n\n_+2:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ ένα ξόρκι που θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _20 ζωή,_ ή χορηγεί στον Σταυροφόρο _20 προστασία,_ με κόστος 1 φορτίο.\n\n_+3:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _ιερό άγγιγμα,_ το οποίο θεραπεύει άμεσα έναν κοντινό χαρακτήρα για _25 ζωή,_ ή χορηγεί στον Σταυροφόρο _25 προστασία,_ με κόστος 1 φορτίο.\n\nΗ πλεονάζουσα θεραπεία από αυτό το ξόρκι μετατρέπεται σε προστασία. Το Ιερό άγγιγμα μπορεί να χρησιμοποιηθεί επανειλημμένα, αλλά δεν μπορεί να εφαρμόσει περισσότερα από τρία ξόρκια προστασίας ταυτόχρονα. actors.hero.talent.aura_of_protection.title=αύρα προστασίας -actors.hero.talent.aura_of_protection.desc=_+1:_ Ο Σταυροφόρος μπορεί να εκτελέσει το ξόρκι _Αύρα προστασίας_, το οποίο παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 πλακιδίων _20% αντίσταση στη ζημιά_ και την επίδραση του γλύφου πανοπλίας του σε _+50% ισχύ_ για 20 γύρους, με κόστος 2 φόρτισης.\n\n_+2:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _Aura of Protection,_ ένα ξόρκι που παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 πλακιδίων _30% αντίσταση στη ζημιά_ και την επίδραση του γλύφου της πανοπλίας του σε _+75% ισχύ_ για 20 γύρους, με κόστος 2 φορτίων.\n\n_+1:_ Ο Σταυροφόρος μπορεί να κάνει _Αύρα προστασίας,_ ένα ξόρκι που παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 πλακιδίων _40% αντίσταση στη ζημιά_ και την επίδραση του γλύφου πανοπλίας σε _+100% ισχύ_ για 20 γύρους, με κόστος 2 φορτίων. +actors.hero.talent.aura_of_protection.desc=_+1:_ Ο Σταυροφόρος μπορεί να εκτελέσει το ξόρκι _Αύρα προστασίας,_ που παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 τετραγώνων _20% αντίσταση στη ζημιά_ και την επίδραση του γλύφου πανοπλίας του σε _+50% ισχύ_ για 20 γύρους, με κόστος 2 φορτίου.\n\n_+2:_ Ο Σταυροφόρος μπορεί να κάνει το ξόρκι _Αύρα προστασίας,_ που παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 τετραγώνων _30% αντίσταση στη ζημιά_ και την επίδραση του γλύφου της πανοπλίας του σε _+75% ισχύ_ για 20 γύρους, με κόστος 2 φορτίου.\n\n_+1:_ Ο Σταυροφόρος μπορεί να κάνει _Αύρα προστασίας,_ που παρέχει στον Σταυροφόρο και σε όλους τους συμμάχους εντός 2 τετραγώνων _40% αντίσταση στη ζημιά_ και την επίδραση του γλύφου πανοπλίας σε _+100% ισχύ_ για 20 γύρους, με κόστος 2 φορτίου. actors.hero.talent.wall_of_light.title=τείχος φωτός actors.hero.talent.wall_of_light.desc=_+1:_ Ο Σταυροφόρος μπορεί να εκτελέσει το _Τείχος φωτός,_ ένα ξόρκι που υλοποιεί ένα συμπαγές τείχος πλάτους _3 τετραγώνων_ μπροστά από τον Σταυροφόρο το οποίο σπρώχνει μακριά τους εχθρούς και διαρκεί για 20 γύρους, με κόστος 3 φορτίου.\n\n_+2:_ Ο Σταυροφόρος μπορεί να εκτελέσει το _Τείχος φωτός,_ ένα ξόρκι που υλοποιεί ένα συμπαγές τείχος πλάτους _5 τετραγώνων_ μπροστά από τον Σταυροφόρο το οποίο σπρώχνει μακριά τους εχθρούς και διαρκεί για 20 γύρους, με κόστος 3 φορτίου.\n\n_+3:_ Ο Σταυροφόρος μπορεί να εκτελέσει το _Τείχος φωτός,_ ένα ξόρκι που υλοποιεί ένα συμπαγές τείχος πλάτους _7 τετραγώνων_ μπροστά από τον Σταυροφόρο το οποίο σπρώχνει μακριά τους εχθρούς και διαρκεί για 20 γύρους, με κόστος 3 φορτίου.\n\nΤο τείχος μπορεί να τοποθετηθεί είτε κάθετα είτε διαγώνια. Μόνο ένα τείχος μπορεί να είναι ενεργό τη φορά @@ -1277,7 +1280,7 @@ actors.hero.talent.flash.desc=_+1:_ Στην εξυψωμένη μορφή, ο actors.hero.talent.body_form.title=σωματική μορφή actors.hero.talent.body_form.desc=Ο Κληρικός μπορεί να εκτελέσει τη _Σωματική μορφή,_ η οποία κάνει την Τριάδα να υιοθετήσει τη δύναμη μιας μαγικής ενίσχυσης ή ενός γλύφου που ο Κληρικός έχει αναγνωρίσει σε αυτό το παιχνίδι με κόστος 2 φορτίου.\n\n_+1:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός αποκτά την επιλεγμένη επίδραση για _20 γύρους._\n\n_+2:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός αποκτά την επιλεγμένη επίδραση για _27 γύρους._\n\n_+3:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός αποκτά την επιλεγμένη επίδραση για _33 γύρους._\n\n_+4:_Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός αποκτά την επιλεγμένη επίδραση για _40 γύρους._\n\nΗ Τριάδα μπορεί να υιοθετήσει μόνο μία σωματική επίδραση την φορά. Το κόστος φορτίου της Τριάδας είναι υψηλότερο αν ο επιλεγμένος γλύφος είναι σπάνιος και ισχυρός. actors.hero.talent.mind_form.title=νοητική μορφή -actors.hero.talent.mind_form.desc=Ο Κληρικός μπορεί να εκτελέσει τη _Νοητική μορφή,_ η οποία κάνει την Τριάδα να υιοθετήσει τη δύναμη ενός ραβδιού ή όπλου ρίψης που ο Κληρικός έχει χρησιμοποιήσει σε αυτό το παιχνίδι, με κόστος 3 φορτίου.\n\n_+1:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+3._\n\n_+2:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+4._\n\n_+3:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+5._\n\n_+4:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+6._\n\nΗ Τριάδα μπορεί να υιοθέτηση μόνο μία νοητική επίδραση την φορά. +actors.hero.talent.mind_form.desc=Ο Κληρικός μπορεί να εκτελέσει τη _Νοητική μορφή,_ η οποία κάνει την Τριάδα να υιοθετήσει τη δύναμη ενός ραβδιού ή όπλου ρίψης που ο Κληρικός έχει χρησιμοποιήσει σε αυτό το παιχνίδι, με κόστος 3 φορτίου.\n\n_+1:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+3._\n\n_+2:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+4._\n\n_+3:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+5._\n\n_+4:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός χρησιμοποιεί την επίδραση εξαπόλυσης ή ρίψης του επιλεγμένου αντικειμένου σαν να ήταν _+6._\n\nΗ Τριάδα μπορεί να υιοθετήσει μόνο μία νοητική επίδραση τη φορά. actors.hero.talent.spirit_form.title=πνευματική μορφή actors.hero.talent.spirit_form.desc=Ο Κληρικός μπορεί να εκτελέσει την _Πνευματική μορφή,_ η οποία κάνει την Τριάδα να υιοθετήσει την ισχύ ενός δαχτυλιδιού ή τεχνουργήματος που ο Κληρικός έχει αναγνωρίσει σε αυτό το παιχνίδι (εκτός από τον ιερό τόμο), με κόστος 4 φορτίου.\n\n_+1:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός θα αποκτήσει την επίδραση ενός δαχτυλιδιού στο _+1_ για 20 γύρους, ή θα ενεργοποιήσει την επίδραση ενός τεχνουργήματος στο _+4._\n\n_+2:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός θα αποκτήσει την επίδραση ενός δαχτυλιδιού στο _+2_ για 20 γύρους, ή θα ενεργοποιήσει την επίδραση ενός τεχνουργήματος στο _+6._\n\n_+3:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός θα αποκτήσει την επίδραση ενός δαχτυλιδιού στο _+3_ για 20 γύρους ή θα ενεργοποιήσει την επίδραση ενός τεχνουργήματος στο _+8._\n\n_+4:_ Όταν χρησιμοποιείται η Τριάδα, ο Κληρικός θα αποκτήσει την επίδραση ενός δαχτυλιδιού στο _+4_ για 20 γύρους ή θα ενεργοποιήσει την επίδραση ενός τεχνουργήματος στο _+10._\n\nΗ Τριάδα μπορεί να υιοθετήσει μόνο μια πνευματική επίδραση την φορά. Ορισμένα τεχνουργήματα έχουν διαφορετικές επιδράσεις ή κόστος φορτίου πανοπλίας όταν ενεργοποιούνται από την Τριάδα. diff --git a/core/src/main/assets/messages/actors/actors_eo.properties b/core/src/main/assets/messages/actors/actors_eo.properties index 50e900b31..06aeede44 100644 --- a/core/src/main/assets/messages/actors/actors_eo.properties +++ b/core/src/main/assets/messages/actors/actors_eo.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=La amuleto ekigis alvoki malproksimajn mo actors.buffs.ascensionchallenge.haste=La amuleto ekigis plirapidigi malproksimajn monstrojn! actors.buffs.ascensionchallenge.slow=La amuleto en via dorsosako ekigis pezi kiel plumba balasto! actors.buffs.ascensionchallenge.damage=La amuleto ekigis radii malluman energion. Ĝi ekflamis! -actors.buffs.ascensionchallenge.weaken_info=Vi devas venki kontraŭulojn por malfortigi la malbenon de la amuleto. +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Vi sentas, ke malbeno de la amuleto iomete malfortiĝis. actors.buffs.ascensionchallenge.break=Vi prenis profundan spiron kaj sentas, ke viaj vundoj komenciĝis saniĝi! actors.buffs.ascensionchallenge.almost=Vi sentas, ke influo de Jog-Dzeva sur la amuleto malaperas, vi preskaŭ atingis la supraĵon! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Vi flamas! actors.buffs.burning.burnsup=%s ekflamis! actors.buffs.burning.ondeath=Vi flamadis ĝis la morto… actors.buffs.burning.rankings_desc=Forbruligita ĝis cindro -actors.buffs.burning.desc=Nur kelkaj aferoj estas pli malplaĉaj ol esti brulanta kun flamo.\n\nFajro vundos vin ĉiumove ĝis ĝi estos estingita per akvo aŭ ĝi estingiĝos per si mem. Fajro povas esti estingita per enpaŝi akvon, aŭ per elŝpruco de disrompita eliksiro.\n\nKrom tio, la fajro povas ekbruligi bruligeblan teraĵon kaj aĵojn en kontakto kun ĝi.\n\nPliaj temperoj de flamado: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Vi sentas ĉeeston de morto. actors.buffs.championenemy$blazing.name=majstro de fajro @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Magiisto povas loki _teleport-m actors.hero.abilities.mage.warpbeacon.desc=Magiisto lokas teleport-markon al kiu li poste povas laŭvole teleportiĝi. Lokado de marko okupas 1 temperon, tamen teleportiĝi al ĝi estas senprokrasta.\n\nMagiisto norme ne povas teleportiĝi inter keletaĝoj aŭ uzi la markon por aliri nealireblajn lokojn – kiel ŝlositajn ĉambrojn. La heroo povas teleportiĝi super kontraŭuloj kaj forpuŝi ilin. actors.hero.abilities.rogue.smokebomb.name=fumbombo -actors.hero.abilities.rogue.smokebomb.fov=Vi nur povas salti al malplena loko en via vidatingo +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Elektu kien ensalti actors.hero.abilities.rogue.smokebomb$ninjalog.name=ligna kvazaŭhomo actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Ial kontraŭuloj pensas, ke tiu ĉi ligna kvazaŭhomo estas la vera fripono! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La triunuo utiligos efik actors.hero.abilities.cleric.trinity.hornofplenty_use=La triunuo utiligos manĝetan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La triunuo utiligos malamik-priŝtelantan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La triunuo utiligos efikon de tiu ĉi antikvaĵo por enradikigi malamikon kun hazarda minaca semo uzante _%2$s ŝargojn._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La triunuo utiligos antaŭvidan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La triunuo utiligos temp-haltiigan efikon de tiu ĉi antikvaĵo por _%1$d temperoj_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La triunuo utiligos efikon de hazarda skribrulaĵo de tiu ĉi antikvaĵo – kun _%1$d/10_ ŝanco por ebligi ekzotan version – uzante _%2$s ŝargojn._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Necesaj ŝargoj: %d actors.hero.spells.divinesense.name=dia senco actors.hero.spells.divinesense.short_desc=Liveras portempan ampleksan mensvidon. -actors.hero.spells.divinesense.desc=Kleriko streĉas siajn sencojn sur la ĉirkaŭaĵo, akirante %d-kahelan mensvidon por 30 temperoj. Ĵeti tiun sorĉon daŭras neniun temperon. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=dia senco actors.hero.spells.divinesense$divinesensetracker.desc=Tiu ĉi ulo povas portempe vidi aliajn proksimajn estaĵojn per sia menso!\n\n\nPliaj temperoj: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Vi rimarkis ion. actors.hero.hero.wait=… actors.hero.hero.search=priserĉi actors.hero.hero.search_distracted=Malfacilas koncentriĝi, priserĉado estas laciga. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=La sufero kaŭzas vin rezisti la deziron de dormo. actors.hero.hero.revive=La anĥo eksplodas ellasante vivigan energion! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ ensorĉoj kaj malbenoj sur armilo actors.hero.talent.cleave.title=disrompigisto actors.hero.talent.cleave.desc=_+1:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _30 temperoj_ (norme 15).\n\n_+2:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _45 temperoj_ (norme 15).\n\n_+3:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _60 temperoj_ (norme 15). actors.hero.talent.lethal_defense.title=defendo de morto -actors.hero.talent.lethal_defense.desc=_+1:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 33%_.\n\n_+2:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 67%_.\n\n_+3:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 100%_.\n\nTiu atenda tempo – por reuzi la rompitan sigelon – povas esti reduktita je 100% per tiu ĉi talento, tio signifas, ke ĝi estas reakirebla tuj post aktivigo. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=plilertigita fraparo actors.hero.talent.enhanced_combo.desc=_+1:_ kiam Gladiatoro plenumas 7- aŭ pli-opan fraparon, la ”surdigfrapo” forbatas malamikon je 3 kaheloj, igas ĝin ebria kaj povas forbati ĝin abismen.\n\n_+2:_ aldone al efikoj de +1, kiam la fraparo estas 9- aŭ pli-opa la ”repuŝo“ agas dum pluraj frapoj.\n\n_+3:_ aldone al efikoj de +1 kaj +2, Gladiatoro povas salti trans 3 kaheloj post fari “krakigon”, “frakason” aŭ “furiozon”. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ kiam Kaŝmortigisto mortigas kontra actors.hero.talent.evasive_armor.title=lerta defendaĵo actors.hero.talent.evasive_armor.desc=_+1:_ dum sprinti Sprintisto akiras _po 1 aldona poento da evito_ por ĉiu superflua poento da povo de lia defendaĵo.\n\n_+2:_ dum sprinti Sprintisto akiras _po 2 aldonaj poentoj da evito_ por ĉiu superflua poento da povo de lia defendaĵo.\n\n_+3:_ dum sprinti Sprintisto akiras _po 3 aldonaj poentoj da evito_ por ĉiu superflua poento da povo de lia defendaĵo. actors.hero.talent.projectile_momentum.title=kuranta ĵetisto -actors.hero.talent.projectile_momentum.desc=_+1:_ dum sprinti Sprintisto akiras _+50% al precizo kaj +10% al vundpovo_ per ĵetarmiloj.\n\n_+2:_ dum sprinti Sprintisto akiras _+100% al precizo kaj +20% al vundpovo_ per ĵetarmiloj.\n\n_+3:_ dum sprinti Sprintisto akiras _+150% al precizo kaj +30% al vundpovo_ per ĵetarmiloj. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=rapida ŝteliro actors.hero.talent.speedy_stealth.desc=_+1:_ Sprintisto akiras po 2 poentoj da movizo por tempero kiam li estas nevidebla.\n\n_+2:_ aldone al efikoj de +1, tempmezurilo de la efiko “sprinto” estas haltigita kiam Sprintisto estas nevidebla.\n\n_+3:_ aldone al efikoj de +1 kaj +2, Sprintisto moviĝas kun duobla rapido dum esti nevidebla – sendepende ĉu sprinti ĉu ne. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ kiam Ĉasistino enpaŝas malalt actors.hero.talent.heightened_senses.title=akrigitaj sensoj actors.hero.talent.heightened_senses.desc=_+1:_ Ĉasistino sentas mensojn de estaĵoj, kiuj estas _2 kaheloj for de ŝia pozicio_.\n\n_+2:_ Ĉasistino sentas mensojn de estaĵoj, kiuj estas _3 kaheloj for de ŝia pozicio_. actors.hero.talent.durable_projectiles.title=firmaj ĵetarmiloj -actors.hero.talent.durable_projectiles.desc=_+1:_ ĵetarmiloj uzataj de Ĉasistino estas je _+33% pli firmaj_.\n\n_+2:_ ĵetarmiloj uzataj de Ĉasistino estas je _+50% pli firmaj_. +actors.hero.talent.durable_projectiles.desc=_+1:_ ĵetarmiloj uzataj de Ĉasistino estas je _+50% pli firmaj_.\n\n_+2:_ ĵetarmiloj uzataj de Ĉasistino estas je _+75% pli firmaj_. actors.hero.talent.point_blank.title=proksima celo -actors.hero.talent.point_blank.desc=_+1:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-30% al precizo_, anstataŭ -50%.\n\n_+2:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-20% al precizo_, anstataŭ -50%.\n\n_+3:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-10% al precizo_, anstataŭ -50%.\n\nRimarku, ke la spirita pafarko kaj ĵetarmiloj ĉiam havas +50% al precizo dum uzo je distanco. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=aŭgura pafo actors.hero.talent.seer_shot.desc=_+1:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _5 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon.\n\n_+2:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _10 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon.\n\n_+3:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _15 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon. actors.hero.talent.seer_shot.meta_desc=_Se tiu ĉi talento estos akirita de alia heroo_, ĝi aktiviĝos dum uzi ĉiun ĵetarmilon. diff --git a/core/src/main/assets/messages/actors/actors_es.properties b/core/src/main/assets/messages/actors/actors_es.properties index 6e644e8cd..0d8369e98 100644 --- a/core/src/main/assets/messages/actors/actors_es.properties +++ b/core/src/main/assets/messages/actors/actors_es.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=El amuleto empieza a llamar enemigos dist actors.buffs.ascensionchallenge.haste=¡El amuleto empieza a acelerar enemigos distantes! actors.buffs.ascensionchallenge.slow=¡El amuleto empieza a sentirse como una carga en tu inventario! actors.buffs.ascensionchallenge.damage=El amuleto empieza a emanar energía maligna. ¡Te quema! -actors.buffs.ascensionchallenge.weaken_info=¡Debes derrotar enemigos para debilitar la maldición del amuleto! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Puedes sentir que la maldición del amuleto se debilita un poco. actors.buffs.ascensionchallenge.break=¡Te tomas un momento para recuperar el aliento y sientes que tus heridas comienzan a cerrarse! actors.buffs.ascensionchallenge.almost=Sientes que la influencia de Yog sobre el amuleto comienza a debilitarse, ¡falta muy poco! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=¡Te quemas! actors.buffs.burning.burnsup=¡%s se quema! actors.buffs.burning.ondeath=Te has quemado hasta la muerte... actors.buffs.burning.rankings_desc=Quemado en Cenizas -actors.buffs.burning.desc=Pocas cosas son más angustiosas que estar envuelto en llamas.\n\nEl fuego causará daño cada turno hasta que se apague con agua o expire. El fuego puede ser extinguido entrando en el agua, o con la salpicadura provocada al romper una poción.\n\nAdicionalmente, el fuego puede quemar el terreno flamable o ítems con los que tenga contacto.\n\nTurnos en llamas restantes: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Sientes una presencia mortal. actors.buffs.championenemy$blazing.name=campeón flameante @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=El Mago coloca una _Baliza de T actors.hero.abilities.mage.warpbeacon.desc=El Mago coloca una baliza, a la que luego puede teletransportarse a voluntad. Colocar la baliza toma 1 turno, pero volver a esta es instantáneo.\n\nEl Mago no puede teletransportarse entre pisos de forma predeterminada, ni usar la baliza para llegar a lugares inaccesibles, como habitaciones cerradas. El Mago puede teletransportarse sobre enemigos, a los que hará a un lado. actors.hero.abilities.rogue.smokebomb.name=bomba de humo -actors.hero.abilities.rogue.smokebomb.fov=Solo puedes saltar a una ubicación vacía en tu campo de visión +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Elige una ubicación hacia donde saltar actors.hero.abilities.rogue.smokebomb$ninjalog.name=señuelo de madera actors.hero.abilities.rogue.smokebomb$ninjalog.desc=¡De alguna manera, los enemigos están convencidos de que este señuelo de madera es realmente el Pícaro! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinidad aplicará el ef actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinidad aplicará el efecto de bocadillo de este artefacto, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinidad aplicará el efecto de robar a los enemigos de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinidad aplicará el efecto de enraizamiento de este artefacto con una semilla dañina aleatoria, a costa de _%2$s cargas._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinidad aplicará el efecto de adivinación de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinidad aplicará el efecto de congelar el tiempo de este artefacto con una duración de _%1$d_ turnos, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinidad aplicará el efecto de un pergamino aleatorio con una probabilidad de _%1$d/10_ de ofrecer la versión exótica sin coste adicional, a costa de _%2$s cargas._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Coste de carga: %d actors.hero.spells.divinesense.name=sentido divino actors.hero.spells.divinesense.short_desc=Gana visión mental temporal en un amplio rango. -actors.hero.spells.divinesense.desc=El Clérigo enfoca sus sentidos en su entorno, obteniendo visión mental con un rango de %d casillas durante 30 turnos. Este hechizo no requiere tiempo para usarse. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=sentido divino actors.hero.spells.divinesense$divinesensetracker.desc=¡Este personaje puede ver temporalmente a otras criaturas cercanas con su mente!\n\nTurnos restantes: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Has notado algo. actors.hero.hero.wait=... actors.hero.hero.search=buscar actors.hero.hero.search_distracted=Es difícil concentrarse, buscar es agotador. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=El dolor te ayuda a resistir la urgencia por dormir. actors.hero.hero.revive=¡El ankh explota con energía revitalizante! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Encantamientos y maldiciones en e actors.hero.talent.cleave.title=adherirse actors.hero.talent.cleave.desc=_+1:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _30 turnos_, en lugar de 15.\n\n_+2:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _45 turnos_, en lugar de 15.\n\n_+3:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _60 turnos_, en lugar de 15. actors.hero.talent.lethal_defense.title=defensa letal -actors.hero.talent.lethal_defense.desc=_+1:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 33%_.\n\n_+2:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 67%_.\n\n_+3:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 100%_.\n\nLa recarga del blindaje puede ser reducida hasta -100% por este talento, lo cual significa que estará inmediatamente disponible de nuevo una vez que se active. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=combo mejorado actors.hero.talent.enhanced_combo.desc=_+1:_ Cuando el combo del Gladiador es de 7 o más, el rango de empuje de Derribar aumenta en 3, inflige vértigo y puede tirar enemigos en fosas.\n\n_+2:_ Además de los beneficios de +1, cuando el combo del Gladiador es de 9 o más, Desviar funciona en múltiples ataques.\n\n_+3:_ Además de los beneficios de +1 y +2, el Gladiador puede dar un salto de combo/3 casillas al usar Embate, Aplastar o Furia. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Cuando el Asesino mata a un enemigo actors.hero.talent.evasive_armor.title=armadura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Mientras esté en carrera, el Acróbata gana _+1 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura.\n\n_+2:_ Mientras esté en carrera, el Acróbata gana _+2 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura.\n\n_+3:_ Mientras esté en carrera, el Acróbata gana _+3 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura. actors.hero.talent.projectile_momentum.title=impulso de proyectil -actors.hero.talent.projectile_momentum.desc=_+1:_ Mientras esté en carrera, el Acróbata gana _+50% de precisión y +10% de daño_ con armas arrojadizas.\n\n_+2:_ Mientras esté en carrera, el Acróbata gana _+100% de precisión y +20% de daño_ con armas arrojadizas.\n\n_+3:_ Mientras esté en carrera, el Acróbata gana _+150% de precisión y +30% de daño_ con armas arrojadizas. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=sigilo veloz actors.hero.talent.speedy_stealth.desc=_+1:_ El Acróbata gana 2 cargas de impulso por cada turno que esté invisible.\n\n_+2:_ Además de los beneficios de +1, estar en carrera no disminuye mientras el Acróbata esté invisible.\n\n_+3:_ Además de los beneficios de +1 y +2, el Acróbata se mueve el doble de rápido mientras esté invisible, independientemente de si está en carrera o no. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Cuando la Cazadora pisa la hier actors.hero.talent.heightened_senses.title=Sentidos agudizados actors.hero.talent.heightened_senses.desc=_+1:_ La Cazadora obtiene visión mental sobre personajes a _2 casillas de su posición._\n\n_+2:_ La Cazadora obtiene visión mental sobre personajes a _3 casillas de su posición._ actors.hero.talent.durable_projectiles.title=Proyectiles duraderos -actors.hero.talent.durable_projectiles.desc=_+1:_ Las armas arrojadizas tienen _+33% de durabilidad_ cuando las usa la Cazadora.\n\n_+2:_ Las armas arrojadizas tienen _+50% de durabilidad_ cuando las usa la Cazadora. +actors.hero.talent.durable_projectiles.desc=_+1:_ Las armas arrojadizas duran un _50% más_ cuando son usadas por la Cazadora.\n\n_+2:_ Las armas arrojadizas duran un _75% más_ cuando son usadas por la Cazadora. actors.hero.talent.point_blank.title=a quema ropa -actors.hero.talent.point_blank.desc=_+1:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _-30% de precisión_ en vez de -50%.\n\n_+2:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _-10% de precisión_ en vez de -50%.\n\n_+3:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _+10% de precisión_ en vez de -50%.\n\nTenga en cuenta que las armas arrojadizas o el arco espiritual siempre tienen +50% de precisión al ser usados a distancia. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=disparo vidente actors.hero.talent.seer_shot.desc=_+1:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _5 turnos_. Tiene un tiempo de recarga de 20 turnos.\n\n_+2:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _10 turnos_. Tiene un tiempo de recarga de 20 turnos.\n\n_+3:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _15 turnos_. Tiene un tiempo de recarga de 20 turnos. actors.hero.talent.seer_shot.meta_desc=_Si este talento lo obtiene otro héroe_ se activará mediante cualquier arma arrojadiza. diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index 445a0ab84..9d0986b48 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=L'amulette commence à en appeler aux enn actors.buffs.ascensionchallenge.haste=L'amulette commence à hâter les ennemis lointains ! actors.buffs.ascensionchallenge.slow=Vous commencez à ressentir l'amulette devenir un poids de plomb dans votre inventaire ! actors.buffs.ascensionchallenge.damage=L'amulette commence à irradier d’énergie obscure. Ça brûle ! -actors.buffs.ascensionchallenge.weaken_info=Vous feriez mieux de vaincre des ennemis pour affaiblir la malédiction de l'amulette ! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Vous pouvez ressentir la malédiction de l'amulette s'affaiblir légèrement. actors.buffs.ascensionchallenge.break=Vous prenez un moment pour reprendre votre respiration et sentez vos blessures se refermer ! actors.buffs.ascensionchallenge.almost=Vous sentez l'emprise de Yog sur l'amulette s'affaiblir, vous y êtes presque ! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Vous prenez feu ! actors.buffs.burning.burnsup=%s brûle ! actors.buffs.burning.ondeath=Vous mourez brûlé vif... actors.buffs.burning.rankings_desc=Réduit en cendres -actors.buffs.burning.desc=Peu de choses sont aussi éprouvantes que de se retrouver enveloppé de flammes.\n\nLe feu cause des dégâts chaque tour jusqu'à ce qu'il s'éteigne ou que vous l'éteignez dans l'eau. Le feu peut être éteint en marchant dans l'eau ou par les projections d'une potion brisée.\n\nD'autre part, le feu se propage à tout terrain ou objet inflammable qu'il touche. \n\nTours de feu restants : %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Vous sentez une présence mortelle. actors.buffs.championenemy$blazing.name=champion flamboyant @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Le Mage a placé une _Balise de actors.hero.abilities.mage.warpbeacon.desc=Le Mage place une balise vers laquelle il peut se téléporter à volonté. Placer la balise prend 1 tour, mais s'y téléporter est instantané.\n\nPar défaut, le Mage ne peut pas se téléporter entre différents étages. Il ne peut pas utiliser la balise pour atteindre des lieux inaccessibles comme les pièces fermées à clef. Le Mage peut se téléporter à l'emplacement des ennemis, ce qui les pousse sur le coté. actors.hero.abilities.rogue.smokebomb.name=bombe fumigène -actors.hero.abilities.rogue.smokebomb.fov=Vous ne pouvez sauter qu'à un emplacement libre dans votre champ de vision +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Choisissez un endroit où sauter actors.hero.abilities.rogue.smokebomb$ninjalog.name=leurre en bois actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Étrangement, les ennemis sont persuadés que ce leurre est bien le Voleur ! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La Trinité utilisera l' actors.hero.abilities.cleric.trinity.hornofplenty_use=La Trinité utilisera l'effet de cet artéfact pour vous permettre de grignoter, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La Trinité utilisera l'effet de cet artéfact pour détrousser un ennemi à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La Trinité utilisera l'effet d'enracinement de cet artéfact avec une graine nuisible aléatoire, au prix de _%2$s charges._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La Trinité utilisera l'effet de scrutation de cet artéfact à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La Trinité utilisera l'effet de cet artéfact pour arrêter le temps pendant _%1$d_ tours, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La Trinité utilisera l'effet de cet artéfact pour copier l'effet d'un parchemin aléatoire, avec _%1$d/10_ chances de proposer la variante exotique sans coût additionnel, au prix de _%2$s charges._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Coût de charges : %d actors.hero.spells.divinesense.name=sens divin actors.hero.spells.divinesense.short_desc=Donne temporairement une vision spirituelle dans un large rayon. -actors.hero.spells.divinesense.desc=Le Clerc concentre ses sens sur son environnement, lui donnant 30 tours de vision spirituelle dans un rayon de %d cases. Ce sort se lance instantanément. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=sens divin actors.hero.spells.divinesense$divinesensetracker.desc=Ce personnage est momentanément capable de voir les autres créatures avec son esprit !\n\nTours restants : %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Vous remarquez quelque chose. actors.hero.hero.wait=... actors.hero.hero.search=fouiller actors.hero.hero.search_distracted=C'est difficile de se concentrer, rechercher est éreintant. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=La douleur vous empêche de succomber à l'envie de dormir. actors.hero.hero.revive=L'ankh explose avec une énergie vitalisante et vous soigne ! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Les enchantements et les malédic actors.hero.talent.cleave.title=fendre actors.hero.talent.cleave.desc=_+1:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _30 tours_ au lieu de 15.\n\n_+2:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _45 tours_ au lieu de 15.\n\n_+3:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _60 tours_ au lieu de 15. actors.hero.talent.lethal_defense.title=défense mortelle -actors.hero.talent.lethal_defense.desc=_+1:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 33%_.\n\n_+2:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 67%_.\n\n_+3:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 100%_.\n\nLe temps de rechargement de la protection peut être réduit jusqu'à -100% de cette manière, ce qui signifie qu'elle prendra effet dès que ses conditions d'activation sont réunies. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=combo amélioré actors.hero.talent.enhanced_combo.desc=_+1 :_ Lorsque le combo du Gladiateur est à 7 ou plus, la portée de la manœuvre Cogner passe à 3, il inflige l'état vertige, et il peut faire tomber les ennemis dans des fosses.\n\n_+2 :_ En plus des avantages de +1, lorsque le combo du gladiateur est de 9 ou plus, la manœuvre Parade fonctionne sur plusieurs attaques.\n\n_+3:_ En plus des avantages de +1 et +2, le gladiateur peut sauter jusqu'à combo/3 tuiles lorsqu'il utilise les manœuvres Claquer, Écrasement ou Fureur. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1 :_ Quand l'Assassin tue un ennemi avec actors.hero.talent.evasive_armor.title=armure d'évasion actors.hero.talent.evasive_armor.desc=_+1 :_ En course libre, le Traceur gagne _+1 évasion_ par point de force excédentaire sur son armure.\n\n_+2 :_ En course libre, le Traceur gagne _+2 évasion_ par point de force excédentaire sur son armure.\n\n_+3 :_ En course libre, le Traceur gagne _+3 évasion_ par point de force excédentaire sur son armure. actors.hero.talent.projectile_momentum.title=élan des projectiles -actors.hero.talent.projectile_momentum.desc=_+1 :_ En sprintant, le Traceur gagne _+50% de précision et +10% de dégâts_ avec les armes de jet.\n\n_+2 :_ En sprintant, le Traceur gagne _+100% de précision et +20% de dégâts_ avec les armes de jet.\n\n_+3 :_ En sprintant, le Traceur gagne _+150% de précision et +30% de dégâts_ avec les armes de jet. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=furtivité rapide actors.hero.talent.speedy_stealth.desc=_+1 :_ Le Traceur gagne 2 points d'élan par tour lorsqu'il est invisible.\n\n_+2 :_ En plus du bénéfice du rang +1, la jauge de course libre ne descend plus lorsque le Traceur est invisible.\n\n_+3 :_ En plus du bénéfice du rang +1 et +2, le Traceur se déplace à 2x sa vitesse lorsqu'il est invisible, qu'il soit en course libre ou non. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1 :_ Lorsque la Chasseresse marche actors.hero.talent.heightened_senses.title=sens exacerbés actors.hero.talent.heightened_senses.desc=_+1 :_ La Chasseresse obtient une vision spirituelle sur tout personnage se trouvant dans un rayon de _2 cases de sa position_.\n\n_+2 :_ La Chasseresse obtient une vision spirituelle sur tout personnage se trouvant dans un rayon de _3 cases de sa position_. actors.hero.talent.durable_projectiles.title=projectiles durables -actors.hero.talent.durable_projectiles.desc=_+1 :_ Les armes de jet ont une durabilité de _+33%_ lorsqu'elles sont utilisées par la Chasseresse.\n\n_+2 :_ Les armes de jet ont une durabilité de _+50%_ lorsqu'elles sont utilisées par la Chasseresse. +actors.hero.talent.durable_projectiles.desc=_+1 :_ Les armes lancées ont une durabilité de _+50%_ lorsqu'elles sont utilisées par la Chasseresse.\n\n_+2 :_ Les armes lancées ont une durabilité de _+75%_ lorsqu'elles sont utilisées par la Chasseresse. actors.hero.talent.point_blank.title=à bout portant -actors.hero.talent.point_blank.desc=_+1 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _-30% de précision_, au lieu de -50%.\n\n_+2 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _-10% de précision_, au lieu de -50%.\n\n_+3 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _+10% de précision_, au lieu de -50%.\n\nNotez que les armes de lancer et son arc ont toujours une précision de +50% lorsqu'elles sont utilisées à distance. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=tir visionnaire actors.hero.talent.seer_shot.desc=_+1 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _5 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours.\n\n_+2 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _10 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours.\n\n_+3 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _15 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours. actors.hero.talent.seer_shot.meta_desc=_Si ce talent est gagné par un héros différent_ il se déclenchera avec n'importe quelle arme de jet. diff --git a/core/src/main/assets/messages/actors/actors_hu.properties b/core/src/main/assets/messages/actors/actors_hu.properties index 23b03706c..12cc642a0 100644 --- a/core/src/main/assets/messages/actors/actors_hu.properties +++ b/core/src/main/assets/messages/actors/actors_hu.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Az amulett nekiáll hívogatni a távoli actors.buffs.ascensionchallenge.haste=Az amulett nekiáll sürgetni a távoli ellenségeket! actors.buffs.ascensionchallenge.slow=Az amulett kezd ólomsúlynak tűnni a hátizsákodban! actors.buffs.ascensionchallenge.damage=Az amulett nekiáll sötét energiát sugározni. Éget! -actors.buffs.ascensionchallenge.weaken_info=Ahhoz, hogy gyengítsd az amulett átkát, ellenfeleket kell legyőznöd! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Érzed, hogy az amulett átka kissé gyengül. actors.buffs.ascensionchallenge.break=Egy pillanatra megállsz, hogy kifújd magad, és érzed, hogy a sebeid kezdenek összezáródni! actors.buffs.ascensionchallenge.almost=Érzed, hogy Yog szorítása az amuletten kezd gyengülni, már majdnem kint vagy! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Meggyulladtál! actors.buffs.burning.burnsup=Meggyulladt egy %s! actors.buffs.burning.ondeath=Halálra égtél... actors.buffs.burning.rankings_desc=Hamuvá égett -actors.buffs.burning.desc=Kevés borzasztóbb dolog van annál, mint amikor az embert elborítják a lángok.\n\nA tűz minden körben sebez, amíg ki nem alszik, vagy vízzel el nem oltják. A tüzet elolthatod úgy is, hogy vízbe lépsz, vagy széttörsz egy varázsitalt úgy, hogy lefröcsköld magad vele.\n\nEzen kívül a tűz a közelében lévő éghető térelemeket és tárgyakat is meggyújthatja.\n\nAz égés még %s körig tart. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Halálos lény jelenlétét érzed. actors.buffs.championenemy$blazing.name=lángoló bajnok @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=A mágus egy _térváltó jelz actors.hero.abilities.mage.warpbeacon.desc=A mágus elhelyez egy jelzőfényt, amelyhez tetszés szerint visszatérhet. A jelzőfény elhelyezése 1 kört vesz igénybe, de a visszatérés azonnal megtörténik.\n\nA mágus eredendően nem tud másik emeletre ugrani, sem elérhetetlen helyekre, például zárt kamrákba jutni a jelzőfény segítségével. A mágus teleportálhat olyan mezőre, amelyen ellenség áll, akit ez félrelök. actors.hero.abilities.rogue.smokebomb.name=füstbomba -actors.hero.abilities.rogue.smokebomb.fov=Csak üres helyre ugorhatsz, látótávolságon belül. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Válaszd ki, hova ugrasz actors.hero.abilities.rogue.smokebomb$ninjalog.name=fa hasonmás actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Valamiért az ellenséget könnyedén becsapja ez a fából készült hasonmás, amiről azt gondolják, hogy az igazi zsivány! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A szentháromság ennek actors.hero.abilities.cleric.trinity.hornofplenty_use=A szentháromság ennek az ereklyének a majszolást lehetővé tevő hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A szentháromság ennek az ereklyének az ellenségek _+%1$d_ töltéssel való kirablását biztosító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.sandalsofnature_use=A szentháromság ennek az ereklyének valamilyen ártalmas maggal kiváltott meggyökerezési hatását fogja érvényesíteni, _%2$s töltés_ árán. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=A szentháromság ennek az ereklyének a _+%1$d_ töltéssel való fürkészési hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A szentháromság ennek az ereklyének _%1$d_ körig tartó időmegállító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.unstablespellbook_use=A szentháromság ennek az ereklyének egy véletlenszerű tekercset, illetve _%1$d/10_ eséllyel annak egzotikus változatát kiváltó hatását fogja érvényesíteni, _%2$s töltés_ árán. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=%d töltésbe kerül actors.hero.spells.divinesense.name=isteni sugallat actors.hero.spells.divinesense.short_desc=Átmenetileg nagy hatósugarú belső látásod lesz. -actors.hero.spells.divinesense.desc=A térítő a környezetére összpontosítja az érzékeit, amitől 30 körig %d mező hatósugarú belső látása lesz. Ennek a varázsigének az elmondása nem vesz igénybe időt. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=isteni sugallat actors.hero.spells.divinesense$divinesensetracker.desc=Ez a karakter átmenetileg képes lett a közelében lévő lényeket érzékelni az elméjével!\n\nHátralévő körök: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Észrevettél valamit. actors.hero.hero.wait=... actors.hero.hero.search=keresés actors.hero.hero.search_distracted=Nehezen koncentrálsz, így fárasztó a keresés. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=A fájdalom segít, hogy ellenállj az álmosságnak. actors.hero.hero.revive=Az ankh éltető energiával robban szét! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Minél dühösebb a vérengző, a actors.hero.talent.cleave.title=hasítás actors.hero.talent.cleave.desc=_+1:_ A gladiátornak a gyilkosság után járó extra idő 15-ről _30 körre_ nő.\n\n_+2:_ A gladiátornak a gyilkosság után járó extra idő 15-rőll _45 körre_ nő.\n\n_+3:_ A gladiátornak a gyilkosság után járó extra idő 15-ről _60 körre_ nő. actors.hero.talent.lethal_defense.title=halálos védelem -actors.hero.talent.lethal_defense.desc=_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _33%-kal_ csökken.\n\n_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _33%-kal_ csökken.\n\n_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _33%-kal_ csökken.\n\nA védőburok várakozási ideje akár -100%-ra is csökkenthető ezzel a tehetséggel, ami azt jelenti, hogy azonnal újra elérhető lesz, amint aktiválják. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=fokozott kombó actors.hero.talent.enhanced_combo.desc=_+1:_ amikor a gladiátor 7 vagy több kombópontot gyűjtött, a Maflás hátralökésének hossza 3 mezőre nő, szédülést okoz és vermekbe is taszíthatja az ellenfelet.\n\n_+2:_ a +1 szint hozadékai mellett, amikor a gladiátor 9 vagy több kombópontot gyűjtött, a Hárítás több támadás ellen is véd.\n\n_+3:_ a +1 és +2 szintek hozadékai mellett, a gladiátor képes kombó/3 mezőt ugrani a Lecsapás, a Zúzás vagy a Dühöngés használatakor. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Amikor az orgyilkos rajtaütéssel actors.hero.talent.evasive_armor.title=kijátszásnövelő páncél actors.hero.talent.evasive_armor.desc=_+1:_ Szerfutás közben a szerfutó további _+1 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik.\n\n_+2:_ Szerfutás közben a szerfutó további _+2 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik.\n\n_+3:_ Szerfutás közben a szerfutó további _+3 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik. actors.hero.talent.projectile_momentum.title=dobófegyver-lendület -actors.hero.talent.projectile_momentum.desc=_+1:_ Szerfutás közben a szerfutó _+50% pontossággal és +10% sebzéssel_ használhatja a dobófegyvereket.\n\n_+2:_ Szerfutás közben a szerfutó _+100% pontossággal és +20% sebzéssel_ használhatja a dobófegyvereket.\n\n_+3:_ Szerfutás közben a szerfutó _+150% pontossággal és +30% sebzéssel_ használhatja a dobófegyvereket. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=sebes lopakodás actors.hero.talent.speedy_stealth.desc=_+1:_ Ha a szerfutó láthatatlan, 2 egység lendületet szerez körönként.\n\n_+2:_ A +1 szint hozadékai mellett a szerfutás nem csillapodik, amíg a szerfutó láthatatlan.\n\n_+3:_ A +1 és +2 szintek hozadékai mellett a szerfutó 2x olyan gyorsan mozog, amíg láthatatlan, függetlenül attól, hogy szerfutás közben van-e vagy nem. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Ahol a vadásznő felperzselt v actors.hero.talent.heightened_senses.title=felfokozott érzékek actors.hero.talent.heightened_senses.desc=_+1:_ A vadásznő belső szemével lát minden karaktert _2 mezőre a pozíciójától_.\n\n_+2:_ A vadásznő belső szemével lát minden karaktert _3 mezőre a pozíciójától_. actors.hero.talent.durable_projectiles.title=tartós dobófegyverek -actors.hero.talent.durable_projectiles.desc=_+1:_ A dobófegyverek _+33%-kal tartósabbak_, ha a vadásznő használja.\n\n_+2:_ A dobófegyverek _+50%-kal tartósabbak_, ha a vadásznő használja. +actors.hero.talent.durable_projectiles.desc=_+1:_ A dobófegyverek _+50%-kal tartósabbak_, ha a vadásznő használja.\n\n_+2:_ A dobófegyverek _+75%-kal tartósabbak_, ha a vadásznő használja. actors.hero.talent.point_blank.title=közvetlen közeli célpont -actors.hero.talent.point_blank.desc=_+1:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _-30% lesz annak pontossága_.\n\n_+2:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _-10% lesz annak pontossága_.\n\n_+3:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _+10% lesz annak pontossága_.\n\nNe feledd, hogy a dobófegyverek és a lélekíj pontossága +50%, ha nagyobb távolságból használod. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=látnoki lövés actors.hero.talent.seer_shot.desc=_+1:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _5 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet.\n\n_+2:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _10 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet.\n\n_+3:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _15 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet. actors.hero.talent.seer_shot.meta_desc=_Ha ezt a tehetséget egy másik hős kapja meg_, akkor bármelyik dobófegyverrel kiváltható. diff --git a/core/src/main/assets/messages/actors/actors_in.properties b/core/src/main/assets/messages/actors/actors_in.properties index 144bbdbf1..85631984e 100644 --- a/core/src/main/assets/messages/actors/actors_in.properties +++ b/core/src/main/assets/messages/actors/actors_in.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Jimat tersebut mulai memanggil musuh yang actors.buffs.ascensionchallenge.haste=Jimat tersebut mulai menambah kecepatan musuh yang jauh! actors.buffs.ascensionchallenge.slow=Jimat tersebut mulai terasa seperti beban di inventaris kamu! actors.buffs.ascensionchallenge.damage=Jimat tersebut mulai memancarkan energi gelap. Itu membara! -actors.buffs.ascensionchallenge.weaken_info=Kamu harus mengalahkan musuh untuk melemahkan kutukan jimat! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Kamu bisa merasakan kutukan jimat sedikit melemah. actors.buffs.ascensionchallenge.break=Kamu meluangkan waktu untuk mengatur nafas dan merasakan bahwa lukamu mulai tertutup! actors.buffs.ascensionchallenge.almost=Kamu merasa cengkraman Yog pada jimat mulai melemah, kamu hampir sampai! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Kamu terbakar! actors.buffs.burning.burnsup=%s terbakar! actors.buffs.burning.ondeath=Kamu terbakar sampai mati... actors.buffs.burning.rankings_desc=Terbakar sampai menjadi Abu -actors.buffs.burning.desc=Tidak ada hal yang lebih menyusahkan daripada dilalap api.\n\nApi akan memberimu damage setiap giliran sampai hilang oleh air atau sampai hilang sendiri. Api dapat hilang dengan cara berjalan di atas air atau terkena percikan ramuan yang pecah.\n\nDitambah, api dapat membakar benda yang dapat terbakar.\n\nGiliran terbakar tersisa: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Kamu merasakan keberadaan yang mematikan. actors.buffs.championenemy$blazing.name=jagoan berkobar @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Penyihir menempatkan _Suar Tran actors.hero.abilities.mage.warpbeacon.desc=Penyihir dapat menempatkan sebuah suar, yang membuatnya dapat berteleportasi ke suar itu sesuka hati. Menempatkan suar itu membutuhkan 1 giliran, tapi teleportasinya itu sendiri tidak memakan waktu.\n\nPenyihir dapat berteleportasi antar lantai, atau bisa menggunakan suar itu untuk pergi tempat yang tidak bisa diraih seperti ruangan terkunci. Penyihir juga dapat teleportasi langsung ke musuh yang mana akan mendorong mereka ke belakang. actors.hero.abilities.rogue.smokebomb.name=bom asap -actors.hero.abilities.rogue.smokebomb.fov=Kamu hanya bisa melompat ke lokasi kosong dalam jarak pandangmu. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Pilih lokasi untuk lompat actors.hero.abilities.rogue.smokebomb$ninjalog.name=umpan kayu actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Entah bagaimana, musuh dengan mudah tertipu bahwa umpan kayu ini adalah Pengembara yang asli! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinitas akan menerapkan actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinitas akan menerapkan efek camilan di artefak ini dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinitas akan menerapkan efek merampok musuh di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinitas akan menerapkan efek mengakar di artefak ini dengan sebuah benih acak yang berbahaya, dengan biaya _%2$s daya._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinitas akan menerapkan efek mengintip di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinitas akan menerapkan efek bekukan waktu di artefak ini dengan _%1$d_ giliran durasi, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinitas akan menerapkan efek gulungan acak di artefak ini dengan _%1$d/10_ peluang untuk mendapat versi eksotis tanpa biaya tambahan, dengan biaya _%2$s daya._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Biaya daya: %d actors.hero.spells.divinesense.name=indera ilahi actors.hero.spells.divinesense.short_desc=Mendapat penglihatan pikiran sementara dalam jangkauan luas. -actors.hero.spells.divinesense.desc=Ulama memfokuskan indra-nya pada lingkungan sekitar, mendapatkan penglihatan pikiran dengan jangkauan %d petak selama 30 Giliran. Mantra ini tidak memerlukan waktu untuk dirapalkan. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=indera ilahi actors.hero.spells.divinesense$divinesensetracker.desc=Karakter ini untuk sementara dapat melihat makhluk lain di dekatnya dengan pikirannya!\n\ngiliran tersisa: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Kamu melihat sesuatu. actors.hero.hero.wait=... actors.hero.hero.search=mencari actors.hero.hero.search_distracted=Sangat sulit berkonsentrasi, mencari itu melelahkan. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Rasa sakit membantumu menahan keinginan untuk tidur. actors.hero.hero.revive=Ankh meledak dan memberikanmu energi kehidupan! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantment dan kutukan dari senj actors.hero.talent.cleave.title=membelah actors.hero.talent.cleave.desc=_+1:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _30 giliran_, dari 15.\n\n_+2:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _45 giliran_, dari 15.\n\n_+3:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _60 giliran_, dari 15. actors.hero.talent.lethal_defense.title=pertahanan mematikan -actors.hero.talent.lethal_defense.desc=_+1:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 33%_.\n\n_+2:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 67%_.\n\n_+3:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 100%_.\n\nCooldown perisai dapat dikurangi hingga serendah -100% oleh bakat ini, yang berarti akan segera tersedia lagi setelah diaktifkan. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=kombo yang ditingkatkan actors.hero.talent.enhanced_combo.desc=_+1:_ Saat jumlah kombo Gladiator 7 atau lebih, jarak pukulan mundur saat menyerang dari udara meningkat menjadi 3 petak, menimbulkan efek pusing , dan bisa menjatuhkan musuh ke jurang.\n\n_+2:_ Selain keuntungan bakat +1, ketika kombo Gladiator 9 atau lebih, dapat Menangkis beberapa serangan. \n\n_+3:_ Selain keuntungan bakat +1 dan +2, Gladiator bisa melompat hingga kombo/3 petak saat Membanting, Meremukkan, atau Mengamuk. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Saat Pembunuh membunuh musuh dengan actors.hero.talent.evasive_armor.title=armor penghindaran actors.hero.talent.evasive_armor.desc=_+1:_ Saat berlari bebas, Pelari Bebas mendapatkan _+1 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai.\n\n_+2:_ Saat berlari bebas, Pelari Bebas mendapatkan _+2 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai.\n\n_+3:_ Saat berlari bebas, Pelari Bebas mendapatkan _+3 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai. actors.hero.talent.projectile_momentum.title=momentum proyektil -actors.hero.talent.projectile_momentum.desc=_+1:_ Saat berlari bebas, Pelari Bebas mendapatkan _+50% akurasi dan +10% damage_ dari senjata jarak jauh.\n\n_+2:_ Saat berlari bebas, Pelari Bebas mendapatkan _+100% akurasi dan +20% damage_ dari senjata jarak jauh.\n\n_+3:_ Saat berlari bebas, Pelari Bebas mendapatkan _+150% akurasi dan +30% damage_ dari senjata jarak jauh. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=penyamaran gesit actors.hero.talent.speedy_stealth.desc=_+1:_ Pelari Bebas mendapatkan 2 tumpukan momentum tiap giliran saat dia tembus pandang.\n\n_+2:_ Selain kemampuan di +1, lari bebas tidak lagi dihitung selama Pelari Bebas tembus pandang.\n\n_+3:_ Selain kemampuan di +1 dan +2, Pelari Bebas bergerak dengan kecepatan 2x saat tembus pandang, terlepas dari apakah dia sedang lari bebas atau tidak. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Saat Pemburu menginjak rumput p actors.hero.talent.heightened_senses.title=peningkatan indera actors.hero.talent.heightened_senses.desc=_+1:_ Pemburu dapat melihat pikiran karakter lain yang berjarak _2 petak dari posisinya_.\n\n_+2:_ Pemburu dapat melihat pikiran karakter lain yang berjarak _3 petak dari posisinya_. actors.hero.talent.durable_projectiles.title=proyektil tahan lama -actors.hero.talent.durable_projectiles.desc=_+1:_ Senjata lempar memiliki _+33% daya tahan_ ketika digunakan oleh Pemburu.\n\n_+2:_ Senjata lempar memiliki _+50% daya tahan_ ketika digunakan oleh Pemburu. +actors.hero.talent.durable_projectiles.desc=_+1:_ Senjata jarak jauh _+50% lebih tahan lama_ ketika digunakan oleh Pemburu.\n\n_+2:_ Senjata jarak jauh _+75% lebih tahan lama_ ketika digunakan oleh Pemburu. actors.hero.talent.point_blank.title=titik kosong -actors.hero.talent.point_blank.desc=_+1:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _-30% akurasi,_ yang mana asalnya adalah -50%.\n\n_+2:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _-10% akurasi,_ yang mana asalnya adalah -50%.\n\n_+3:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _+10% akurasi,_ yang mana asalnya adalah -50%.\n\nPerlu diperhatikan bahwa senjatan lempar atau busur roh selalu memiliki +50% akurasi saat digunakan pada jarak jauh. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=tembakan penglihatan actors.hero.talent.seer_shot.desc=_+1:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _5 giliran_. Memiliki cooldown 20 giliran.\n\n_+2:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _10 giliran_. Memiliki cooldown 20 giliran.\n\n_+3:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _15 giliran_. Memiliki cooldown 20 giliran. actors.hero.talent.seer_shot.meta_desc=_Jika bakat ini didapatkan oleh pahlawan yang berbeda_ bakat ini akan dipicu dari senjata apa pun yang dilempar. diff --git a/core/src/main/assets/messages/actors/actors_it.properties b/core/src/main/assets/messages/actors/actors_it.properties index 9044d2cd8..a4eaaf29d 100644 --- a/core/src/main/assets/messages/actors/actors_it.properties +++ b/core/src/main/assets/messages/actors/actors_it.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=L'amuleto inizia a richiamare i nemici di actors.buffs.ascensionchallenge.haste=L'amuleto inizia a rendere più rapidi i nemici distanti! actors.buffs.ascensionchallenge.slow=L'amuleto inizia a pesare come piombo nel tuo inventario! actors.buffs.ascensionchallenge.damage=L'amuleto inizia a irradiare energia oscura. Brucia! -actors.buffs.ascensionchallenge.weaken_info=Devi sconfiggere nemici per indebolire la maledizione dell'amuleto! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Riesci a sentire la maledizione dell'amuleto diminuire leggermente. actors.buffs.ascensionchallenge.break=Ti fermi un attimo per riprendere fiato e senti le tue ferite che si richiudono! actors.buffs.ascensionchallenge.almost=Senti la presa di Yog sull'amuleto diminuire, ci sei quasi! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Hai preso fuoco! actors.buffs.burning.burnsup=%s brucia! actors.buffs.burning.ondeath=Morte per ustione... actors.buffs.burning.rankings_desc=Ridotto in cenere -actors.buffs.burning.desc=Poche cose sono più dolorose dell'essere avvolti dalle fiamme.\n\nIl fuoco ti danneggerà ad ogni turno finché non verrà spento dall'acqua o si estingue. Il fuoco può essere estinto passando sull'acqua o dallo spruzzo di di una pozione frantumata.\n\nInoltre il fuoco può bruciare il terreno infiammabile o oggetti con cui viene in contatto.\n\nTurni di fuoco rimasti: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Avverti una presenza mortale. actors.buffs.championenemy$blazing.name=Campione ardente @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Il Mago piazza un _Tele-faro_ n actors.hero.abilities.mage.warpbeacon.desc=Il Mago piazza un faro, e potrà teletrasportarsi lì quando vorrà. Il posizionamento del faro occupa 1 turno, ma il teletrasporto è istantaneo.\n\nIl Mago di default non può teletrasportarsi tra piani diversi o utilizzare il faro per raggiungere luoghi inaccessibili come le stanze chiuse a chiave. Il Mago può teletrasportarsi sui nemici, e ciò li spingerà da una parte. actors.hero.abilities.rogue.smokebomb.name=bomba fumogena -actors.hero.abilities.rogue.smokebomb.fov=Puoi saltare solo in uno spazio libero all'interno del tuo campo visivo +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Scegli un luogo in cui saltare actors.hero.abilities.rogue.smokebomb$ninjalog.name=esca in legno actors.hero.abilities.rogue.smokebomb$ninjalog.desc=In qualche modo, i nemici si convincono facilmente che questa esca di legno sia il vero Ladro! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinità applicherà l'e actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinità applicherà l'effetto di fare uno spuntino di questo artefatto, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinità applicherà l'effetto di rapina di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinità applicherà l'effetto di radicamento con l'effetto di un seme nocivo casuale di questo artefatto, al costo di _%2$s cariche._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinità applicherà l'effetto di scrutamento di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinità applicherà l'effetto di congelamento del tempo di questo artefatto con una durata di _%1$d_ turni, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinità applicherà l'effetto di una pergamena casuale di questo artefatto con una possibilità di _%1$d/10_ che venga utilizzata la versione esotica di essa senza costi aggiuntivi, al costo di _%2$s cariche._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Costo: %d actors.hero.spells.divinesense.name=senso divino actors.hero.spells.divinesense.short_desc=Acquisice temporaneamente una visione mentale con un grande raggio. -actors.hero.spells.divinesense.desc=Il Chierico concentra i propri sensi sull'ambiente circostante, ottenendo visione mentale con un raggio d'azione di %d caselle per 30 turni. Questo incantesimo non richiede tempo per essere lanciato. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=senso divino actors.hero.spells.divinesense$divinesensetracker.desc=Questo personaggio è temporaneamente capace di vedere le creature vicine con la sua mente!\n\nTurni rimanenti: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Hai notato qualcosa. actors.hero.hero.wait=... actors.hero.hero.search=ricerca actors.hero.hero.search_distracted=È difficile concentrarti e cercare... è estenuante. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Il dolore ti aiuta a resistere al desiderio di dormire. actors.hero.hero.revive=L'ankh esplode con un'energia rivitalizzante! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Gli incantesimi e le maledizioni actors.hero.talent.cleave.title=fendere actors.hero.talent.cleave.desc=_+1:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _30 turni_, da 15.\n\n_+2:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _45 turni_, da 15.\n\n_+3:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _60 turni_, da 15. actors.hero.talent.lethal_defense.title=difesa letale -actors.hero.talent.lethal_defense.desc=_+1:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto del 33%_. \n\n_+2:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto del 67%_. \n\n_+3:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto del 100%_. \n\nIl tempio di recupero dello scudo può essere ridotto fino al -100% da questo talento, il che significa che sarà attivo subito dopo essere utilizzato. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=combo avanzate actors.hero.talent.enhanced_combo.desc=_+1:_ Quando il Gladiatore ha almeno 7 punti combo, Spintone spinge indietro i nemici di 3 caselle in più, provoca vertigine, e può spingere i nemici nei fossi.\n\n_+2:_ Oltre ai benefici di +1, quando il Gladiatore ha almeno 9 punti combo, Parata può bloccare molteplici attacchi.\n\n_+3:_ Oltre ai benefici di +1 e +2, il Gladiatore può balzare di (punti combo)/3 caselle quando usa Assalto, Frana o Furore. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Quando l'Assassino uccide un nemico actors.hero.talent.evasive_armor.title=armatura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Mentre è in corsa libera, il Corridore ottiene un ulteriore _+1 punto evasione_ per ogni punto forza in eccesso sulla sua armatura.\n\n_+2:_ Mentre è in corsa libera, il Corridore ottiene ulteriori _+2 punti evasione_ per ogni punto forza in eccesso sulla sua armatura.\n\n_+3:_ Mentre è in corsa libera, il Corridore ottiene ulteriori _+3 punti evasione_ per ogni punto forza in eccesso sulla sua armatura. actors.hero.talent.projectile_momentum.title=slancio dei proiettili -actors.hero.talent.projectile_momentum.desc=_+1:_ Mentre è in corsa libera, il Corridore ottiene _+50% di precisione e +10% di danno_ con armi da lancio.\n\n_+2:_ Mentre è in corsa libera, il Corridore ottiene _+100% di precisione e +20% di danno_ con armi da lancio.\n\n_+3:_ Mentre è in corsa libera, il Corridore ottiene _+150% di precisione e +30% di danno_ con armi da lancio. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=rapida furtività actors.hero.talent.speedy_stealth.desc=_+1:_ Il Corridore ottiene 2 punti slancio per ogni turno in cui è invisibile.\n\n_+2:_ Oltre ai benefici del livello +1, la corsa libera non si resetta mentre il Corridore è invisibile.\n\n_+3:_ Oltre ai benefici dei livelli +1 e +2, il Corridore si muove a velocità 2x mentre è invisibile, indipendentemente dal fatto che sia in corsa libera o meno. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Quando la Cacciatrice cammina s actors.hero.talent.heightened_senses.title=sensi amplificati actors.hero.talent.heightened_senses.desc=_+1:_ La Cacciatrice ottiene visione mentale su ogni personaggio nel raggio di _2 posizioni_ rispetto alla sua.\n\n_+2:_ La Cacciatrice ottiene visione mentale su ogni personaggio nel raggio di _3 posizioni_ rispetto alla sua. actors.hero.talent.durable_projectiles.title=proiettili durevoli -actors.hero.talent.durable_projectiles.desc=_+1:_ Le armi da lancio hanno _+33% di durevolezza_ quando sono usate dalla Cacciatrice.\n\n_+2:_ Le armi da lancio hanno _+50% di durevolezza_ quando sono usate dalla Cacciatrice. +actors.hero.talent.durable_projectiles.desc=_+1:_ Le armi da lancio hanno _+50% di durevolezza_ quando sono usate dalla Cacciatrice.\n\n_+2:_ Le armi da lancio hanno _+75% di durevolezza_ quando sono usate dalla Cacciatrice. actors.hero.talent.point_blank.title=a bruciapelo -actors.hero.talent.point_blank.desc=_+1:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _-30% di precisione_, invece del -50% iniziale.\n\n_+2:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _-10% di precisione_, invece del -50% iniziale.\n\n_+3:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _+10% di precisione_, invece del -50% iniziale.\n\nNota che le armi da lancio e l'arco spirituale hanno +50% di precisione quando vengono utilizzate per attacchi a distanza. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=colpo del veggente actors.hero.talent.seer_shot.desc=_+1:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _5 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni.\n\n_+2:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _10 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni.\n\n_+3:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _15 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni. actors.hero.talent.seer_shot.meta_desc=_Se questo talento viene ottenuto da un altro eroe_ si attiverà con ogni arma da lancio. diff --git a/core/src/main/assets/messages/actors/actors_ja.properties b/core/src/main/assets/messages/actors/actors_ja.properties index b1c52be41..84a2260f8 100644 --- a/core/src/main/assets/messages/actors/actors_ja.properties +++ b/core/src/main/assets/messages/actors/actors_ja.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=魔除けは遠くの敵へ呼びかけ actors.buffs.ascensionchallenge.haste=魔除けは遠くの敵を加速させ始めている! actors.buffs.ascensionchallenge.slow=魔除けが荷物の中で最も重く感じ始めた! actors.buffs.ascensionchallenge.damage=魔除けは陰陰滅滅たるエネルギーを放射し始めている。焼ける! -actors.buffs.ascensionchallenge.weaken_info=敵を倒して魔除けの呪いを弱めろ! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=魔除けの呪いが僅かに弱まったと感じる。 actors.buffs.ascensionchallenge.break=あなたは一息ついて、傷口がふさがり始めるのを感じる! actors.buffs.ascensionchallenge.almost=ヨグの魔除けを支配しようとする力が弱まり始めたのを感じる。あと少しだ! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=発火した! actors.buffs.burning.burnsup=%sが燃えだした! actors.buffs.burning.ondeath=燃え尽きて死んでしまった… actors.buffs.burning.rankings_desc=焼死 -actors.buffs.burning.desc=体が燃えている状態ほど怖いことはない。\n\n炎が自然に消えるか液体で消すまで毎ターンダメージを受ける。水に入ったり、ポーションを割って中身を浴びたりすれば炎を消せるだろう。\n\nさらに、炎は隣接している可燃物や草木などを発火させることがある。\n\n燃焼が終わるまで: %s ターン +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=死の気配を感じる。 actors.buffs.championenemy$blazing.name=火焔の猛者 @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=魔術師は現在地に_ワー actors.hero.abilities.mage.warpbeacon.desc=魔術師は標識を設置し、その標識に自由にワープすることができる。標識を設置するには1ターンかかるが、標識へのワープは瞬時に行われる。\n\n初期状態では、階層間のワープできず、鍵のかかった部屋などの立ち入れない場所には標識が届かない。魔術師は敵の中に瞬間移動して、敵を押し退けることができる。 actors.hero.abilities.rogue.smokebomb.name=煙玉 -actors.hero.abilities.rogue.smokebomb.fov=視界内の空いている場所にしか跳べない +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=跳ぶ場所を選択 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木製の囮 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=なぜか敵は、この木製の囮を本物の盗賊だと簡単に思い込んでしまう。 @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体はこのア actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体はこのアーティファクトの食料を一口食べる効果を、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体はこのアーティファクトの敵に対しての盗みの効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体はこのアーティファクトのランダムな有害の種の植物を根付かせる効果を、_充填を%2$s消費_して発動する。 +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体はこのアーティファクトの占う効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体はこのアーティファクトの時間を止める効果を_%1$dターンの間_、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体は_充填を%2$s消費_して、このアーティファクトのランダムな巻物の効果を得られ、_%1$d/10_の確率で追加消費なしで奇抜なものを選べる。 @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充填消費量: %d actors.hero.spells.divinesense.name=聖なる感知 actors.hero.spells.divinesense.short_desc=一時的に広範囲の天眼を得る。 -actors.hero.spells.divinesense.desc=聖職者は周囲に感覚を集中させ、30ターンの間、%dタイルの範囲の天眼を得る。この呪文を唱えるのに時間は掛からない。 +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=聖なる感知 actors.hero.spells.divinesense$divinesensetracker.desc=このキャラクターは一時的に付近の他の生物を心で見ることができる!\n\n残り: %sターン @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=何かに気がついた。 actors.hero.hero.wait=… actors.hero.hero.search=探索中 actors.hero.hero.search_distracted=集中することが難しく、探索はとても疲れる。 +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=激痛のおかげで眠気を我慢できた。 actors.hero.hero.revive=アンクは爆発して生命力を注いでくれた! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ 狂戦士の武器のエンチャ actors.hero.talent.cleave.title=進撃 actors.hero.talent.cleave.desc=_+1:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_30ターン_に増加する。\n\n_+2:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_45ターン_に増加する。\n\n_+3:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_60ターン_に増加する。 actors.hero.talent.lethal_defense.title=致死の防御 -actors.hero.talent.lethal_defense.desc=_+1:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_33%短縮される_。\n\n_+2:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_67%短縮される_。\n\n_+3:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_100%短縮される_。\n\nシールドのクールダウンは、この天賦によって-100%まで短縮することができる。つまり、一度発動した後すぐに再発動可能な状態になる。 +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=強化されたコンボ actors.hero.talent.enhanced_combo.desc=_+1:_ 剣闘士のコンボが7以上の場合、打ち倒しのノックバック距離が3に増加し、目眩を与え、敵を穴の中へ突き落とすことができる。\n\n_+2:_ +1の効果に加え、剣闘士のコンボが9以上の場合、受け流しは複数の攻撃を防ぐことができる。\n\n_+3:_ +1と+2の効果に加え、剣闘士は叩きつけ、粉砕、狂暴の使用時に コンボ/3 タイルまで跳躍することができる。 @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ 暗殺者が準備した襲撃で敵 actors.hero.talent.evasive_armor.title=回避鎧 actors.hero.talent.evasive_armor.desc=_+1:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+1_される。\n\n_+2:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+2_される。\n\n_+3:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+3_される。 actors.hero.talent.projectile_momentum.title=投射の勢い -actors.hero.talent.projectile_momentum.desc=_+1:_ 忍者は影走り中、投擲武器の_正確性は+50%、ダメージは+10%_増加する。\n\n_+2:_ 忍者は影走り中、投擲武器の_正確性は+100%、ダメージは+2\n0%_増加する。\n\n_+3:_ 忍者は影走り中、投擲武器の_正確性は+150%、ダメージは+30%_増加する。 +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=迅速な隠密 actors.hero.talent.speedy_stealth.desc=_+1:_ 忍者は不可視のとき、1ターンにつき2の助走量を得る。\n\n_+2:_ +1の効果に加え、忍者は不可視のとき、影走りのターンを消費しない。\n\n_+3:_ +1と+2の効果に加え、忍者は不可視のとき、影走りかどうかに関係なく2倍の速度で移動できる。 @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ 女猟師が短い草や燃え actors.hero.talent.heightened_senses.title=鋭利な感覚 actors.hero.talent.heightened_senses.desc=_+1:_ 女猟師は_自分の位置から2タイル_以内のキャラを発見する事ができる。\n\n_+2:_ 女猟師は_自分の位置から3タイル_以内のキャラを発見する事ができる。 actors.hero.talent.durable_projectiles.title=丈夫な飛び道具 -actors.hero.talent.durable_projectiles.desc=_+1:_ 女猟師の投擲武器の_耐久性が33%上昇_する。\n\n_+2:_ 女猟師の投擲武器の_耐久性が50%上昇_する。 +actors.hero.talent.durable_projectiles.desc=_+1:_ 女猟師の投擲武器の_耐久性が50%上昇_する。\n\n_+2:_ 女猟師の投擲武器の_耐久性が75%上昇_する。 actors.hero.talent.point_blank.title=至近距離の直射 -actors.hero.talent.point_blank.desc=_+1:_ 女猟師が打撃範囲で弓または投擲武器を使うとき、_正確性_が-50%から_-30%_になる。\n\n_+2:_ 女猟師が打撃範囲で弓または投擲武器を使うとき、_正確性_が-50%から_-10%_になる。\n\n_+3:_ 女猟師が打撃範囲で弓または投擲武器を使うとき、_正確性_が-50%から_+10%_になる。\n\nなお、投擲武器や精霊の弓は、遠距離で使用した場合、常に正確性が+50%される。 +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=先見者の発射 actors.hero.talent.seer_shot.desc=_+1:_ 女猟師が地上に矢を放つと、_5ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。\n\n_+2:_ 女猟師が地上に矢を放つと、_10ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。\n\n_+3:_ 女猟師が地上に矢を放つと、_15ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。 actors.hero.talent.seer_shot.meta_desc=_この天賦が異なる勇士によって得られた場合_、どの投擲武器からも発動することができる。 diff --git a/core/src/main/assets/messages/actors/actors_ko.properties b/core/src/main/assets/messages/actors/actors_ko.properties index 8a1de1c09..419ba3203 100644 --- a/core/src/main/assets/messages/actors/actors_ko.properties +++ b/core/src/main/assets/messages/actors/actors_ko.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=부적이 멀리 떨어진 적들을 부 actors.buffs.ascensionchallenge.haste=부적이 멀리 떨어진 적들을 신속화한다! actors.buffs.ascensionchallenge.slow=갑자기 부적이 너무나 무겁게 느껴진다! actors.buffs.ascensionchallenge.damage=부적이 암흑 에너지를 발한다. 너무나 고통스럽다! -actors.buffs.ascensionchallenge.weaken_info=저주를 약화시키려면 적을 처치해야만 한다! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=당신은 부적의 저주가 약해짐을 느낀다. actors.buffs.ascensionchallenge.break=잠시 숨을 돌릴 수 있게 되었다. 상처가 낫고 있음을 느낀다. actors.buffs.ascensionchallenge.almost=부적에 대한 요그제바의 집착이 약해짐을 느낀다. 거의 다 왔다! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=당신에게 불이 붙었다! actors.buffs.burning.burnsup=%s에 불이 붙었다! actors.buffs.burning.ondeath=당신은 불타 사망했다... actors.buffs.burning.rankings_desc=재가 되어버림 -actors.buffs.burning.desc=불이 붙는 것만큼 고통스러운 것은 거의 없습니다.\n\n불이 붙으면 물에 들어가거나 꺼질 때까지 턴마다 지속적으로 피해를 줍니다. 불은 물에 들어가거나 물약을 깨트리면 끌 수 있습니다.\n\n또한, 불이 붙은 상태에서 다른 지형이나 아이템에 불을 옮겨 붙일 수도 있습니다. \n\n연소 효과의 남은 턴: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=당신은 매우 강력한 존재가 있음을 느낀다. actors.buffs.championenemy$blazing.name=불타는 강화 개체 @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=마법사는 _순간이동 신 actors.hero.abilities.mage.warpbeacon.desc=마법사는 신호기를 설치하여, 언제든지 순간이동하여 돌아갈 수 있습니다. 신호기를 설치하는 데에는 1턴을 사용하지만 순간이동은 즉시 이루어집니다.\n\n마법사는 기본적으로 층을 넘어서 순간이동할 수 없으며, 잠긴 방처럼 접근할 수 없는 곳에 가기 위하여 신호기를 사용할 수 없습니다. 마법사는 적이 있는 곳으로 순간이동할 수 있으며, 이 경우 적을 밀쳐냅니다. actors.hero.abilities.rogue.smokebomb.name=연막탄 -actors.hero.abilities.rogue.smokebomb.fov=당신의 시야 안의 빈 공간으로만 이동할 수 있습니다. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=이동할 지역을 선택하세요 actors.hero.abilities.rogue.smokebomb$ninjalog.name=통나무 미끼 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=이유는 모르겠지만 적들은 이 통나무를 진짜 도적이라고 생각하는 것 같다! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=삼위일체가 이 유 actors.hero.abilities.cleric.trinity.hornofplenty_use=삼위일체가 이 유물의 간식 먹기 효과를 발동하며, _성서 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=삼위일체가 이 유물의 적 전리품 훔치기 효과를 _+%1$d 강화 효율로_ 발동하며, _성서 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.sandalsofnature_use=삼위일체가 이 유물의 적 속박 효과를 무작위 해로운 씨앗과 함께 발동하며, _성서 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=삼위일체가 이 유물의 탐색 효과를 _+%1$d 강화 효율_로 발동하며, _성서 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=삼위일체가 이 유물의 시간 정지 효과를 _%1$d_턴 동안 발동하며, _성서 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.unstablespellbook_use=삼위일체가 이 유물의 무작위 주문서 효과를 발동하며, _%1$d/10_ 확률로 추가 비용 없이 신비한 효과를 발동합니다. 또한 _성서 충전량을 %2$s_ 소모합니다. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=충전 소모량: %d actors.hero.spells.divinesense.name=신성한 감각 actors.hero.spells.divinesense.short_desc=잠시 동안 넓은 지역에 심안을 얻음. -actors.hero.spells.divinesense.desc=성직자가 주변에 감각을 집중하여, %d타일 범위에 30턴 동안 심안 효과를 얻습니다. 이 주문은 턴 소모 없이 시전할 수 있습니다. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=신성한 감각 actors.hero.spells.divinesense$divinesensetracker.desc=이 캐릭터는 마음의 눈으로 주변의 존재들을 볼 수 있게 되었습니다!\n\n남은 턴: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=당신은 무언가를 눈치챘다. actors.hero.hero.wait=... actors.hero.hero.search=탐색 actors.hero.hero.search_distracted=집중할 수 없어 탐색에 약간 시간이 걸린다. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=고통으로 인해 당신은 수면 욕구에 저항했다. actors.hero.hero.revive=앙크는 부활의 에너지로 폭발했다! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ 광전사의 무기에 부여된 actors.hero.talent.cleave.title=가르기 actors.hero.talent.cleave.desc=_+1:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _30턴_으로 늘어납니다.\n\n_+2:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _45턴_으로 늘어납니다.\n\n_+3:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _60턴_으로 늘어납니다. actors.hero.talent.lethal_defense.title=치명적인 방어 -actors.hero.talent.lethal_defense.desc=_+1:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 쿨다운이 _33% 감소합니다_.\n\n_+2:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 쿨다운이 _67% 감소합니다_.\n\n_+3:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 쿨다운이 _100% 감소합니다_.\n\n이 특성으로 방어막 쿨다운이 -100% 감소될 수 있으며, 이 경우 방어막이 제공된 후 곧바로 효과가 다시 준비됩니다. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=향상된 콤보 actors.hero.talent.enhanced_combo.desc=_+1:_ 검투사의 연속 타격이 7 이상일 때, 밀쳐내기의 밀쳐내는 거리가 3칸으로 증가하고, 적을 혼란시키며, 적을 밀쳐내 낭떠러지에 떨어뜨릴 수 있습니다.\n\n_+2:_ +1의 효과에 더불어, 검투사의 연속 타격이 9 이상일 때 받아치기가 여러 번의 공격을 받아칠 수 있습니다.\n\n_+3:_ +1, +2의 효과에 더불어, 검투사는 메치기, 으깨기, 분노 폭발을 사용할 때 연속 타격/3 개의 타일을 도약할 수 있습니다. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ 암살자가 마음가짐 공격으 actors.hero.talent.evasive_armor.title=기민한 갑옷 actors.hero.talent.evasive_armor.desc=_+1:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+1 의 추가 회피_를 얻습니다.\n\n_+2:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+2 의 추가 회피_를 얻습니다.\n\n_+3:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+3 의 추가 회피_를 얻습니다. actors.hero.talent.projectile_momentum.title=발사체 가속 -actors.hero.talent.projectile_momentum.desc=_+1:_ 프리러닝 도중, 투척 무기에 _+50%의 정확성과 +10%의 피해량_을 얻습니다.\n\n_+2:_ 프리러닝 도중, 투척 무기에 _+100%의 정확성과 +20%의 피해량_을 얻습니다.\n\n_+3:_ 프리러닝 도중, 투척 무기에 _+150%의 정확성과 +30%의 피해량_을 얻습니다. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=은신 가속 actors.hero.talent.speedy_stealth.desc=_+1:_ 프리러너는 은신 중에 매 턴마다 2의 가속력을 쌓습니다.\n\n_+2:_ +1의 효과에 더불어, 프리러너가 은신 중일 때는 프리러닝 지속 시간이 감소하지 않습니다.\n\n_+3:_ +1, +2의 효과에 더불어, 프리러너는 프리러닝에 상관없이 은신 중에 2배의 속도로 이동합니다. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ 사냥꾼이 짧은 풀 또는 actors.hero.talent.heightened_senses.title=예리해진 감각 actors.hero.talent.heightened_senses.desc=_+1:_ 주변 _2 타일_에 있는 모든 캐릭터에 대해 심안 효과를 얻습니다.\n\n_+2:_ 주변 _3 타일_에 있는 모든 캐릭터에 대해 심안 효과를 얻습니다. actors.hero.talent.durable_projectiles.title=튼튼한 투척 무기 -actors.hero.talent.durable_projectiles.desc=_+1:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _+33%_ 증가합니다.\n\n_+2:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _+50%_ 증가합니다. +actors.hero.talent.durable_projectiles.desc=_+1:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _50%_ 증가합니다.\n\n_+2:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _75%_ 증가합니다. actors.hero.talent.point_blank.title=근접 투척 -actors.hero.talent.point_blank.desc=_+1:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _-30%_로 변경됩니다.\n\n_+2:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _-10%_로 변경됩니다.\n\n_+3:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _+10%_로 변경됩니다.\n\n원거리에서의 투척 무기는 항상 +50%의 명중률을 얻습니다. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=예지의 화살 actors.hero.talent.seer_shot.desc=_+1:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _5 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다.\n\n_+2:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _10 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다.\n\n_+3:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _15 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다. actors.hero.talent.seer_shot.meta_desc=_다른 직업이 이 특성을 얻으면,_ 모든 투척 무기에 적용됩니다. diff --git a/core/src/main/assets/messages/actors/actors_nl.properties b/core/src/main/assets/messages/actors/actors_nl.properties index abebd42c4..5156b408a 100644 --- a/core/src/main/assets/messages/actors/actors_nl.properties +++ b/core/src/main/assets/messages/actors/actors_nl.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Het amulet begint te roepen naar verre vi actors.buffs.ascensionchallenge.haste=Het amulet begint verre vijanden te versnellen! actors.buffs.ascensionchallenge.slow=Het amulet begint als een loden gewicht in je inventaris te voelen! actors.buffs.ascensionchallenge.damage=Het amulet begint donkere energie uit te stralen. Het brandt! -actors.buffs.ascensionchallenge.weaken_info=Je moet vijanden verslaan om de vloek van het amulet te verzwakken! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Je voelt de vloek van het amulet iets verzwakken. actors.buffs.ascensionchallenge.break=Je komt even op adem en voelt dat je wonden beginnen te sluiten! actors.buffs.ascensionchallenge.almost=Je voelt dat de greep van Yog op het amulet begint te verzwakken, je bent er bijna! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Je vat vlam! actors.buffs.burning.burnsup=%s verbrandt! actors.buffs.burning.ondeath=Je bent doodgebrand... actors.buffs.burning.rankings_desc=Tot As Verbrand -actors.buffs.burning.desc=Weinig dingen zijn meer verontrustend dan worden verzwolgen in vlammen.\n\nVuur veroorzaakt elke beurt schade totdat het door water wordt geblust of uitgaat. Brand kan geblust worden door in water te stappen, of door de spatten van een brekende fles toverdrank.\n\nBovendien kan het vuur brandbaar terrein of voorwerpen waar het mee in contact komt ontsteken.\n\nResterende brandende beurten: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Je voelt een dodelijke aanwezigheid. actors.buffs.championenemy$blazing.name=vlammende kampioen @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=De Magiër plaatst een _Telepor actors.hero.abilities.mage.warpbeacon.desc=De Magiër plaatst een baken, waar op elk moment naar geteleporteerd kan worden. Het plaatsen van het baken duurt 1 beurt, maar er naartoe teleporteren gebeurt ogenblikkelijk.\n\nDe Magiër kan standaard niet teleporteren tussen verdiepingen, of het baken gebruiken om in ontoegankelijke plaatsen zoals afgesloten kamers binnen te komen. De Magiër kan teleporteren in vijanden, dit duwt ze opzij. actors.hero.abilities.rogue.smokebomb.name=rookbom -actors.hero.abilities.rogue.smokebomb.fov=Je kan alleen naar een lege plek springen die je kan zien. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Kies een plek om naartoe te springen actors.hero.abilities.rogue.smokebomb$ninjalog.name=houten lokaas actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Op de een of andere manier zijn vijanden makkelijk overtuigd dat dit houten lokaas de echte Schurk is! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Drie-eenheid zal het ket actors.hero.abilities.cleric.trinity.hornofplenty_use=Drie-eenheid zal het snackeffect van dit artefact toepassen, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Drie-eenheid zal het diefstaleffect van dit artefact toepassen bij _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Drie-eenheid zal het worteleffect van dit artefact toepassen met een willekeurig schadelijk zaadje, ten koste van _%2$s ladingen._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Drie-eenheid zal het kristalkijk-effect van dit artefact toepassen op _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Drie-eenheid zal het tijdbevriezingseffect van dit artefact toepassen met een _%1$d_ beurtduur, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity zal het willekeurige rol-effect van dit artefact toepassen met een kans van _%1$d/10_ om de exotische versie zonder extra kosten aan te bieden, ten koste van _%2$s ladingen._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Oplaadkosten: %d actors.hero.spells.divinesense.name=goddelijk gevoel actors.hero.spells.divinesense.short_desc=Krijg tijdelijk geestvisie in een breed bereik. -actors.hero.spells.divinesense.desc=De Geestelijke richt zijn zintuigen op zijn omgeving en krijgt geestvisie met een bereik van %d tegels voor 30 beurten. Het uitspreken van deze spreuk kost geen tijd. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=goddelijk gevoel actors.hero.spells.divinesense$divinesensetracker.desc=Dit personage kan tijdelijk andere wezens in de buurt zien met zijn geest!\n\nResterende beurten: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Je merkte iets op. actors.hero.hero.wait=... actors.hero.hero.search=zoeken actors.hero.hero.search_distracted=Je kunt je lastig concentreren, zoeken is vermoeiend. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=De pijn helpt je de drang om te slapen te weerstaan. actors.hero.hero.revive=De ankh explodeert met leven-gevende energie! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Betoveringen en vloeken op het wa actors.hero.talent.cleave.title=klieven actors.hero.talent.cleave.desc=_+1:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _30 beurten_.\n\n_+2:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _45 beurten_.\n\n_+3:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _60 beurten_. actors.hero.talent.lethal_defense.title=dodelijke verdediging -actors.hero.talent.lethal_defense.desc=_+1:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 33%_.\n\n_+2:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 67%_.\n\n_+3:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 100%_.\n\nDe afkoeltijd van het schild kan met dit talent worden verlaagd tot wel -100%, wat betekent dat het direct weer beschikbaar is zodra het wordt geactiveerd. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=verbeterde combo actors.hero.talent.enhanced_combo.desc=_+1:_ Wanneer de combo van de Gladiator 7 of hoger is, neemt het terugslagbereik van Afranseling toe tot 3, veroorzaakt het duizeligheid en kan het vijanden in de afgrond duwen. \n\n_+2:_ Naast de voordelen van +1, werkt Pareren bij meerdere aanvallen wanneer de combo van de Gladiator 9 of hoger is. \n\n_+3:_ Naast de voordelen van +1 en +2, kan de Gladiator toesnellen naar tegels van het comboniveau gedeeld door 3 ver bij gebruik van Harde Slag, Verplettering of Razenij. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Als de Sluipmoordenaar een vijand do actors.hero.talent.evasive_armor.title=ontwijkend harnas actors.hero.talent.evasive_armor.desc=_+1:_ Tijdens het freerunnen krijgt de Freerunner een extra _+1 ontwijking_ per overtollig krachtpunt van zijn harnas.\n\n_+2:_ Tijdens het freerunnen krijgt de Freerunner een extra _+2 ontwijking_ per overtollig krachtpunt van zijn harnas.\n\n_+3:_ Tijdens het freerunnen krijgt de Freerunner een extra _+3 ontwijking_ per overtollig krachtpunt van zijn harnas. actors.hero.talent.projectile_momentum.title=projectiel momentum -actors.hero.talent.projectile_momentum.desc=_+1:_ Tijdens het freerunnen krijgt de Freerunner _+50% nauwkeurigheid en +10% schade_ met werpwapens.\n\n_+2:_ Tijdens het freerunnen krijgt de Freerunner _+100% nauwkeurigheid en +20% schade_ met werpwapens.\n\n_+3:_ Tijdens het freerunnen wint de Freerunner _+150% nauwkeurigheid en +30% schade_ met werpwapens. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=snelle onzichtbaarheid actors.hero.talent.speedy_stealth.desc=_+1:_ De Freerunner krijgt 2 extra momentum per beurt terwijl hij onzichtbaar is.\n\n_+2:_ Naast de voordelen van +1 neemt freerunning momentum niet meer af terwijl de Freerunner onzichtbaar is.\n\n_+3:_ Naast de voordelen van +1 en +2, beweegt de Freerunner met 2x snelheid terwijl hij onzichtbaar is, ongeacht of hij aan het freerunnen is of niet. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Wanneer de Jaagster op kort gra actors.hero.talent.heightened_senses.title=verhoogde zintuigen actors.hero.talent.heightened_senses.desc=_+1:_ De Jaagster krijgt geestzicht op elke vijand binnen _2 tegels van haar positie_.\n\n_+2:_ De Jaagster krijgt geestzicht op elke vijand binnen _3 tegels van haar positie_. actors.hero.talent.durable_projectiles.title=duurzame projectielen -actors.hero.talent.durable_projectiles.desc=_+1:_ Werpwapens hebben _+33% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt.\n\n_+2:_ Werpwapens hebben _+50% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt. +actors.hero.talent.durable_projectiles.desc=_+1:_ Werpwapens hebben _+50% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt.\n\n_+2:_ Werpwapens hebben _+75% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt. actors.hero.talent.point_blank.title=op de man af -actors.hero.talent.point_blank.desc=_+1:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _-30% nauwkeurigheid,_ in plaats van -50%.\n\n_+2:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _-10% nauwkeurigheid,_ in plaats van -50%.\n\n_+3:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _+10% nauwkeurigheid,_ in plaats van -50%.\n\nMerk op dat werpwapens of de geestboog altijd +50% nauwkeurigheid hebben bij gebruik op afstand. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=ziener schot actors.hero.talent.seer_shot.desc=_+1:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _5 beurten_. Dit heeft een afkoelperiode van 20 beurten.\n\n_+2:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _10 beurten_. Dit heeft een afkoelperiode van 20 beurten.\n\n_+3:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _15 beurten_. Dit heeft een afkoelperiode van 20 beurten. actors.hero.talent.seer_shot.meta_desc=_Als dit talent wordt verkregen door een andere held_ wordt het geactiveerd vanaf elk werpwapen. diff --git a/core/src/main/assets/messages/actors/actors_pl.properties b/core/src/main/assets/messages/actors/actors_pl.properties index ae662d75d..4b3220ab5 100644 --- a/core/src/main/assets/messages/actors/actors_pl.properties +++ b/core/src/main/assets/messages/actors/actors_pl.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amulet zaczyna wzywać przeciwników z od actors.buffs.ascensionchallenge.haste=Amulet zaczyna przyśpieszać oddalonych przeciwników! actors.buffs.ascensionchallenge.slow=Amulet staje się bardzo ciężki, spowalniając cię! actors.buffs.ascensionchallenge.damage=Amulet emanuje mroczną energią. Parzy! -actors.buffs.ascensionchallenge.weaken_info=Musisz pokonać wrogów, aby osłabić klątwę amuletu! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Czujesz, że klątwa amuletu staje się nieco słabsza. actors.buffs.ascensionchallenge.break=Dajesz sobie chwilę na złapanie oddechu i czujesz, jak twoje rany zaczynają się zasklepiać! actors.buffs.ascensionchallenge.almost=Czujesz, że wpływ Yog-Dzewy na amulet zaczyna słabnąć, prawie dotarłeś! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Zapaliłeś się! actors.buffs.burning.burnsup=%s spala się! actors.buffs.burning.ondeath=Spłonąłeś... actors.buffs.burning.rankings_desc=Spalony Żywcem -actors.buffs.burning.desc=Mało jest rzeczy bardziej przerażających niż bycie pokrytym płomieniami.\n\nOgień będzie zadawał obrażenia co turę, aż zostanie ugaszony lub zgaśnie sam z siebie. Ogień może zostać ugaszony poprzez wejście do wody lub rozprysk pękającej mikstury.\n\nDodatkowo ogień może zapalić łatwopalne tereny lub przedmioty, które wejdą z nim w kontakt.\n\nPozostałe tury efektu: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Wyczuwasz obecność iście śmiercionośnej istoty. actors.buffs.championenemy$blazing.name=płonący czempion @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Mag tworzy _latarnię teleporta actors.hero.abilities.mage.warpbeacon.desc=Mag tworzy latarnię, dzięki której może powrócić w wybrane miejsce w dowolnym momencie. Tworzenie latarni zajmuje 1 turę, ale powrót do niej jest natychmiastowy.\n\nDomyślnie Mag nie może użyć latarni do przemieszczania się między piętrami czy dotarcia w niedostępne miejsca, takie jak zamknięte pomieszczenia. Mag może teleportować się na pola zajmowane przez przeciwników, odpychając ich przy tym na bok. actors.hero.abilities.rogue.smokebomb.name=bomba dymna -actors.hero.abilities.rogue.smokebomb.fov=Możesz skoczyć wyłącznie na puste pole w zasięgu wzroku +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Wybierz cel skoku actors.hero.abilities.rogue.smokebomb$ninjalog.name=drewniany wabik actors.hero.abilities.rogue.smokebomb$ninjalog.desc=W jakiś sposób wrogowie są łatwo przekonani, że ten drewniany wabik jest prawdziwym Łotrzykiem! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Triada użyje efektu two actors.hero.abilities.cleric.trinity.hornofplenty_use=Triada pożywi cię jak efekt przekąski artefaktu kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Triada użyje efektu okradania wrogów za pomocą tego artefaktu z mocą _+%1$d_ kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Triada nałoży efekt ukorzeniania tego artefaktu z losowym szkodliwym nasionem kosztem _%2$s ładunków_. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Triada użyje efektu skanowania tego artefaktu z mocą _+%1$d_ kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Triada użyje efekt zamrożenia czasu tego artefaktu na _%1$d_ tur kosztem _%2$s ładunków._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Triada użyje efektu losowego zwoju tego artefaktu z szansą _%1$d/10 na użycie egzotycznej wersji zwoju bez żadnych dodatkowych kosztów kosztem _%2$s ładunków_. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Liczba używanych ładunków: _%d_ actors.hero.spells.divinesense.name=boski zmysł actors.hero.spells.divinesense.short_desc=Otrzymujesz tymczasową wizję umysłów w dużym zasięgu. -actors.hero.spells.divinesense.desc=Kleryk skupia swoje zmysły na swoim otoczeniu, otrzymując wizję umysłów w zasięgu %d pól na 30 tur. To zaklęcie rzucane jest natychmiastowo. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=boski zmysł actors.hero.spells.divinesense$divinesensetracker.desc=Ta postać jest tymczasowo w stanie widzieć inne pobliskie stworzenia swoim umysłem!\n\nPozostałe tury efektu: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Zauważyłeś coś. actors.hero.hero.wait=... actors.hero.hero.search=szukanie actors.hero.hero.search_distracted=Trudno się skoncentrować, przeszukiwanie jest męczące. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Ból pozwala ci zwalczyć senność. actors.hero.hero.revive=Ankh eksploduje życiodajną energią! @@ -836,7 +839,7 @@ actors.hero.herosubclass.gladiator_short_desc=_Gladiator_ buduje ciąg uderzeń, actors.hero.herosubclass.gladiator_desc=Gladiator tworzy ciąg uderzeń przy każdym udanym ataku bronią białą lub miotaną. Jeśli Gladiator nie wykona ataku w ciągu 5 tur (15 tur po zabiciu wroga), jego ciąg uderzeń zostanie zresetowany.\n\nW miarę tworzenia ciągu uderzeń może on użyć różnych umiejętności, które zawsze trafiają:\nCiąg 2. uderzeń: odpycha przeciwnika, zachowuje ciąg uderzeń.\nCiąg 4. uderzeń: zadaje obrażenia zależne od pancerza.\nCiąg 6. uderzeń: parowanie, zachowuje ciąg uderzeń.\nCiąg 8. uderzeń: zadaje obrażenia celowi i pobliskim przeciwnikom.\nCiąg 10. uderzeń: wyprowadza atak za każdy punkt ciągu uderzeń. actors.hero.herosubclass.battlemage=mag bojowy actors.hero.herosubclass.battlemage_short_desc=_Mag bojowy_ wywołuje dodatkowe efekty podczas walki w zwarciu przy użyciu kostura. Efekty te zależą od różdżki, z którą jego kostur został połączony. -actors.hero.herosubclass.battlemage_desc=Mag Bojowy zyskuje dodatkowe efekty za każdym razem, gdy uderza w zwarciu swoim kosturem, tak jakby jego kostur posiadał dodatkowe zaklęcie. Efekty te są zależne od różdżki, z którą został połączony – każda różdżka ma swój własny efekt. Oprócz efektów różdżki kostur Maga Bojowego zyskuje również 0,5 ładunku przy uderzeniu. +actors.hero.herosubclass.battlemage_desc=Mag bojowy nakłada dodatkowy efekt za każdym razem, gdy trafia swoim kosturem w cel w zwarciu, tak jakby jego kostur posiadał dodatkowe zaklęcie. Jest on zależny od różdżki, z którą został połączony – każda różdżka ma swój własny efekt. Oprócz efektów różdżki kostur Maga bojowego zyskuje również 0,5 ładunku przy uderzeniu. actors.hero.herosubclass.warlock=czarnoksiężnik actors.hero.herosubclass.warlock_short_desc=_Czarnoksiężnik_ ma szansę naznaczyć duszę przeciwnika przez użycie na nim różdżki. Zadawanie obrażeń fizycznych naznaczonym wrogom przywraca jego zdrowie. actors.hero.herosubclass.warlock_desc=Czarnoksiężnik ma szansę naznaczyć duszę przeciwnika przez użycie na nim różdżki. Szansa wzrasta wraz z jej poziomem ulepszenia. \n\nAtakowanie naznaczonego przeciwnika bronią białą bądź miotaną, z wyjątkiem różdżek, uleczy Czarnoksiężnika o 2 punkty życia za każde zadane 5 punktów obrażeń. @@ -904,7 +907,7 @@ actors.hero.talent.hearty_meal.desc=_+1:_ Spożywanie jedzenia leczy _4 punkty actors.hero.talent.veterans_intuition.title=intuicja weteranów actors.hero.talent.veterans_intuition.desc=_+1:_ Wojownik identyfikuje broń _1,75x szybciej_ i zbroję _2,5x szybciej_.\n\n_+2:_ Wojownik identyfikuje broń _2,5x szybciej_ i zbroję, _kiedy ją zakłada_. actors.hero.talent.provoked_anger.title=prowokowana agresja -actors.hero.talent.provoked_anger.desc=_+1:_ Kiedy jakakolwiek osłona Wojownika ulegnie zniszczeniu przez obrażenia, jego następny atak fizyczny zada _3 dodatkowe punkty obrażeń_.\n\n_+2:_ Kiedy jakakolwiek osłona Wojownika ulegnie zniszczeniu przez obrażenia, jego następny atak fizyczny zada _5 dodatkowych punkty obrażeń_. +actors.hero.talent.provoked_anger.desc=_+1:_ Kiedy jakakolwiek osłona Wojownika ulegnie zniszczeniu przez obrażenia, jego następny atak fizyczny zada _3 dodatkowe punkty obrażeń_.\n\n_+2:_ Kiedy jakakolwiek osłona Wojownika ulegnie zniszczeniu przez obrażenia, jego następny atak fizyczny zada _5 dodatkowych punktów obrażeń_. actors.hero.talent.iron_will.title=żelazna wola actors.hero.talent.iron_will.desc=_+1:_ Osłona zapewniana przez pieczęć Wojownika jest _zwiększona o 1_.\n\n_+2:_ Osłona zapewniana przez pieczęć Wojownika jest _zwiększona o 2_. actors.hero.talent.iron_will.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, pasywnie zapewni on 1 lub 2 osłony uzyskiwanej na zasadach złamanej pieczęci Wojownika. @@ -922,7 +925,7 @@ actors.hero.talent.improvised_projectiles.title=Improwizowane pociski actors.hero.talent.improvised_projectiles.desc=_+1:_ Wojownik może oślepić wroga na _2 tury_, rzucając w niego dowolnym przedmiotem, który nie jest bronią miotaną. Na odnowienie potrzeba 50 tur.\n\n_+2:_ Wojownik może oślepić wroga na _3 tury_, rzucając w niego dowolnym przedmiotem, który nie jest bronią miotaną. Na odnowienie potrzeba 50 tur. actors.hero.talent.hold_fast.title=Utrzymanie gardy -actors.hero.talent.hold_fast.desc=_+1:_ Kiedy Wojownik czeka, zyskuje _1-2 pancerza_ i spowalnia o _50%_ utratę kombinacji oraz pozytywnych efektów osłony, dopóki się nie poruszy.\n\n_+2:_ Kiedy Wojownik czeka, zyskuje _2-4 pancerza_ i spowalnia o _75%_ utratę kombinacji oraz pozytywnych efektów osłony, dopóki się nie poruszy.\n\n_+3:_ Kiedy Wojownik czeka, zyskuje _3-6 pancerza_ i spowalnia o _100%_ utratę kombinacji oraz pozytywnych efektów osłony, dopóki się nie poruszy. +actors.hero.talent.hold_fast.desc=_+1:_ Kiedy Wojownik czeka, zyskuje _1-2 pancerza_ i spowalnia utratę kombinacji oraz pozytywnych efektów osłony o _50%_, dopóki się nie poruszy.\n\n_+2:_ Kiedy Wojownik czeka, zyskuje _2-4 pancerza_ i spowalnia utratę kombinacji oraz pozytywnych efektów osłony o _75%_, dopóki się nie poruszy.\n\n_+3:_ Kiedy Wojownik czeka, zyskuje _3-6 pancerza_ i spowalnia utratę kombinacji oraz pozytywnych efektów osłony o _100%_, dopóki się nie poruszy. actors.hero.talent.strongman.title=Siłacz actors.hero.talent.strongman.desc=_+1:_ Siła Wojownika jest _zwiększona o 8%_, zaokrąglając w dół.\n\n_+2:_ Siła Wojownika jest _zwiększona o 13%_, zaokrąglając w dół.\n\n_+3:_ Siła Wojownika jest _zwiększona o 18%_, zaokrąglając w dół. @@ -934,9 +937,9 @@ actors.hero.talent.enraged_catalyst.title=Katalizator furii actors.hero.talent.enraged_catalyst.desc=_+1:_ Zaklęcia i klątwy na broni Berserkera uruchamiają się tym częściej, im więcej ma wściekłości, do maksymalnie _15% częściej_ przy 100% furii. \n\n_+2:_ Zaklęcia i klątwy na broni Berserkera uruchamiają się tym częściej, im więcej ma wściekłości, do maksymalnie _30% częściej_ przy 100% furii. \n\n_+3:_ Zaklęcia i klątwy na broni Berserkera uruchamiają się tym częściej, im więcej ma wściekłości, do maksymalnie _45% częściej_ przy 100% furii. actors.hero.talent.cleave.title=miażdżący cios -actors.hero.talent.cleave.desc=_+1:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony do _30 tur_ z 15.\n\n_+2:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony do _45 tur_ z 15.\n\n_+3:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony do _60 tur_ z 15. +actors.hero.talent.cleave.desc=_+1:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _30_.\n\n_+2:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _45_.\n\n_+3:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _60_. actors.hero.talent.lethal_defense.title=Zabójcza obrona -actors.hero.talent.lethal_defense.desc=_+1:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 33%_.\n\n_+2:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 67%_.\n\n_+3:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 100%_.\n\nTen talent możne obniżyć czas odnowienia osłony do nawet -100%, co oznacza, że po jego aktywacji osłona będzie natychmiastowo dostępna. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=Zaawansowana sekwencja actors.hero.talent.enhanced_combo.desc=_+1:_ Kiedy ciąg uderzeń Gladiatora wynosi 7 lub więcej, ruch "wjazd z bara" odrzuca przeciwników na 3 pola, powoduje zawroty głowy i może zrzucić wrogów w przepaść.\n\n_+2:_ W dodatku do bonusów powyższego poziomu, kiedy ciąg uderzeń Gladiatora wynosi 9 lub więcej, parowanie działa na wiele ataków.\n\n_+3:_ W dodatku do bonusów powyższych poziomów, Gladiator może skoczyć na ilość pól równą [długość ciągu / 3] gdy używa trzaśnięcia, cięcia na odlew lub furii. @@ -990,11 +993,11 @@ actors.hero.talent.ally_warp.title=teleport sojusznika actors.hero.talent.ally_warp.desc=_+1:_ Mag może wybrać sojusznika w zasięgu _2 pól_, aby natychmiast zamienić się z nim miejscami.\n\n_+2:_ Mag może wybrać sojusznika w zasięgu _4 pól_, aby natychmiast zamienić się z nim miejscami.\n\n_+3:_ Mag może wybrać sojusznika w zasięgu _6 pól_, aby natychmiast zamienić się z nim miejscami.\n\nMag nie może zamieniać się miejscami z nieruchomymi sojusznikami. actors.hero.talent.empowered_strike.title=Wzmocnione uderzenie -actors.hero.talent.empowered_strike.desc=_+1:_ Pierwszy atak wręcz kosturem Maga Bojowego po użyciu jego magii zadaje _+16% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 50%_.\n\n_+2:_ Pierwszy atak wręcz kosturem Maga Bojowego po użyciu jego magii zadaje _+33% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 100%_.\n\n_+3:_ Pierwszy atak wręcz kosturem Maga Bojowego po użyciu jego magii zadaje _+50% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 150%_. +actors.hero.talent.empowered_strike.desc=_+1:_ Pierwszy atak wręcz kosturem Maga bojowego po użyciu jego magii zadaje _+16% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 50%_.\n\n_+2:_ Pierwszy atak wręcz kosturem Maga bojowego po użyciu jego magii zadaje _+33% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 100%_.\n\n_+3:_ Pierwszy atak wręcz kosturem Maga bojowego po użyciu jego magii zadaje _+50% obrażeń_, a dodatkowy efekt kostura jest _wzmocniony o 150%_. actors.hero.talent.mystical_charge.title=Mistyczna moc -actors.hero.talent.mystical_charge.desc=_+1:_ Atakowanie różdżką zapewnia Magowi Bojowemu _0,5 tury_ ładowania artefaktów.\n\n_+2:_ Atakowanie różdżką zapewnia Magowi Bojowemu _1 turę_ ładowania artefaktów.\n\n_+3:_ Atakowanie różdżką zapewnia Magowi Bojowemu _1,5 tury_ ładowania artefaktów. +actors.hero.talent.mystical_charge.desc=_+1:_ Trafienie przeciwnika kosturem zapewnia Magowi bojowemu _0,5 tury_ ładowania artefaktów.\n\n_+2:_ Trafienie przeciwnika kosturem zapewnia Magowi bojowemu _1 turę_ ładowania artefaktów.\n\n_+3:_ Trafienie przeciwnika kosturem zapewnia Magowi bojowemu _1,5 tury_ ładowania artefaktów. actors.hero.talent.excess_charge.title=Nadmiar mocy -actors.hero.talent.excess_charge.desc=_+1:_ Gdy kostur Maga Bojowego jest w pełni naładowany, następne jego użycie da mu _0,67 punktu tarczy_ za każdy poziom kostura.\n\n_+2:_ Gdy kostur Maga Bojowego jest w pełni naładowany, następne jego użycie da mu _1,33 punktu tarczy_ za każdy poziom kostura.\n\n_+3:_ Gdy kostur Maga Bojowego jest w pełni naładowany, następne jego użycie da mu _2 punkty tarczy_ za każdy poziom kostura. +actors.hero.talent.excess_charge.desc=_+1:_ Gdy kostur Maga bojowego jest w pełni naładowany, następne jego użycie da mu _0,67 punktu osłony_ za każdy poziom kostura.\n\n_+2:_ Gdy kostur Maga bojowego jest w pełni naładowany, następne jego użycie da mu _1,33 punktu osłony_ za każdy poziom kostura.\n\n_+3:_ Gdy kostur Maga bojowego jest w pełni naładowany, następne jego użycie da mu _2 punkty osłony_ za każdy poziom kostura. actors.hero.talent.soul_siphon.title=wir dusz actors.hero.talent.soul_siphon.desc=_+1:_ Obrażenia fizyczne zadane przez inne postacie aktywują naznaczenie duszy Czarnoksiężnika z _efektywnością 13%_.\n\n_+2:_ Obrażenia fizyczne zadane przez inne postacie aktywują naznaczenie duszy Czarnoksiężnika z _efektywnością 27%_.\n\n_+3:_ Obrażenia fizyczne zadane przez inne postacie aktywują naznaczenie duszy Czarnoksiężnika z _efektywnością 40%_. @@ -1060,9 +1063,9 @@ actors.hero.talent.bounty_hunter.title=Łowca nagród actors.hero.talent.bounty_hunter.desc=_+1:_ Gdy skrytobójca zabije przeciwnika przygotowanym atakiem, szansa na upuszczenie przez niego przedmiotu wzrośnie za każdy poziom przygotowania o odpowiednio _2/4/8/16%_.\n\n_+2:_ Gdy skrytobójca zabije przeciwnika przygotowanym atakiem, szansa na upuszczenie przez niego przedmiotu wzrośnie za każdy poziom przygotowania o odpowiednio _4/8/16/32%_.\n\n_+3:_ Gdy skrytobójca zabije przeciwnika przygotowanym atakiem, szansa na upuszczenie przez niego przedmiotu wzrośnie za każdy poziom przygotowania o odpowiednio _6/12/24/48%_. actors.hero.talent.evasive_armor.title=dopasowana zbroja -actors.hero.talent.evasive_armor.desc=_+1:_ Podczas sprintu Sprinter zyskuje dodatkowo _+1 uniku_ za każdy nadmiarowy punkt siły na swojej zbroi.\n\n_+2:_ Podczas sprintu Sprinter zyskuje dodatkowo _+2 uniku_ za każdy nadmiarowy punkt siły na swojej zbroi.\n\n_+3:_ Podczas sprintu Sprinter zyskuje dodatkowo _+3 uniku_ za każdy nadmiarowy punkt siły na swojej zbroi. +actors.hero.talent.evasive_armor.desc=_+1:_ Podczas sprintu Sprinter zyskuje dodatkowo _+1 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi.\n\n_+2:_ Podczas sprintu Sprinter zyskuje dodatkowo _+2 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi.\n\n_+3:_ Podczas sprintu Sprinter zyskuje dodatkowo _+3 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi. actors.hero.talent.projectile_momentum.title=Pęd pocisków -actors.hero.talent.projectile_momentum.desc=_+1:_ Podczas sprintu Sprinter zyskuje _+50% celności oraz +10% obrażeń_ dla broni miotanych.\n\n_+2:_ Podczas sprintu Sprinter zyskuje _+100% celności oraz +20% obrażeń_ dla broni miotanych.\n\n_+3:_ Podczas sprintu Sprinter zyskuje _+150% celności oraz +30% obrażeń_ dla broni miotanych. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=szybkie ukrycie actors.hero.talent.speedy_stealth.desc=_+1:_ Sprinter zyskuje 2 punkty pędu za każdą turę pozostawania niewidzialnym.\n\n_+2:_ Poza powyższymi korzyściami, poziom pędu nie opada, gdy Sprinter jest niewidzialny.\n\n_+3:_ Poza powyższymi korzyściami, Sprinter porusza się 2x szybciej będąc niewidzialnym, niezależnie od tego, czy sprintuje. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Gdy Łowczyni chodzi po krótki actors.hero.talent.heightened_senses.title=wyostrzone zmysły actors.hero.talent.heightened_senses.desc=_+1:_ Łowczyni zyskuje wizję umysłów na każdej postaci w promieniu _2 pól od jej pozycji_.\n\n_+2:_ Łowczyni zyskuje wizję umysłów na każdej postaci w promieniu _3 pól od jej pozycji_. actors.hero.talent.durable_projectiles.title=wytrzymałe pociski -actors.hero.talent.durable_projectiles.desc=_+1:_ Broń miotana ma _+33% wytrzymałości_, gdy jest używana przez Łowczynię.\n\n_+2:_ Broń miotana ma _+50% wytrzymałości_, gdy jest używana przez Łowczynię. +actors.hero.talent.durable_projectiles.desc=_+1:_ Broń miotana ma _+50% wytrzymałości_, gdy jest używana przez Łowczynię.\n\n_+2:_ Broń miotana ma _+75% wytrzymałości_, gdy jest używana przez Łowczynię. actors.hero.talent.point_blank.title=strzał z bliska -actors.hero.talent.point_blank.desc=_+1:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _-30% celności_ zamiast -50%.\n\n_+2:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _-10% celności_ zamiast -50%.\n\n_+3:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _+10% celności_ zamiast -50%.\n\nPamiętaj, że bronie miotane i łuk dusz zawsze posiadają +50% celności, gdy są używane na odległość. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=Przewidujący strzał actors.hero.talent.seer_shot.desc=_+1:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _5 tur_. Talent wymaga 20 tur do odnowienia.\n\n_+2:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _10 tur_. Talent wymaga 20 tur do odnowienia.\n\n_+3:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _15 tur_. Talent wymaga 20 tur do odnowienia. actors.hero.talent.seer_shot.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, można go aktywować dowolną bronią miotaną. @@ -1240,7 +1243,7 @@ actors.hero.talent.sunray.title=Słoneczny Promień actors.hero.talent.sunray.desc=_+1:_ Kleryk może rzucić _Słoneczny Promień,_ czar, który zadaje _4-8 obrażeń_ i oślepia cel na _4 tury_, kosztem 1 ładunku.\n\n_+2:_ Kapłan może rzucić _Słoneczny Promień,_ czar, który zadaje _6-12 obrażeń_ i oślepia cel na _6 tur_, kosztem 1 ładunku.\n\nSłoneczny Promień może oślepić każdy cel tylko raz, ale jeśli cel jest już oślepiony przez Sunray, to zamiast tego zostaje sparaliżowany. Sunray zawsze zadaje maksymalne obrażenia demonicznym i nieumarłym wrogom. actors.hero.talent.sunray.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, zapewnia on 15% szansy przy +1 i 25% szansy przy +2 na to, że różdżki i artefakty oślepią wrogów na 4 tury. actors.hero.talent.divine_sense.title=Boski Zmysł -actors.hero.talent.divine_sense.desc=_+1:_ Kleryk może natychmiastowo rzucić _boski zmysł_, kosztujący 2 ładunki, który jest czarem zapewniającym _8 pól_ wizji umysłów na 50 tur.\n\n_+2_ Kleryk może natychmiastowo rzucić _boski zmysł_, kosztujący 2 ładunki, który jest czarem zapewniającym _12 pól_ wizji umysłów na 50 tur. +actors.hero.talent.divine_sense.desc=_+1:_ Kleryk może natychmiastowo rzucić _boski zmysł_, czar kosztujący 2 ładunki, który zapewnia _8 pól_ wizji umysłów na 50 tur.\n\n_+2_ Kleryk może natychmiastowo rzucić _boski zmysł_, czar kosztujący 2 ładunki, który zapewnia _12 pól_ wizji umysłów na 50 tur. actors.hero.talent.divine_sense.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, zapewnia on wizję umysłu o zasięgu 3 pól przy +1 i 5 pól przy +2 na krótki czas po użyciu różdżki lub artefaktu. actors.hero.talent.bless.title=Błogosławieństwo actors.hero.talent.bless.desc=_+1:_ Kleryk może rzucić _błogosławieństwo_, kosztujące 1 ładunek, które jest czarem zapewniającym _6 tury błogosławieństwa i 10 osłony_, jeżeli użyje go na sobie lub _10 tur błogosławieństwa i 10 PŻ_, jeżeli użyje go na innej postaci.\n\n_+2:_ Kleryk może rzucić _błogosławieństwo_, kosztujące 1 ładunek, które jest czarem zapewniającym _10 tur błogosławieństwa i 15 osłony_, jeżeli użyje go na sobie lub _15 tur błogosławieństwa i 15 PŻ_, jeżeli użyje go na innej postaci.\n\nNadmiar leczenia z tego czaru zostanie zamieniony w osłonę. @@ -1435,7 +1438,7 @@ actors.mobs.npcs.wandmaker.intro_dust=Szukam trochę _grobowego prochu_. Jest to actors.mobs.npcs.wandmaker.intro_ember=Szukam _świeżych niedopałków_, które można pozyskać z nowo narodzonego żywiołaka ognia. Żywiołaki zwykle pojawiają się, gdy rytuał przywołania nie jest kontrolowany, więc znajdź kilka świec i miejsce do rytuału, a na pewno sprawisz, że się pojawi. Walcząc z nim, _nie daj się zapędzić w kozi róg_ albo _przygotuj jakiś przedmiot zamrażający._ Nowo narodzone żywiołaki są dość potężne i chaotyczne, ale nie znoszą zimna. actors.mobs.npcs.wandmaker.intro_berry=Stary strażnik tego więzienia hodował _próchnojagodę_, więc wybrałem się tu po jej nasiona. Roślina ta prawdopodobnie zdziczała po latach, więc zdobycie jej nasion może być problematyczne. Ogród powinien być gdzieś w pobliżu. Postaraj się _nie podchodzić do jej bijących pnączy_ jeżeli chcesz zostać w jednym kawałku. Użycie ognia może wydawać się kuszące, ale proszę nie rób tego - zabijesz roślinę i zniszczysz jej nasiona. actors.mobs.npcs.wandmaker.intro_2=\n\nJeżeli jesteś w stanie zdobyć to dla mnie z chęcią odpłacę sie tobie jedną z moich najlepszych różdżek! Przyniosłem dwie ze sobą, więc będziesz mógł wybrać sobie jedną z nich. -actors.mobs.npcs.wandmaker.reminder_dust=Kto tam? Ah, %s. Jak tam poszukiwania grobowego prochu? Szukaj barykad. +actors.mobs.npcs.wandmaker.reminder_dust=Kto tam? Ach, %s. Jakieś postępy w poszukiwaniu pyłu cmentarnego? Szukaj za barykadami. actors.mobs.npcs.wandmaker.reminder_ember=Kto tam? Ah, %s. Jakieś postępy w sprawie niedopałków? Potrzebujesz czterech świeczek i rytualnego symbolu. actors.mobs.npcs.wandmaker.reminder_berry=Kto tam? Ah, %s. Jakieś postępy w sprawie próchnojagody? Szukaj pokoju wypełnionego roślinnością. actors.mobs.npcs.wandmaker.def_verb=blok @@ -1452,8 +1455,8 @@ actors.mobs.albino.desc=To jest rzadko spotykana odmiana szczura, z czystym, śn actors.mobs.albino.discover_hint=Tę postać możesz czasami spotkać w pewnym obszarze lochu. actors.mobs.armoredstatue.name=opancerzona rzeźba -actors.mobs.armoredstatue.desc=Można by pomyśleć, że to kolejny z nieruchomych posągów w tym lochu, ale jego świecące, czerwone oczy wskazują, że tak nie jest.\n\nWydaje się być w niezłym stanie dzięki zbroi, w którą go wyposażono. Pokonanie go może być problemem. -actors.mobs.armoredstatue.desc_arm_wep=O ile sama rzeźba jest kamienna, o tyle jej _%1$s_ i _%2$s_ wyglądają na jak najbardziej prawdziwe. +actors.mobs.armoredstatue.desc=Można by pomyśleć, że to kolejny z nieruchomych posągów w tym lochu, ale jego świecące, czerwone oczy zdradzają, że tak nie jest.\n\nWydaje się być w niezłym stanie dzięki zbroi, którą ma na sobie. Pokonanie go może sprawić pewne problemy. +actors.mobs.armoredstatue.desc_arm_wep=O ile sam posąg wykonany jest z kamienia, jego _%1$s_ i _%2$s_ wyglądają na prawdziwe. actors.mobs.bandit.name=oszalały bandyta actors.mobs.bandit.desc=Elitarny złodziej, można go rozpoznać po jego eleganckich fioletowych szatach. Mimo ich lepszych umiejętności, stali się równie bezrozumni co zwykli złodzieje.\n\nNie dość, że kradną od ciebie, ci bandyci dodatkowo ciebie tymczasowo oślepią, okaleczą i otrują! Na szczęście jest bardziej prawdopodobne, że mają przy sobie jakieś rzeczy. @@ -1532,7 +1535,7 @@ actors.mobs.dm300.desc=DM-300 to największa i najpotężniejsza "defensywna mac actors.mobs.dm300.desc_supercharged=DM-300 jest przepełniony energią elektryczną. W tej formie, DM-300 jest niewrażliwy na ataki i porusza się ze zdwojoną szybkością. Dodatkowo, jego wiertło obraca się wystarczająco szybko, by był w stanie przewiercić się przez litą skałę, choć porusza się przy tym znacznie wolniej.\n\nAtakowanie DM-300 w tym stanie jest bezcelowe, jednak w pobliżu musi znajdować się coś, co dostarcza mu energii. Zniszczenie tego może go osłabić. actors.mobs.dwarfking.name=Król Krasnoludów -actors.mobs.dwarfking.notice=Jak śmiesz! Nie masz pojęcia z czym zadzierasz! +actors.mobs.dwarfking.notice=Jak śmiesz! Nie masz pojęcia, z czym zadzierasz! actors.mobs.dwarfking.lifelink_1=Potrzeba mi twej siły, niewolniku! actors.mobs.dwarfking.lifelink_2=Krwaw za mnie, niewolniku! actors.mobs.dwarfking.teleport_1=Zajmij się nimi, niewolniku! @@ -1542,7 +1545,7 @@ actors.mobs.dwarfking.wave_2=Więcej! Krwawcie za swojego króla! actors.mobs.dwarfking.wave_3=Nieudacznicy! ZABIJCIE ICH TERAZ! actors.mobs.dwarfking.enraged=Nie możesz mnie zabić! JA. JESTEM. NIEŚMIERTELNY! actors.mobs.dwarfking.losing=Nie! Nie możesz tego zrobić... nie masz pojęcia, co leży głębiej... -actors.mobs.dwarfking.defeated=Zgubiłeś... Nas wszystkich... +actors.mobs.dwarfking.defeated=Jesteś... naszą zgubą... actors.mobs.dwarfking.rankings_desc=Pokonany przez króla Krasnoludów actors.mobs.dwarfking.desc=Wiele lat temu, jeden z najpotężniejszych czarodziejów na krasnoludzkim dworze odkrył tajemnice, które dały mu ogromną kontrolę nad życiem i śmiercią. Wkrótce wykorzystał tę moc, podporządkowując sobie i wypaczając swoich rówieśników, swojego króla, a w końcu każdego krasnoluda. Teraz to on jest królem, władcą legionu nieumarłych poddanych.\n\nKról Krasnoludów jest agresywnym przeciwnikiem, który będzie próbował otoczyć i przytłoczyć wrogów swoją hordą nieumarłych sługusów. actors.mobs.dwarfking$dkghoul.rankings_desc=Pokonany przez króla Krasnoludów @@ -1748,7 +1751,7 @@ actors.mobs.spinner.desc=Te zielonkawe, owłosione jaskiniowe pająki na ogół actors.mobs.statue.name=ożywiona rzeźba actors.mobs.statue.def_verb=blok actors.mobs.statue.desc=Można by pomyśleć, że to kolejny z nieruchomych posągów w tym lochu, ale jego świecące czerwone oczy wskazują, że tak nie jest. -actors.mobs.statue.desc_weapon=O ile sama rzeźba jest kamienna, o tyle jej _%s_ wygląda na jak najbardziej prawdziwą broń. +actors.mobs.statue.desc_weapon=O ile sam posąg wykonany jest z kamienia, _%s_, broń przez niego dzierżona, wygląda na prawdziwą. actors.mobs.statue.discover_hint=Tego wroga możesz spotkać gdziekolwiek w lochu. actors.mobs.succubus.name=sukkub @@ -1784,7 +1787,7 @@ actors.mobs.thief.escapes=Złodziej uciekł ze skradzionym przedmiotem: %s! actors.mobs.thief.desc=Pomimo iż ci więźniowie wywędrowali poza swoje cele, to miejsce wciąż jest ich więzieniem. Z biegiem czasu, to miejsce odebrało im rozum razem z wolnością. Dawno temu, ci szaleni złodzieje i bandyci zapomnieli kim są i dlaczego kradną.\n\nCi przeciwnicy z większym prawdopodobieństwem dokonają kradzieży i uciekną niż będą walczyć. Upewnij się, by mieć ich w zasięgu wzroku, inaczej możesz już nigdy nie zobaczyć tego, co ci ukradli. actors.mobs.tormentedspirit.name=udręczona dusza -actors.mobs.tormentedspirit.desc=Udręczone dusze są dobrymi zjawami, które zostały naznaczone klątwą. Dopóki taka dusza jest przeklęta, będzie zachowywała się jak silniejsza wersja widma!\n\nMożliwe, że klątwę będzie się dało zdjąć, używając odpowiedniego przedmiotu obok ducha. Jeśli uda ci się ją zdjąć, duch z pewnością się odwdzięczy... +actors.mobs.tormentedspirit.desc=Udręczone dusze są dobrymi zjawami, które zostały dotknięte przez klątwę. Dopóki taka dusza jest przeklęta, będzie zachowywała się jak znacznie silniejsza wersja upiora!\n\nMożliwe, że klątwę będzie się dało zdjąć, używając odpowiedniego przedmiotu obok ducha. Jeśli ci się uda, z pewnością się on odwdzięczy... actors.mobs.tormentedspirit.thank_you=Dziękuję... actors.mobs.warlock.name=krasnolud czarnoksiężnik diff --git a/core/src/main/assets/messages/actors/actors_pt.properties b/core/src/main/assets/messages/actors/actors_pt.properties index 2e3397a5c..918332f8b 100644 --- a/core/src/main/assets/messages/actors/actors_pt.properties +++ b/core/src/main/assets/messages/actors/actors_pt.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=O amuleto começa a chamar pelos inimigos actors.buffs.ascensionchallenge.haste=O amuleto começa a apressar inimigos distantes! actors.buffs.ascensionchallenge.slow=O amuleto começa a parecer um peso de chumbo em seu inventário! actors.buffs.ascensionchallenge.damage=O amuleto começa a irradiar energia escura. Está Queimando! -actors.buffs.ascensionchallenge.weaken_info=Você deve derrotar os inimigos para enfraquecer a maldição do amuleto! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Você pode sentir a maldição do amuleto enfraquecer um pouco. actors.buffs.ascensionchallenge.break=Você toma um momento para recuperar o fôlego e sente suas feridas começarem a fechar! actors.buffs.ascensionchallenge.almost=Você sente a ligação de Yog ao amuleto começar a enfraquecer, você está quase lá! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Você está pegando fogo! actors.buffs.burning.burnsup=%s queimou! actors.buffs.burning.ondeath=Você queimou até a morte... actors.buffs.burning.rankings_desc=Queimado às Cinzas -actors.buffs.burning.desc=Poucas coisas são mais angustiantes do que ser envolvido por chamas.\n\nO fogo causa dano a cada turno até que seja apagado por água ou até que expire. O fogo pode ser apagado ao pisar na água ou a partir do respingo de uma poção estilhaçada.\n\nAlém disso, o fogo pode queimar terrenos inflamáveis ou itens com que entrar em contato.\n\nTurnos de queima restante :%s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Você sente uma presença mortal. actors.buffs.championenemy$blazing.name=Campeão flamejante @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=O Mago coloca um _Farol de Tele actors.hero.abilities.mage.warpbeacon.desc=O Mago coloca um farol, para o qual é possível se teletransportar à vontade. Colocar o farol demora 1 rodada, mas teletransportar-se até ele é instantâneo.\n\nO Mago não pode teletransportar entre andares por padrão ou usar o farol para alcançar lugares inacessíveis, como salas trancadas. O Mago pode teletransportar-se em cima de inimigos, o que os empurrará para o lado. actors.hero.abilities.rogue.smokebomb.name=Bomba de fumaça -actors.hero.abilities.rogue.smokebomb.fov=Você só pode pular para um lugar vazio em seu campo de visão. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Escolha um local para pular actors.hero.abilities.rogue.smokebomb$ninjalog.name=Boneco de madeira actors.hero.abilities.rogue.smokebomb$ninjalog.desc=De algum jeito, os inimigos são facilmente convencidos de que esse boneco de madeira é o Ladino real! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A Trindade aplicará o e actors.hero.abilities.cleric.trinity.hornofplenty_use=A Trindade aplicará o efeito de lanche deste artefato, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A Trindade aplicará o efeito de roubo de inimigos deste artefato com _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=A Trindade aplicará o efeito de enraizar deste artefato com uma semente prejudicial aleatória, ao custo de _%2$s de cargas._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=A Trindade aplicará o efeito de revelar deste artefato em _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A Trindade aplicará o efeito de congelamento de tempo deste artefato com uma duração de turno de _%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=A Trindade aplicará o efeito de pergaminho aleatório deste artefato, com uma chance de _%1$d/10_ de oferecer a versão exótica sem custo adicional, ao custo de _%2$s de cargas._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Custo de carga: %d actors.hero.spells.divinesense.name=Sentido divino actors.hero.spells.divinesense.short_desc=Ganha temporariamente visão mental em um amplo alcance. -actors.hero.spells.divinesense.desc=O Clérigo concentra seus sentidos no ambiente ao seu redor, ganhando visão mental com um alcance de %d espaços por 30 turnos. Esta magia não leva tempo para ser lançada. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=Sentido divino actors.hero.spells.divinesense$divinesensetracker.desc=Este personagem é capaz, temporariamente, de ver outras criaturas próximas com a mente!\n\nTurnos restantes: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Você percebeu algo. actors.hero.hero.wait=... actors.hero.hero.search=procurar actors.hero.hero.search_distracted=É difícil se concentrar, procurar é exaustivo. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=A dor ajuda você a resistir a vontade de dormir. actors.hero.hero.revive=O ankh explode com energia vital! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Encantamentos e maldições na ar actors.hero.talent.cleave.title=próximo actors.hero.talent.cleave.desc=_+1:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _30 turnos_.\n\n_+2:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _45 turnos_.\n\n_+3:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _60 turnos_. actors.hero.talent.lethal_defense.title=Defesa Letal -actors.hero.talent.lethal_defense.desc=_+1:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 33%_.\n\n_+2:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 67%_.\n\n_+3:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 100%_.\n\nO tempo de recarga da blindagem pode ser reduzido para até -100% com este talento, o que significa que ele estará disponível novamente imediatamente após ser ativado. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=Combo melhorado actors.hero.talent.enhanced_combo.desc=_+1:_ Quando o combo do Gladiador é 7 ou maior, a distância de Surrar aumenta em 3, causa vertigem e pode derrubar os inimigos em abismos.\n\n_+2:_ Além dos benefícios do +1, quando o combo do Gladiador é 9 ou maior Bloquear funciona em múltiplos ataques.\n\n_+3:_ Além dos benefícios de +1 e +2, O Gladiador pode saltar até 3 espaços para combar quando usar Trombar, Esmagar ou Fúria. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Quando o Assassino mata um inimigo c actors.hero.talent.evasive_armor.title=Armadura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Enquanto correndo, o Corredor ganha _+1 de evasão_ adicional por excesso de pontos de força em sua armadura.\n\n_+2:_ Enquanto correndo, o Corredor ganha _+2 de evasão_ adicionais por excesso de pontos de força em sua armadura.\n\n_+3:_ Enquanto correndo, o Corredor ganha _+3 de evasão_ adicionais por excesso de pontos de força em sua armadura. actors.hero.talent.projectile_momentum.title=Impulso de projétil -actors.hero.talent.projectile_momentum.desc=_+1:_ Enquanto está correndo, o Corredor ganha _+50% de precisão e +10% de dano_ com armas de arremesso.\n\n_+2:_ Enquanto está correndo, o Corredor ganha _+100% de precisão e +20% de dano_ com armas de arremesso.\n\n_+3:_ Enquanto está correndo, o Corredor ganha _+150% de precisão e +30% de dano_ com armas de arremesso. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=Rapidez furtiva actors.hero.talent.speedy_stealth.desc=_+1:_ O Corredor ganha 2 unidades de impulso por turno enquanto está invisível.\n\n_+2:_ Além do benefício do +1, o Corredor não gasta mais impulso enquanto está invisível.\n\n_+3:_ Além dos benefícios do +1 e +2, o Corredor se move 2X mais rápido enquanto está invisível, independente se ele está correndo ou não. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Quando a Caçadora pisa em gram actors.hero.talent.heightened_senses.title=sentidos apurados actors.hero.talent.heightened_senses.desc=_+1:_ A Caçadora ganha visão mental de personagens a _2 quadrados de distância dela_.\n\n_+2:_ A Caçadora ganha visão mental de personagens a _3 quadrados de distância dela_. actors.hero.talent.durable_projectiles.title=projéteis duráveis -actors.hero.talent.durable_projectiles.desc=_+1:_ Armas de arremesso têm _+33% de durabilidade_ quando usadas pela Caçadora.\n\n_+2:_ Armas de arremesso têm _+50% de durabilidade_ quando usadas pela Caçadora. +actors.hero.talent.durable_projectiles.desc=_+1:_ Armas de arremesso têm _+50% de durabilidade_ quando usadas pela Caçadora.\n\n_+2:_ Armas de arremesso têm _+75% de durabilidade_ quando usadas pela Caçadora. actors.hero.talent.point_blank.title=À queima roupa -actors.hero.talent.point_blank.desc=_+1:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _-30% de precisão_ em vez de -50%.\n\n_+2:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _-10% de precisão_ em vez de -50%.\n\n_+3:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _+10% de precisão_ em vez de -50%.\n\nObserve que seu arco espiritual ou armas de arremesso sempre têm +50% de precisão quando usadas a distância. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=Tiro de vidência actors.hero.talent.seer_shot.desc=_+1:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _5 turnos_. Tem 20 turnos de recarga.\n\n_+2:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _10 turnos_. Tem 20 turnos de recarga.\n\n_+3:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _15 turnos_. Tem 20 turnos de recarga. actors.hero.talent.seer_shot.meta_desc=Se este talento for ganho por um herói diferente, ele será desencadeado por qualquer arma de arremesso. diff --git a/core/src/main/assets/messages/actors/actors_ru.properties b/core/src/main/assets/messages/actors/actors_ru.properties index c64fc6ca8..c74c41ae8 100644 --- a/core/src/main/assets/messages/actors/actors_ru.properties +++ b/core/src/main/assets/messages/actors/actors_ru.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Амулет начинает подзы actors.buffs.ascensionchallenge.haste=Амулет начинает подгонять противников вдалеке! actors.buffs.ascensionchallenge.slow=Амулет стал весить как гиря в вашем инвентаре! actors.buffs.ascensionchallenge.damage=Амулет начал испускать тёмную энергию. Горячо! -actors.buffs.ascensionchallenge.weaken_info=Вы должны убивать врагов, чтобы ослабить проклятье амулета! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Вы чувствуете, что проклятие амулета стало ослабевать. actors.buffs.ascensionchallenge.break=Вы находите время перевести дыхание, и чувствуете, как ваши раны начинают заживать! actors.buffs.ascensionchallenge.almost=Хватка Йога за амулет начинает ослабевать, вы практически добрались. @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Вы загорелись! actors.buffs.burning.burnsup=%s сгорает! actors.buffs.burning.ondeath=Вы сгорели заживо... actors.buffs.burning.rankings_desc=Сгорел -actors.buffs.burning.desc=Мало что может быть более неприятным, чем быть охваченным пламенем.\n\nОгонь будет наносить урон каждый ход, но его можно потушить, если встать в воду или разбить зелье под собой.\n\nКроме того, от огня может загореться трава под вами или предметы в инвентаре.\n\nХодов осталось: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Вы ощущаете наличие смертельной опасности. actors.buffs.championenemy$blazing.name=Пылающий чемпион @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Маг размещает _Ва actors.hero.abilities.mage.warpbeacon.desc=Маг размещает маяк, который затем может быть убран по желанию. Установка маяка занимает 1 ход, но перемещение к нему происходит мгновенно.\n\nМаг не может перемещаться между этажами или использовать маяк для достижения недоступных мест, таких как запертые комнаты. Маг может телепортироваться на клетку с врагами, тем самым оттолкнув их. actors.hero.abilities.rogue.smokebomb.name=дымовая бомба -actors.hero.abilities.rogue.smokebomb.fov=Прыжок можно совершить только на пустую клетку в пределах видимости +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Выберите клетку для прыжка actors.hero.abilities.rogue.smokebomb$ninjalog.name=деревянная приманка actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Каким-то образом враги легко убеждаются, что эта деревянная приманка - настоящий Разбойник! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Троица приме actors.hero.abilities.cleric.trinity.hornofplenty_use=Троица применит эффект перекуса этого артефакта, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Троица применит эффект обкрадывающий врага, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Троица применит эффект опутывания со случайным вредоносным семенем, как у этого артефакта, используя _%2$s заряда._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Троица применит эффект предвидения, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Троица применит эффект заморозки времени, как у этого артефакта с длительностью в _%1$d_ ходов, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Троица применит эффект случайного свитка или с _%1$d/10_ шансом предложить особый вариант свитка, как у этого артефакта, используя _%2$s заряда._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Стоимость заряда: %d actors.hero.spells.divinesense.name=божественное чутьё actors.hero.spells.divinesense.short_desc=Временно получает ментальное зрение в большом радиусе. -actors.hero.spells.divinesense.desc=Клирик фокусирует восприятие на окружении, получая ментальное зрение радиусом %d клеток на 30 ходов. Это заклинание не требует времени для использования. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=божественное чутьё actors.hero.spells.divinesense$divinesensetracker.desc=Этот персонаж способен временно видеть других существ поблизости с помощью своего разума!\n\nХодов осталось: %s. @@ -774,7 +776,7 @@ actors.hero.spells.sunray.desc=Клирик выпускает луч ослеп actors.hero.spells.walloflight.name=стена света actors.hero.spells.walloflight.short_desc=Создает стену, которая блокирует врагов. -actors.hero.spells.walloflight.desc=Паладин создаёт прямо перед собой стену из пластин твёрдого света, которая 1 клетку толщиной, %1$dклеток в ширину, а также она продлится 20 ходов.\n\nЭта стена имеет те же свойства что и обычная. кроме того что она полностью прозрачна. Противники, которые оказались внутри стены на момент её создания, будут на мгновение парализованы и, если возможно, отброшены назад. Все, что застряло в стене, сможет из неё выйти. \n\nСтена может быть сотворена в любом направлении из четырёх сторон или четырёх диагоналей. Если стена уже существует, заклинание может быть использовано заново, чтобы мгновенно рассеять стену. +actors.hero.spells.walloflight.desc=Паладин создаёт прямо перед собой стену из пластин твёрдого света, которая с толщиной в 1 клетку, %1$d клеток в ширину, и существует в течение 20 ходов.\n\nЭта стена имеет те же свойства что и обычная. кроме того что она полностью прозрачна. Противники, которые оказались внутри стены на момент её создания, будут на мгновение парализованы и, если возможно, отброшены назад. Все, что застряло в стене, сможет из неё выйти. \n\nСтена может быть сотворена в любом направлении из четырёх сторон или четырёх диагоналей. Если стена уже существует, заклинание может быть использовано заново, чтобы мгновенно рассеять стену. actors.hero.spells.walloflight.early_end=Вы рассеивайте стену света. actors.hero.spells.walloflight$lightwall.desc=Мерцающие пластины света загораживают проход сюда. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Вы что-то заметили. actors.hero.hero.wait=... actors.hero.hero.search=поиск actors.hero.hero.search_distracted=Вам сложно сосредоточиться, поэтому поиск занял больше времени. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Боль помогает преодолеть тягу ко сну. actors.hero.hero.revive=Анх взрывается дарующей жизнь энергией! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Зачарования и про actors.hero.talent.cleave.title=Черепная реакция actors.hero.talent.cleave.desc=_+1:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _30 ходов_, вместо 15.\n\n_+2:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _45 ходов_, вместо 15.\n\n_+3:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _60 ходов_, вместо 15. actors.hero.talent.lethal_defense.title=Летальная защита -actors.hero.talent.lethal_defense.desc=_+1:_ Когда Гладиатор убивает противника приёмом из комбо, перезарядка щита его сломанной печати _уменьшается на 33%_.\n\n_+2:_ Когда Гладиатор убивает противника приёмом из комбо, перезарядка щита его сломанной печати _уменьшается на 67%_.\n\n_+3:_ Когда Гладиатор убивает противника приёмом из комбо, перезарядка щита его сломанной печати _уменьшается на 100%_.\n\nЭтот талант может снизить перезарядку щита вплоть до -100%, что означает, что он будет готов вновь сразу после активации. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=Улучшенное комбо actors.hero.talent.enhanced_combo.desc=_+1:_ Когда комбо Гладиатора 7 или выше, увеличивает расстояние отталкивания Тарана на 3, Таран накладывает головокружение и может столкнуть врага в яму.\n\n_+2:_ Вдобавок к бонусам от +1. когда комбо Гладиатора 9 и выше, Парирование работает на нескольких атаках.\n\n_+3:_ Вдобавок к бонусам от +1 и +2, Гладиатор может прыгать на расстояние вплоть до комбо/3, когда использует Натиск, Обрушение, или Неистовство. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Когда Убийца убивае actors.hero.talent.evasive_armor.title=Лёгкая броня actors.hero.talent.evasive_armor.desc=_+1:_ Во время бега Бродяга получает _+1 уклонение_ за каждое лишнее очко силы на вашей броне.\n\n_+2:_ Во время бега Бродяга получает _+2 уклонения_ за каждое лишнее очко силы на вашей броне.\n\n_+3:_ Во время бега Бродяга получает _+3 уклонения_ за каждое лишнее очко силы на вашей броне. actors.hero.talent.projectile_momentum.title=Инерция снаряда -actors.hero.talent.projectile_momentum.desc=_+1:_ Во время бега Бродяга получает _+50% к точности и +10% к урону_ от метательного оружия.\n\n_+2:_ Во время бега Бродяга получает _+100% к точности и +20% к урону_ от метательного оружия.\n\n_+3:_ Во время бега Бродяга получает _+150% к точности и +30% к урону_ от метательного оружия. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=Быстрая скрытность actors.hero.talent.speedy_stealth.desc=_+1:_ Бродяга получает 2 стака импульса за ход, пока он невидим.\n\n_+2:_ В дополнение к преимуществам +1, время в бегу больше не считается, пока Бродяга невидим.\n\n_+3:_ В дополнение к преимуществам +1 и +2, Бродяга движется с удвоенной скоростью, пока он невидим, независимо от того, бежит он или нет. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Когда Охотница н actors.hero.talent.heightened_senses.title=усиленное восприятие actors.hero.talent.heightened_senses.desc=_+1:_ Охотница получает Ментальное зрение в радиусе _2 клеток от неё_.\n\n_+2:_ Охотница получает Ментальное зрение в радиусе _3 клеток от неё_. actors.hero.talent.durable_projectiles.title=прочные снаряды -actors.hero.talent.durable_projectiles.desc=_+1:_ Метательное оружие, используемое Охотницей, имеет _+33% к прочности_. \n\n_+2:_ Метательное оружие, используемое Охотницей, имеет _+50% к прочности_. +actors.hero.talent.durable_projectiles.desc=_+1:_ Метательное оружие, используемое Охотницей, имеет _+50% к прочности_. \n\n_+2:_ Метательное оружие, используемое Охотницей, имеет _+75% к прочности_. actors.hero.talent.point_blank.title=Cтрельба в упор -actors.hero.talent.point_blank.desc=_+1:_ Когда Охотница использует метательное оружие в ближнем бою, оно имеет _-30% точности,_ вместо -50%.\n\n_+2:_ Когда Охотница использует метательное оружие в ближнем бою, оно имеет _-10% точности,_ вместо -50%.\n\n_+3:_ Когда Охотница использует метательное оружие в ближнем бою, оно имеет _+10% точности,_ вместо -50%.\n\nОбратите внимание, что метательное оружие всегда имеет точность +50% при использовании на расстоянии. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=Всевидящий выстрел actors.hero.talent.seer_shot.desc=_+1:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _5 ходов_. Талант перезаряжается 20 ходов.\n\n_+2:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _10 ходов_. Талант перезаряжается 20 ходов.\n\n_+3:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _15 ходов_. Талант перезаряжается 20 ходов. actors.hero.talent.seer_shot.meta_desc=_Если этот талант получен другим героем_, он сработает от любого метательного оружия. diff --git a/core/src/main/assets/messages/actors/actors_sv.properties b/core/src/main/assets/messages/actors/actors_sv.properties index 490291dda..2b602e10a 100644 --- a/core/src/main/assets/messages/actors/actors_sv.properties +++ b/core/src/main/assets/messages/actors/actors_sv.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amuletten börjar ropa på avlägsna fien actors.buffs.ascensionchallenge.haste=Amuletten börjar påskynda avlägsna fiender! actors.buffs.ascensionchallenge.slow=Amuletten börjar kännas som en vikt av bly i din packning! actors.buffs.ascensionchallenge.damage=Amuletten börjar utstråla mörk energi. Det bränns! -actors.buffs.ascensionchallenge.weaken_info=Du måste besegra fiender för att försvaga amulettens förbannelse! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Du känner hur amulettens förbannelse försvagas något. actors.buffs.ascensionchallenge.break=Du tar en stund och hämtar andan och känner hur dina sår börjar sluta sig! actors.buffs.ascensionchallenge.almost=Du känner Yogs grepp om amuletten börja försvagas, du är nästan där! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Du fattar eld! actors.buffs.burning.burnsup=%s brinner upp! actors.buffs.burning.ondeath=Du brann ihjäl... actors.buffs.burning.rankings_desc=Bränd till aska -actors.buffs.burning.desc=Få saker är mer bedrövande än att bli uppslukad av lågor.\n\nEld kommer att orsaka skada varje runda tills den släcks med vatten eller tar slut. Eld kan släckas genom att kliva i vatten eller genom stänket från en krossad trolldryck.\n\nDessutom kan elden tutta på lättantändlig terräng eller föremål som den kommer i kontakt med.\n\nTurer av brinnande kvar: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Du känner en dödlig närvaro. actors.buffs.championenemy$blazing.name=blossande kämpe @@ -230,13 +231,13 @@ actors.buffs.frostimbue.desc=Du är genomsyrad av iskall kraft!\n\nAlla fysiska actors.buffs.fury.name=rasande actors.buffs.fury.heromsg=Du blir rasande! -actors.buffs.fury.desc=Du är arg, fiender gillar dig inte när du är arg.\n\nEn stor ilska brinner inom dig och ökar skadan du gör med fysiska attacker med 50 %%.\n\nDenna ilska varar så länge du har mindre än 50 % hälsa. +actors.buffs.fury.desc=Du är arg, fiender gillar dig inte när du är arg.\n\nEn stor ilska brinner inom dig och ökar skadan du gör med fysiska attacker med 50%%.\n\nDenna ilska varar så länge du har mindre än 50%% hälsa. actors.buffs.blobimmunity.name=reningsbarriär actors.buffs.blobimmunity.desc=En märklig kraft omsluter dig i en tunn skyddande barriär som blockerar alla skadliga effekter i luften.\n\nDu är immun mot alla områdesbundna effekter vid denna barriär.\n\nÅterstående immunitetsrundor: %s. actors.buffs.gravitychaostracker.name=gravity chaos -actors.buffs.gravitychaostracker.desc_intro=Varje gång det går några turer kastas alla karaktärer på den aktuella dungeonvåningen i en slumpmässig riktning. +actors.buffs.gravitychaostracker.desc_intro=Varje gång det går några turer kastas alla karaktärer på den aktuella våningen i fängelsehålan i en slumpmässig riktning. actors.buffs.gravitychaostracker.desc_positive=Du och dina allierade verkar dock vara immuna. actors.buffs.gravitychaostracker.desc_duration=Det är oklart hur länge effekten kommer att vara, men den kan inte vara för evigt. @@ -244,7 +245,7 @@ actors.buffs.greaterhaste.name=greater haste actors.buffs.greaterhaste.desc=En otrolig hastighetsökning, för ett ögonblick känns det som om allt annat står stilla.\n\nUnder effekten av större hastighet tar rörelser ingen tid alls, men andra åtgärder utförs fortfarande i normal hastighet. Varje steg i rörelsen förbrukar en tur av större hastighet.\n\nÅterstående turer av större hastighet: %d. actors.buffs.haste.name=hast -actors.buffs.haste.desc=Energi strömmar genom dina muskler, vilket gör att du kan springa i otroliga hastigheter!\n\nMedan effekten av hastighet är aktiv springer du i 3x hastighet, men utför alla andra åtgärder i normal hastighet.\n\nÅterstående turar med hastighet: %s. +actors.buffs.haste.desc=Energi strömmar genom dina muskler, vilket gör att du kan springa i otroliga hastigheter!\n\nMedan effekten av hastighet är aktiv springer du i 3x hastighet, men utför alla andra åtgärder i normal hastighet.\n\nÅterstående turer med hast: %s. actors.buffs.healing.name=läkande actors.buffs.healing.desc=Ett magiskt botemedel får sår att läka och kött att växa ihop.\n\nVarje tur regenereras hälsan stadigt tills läkningseffekten upphör. Mängden läkning kan avta med tiden.\n\nNästa läkning: %d.\n\nÅterstående läkning: %d. @@ -392,7 +393,7 @@ actors.buffs.roots.heromsg=Du kan inte röra dig! actors.buffs.roots.desc=Rötter (magiska eller naturliga) griper tag i fötterna och tvingar dem ner mot marken.\n\nRötter låser ett mål på plats, vilket gör rörelse och de flesta rörelseförmågor omöjliga. Andra åtgärder påverkas inte, inklusive teleporteringseffekter.\n\nÅterstående rötter: %s. actors.buffs.scrollempower.name=formelbladsförstärkning -actors.buffs.scrollempower.desc=Energin från magikerns nyligen lästa skriftrulle ger hans trollstavar extra kraft!\n\nNivåhöjning: +%1$d.\nÅterstående zaps: %2$d. +actors.buffs.scrollempower.desc=Energin från Magikerns nyligen lästa skriftrulle ger hans trollstavar extra kraft!\n\nNivåhöjning: +%1$d.\nÅterstående zaps: %2$d. actors.buffs.shadows.name=sammansmält med skuggorna actors.buffs.shadows.desc=Du smälter samman med skuggorna omkring dig, vilket gör dig osynlig och saktar ner din ämnesomsättning.\n\nMedan du är osynlig kan fiender inte attackera eller följa efter dig. De flesta fysiska attacker och magiska effekter (såsom pergamentrullar och trollstavar) upphäver omedelbart osynligheten. Dessutom saktas din hungertakt ned när du är skuggblandad.\n\nDu förblir skuggblandad tills du lämnar skuggorna eller en fiende kommer i kontakt med dig. @@ -400,21 +401,21 @@ actors.buffs.shadows.desc=Du smälter samman med skuggorna omkring dig, vilket g actors.buffs.slow.name=saktad actors.buffs.slow.desc=Saktande magi påverkar målets tidsuppfattning, så att allt rör sig extremt snabbt för dem. \n\nEn saktad karaktär utför alla handlingar på dubbelt så lång tid som normalt. \n\nÅterstående turer med saktning: %s. -actors.buffs.snipersmark.name=skyttens märke +actors.buffs.snipersmark.name=prickskyttens märke actors.buffs.snipersmark.action_name_snapshot=snabbskott actors.buffs.snipersmark.action_name_volley=salva -actors.buffs.snipersmark.action_name_sniper=skytteskott -actors.buffs.snipersmark.desc=Snipern är inriktad på det mål hon senast attackerade. Hon kan utföra en specialattack med sin båge som varierar beroende på hur bågen är förstärkt.\n\nEn oförstärkt båge avfyrar en _snapshot_ som gör mindre skada men inte tar någon tid att avfyra.\n\nEn båge som är förstärkt för hastighet avfyrar en _volley_ med tre pilar. Varje pil gör mindre skada, men kan fortfarande aktivera förtrollningar. Denna volley tar 1 tur att avfyra.\n\nEn båge som är förstärkt för skada avfyrar ett _sniper shot._ Detta skott träffar garanterat, gör bonusskada baserat på avståndet till målet och tar 2 turer att avfyra.\n\nÅterstående turer: %s. +actors.buffs.snipersmark.action_name_sniper=prickskytteskott +actors.buffs.snipersmark.desc=Prickskytten är inriktad på det mål hon senast attackerade. Hon kan utföra en specialattack med sin båge som varierar beroende på hur bågen är förstärkt.\n\nEn oförstärkt båge avfyrar en _snapshot_ som gör mindre skada men inte tar någon tid att avfyra.\n\nEn båge som är förstärkt för hastighet avfyrar en _volley_ med tre pilar. Varje pil gör mindre skada, men kan fortfarande aktivera förtrollningar. Denna volley tar 1 tur att avfyra.\n\nEn båge som är förstärkt för skada avfyrar ett _sniper shot._ Detta skott träffar garanterat, gör bonusskada baserat på avståndet till målet och tar 2 turer att avfyra.\n\nÅterstående turer: %s. actors.buffs.soulmark.name=själmärkt -actors.buffs.soulmark.desc=Warlocken har tappat in sig på denna varelses själ, vilket gör att han kan läka sig själv när han tar fysisk skada.\n\nÅterstående turar för själsmärket: %s. +actors.buffs.soulmark.desc=Häxmästaren har tappat in sig på denna varelses själ, vilket gör att han kan läka sig själv när han tar fysisk skada.\n\nÅterstående turer för själsmärket: %s. actors.buffs.stamina.name=uthållighet -actors.buffs.stamina.desc=Du har oändlig uthållighet, vilket gör att du kan röra dig snabbare!\n\nNär du är under påverkan av uthållighet springer du med +50 % hastighet, men utför alla andra åtgärder i normal hastighet.\n\nÅterstående turer med uthållighet: %s. +actors.buffs.stamina.desc=Du har oändlig uthållighet, vilket gör att du kan röra dig snabbare!\n\nNär du är under påverkan av uthållighet springer du med +50%% hastighet, men utför alla andra åtgärder i normal hastighet.\n\nÅterstående turer med uthållighet: %s. actors.buffs.vulnerable.name=sårbar actors.buffs.vulnerable.heromsg=Du känner dig ömtålig! -actors.buffs.vulnerable.desc=Sårbarhetsmagi ökar all fysisk skada som en karaktär tar med 33 % efter att skadan har reducerats av rustning. \n\nÅterstående turer med sårbarhet: %s. +actors.buffs.vulnerable.desc=Sårbarhetsmagi ökar all fysisk skada som en karaktär tar med 33%% efter att skadan har reducerats av rustning. \n\nÅterstående turer med sårbarhet: %s. actors.buffs.terror.name=förskräckt actors.buffs.terror.desc=Terror är manipulativ magi som tvingar sitt mål in i en okontrollerbar panik.\n\nSkräckslagna karaktärer tvingas fly från sin motståndare och försöker placera så många dörrar och väggar som möjligt mellan sig och motståndaren. Smärtan från chocken minskar dock terrorens varaktighet.\n\nÅterstående turer av terror: %s. @@ -426,7 +427,7 @@ actors.buffs.corrosion.name=korrosion actors.buffs.corrosion.heromsg=Du smälter! actors.buffs.corrosion.ondeath=Du smälter bort… actors.buffs.corrosion.rankings_desc=Upplöst -actors.buffs.corrosion.desc=Kraftig syra smälter bort kött, metall och ben i en alarmerande takt.\n\nKorrosionsskadan ökar med tiden, i takt med att målet fortsätter att smälta bort.\n\nÅterstående turar med korrosion: %1$s.\nAktuell korrosionsskada: %2$d. +actors.buffs.corrosion.desc=Kraftig syra smälter bort kött, metall och ben i en alarmerande takt.\n\nKorrosionsskadan ökar med tiden, i takt med att målet fortsätter att smälta bort.\n\nÅterstående turer med korrosion: %1$s.\nAktuell korrosionsskada: %2$d. actors.buffs.vertigo.name=yrsel actors.buffs.vertigo.desc=Det kan vara svårt att gå rakt fram när hela världen snurrar.\n\nNär karaktärer är drabbade av yrsel kommer de att röra sig i slumpmässiga riktningar istället för i den riktning de avsåg att gå.\n\nÅterstående yrselrundor: %s. @@ -436,7 +437,7 @@ actors.buffs.wandempower.desc=Dina skadegörande trollstavar har förstärkts, v actors.buffs.weakness.name=försvagad actors.buffs.weakness.heromsg=Du känner dig helt plötsligt svag! -actors.buffs.weakness.desc=Allt känns plötsligt mycket tyngre.\n\nFörsvagande magi minskar en karaktärs fysiska styrka, vilket gör att de gör 33 % mindre skada.\n\nÅterstående svaghetsrundor: %s. +actors.buffs.weakness.desc=Allt känns plötsligt mycket tyngre.\n\nFörsvagande magi minskar en karaktärs fysiska styrka, vilket gör att de gör 33%% mindre skada.\n\nÅterstående svaghetsrundor: %s. actors.buffs.wellfed.name=proppmätt actors.buffs.wellfed.desc=Du känner dig ganska mätt och belåten.\n\nNär du är mätt ökar inte din hunger och du återfår extra hälsa över tid.\n\nÅterstående turer: %d. @@ -466,13 +467,13 @@ actors.hero.abilities.warrior.endure.desc=Krigaren uthärdar i 3 turer och tar h actors.hero.abilities.mage.elementalblast.name=elementärt skott actors.hero.abilities.mage.elementalblast.no_staff=Du kan inte använda denna förmåga utan din stav. -actors.hero.abilities.mage.elementalblast.short_desc=Magen avger en _Elemental Blast_ från sin stav, som täcker ett stort område runt honom med en effekt som varierar beroende på staven i hans stav. -actors.hero.abilities.mage.elementalblast.desc=Magen avger en magisk explosion som täcker ett cirkulärt område upp till 4 rutor bort och orsakar upp till 15-25 skada. Den specifika effekten av elemental blast varierar beroende på vilken trollstav som är infogad i magens stav. +actors.hero.abilities.mage.elementalblast.short_desc=Magikern avger en _Elemental Blast_ från sin stav, som täcker ett stort område runt honom med en effekt som varierar beroende på staven i hans stav. +actors.hero.abilities.mage.elementalblast.desc=Magikern avger en magisk explosion som täcker ett cirkulärt område upp till 4 rutor bort och orsakar upp till 15-25 skada. Den specifika effekten av elemental blast varierar beroende på vilken trollstav som är infogad i Magikerns stav. actors.hero.abilities.mage.elementalblast.generic_desc=Effekten av elemental blast kommer att likna effekten av staven när den avfyras mot en fiende eller allierad. actors.hero.abilities.mage.wildmagic.name=vild magi actors.hero.abilities.mage.wildmagic.no_wands=Du har inga stavar att zappa med! -actors.hero.abilities.mage.wildmagic.short_desc=Magen släpper lös den vilda magi som finns i hans stavar och avfyrar dem slumpmässigt flera gånger mot ett valt mål under en enda tur. -actors.hero.abilities.mage.wildmagic.desc=Magen släpper loss kraften i sina trollstavar och avfyrar dem slumpmässigt upp till 4 gånger under en enda tur. Magens stav ingår inte i denna effekt.\n\nVarje trollstav får också sin nivå höjd med 2, upp till +3. Denna förmåga använder en halv trollstavsladdning för varje trollslag, och ingen trollstav kan avfyras mer än 2 gånger. +actors.hero.abilities.mage.wildmagic.short_desc=Magikern släpper lös den vilda magi som finns i hans stavar och avfyrar dem slumpmässigt flera gånger mot ett valt mål under en enda tur. +actors.hero.abilities.mage.wildmagic.desc=Magikern släpper loss kraften i sina trollstavar och avfyrar dem slumpmässigt upp till 4 gånger under en enda tur. Magikerns stav ingår inte i denna effekt.\n\nVarje trollstav får också sin nivå höjd med 2, upp till +3. Denna förmåga använder en halv trollstavsladdning för varje trollslag, och ingen trollstav kan avfyras mer än 2 gånger. actors.hero.abilities.mage.warpbeacon.name=varpfyr actors.hero.abilities.mage.warpbeacon.depths=Du kan inte varpa mellan olika djup! actors.hero.abilities.mage.warpbeacon.locked_floor=Du kan inte lämna en låst våning! @@ -482,11 +483,11 @@ actors.hero.abilities.mage.warpbeacon.window_desc=Din fyr står för tillfället actors.hero.abilities.mage.warpbeacon.window_tele=teleportera till fyr actors.hero.abilities.mage.warpbeacon.window_clear=töm fyr actors.hero.abilities.mage.warpbeacon.window_cancel=avbryt -actors.hero.abilities.mage.warpbeacon.short_desc=Magen placerar en _Warping Beacon_ på sin aktuella position, som han omedelbart kan teleportera sig tillbaka till. -actors.hero.abilities.mage.warpbeacon.desc=Magen placerar en fyr som sedan kan användas för att teleportera sig till. Det tar 1 tur att placera fyren, men teleporteringen sker omedelbart.\n\nMagen kan inte teleportera mellan våningar som standard, eller använda fyren för att nå otillgängliga platser som låsta rum. Magen kan teleportera sig in i fiender, vilket kommer att knuffa dem åt sidan. +actors.hero.abilities.mage.warpbeacon.short_desc=Magikern placerar en _Warping Beacon_ på sin aktuella position, som han omedelbart kan teleportera sig tillbaka till. +actors.hero.abilities.mage.warpbeacon.desc=Magikern placerar en fyr som sedan kan användas för att teleportera sig till. Det tar 1 tur att placera fyren, men teleporteringen sker omedelbart.\n\nMagikern kan inte teleportera mellan våningar som standard, eller använda fyren för att nå otillgängliga platser som låsta rum. Magikern kan teleportera sig in i fiender, vilket kommer att knuffa dem åt sidan. actors.hero.abilities.rogue.smokebomb.name=rökbomb -actors.hero.abilities.rogue.smokebomb.fov=Du kan bara hoppa till en tom plats inom ditt synfält +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Välj en plats att hoppa till actors.hero.abilities.rogue.smokebomb$ninjalog.name=träspärr actors.hero.abilities.rogue.smokebomb$ninjalog.desc=På något sätt blir fiender helt övertygade att denna träbulvan är den riktiga Skurken! @@ -498,7 +499,7 @@ actors.hero.abilities.rogue.deathmark.ally_target=Du kan endast markera fiender actors.hero.abilities.rogue.deathmark.short_desc=Skurken placerar ett _Dödsmärke_ på en vald fiende. Märkta fiender tar extra skada, men kan inte dö förrän märket upphör. actors.hero.abilities.rogue.deathmark.desc=Skurken placerar ett märke på en vald fiende, vilket gör att de tar 25 % extra skada. Märket appliceras omedelbart och varar i 5 turer.\n\nMärkta fiender tar bonusskada men kan inte dö förrän märket upphör. Om en fiende har 0 HP när märket upphör, dör de omedelbart. actors.hero.abilities.rogue.deathmark$deathmarktracker.name=märkt för att dö -actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=Denna fiende har märkts, vilket gör att den tar 25 % extra skada, men också att den inte kan dö förrän märket upphör. +actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=Denna fiende har märkts, vilket gör att den tar 25%% extra skada, men också att den inte kan dö förrän märket upphör.\n\nÅterstående turer: %s. actors.hero.abilities.rogue.shadowclone.name=skuggklon actors.hero.abilities.rogue.shadowclone.short_desc=Skurken frammanar en _skuggklon_, som kan dirigeras för att hjälpa honom i strid. actors.hero.abilities.rogue.shadowclone.desc=Skurken frammanar en skuggig kopia av sig själv, som kan dirigeras för att hjälpa honom i strid. Det kostar inget att dirigera skuggklonen.\n\nKlonen har 80 HP, ingen rustning och gör 10-20 skada. Alla dessa egenskaper kan förbättras med talanger, så att klonen drar nytta av vapen och rustningar som hjälten har. @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity tillämpar denna actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity tillämpar denna artefakts snacking-effekt, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity tillämpar denna artefakts fiendestöldseffekt vid _+%1$d_, till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity tillämpar denna artefakts rotningseffekt med ett slumpmässigt skadligt frö, till en kostnad av _%2$s laddning. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity tillämpar denna artefakts spådoms effekt vid _+%1$d_, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity tillämpar denna artefakts tidsfrysningseffekt med en varaktighet på _%1$d_ turer, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity tillämpar denna artefakts slumpmässiga rullningseffekt med en chans på _%1$d/10_ att erbjuda den exotiska versionen utan extra kostnad, till en kostnad av _%2$s laddning. @@ -595,7 +597,7 @@ actors.hero.abilities.cleric.powerofmany.only_allies=Du kan bara stärka alliera actors.hero.abilities.cleric.powerofmany.short_desc=Prästen kanaliserar _Många makt_ och ger en befintlig allierad förstärkning eller skapar en ny. actors.hero.abilities.cleric.powerofmany.desc=Prästen kanaliserar _Mångas kraft_, som antingen ger en befintlig allierad kraft eller skapar en ny allierad med kraft i 100 turer. Om du riktar mot ett tomt fält skapas en ny allierad.\n\nMedan de är förstärkta av Många kraft gör alla allierade +25 % skada, tar -25 % skada och delar sin syn med prästen. De får också 25 i sköld när förmågan används.\n\nPrästen får också tre nya besvärjelser som bara kan användas med en förstärkt allierad. Många kraft upphör inte medan någon av dessa besvärjelser är aktiv. actors.hero.abilities.cleric.powerofmany$powerbuff.name=power of many -actors.hero.abilities.cleric.powerofmany$powerbuff.desc=Denna allierade har förstärkts av Många makter, vilket ger dem +25 % skada och -25 % skada. De delar också sitt synfält med prästen och kan dra nytta av Power of Many-besvärjelser. \n\nPower of Many kvarstår när allierade som prismatiska bilder gömmer sig, men dess varaktighet räknas fortfarande ned. \n\nÅterstående turer: %s. +actors.hero.abilities.cleric.powerofmany$powerbuff.desc=Denna allierade har förstärkts av Många makter, vilket ger dem +25%% skada och -25%% skada. De delar också sitt synfält med prästen och kan dra nytta av Power of Many-besvärjelser. \n\nPower of Many kvarstår när allierade som prismatiska bilder gömmer sig, men dess varaktighet räknas fortfarande ned. \n\nÅterstående turer: %s. actors.hero.abilities.cleric.powerofmany$lightally.name=light ally actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=Din allierade flyttar sig till den positionen. actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=Din allierade flyttar sig för att följa dig. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Laddningskostnad: %d actors.hero.spells.divinesense.name=gudomlig känsla actors.hero.spells.divinesense.short_desc=Få tillfällig tankesyn inom ett stort område. -actors.hero.spells.divinesense.desc=Prästen fokuserar sina sinnen på omgivningen och får syn i ett område med %d rutor i 30 turer. Denna besvärjelse tar ingen tid att kasta. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=gudomlig syn actors.hero.spells.divinesense$divinesensetracker.desc=Denna karaktär kan tillfälligt se andra varelser i närheten med sitt sinne!\n\nÅterstående turer: %s. @@ -741,9 +743,9 @@ actors.hero.spells.radiance.desc=Prästen lyser upp i heligt ljus och bedövar a actors.hero.spells.recallinscription.name=återkalla inskription actors.hero.spells.recallinscription.short_desc=Upprepar en nyligen använd runsten eller skriftrulle. -actors.hero.spells.recallinscription.desc=Prästen använder helig magi för att återanvända effekten av en magisk runa som finns på en runsten eller en skriftrulle som de använde under de senaste %s turarna.\n\nÅterkalla inskription kan inte användas för att replikera uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilket föremål som nyligen använts: 2 för en runsten, 3 för en rulle, 4 för en exotisk rulle. Laddningskostnaden fördubblas också när du replikerar en transmutationsrulle eller alkemiföremål som måste tillverkas med hjälp av transmutation eller uppgradering. +actors.hero.spells.recallinscription.desc=Prästen använder helig magi för att återanvända effekten av en magisk runa som finns på en runsten eller en skriftrulle som de använde under de senaste %s turerna.\n\nÅterkalla inskription kan inte användas för att replikera uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilket föremål som nyligen använts: 2 för en runsten, 3 för en rulle, 4 för en exotisk rulle. Laddningskostnaden fördubblas också när du replikerar en transmutationsrulle eller alkemiföremål som måste tillverkas med hjälp av transmutation eller uppgradering. actors.hero.spells.recallinscription$useditemtracker.name=recently used rune -actors.hero.spells.recallinscription$useditemtracker.desc=Prästen har nyligen använt ett föremål som fungerar med den inskrivna återkallningsbesvärjelsen. Prästen kan kasta besvärjelsen för att upprepa föremålets effekt.\n\nAnvänt föremål: %1$s.\n\nÅterstående turar: %2$s. +actors.hero.spells.recallinscription$useditemtracker.desc=Prästen har nyligen använt ett föremål som fungerar med den inskrivna återkallningsbesvärjelsen. Prästen kan kasta besvärjelsen för att upprepa föremålets effekt.\n\nAnvänt föremål: %1$s.\n\nÅterstående turer: %2$s. actors.hero.spells.shieldoflight.name=sköld av ljus actors.hero.spells.shieldoflight.short_desc=Ger tillfällig rustning mot ett mål. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Du märkte något. actors.hero.hero.wait=… actors.hero.hero.search=sök actors.hero.hero.search_distracted=Det är svårt att koncentrera sig, sökandet är utmattande. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Smärtan hjälper dig att motstå sömnen. actors.hero.hero.revive=Ankhen exploderar med livs-givande energi! @@ -803,10 +806,10 @@ actors.hero.heroclass.warrior_desc_short=Krigaren tål extra skada tack vare sk actors.hero.heroclass.warrior_desc=Krigaren börjar med en unik trasig sigill som ger honom en sköld när han har mindre än hälften av sin hälsa kvar. Sigillet kan flyttas mellan rustningar och kan _överföra en enda uppgradering_ med sig.\n\nKrigaren börjar också med ett _slitet kort svärd_, _tre kaststenar_, tygrustning, en vattenflaska och en sammetspåse.\n\nKrigaren identifierar automatiskt:\n_-_ Identifieringsrullar\n_-_ Helande drycker\n_-_ Raserirullar actors.hero.heroclass.warrior_unlock=Krigaren är automatiskt upplåst. -actors.hero.heroclass.mage=trollkarl -actors.hero.heroclass.mage_desc_short=Trollkarlen är en expert på det övernaturliga och bär på en _magisk stav_ som är starkare än en trollstav. Staven kan _laddas med vilken trollstav_ som helst som Trollkarlen hittar. -actors.hero.heroclass.mage_desc=Trollkarlen börjar med en unik stav som laddas betydligt snabbare än en trollstav och har 1 laddning mer. Staven kan laddas med vilken trollstav som helst som magikern hittar i fängelsehålan. \n\nTrollkarlen börjar också med en _trollstav med magiska projektiler_ laddad i sin stav, tygrustning, en vattenflaska och en sammetspåse. \n\nTrollkarlen identifierar automatiskt:\n_-_ Identifieringsrullar\n_-_ Flytande eldpotioner\n_-_ Uppgraderingsrullar -actors.hero.heroclass.mage_unlock=_Använd en upgraderingsrulle för att göra något starkare_ så låser du upp trollkarlen. +actors.hero.heroclass.mage=magiker +actors.hero.heroclass.mage_desc_short=Magikern är en expert på det övernaturliga och bär på en _magisk stav_ som är starkare än en trollstav. Staven kan _laddas med vilken trollstav_ som helst som Magikern hittar. +actors.hero.heroclass.mage_desc=Magikern börjar med en unik stav som laddas betydligt snabbare än en trollstav och har 1 laddning mer. Staven kan laddas med vilken trollstav som helst som magikern hittar i fängelsehålan. \n\nMagikern börjar också med en _trollstav med magiska projektiler_ laddad i sin stav, tygrustning, en vattenflaska och en sammetspåse. \n\nMagikern identifierar automatiskt:\n_-_ Identifieringsrullar\n_-_ Flytande eldpotioner\n_-_ Uppgraderingsrullar +actors.hero.heroclass.mage_unlock=_Använd en upgraderingsrulle för att göra något starkare_ så låser du upp Magikern. actors.hero.heroclass.rogue=skurk actors.hero.heroclass.rogue_desc_short=Skurken kan undvika fiender och slå till från osynlighet med hjälp av sin _skuggmantel._ Han kan också _upptäcka hemligheter och fällor_ på längre avstånd. @@ -834,12 +837,12 @@ actors.hero.herosubclass.berserker_desc=Berserkern får raseri när han tar fysi actors.hero.herosubclass.gladiator=gladiator actors.hero.herosubclass.gladiator_short_desc=Gladiatorn bygger combo när han utför lyckade attacker. Han kan spendera combo för att använda unika förmågor. actors.hero.herosubclass.gladiator_desc=Gladiatorn bygger upp en kombo-poäng varje gång han lyckas med en attack med ett närstridsvapen eller ett kastvapen. Om gladiatorn inte lyckas med en attack inom 5 turer (15 turer efter en dödande attack) återställs hans kombo.\n\nNär han bygger upp kombinationer kan gladiatorn använda en rad olika förmågor som garanterat träffar:\n2 kombinationer: slå tillbaka fienden, behåller kombinationen\n4 kombinationer: orsaka skada baserat på rustning\n6 kombinationer: parera, behåller kombinationen\n8 kombinationer: skada målet och fiender i närheten\n10 kombinationer: attackera en gång för varje kombination -actors.hero.herosubclass.battlemage=kampmagiker -actors.hero.herosubclass.battlemage_short_desc=_Kampmagikern_ frammanar bonuseffekter när han slåss i närstrid med sin stav. Dessa effekter beror på vilken trollstav hans stav är förtrollad med. -actors.hero.herosubclass.battlemage_desc=Kampmagikern får en bonuseffekt varje gång han slår i närstrid med sin stav, som om hans stav hade en extra förtrollning. Dessa effekter beror på den trollstav som hans stav är förtrollad med, varje trollstav har sin egen effekt. Utöver trollstavseffekterna får Battlemages stav också 0,5 laddningar när han slår med den. +actors.hero.herosubclass.battlemage=stridsmagiker +actors.hero.herosubclass.battlemage_short_desc=_Stridsmagikern_ frammanar bonuseffekter när han slåss i närstrid med sin stav. Dessa effekter beror på vilken trollstav hans stav är förtrollad med. +actors.hero.herosubclass.battlemage_desc=Stridsmagikern får en bonuseffekt varje gång han slår i närstrid med sin stav, som om hans stav hade en extra förtrollning. Dessa effekter beror på den trollstav som hans stav är förtrollad med, varje trollstav har sin egen effekt. Utöver trollstavseffekterna får Stridsmagikerns stav också 0,5 laddningar när han slår med den. actors.hero.herosubclass.warlock=häxmästare actors.hero.herosubclass.warlock_short_desc=_Häxmästaren_ har en chans att själmärka fiender med sina trollstavar. Han helas närhelst han gör fysisk skada till märkta fiender. -actors.hero.herosubclass.warlock_desc=Warlocken har en chans att sätta ett själsmärke på karaktärer när han använder trollstavar på dem. Chansen att sätta ett själsmärke och dess varaktighet ökar med trollstavens nivå. \n\nNär en fiende är själsmärkt läker warlocken 2 hp för varje 5 skada han gör på dem, men endast med attacker från närstridsvapen eller kastvapen, inte från trollstavar! +actors.hero.herosubclass.warlock_desc=Häxmästaren har en chans att sätta ett själsmärke på karaktärer när han använder trollstavar på dem. Chansen att sätta ett själsmärke och dess varaktighet ökar med trollstavens nivå. \n\nNär en fiende är själsmärkt läker Häxmästaren 2 hp för varje 5 skada han gör på dem, men endast med attacker från närstridsvapen eller kastvapen, inte från trollstavar! actors.hero.herosubclass.assassin=lönnmördare actors.hero.herosubclass.assassin_short_desc=_Lönnmördaren_ kan förbereda ett dödligt slag medan han är osynlig. Ju längre han väntar, ju starkare är attacken. actors.hero.herosubclass.assassin_desc=Lönnmördaren förbereder sitt nästa slag när han blir osynlig. Ju längre han förbereder sig, desto kraftfullare blir hans nästa attack. Förberedelsen pågår i upp till 9 turer.\n\nEfter förberedelsen gör Lönnmördaren bonusskada vid sin nästa attack, kan blinka till sitt mål och kan till och med omedelbart döda fiender som är tillräckligt svaga. @@ -867,9 +870,9 @@ actors.hero.herosubclass.paladin_desc=Paladinen får en rad nya och uppgraderade ##talents actors.hero.talent$provokedangertracker.name=provoked anger -actors.hero.talent$provokedangertracker.desc=Krigaren har nyligen förlorat sitt skydd, hans nästa fysiska attack kommer att orsaka bonusskada.\n\nÅterstående turar: %s. +actors.hero.talent$provokedangertracker.desc=Krigaren har nyligen förlorat sitt skydd, hans nästa fysiska attack kommer att orsaka bonusskada.\n\nÅterstående turer: %s. actors.hero.talent$lingeringmagictracker.name=kvarvarande magi -actors.hero.talent$lingeringmagictracker.desc=Magen har nyligen använt en stav eller trollstav, hans nästa fysiska attack kommer att orsaka bonusskada.\n\nÅterstående turar: %s. +actors.hero.talent$lingeringmagictracker.desc=Magikern har nyligen använt en stav eller trollstav, hans nästa fysiska attack kommer att orsaka bonusskada.\n\nÅterstående turer: %s. actors.hero.talent$followupstriketracker.name=uppföljande slag actors.hero.talent$followupstriketracker.desc=Jägarinnan har nyligen attackerat en fiende med ett kastvapen, hennes nästa närstridsattack mot samma mål kommer att ha ökad skada. \n\nÅterstående turer: %s. actors.hero.talent$patientstriketracker.name=tålmodigt slag @@ -877,17 +880,17 @@ actors.hero.talent$patientstriketracker.desc=Duellanten har just väntat en tur, actors.hero.talent$improvisedprojectilecooldown.name=improviserade projektiler nedkylningsperiod actors.hero.talent$improvisedprojectilecooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$rejuvenatingstepscooldown.name=återhämtande fotsteg nedkylningsperiod -actors.hero.talent$rejuvenatingstepscooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turar: %s. +actors.hero.talent$rejuvenatingstepscooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$seershotcooldown.name=siarskott nedkylningsperiod actors.hero.talent$seershotcooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$aggressivebarriercooldown.name=aggressiv barriär nedkylningsperiod -actors.hero.talent$aggressivebarriercooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turar: %s. +actors.hero.talent$aggressivebarriercooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$liquidagilacctracker.name=flytande smidighet -actors.hero.talent$liquidagilacctracker.desc=Duellantens nästa vanliga närstridsattack får bonus i träffsäkerhet.\n\nÅterstående turar: %s. +actors.hero.talent$liquidagilacctracker.desc=Duellantens nästa vanliga närstridsattack får bonus i träffsäkerhet.\n\nÅterstående turer: %s. actors.hero.talent$lethalhastecooldown.name=dödlig hast nedkylningsperiod -actors.hero.talent$lethalhastecooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turar: %s. +actors.hero.talent$lethalhastecooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$swiftequipcooldown.name=kvickutrustande nedkylningsperiod -actors.hero.talent$swiftequipcooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turar: %s. +actors.hero.talent$swiftequipcooldown.desc=Du har nyligen använt denna talang och måste vänta innan du kan använda den igen.\n\nÅterstående turer: %s. actors.hero.talent$preciseassaulttracker.name=precis attack actors.hero.talent$preciseassaulttracker.desc=Duellantens nästa vanliga närstridsattack får bonus i träffsäkerhet.\n\nÅterstående turer: %s. actors.hero.talent$deadlyfollowuptracker.name=dödlig uppföljning @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Förtrollningar och förbannelser actors.hero.talent.cleave.title=klyva actors.hero.talent.cleave.desc=_+1:_ Den extra tid som Gladiator får vid en död ökas till _30 turer_, från 15.\n\n_+2:_ Den extra tid som Gladiator får vid en död ökas till _45 turer_, från 15.\n\n_+3:_ Den extra tid som Gladiator får vid en död ökas till _60 turer_, från 15. actors.hero.talent.lethal_defense.title=dödligt försvar -actors.hero.talent.lethal_defense.desc=_+1:_ När gladiatorn dödar en fiende med en kombination minskar cooldown för hans brutna sigillsköld med _33 %_.\n\n_+2:_ När gladiatorn dödar en fiende med en kombination minskar cooldown för hans brutna sigillsköld med _67 %_.\n\n_+3:_ När gladiatorn dödar en fiende med en kombination, minskas nedkylningstiden för hans brutna sigillsköld med _100 %_.\n\nNedkylningstiden för skölden kan minskas till så lågt som -100 % med denna talang, vilket innebär att den omedelbart blir tillgänglig igen när den aktiveras. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=förstärkt combo actors.hero.talent.enhanced_combo.desc=_+1:_ När gladiatorns kombination är 7 eller högre ökar Clobbars knockback-räckvidd till 3, den orsakar yrsel och kan slå fiender i gropar.\n\n_+2:_ Utöver fördelarna med +1 fungerar Parry på flera attacker när Gladiatorns kombo är 9 eller högre.\n\n_+3:_ Utöver fördelarna med +1 och +2 kan Gladiator hoppa upp till kombo/3 rutor när han använder Slam, Crush eller Fury. @@ -963,52 +966,52 @@ actors.hero.talent.even_the_odds.desc=_+1:_ Krigaren gör ytterligare _5 % bonus #mage actors.hero.talent.empowering_meal.title=förstärkande måltid -actors.hero.talent.empowering_meal.desc=_+1:_ Att äta mat ger magikern _2 bonusskada_ de nästa 3 gångerna han gör skada med en trollstav.\n\n_+2:_ Att äta mat ger magikern _3 bonusskada_ de nästa 3 gångerna han gör skada med en trollstav. +actors.hero.talent.empowering_meal.desc=_+1:_ Att äta mat ger Magikern _2 bonusskada_ de nästa 3 gångerna han gör skada med en trollstav.\n\n_+2:_ Att äta mat ger Magikern _3 bonusskada_ de nästa 3 gångerna han gör skada med en trollstav. actors.hero.talent.scholars_intuition.title=den lärdes intuition -actors.hero.talent.scholars_intuition.desc=_+1:_ Trollkarlen identifierar trollstavar _3x snabbare_.\n\n_+2:_ Trollkarlen identifierar trollstavar _när han använder dem_. +actors.hero.talent.scholars_intuition.desc=_+1:_ Magikern identifierar trollstavar _3x snabbare_.\n\n_+2:_ Magikern identifierar trollstavar _när han använder dem_. actors.hero.talent.lingering_magic.title=kvarvarande magi -actors.hero.talent.lingering_magic.desc=_+1:_ När magikern slår med en trollstav eller stav, gör hans nästa fysiska attack _1-2 bonusskada_.\n\n_+2:_ När magikern slår med en trollstav eller stav, gör hans nästa fysiska attack _2 bonusskada_. +actors.hero.talent.lingering_magic.desc=_+1:_ När Magikern slår med en trollstav eller stav, gör hans nästa fysiska attack _1-2 bonusskada_.\n\n_+2:_ När Magikern slår med en trollstav eller stav, gör hans nästa fysiska attack _2 bonusskada_. actors.hero.talent.backup_barrier.title=reservbarriär -actors.hero.talent.backup_barrier.desc=_+1:_ Trollkarlen får _3 sköld_ varje gång han använder den sista laddningen i sin stav.\n\n_+2:_ Trollkarlen får _5 sköld_ varje gång han använder den sista laddningen i sin stav. +actors.hero.talent.backup_barrier.desc=_+1:_ Magikern får _3 sköld_ varje gång han använder den sista laddningen i sin stav.\n\n_+2:_ Magikern får _5 sköld_ varje gång han använder den sista laddningen i sin stav. actors.hero.talent.backup_barrier.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att aktiveras från hjälten med den högsta nivån på sin trollstav. actors.hero.talent.energizing_meal.title=energigivande måltid -actors.hero.talent.energizing_meal.desc=_+1:_ Att äta mat tar 1 tur för Trollkarlen och ger honom _5 turer för att ladda sin trollstav_.\n\n_+2:_ Att äta mat tar 1 tur för Trollkarlen och ger honom _8 turer för att ladda sin trollstav_. +actors.hero.talent.energizing_meal.desc=_+1:_ Att äta mat tar 1 tur för Magikern och ger honom _5 turer för att ladda sin trollstav_.\n\n_+2:_ Att äta mat tar 1 tur för Magikern och ger honom _8 turer för att ladda sin trollstav_. actors.hero.talent.inscribed_power.title=inskription -actors.hero.talent.inscribed_power.desc=_+1:_ När Trollkarlen läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 2 trollstavsslag_ +2 nivåer.\n\n_+2:_ När Trollkarlen läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 3 trollstavsslag_ +2 nivåer.\n\nAntalet förstärkta trollstavsslag fördubblas när du använder en uppgraderings-, transmutations- eller alkemiföremål som måste tillverkas med hjälp av dessa rullar.\n\nFör alkemiföremål med högre utgångsmängder (t.ex. de flesta trollformler) har denna talang en chans att utlösas baserat på hur många av det föremålet som produceras. +actors.hero.talent.inscribed_power.desc=_+1:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 2 trollstavsslag_ +2 nivåer.\n\n_+2:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 3 trollstavsslag_ +2 nivåer.\n\nAntalet förstärkta trollstavsslag fördubblas när du använder en uppgraderings-, transmutations- eller alkemiföremål som måste tillverkas med hjälp av dessa rullar.\n\nFör alkemiföremål med högre utgångsmängder (t.ex. de flesta trollformler) har denna talang en chans att utlösas baserat på hur många av det föremålet som produceras. actors.hero.talent.wand_preservation.title=stavbevarande -actors.hero.talent.wand_preservation.desc=_+1:_ När Trollkarlen förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _men detta kan endast göras en gång._\n\n_+2:_ När Trollkarlen förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _detta kan upprepas med en cooldown på en hjältenivå._ +actors.hero.talent.wand_preservation.desc=_+1:_ När Magikern förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _men detta kan endast göras en gång._\n\n_+2:_ När Magikern förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _detta kan upprepas med en cooldown på en hjältenivå._ actors.hero.talent.wand_preservation.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att öka mängden arkan harts som erhålls när en trollstav placeras i en alkemikruka med 1 vid +1, eller med 2 vid +2. actors.hero.talent.arcane_vision.title=magisk syn -actors.hero.talent.arcane_vision.desc=_+1:_ När Trollkarlen träffar en fiende med en trollformel får han syn på fiendens tankar i _10 turer_.\n\n_+2:_ När Trollkarlen träffar en fiende med en trollformel får han syn på fiendens tankar i _15 turer_. +actors.hero.talent.arcane_vision.desc=_+1:_ När Magikern träffar en fiende med en trollformel får han syn på fiendens tankar i _10 turer_.\n\n_+2:_ När Magikern träffar en fiende med en trollformel får han syn på fiendens tankar i _15 turer_. actors.hero.talent.shield_battery.title=sköldsbatteri -actors.hero.talent.shield_battery.desc=_+1:_ Trollkarlen kan rikta en trollstav mot sig själv för att omvandla alla sina laddningar till sköldar med en hastighet av _4 % max HP per laddning_.\n\n_+2:_ Trollkarlen kan rikta en trollstav mot sig själv för att omvandla alla sina laddningar till sköldar med en hastighet av _6 % max HP per laddning_. +actors.hero.talent.shield_battery.desc=_+1:_ Magikern kan rikta en trollstav mot sig själv för att omvandla alla sina laddningar till sköldar med en hastighet av _4 % max HP per laddning_.\n\n_+2:_ Magikern kan rikta en trollstav mot sig själv för att omvandla alla sina laddningar till sköldar med en hastighet av _6 % max HP per laddning_. actors.hero.talent.desperate_power.title=desperat kraft -actors.hero.talent.desperate_power.desc=_+1:_ Trollkarlens trollstavar och stavar får _+1 nivå_ på sin sista zap när de är nere på sin sista laddning.\n\n_+2:_ Trollkarlens trollstavar och stavar får _+2 nivåer_ på sin sista zap när de är nere på sin sista laddning.\n\n_+3:_ Trollkarlens trollstavar och stavar får _+3 nivåer_ på sin sista zap när de är nere på sin sista laddning. +actors.hero.talent.desperate_power.desc=_+1:_ Magikerns trollstavar och stavar får _+1 nivå_ på sin sista zap när de är nere på sin sista laddning.\n\n_+2:_ Magikerns trollstavar och stavar får _+2 nivåer_ på sin sista zap när de är nere på sin sista laddning.\n\n_+3:_ Magikerns trollstavar och stavar får _+3 nivåer_ på sin sista zap när de är nere på sin sista laddning. actors.hero.talent.ally_warp.title=ally warp -actors.hero.talent.ally_warp.desc=_+1:_ Trollkarlen kan välja en allierad att omedelbart byta plats med, inom en _2 ruts radie_.\n\n_+2:_ Trollkarlen kan välja en allierad att omedelbart byta plats med, inom en _4 ruts radie_.\n\n_+3:_ Trollkarlen kan välja en allierad att omedelbart byta plats med, inom en _6 rutor_ radie.\n\nTrollkarlen kan inte byta plats med orörliga allierade. +actors.hero.talent.ally_warp.desc=_+1:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _2 ruts radie_.\n\n_+2:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _4 ruts radie_.\n\n_+3:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _6 rutor_ radie.\n\nMagikern kan inte byta plats med orörliga allierade. actors.hero.talent.empowered_strike.title=förstärkt slag -actors.hero.talent.empowered_strike.desc=_+1:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den orsakar _+16 % skada_ och stavens bonuseffekt får _+50 % kraft_.n\n_+2:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+33 % skada_ och stavens bonuseffekt får _+100 % kraft_.n\n_+3:_ Battlemage's första närstridsattack med sin stav efter att ha använt den ger _+50 % skada_ och stavens bonuseffekt får _+150 % kraft_. +actors.hero.talent.empowered_strike.desc=_+1:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den orsakar _+16 % skada_ och stavens bonuseffekt får _+50 % kraft_.n\n_+2:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+33 % skada_ och stavens bonuseffekt får _+100 % kraft_.n\n_+3:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+50 % skada_ och stavens bonuseffekt får _+150 % kraft_. actors.hero.talent.mystical_charge.title=mystisk laddning -actors.hero.talent.mystical_charge.desc=_+1:_ Att slå med sin stav ger Kampmagikern _0,5 turer_ i artefaktuppladdning.\n\n_+2:_ Att slå med sin stav ger Kampmagikern _1 tur_ i artefaktuppladdning.\n\n_+3:_ Att slå med sin stav ger Kampmagikern _1,5 turer_ värde av artefaktuppladdning. +actors.hero.talent.mystical_charge.desc=_+1:_ Att slå med sin stav ger Stridsmagikern _0,5 turer_ i artefaktuppladdning.\n\n_+2:_ Att slå med sin stav ger Stridsmagikern _1 tur_ i artefaktuppladdning.\n\n_+3:_ Att slå med sin stav ger Stridsmagikern _1,5 turer_ värde av artefaktuppladdning. actors.hero.talent.excess_charge.title=överbliven laddning -actors.hero.talent.excess_charge.desc=_+1:_ När Kampmagikerns stav är fulladdad ger hans nästa zap honom _0,67 sköld_ per stavens nivå.n\n_+2:_ När Kampmagikerns stav är fulladdad ger nästa stöt honom _1,33 sköld_ per stavens nivå.\n\n_+3:_ När Kampmagikerns stav är fulladdad ger nästa stöt honom _2 sköld_ per stavens nivå. +actors.hero.talent.excess_charge.desc=_+1:_ När Stridsmagikerns stav är fulladdad ger hans nästa zap honom _0,67 sköld_ per stavens nivå.n\n_+2:_ När Stridsmagikerns stav är fulladdad ger nästa stöt honom _1,33 sköld_ per stavens nivå.\n\n_+3:_ När Stridsmagikerns stav är fulladdad ger nästa stöt honom _2 sköld_ per stavens nivå. actors.hero.talent.soul_siphon.title=själsutvinning -actors.hero.talent.soul_siphon.desc=_+1:_ Fysisk skada som andra karaktärer orsakar utlöser Warlocks själsmärke med _13 % effektivitet_.\n\n_+2:_ Fysisk skada som andra karaktärer orsakar utlöser Warlocks själsmärke med _27 % effektivitet_.n\n_+3:_ Fysisk skada som tillfogas av andra karaktärer aktiverar Warlocks själsmärke med _40 % effektivitet_. +actors.hero.talent.soul_siphon.desc=_+1:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _13 % effektivitet_.\n\n_+2:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _27 % effektivitet_.n\n\n_+3:_ Fysisk skada som tillfogas av andra karaktärer aktiverar Häxmästarens själsmärke med _40 % effektivitet_. actors.hero.talent.soul_eater.title=själsslukare actors.hero.talent.soul_eater.desc=_+1:_ Själsmärke ger _0,33 turer_ mättnad för varje fysisk skada som tillfogas. Fiender med själsmärke har _10 % chans_ att utlösa effekter vid intag när de dör.\n\n_+2:_ Själsmärke ger _0,67 turer_ mättnad för varje fysisk skada som tillfogas. Själsmärkta fiender har _20 % chans_ att utlösa effekter när de dör. \n\n_+3:_ Själsmärke ger _1 tur_ mättnad för varje fysisk skada som orsakas. Själsmärkta fiender har _30 % chans_ att utlösa effekter när de dör. actors.hero.talent.necromancers_minions.title=och besvärjares undersåtar -actors.hero.talent.necromancers_minions.desc=_+1:_ När en själsmärkt fiende dör har Warlocken _13 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+2:_ När en själsmärkt fiende dör har Warlock _27 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+3:_ När en själsmärkt fiende dör har Warlock _40 % chans_ att återuppväcka dem som en fördärvad vålnad. +actors.hero.talent.necromancers_minions.desc=_+1:_ När en själsmärkt fiende dör har Häxmästaren _13 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+2:_ När en själsmärkt fiende dör har Häxmästaren _27 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+3:_ När en själsmärkt fiende dör har Häxmästaren _40 % chans_ att återuppväcka dem som en fördärvad vålnad. actors.hero.talent.blast_radius.title=sprängradie actors.hero.talent.blast_radius.desc=_+1:_ Elemental blast's radius ökas till _5 rutor_, från 4.\n\n_+2:_ Elemental blast's radius ökas till _6 rutor_, från 4.n\n_+3:_ Elemental blast's radius ökas till _7 rutor_, från 4.\n\n_+4:_ Elemental blast's radius ökas till _8 rutor_, från 4. actors.hero.talent.elemental_power.title=elementär kraft actors.hero.talent.elemental_power.desc=_+1:_ Kraften av elementärt skott är _25%_ starkare.\n\n_+2:_ Kraften av elementärt skott är _50%_ starkare.\n\n_+3:_ Kraften av elementärt skott är _75%_ starkare.\n\n_+4:_ Kraften av elementärt skott är _100%_ starkare. actors.hero.talent.reactive_barrier.title=reaktiv barriär -actors.hero.talent.reactive_barrier.desc=_+1:_ Trollkarlen får _2,5 sköld_ för varje karaktär som påverkas av elementär explosion, upp till maximalt 5 karaktärer.\n\n_+2:_ Trollkarlen får _5 sköld_ för varje karaktär som påverkas av elementär explosion, upp till maximalt 6 karaktärer.\n\n_+3:_ Trollkarlen får _7,5 sköld_ för varje karaktär som påverkas av elemental blast, upp till maximalt 7 karaktärer.\n\n_+4:_ Trollkarlen får _10 sköld_ för varje karaktär som påverkas av elemental blast, upp till maximalt 8 karaktärer. +actors.hero.talent.reactive_barrier.desc=_+1:_ Magikern får _2,5 sköld_ för varje karaktär som påverkas av elementär explosion, upp till maximalt 5 karaktärer.\n\n_+2:_ Magikern får _5 sköld_ för varje karaktär som påverkas av elementär explosion, upp till maximalt 6 karaktärer.\n\n_+3:_ Magikern får _7,5 sköld_ för varje karaktär som påverkas av elemental blast, upp till maximalt 7 karaktärer.\n\n_+4:_ Magikern får _10 sköld_ för varje karaktär som påverkas av elemental blast, upp till maximalt 8 karaktärer. actors.hero.talent.wild_power.title=vild kraft actors.hero.talent.wild_power.desc=_+1:_ När vild magi används förstärks trollstavar med antingen _2 eller 3, upp till +4_.n\n_+2:_ När vild magi används förstärks trollstavar med _3, upp till +5_.\n\n_+3:_ När vild magi används förstärks trollstavar med antingen _3 eller 4, upp till +6_.\n\n_+4:_ När vild magi används förstärks trollstavar med _4, upp till +7_. @@ -1018,11 +1021,11 @@ actors.hero.talent.conserved_magic.title=konserverad magi actors.hero.talent.conserved_magic.desc=_+1:_ Varje zap från vild magi använder nu _0,33 laddningar_ istället för 0,5, och vild magi har _25 % chans_ att inte använda en tur.n\n_+2:_ Varje zap från vild magi använder nu _0,225 laddningar_ istället för 0,5, och vild magi har _50 % chans_ att inte använda en tur.\n\n_+3:_ Varje zap från vild magi använder nu _0,15 laddningar_ istället för 0,5, och vild magi har _75 % chans_ att inte använda en tur.\n\n_+4:_ Varje zap från vild magi använder nu _0,1 laddningar_ istället för 0,5, och vild magi har _100 % chans_ att inte spendera en tur. actors.hero.talent.telefrag.title=Telefrag -actors.hero.talent.telefrag.desc=_+1:_ Om magikern teleporterar sig till en annan karaktär gör han _10-15 skada_ på den, men tar också _5 skada_.\n\n_+2:_ Om magikern teleporterar sig till en annan karaktär gör han _20-30 skada_ på den, men tar också _10 skada_.\n\n_+3:_ Om magikern teleporterar sig till en annan karaktär, gör han _30-45 skada_ på den, men tar också _15 skada_.\n\n_+4:_ Om magikern teleporterar sig till en annan karaktär, gör han _40-60 skada_ på den, men tar också _20 skada_.\n\nHjälten kan inte dödas av denna talang, självskadan kan reduceras av magiresistenta effekter. +actors.hero.talent.telefrag.desc=_+1:_ Om Magikern teleporterar sig till en annan karaktär gör han _10-15 skada_ på den, men tar också _5 skada_.\n\n_+2:_ Om Magikern teleporterar sig till en annan karaktär gör han _20-30 skada_ på den, men tar också _10 skada_.\n\n_+3:_ Om Magikern teleporterar sig till en annan karaktär, gör han _30-45 skada_ på den, men tar också _15 skada_.\n\n_+4:_ Om Magikern teleporterar sig till en annan karaktär, gör han _40-60 skada_ på den, men tar också _20 skada_.\n\nHjälten kan inte dödas av denna talang, självskadan kan reduceras av magiresistenta effekter. actors.hero.talent.remote_beacon.title=Fjärrbeacon -actors.hero.talent.remote_beacon.desc=_+1:_ Trollkarlen kan placera en fyr på valfri plats inom _4 rutor_.\n\n_+2:_ Trollkarlen kan placera en fyr på valfri plats inom _8 rutor_.\n\n_+3:_ Trollkarlen kan placera en fyr på valfri plats inom _12 rutor_.\n\n_+4:_ Trollkarlen kan placera en fyr på valfri plats inom _16 rutor_.\n\nTrollkarlen kan inte placera fyrar på platser som är otillgängliga. +actors.hero.talent.remote_beacon.desc=_+1:_ Magikern kan placera en fyr på valfri plats inom _4 rutor_.\n\n_+2:_ Magikern kan placera en fyr på valfri plats inom _8 rutor_.\n\n_+3:_ Magikern kan placera en fyr på valfri plats inom _12 rutor_.\n\n_+4:_ Magikern kan placera en fyr på valfri plats inom _16 rutor_.\n\nMagikern kan inte placera fyrar på platser som är otillgängliga. actors.hero.talent.longrange_warp.title=Långdistansförflyttning -actors.hero.talent.longrange_warp.desc=_+1:_ Trollkarlen kan nu förflytta sig mellan våningar, till en kostnad av _150 % laddning_.\n\n_+2:_ Trollkarlen kan nu förflytta sig mellan våningar, till en kostnad av _117 % laddning_.\n\n_+3:_ Trollkarlen kan nu förflytta sig mellan våningar, till en kostnad av _83 % laddning_.\n\n_+4:_ Trollkarlen kan nu förflytta sig mellan våningar, till en kostnad av _50 % laddning_.\n\nTrollkarlen kan inte använda långdistansförflyttning för att lämna en låst våning. +actors.hero.talent.longrange_warp.desc=_+1:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _150 % laddning_.\n\n_+2:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _117 % laddning_.\n\n_+3:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _83 % laddning_.\n\n_+4:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _50 % laddning_.\n\nMagikern kan inte använda långdistansförflyttning för att lämna en låst våning. #rogue actors.hero.talent.cached_rations.title=undangömda ransoner @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ När Lönnmördaren dödar en fiende actors.hero.talent.evasive_armor.title=undvikande rustning actors.hero.talent.evasive_armor.desc=_+1:_ Vid freerunning får Freerunner ytterligare _+1 undvikande_ per överskott av styrka på sin rustning.\n\n_+2:_ Vid freerunning får Freerunner ytterligare _+2 undvikande_ per överskott av styrka på sin rustning.\n\n_+3:_ Vid freerunning får Freerunner ytterligare _+3 undvikande_ per överskjutande styrkepunkt på sin rustning. actors.hero.talent.projectile_momentum.title=projektilmoment -actors.hero.talent.projectile_momentum.desc=_+1:_ Under freerunning får Freerunner _+50 % träffsäkerhet och +10 % skada_ med kastvapen.\n\n_+2:_ Under freerunning får Freerunner _+100 % träffsäkerhet och +20 % skada_ med kastvapen.\n\n_+3:_ Under freerunning får Freerunner _+150 % träffsäkerhet och +30 % skada_ med kastvapen. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=snabbt smygande actors.hero.talent.speedy_stealth.desc=_+1:_ Freerunner får 2 momentum per tur vid osynlighet.\n\n_+2:_ Utöver fördelarna med +1 räknas inte längre freerunning ned vid osynlighet.\n\n_+3:_ Utöver fördelarna med +1 och +2 rör sig fri löparen med 2x hastighet när han är osynlig, oavsett om han fri löper eller inte. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ När Jägarinnan trampar på ko actors.hero.talent.heightened_senses.title=förhöjda sinnen actors.hero.talent.heightened_senses.desc=_+1:_ Jägarinnan får syn på karaktärer inom _2 rutor från sin position_.\n\n_+2:_ Jägarinnan får syn på karaktärer inom _3 rutor från sin position_. actors.hero.talent.durable_projectiles.title=slitstarka projektiler -actors.hero.talent.durable_projectiles.desc=_+1:_ Kastvapen har _+33 % hållbarhet_ när de används av Jägarinnan.\n\n_+2:_ Kastvapen har _+50 % hållbarhet_ när de används av Jägarinnan. +actors.hero.talent.durable_projectiles.desc=_+1:_ Kastvapen har _+50 % hållbarhet_ när de används av Huntress.\n\n_+2:_ Kastvapen har _+75 % hållbarhet_ när de används av Huntress. actors.hero.talent.point_blank.title=på nära håll -actors.hero.talent.point_blank.desc=_+1:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _-30 % träffsäkerhet_ istället för -50 %.\n\n_+2:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _-10 % träffsäkerhet_ istället för -50 %.\n\n_+3:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _+10 % träffsäkerhet_ istället för -50 %.\n\nObservera att kastvapen eller andebågen alltid har +50 % träffsäkerhet när de används på avstånd. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=seende skott actors.hero.talent.seer_shot.desc=_+1:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett 3x3-område runt den i _5 turer_. Detta har en nedkylningstid på 20 turer.\n\n_+2:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett 3x3-område runt den i _10 turer_. Detta har en nedkylningstid på 20 turer.\n\n_+3:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett område på 3x3 runt den i _15 turer_. Detta har en nedkylningstid på 20 turer. actors.hero.talent.seer_shot.meta_desc=_Om denna talang erhålls av en annan hjälte_ aktiveras den av alla kastvapen. @@ -1695,7 +1698,7 @@ actors.mobs.pylon.name=ledningsstolpe actors.mobs.pylon.desc_inactive=En kraftpylon som är avsedd att reglera elen som driver maskinerna i detta område.\n\nPylon är för närvarande inaktiv och immun mot skador. actors.mobs.pylon.desc_active=En kraftpylon som är avsedd att reglera elen som driver maskinerna i detta område. Pylon är för närvarande överladdad med elektrisk energi, det måste vara detta som överladdar DM-300!\n\nI detta tillstånd är pyloner sårbara, men kommer att leda elektricitet till närliggande celler i ett mönster medurs. På grund av sin tunga metallkonstruktion är pyloner motståndskraftiga mot stora skador. -actors.mobs.rat.name=marsupial rat +actors.mobs.rat.name=pungråtta actors.mobs.rat.desc=Pungråttor är aggressiva men ganska svaga invånare i kloakerna. De har ett otäckt bett, men är bara livsfarliga i stora antal. actors.mobs.ripperdemon.name=ripper demon @@ -1752,7 +1755,7 @@ actors.mobs.statue.desc_weapon=Vid statyn är gjord av sten, men _%s_ den hålle actors.mobs.statue.discover_hint=Du kan hitta denna fiende överallt i fängelsehålan. actors.mobs.succubus.name=succubus -actors.mobs.succubus.desc=Succubi är formskiftande demoner som manipulerar sina bytters sinnen. Den här har tagit formen av en blek gotisk humanoid, kanske för att locka dvärgiska trollkarlar?\n\nSuccubi kan tillfälligt förtrolla sina fiender när de attackerar, vilket gör att fienderna inte kan attackera dem direkt. När succubi attackerar en förtrollad fiende stjäl de en del av deras livskraft. +actors.mobs.succubus.desc=Succubi är formskiftande demoner som manipulerar sina bytters sinnen. Den här har tagit formen av en blek gotisk humanoid, kanske för att locka dvärgiska häxmästare?\n\nSuccubi kan tillfälligt förtrolla sina fiender när de attackerar, vilket gör att fienderna inte kan attackera dem direkt. När succubi attackerar en förtrollad fiende stjäl de en del av deras livskraft. actors.mobs.swarm.name=svärm av flugor actors.mobs.swarm.desc=Den dödliga flugsvärmen surrar ilsket. Varje icke-magisk attack delar upp den i två mindre men lika farliga svärmar. @@ -1789,7 +1792,7 @@ actors.mobs.tormentedspirit.thank_you=Tack... actors.mobs.warlock.name=häxmästardvärg actors.mobs.warlock.bolt_kill=Skuggskottet dödade dig... -actors.mobs.warlock.desc=När dvärgarnas intressen skiftade från teknik till mystiska konster, tog warlocks makten i staden. De började med elementärmagi, men övergick snart till demonologi och nekromanti. Den starkaste av dessa warlocks tog över tronen i dvärgstaden, och hans anhängare fick fortsätta utöva sin mörka magi så länge de överlämnade sin fria vilja till honom. Dessa warlocks besitter kraftfull störande magi och kan tillfälligt hindra uppgraderingsmagi som används på din utrustning. Ju mer uppgraderad en föremål är, desto starkare påverkas den. +actors.mobs.warlock.desc=När dvärgarnas intressen skiftade från teknik till mystiska konster, tog häxmästare makten i staden. De började med elementärmagi, men övergick snart till demonologi och nekromanti. Den starkaste av dessa häxmästare tog över tronen i dvärgstaden, och hans anhängare fick fortsätta utöva sin mörka magi så länge de överlämnade sin fria vilja till honom. Dessa häxmästare besitter kraftfull störande magi och kan tillfälligt hindra uppgraderingsmagi som används på din utrustning. Ju mer uppgraderad en föremål är, desto starkare påverkas den. actors.mobs.wraith.name=vålnad actors.mobs.wraith.desc=En vålnad är en hämndlysten ande av en syndare vars grav eller gravplats har störts. Eftersom den är en eterisk varelse är den mycket svår att träffa med vanliga vapen. diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index f68ce9db8..00eaeea1d 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Muska uzaktaki düşmanlara seslenmeye ba actors.buffs.ascensionchallenge.haste=Muska uzaktaki düşmanları hızlandırmaya başladı! actors.buffs.ascensionchallenge.slow=Muska, envanterinde kurşundan bir ağırlık gibi hissettirmeye başladı! actors.buffs.ascensionchallenge.damage=Muska karanlık enerji yaymaya başladı. Yakıyor! -actors.buffs.ascensionchallenge.weaken_info=Muska'nın lanetini zayıflatmak için düşmanları yenmelisin! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Muska'nın lanetinin biraz zayıfladığını hissedebiliyorsun. actors.buffs.ascensionchallenge.break=Bir dakikanı ayırıp soluklanıyor ve yaralarının kapanmaya başladığını hissediyorsun! actors.buffs.ascensionchallenge.almost=Yog'un muska üzerindeki hâkimiyetinin zayıflamaya başladığını hissediyorsun, neredeyse oradasın! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Yanmaya başladın! actors.buffs.burning.burnsup=%s yanıp gitti! actors.buffs.burning.ondeath=Yanarak öldün... actors.buffs.burning.rankings_desc=Yanıp Kül Oldu -actors.buffs.burning.desc=Çok az şey alevler içinde kalmaktan daha endişe vericidir.\n\nAteş, su tarafından söndürülene veya kendi başına sönene kadar hasar verir. Ateşi söndürmek için bir suyun üzerine basabilir veya başında bir iksir şişesini kırıp onun sıvısı ile ateşi söndürebilirsin. \n\nÜstelik alevler yanabilir eşyaları veya yanabilir ortamı tutuşturabilir. \n\nAlevlerin sönmesi için kalan sıra: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Ölümcül bir varlık seziyorsun. actors.buffs.championenemy$blazing.name=alevlenmiş şampiyon @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Büyücü mevcut konumuna bir _ actors.hero.abilities.mage.warpbeacon.desc=Büyücü, istediği zaman ışınlanabileceği bir fener yerleştirir. Feneri yerleştirmek 1 tur alır, ama ışınlanmak anında gerçekleşir.\n\nBüyücü varsayılan olarak katlar arası ışınlanamaz, veya feneri ulaşılamaz yerlere, mesela kilitli odalara, ulaşmak için kullanamaz. Büyücü düşmanların içine ışınlanabilir, bu, düşmanları yana itecektir. actors.hero.abilities.rogue.smokebomb.name=Sis Bombası -actors.hero.abilities.rogue.smokebomb.fov=Sadece görüş alanındaki boş bir bölgeye atlayabilirsin. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Atlayacağın yeri seç actors.hero.abilities.rogue.smokebomb$ninjalog.name=Tahta Kukla actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Her nasılsa, düşmanlar bu tahta kuklanın gerçek Haydut olduğuna kolayca ikna oluyor! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity, _%2$s şarj_ ka actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity, _%2$s şarj_ bedeli karşılığında bu eserin atıştırma etkisini uygular. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity, bu eserin düşman soyma etkisini _%2$s şarj_ karşılığında _+%1$d_ olarak uygular. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity, bu eserin kök etkisini _%2$s şarj_ karşılığında rastgele bir zararlı tohumla uygular. +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity, bu eserin kehanet etkisini _+%1$d_ menzil ile uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity, bu eserin zaman dondurma etkisini _%1$d_ tur süreyle uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity, bu eserin rastgele parşömen etkisini _%1$d/10_ ihtimalle egzotik versiyonu ek bir maliyet olmadan sunacak, karşılığında _%2$s şarj_ harcayacaktır. @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Şarj maliyeti: %d actors.hero.spells.divinesense.name=ilahi duyu actors.hero.spells.divinesense.short_desc=Geniş bir menzilde geçici zihin görüşü kazanın. -actors.hero.spells.divinesense.desc=Ruhban duyularını çevresine odaklayarak 30 hamle boyunca %d karelik bir menzile sahip zihin görüşü kazanır. Bu büyüyü yapmak zaman almaz. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=ilahi duyu actors.hero.spells.divinesense$divinesensetracker.desc=Bu karakter geçici olarak yakındaki diğer yaratıkları zihniyle görebilir!\n\nKalan hamle sayısı: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Bir şey fark ettin. actors.hero.hero.wait=... actors.hero.hero.search=ara actors.hero.hero.search_distracted=Konsantre olamıyorsun, arama yapmak yorucu oluyor. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Acı, uyuma isteğini bastırıyor. actors.hero.hero.revive=Ankh iyileştiren enerji ile patlıyor! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Çılgın Savaşçı’nın silah actors.hero.talent.cleave.title=yar actors.hero.talent.cleave.desc=_+1:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _30 tura_ çıkarıldı.\n\n_+2:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _45 tura_ çıkarıldı.\n\n_+3:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _60 tura_ çıkarıldı. actors.hero.talent.lethal_defense.title=Ölümcül Savunma -actors.hero.talent.lethal_defense.desc=_+1:_ Gladyatör bir rakibi kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _%33_ azalır.\n\n_+2:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _%67_ azalır.\n\n_+3:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _%100_ azalır.\n\nKalkanın bekleme süresi bu yetenekle -%100'e kadar düşürülebilir; bu da etkinleştirildiğinde hemen tekrar kullanılabilir olacağı anlamına gelir. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=Geliştirilmiş Kombo actors.hero.talent.enhanced_combo.desc=_+1:_ Gladyatörün kombosu 7 veya daha yüksek olduğunda, Clobber'ın geri itme aralığı 3'e çıkar, baş dönmesine neden olur ve düşmanları çukurlara fırlatabilir.\n\n_+2:_ +1'in faydalarına ek olarak, Gladyatörün kombosu 9 veya daha yüksek olduğunda Siper birden fazla saldırı üzerinde çalışır.\n\n_+3:_ +1 ve +2 avantajlarına ek olarak, Gladyatör Slam, Crush veya Fury kullanırken kombo/3 karoya kadar sıçrayabilir. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Haydut bir düşmanı hazırlıklı actors.hero.talent.evasive_armor.title=baştan savılmış zırh actors.hero.talent.evasive_armor.desc=_+1:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+1 kaçınma_ kazanır.\n\n_+2:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+2 kaçınma_ kazanır.\n\n_+3:_ Serbest çalışırken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+3 kaçınma_ kazanır. actors.hero.talent.projectile_momentum.title=atış momentumu -actors.hero.talent.projectile_momentum.desc=_+1:_ Serbest koşarken, Serbest Koşucu fırlatılan silahlarla _+%50 isabet ve +%10 hasar_ kazanır.\n\n_+2:_ Serbest koşarken, Serbest Koşucu fırlatılan silahlarla _+%100 isabet ve +%20 hasar_ kazanır.\n\n_+3:_ Serbest koşarken, Serbest Koşucu fırlatılan silahlarla _+150% isabet ve +30% hasar_ kazanır. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=hızlı gizlilik actors.hero.talent.speedy_stealth.desc=_+1:_ Freerunner görünmezken tur başına 2 momentum yığını kazanır.\n\n_+2:_ +1'in faydalarına ek olarak, Freerunner görünmezken freerunning artık geri sayım yapmıyor.\n\n_+3:_ +1 ve +2'nin faydalarına ek olarak, Freerunner, serbest koşup koşmadığına bakılmaksızın görünmezken 2 kat hızla hareket eder. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Avcı kısa çimenlere veya kö actors.hero.talent.heightened_senses.title=Keskin Hisler actors.hero.talent.heightened_senses.desc=_+1:_ Avcı, bulunduğu konumdan _2 karelik mesafe_ içindeki karakterler üzerinde zihin görüşü kazanır.\n\n_+2:_ Avcı, bulunduğu konumdan _3 karelik mesafe_ içindeki karakterler üzerinde zihin görüşü kazanır. actors.hero.talent.durable_projectiles.title=Dayanıklı Fırlatma Silahları -actors.hero.talent.durable_projectiles.desc=_+1:_ Fırlatılan silahlar Avcı tarafından kullanıldığında _+%33 dayanıklılığa_ sahiptir.\n\n_+2:_ Fırlatılan silahlar Avcı tarafından kullanıldığında _+%50 dayanıklılığa_ sahiptir. +actors.hero.talent.durable_projectiles.desc=_+1:_ Fırlatma silahları avcı tarafından kullanıldığında _+%50 dayanıklılık_ kazanır.\n\n_+2:_ Fırlatma silahları avcı tarafından kullanıldığında _+%75 dayanıklılık_ kazanır. actors.hero.talent.point_blank.title=bitişik atış -actors.hero.talent.point_blank.desc=_+1:_ Avcı, yakın muharebe menzilinde yayını veya fırlatılmış bir silahı kullandığında, -%50 yerine _-%30 isabet_ oranına sahiptir.\n\n_+2:_ Avcı, yakın muharebe menzilinde yayını veya fırlatılmış bir silahı kullandığında, -%50 yerine _-%10 isabet_ oranına sahiptir.\n\n_+3:_ Avcı, yakın muharebe menzilinde yayını veya fırlatılmış bir silahı kullandığında, -%50 yerine _+%10 isabet_ oranına sahiptir.\n\nFırlatılan silahların veya ruh yayının uzaktan kullanıldığında her zaman +%50 isabetliliğe sahip olduğunu unutmayın. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=gören atış actors.hero.talent.seer_shot.desc=_+1:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _5 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır.\n\n_+2:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _10 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır.\n\n_+3:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _15 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır. actors.hero.talent.seer_shot.meta_desc=_Bu yetenek farklı bir kahraman tarafından kazanılırsa_ herhangi bir fırlatma silahından tetiklenir. diff --git a/core/src/main/assets/messages/actors/actors_uk.properties b/core/src/main/assets/messages/actors/actors_uk.properties index 628d78f58..dcfb2798b 100644 --- a/core/src/main/assets/messages/actors/actors_uk.properties +++ b/core/src/main/assets/messages/actors/actors_uk.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Амулет починає заклик actors.buffs.ascensionchallenge.haste=Амулет починає квапити віддалених ворогів. actors.buffs.ascensionchallenge.slow=Амулет починає відчуватися як свинцева гиря у вашому інвентарі! actors.buffs.ascensionchallenge.damage=Амулет починає випромінювати темну енергію. Він горить! -actors.buffs.ascensionchallenge.weaken_info=Ви маєте подолати ворогів, щоб послабити прокляття амулета! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Ви відчуваєте як прокляття амулета трохи ослабло. actors.buffs.ascensionchallenge.break=Ви знайшли хвилинку перевести подих, і відчуваєте як ваші рани загоюються! actors.buffs.ascensionchallenge.almost=Ви відчуваєте як влада Давнього Бога над амулетом слабшає, вже майже все! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Ви загорілися! actors.buffs.burning.burnsup=%s згорів! actors.buffs.burning.ondeath=Ви згоріли живцем... actors.buffs.burning.rankings_desc=Спалений до попелу -actors.buffs.burning.desc=Мало що є гіршим, ніж бути охопленим вогнем.\n\nВогонь буде заподіювати шкоду кожен хід, поки не буде змитий водою або не догорить. Вогонь гасне від контакту з водою або від сплеску розбитого флакона з зіллям.\n\nДо того ж вогонь може спалити легкозаймисті ділянки ландшафту або речі, до яких він добереться.\n\nХодів залишилось: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Ви відчуваєте смертельну присутність. actors.buffs.championenemy$blazing.name=полум'яний чемпіон @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Маг розміщує _Мая actors.hero.abilities.mage.warpbeacon.desc=Маг розміщує маяк, до якого може переміститися за бажанням. Розміщення маяка займає 1 хід, але переміщення до нього відбувається миттєво.\n\nМаг не може переміщатися між поверхами за замовченням або використовувати маяк, щоб дістатися до недоступних місць, наприклад, до замкнених кімнат. Маг може телепортуватися у ворогів, що відштовхне їх убік. actors.hero.abilities.rogue.smokebomb.name=димова бомба -actors.hero.abilities.rogue.smokebomb.fov=Ви можете стрибнути лише у порожню клітину в вашому полі зору. +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Оберіть ціль для стрибка actors.hero.abilities.rogue.smokebomb$ninjalog.name=дерев'яна приманка actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Якимось чином ворогів легко переконати, що ця дерев’яна приманка – справжній Розбійник! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Трійця засто actors.hero.abilities.cleric.trinity.hornofplenty_use=Трійця застосує ефект поглинання цього артефакту, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Трійця застосує до цього артефакту ефект пограбування супротивника так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Трійця застосує ефект укорінення цього артефакту з випадковим шкідливим насінням, витративши на це _%2$s зарядів._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Трійця застосує лякаючий ефект цього артефакту так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Трійця застосує до цього артефакту ефект зупинки часу з _%1$d_ тривалістю ходу, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Трійця застосує ефект випадкового сувою цього артефакту з шансом _%1$d/10_ запропонувати екзотичну форму без додаткового використання, за _%2$s зарядів._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Вартість заряду: %d actors.hero.spells.divinesense.name=божественного передчуття actors.hero.spells.divinesense.short_desc=Отримайте тимчасовий ментальний зір в ширшому діапазоні. -actors.hero.spells.divinesense.desc=Священник зосереджує свої відчуття на навколишньому середовищі, отримуючи ментальний зір за допомогою %d діапазону плиток на 30 ходів. Це закляття не займає багато часу. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=божественного передчуття actors.hero.spells.divinesense$divinesensetracker.desc=Цей персонаж тимчасово може бачити інших істот, що знаходяться поблизу, силою свого розуму!\n\nХодів залишилося: %s. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Ви помітили щось. actors.hero.hero.wait=... actors.hero.hero.search=пошук actors.hero.hero.search_distracted=Важко зосередитися, пошук втомлює. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Біль допомагає тобі противитися сну. actors.hero.hero.revive=Анх вибухає життєдайною енергією! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Чари та прокльони actors.hero.talent.cleave.title=розсікти actors.hero.talent.cleave.desc=_+1:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _30 ходів_, з 15.\n\n_+2:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _45 ходів_, з 15.\n\n_+3:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _60 ходів_, з 15. actors.hero.talent.lethal_defense.title=летальний захист -actors.hero.talent.lethal_defense.desc=_+1:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 33%_.\n\n_+2:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 67%_.\n\n_+3:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 100%_.\n\nЦей талант може зменшити перезарядку захисту до -100%, а це означає, що після активації він буде знову доступний одразу ж. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=посилене комбо actors.hero.talent.enhanced_combo.desc=_+1:_ Коли серія ударів Гладіатора досягає 7 чи вище, відстань Відкидання зростає до 3, воно завдає запаморочення та може скидати ворогів у провалля.\n\n_+2:_ На додачу до бонусів +1, коли серія ударів Гладіатора досягає 9 чи вище, Парирування працює з декількома атаками.\n\n_+3:_ На додачу до бонусів +1 та +2, Гладіатор може стрибнути до комбо/3 плиток, коли використовує Удар тілом, Знищення, або Лють. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Коли Вбивця вбиває actors.hero.talent.evasive_armor.title=легка броня actors.hero.talent.evasive_armor.desc=_+1:_ Під час бігу Бігун отримує _+1 ухилення_ за кожен зайвий пункт сили на вашому обладунку.\n\n_+2:_ Під час бігу Бігун отримує _+2 ухилення_ за кожен зайвий пункт сили на вашому обладунку.\n\n_+3:_ Під час бігу Бігун отримує _+3 ухилення_ за кожен зайвий пункт сили на вашому обладунку. actors.hero.talent.projectile_momentum.title=імпульс снаряда -actors.hero.talent.projectile_momentum.desc=_+1:_ Під час бігу Бігун отримує _+50% до влучності і +10% до шкоди_ від метальної зброї.\n\n_+2:_ Під час бігу Бігун отримує _+100% до влучності і +20% до шкоди_ від метальної зброї.\n\n_+3:_ Під час бігу Бігун отримує _+150% до влучності і +30% до шкоди_ від метальної зброї. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=швидка непомітність actors.hero.talent.speedy_stealth.desc=_+1:_ Бігун отримує 2 склянки імпульсу за хід, поки він невидимий.\n\n_+2:_ На додачу до переваг +1, час при бігу більше не враховується, поки Бігун невидимий.\n\n_+3:_ На додачу до переваг +1 і +2, Бігун рухається з подвоєною швидкістю, поки він невидимий, незалежно від того, біжить він чи ні. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Коли мисливиця с actors.hero.talent.heightened_senses.title=загострені почуття actors.hero.talent.heightened_senses.desc=_+1:_ Мисливиця отримує прозріння над персонажами у радіусі _2 клітинок навколо її місцезнаходження_.\n\n_+2:_ Мисливиця отримує прозріння над персонажами у радіусі _3 клітинок навколо її місцезнаходження_. actors.hero.talent.durable_projectiles.title=міцні снаряди -actors.hero.talent.durable_projectiles.desc=_+1:_ Метальна зброя на _+33% довговічніша_, коли використовується Мисливецею.\n\n_+2:_ Метальна зброя на _+50% довговічніша_, коли використовується Мисливецею. +actors.hero.talent.durable_projectiles.desc=_+1:_ Метальна зброя на _+50% довговічніша_, коли використовується Мисливецею.\n\n_+2:_ Метальна зброя на _+75% довговічніша_, коли використовується Мисливецею. actors.hero.talent.point_blank.title=стрільба впритул -actors.hero.talent.point_blank.desc=_+1:_ Коли Мисливиця використовує свій лук або метальну зброю на відстані ближнього бою, _точність -30%_ замість -50%.\n\n_+2:_ Коли Мисливиця використовує свій лук або метальну зброю на відстані ближнього бою, _точність -10%_ замість -50%.\n\n_+3:_ Коли Мисливиця використовує свій лук або метальну зброю на дистанції ближнього бою, _точність +10%_ замість -50%.\n\nЗауважте, що метальна зброя або духовий лук завжди мають +50% точності при використанні на відстані. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=віщий постріл actors.hero.talent.seer_shot.desc=_+1:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _5 ходів_. Талант перезаряджається 20 ходів.\n\n_+2:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _10 ходів_. Талант перезаряджається 20 ходів.\n\n_+3:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _15 ходів_. Талант перезаряджається 20 ходів. actors.hero.talent.seer_shot.meta_desc=_Якщо цей талант набутий іншим героєм_, він спрацює від будь-якої метальної зброї. diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index 93d8a6914..60fd76587 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -92,8 +92,9 @@ actors.buffs.ascensionchallenge.desc_damage=Luồng năng lượng hắc ám t actors.buffs.ascensionchallenge.beckon=Tấm bùa bắt đầu báo động đến các kẻ địch xung quanh. actors.buffs.ascensionchallenge.haste=Tấm bùa bắt đầu thúc giục các kẻ địch xung quanh! actors.buffs.ascensionchallenge.slow=Tấm bùa bắt đầu nặng như cục tạ chì trong túi đồ của bạn! -actors.buffs.ascensionchallenge.damage=Tấm bùa tỏa ra năng lượng hắc ám. Nó đang cháy! -actors.buffs.ascensionchallenge.weaken_info=Bạn phải đánh bại kẻ địch để có thể làm suy yếu lời nguyền của tấm bùa! +actors.buffs.ascensionchallenge.damage=Tấm bùa bắt đầu tỏa ra năng lượng hắc ám. Đau quá! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Bạn cảm thấy lời nguyền của tấm bùa đã yếu đi một chút. actors.buffs.ascensionchallenge.break=Bạn dừng lại để nghỉ ngơi và cảm thấy các vết thương bắt đầu hồi phục lại! actors.buffs.ascensionchallenge.almost=Bạn cảm thấy sức mạnh của tên Yog trong lá bùa bắt đầu yếu đi, bạn sắp thoát khỏi nó rồi! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=Bạn đang bị cháy! actors.buffs.burning.burnsup=%s đã bốc cháy! actors.buffs.burning.ondeath=Bạn đã bị cháy cho đến chết... actors.buffs.burning.rankings_desc=Cháy thành tro -actors.buffs.burning.desc=Trên đời này không có nhiều thứ khó chịu hơn là bị nhấn chìm trong lửa.\n\nLửa sẽ gây sát thương mỗi lượt cho đến khi nó bị dập tắt hoặc tự tắt. Lửa có thể được dập bằng cách bước vào nước, hoặc từ nước bắn ra từ một lọ thuốc vỡ.\n\nThêm nữa, địa hình hoặc vật phẩm dễ cháy có thể bị đốt cháy khi tiếp xúc với lửa.\n\nLượt cháy còn lại: %s. +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=Bạn cảm thấy một sự hiện diện đầy sát khí. actors.buffs.championenemy$blazing.name=nhà vô địch rực lửa @@ -254,7 +255,7 @@ actors.buffs.herodisguise.desc=Phép thuật ảo ảnh đã thay đổi ngoại actors.buffs.hex.name=trúng phép actors.buffs.hex.heromsg=Bạn đã bị trúng phép! -actors.buffs.hex.desc=Ma thuật hắc ám rút đi sự tập trung, khiến mục tiệu mất phương hướng nhẹ.\n\nTrúng phép giảm độ chính xác và né tránh đi 20%%, khiến mục tiêu kém hiệu quả trong giao tranh.\n\nLượt bị trúng phép còn lại: %s. +actors.buffs.hex.desc=Phép thuật hắc ám rút đi sự tập trung, khiến mục tiệu mất phương hướng nhẹ.\n\nTrúng phép giảm độ chính xác và né tránh đi 20%%, khiến mục tiêu kém hiệu quả trong giao tranh.\n\nLượt bị trúng phép còn lại: %s. actors.buffs.holdfast.name=đứng vững actors.buffs.holdfast.desc=Chiến binh đang giữ nguyên vị trí của mình, tăng giáp của anh ấy thêm %1$d-%2$d và làm chậm tốc độ biến mất của một số hiệu ứng có lợi đi %3$d%%. Điều này sẽ kéo dài cho đến khi anh ấy di chuyển. @@ -347,7 +348,7 @@ actors.buffs.ooze.desc=Thứ axit dính này bám vào da thịt, ăn mòn và l actors.buffs.paralysis.name=tê liệt actors.buffs.paralysis.heromsg=Bạn bị tê liệt! actors.buffs.paralysis.out=đã chống lại tê liệt -actors.buffs.paralysis.desc=Đôi khi việc tệ nhất để làm là không làm gì cả.\n\nTê liệt sẽ khiến mục tiêu bị bất động tạm thời, buộc chúng phải chờ đến khi hiệu ứng kết thúc. Cơn đau từ việc nhận sát thương có thể khiến mục tiêu chống lại tê liệt, làm chúng thoát khỏi hiệu ứng này.\n\nSố lượt bị tê liệt còn lại: %s. +actors.buffs.paralysis.desc=Nhiều khi việc tệ nhất để làm là không làm gì cả.\n\nTê liệt dừng hoàn toàn mọi hoạt động, buộc mục tiêu phải chờ đến khi hiệu ứng kết thúc. Cơn đau từ việc nhận sát thương có thể khiến các nhân vật chống lại tê liệt, làm chúng thoát khỏi hiệu ứng này.\n\nLượt tê liệt còn lại: %s. actors.buffs.physicalempower.name=cường hóa thể lực actors.buffs.physicalempower.desc=Các đòn đánh của bạn đã được cường hóa, tăng thêm lượng sát thương bạn có thể gây ra khi bạn tấn công kẻ địch bằng các đòn vật lí.\n\nSát thương cộng thêm: %1$d.\nĐòn tấn công còn lại: %2$d. @@ -359,7 +360,7 @@ actors.buffs.poison.name=trúng độc actors.buffs.poison.heromsg=Bạn bị trúng độc! actors.buffs.poison.ondeath=Bạn đã chết vì bị ngộ độc... actors.buffs.poison.rankings_desc=Không chịu được Độc -actors.buffs.poison.desc=Chất độc lan ra khắp cơ thể, làm suy yếu các cơ quan nội tạng của mục tiêu.\n\nChất độc gây sát thương mỗi lượt tỷ lệ nghịch với thời gian còn lại cho đến khi ngừng.\n\nSố lượt bị nhiễm độc còn lại: %s. +actors.buffs.poison.desc=Chất độc lan ra khắp cơ thể, từ từ làm suy yếu các chức năng bên trong của nó.\n\nChất độc gây sát thương mỗi lượt tỉ lệ thuận với thời lượng còn lại cho đến khi nó kết thúc..\n\nLượt độc còn lại: %s. actors.buffs.preparation.name=sự chuẩn bị actors.buffs.preparation.action_name=đòn tấn công được chuẩn bị @@ -404,7 +405,7 @@ actors.buffs.snipersmark.name=Con dấu của xạ thủ actors.buffs.snipersmark.action_name_snapshot=bắn nhanh actors.buffs.snipersmark.action_name_volley=loạt tên actors.buffs.snipersmark.action_name_sniper=bắn tỉa -actors.buffs.snipersmark.desc=Xạ thủ đang tập trung vào mục tiêu mà cô ấy đã tấn công gần đây nhất. Cô ấy có thể thực hiện một đòn tấn công đặc biệt với cây cung của mình và nó sẽ thay đổi tùy vào cách cây cung được cường hóa.\n\nMột cây cung không được cường hóa sẽ bắn một phát _bắn nhanh,_ gây sát thương ít hơn nhưng không tốn thời gian để bắn.\n\nMột cây cung được cường hóa về tốc độ sẽ bắn một _loạt tên_ gồm ba mũi tên. Mỗi mũi tên sẽ bị giảm sát thương, nhưng vẫn có thể kích hoạt phù phép. Loạt tên này tốn 1 lượt để bắn.\n\nMột cây cung được cường hóa về sát thương sẽ bắn một phát _bắn tỉa_ Phát bắn này chắc chắn sẽ trúng, gây sát thương dựa trên khoảng cách từ mục tiêu, và tốn 2 lượt để bắn.\n\nSố lượt còn lại: %s. +actors.buffs.snipersmark.desc=Xạ thủ đang tập trung vào mục tiêu mà cô ấy đã tấn công gần đây nhất. Cô ấy có thể thực hiện một đòn tấn công đặc biệt với cây cung của mình và nó sẽ thay đổi tùy vào cách cây cung được cường hóa.\n\nMột cây cung không được cường hóa sẽ bắn một phát _bắn nhanh,_ gây sát thương ít hơn nhưng không tốn thời gian để bắn.\n\nMột cây cung được cường hóa về tốc độ sẽ bắn một _loạt tên_ gồm ba mũi tên. Mỗi mũi tên sẽ bị giảm sát thương, nhưng vẫn có thể kích hoạt phù phép. Loạt tên này tốn 1 lượt để bắn.\n\nMột cây cung được cường hóa về sát thương sẽ bắn một phát _bắn tỉa_ Phát bắn này chắc chắn sẽ trúng, gây sát thương dựa trên khoảng cách từ mục tiêu, và tốn 2 lượt để bắn.\n\nLượt còn lại: %s. actors.buffs.soulmark.name=bị đánh dấu linh hồn actors.buffs.soulmark.desc=Hắc pháp sư đã chạm vào linh hồn của sinh vật này, cho phép ông ấy hồi phục khi nó nhận sát thương vật lý.\n\nLượt đánh dấu linh hồn còn lại: %s. @@ -417,7 +418,7 @@ actors.buffs.vulnerable.heromsg=Bạn cảm thấy mình thật mỏng manh! actors.buffs.vulnerable.desc=Phép thuật của sự dễ tổn thương khiến một nhân vật phải nhận thêm 33%% sát thương cho mọi sát thương vật lí, sau khi sát thương đó đã được giảm bởi áo giáp.\n\nLượt dễ tổn thương còn lại: %s. actors.buffs.terror.name=khiếp sợ -actors.buffs.terror.desc=Nỗi khiếp sợ là phép thuật thao túng sẽ đẩy mục tiêu vào cơn hoảng loạn không thể kiểm soát.\n\nCác nhân vật bị khiếp sợ bị buộc phải bỏ chạy khỏi đối thủ, cố gắng chạy càng xa họ càng tốt. Tuy nhiên, cú sốc của cơn đau sẽ làm giảm thời gian của nỗi khiếp sợ.\n\nLượt của nỗi khiếp sợ còn lại: %s. +actors.buffs.terror.desc=Khiếp sợ là phép thuật thao túng sẽ đẩy mục tiêu vào cơn hoảng loạn không thể kiểm soát.\n\nCác nhân vật bị khiếp sợ bị buộc phải bỏ chạy khỏi đối thủ, cố gắng chạy càng xa họ càng tốt. Tuy nhiên, cú sốc của cơn đau sẽ làm giảm thời gian của khiếp sợ.\n\nLượt khiếp sợ còn lại: %s. actors.buffs.toxicimbue.name=hòa nhập với độc actors.buffs.toxicimbue.desc=Bạn đã được hoà nhập với năng lượng độc!\n\nKhi bạn di chuyển, khí độc sẽ liên tục tỏa ra từ bạn, gây sát thương cho kẻ địch của bạn. Bạn sẽ miễn nhiễm với khí độc và hiệu ứng độc trong thời lượng của hiệu ứng, cũng như một vài lượt sau đó.\n\nLượt hoà nhập với độc còn lại: %s. @@ -429,7 +430,7 @@ actors.buffs.corrosion.rankings_desc=Đã bị hoà tan actors.buffs.corrosion.desc=Axit mạnh làm tan chảy da thịt, kim loại, và xương với tốc độ đáng báo động.\n\nSát thương ăn mòn tăng theo thời gian, bởi vì mục tiêu tiếp tục tan chảy.\n\nLượt ăn mòn còn lại: %1$s.\nSát thương ăn mòn hiện tại: %2$d. actors.buffs.vertigo.name=chóng mặt -actors.buffs.vertigo.desc=Việc đi thẳng có thể sẽ khó khăn hơn khi cả thế giới đang quay cuồng.\n\nDưới hiệu ứng của chóng mặt, những nhân vật mà cố di chuyển sẽ đi theo một hướng ngẫu nhiên, thay vì hướng mà họ muốn đi.\n\nSố lượt chóng mặt còn lại: %s. +actors.buffs.vertigo.desc=Việc đi thẳng có thể sẽ khó khăn hơn khi cả thế giới đang quay cuồng.\n\nKhi đang chịu hiệu ứng của chóng mặt, những nhân vật cố di chuyển sẽ đi theo một hướng ngẫu nhiên, thay vì hướng mà họ muốn đi.\n\nLượt chóng mặt còn lại: %s. actors.buffs.wandempower.name=cường hóa đũa phép actors.buffs.wandempower.desc=Các đũa phép gây sát thương của bạn đã được cường hóa, tăng lượng sát thương mà chúng gây ra trong một vài đòn tấn công.\n\nSát thương cộng thêm: %1$d.\nĐòn tấn công còn lại: %2$d. @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Pháp sư đặt một chiếc actors.hero.abilities.mage.warpbeacon.desc=Pháp sư đặt xuống một chiếc đèn hiệu, cho phép ông ấy tùy ý dịch chuyển đến nó. Việc đặt chiếc đèn hiệu sẽ tốn 1 lượt, nhưng việc dịch chuyển tới nó là ngay lập tức.\n\nTheo mặc định, pháp sư không thể dịch chuyển giữa các tầng, hoặc sử dụng chiếc đèn hiệu để đến những nơi không thể vào như các phòng bị khóa. Pháp sư có thể dịch chuyển đến các kẻ địch và sẽ đẩy chúng ra một bên. actors.hero.abilities.rogue.smokebomb.name=bom khói -actors.hero.abilities.rogue.smokebomb.fov=Bạn chỉ có thể nhảy đến một vị trí trống trong tầm nhìn của bạn +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=Chọn một vị trí để nhảy đến actors.hero.abilities.rogue.smokebomb$ninjalog.name=mồi nhử gỗ actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Vì lí do nào đó, kẻ địch dễ dàng tin rằng cái mồi nhử gỗ này là Kẻ cướp thật! @@ -526,7 +527,7 @@ actors.hero.abilities.huntress.spirithawk$hawkally.direct_defend=Chim ưng của actors.hero.abilities.huntress.spirithawk$hawkally.direct_follow=Con chim ưng của bạn di chuyển để đi theo bạn. actors.hero.abilities.huntress.spirithawk$hawkally.direct_attack=Con chim ưng của bạn di chuyển để tấn công! actors.hero.abilities.huntress.spirithawk$hawkally.desc=Một con chim ưng phép thuật, được triệu hồi bởi Nữ thợ săn. Nó phát ra một màu xanh sáng nhẹ, đầu của nó liên tục cử động khi nó dò sát khu vực.\n\nDù nó không thật sự giỏi chiến đấu, tốc độ và tầm nhìn của nó khiến nó xuất sắc trong việc do thám và đánh lạc hướng kẻ địch. -actors.hero.abilities.huntress.spirithawk$hawkally.desc_remaining=Số lượt còn lại: %d. +actors.hero.abilities.huntress.spirithawk$hawkally.desc_remaining=Lượt còn lại: %d. actors.hero.abilities.huntress.spirithawk$hawkally.desc_dodges=Lần né được đảm bảo còn lại: %d. actors.hero.abilities.huntress.spirithawk$hawkally.discover_hint=Bạn có thể tìm thấy nhân vật này với một kĩ năng của áo giáp người hùng cụ thể. @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Bộ ba sẽ trao hiệu actors.hero.abilities.cleric.trinity.hornofplenty_use=Bộ ba sẽ trao hiệu ứng ăn vặt của cổ vật này, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Bộ ba sẽ trao hiệu ứng cướp kẻ địch của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Bộ ba sẽ trao hiệu ứng bám rễ của cổ vật này với một hạt giống có hại ngẫu nhiên, với chi phí _%2$s năng lượng._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Bộ ba sẽ trao hiệu ứng soi của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Bộ ba sẽ trao hiệu ứng ngưng đọng thời gian của cổ vật này với thời lượng _%1$d_ lượt, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Bộ ba sẽ trao hiệu ứng cuộn giấy ngẫu nhiên của cổ vật này với _%1$d/10_ tỉ lệ cung cấp phiên bản kì lạ mà không mất thêm chi phí, với chi phí _%2$s năng lượng._ @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Chi phí năng lượng: %d actors.hero.spells.divinesense.name=giác quan thần thánh actors.hero.spells.divinesense.short_desc=Nhận được tâm nhãn tạm thời trong một phạm vi rộng. -actors.hero.spells.divinesense.desc=Giáo sĩ tập trung các giác quan của mình vào môi trường xung quanh và nhận được tâm nhãn với phạm vi %d ô trong 30 lượt. Thần chú này không mất thời gian để thực hiện. +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=giác quan thần thánh actors.hero.spells.divinesense$divinesensetracker.desc=Nhân vật này tạm thời có thể nhìn thấy các sinh vật khác ở gần bằng tâm trí của mình!\n\nLượt còn lại: %s. @@ -785,7 +787,7 @@ actors.hero.hero.level_up=Lên cấp! actors.hero.hero.new_level=Lên cấp! +Độ chính xác, +Né tránh, +5 Sinh lực! actors.hero.hero.new_talent=+1 Điểm Tài năng! actors.hero.hero.unspent=Bạn có điểm tài năng chưa dùng! -actors.hero.hero.level_cap=Bạn không thể trở nên mạnh hơn, nhưng kinh nghiệm của bạn ban cho một dòng sức mạnh dâng trào! +actors.hero.hero.level_cap=Bạn không thể trở nên mạnh hơn, nhưng kinh nghiệm của bạn vẫn trao cho bạn một sự dâng trào sức mạnh! actors.hero.hero.you_now_have=bạn nhặt: %s. actors.hero.hero.you_cant_have=bạn không thể mang: %s. actors.hero.hero.locked_chest=Chiếc rương này bị khoá và bạn không có chìa khoá trùng khớp. @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=Bạn nhận ra có thứ gì đó. actors.hero.hero.wait=... actors.hero.hero.search=tìm kiếm actors.hero.hero.search_distracted=Rất khó để tập trung, việc tìm kiếm rất mệt. +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=Cơn đau giúp bạn chống lại sự buồn ngủ. actors.hero.hero.revive=Cây ankh phát nổ với năng lượng tái sinh! @@ -883,7 +886,7 @@ actors.hero.talent$seershotcooldown.desc=Bạn đã sử dụng tài năng này actors.hero.talent$aggressivebarriercooldown.name=hồi chiêu rào chắn hung dữ actors.hero.talent$aggressivebarriercooldown.desc=Bạn đã sử dụng tài năng này gần đây, và phải chờ trước khi sử dụng nó lần nữa.\n\nLượt còn lại: %s. actors.hero.talent$liquidagilacctracker.name=dung dịch nhanh nhẹn -actors.hero.talent$liquidagilacctracker.desc=Đòn tấn công cận chiến thông thường tiếp theo của Kiếm sĩ sẽ có thêm độ chính xác.\n\nSố lượt còn lại: %s. +actors.hero.talent$liquidagilacctracker.desc=Đòn tấn công cận chiến thông thường tiếp theo của Kiếm sĩ sẽ có thêm độ chính xác.\n\nLượt còn lại: %s. actors.hero.talent$lethalhastecooldown.name=hồi chiêu tốc độ chết người actors.hero.talent$lethalhastecooldown.desc=Bạn đã sử dụng tài năng này gần đây, và phải chờ trước khi sử dụng nó lần nữa.\n\nLượt còn lại: %s. actors.hero.talent$swiftequipcooldown.name=hồi chiêu trang bị nhanh @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Các phù phép và lời nguyề actors.hero.talent.cleave.title=chẻ đôi actors.hero.talent.cleave.desc=_+1:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _30 lượt_.\n\n_+2:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _45 lượt_.\n\n_+3:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _60 lượt_. actors.hero.talent.lethal_defense.title=phòng thủ tuyệt đối -actors.hero.talent.lethal_defense.desc= _+1:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi cho khiên chắn từ con dấu vỡ của anh ấy được _giảm 33%_.\n\n_+2:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi cho khiên chắn từ con dấu vỡ của anh ấy được _giảm 67%_.\n\n_+3:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi cho khiên chắn từ con dấu vỡ của anh ấy được _giảm 100%_.\n\nThời gian hồi khiên chắn có thể được giảm tới thấp nhất là -100% theo cách này, tức là nó sẽ ngay lập tức hồi lại sau khi được kích hoạt. +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=đòn combo nâng cao actors.hero.talent.enhanced_combo.desc=_+1:_ Khi chuỗi combo của Đấu sĩ là 7 hoặc cao hơn, tầm đẩy lùi của Đánh đẩy lùi tăng lên 3, gây chóng mặt và có thể đẩy kẻ địch vào hố.\n\n_+2:_ Đi kèm với hiệu ứng của +1, khi chuỗi combo của Đấu sĩ là 9 hoặc cao hơn, Phản đòn sẽ hoạt động trên nhiều đòn tấn công.\n\n_+3:_ Bên cạnh hiệu ứng của +1 và +2, Đấu sĩ có thể bật nhảy đến 3 ô khi sử dụng combo Đập, Nghiền nát hay Cuồng bạo. @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Khi Sát thủ giết một kẻ đ actors.hero.talent.evasive_armor.title=bộ giáp tránh né actors.hero.talent.evasive_armor.desc=_+1:_ Khi đang chạy, Vận động viên nhận thêm _+1 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy.\n\n_+2:_ Khi đang chạy, Vận động viên nhận thêm _+2 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy.\n\n_+3:_ Khi đang chạy, Vận động viên nhận thêm _+3 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy. actors.hero.talent.projectile_momentum.title=truyền động vật ném -actors.hero.talent.projectile_momentum.desc=_+1:_ Khi đang chạy, Vận động viên nhận _+50% độ chính xác và +10% sát thương_ cho các vũ khí ném.\n\n_+2:_ Khi đang chạy, Vận động viên nhận _+100% độ chính xác và +20% sát thương_ cho các vũ khí ném.\n\n_+3_ Khi đang chạy, Vận động viên nhận _+150% độ chính xác và +30% sát thương_ cho các vũ khí ném. +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=tàng hình nhanh nhẹn actors.hero.talent.speedy_stealth.desc=_+1:_ Vận động viên nhận 2 điểm động lượng mỗi lượt khi anh ấy đang vô hình.\n\n_+2:_ Bên cạnh lợi ích của +1, chạy sẽ không đếm ngược khi Vận động viên đang vô hình.\n\n_+3:_ Bên cạnh lợi ích của +1 và +2, Vận động viên di chuyển nhanh gấp 2 lần khi đang vô hình, bất kể anh ấy có đang chạy hay không. @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ Khi Nữ thợ săn giẫm lên actors.hero.talent.heightened_senses.title=giác quan nâng cao actors.hero.talent.heightened_senses.desc=_+1:_ Nữ thợ săn nhận được tâm nhãn lên các nhân vật trong vòng _2 ô từ vị trí của cô ấy_.\n\n_+2:_ Nữ thợ săn nhận được tâm nhãn lên các nhân vật trong vòng _3 ô từ vị trí của cô ấy_. actors.hero.talent.durable_projectiles.title=cường hóa vật ném -actors.hero.talent.durable_projectiles.desc=_+1:_ Các vũ khí ném có _+33% độ bền_ khi được sử dụng bởi Nữ thợ săn.\n\n_+2:_ Các vũ khí ném có _+50% độ bền_ khi được sử dụng bởi Nữ thợ săn. +actors.hero.talent.durable_projectiles.desc=_+1:_ Các vũ khí ném có _+50% độ bền_ khi được sử dụng bởi Nữ thợ săn.\n\n_+2:_ Các vũ khí ném có _+75% độ bền_ khi được sử dụng bởi Nữ thợ săn. actors.hero.talent.point_blank.title=bắn sát -actors.hero.talent.point_blank.desc=_+1:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần nó bị giảm _-30% độ chính xác,_ thay vì -50%.\n\n_+2:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần nó bị giảm _-10% độ chính xác,_ thay vì -50%.\n\n_+3:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần nó được tăng _+10% độ chính xác,_ thay vì -50%.\n\nLưu ý rằng các vũ khí ném hay cung tâm linh luôn được +50% độ chính xác khi được dùng ở một khoảng cách xa. +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=bắn dò đường actors.hero.talent.seer_shot.desc=_+1:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _5 lượt_. Nó có thời gian chờ là 20 lượt.\n\n_+2:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _10 lượt_. Nó có thời gian chờ là 20 lượt.\n\n_+3:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _15 lượt_. Nó có thời gian chờ là 20 lượt. actors.hero.talent.seer_shot.meta_desc=_Nếu tài năng này được nhận bởi một người hùng khác_, nó sẽ kích hoạt từ bất kì vũ khí ném nào. @@ -1643,7 +1646,7 @@ actors.mobs.goo.pumpup=Goo đang tự bơm chính nó lên! actors.mobs.goo.enraged=nổi giận actors.mobs.goo.gluuurp=GLUUUURP! actors.mobs.goo.rankings_desc=Bị hấp thụ bởi Goo -actors.mobs.goo.desc=Người ta biết rất ít về Goo. Rất có thể đó không phải là một sinh vật, mà là một tập hợp các chất bẩn thỉu từ cống rãnh bằng cách nào đó có được trí thông minh cơ bản. Ma thuật hắc ám chắc chắn là thứ đã cho phép Goo tồn tại.\n\nBản chất sền sệt của nó đã cho phép nó hấp thụ rất nhiều năng lượng đen tối, bạn sẽ cảm thấy ớn lạnh khi ở gần. Nếu bị tấn công bằng năng lượng này, bạn sẽ không sống được bao lâu. +actors.mobs.goo.desc=Người ta biết rất ít về Goo. Rất có thể nó không phải là một sinh vật, mà là một tập hợp các chất bẩn thỉu từ cống rãnh bằng cách nào đó có được trí thông minh cơ bản. Dù gì thì phép thuật hắc ám chắc chắn là thứ đã cho phép Goo tồn tại.\n\nBản chất sền sệt của nó đã cho phép nó hấp thụ rất nhiều năng lượng đen tối, bạn cảm thấy ớn lạnh chỉ từ việc đứng gần. Nếu Goo có thể tấn công bằng năng lượng này, bạn sẽ không sống được lâu. actors.mobs.greatcrab.name=cua khổng lồ actors.mobs.greatcrab.noticed=Con cua chặn bằng cái càng khổng lồ của nó. @@ -1818,9 +1821,9 @@ actors.mobs.yogfist$burningfist.desc=Nắm đấm này được hình thành t actors.mobs.yogfist$soiledfist.name=nắm đấm đất actors.mobs.yogfist$soiledfist.desc=Nắm đấm này được hình thành từ phép thuật đất hỗn loạn. Khi nó di chuyển nó sẽ liên tục khiến cho thực vật nảy sinh xung quanh nó. Nó cũng có thể bắn ra các vụ nổ đất nén sẽ bẫy mục tiêu trong các sợi dây leo và rễ cây phát triển nhanh chóng!\n\nNắm đấm này lấy sức mạnh từ sự sống của thực vật này và sẽ kháng sát thương dựa trên số lượng thực vật cao hoặc bị dập gần nó! actors.mobs.yogfist$rottingfist.name=nắm đấm thối rữa -actors.mobs.yogfist$rottingfist.desc=Nắm đấm này được hình thành từ sự thối rữa sống. Nó là một khối thịt thối rữa cao vút có thể phát tán chất nhầy ăn da trong tầm gần và khí độc từ tầm xa. Tệ hơn nữa, khối lượng khổng lồ của nắm đấm khiến nó chảy máu thay vì nhận sát thương trực tiếp.\n\nNước có thể được sử dụng để rửa sạch chất nhầy, nhưng nắm đấm cũng có khả năng hấp thụ nước để tự hồi phục chính nó! Ngoài ra, gây sát thương cho nắm đấm khi nó đang chảy máu sẽ làm cho hiệu ứng chảy máu làm mới, chứ không cộng dồn! +actors.mobs.yogfist$rottingfist.desc=Nắm đấm này được hình thành từ sự tha hoá sống. Nó là một khối thịt thối rữa cao vút có thể phát tán chất nhầy ăn da trong tầm gần và khí độc từ tầm xa. Tệ hơn nữa, khối lượng khổng lồ của nắm đấm khiến nó chảy máu thay vì nhận sát thương trực tiếp.\n\nNước có thể được sử dụng để rửa sạch chất nhầy, nhưng nắm đấm cũng có khả năng hấp thụ nước để tự hồi phục chính nó! Ngoài ra, gây sát thương cho nắm đấm khi nó đang chảy máu sẽ làm cho hiệu ứng chảy máu làm mới, chứ không cộng dồn! actors.mobs.yogfist$rustedfist.name=nắm đấm gỉ -actors.mobs.yogfist$rustedfist.desc=Nắm đấm này được hình thành từ kim loại sống. Nó là một khối kim loại di chuyển cao vút, nó có những đòn tấn công tầm gần mạnh mẽ, và có thể làm què mục tiêu của nó từ tầm xa. Bởi khối lượng khổng lồ của nó, nắm đấm sẽ nhận bất cứ lượng sát thương nào được gây cho nó theo thời gian, thay vì ngay lập tức.\n\nTuy nhiên nắm đấm cũng không linh hoạt, và không thể đi vào các lối đi hẹp. Thêm vào đó, dù nó nhận sát thương từ từ, lượng sát thương trì hoãn sẽ tiếp tục tăng nếu nắm đấm bị đánh nhiều lần. +actors.mobs.yogfist$rustedfist.desc=Nắm đấm này được hình thành từ kim loại sống. Nó là một khối kim loại di chuyển cao vút, với những đòn tấn công cận chiến mạnh mẽ, và có thể làm què mục tiêu của nó từ xa. Bởi khối lượng khổng lồ của nó, nắm đấm sẽ nhận bất cứ lượng sát thương nào được gây cho nó theo thời gian, thay vì ngay lập tức.\n\nTuy nhiên nắm đấm này cũng không linh hoạt, và không thể đi vào các lối đi hẹp. Thêm vào đó, dù nó nhận sát thương từ từ, lượng sát thương trì hoãn sẽ tiếp tục tăng nếu nắm đấm bị đánh nhiều lần. actors.mobs.yogfist$brightfist.name=nắm đấm sáng actors.mobs.yogfist$brightfist.teleport=Nắm đấm dịch chuyển đi trong một ánh chớp sáng làm bạn bị mù nghiêm trọng! actors.mobs.yogfist$brightfist.desc=Nắm đấm này được hình thành từ năng lượng ánh sáng thuần túy. Nó có khả năng bắn ra những tia ánh sáng chói lóa mỗi lượt! Những tia sáng này sẽ làm bạn mù tạm thời cộng thêm việc gây sát thương lớn. Nắm đấm cũng có thể nhấn chìm đấu trường trong ánh sáng chói để trốn thoát!\n\nTuy nhiên nắm đấm này không có khả năng đặc biệt nào mà nó có thể sử dụng trong tầm gần. diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index d81d8c3eb..efefc85d2 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=護符開始呼喚遠處的敵人前來 actors.buffs.ascensionchallenge.haste=護符開始替遠處的敵人增加速度! actors.buffs.ascensionchallenge.slow=護符變得如鉛錘般沉重! actors.buffs.ascensionchallenge.damage=護符開始釋放出黑暗能量。它在灼燒你的肉體! -actors.buffs.ascensionchallenge.weaken_info=你必須擊敗敵人來減輕護符的詛咒! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=你可以感受到護符的詛咒消退了一點。 actors.buffs.ascensionchallenge.break=你花點時間喘口氣。你感覺傷口正在癒合! actors.buffs.ascensionchallenge.almost=你感覺到古神對護符的掌控開始轉弱,地面離你不遠了! @@ -109,7 +110,7 @@ actors.buffs.berserk.angered=憤怒 actors.buffs.berserk.berserk=狂暴 actors.buffs.berserk.exhausted=精疲力竭 actors.buffs.berserk.recovering=恢復 -actors.buffs.berserk.angered_desc=狂戰士身上有越多傷,攻擊的力道就越強。狂戰士受到物理傷害(包含護甲擋下的傷害)時會累積怒氣。怒氣越多,攻擊傷害越高。\n\n怒氣隨時間消散,但狂戰士生命值越低,怒氣就更不容易消散。\n\n怒氣累積至100%%時,狂戰士可進入狂暴狀態,並得到護盾,護盾量依護甲等級與缺失的生命值而定。此護盾隨時間消散,完全消散後,狂戰士需要恢復一陣子,才能再累積怒氣。\n\n目前累積怒氣_%1$.0f%%_\n_+%2$.0f%%_傷害\n\n現在進入狂暴會得到護盾_%3$d_點。 +actors.buffs.berserk.angered_desc=狂戰士身上有越多傷,攻擊的力道就越強。狂戰士受到物理傷害(包含護甲擋下的傷害)時會累積怒氣。怒氣越多,攻擊傷害越高。\n\n怒氣隨時間消散,但狂戰士生命值越低,怒氣就更不容易消散。\n\n怒氣累積至100%%時,狂戰士可進入狂暴狀態,並得到護盾,護盾量依護甲等級與缺失的生命值而定。此護盾隨時間消散,完全消散後,狂戰士需要恢復一陣子,才能再累積怒氣。\n\n目前累積怒氣_%1$.0f%%_\n_+%2$.0f%%_傷害\n\n現在進入狂暴會得到護盾_%3$d_點。 actors.buffs.berserk.berserk_desc=恐懼與不安隨著血液流出體外,現在狂戰士的體內充滿了怒火。現在他無可匹敵,_攻擊有+50%%傷害,並且得到額外護盾_,但此護盾每回合流失1點。\n\n護盾消散殆盡時,狂暴立即終止。\n\n狂暴結束後,狂戰士要恢復一陣子,才能再累積怒氣。\n\n護盾剩餘%d點。 actors.buffs.berserk.recovering_desc=內在潛力是有限的。狂戰士必須充分休息才能再次釋放他的怒火。\n\n恢復狀態下的狂戰士就算受到傷害也不會累積怒氣。 actors.buffs.berserk.recovering_desc_turns=恢復所需回合數:%d @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=你著火了! actors.buffs.burning.burnsup=%s被燒毀了! actors.buffs.burning.ondeath=你被燒死了…… actors.buffs.burning.rankings_desc=燒成灰燼 -actors.buffs.burning.desc=沒什麼能比得上被火焰吞噬更令人感到痛苦。 \n\n在其被液體撲滅或自行熄滅之前,火焰會每回合都會造成傷害。火焰在你踏入水中時會熄滅,藥瓶打碎時所產生的水花也具有同樣效果。 \n\n此外,火焰會點燃所有接觸到的易燃地形以及其上所有可燃物。 \n\n燃燒效果剩餘:%s回合 +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=你感受到強敵的氣場。 actors.buffs.championenemy$blazing.name=烈焰精英 @@ -173,14 +174,14 @@ actors.buffs.combo$combomove.clobber.name=過肩摔 actors.buffs.combo$combomove.clobber.desc=將一名敵人擊退2格,但不造成傷害,也不能將其擊落深淵。提升1點連擊數。 actors.buffs.combo$combomove.clobber.empower_desc=將一名敵人擊退_3格,令其暈眩,能將其擊落深淵_,但不造成傷害。提升1點連擊數。 actors.buffs.combo$combomove.slam.name=衝撞 -actors.buffs.combo$combomove.slam.desc=造成防禦值%d%%(連擊數x20%%)的額外傷害。使用後重置連擊數。 -actors.buffs.combo$combomove.slam.empower_desc=_前躍最多%1$d格_並造成防禦值%2$d%%(連擊數x20%%)的額外傷害。使用後重置連擊數。 +actors.buffs.combo$combomove.slam.desc=造成防禦值%d%%(連擊數x20%%)的額外傷害。使用後重置連擊數。 +actors.buffs.combo$combomove.slam.empower_desc=_前躍最多%1$d格_並造成防禦值%2$d%%(連擊數x20%%)的額外傷害。使用後重置連擊數。 actors.buffs.combo$combomove.parry.name=招架 actors.buffs.combo$combomove.parry.desc=使用後,格擋下一回合內受到的第一次攻擊,並立即做出還擊。如果沒攻擊可招架,則重置連擊數。 actors.buffs.combo$combomove.parry.empower_desc=使用後,格擋下一回合內受到的_所有_攻擊,並立即做出還擊。如果沒攻擊可格擋,則重置連擊數。 actors.buffs.combo$combomove.crush.name=遁地 -actors.buffs.combo$combomove.crush.desc=對目標造成%d%%(連擊數x25%%)點傷害,並對在7x7範圍內的其他敵人造成一半傷害。使用後重置連擊數。 -actors.buffs.combo$combomove.crush.empower_desc=_前躍最多%1$d格_,然後對近戰範圍內的主要目標造成%2$d%%(連擊數x25%%)點傷害,並對在7x7範圍內的其他敵人造成50%%傷害。使用後重置連擊數。 +actors.buffs.combo$combomove.crush.desc=對目標造成%d%%(連擊數x25%%)點傷害,並對在7x7範圍內的其他敵人造成一半傷害。使用後重置連擊數。 +actors.buffs.combo$combomove.crush.empower_desc=_前躍最多%1$d格_,然後對近戰範圍內的主要目標造成%2$d%%(連擊數x25%%)點傷害,並對在7x7範圍內的其他敵人造成50%%傷害。使用後重置連擊數。 actors.buffs.combo$combomove.fury.name=暴揍 actors.buffs.combo$combomove.fury.desc=攻擊一名敵人數次,攻擊次數等同於連擊數。每次攻擊造成60%傷害,並可以觸發武器附魔效果。使用後重置連擊數。 actors.buffs.combo$combomove.fury.empower_desc=_前躍最多%d格以靠近敵人_並攻擊其數次,攻擊次數等同於連擊數。每次攻擊造成60%%傷害,並可以觸發武器附魔效果。使用後重置連擊數。 @@ -247,7 +248,7 @@ actors.buffs.haste.name=極速 actors.buffs.haste.desc=強大的能量灌入到你的雙腿肌肉上,使你能以不可思議的速度移動!\n\n當你擁有極速狀態時你將擁有3倍的移動速度,但是其他行動速度仍然和原來一樣。\n\n極速效果剩餘:%s回合。 actors.buffs.healing.name=治療 -actors.buffs.healing.desc=一股治療魔力讓你的傷口開始癒合。你的生命將每回合穩定回復,直到治療效果結束。治療量將隨著時間逐漸減少。下一回合治療量:%d剩餘治療量:%d。 +actors.buffs.healing.desc=一股治療魔力讓你的傷口開始癒合。你的生命將每回合穩定回復,直到治療效果結束。治療量將隨著時間逐漸減少。\n\n下一回合治療量:%d。\n\n剩餘治療量:%d。 actors.buffs.herodisguise.name=偽裝 actors.buffs.herodisguise.desc=幻術魔法改變了你的外貌!雖然這種效果純屬裝飾性質,但感覺起來果然還是很奇怪。\n\n偽裝效果剩餘:%s回合。 @@ -315,7 +316,7 @@ actors.buffs.momentum.momentum_desc=移動的時候,疾行者會逐漸積蓄 actors.buffs.momentum.running_desc=移動的時候,疾行者會逐漸積蓄動能。疾行者可以消耗動能以開啟逸動狀態。\n\n處於逸動狀態時,疾行者能夠以兩倍速移動,並且基於自身等級獲得額外的閃避屬性。\n\n效果剩餘:%d。 actors.buffs.momentum.resting_desc=移動的時候,疾行者會逐漸積蓄動能。疾行者可以消耗動能以開啟逸動狀態。\n\n疾行者現在需要休息一會才能重新積蓄動能。\n\n冷卻剩餘:%d回合。 -actors.buffs.monkenergy.name=内力 +actors.buffs.monkenergy.name=內力 actors.buffs.monkenergy.action=武術 actors.buffs.monkenergy.desc=每當武道者擊敗一個敵人,她就會獲得可用於施展多門武術的內力。擊敗大多數種類的敵人時只會獲得 1 點內力,武道者不會隨時間流失內力。\n\n現有內力:%1$d/%2$d。 actors.buffs.monkenergy.desc_cooldown=武道者剛剛施展過一次武術,再次施展前必須等待。\n\n剩餘冷卻時間:%d 回合。 @@ -486,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=法師在原地放置_傳送信 actors.hero.abilities.mage.warpbeacon.desc=法師放置可以隨時傳送返回的信標。設置信標耗時1回合,但傳送至信標不花時間。\n\n信標與法師間不能有特殊障礙物,如上鎖的門。沒有特殊天賦時,法師無法跨樓層傳送。傳送之後,法師會擠開在信標上的敵人。 actors.hero.abilities.rogue.smokebomb.name=煙幕彈 -actors.hero.abilities.rogue.smokebomb.fov=你只能跳到可視範圍內的空格子裡 +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=選擇要跳到的位置 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木樁替身 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=敵人就這樣笨笨地相信這就是盜賊本體! @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一體會消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一體會消耗_%2$s充能_以發動該神器的淺嚐。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器對敵人的竊取。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一體會消耗_%2$s充能_以將有害種子扎根於該神器可觸及的指定地點。 +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器的探察。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一體會消耗_%2$s充能_以獲得該神器持續_%1$d_回合的時間凍結效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一體會消耗_%2$s充能_使用隨機卷軸效果,有_%1$d/10_機率改以秘卷形式施放。 @@ -616,9 +618,9 @@ actors.hero.abilities.ratmogrify$transmograt.rankings_desc=死於:鼠化敵人 ##Cleric Spells actors.hero.spells.auraofprotection.name=防禦力場 actors.hero.spells.auraofprotection.short_desc=提升聖騎士及周遭盟友的防禦能力。 -actors.hero.spells.auraofprotection.desc=聖騎士開始散發保護性能量形成環繞自身的閃耀光環,持續20回合。 聖騎士兩格範圍內的任何盟友(包括自身)都會獲得%1$d%%的傷害減免和+%2$d%%的聖騎士護甲刻印效果。\n\n此傷害減免優先於其他傷害減免效果(例如護甲)。刻印強化會一直生效,但如果某單位已經受益於此(例如聖騎士自身或者其鏡像),則刻印效果不能進一步強化。 +actors.hero.spells.auraofprotection.desc=聖騎士開始散發保護性能量形成環繞自身的閃耀光環,持續20回合。 聖騎士兩格範圍內的任何盟友(包括自身)都會獲得%1$d%%的傷害減免和+%2$d%%的聖騎士護甲刻印效果。\n\n此傷害減免優先於其他傷害減免效果(例如護甲)。刻印強化會一直生效,但如果某單位已經受益於此(例如聖騎士自身或者其鏡像),則刻印效果不能進一步強化。 actors.hero.spells.auraofprotection$aurabuff.name=防禦力場 -actors.hero.spells.auraofprotection$aurabuff.desc=聖騎士正在散發環繞自身的保護性能量。\n\n任何附近的盟友(包括聖騎士自身)都會獲得傷害減免和聖騎士的護甲符文強化效果。\n\n效果剩餘: %s回合。 +actors.hero.spells.auraofprotection$aurabuff.desc=聖騎士正在散發環繞自身的保護性能量。\n\n任何附近的盟友(包括聖騎士自身)都會獲得傷害減免和聖騎士的護甲符文強化效果。\n\n效果剩餘: %s回合。 actors.hero.spells.beamingray.name=呼神護衛 actors.hero.spells.beamingray.no_space=那裡沒有空間讓你的盟友出現。 @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充能消耗:%d actors.hero.spells.divinesense.name=神聖感知 actors.hero.spells.divinesense.short_desc=短時間內獲得大範圍靈視。 -actors.hero.spells.divinesense.desc=牧師聚精會神,感受敵人的氣息,得以靈視%d格內的敵人30回合。施放此法術不耗時間。 +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=神聖感知 actors.hero.spells.divinesense$divinesensetracker.desc=此單位暫時能用心靈感知附近的生物。\n\n效果剩餘:%s回合。 @@ -677,7 +679,7 @@ actors.hero.spells.guidinglight$illuminated.desc_generic=其它英雄仍可利 actors.hero.spells.hallowedground.name=神聖領域 actors.hero.spells.hallowedground.prompt=選擇一個位置 actors.hero.spells.hallowedground.short_desc=在範圍內提升己方耐力、減慢敵方速度並使草叢生長。 -actors.hero.spells.hallowedground.desc=祭司將意念集中在周遭的地面,創造出占地%1$dx%1$d的神聖領域,維持20回合。\n\n施法時,所有盟友恢復15生命(滿血的盟友與祭司本人則得到護盾),暫時束縛敵人,地面上也會蔓延出短草。\n\n身在聖域的盟友每回合恢復1生命(滿血的盟友與祭司本人則得到護盾);身在聖域內的敵人則受殘疾。神聖領域內也會隨機茂出高草。\n\n火會毀掉聖域。若祭司有一段時間沒有得到經驗,或者目前祭司無法自然回血,聖域內就只會茂出枯草。 +actors.hero.spells.hallowedground.desc=祭司將意念集中在周遭的地面,創造出占地%1$dx%1$d的神聖領域,維持20回合。\n\n施法時,所有盟友恢復15生命(滿血的盟友與祭司本人則得到護盾),暫時束縛敵人,地面上也會蔓延出短草。\n\n身在聖域的盟友每回合恢復1生命(滿血的盟友與祭司本人則得到護盾);身在聖域內的敵人則受殘疾。神聖領域內也會隨機茂出高草。\n\n火會毀掉聖域。若祭司有一段時間沒有得到經驗,或者目前祭司無法自然回血,聖域內就只會茂出枯草。 actors.hero.spells.hallowedground$hallowedterrain.desc=此地已化為神聖領域。聖域減速敵人,治療盟友,並使植被蔓延。 actors.hero.spells.holyintuition.name=穢物探測 @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=你注意到了些什麼。 actors.hero.hero.wait=... actors.hero.hero.search=搜尋 actors.hero.hero.search_distracted=你沒辦法集中精力,探索周邊變得異常費力。 +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=疼痛使你難以入睡。 actors.hero.hero.revive=重生十字架並裂出蘇生的能量! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂戰士有越多怒氣,手上 actors.hero.talent.cleave.title=氣勢不散 actors.hero.talent.cleave.desc=_+1:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_30回合_。\n\n_+2:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_45回合_。\n\n_+3:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_60回合_。 actors.hero.talent.lethal_defense.title=攻防並濟 -actors.hero.talent.lethal_defense.desc=_+1:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少33%_。\n\n_+2:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少67%_。\n\n_+3:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少100%_。\n\n紋章冷卻時長如果以此方式會降至0以下,使得下次護盾增益被觸發後的冷卻時間被減少。 +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=強力釋能 actors.hero.talent.enhanced_combo.desc=_+1:_當角鬥士的連擊數達到7後,過肩摔擊退距離增至3、附帶眩暈、還能把敵人打進深淵。\n\n_+2:_除+1的增益外,當角鬥士的連擊數達到9後,招架在一回合內對所有攻擊接生效。\n\n_+3:_除+1、+2的增益外,施放其它戰技前可先跳躍最多連擊數/3格以接近目標。 @@ -999,7 +1002,7 @@ actors.hero.talent.excess_charge.desc=_+1:_當戰鬥法師使用滿充能的魔 actors.hero.talent.soul_siphon.title=靈魂分食 actors.hero.talent.soul_siphon.desc=_+1_: 其他角色所做出的物理攻擊也能因術士的靈魂標記而受益,效果為原先的_13%_。\n\n_+2_: 其他角色所做出的物理攻擊也能因術士的靈魂標記而受益,效果為原先的_27%_。\n\n_+3_: 其他角色所做出的物理攻擊也能因術士的靈魂標記而受益,效果為原先的_40%_。 actors.hero.talent.soul_eater.title=靈魂吞噬 -actors.hero.talent.soul_eater.desc=+1:靈魂標記會在每次成功攻擊時賦予_0.33回合_的飢餓度。 受靈魂標記的敵人死亡時有_10%_機率觸發進食效果。\n\n+2:靈魂標記會在每次成功攻擊時賦予_0.67回合_的飢餓度。 受靈魂標記的敵人死亡時有_20%_機率觸發進食效果。\n\n+3:靈魂標記會在每次成功攻擊時賦予_1回合_的飢餓度。 受靈魂標記的敵人死亡時有_30%_機率觸發進食效果。 +actors.hero.talent.soul_eater.desc=_+1_:靈魂標記會在每次成功攻擊時賦予_0.33回合_的飢餓度。 受靈魂標記的敵人死亡時有_10%_機率觸發進食效果。\n\n_+2_:靈魂標記會在每次成功攻擊時賦予_0.67回合_的飢餓度。 受靈魂標記的敵人死亡時有_20%_機率觸發進食效果。\n\n_+3_:靈魂標記會在每次成功攻擊時賦予_1回合_的飢餓度。 受靈魂標記的敵人死亡時有_30%_機率觸發進食效果。 actors.hero.talent.necromancers_minions.title=靈魂操縱 actors.hero.talent.necromancers_minions.desc=_+1:_當受標記的敵人死亡時會有_13%機率_轉化成腐化怨靈。\n\n_+2:_當受標記的敵人死亡時會有_27%機率_轉化成腐化怨靈。\n\n_+1:_當受標記的敵人死亡時會有_40%機率_轉化成腐化怨靈。 @@ -1039,7 +1042,7 @@ actors.hero.talent.mystical_meal.desc=_+1:_英雄進食只需一回合(食用可 actors.hero.talent.inscribed_stealth.title=咒術偽裝 actors.hero.talent.inscribed_stealth.desc=_+1:_當英雄使用卷軸、秘卷或法術結晶時,將獲得_3回合_隱形。\n\n_+2:_當英雄使用卷軸、秘卷或法術結晶時,將獲得_5回合_隱形。\n\n如果使用的為升級、轉化卷軸或其製品,隱形回合數會加倍。\n\n大多法術結晶都是多產量製品,這種情況下此天賦會根據一次的產量來決定觸發機率。 actors.hero.talent.wide_search.title=廣域搜尋 -actors.hero.talent.wide_search.desc=_+1:_盜賊的搜索範圍由方形5x5擴大至_圓形7x7_。 _+2:_盜賊的搜索範圍由方形5x5擴大至_方形7x7_。 +actors.hero.talent.wide_search.desc=_+1:_盜賊的搜索範圍由方形5x5擴大至_圓形7x7_。\n\n_+2:_盜賊的搜索範圍由方形5x5擴大至_方形7x7_。 actors.hero.talent.wide_search.meta_desc=_如果其他英雄獲得此天賦_,由於他們的搜索範圍為方形3x3,所以在+1時只會變成圓形5x5、+2則為方形5x5。 actors.hero.talent.silent_steps.title=低調行事 actors.hero.talent.silent_steps.desc=_+1:_英雄不會吵醒_3格外_的敵人。\n\n_+2:_英雄不會吵醒_未與其相鄰_的敵人。 @@ -1050,7 +1053,7 @@ actors.hero.talent.light_cloak.title=便捷披覆 actors.hero.talent.light_cloak.desc=_+1:_盜賊能在未裝備情況下使用斗篷,但充能速度只有_25%_。\n\n_+2:_盜賊能在未裝備情況下使用斗篷,但充能速度只有_50%_。\n\n_+3:_盜賊能在未裝備情況下使用斗篷,但充能速度只有_75%_。 actors.hero.talent.light_cloak.meta_desc=_如果其他英雄獲得此天賦_,此天賦會在相應等級提升7/13/20%的神器充能速度。 actors.hero.talent.enhanced_rings.title=戒指注能 -actors.hero.talent.enhanced_rings.desc=_+1:_英雄使用神器後的_3回合_內,戒指的效果會+1級。\n\n_+1:_英雄使用神器後的_6回合_內,戒指的效果會+1級。\n\n_+1:_英雄使用神器後的_9回合_內,戒指的效果會+1級。 +actors.hero.talent.enhanced_rings.desc=_+1:_英雄使用神器後的_3回合_內,戒指的效果會+1級。\n\n_+2:_英雄使用神器後的_6回合_內,戒指的效果會+1級。\n\n_+3:_英雄使用神器後的_9回合_內,戒指的效果會+1級。 actors.hero.talent.enhanced_lethality.title=直擊要害 actors.hero.talent.enhanced_lethality.desc=_+1:_刺客能處決的敵人的生命百分比由3/10/20/50%提升至_4/13/27/67%_。\n\n_+2:_刺客能處決的敵人的生命百分比由3/10/20/50%提升至_5/17/33/83%_。\n\n_+3:_刺客能處決的敵人的生命百分比由3/10/20/50%提升至_6/20/40/100%_。 @@ -1062,9 +1065,9 @@ actors.hero.talent.bounty_hunter.desc=_+1:_根據準備程度,刺客成功刺 actors.hero.talent.evasive_armor.title=迴避之鎧 actors.hero.talent.evasive_armor.desc=_+1:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_1單位閃避_。\n\n_+2:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_2單位閃避_。\n\n_+3:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_3單位閃避_。 actors.hero.talent.projectile_momentum.title=致命動能 -actors.hero.talent.projectile_momentum.desc=_+1:_在逸動時,疾行者的投擲武器攻擊有額外的_50%_精準度與_10%_傷害。\n\n_+2:_在逸動時,疾行者的投擲武器攻擊有額外的_100%_精準度與_20%_傷害。\n\n_+3:_在逸動時,疾行者的投擲武器攻擊有額外的_150%_精準度與_30%_傷害。 +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=極速潛行 -actors.hero.talent.speedy_stealth.desc=_+1:_疾行者在隱形時,每回合獲得2點動能。\n\n_+2:_除+1的增益外,在隱形時,疾行者的逸動效果剩餘時間不會減少。\n\n+3:除了+1、+2的增益外,在隱形時,疾行者以雙倍速率移動。 +actors.hero.talent.speedy_stealth.desc=_+1:_疾行者在隱形時,每回合獲得2點動能。\n\n_+2:_除+1的增益外,在隱形時,疾行者的逸動效果剩餘時間不會減少。\n\n_+3_:除了+1、+2的增益外,在隱形時,疾行者以雙倍速度移動。 actors.hero.talent.hasty_retreat.title=人間蒸發 actors.hero.talent.hasty_retreat.desc=_+1:_盜賊閃現後會獲得_1回合_的極速及隱形。\n\n_+2:_盜賊閃現會後獲得_2回合_的極速及隱形。\n\n_+3:_盜賊閃現會後獲得_3回合_的極速及隱形。\n\n_+4:_盜賊閃現會後獲得_4回合_的極速及隱形。 @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_英雄踏上較矮的草或者 actors.hero.talent.heightened_senses.title=敏銳感知 actors.hero.talent.heightened_senses.desc=_+1:_英雄能以靈視感測到_距離2格_的單位。\n\n_+2:_英雄能以靈視感測到_距離3格_的單位。 actors.hero.talent.durable_projectiles.title=堅固投物 -actors.hero.talent.durable_projectiles.desc=_+1:_由英雄使用的投擲武器整體耐久_+33%_。\n\n_+2:_由英雄使用的投擲武器整體耐久_+50%_。 +actors.hero.talent.durable_projectiles.desc=_+1:_由英雄使用的投擲武器整體耐久_+50%_。\n\n_+2:_由英雄使用的投擲武器整體耐久_+75%_。 actors.hero.talent.point_blank.title=貼身射擊 -actors.hero.talent.point_blank.desc=_+1:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_-30%_而非-50%。\n\n_+2:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_-10%_而非-50%。\n\n_+3:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_+10%_而非-50%。\n\n投擲武器和靈能弓在遠距離使用時都具有+50%的命中率。 +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=靈矢感知 actors.hero.talent.seer_shot.desc=_+1:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_5回合_。擁有20回合冷卻。\n\n_+2:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_10回合_。擁有20回合冷卻。\n\n_+3:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_15回合_。擁有20回合冷卻。 actors.hero.talent.seer_shot.meta_desc=_如果其他英雄獲得此天賦_,此天賦改以任意投擲武器觸發。 @@ -1151,7 +1154,7 @@ actors.hero.talent.swift_spirit.desc=_+1:_靈魂獵鷹移動速度從每回合2 #duelist actors.hero.talent.strengthening_meal.title=食以強身 -actors.hero.talent.strengthening_meal.desc=_+1:_英雄進食後,_後2次_物理攻擊,得到額外3攻擊力。\n\n_+2:_英雄進食後,_後3次_物理攻擊,得到額外3攻擊力。 +actors.hero.talent.strengthening_meal.desc=_+1:_英雄進食後,_後2次_物理攻擊,得到額外3點傷害。\n\n_+2:_英雄進食後,_後3次_物理攻擊,得到額外3點傷害。 actors.hero.talent.adventurers_intuition.title=闖蕩經歷 actors.hero.talent.adventurers_intuition.desc=_+1:_護甲鑑定速度提升_1.75倍_,武器而提升_2.5倍_。_\n\n+2:_護甲鑑定速度提升_2.5倍_,而武器在_裝備時_立刻鑑定。 actors.hero.talent.patient_strike.title=沉穩一擊 @@ -1175,7 +1178,7 @@ actors.hero.talent.swift_equip.title=疾速配裝 actors.hero.talent.swift_equip.desc=_+1_決鬥者每20回合可不耗時間裝備武器_一次_。\n\n_+2_決鬥者每20回合可不耗時間裝備武器_兩次_。\n\n此天賦可用時,點擊快捷欄未裝備的武器,就會裝備該武器。 actors.hero.talent.precise_assault.title=精準打擊 -actors.hero.talent.precise_assault.desc=_+1:_決鬥者使用武技後5回合內,下一次近擊的_精準度加倍_。\n\n_+2:_決鬥者使用武技後5回合內,下一次近擊的_精準度加三倍_。\n\n_+3:_決鬥者使用武技後5回合內,下一次近擊有_無限精準度_。 +actors.hero.talent.precise_assault.desc=_+1:_決鬥者使用武技後5回合內,下一次近戰攻擊的_精準度加倍_。\n\n_+2:_決鬥者使用武技後5回合內,下一次近戰攻擊的_精準度加三倍_。\n\n_+3:_決鬥者使用武技後5回合內,下一次近戰攻擊有_無限精準度_。 actors.hero.talent.precise_assault.meta_desc=_如果其他英雄獲得此天賦_,+1/+2/+3時近擊精準度分別提升10%/20%/30%。 actors.hero.talent.deadly_followup.title=奪命追擊 actors.hero.talent.deadly_followup.desc=_+1:_決鬥者用投擲武器擊中敵人後,在5回合內追加的近戰攻擊獲得_10%_額外傷害。\n\n_+2:_決鬥者用投擲武器擊中敵人後,在5回合內追加的近戰攻擊獲得_20%_額外傷害。\n\n_+3:_決鬥者用投擲武器擊中敵人後,在5回合內追加的近戰攻擊獲得_30%_額外傷害。 @@ -1195,7 +1198,7 @@ actors.hero.talent.combined_energy.title=雙能合一 actors.hero.talent.combined_energy.desc=_+1:_當武道者在5回合內接連使用了武技以及需要_4點內力_及以上的武功時,會立刻回復1點內力。\n\n_+2:_當武道者在5回合內接連使用了武技以及需要_3點內力_及以上的武功時,會立刻回復1點內力。\n\n_+3:_當武道者在5回合內接連使用了武技以及需要_2點內力_及以上的武功時,會立刻回復1點內力。 actors.hero.talent.close_the_gap.title=近身開打 -actors.hero.talent.close_the_gap.desc=_+1:_決鬥者在開始決鬥時,可以朝目標閃現_兩格_。\n\n_+2:_決鬥者在開始決鬥時,可以朝目標閃現_三格_。\n\n_+3:_決鬥者在開始決鬥時,可以朝目標閃現_四格_。\n\n_+4:_決鬥者在開始決鬥時,可以朝目標閃現_五格_。\n\n閃現可以通過障礙物及敵人,但不能通過牆壁等實心地形。閃現的距離也算在決定能不能開始決鬥的條件裡。 +actors.hero.talent.close_the_gap.desc=_+1:_決鬥者在開始決鬥時,可以朝目標閃現_2格_。\n\n_+2:_決鬥者在開始決鬥時,可以朝目標閃現_3格_。\n\n_+3:_決鬥者在開始決鬥時,可以朝目標閃現_4格_。\n\n_+4:_決鬥者在開始決鬥時,可以朝目標閃現_5格_。\n\n閃現可以通過障礙物及敵人,但不能通過牆壁等實心地形。閃現的距離也算在決定能不能開始決鬥的條件裡。 actors.hero.talent.invigorating_victory.title=速戰速決 actors.hero.talent.invigorating_victory.desc=_+1:_如果決鬥目標在決鬥結束前擊倒敵人,決鬥者可恢復_5+決鬥過程損失生命30%_的生命。\n\n_+2:_如果決鬥目標在決鬥結束前擊倒敵人,決鬥者可恢復_10+決鬥過程損失生命50%_的生命。\n\n_+3:_如果決鬥目標在決鬥結束前擊倒敵人,決鬥者可恢復_15+決鬥過程損失生命65%_的生命。\n\n_+4:_如果決鬥目標在決鬥結束前擊倒敵人,決鬥者可恢復_20+決鬥過程損失生命75%_的生命。 actors.hero.talent.elimination_match.title=逐個殲滅 @@ -1211,7 +1214,7 @@ actors.hero.talent.directed_power.desc=_+1:_主要攻擊的附魔力量_+30%_, actors.hero.talent.feigned_retreat.title=以退為進 actors.hero.talent.feigned_retreat.desc=_+1:_如果敵人攻擊了決鬥者的殘影,決鬥者獲得_2回合_的極速。\n\n_+2:_如果敵人攻擊了決鬥者的殘影,決鬥者獲得_4回合_的極速。\n\n_+3:_如果敵人攻擊了決鬥者的殘影,決鬥者獲得_6回合_的極速。\n\n_+4:_如果敵人攻擊了決鬥者的殘影,決鬥者獲得_8回合_的極速。 actors.hero.talent.expose_weakness.title=看穿破綻 -actors.hero.talent.expose_weakness.desc=_+1:_攻擊決鬥者的殘像的敵人會受到_2回合_的虛弱及脆弱。\n\n_+2:_攻擊決鬥者的殘像的敵人會受到_4回合_的虛弱及脆弱。\n\n_+3:_攻擊決鬥者的殘像的敵人會受到_6回合_的虛弱及脆弱。\n\n_+4:_攻擊決鬥者的殘像的敵人會受到_8回合_的虛弱及脆弱。 +actors.hero.talent.expose_weakness.desc=_+1:_攻擊決鬥者的殘像的敵人會受到_2回合_的虛弱及易傷。\n\n_+2:_攻擊決鬥者的殘像的敵人會受到_4回合_的虛弱及易傷。\n\n_+3:_攻擊決鬥者的殘像的敵人會受到_6回合_的虛弱及易傷。\n\n_+4:_攻擊決鬥者的殘像的敵人會受到_8回合_的虛弱及易傷。 actors.hero.talent.counter_ability.title=反擊技 actors.hero.talent.counter_ability.desc=_+1:_如果決鬥者在殘像被攻擊後三回合內使用武技,則立刻恢復_0.38_點武技充能。\n\n_+2:_如果決鬥者在殘像被攻擊後三回合內使用武技,則立刻恢復_0.77_點武技充能。\n\n_+3:_如果決鬥者在殘像被攻擊後三回合內使用武技,則立刻恢復_1.13_點武技充能。\n\n_+4:_如果決鬥者在殘像被攻擊後三回合內使用武技,則立刻恢復_1.5_點武技充能。 @@ -1237,7 +1240,7 @@ actors.hero.talent.recall_inscription.refunded=你的物品奇蹟似的留在手 actors.hero.talent.recall_inscription.desc=_+1:_習得法術_符咒召回_,一個可以複製_10回合內_最後使用的卷軸或符石的效果的咒語。\n\n_+2:_習得法術_符咒召回_,一個可以複製_300回合內_最後使用的卷軸或符石的效果的咒語。\n\n不能複製升級卷軸的效果。消耗的充能會因召回的咒術種類而異:符石消耗2點、卷軸3點、秘卷則是4點。如果複製轉化卷軸或者需要用其或升級卷軸製作的道具,消耗量會加倍。 actors.hero.talent.recall_inscription.meta_desc=_如果其他英雄獲得此天賦_,則天賦為+1/+2時,有10%/15%機率返還使用的卷軸或符石。升級卷軸不會被返還。 actors.hero.talent.sunray.title=豔陽光束 -actors.hero.talent.sunray.desc=_+1:_習得法術_豔陽光束_,可耗1點充能發射光束對敵人造成_4~8_傷害並施加失明_4回合_。\n\n_+2:_習得法術_豔陽光束_,可耗1點充能發射光束對敵人造成_6~12_傷害並施加失明_6回合_。\n\n每個敵人只會被此咒語施加失明一次,但在此技能所致的失明期間再次被擊中的敵人會被麻痺。豔陽光束對惡魔及不死敵人一定會造成最大傷害。 +actors.hero.talent.sunray.desc=_+1:_習得法術_豔陽光束_,可耗1點充能發射光束對敵人造成_4~8_點傷害並施加失明_4回合_。\n\n_+2:_習得法術_豔陽光束_,可耗1點充能發射光束對敵人造成_6~12_點傷害並施加失明_6回合_。\n\n每個敵人只會被此咒語施加失明一次,但在此技能所致的失明期間再次被擊中的敵人會被麻痺。豔陽光束對惡魔及不死敵人一定會造成最大傷害。 actors.hero.talent.sunray.meta_desc=_如果其他英雄獲得此天賦_,則會在+1/+2時分別使法杖及神器有15%/20%機率致盲目標4回合。 actors.hero.talent.divine_sense.title=神聖感知 actors.hero.talent.divine_sense.desc=_+1:_習得法術_神聖感知_,可耗2點充能以立即賦予自己_8格_內的靈視效果,維持50回合。\n\n_+2:_習得法術_神聖感知_,可耗2點充能以立即賦予自己_12格_內的靈視效果,維持50回合。 @@ -1282,7 +1285,7 @@ actors.hero.talent.spirit_form.title=明曉真我 actors.hero.talent.spirit_form.desc=習得法術_明曉真我_,可耗4點充能,為精神位格灌注除聖典外其他已鑑定的神器及戒指。\n\n_+1:_三位一體施放時,所選的戒指會以_+1_的等級生效持續20回合,或所選的神器會以_+4_的等級為基準施放相關效果。\n\n_+2:_三位一體施放時,所選的戒指會以_+2_的等級生效持續20回合,或所選的神器會以_+6_的等級為基準施放相關效果。\n\n_+3:_三位一體施放時,所選的戒指會以_+3_的等級生效持續20回合,或所選的神器會以_+8_的等級為基準施放相關效果。\n\n_+4:_三位一體施放時,所選的戒指會以_+4_的等級生效持續20回合,或所選的神器會以_+10_的等級為基準施放相關效果。\n\n精神位格在選擇新的效果時會覆蓋舊有效果。每種神器所需的護甲充能各異。 actors.hero.talent.beaming_ray.title=呼神護衛 -actors.hero.talent.beaming_ray.desc=習得法術_呼神護衛_,可耗1點充能,從強化盟友發出可穿牆的光柱,並將盟友傳送至指定的位置。如果目的地有敵人佔據,盟友就會出現在該敵人身旁,並視其為攻擊目標。此法術還可傳送通常不可移動的盟友,但距離減半。\n\n_+1:_呼神護衛有效距離_4格_,並將衆人之力的功擊加成強化至_+35%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+2:_呼神護衛有效距離_8格_,並將衆人之力的功擊加成強化至_+40%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+3:_呼神護衛有效距離_12格_,並將衆人之力的功擊加成強化至_+45%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+4:_呼神護衛有效距離_16格_,並將衆人之力的功擊加成強化至_+50%_,維持10回合,僅對最靠近該盟友的敵人有效。 +actors.hero.talent.beaming_ray.desc=習得法術_呼神護衛_,可耗1點充能,從強化盟友發出可穿牆的光柱,並將盟友傳送至指定的位置。如果目的地有敵人佔據,盟友就會出現在該敵人身旁,並視其為攻擊目標。此法術還可傳送通常不可移動的盟友,但距離減半。\n\n_+1:_呼神護衛有效距離_4格_,並將衆人之力的攻擊加成強化至_+35%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+2:_呼神護衛有效距離_8格_,並將衆人之力的攻擊加成強化至_+40%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+3:_呼神護衛有效距離_12格_,並將衆人之力的攻擊加成強化至_+45%_,維持10回合,僅對最靠近該盟友的敵人有效。\n\n_+4:_呼神護衛有效距離_16格_,並將衆人之力的攻擊加成強化至_+50%_,維持10回合,僅對最靠近該盟友的敵人有效。 actors.hero.talent.life_link.title=生命聯結 actors.hero.talent.life_link.desc=習得法術_生命連結_,可耗2點充能,使牧師與強化的盟友,兩人共同承擔彼此的傷害,並讓不超過三階的法術,施放時也對該盟友有效。\n\n_+1:_生命連結生效_10回合_,並使衆人之力的減傷效果提升至_35%_。\n\n_+2:_生命連結生效_13回合_,並使衆人之力的減傷效果提升至_40%_。\n\n_+3:_生命連結生效_17回合_,並使衆人之力的減傷效果提升至_45%_。\n\n_+4:_生命連結生效_20回合_,並使衆人之力的減傷效果提升至_50%_。 actors.hero.talent.stasis.title=星界投射 @@ -1295,7 +1298,7 @@ actors.hero.talent.heroic_energy.rat_title=鼠氣威能 actors.hero.talent.heroic_energy.desc=_+1:_英雄護甲的充能消耗量_減少12%_。\n\n_+2:_英雄護甲的充能消耗量_減少23%_。\n\n_+3:_英雄護甲的充能消耗量_減少32%_。\n\n_+4:_英雄護甲的充能消耗量_減少40%_。 actors.hero.talent.ratsistance.title=鼠族抗性 -actors.hero.talent.ratsistance.desc=_+1:_鼠化敵人傷害為原先的_90%_。\n\n_+2:_鼠化敵人傷害為原先的_81%_。\n\n_+3:_鼠化敵人傷害為原先的_73%_。\n\n_+4:_鼠化敵人傷害為原先的_65%_。 +actors.hero.talent.ratsistance.desc=_+1:_敵方鼠化敵人傷害為原先的_90%_。\n\n_+2:_敵方鼠化敵人傷害為原先的_81%_。\n\n_+3:_敵方鼠化敵人傷害為原先的_73%_。\n\n_+4:_敵方鼠化敵人傷害為原先的_65%_。 actors.hero.talent.ratlomacy.title=鼠隻同化 actors.hero.talent.ratlomacy.desc=_+1:_對鼠化敵人再次使用鼠化術以使其成為友軍並固化型態。\n\n_+2:_對鼠化敵人再次使用鼠化術以使其成為友軍並固化型態,再使其獲得_2回合_的激素湧動。\n\n_+3:_對鼠化敵人再次使用鼠化術以使其成為友軍並固化型態,再使其獲得_4回合_的激素湧動。\n\n_+4:_對鼠化敵人再次使用鼠化術以使其成為友軍並固化型態,再使其獲得_6回合_的激素湧動。 actors.hero.talent.ratforcements.title=自備鼠窩 @@ -1429,7 +1432,7 @@ actors.mobs.npcs.wandmaker.intro_rogue=天哪,你嚇了我一跳!在這裡這 actors.mobs.npcs.wandmaker.intro_mage=哦,你好啊%s!我好像聽說你在法師學院那裡搞了不少麻煩?算了這沒關係,反正我也不喜歡那些墨守成規的榆木腦袋。如果你願意的話,我這有個任務可以讓你幫忙。 actors.mobs.npcs.wandmaker.intro_huntress=啊,你好啊小姐!能在地下看到這樣一張友好的面孔真是個驚喜,不是嗎?事實上,我發誓我曾經見過你的臉,可惜我有點記不清你是誰了……哦算了,別在意。如果你要在這裡冒險的話,我有一個任務能交給你做。 actors.mobs.npcs.wandmaker.intro_duelist=啊,你好啊小姐!能在這片壓抑的地方遇見一位英雄可真是個驚喜!如果你願意幫助我這個老人家脫離苦海的話,你可以幫我做件事。 -actors.mobs.npcs.wandmaker.intro_cleric=噢,高貴的聖下啊!能在這種令人沮喪的地方見到真您是我的榮幸!我可不想干擾一位聖人,但我現在真的需要您的幫忙。 +actors.mobs.npcs.wandmaker.intro_cleric=噢,高貴的聖下啊!能在這種令人沮喪的地方見到您真是我的榮幸!我可不想干擾一位聖人,但我現在真的需要您的幫忙。 actors.mobs.npcs.wandmaker.intro_1=\n\n我來這裡尋找一種製作法杖所需的稀有材料,但我迷路了,而且身上的魔法盾也在慢慢變弱。我必須馬上離開這裡,但我不想空手而出。 actors.mobs.npcs.wandmaker.intro_dust=我在尋找一些_屍骨灰燼_。這是一種通常出現在這種地方的特殊詛咒骨灰。它應該就在附近某個被隔住的房間裡,我很肯定你能在那裡找到一些灰燼。不過要小心,灰燼上的詛咒相當強大,_盡快將它帶回來_,我會淨化其中的詛咒。 actors.mobs.npcs.wandmaker.intro_ember=我在尋找從新生火元素上取得的_元素餘燼_。這種元素通常會在失控的招喚儀式中出現,要召喚它們,只需一些蠟燭與祭儀場地,就可以了。然而,_與它們近戰不是好主意——善用能冰涷的道具對付它們會更有用_。新生火元素混亂且強大,但耐不了冷。 @@ -1452,7 +1455,7 @@ actors.mobs.albino.desc=這是一種稀有的老鼠,有著純白色的毛皮 actors.mobs.albino.discover_hint=此罕見敵人只在地下城某區域現身。 actors.mobs.armoredstatue.name=裝甲石像 -actors.mobs.armoredstatue.desc=你以為這隻是地下城裡的另一尊靜止的石像,但它發出紅光的眼睛讓你知道這可沒這麼簡單。\n\n雕像裝備著精良的護甲,看上去相當堅硬很難對付。 +actors.mobs.armoredstatue.desc=你以為這隻是地下城裡的另一尊靜止石像,但它發出紅光的眼睛讓你知道這可沒這麼簡單。\n\n雕像裝備著精良的護甲,看上去相當堅硬很難對付。 actors.mobs.armoredstatue.desc_arm_wep=儘管雕像本身是用石頭做的,但它裝備著的_%1$s_和_%2$s_看起來像是真的。 actors.mobs.bandit.name=瘋狂強盜 @@ -1529,7 +1532,7 @@ actors.mobs.dm300.rankings_desc=被DM-300碾碎 actors.mobs.dm300.def_verb=格擋 actors.mobs.dm300.defeated=嚴重錯誤! 正在嘗試關 —— actors.mobs.dm300.desc=DM-300 是矮人們有史以來發明的最強大的"防衛機械"。這樣一台令人生畏的機器是極難製造的,所以矮人們僅僅造出了幾台來守護他們地下大都會的入口。\n\n它配備了可以噴出劇毒廢氣的通風口,以及一個可以用來攻擊和破壞大地的高功率鑽頭。DM-300 還可以連接到能源電網,進一步增強它的力量。 -actors.mobs.dm300.desc_supercharged=DM-300機體上充滿了電力。在此形態下,DM-300免疫一切傷害,並且移動速度加倍。它的電鑽轉速也_快到能鑽洞_,但移動速度會減慢。\n\n功擊過載的DM-300毫無意義,但此地必定_有裝置提供其所需的電力_。摧毀此裝置也許能削弱它。 +actors.mobs.dm300.desc_supercharged=DM-300機體上充滿了電力。在此形態下,DM-300免疫一切傷害,並且移動速度加倍。它的電鑽轉速也_快到能鑽洞_,但移動速度會減慢。\n\n攻擊過載的DM-300毫無意義,但此地必定_有裝置提供其所需的電力_。摧毀此裝置也許能削弱它。 actors.mobs.dwarfking.name=矮人國王 actors.mobs.dwarfking.notice=好大的膽子! 你根本不知道自已在做甚麽! @@ -1663,7 +1666,7 @@ actors.mobs.hermitcrab.desc=出於某些原因,這隻螃蟹決定把破木桶 actors.mobs.mimic.name=寶箱怪 actors.mobs.mimic.reveal=這是一個寶箱怪! actors.mobs.mimic.hidden_hint=這個寶箱看上去有些不對勁……上前直接打開似乎是一個壞主意。 -actors.mobs.mimic.desc=寶箱怪是一種能隨意改變外形的生物。在地下城裡牠們幾乎一直以寶箱形態出現,因為這樣總能吸引毫無防備的冒險家。\n\n寶箱怪具有相當強的攻擊力,但也擁有比普通箱子更多的財寶。 +actors.mobs.mimic.desc=寶箱怪是一種能隨意改變外形的生物。在地下城裡牠們幾乎一直以寶箱形態出現,因為這樣總能吸引毫無防備的冒險家。\n\n寶箱怪具有相當強的攻擊力,但通常也擁有比普通箱子更多的財寶。 actors.mobs.mimic.discover_hint=此敵人在地下城各區皆有可能出現。 actors.mobs.necromancer.name=死靈法師 @@ -1747,7 +1750,7 @@ actors.mobs.spinner.desc=綠色而多毛的洞穴蜘蛛們會試著去躲避直 actors.mobs.statue.name=活化石像 actors.mobs.statue.def_verb=格擋 -actors.mobs.statue.desc=你以為這隻是地下裡的另一尊靜止的石像,但它發出紅光的眼睛讓你知道這可沒這麼簡單。 +actors.mobs.statue.desc=你以為這隻是地下裡的另一尊靜止石像,但它發出紅光的眼睛讓你知道這可沒這麼簡單。 actors.mobs.statue.desc_weapon=儘管雕像本身是用石頭做的,但它裝備著的_%s_看起來像是真的。 actors.mobs.statue.discover_hint=此敵人在地下城各區皆有可能出現。 @@ -1798,7 +1801,7 @@ actors.mobs.wraith.discover_hint=此敵人在地下城各區皆有可能出現 actors.mobs.yogdzewa.name=Yog-Dzewa actors.mobs.yogdzewa.notice=我 。 看 。 見 。 你 。 了 。 actors.mobs.yogdzewa.darkness=黑暗正在逼近…… -actors.mobs.yogdzewa.hope=你 。 的 。 希 。 望 。 皆 。 為 。 虛 ! 無 ! +actors.mobs.yogdzewa.hope=你 。 的 。 希 。望 。 皆 。 為 。虛 ! 無 ! actors.mobs.yogdzewa.defeated=… actors.mobs.yogdzewa.rankings_desc=被Yog-Dzewa吞噬 actors.mobs.yogdzewa.desc=Yog-Dzewa 是一個古老的神;一個將自己的力量延伸向凡間世界並吞噬它們、以為自身無盡的成長提供養分的巨大怪物。矮人一定是在玩弄黑暗魔法的時候引起了這個巨大恐怖的注意,並且從那以後就一直試圖控制他,使之無法侵吞外界。\n\n這位古神起源於一個原始的、充滿魔法與混沌的維度,且無法將他的真實形態帶入這個世界。因此,他創造了自己的化身,並召喚了惡魔們作為他的僕從來完成他的命令。\n\n這隻巨眼是古神在這個世界上力量的焦點。雖然這隻眼睛本身是不可移動的,但它能夠射出強大的魔能光束,並召喚各種惡魔僕從來協助它。 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index b90ee392d..00b223f6f 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -93,7 +93,8 @@ actors.buffs.ascensionchallenge.beckon=护符开始呼唤远处的敌人前来 actors.buffs.ascensionchallenge.haste=护符开始为周遭的敌人提升移速! actors.buffs.ascensionchallenge.slow=你背包中的护符此刻恍如重逾千钧! actors.buffs.ascensionchallenge.damage=护符开始释放黑暗能量。此物灼烫难忍! -actors.buffs.ascensionchallenge.weaken_info=你必须击败敌人来削弱护符的诅咒! +actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=你能感受到护符上的诅咒正缓慢地消退。 actors.buffs.ascensionchallenge.break=你稍作喘息,感受到身上的伤口开始愈合! actors.buffs.ascensionchallenge.almost=你能感觉到古神对护符的掌控愈发微弱了起来,胜利的曙光已然在你面前! @@ -138,7 +139,7 @@ actors.buffs.burning.heromsg=你着火了! actors.buffs.burning.burnsup=%s被烧毁了! actors.buffs.burning.ondeath=你被燃烧至死... actors.buffs.burning.rankings_desc=燃烧殆尽 -actors.buffs.burning.desc=没什么比被火焰吞没更痛苦了。\n\n火焰每回合都会造成伤害,直到它被液体扑灭或者自行消散。火会在你进入水中时熄灭,打碎药瓶产生的水花也具有同样的效果。\n\n此外,火焰还会点燃所有接触到的可燃地形与可燃物。\n\n燃烧效果剩余时长:%s回合 +actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. actors.buffs.championenemy.warn=你感受到了强敌的气场。 actors.buffs.championenemy$blazing.name=烈焰精英 @@ -486,11 +487,11 @@ actors.hero.abilities.mage.warpbeacon.short_desc=法师在当前位置设置了 actors.hero.abilities.mage.warpbeacon.desc=法师设置了一个可以随时返回的信标。信标设置需要1回合,但传送回不消耗时间。\n\n法师在初始条件下无法传送至别的楼层,不能将其放入不可达的区域如上锁的房间。法师返回时若是目标地点有敌人,则会将其弹开。 actors.hero.abilities.rogue.smokebomb.name=烟幕爆炸 -actors.hero.abilities.rogue.smokebomb.fov=你只能跳到视野范围内的空格子里 +actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. actors.hero.abilities.rogue.smokebomb.prompt=选择要跳到的位置 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木桩替身 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=不知为何敌人坚信这就是盗贼本身。 -actors.hero.abilities.rogue.smokebomb$ninjalog.discover_hint=你可通过某个英雄护甲技能发现该单位。 +actors.hero.abilities.rogue.smokebomb$ninjalog.discover_hint=你可通过某个英雄护甲技能遇到该单位。 actors.hero.abilities.rogue.smokebomb.short_desc=盗贼在原地制造一场_烟幕爆炸_后闪现离去,并使原点周围的敌人失明。 actors.hero.abilities.rogue.smokebomb.desc=盗贼在原地制造一场烟幕爆炸,并闪现最多6格的距离。闪现无视敌人与危险地形,但仍会被实体地形如墙壁阻挡。\n\n邻近盗贼原位置的敌人将失明5回合。 actors.hero.abilities.rogue.deathmark.name=夺命印记 @@ -507,7 +508,7 @@ actors.hero.abilities.rogue.shadowclone$shadowally.direct_defend=你的映像去 actors.hero.abilities.rogue.shadowclone$shadowally.direct_follow=你的映像正在跟随你。 actors.hero.abilities.rogue.shadowclone$shadowally.direct_attack=你的映像正在发动攻击! actors.hero.abilities.rogue.shadowclone$shadowally.desc=一具无形暗影塑造出的盗贼复制体,它一动不动双目空空,烟雾般的黑暗在周围缓缓升腾。\n\n它虽说不上是个完美的复制体,但也是个合格的杀手,并且在特定天赋加持下能从其主人的装备中获益。 -actors.hero.abilities.rogue.shadowclone$shadowally.discover_hint=你可通过某个英雄护甲技能发现该单位。 +actors.hero.abilities.rogue.shadowclone$shadowally.discover_hint=你可通过某个英雄护甲技能遇到该单位。 actors.hero.abilities.huntress.spectralblades.name=灵魂飞刃 actors.hero.abilities.huntress.spectralblades.short_desc=女猎手向一个目标掷出_灵魂飞刃_,根据装备的近战武器造成伤害。 @@ -528,7 +529,7 @@ actors.hero.abilities.huntress.spirithawk$hawkally.direct_attack=你的飞鹰正 actors.hero.abilities.huntress.spirithawk$hawkally.desc=一只女猎手召唤的灵能飞鹰,全身散发着明亮而空灵的蓝光。它不断扭头探查着周围环境。\n\n飞鹰并不适合武力战斗,但其速度与视距使其能够胜任高效的侦查与危险的诱敌任务。 actors.hero.abilities.huntress.spirithawk$hawkally.desc_remaining=剩余回合数:%d回合 actors.hero.abilities.huntress.spirithawk$hawkally.desc_dodges=飞鹰将必定闪避接下来的%d次攻击。 -actors.hero.abilities.huntress.spirithawk$hawkally.discover_hint=你可通过某个英雄护甲技能发现该单位。 +actors.hero.abilities.huntress.spirithawk$hawkally.discover_hint=你可通过某个英雄护甲技能遇到该单位。 actors.hero.abilities.duelist.challenge.name=公平决斗 actors.hero.abilities.duelist.challenge.prompt=选择一名敌人以发起决斗 @@ -572,6 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体会消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体会消耗_%2$s充能_以使用该神器的小吃一口效果。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_敌人窃取效果。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体会消耗_%2$s充能_以使用该神器的随机有害种子扎根效果。 +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_探查效果。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体会消耗_%2$s充能_以获得该神器持续_%1$d_回合的时间冻结效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体会消耗_%2$s充能_以使用该神器_%1$d/10_无额外消耗使用秘卷概率的随机卷轴效果。 @@ -601,7 +603,7 @@ actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=你的盟友移 actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=你的盟友正在跟随你。 actors.hero.abilities.cleric.powerofmany$lightally.direct_attack=你的盟友正在发动攻击! actors.hero.abilities.cleric.powerofmany$lightally.desc=一位牧师冒险伙伴的克隆人,通体由凝聚态圣光制成。即使圣天誓盟具有另一位英雄的外形,却不具有他们的任何独特能力。只要该盟友的万物一心效果依旧存在,该盟友就会持续存在。\n\n该盟友无需消耗充能即可通过再次使用万物一心护甲技能指挥。 -actors.hero.abilities.cleric.powerofmany$lightally.discover_hint=你可通过某个英雄护甲技能发现该单位。 +actors.hero.abilities.cleric.powerofmany$lightally.discover_hint=你可通过某个英雄护甲技能遇到该单位。 actors.hero.abilities.ratmogrify.name=鼠化术 @@ -650,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充能消耗:%d actors.hero.spells.divinesense.name=神圣感知 actors.hero.spells.divinesense.short_desc=短时间内获得大范围的灵视感知。 -actors.hero.spells.divinesense.desc=牧师将其感知集中在周遭环境上,获得持续30回合,%d格范围的灵视感知。该法术施法不耗时。 +actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. actors.hero.spells.divinesense$divinesensetracker.name=神圣感知 actors.hero.spells.divinesense$divinesensetracker.desc=该单位暂时能以其灵视感知看到附近其他生物!\n\n剩余回合数:%s @@ -794,6 +796,7 @@ actors.hero.hero.noticed_smth=你注意到了些什么。 actors.hero.hero.wait=... actors.hero.hero.search=搜索 actors.hero.hero.search_distracted=你没办法集中精力,探索周边异常费力。 +actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. actors.hero.hero.pain_resist=疼痛使你得以抵抗睡意。 actors.hero.hero.revive=重生十字章迸裂出苏生的能量! @@ -936,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂战士拥有越多怒气, actors.hero.talent.cleave.title=连战热忱 actors.hero.talent.cleave.desc=_+1:_当角斗士击杀一名敌人时,_30回合_内再次攻击仍继承连击数。\n\n_+2:_当角斗士击杀一名敌人时,_45回合_内再次攻击仍继承连击数。\n\n_+3:_当角斗士击杀一名敌人时,_60回合_内再次攻击仍继承连击数。 actors.hero.talent.lethal_defense.title=以战养战 -actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章的护盾冷却会_减少33%_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章的护盾冷却会_减少66%_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章的护盾冷却会_减少100%_。\n\n该天赋可将护盾冷却减至100%,相当于护盾仅需满足激活条件即可立即再次使用。 +actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. actors.hero.talent.enhanced_combo.title=战技强化 actors.hero.talent.enhanced_combo.desc=_+1:_当角斗士的连击数达到7或以上时,冲击的击退距离提升至3且附带眩晕,并可将敌人击落深渊。\n\n_+2:_除+1的增益外,当角斗士的连击数达到9或以上时,招架反击对一回合内的多次攻击有效。\n\n_+3:_除+1和+2的增益外,角斗士在使用撞击,横扫和暴雨时可跃过 连击数/3 格的地格来接近敌人。 @@ -1062,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_被刺客用技能斩杀的敌人 actors.hero.talent.evasive_armor.title=灵猴之护 actors.hero.talent.evasive_armor.desc=_+1:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_1点闪避_。\n\n_+2:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_2点闪避_。\n\n_+3:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_3点闪避_。 actors.hero.talent.projectile_momentum.title=飞速投掷 -actors.hero.talent.projectile_momentum.desc=_+1:_处于逸动状态时,疾行者的投掷武器具有额外的_50%精准与10%伤害_。\n\n_+2:_处于逸动状态时,疾行者的投掷武器具有额外的_100%精准与20%伤害_。\n\n_+3:_处于逸动状态时,疾行者的投掷武器具有额外的_150%精准与30%伤害_。 +actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. actors.hero.talent.speedy_stealth.title=无人之境 actors.hero.talent.speedy_stealth.desc=_+1:_疾行者在隐形时,每回合获得2层动量。\n\n_+2:_除获得+1的增益外,当疾行者隐形时,逸动效果持续的回合数不会下降。\n\n_+3:_除获得+1,+2的增益外,当疾行者隐形时,不论其是否处于逸动状态,他的移动速度都会翻倍。 @@ -1106,10 +1109,10 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_当女猎手踏上矮草或余 actors.hero.talent.heightened_senses.title=敏锐感知 actors.hero.talent.heightened_senses.desc=_+1:_女猎手能获得对_她周围2格范围内_所有单位的灵视感知。\n\n_+2:_女猎手能获得对_她周围3格范围内_所有单位的灵视感知。 actors.hero.talent.durable_projectiles.title=矢石保养 -actors.hero.talent.durable_projectiles.desc=_+1:_女猎手使用的投掷武器获得_33%额外耐久度_。\n\n_+2:_女猎手使用的投掷武器获得_50%额外耐久度_。 +actors.hero.talent.durable_projectiles.desc=_+1:_女猎手手中的投掷武器获得_50%额外耐久_。\n\n_+2:_女猎手手中的投掷武器获得_75%额外耐久_。 actors.hero.talent.point_blank.title=抵近射击 -actors.hero.talent.point_blank.desc=_+1:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正值从-50%提升至_-30%_。\n\n_+2:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正值从-50%提升至_-10%_。\n\n_+3:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正值从-50%提升至_+10%_。\n\n注意,非近战距离使用投掷武器或灵能弓时,总是获得50%的精准修正加成。 +actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. actors.hero.talent.seer_shot.title=探地之矢 actors.hero.talent.seer_shot.desc=_+1:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续5回合_。这个天赋有20回合的冷却时间。\n\n_+2:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续10回合_。这个天赋有20回合的冷却时间。\n\n_+3:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续15回合_。这个天赋有20回合的冷却时间。 actors.hero.talent.seer_shot.meta_desc=_如果这个天赋被其它英雄获得_,那么它可被任何投掷武器触发。 @@ -1368,13 +1371,13 @@ actors.mobs.npcs.impshopkeeper.desc=小恶魔在恶魔大厅的入口前摆了 actors.mobs.npcs.mirrorimage.name=镜像 actors.mobs.npcs.mirrorimage.desc=这个幻像和你非常相似,甚至还装备着你当前的武器和护甲。\n\n镜像会猎寻敌人,并用它们的镜像武器对其发动攻击。镜像武器的使用方式与特性和你手中的一样,但造成的伤害会低些。镜像刚生成时几乎是隐形的,但攻击后会显形。\n\n镜像有一定的攻击能力,但本身非常脆弱,受到伤害就会瞬间消散。 -actors.mobs.npcs.mirrorimage.discover_hint=你可通过某张卷轴发现该单位。 +actors.mobs.npcs.mirrorimage.discover_hint=你可通过某张卷轴遇到该单位。 -actors.mobs.npcs.npc.discover_hint=你可在某个地牢区域发现该单位。 +actors.mobs.npcs.npc.discover_hint=你可在某个地牢区域中遇到该单位。 actors.mobs.npcs.prismaticimage.name=虹光幻像 actors.mobs.npcs.prismaticimage.desc=这个闪烁着虹光的幻像和你非常相似,甚至还装备着你当前的武器和护甲。\n\n虹光守卫会追击敌人并吸引仇恨,进而用其强化的防御力和生命值分担火力。虽然它不似镜像那般有攻击性,但它生命值更高,还具有基于你护甲的防御增益。\n\n当幻像生命降至0时,它将保持一段时间的存在,在此期间仍能被治愈。当周围没有敌人时,幻像会消散并依附其主人身上。 -actors.mobs.npcs.prismaticimage.discover_hint=你可通过某张卷轴发现该单位。 +actors.mobs.npcs.prismaticimage.discover_hint=你可通过某张卷轴遇到该单位。 actors.mobs.npcs.ratking.name=鼠王 actors.mobs.npcs.ratking.not_sleeping=我可不是在睡觉! @@ -1392,7 +1395,7 @@ actors.mobs.npcs.ratking.desc_crown=这只老鼠比普通的啮齿小鼠大一 actors.mobs.npcs.ratking.desc_birthday=这只老鼠比普通的啮齿小鼠大一点。它戴着一顶小小的绿色派对帽,而不是它常戴的皇冠。祝鼠王生日快乐! actors.mobs.npcs.ratking.desc_winter=这只老鼠比普通的啮齿小鼠大一点。它戴着一顶小小的节日帽,而不是常戴的皇冠。假日快乐! actors.mobs.npcs.ratking.desc=这只老鼠比普通的啮齿小鼠大一点。它戴着一顶小小的皇冠。 -actors.mobs.npcs.ratking.discover_hint=你可在某个地牢区域的结末发现该单位。 +actors.mobs.npcs.ratking.discover_hint=你可在某个地牢区域中的终点遇到该单位。 actors.mobs.npcs.sheep.name=绵羊 actors.mobs.npcs.sheep.baa!=咩! @@ -1401,7 +1404,7 @@ actors.mobs.npcs.sheep.baa.=咩。 actors.mobs.npcs.sheep.baa...=咩... actors.mobs.npcs.sheep.def_verb=格挡 actors.mobs.npcs.sheep.desc=这是一只魔法绵羊。为什么叫它魔法绵羊?因为你杀不死它。它只会站在那里直到它消失,它会做的事情只有边反刍边对你翻白眼。 -actors.mobs.npcs.sheep.discover_hint=你可通过某个物品或陷阱发现该单位。 +actors.mobs.npcs.sheep.discover_hint=你可通过某个物品或陷阱遇到该单位。 actors.mobs.npcs.shopkeeper.name=店主 actors.mobs.npcs.shopkeeper.thief=小偷,小偷! @@ -1449,7 +1452,7 @@ actors.mobs.acidic.desc=这种巨大的节肢类恶魔生物不会选择近身 actors.mobs.albino.name=白化老鼠 actors.mobs.albino.desc=这是一种珍稀的啮齿小鼠,有着纯白色的毛皮和锯齿状的牙齿。 -actors.mobs.albino.discover_hint=你可在某个地牢区域中碰巧发现该敌人。 +actors.mobs.albino.discover_hint=你可在某个地牢区域中中碰巧遇到该敌人。 actors.mobs.armoredstatue.name=装甲石像 actors.mobs.armoredstatue.desc=你本以为这只是地牢里又一尊静伫的石像,但它泛着红光的眼睛出卖了它。\n\n石像装备着精良的护甲,看上去相当坚硬,估计会很难对付。 @@ -1464,7 +1467,7 @@ actors.mobs.bat.desc=这些敏捷且坚韧的洞穴穹顶生物比看上去可 actors.mobs.bee.name=金色蜜蜂 actors.mobs.bee.desc_honey=尽管金色蜜蜂体型不大,但它们也会尽全力守卫自己的家园。这只蜜蜂受过你的安抚,似乎愿意追随你。 actors.mobs.bee.desc=尽管金色蜜蜂体型不大,但它们也会尽全力守卫自己的家园。这只蜜蜂非常疯狂,你最好和它保持距离。 -actors.mobs.bee.discover_hint=你可通过某个道具发现该单位。 +actors.mobs.bee.discover_hint=你可通过某个道具遇到该单位。 actors.mobs.brute.name=豺狼暴徒 actors.mobs.brute.enraged=激怒 @@ -1475,7 +1478,7 @@ actors.mobs.brute$bruterage.desc=这个豺狼暴徒已经濒临死亡,但它 actors.mobs.causticslime.name=蚀化史莱姆 actors.mobs.causticslime.desc=这个史莱姆似乎已经被下方渗透的黑暗能量完全侵蚀了。它已经失去了体表原有的绿色光泽,并且在不断滴落腐蚀淤泥。 -actors.mobs.causticslime.discover_hint=你可在某个地牢区域中碰巧发现该敌人。 +actors.mobs.causticslime.discover_hint=你可在某个地牢区域中中碰巧遇到该敌人。 actors.mobs.crab.name=下水道螃蟹 actors.mobs.crab.desc=这些巨型的螃蟹位居下水道食物链的顶端。它们行动极其迅速且其厚重的甲壳能承受沉重的打击。 @@ -1483,7 +1486,7 @@ actors.mobs.crab.desc=这些巨型的螃蟹位居下水道食物链的顶端。 actors.mobs.crystalguardian.name=水晶守卫 actors.mobs.crystalguardian.def_verb=格挡 actors.mobs.crystalguardian.desc=这种巨大的水晶守卫若不是眼中泛着明光,看起来和雕像几乎没有区别。因为身体由硬化的水晶构成,它们行动不便但异常坚固。所以_最好别打扰它们在水晶洞窟中的酣眠_。\n\n由于水晶守卫体型庞大,其在狭隘的地形移动时,速度会非常慢。它们还无比坚韧,无法被彻底杀死。它们被击败后会暂时失能,但不一会便会卷土重来。 -actors.mobs.crystalguardian.discover_hint=你可在某个的任务中发现该敌人。 +actors.mobs.crystalguardian.discover_hint=你可在某个的任务中遇到该敌人。 actors.mobs.crystalmimic.name=水晶宝箱怪 actors.mobs.crystalmimic.ate=水晶宝箱怪吃掉了你的%s! @@ -1494,12 +1497,12 @@ actors.mobs.crystalspire.name=水晶尖塔 actors.mobs.crystalspire.warning=你感受到了被敲打的水晶上传来的颤动。再继续敲下去肯定会引祸上身... actors.mobs.crystalspire.alert=水晶的颤动愈演愈烈,隆隆声响彻整个矿洞! actors.mobs.crystalspire.desc=这座巨型尖塔由无比坚硬的水晶构成,很可能是矿洞中所有奇怪水晶生物的来源。常规武器无法对它造成伤害,所以你得用镐子来拆毁它。\n\n_动手破拆之前,要为硬仗做好准备。_拆除如此硕大的一块水晶可需要花费不少时间,而且很难不被打扰。尖塔本身也可能拥有防御机制。_或许尖塔的攻击可被利用于对付它的爪牙。_ -actors.mobs.crystalspire.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.crystalspire.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.crystalwisp.name=水晶灵簇 actors.mobs.crystalwisp.beam_kill=你死于光束... actors.mobs.crystalwisp.desc=一小块愤怒的硬化水晶飘浮在空中,泛着明亮的光。它虽然不算强,但只要有机会,就会射出光束伤害你。\n\n这种灵簇足够小巧,故而可以轻松飞越水晶尖刺,但其射出的光束不可以。 -actors.mobs.crystalwisp.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.crystalwisp.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.demonspawner.name=恶魔血巢 actors.mobs.demonspawner.on_death=此处的恶魔能量似乎随着血巢的毁灭而有所减弱。 @@ -1555,7 +1558,7 @@ actors.mobs.ebonymimic.reveal=那里有一个宝箱怪! actors.mobs.ebonymimic.hidden_name=可疑的轮廓 actors.mobs.ebonymimic.hidden_desc=那里似乎有什么东西,但它几乎是完全透明的。 actors.mobs.ebonymimic.desc=宝箱怪是一种能随意改变外形的魔法生物。在地牢里它们几乎一直以宝箱形态出现,因为这样总能吸引疏于防备的冒险家。\n\n黑檀宝箱怪凭借其隐匿能力使自身近乎隐形。它们会在冒险家可能交互的事物之上设伏诱敌,攻其不备。与此同时,它们体内也含有其专属的战利品。若能识破其伪装,其攻防能力与普通宝箱怪无异。但若稍有不慎,其出其不意的伏击足以致命。 -actors.mobs.ebonymimic.discover_hint=你可通过某件饰物发现该敌人。 +actors.mobs.ebonymimic.discover_hint=你可通过某件饰物遇到该敌人。 actors.mobs.elemental$fireelemental.name=火焰元素 actors.mobs.elemental$fireelemental.desc=元素是一类狂暴的生物,通常诞生于失控的强力魔法仪式当中。元素生物智力极低,它们通常与一种特定的魔法密切相关。\n\n火焰元素是一种常见的借助火焰之力攻击的元素生物。它的近战攻击能点燃目标,有时也会向远处目标发射火焰弹。 @@ -1564,7 +1567,7 @@ actors.mobs.elemental$newbornfireelemental.charging=新生元素正在蓄能! actors.mobs.elemental$newbornfireelemental.desc=元素是一类狂暴的生物,通常诞生于失控的强力魔法仪式当中。元素生物智力极低,它们通常与一种特定的魔法密切相关。\n\n这只火焰元素刚刚被召唤出来,但同样很危险! actors.mobs.elemental$newbornfireelemental.desc_boss=由于其本质是狂暴的召唤物,这个元素的火攻方式只有通过1回合的蓄能喷出不精准的焰浪。 actors.mobs.elemental$newbornfireelemental.desc_ally=由于这个元素是由晶柱召唤而来,故而对火焰有更好的控制。它没法施展远距离攻击,但仍然可以通过近战攻击引燃敌人。 -actors.mobs.elemental$newbornfireelemental.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.elemental$newbornfireelemental.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.elemental$frostelemental.name=冰霜元素 actors.mobs.elemental$frostelemental.desc=元素是一类狂暴的生物,通常诞生于失控的强力魔法仪式当中。元素生物智力极低,它们通常与一种特定的魔法密切相关。\n\n冰霜元素是一种常见的借助冰霜之力弱化敌人的元素生物。它的近战攻击和不常用的远程攻击都会使敌人陷入冻伤。它的冰霜之力对水上的敌人效果更强。 actors.mobs.elemental$shockelemental.name=电光元素 @@ -1578,7 +1581,7 @@ actors.mobs.eye.desc=邪眼是一种充斥着恶魔能量的飘浮球形生物 actors.mobs.fetidrat.name=腐臭老鼠 actors.mobs.fetidrat.desc=这只老鼠很不对劲。它油腻的黑毛和腐烂的皮肤与你之前见过的健康老鼠很不同。浅绿色的眼睛让它显得更具威胁。\n\n这只老鼠周围盘绕着一片可怕恶臭,靠近时臭气尤为浓烈。\n\n黑色的淤泥从它的嘴中流出。淤泥腐蚀掉了地砖,但遇水似乎就会溶解。 -actors.mobs.fetidrat.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.fetidrat.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.fungalcore.name=蘑菇菌核 actors.mobs.fungalcore.desc=这株硕大无比的蘑菇想必就是洞穴中异常蘑菇活性的源头了。 @@ -1611,22 +1614,22 @@ actors.mobs.gnollgeomancer.desc=这只身形魁梧的老豺狼人必定是此处 actors.mobs.gnollgeomancer.desc_armor=地卜师周身环绕着一层磐岩护盾。_你必须用镐子近身破坏岩盾才能进一步伤害地卜师本体。_ actors.mobs.gnollgeomancer.desc_armor_sapper=_一旁的豺狼工兵正握持着一个看起来能强化地卜师磐岩护盾的装置,现在的地卜师免疫一切伤害!_ actors.mobs.gnollgeomancer.desc_sleeping=这只身形魁梧的豺狼萨满周身环绕着一层磐岩,看似一尊雕像。然而仔细观察才发现,这些磐岩是随着老豺狼人的呼吸而律动的流形护盾。它能凭借这种防护不会受到任何伤害,因而在这乱石林立之处悠然休憩。\n\n手中的镐子应该可以击破他的磐岩护盾,但是_此战必须做好充足准备_。地卜师必定是此处豺狼人的领袖,还是此处土灵魔法的根源。_最好能在挑战他前先击败周围散布的其他豺狼人。_ -actors.mobs.gnollgeomancer.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.gnollgeomancer.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.gnollguard.name=豺狼守卫 actors.mobs.gnollguard.def_verb=格挡 actors.mobs.gnollguard.spear_warn=豺狼人用矛尖打出残暴的一击! actors.mobs.gnollguard.desc=这只高大健壮的豺狼人操使着长矛和盾牌,但没有戴头盔。这些守卫似乎在为晋升成暴徒而训练,并为保护矿洞不受野兽侵扰在此执勤。\n\n豺狼守卫身强力壮,单手就能挥舞长矛,不过使得不算太好。_它需要相当开阔的施展空间才能进行长距离攻击。一旦被人欺身而上,长矛施展不开便会威力大减。_ actors.mobs.gnollguard.desc_armor=_一旁的豺狼工兵正握持着一个看起来能赋予这个守卫大地护甲的装置,大幅减少它受到的伤害。_ -actors.mobs.gnollguard.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.gnollguard.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.gnollsapper.name=豺狼工兵 actors.mobs.gnollsapper.desc=这只豺狼人矮小虚弱但机智。它长有浅色皮毛,携带着装满各种小工具的挎包。它们似乎在此协助勘探和开采暗金矿,并配有豺狼守卫贴身保护。它们虽然能够近战,但是攻击力弱得可怜,不比豺狼巡查强。\n\n相比于直接搏斗,豺狼工兵更喜欢用它们携带的各类装置操纵周遭岩石来攻击。它们只是依靠工具抛掷岩石,而不掌握有土灵魔法。_应该有很多方式可以利用它们的攻击来反击它们和其余的守卫。_ -actors.mobs.gnollsapper.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.gnollsapper.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.gnolltrickster.name=豺狼诡术师 actors.mobs.gnolltrickster.desc=即使以豺狼人的标准来看,这个生物也非常的诡异。它佝偻着腰,鬼鬼祟祟地行进着,大嘴咧开,露出邪恶的笑容,肩上挂着的挎包鼓得同摇篮一般。它的眼瞳中混杂着恐惧与兴奋。\n\n它的挎包里有一大批粗制滥造的飞镖,其上似乎涂有着各种有害物质。 -actors.mobs.gnolltrickster.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.gnolltrickster.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.goldenmimic.name=黄金宝箱怪 actors.mobs.goldenmimic.desc=宝箱怪是一种能随意改变外形的魔法生物。在地牢里它们几乎一直以宝箱形态出现,因为这样总能吸引疏于防备的冒险家。\n\n黄金宝箱怪是试图吸引顶尖冒险家的强大宝箱怪。它们拥有更丰厚的财宝,但比起普通的宝箱怪也更为强大。 @@ -1649,7 +1652,7 @@ actors.mobs.greatcrab.name=巨钳螃蟹 actors.mobs.greatcrab.noticed=巨蟹用它硕大的钳子格挡了这次攻击。 actors.mobs.greatcrab.def_verb=格挡 actors.mobs.greatcrab.desc=这只螃蟹可以称得上是下水道螃蟹中的巨无霸。它的蓝色甲壳上布满了裂纹和藤壶,足以证明其经历的无数岁月。它爬行缓慢,那只巨大的钳子让它难以保持平衡。\n\n尽管这螃蟹只剩下一边的钳子,但钳子的个头完全弥补了这点不足。螃蟹只要发现危险就会把爪子举在身前,利用坚不可摧的甲壳进行防御。不过螃蟹无法格挡未察觉的攻击,也无法同时格挡多个敌人的进攻。 -actors.mobs.greatcrab.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.greatcrab.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.guard.name=监狱守卫 actors.mobs.guard.scorpion=给我过来! @@ -1664,7 +1667,7 @@ actors.mobs.mimic.name=宝箱怪 actors.mobs.mimic.reveal=这是一个宝箱怪! actors.mobs.mimic.hidden_hint=这个宝箱看上去有些不对劲...上前直接打开似乎不太合适。 actors.mobs.mimic.desc=宝箱怪是一种能随意改变外形的生物。在地牢里它们几乎一直以宝箱形态出现,因为这样总能吸引疏于防备的冒险家。\n\n宝箱怪具有较强的攻击力,但也通常拥有比普通箱子更多的财宝。 -actors.mobs.mimic.discover_hint=你可在任何地牢区域发现该敌人。 +actors.mobs.mimic.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.necromancer.name=死灵法师 actors.mobs.necromancer.desc=这些黑暗魔法的学徒大量涌入监狱,因为这里是它们磨练死灵法术的最佳地点。\n\n死灵法师通过召唤并加强骷髅作战。死灵法师被击杀后,其召唤的骷髅也会消散。 @@ -1674,7 +1677,7 @@ actors.mobs.necromancer$necroskeleton.desc=这个骷髅是被死灵法师召唤 actors.mobs.mob.died=你依稀听到远处有什么东西死掉了。 actors.mobs.mob.rage=#$%^ actors.mobs.mob.rankings_desc=死于:%s -actors.mobs.mob.discover_hint=你可在某个地牢区域发现该敌人。 +actors.mobs.mob.discover_hint=你可在某个地牢区域中遇到该敌人。 actors.mobs.monk.name=矮人武僧 actors.mobs.monk.def_verb=格挡 @@ -1689,7 +1692,7 @@ actors.mobs.phantompiranha.desc=幻影食人鱼是巨型食人鱼的一个罕见 actors.mobs.piranha.name=巨型食人鱼 actors.mobs.piranha.desc=这些肉食性的鱼类被专门培育用于保护水淹的储藏室。它们的撕咬相当致命,避免与它们正面对峙为上。 -actors.mobs.piranha.discover_hint=你可在任何地牢区域发现该敌人。 +actors.mobs.piranha.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.pylon.name=能量塔 actors.mobs.pylon.desc_inactive=这是一座用于分配区域内机械用电的能量塔。\n\n这座能量塔未被激活,目前无法受到任何伤害。 @@ -1704,11 +1707,11 @@ actors.mobs.ripperdemon.desc=这种恐怖的生物是恶魔利用这里残留的 actors.mobs.rotheart.name=腐莓核心 actors.mobs.rotheart.desc=腐莓的果实与众不同。一般的果实会腐败并化作养分,但腐莓果实会生长、硬化,并包裹住种子。果实为长在其内的器官提供保护。这种巨大球体被视为成熟腐莓植株的核心。 -actors.mobs.rotheart.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.rotheart.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.rotlasher.name=腐莓触手 actors.mobs.rotlasher.desc=腐莓触手是成熟腐莓根系的一部分,也是其主要自卫手段。触手没有视力,且固扎土中不能移动。但是当周边出现威胁时,只需先花费片刻感知到目标,随后便会发动猛攻。当附近没有敌人时,它们将静止不动,试图将自己融入周遭植被中。 -actors.mobs.rotlasher.discover_hint=你可在某个任务中发现该敌人。 +actors.mobs.rotlasher.discover_hint=你可在某个任务中遇到该敌人。 actors.mobs.scorpio.name=巨蝎 actors.mobs.scorpio.desc=这种巨大的节肢类恶魔生物不会选择近身缠斗,它们更擅长在远处发射能够致残的锯齿钉刺。 @@ -1749,7 +1752,7 @@ actors.mobs.statue.name=活化石像 actors.mobs.statue.def_verb=格挡 actors.mobs.statue.desc=你本以为这只是地牢里又一尊静伫的石像,但它泛着红光的眼睛出卖了它。 actors.mobs.statue.desc_weapon=虽然雕像本身是石制的,但它装备着的_%s_看起来是真家伙。 -actors.mobs.statue.discover_hint=你可在任何地牢区域发现该敌人。 +actors.mobs.statue.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.succubus.name=魅魔 actors.mobs.succubus.desc=魅魔是一种善于操纵敌人的精神的变形恶魔。这一只化为了哥特风的苍白人形,或许是为了吸引矮人术士?\n\n在攻击时,魅魔能够暂时魅惑目标,使其无法直接攻击魅魔本身。魅魔在攻击被魅惑的目标时能吸取其生命精华。 @@ -1793,7 +1796,7 @@ actors.mobs.warlock.desc=当矮人的兴趣从工程建设转向奥秘学术时 actors.mobs.wraith.name=怨灵 actors.mobs.wraith.desc=怨灵是来自于墓穴中渴望复仇的罪人之魂。作为飘渺的非实体很难被正常武器击中。 -actors.mobs.wraith.discover_hint=你可在任何地牢区域发现该敌人。 +actors.mobs.wraith.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.yogdzewa.name=Yog-Dzewa actors.mobs.yogdzewa.notice=我 看 见 你 了 diff --git a/core/src/main/assets/messages/items/items_be.properties b/core/src/main/assets/messages/items/items_be.properties index 2901e0234..8a967aa1b 100644 --- a/core/src/main/assets/messages/items/items_be.properties +++ b/core/src/main/assets/messages/items/items_be.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s антыэнтрапіі items.armor.curses.antientropy.desc=Праклён антыэнтрапіi дзейнічае супраць сіл Сусвету, прыцягваючы энергію да ўладальніка і выдаляючы яе з яго асяроддзя. Гэта ненадоўга падпальвае ўладальніка і замарожвае ўсіх ворагаў навокал! items.armor.curses.bulk.name=%s непаваротлівасці -items.armor.curses.bulk.desc=Даспех непаваротлівасці выглядае больш унушальна звычайнага, але абараняе ані не лепш. Больш за тое, большы памер толькі перашкаджае праходзіць праз дзверы. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s карозіі items.armor.curses.corrosion.desc=З даспехаў карозіі вылучаецца з'едлівая вадкасць і ўсё вакол пакрываецца ліпкай кіслатой. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=крывавая чара items.artifacts.chaliceofblood.ac_prick=УКАЛОЦЦА items.artifacts.chaliceofblood.yes=Так, я ведаю, што раблю items.artifacts.chaliceofblood.no=Не, я перадумаў -items.artifacts.chaliceofblood.prick_warn=З кожным выкарыстаннем чара забірае ўсё больш вашай жыццёвай энергіі і можа з лёгкасцю вас забіць.\n\nВы ўпэўненыя, што хочаце прапанаваць ёй яшчэ? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Вы губляеце кроплю сваёй крыві ў чару, аддаючы ёй частку сваёй жыццёвай энергіі. items.artifacts.chaliceofblood.ondeath=Чара асушыла вас да канца... items.artifacts.chaliceofblood.desc=Бліскучая сярэбраная чара з вострымі крышталямі на абзе. items.artifacts.chaliceofblood.desc_cursed=Гэтая чара праклятая і не дазволіць выпусціць сябе з рук. Яе ўплыў запавольвае натуральнаму гаенню ран. items.artifacts.chaliceofblood.desc_1=Трымаючы чару ў руках, вы адчуваеце дзіўнае жаданне ўкалоць сябе гэтымі вострымі крышталямі. -items.artifacts.chaliceofblood.desc_2=На дне чары віднеецца трохі крыві. Здаецца, што яна вяртае частку энергіі вам. Вам усё яшчэ хочацца параніць сябе, хоць вы ведаеце, што гэта балюча. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Чара да краёў напоўнена вашай жыццёвай энергіяй. Вы адчуваеце, як яна вяртаецца да вас. items.artifacts.cloakofshadows.name=плашч ценяў @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=У вашага нарукаўн items.artifacts.masterthievesarmband.cursed=Вы не можаце выкарыстоўваць пракляты нарукаўнік. items.artifacts.masterthievesarmband.full=Ваш нарукаўнік цалкам зараджаны! items.artifacts.masterthievesarmband.prompt=Выберыце ворага ў якасці цэлі -items.artifacts.masterthievesarmband.no_target=Вы павінны выбраць ворага ў непасрэднай блізкасці ад вас +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Вы не можаце скрасці непасрэдна ў прадаўца. items.artifacts.masterthievesarmband.no_steal=У гэтага ворага няма чаго скрасці. items.artifacts.masterthievesarmband.stole_item=Вы скралі прадмет: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Праклятыя сандалі б items.artifacts.sandalsofnature.desc_ability=Абутак пераліваецца колерам апошняга насення, якім вы яго ўгнаілі. Яны могуць на кароткі час пусціць карані ў зямлю і вырабіць эфект гэтай расліны ў любым месцы ў радыусе 3 клетак.\nНасенне: _%s_\nЭнергіі патрэбна: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Вы ўгнаілі свой абутак насеннем %d. +items.artifacts.skeletonkey.name=ключ-шкелет +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Выберыце цэль +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=талісман прадбачання items.artifacts.talismanofforesight.ac_scry=ПРАДБАЧАННЕ items.artifacts.talismanofforesight.low_charge=Талісман патрабуе як мінімум 5% зарада для сканавання. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Выразаныя з суцэльнага кавал items.keys.ironkey.name=жалезны ключ items.keys.ironkey.desc=Бародка гэтага ключа ўжо зношаная, а скураны папружка вельмі стары. Цікава, якія дзверы ім можна адкрыць? -items.keys.skeletonkey.name=ключ-шкелет -items.keys.skeletonkey.desc=Гэты ключ выглядае вельмі пераканаўча - яго наверша зроблена ў форме чэрапа. Магчыма, ім можна адкрыць гэтак жа вялікія дзверы. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=попел элементаля items.quest.embers.desc=Асаблівы від попелу, які можна атрымаць толькі з маладых вогненных элементаль. Нават цяпер ён выпраменьвае цяпло. items.quest.embers.discover_hint=Вы можаце знайсці гэты прадмет пры выкананні пэўнага квэста. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=ВЫКАРЫСТАЦЬ +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Вы можаце знайсці гэты прадмет пры выкананні пэўнага квэста. + items.quest.gooblob.name=згустак слізі items.quest.gooblob.desc=Камячок, які застаўся пасля Смаўжа. Падобна на вялікі жалейны шарык, але вы б не рызыкнулі паспрабаваць яго на густ.\n\nСам па сабе ён бескарысны, але можа праявіць свае ўласцівасці ў камбінацыі з зеллем або бомбай. У крайнім выпадку, яго можна проста прадаць або канвертаваць ў энергетычныя крышталі. items.quest.gooblob.discover_hint=Вы можаце атрымаць гэты прадмет ад пэўных ворагаў. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=After some time in the alchemy pot this incens items.trinkets.chaoticcenser.typical_stats_desc=Typically this trinket will spawn a harmful gas near an enemy roughly every _%d_ turns. Gasses will only appear when enemies are present. At higher levels these gases are more likely to be exotic and powerful. items.trinkets.chaoticcenser.stats_desc=At its current level, this trinket will spawn a harmful gas near an enemy roughly every _%d_ turns. Gasses will only appear when enemies are present. At higher levels these gases are more likely to be exotic and powerful. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=прасторавы сонечны гадзіннік items.trinkets.dimensionalsundial.warning=Твой прасторавы гадзіннік зараз не адкідвае цень. items.trinkets.dimensionalsundial.desc=This small handheld sundial is somehow able to cast a shadow in the depths of the dungeon, even if you aren't holding it upright. Even more strangely, the shadow's position seems to have no relation to the sun in this world. When no shadow is cast, the sundial seems to attract danger. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Typically this trinket will reduce y items.trinkets.eyeofnewt.stats_desc=At its current level this trinket will reduce your vision range by _%1$s%%_, but will also grant you mind vision on enemies within _%2$d_ tiles. items.trinkets.ferrettuft.name=тхоравае футра -items.trinkets.ferrettuft.desc=Пучок чыста-белага футра тхора, звязаны зялёнай стужкай. Тхоры вядомы за сваю імклівасць, свавольства і неверагодную спрытнасць. Частка гэтай сілы выпраменьваецца з цацанкі, павялічваючы ўхіленне ўсіх паблізу. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Typically this trinket will increase the evasion of all characters by _%1$s%%_. items.trinkets.ferrettuft.stats_desc=At its current level this trinket will increase the evasion of all characters by _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Фехтавальшчыца можа items.weapon.melee.battleaxe.desc=Велізарнае сталёвае лязо гэтай сякеры дазваляе наносіць ўдары з застрашвалай сілай. items.weapon.melee.crossbow.name=арбалет -items.weapon.melee.crossbow.stats_desc=Гэта зброя, быўшы экіпіяваным, павялічвае страты ад дроцікаў і нават надзяляе іх сваім зачараваннем. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=зараджаны стрэл items.weapon.melee.crossbow.typical_ability_desc=Фехтавальшчыца можа падрыхтаваць _зараджаны стрэл_ з арбалета. Гэтая здольнасць гарантуе трапленне наступнага дроціка па ворагу, ужываючы адзін з трох эфектаў: бліжнія атакі адапхнуць ворага, незмазаныя дроцікі нанясуць дадатковыя _+%1$d страты_, а змазаныя дроцікі акцівіруюць свае эфекты ў радыусе 7х7 клетак і будуць годныя да выкарыстання яшчэ _%2$d разоў_. items.weapon.melee.crossbow.ability_desc=Фехтавальшчыца можа падрыхтаваць _зараджаны стрэл_ з арбалета. Гэтая здольнасць гарантуе трапленне наступнага дроціка па ворагу, ужываючы адзін з трох эфектаў: бліжнія атакі адапхнуць ворага, незмазаныя дроцікі нанясуць дадатковыя _+%1$d страты_, а змазаныя дроцікі акцівіруюць свае эфекты ў радыусе 7х7 клетак і будуць годныя да выкарыстання яшчэ _%2$d разоў_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=This weapon spreads the force of its items.weapon.missiles.forcecube.desc=These oddly-shaped magical cubes are small enough to hold in your hand, but are incredibly heavy. items.weapon.missiles.heavyboomerang.name=цяжкі бумеранг -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after a few turns. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=This large boomerang is difficult to wield effectively, but will deal considerable damage. items.weapon.missiles.javelin.name=пілум @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=These stones are sanded down to make th items.weapon.missiles.throwingstone.discover_hint=Адзін з герояў пачынае з гэтым прадметам. items.weapon.missiles.tomahawk.name=тамагаўк -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts bleed equal to half the damage dealt to its target. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=These throwing axes have a serrated edge that tears as they stick to an enemy. items.weapon.missiles.trident.name=трызубец @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Адзін з герояў пачынае з гэ items.brokenseal$warriorshield.name=Warrior Shield items.brokenseal$warriorshield.desc_active=The Warrior's broken seal is currently helping him persevere, granting him shielding on top of his health. There is a cooldown after the shielding initially triggers before it can be used again.\n\nThis shield does not decay over time, but will end if no enemies are nearby for a few turns. When it ends, any unused shielding will reduce the cooldown, up to a max of 50%%.\n\nShield remaining: %1$d.\n\nCurrent Cooldown: %2$d. items.brokenseal$warriorshield.desc_cooldown=The Warrior has recently gained shielding from his broken seal, and must wait until he can benefit from its shielding effect again.\n\nTurns Remaining: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=кропля расы items.dewdrop.already_full=Вы цалкам здаровыя. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ВЫКАРЫСТАЦЬ items.liquidmetal.prompt=Выберыце кідальную зброю items.liquidmetal.already_fixed=Гэта кідальная зброя ўжо ў цудоўным стане! items.liquidmetal.apply=Вы выкарысталі %d вадкага металу для папраўкі вашай кідальнай зброі. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 33%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Вы можаце зрабіць гэты прадмет з дапамогай алхіміі. items.lostbackpack.name=страчаны заплечнік diff --git a/core/src/main/assets/messages/items/items_cs.properties b/core/src/main/assets/messages/items/items_cs.properties index 5df12c6e1..e39e7be82 100644 --- a/core/src/main/assets/messages/items/items_cs.properties +++ b/core/src/main/assets/messages/items/items_cs.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s Nevyváženosti items.armor.curses.antientropy.desc=Prokletí nevyváženosti působí proti entropickým zákonům vesmíru, a tahá tak do nositele energii z jeho okolí. To nositele na krátkou dobu zapálí, ovšem zmrazí všechno kolem! items.armor.curses.bulk.name=%s Objemnosti -items.armor.curses.bulk.desc=Zbroj objemnosti vypadá větší a impozantnější, ale ve skutečnosti nemá zvýšenou obranu. Horší je, že přidaná velikost dělá procházení dveřmi velmi obtížné. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s Žíravosti items.armor.curses.corrosion.desc=Zbroj žíravosti je schopna uvolnit leptavou tekutinu, která vše v oblasti pokryje lepkavým žíravým slizem. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=Kalich krve items.artifacts.chaliceofblood.ac_prick=POŘEZAT SE items.artifacts.chaliceofblood.yes=Ano, vím, co dělám items.artifacts.chaliceofblood.no=Ne, rozmýšlím si to -items.artifacts.chaliceofblood.prick_warn=Pokaždé když použiješ kalich, vysaje z tebe více zdraví. Neopatrné používání tě může lehce zabít.\n\nUrčitě chceš kalichu nabídnou více svého života? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Ubližuješ si pořezáním a tvá krev stéká do kalichu. items.artifacts.chaliceofblood.ondeath=Kalich z tebe do sucha vysál život... items.artifacts.chaliceofblood.desc=Tento zářivý stříbrný kalich je po okraji zvláštně ozdoben ostrými drahokamy. items.artifacts.chaliceofblood.desc_cursed=Prokletý kalich se přichytil ke tvé ruce a brání tvé schopnosti regenerovat zdraví. items.artifacts.chaliceofblood.desc_1=Během toho, co kalich držíš, cítíš podivné nutkání se o ostré drahokamy pořezat. -items.artifacts.chaliceofblood.desc_2=V kalichu je uložena trocha tvé krve a zlehka cítíš, jak tě zpátky nasycuje životní energií. Stále se chceš o kalich pořezat a víc ho naplnit, přestože víš, jak to bude bolet. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Kalich je až po okraj naplněn tvou krví. Cítíš, jak z kalichu zpět do tebe proudí životní energie. items.artifacts.cloakofshadows.name=Plášť stínů @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Tvůj náramek není dost nabitý items.artifacts.masterthievesarmband.cursed=Nemůžeš používat prokletý náramek. items.artifacts.masterthievesarmband.full=Tvůj náramek je plně nabit! items.artifacts.masterthievesarmband.prompt=Vyber si nepřítele k zacílení -items.artifacts.masterthievesarmband.no_target=Musíš zacílit nepřítele přímo vedle sebe. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Nemůžeš krást přímo od obchodníků. items.artifacts.masterthievesarmband.no_steal=Tento nepřítel nemá nic, co bys mohl ukradnout. items.artifacts.masterthievesarmband.stole_item=Ukradl jsi předmět: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Prokletá obuv blokuje tvůj vešker items.artifacts.sandalsofnature.desc_ability=Tvoje obuv pulzuje barvami posledního semínka, kterým jsi ji vyživil. Může na malou chvíli zakořenit do země a vytvořit efekt dané rostliny kdekoliiv v dosahu 3 políček. \nSemínko: _%s_\nPotřeba nabití: _%d%%._ items.artifacts.sandalsofnature.desc_seeds=Počet semínek předaných obuvi: %d +items.artifacts.skeletonkey.name=Klíč s lebkou +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Vyber cíl +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=Talisman předtuchy items.artifacts.talismanofforesight.ac_scry=ODHALIT items.artifacts.talismanofforesight.low_charge=Talisman vyžaduje pro odhalení alespoň 5% nabití. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Jemně vybroušené plošky toho krystalového klíč items.keys.ironkey.name=Železný klíč items.keys.ironkey.desc=Výřezy na tomto starém železném klíči jsou velmi opotřebované. Stejně tak i jeho kožená šňůrka. Jaké dveře by mohl asi otevřít? -items.keys.skeletonkey.name=Klíč s lebkou -items.keys.skeletonkey.desc=Tento klíč vypadá důležitě a jeho horní část má tvar lebky. Nejspíš otevírá nějaké důležité dveře. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=Elementární uhlík items.quest.embers.desc=Speciální uhlík, který lze získat pouze z mladých ohnivých elementálů. Vyzařuje tepelnou energii. items.quest.embers.discover_hint=Tento předmět můžeš najít během jednoho z úkolů. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=POUŽÍT +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Tento předmět můžeš najít během jednoho z úkolů. + items.quest.gooblob.name=Hrudka slizu items.quest.gooblob.desc=Třesoucí se hrudka slizu, která odpadla ze Slizáka, když umřel. Vypadá trochu jako velká koule želé, ale nemáš odvahu pokusit se ji sníst.\n\nSama o sobě je k ničemu, ale v mohla by se hodit v kombinaci s některými lektvary nebo bombami. Přinejhorším by mělo být možné ji převést ve slušné množství energie. items.quest.gooblob.discover_hint=Tento předmět můžeš získat jako kořist z některých nepřátel. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Po nějaké době máčení v alchymickém kot items.trinkets.chaoticcenser.typical_stats_desc=Tento doplněk obvykle způsobí to, že se poblíž objeví oblak škodlivého plynu každých _%d_ tahů. Plyn se objeví pouze v blízkosti nepřátel. Na vyšších úrovních je vyšší pravděpodobnost, že se bude jednat o vzácnější a nebezpečnější plyn. items.trinkets.chaoticcenser.stats_desc=Tento doplněk na své současné úrovni způsobí to, že se poblíž objeví oblak škodlivého plynu každých _%d_ tahů. Plyn se objeví pouze v blízkosti nepřátel. Na vyšších úrovních je vyšší pravděpodobnost, že se bude jednat o vzácnější a nebezpečnější plyn. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=Dimenzionální sluneční hodiny items.trinkets.dimensionalsundial.warning=Tvé sluneční hodiny nevrhají stín, cítíš se nesvůj. items.trinkets.dimensionalsundial.desc=Tyto drobné kapesní sluneční hodiny nějakým způsobem vrhají stín i v hlubinách podzemí, a to i když je nedržíš rovně. Ještě zvláštnější je to, že se zdá, jako by neměly žádnou spojitost se sluncem v tomto světě. Když nevrhají stín, zdá se, jako kdyby přitahovaly potíže. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Tento doplněk obvykle sníží tvů items.trinkets.eyeofnewt.stats_desc=Tento doplněk na své současné úrovni sníží tvůj dohled o _%1$s%%_, ovšem umožní ti vycítit mysl tvých nepřátel na vzdálenost _%2$d_ políček. items.trinkets.ferrettuft.name=Chomáč fretčí srsti -items.trinkets.ferrettuft.desc=Chomáč hebké srsti z fretky, svázaný zelenou pentlí s mašlí. Fretky jsou známé pro svou mrštnost, darebnost a rychlé reflexy, a část těchto vlastností jako by magicky vyzařovala z tohoto doplňku, zvyšujíc vyhýbání všem bytostem poblíž. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Obvykle tento doplněk zvýší vyhýbání všech postav o _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Tento doplněk na své současné úrovni zvýší vyhýbání všech postav o _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Šermířka může s bojovou sekerou p items.weapon.melee.battleaxe.desc=Obrovská ocelová hlava této bojové sekery vkládá do každého úderu značnou tíhu. items.weapon.melee.crossbow.name=Kuše -items.weapon.melee.crossbow.stats_desc=Zbraň zvyšuje poškození hozených šipek a dokonce jim také poskytne své případné okouzlení. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=Nabitá střela items.weapon.melee.crossbow.typical_ability_desc=Šermířka může _nabít_ svou kuši, čímž způsobí, že její příští útok s jistotou zasáhne a získá jeden ze 3 efektů: útok zblízka odhodí nepřátele dozadu, běžné šipky způsobí obvykle o _+%1$d poškození_ a napuštěné šipky aplikují svůj účinek v oblasti 7x7 políček a získají obvykle o _%2$d použití více_. items.weapon.melee.crossbow.ability_desc=Šermířka může _nabít_ svou kuši, čímž způsobí, že její příští útok s jistotou zasáhne a získá jeden ze 3 efektů: útok zblízka odhodí nepřátele dozadu, běžné šipky způsobí o _+%1$d poškození_ a napuštěné šipky aplikují svůj účinek v oblasti 7x7 políček a získají o _%2$d použití více_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Tato zbraň rozkládá svou sílu v o items.weapon.missiles.forcecube.desc=Tyto podivně tvarovaná magické kostky jsou dost malé na to, aby se ti vešly do dlaně, ale jsou neuvěřitelně těžké. items.weapon.missiles.heavyboomerang.name=Těžký bumerang -items.weapon.missiles.heavyboomerang.stats_desc=Tato zbraň se po pár tazích vrátí zpět na místo, odkud byla hozena. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Tento velký bumerang je těžké účinně používat, ale uděluje značné poškození. items.weapon.missiles.javelin.name=Vrhací oštěp @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Tyto kameny jsou obroušeny tak, aby mo items.weapon.missiles.throwingstone.discover_hint=S tímto předmětem začíná jeden z hrdinů. items.weapon.missiles.tomahawk.name=Tomahavk -items.weapon.missiles.tomahawk.stats_desc=Tato zbraň způsobuje svému cíli krvácení ve výši poloviny uděleného poškození. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Tyto vrhací sekery mají zoubkované ostří, díky čemuž se dobře zaseknou do svého cíle. items.weapon.missiles.trident.name=Trojzubec @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=S tímto předmětem začíná jeden z hrdinů. items.brokenseal$warriorshield.name=Válečníkův štít items.brokenseal$warriorshield.desc_active=Válečníkova rozbitá pečeť mu momentálně pomáhá vytrvat a poskytuje mu dodatečné body ochrany nad jeho zdraví. Poté, co je ochrana poskytnuta, musí Válečník počkat 100 tahů, než se bude moct projevit znovu.\n\nTato ochrana časem nevyprchává, ovšem zmizí, pokud po několik tahů nejsou poblíž žádní nepřátelé. Pokud k tommu dojde, zbývající ochrana sníží cooldown jejího dalšího použití až na 50%%.\n\nZbývá ochrany: %1$d.\n\nMomentální cooldown: %2$d. items.brokenseal$warriorshield.desc_cooldown=Válečník nedávno čerpal ochranu ze své pečetě a musí počkat, než ji bude moci využít znovu.\n\nZbývá tahů: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=Kapička rosy items.dewdrop.already_full=Máš plné zdraví. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=POUŽÍT items.liquidmetal.prompt=Vyber vrhací zbraň items.liquidmetal.already_fixed=Tato vrhací zbraň už je v perfektním stavu! items.liquidmetal.apply=Používáš %d tekutého kovu k opravě své vrhací zbraně. -items.liquidmetal.desc=Po nalití na vrhací zbraň nateče tato magická tekutina do všech jejích prasklin, trhlin a známek po opotřebení, čímž opraví vrhací zbraň do perfektního stavu! Pokud v sadě vrhacích zbraní nějaká chybí a zbytek je zcela opraven, může tekutý kov dokonce nahradit chybějící zbraň.\n\nZbraň 1. stupně spotřebuje 10 tekutého kovu aby byla plně opravena, zbraň 5. stupně potřebuje 30. Každé vylepšení navíc zvýší spotřebu tekutého kovu o 33%.\n\nTekutý kov nelze použít k opravě hrotů napuštěných šipek. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Tento předmět můžeš vyrobit pomocí alchymie. items.lostbackpack.name=Ztracený batoh diff --git a/core/src/main/assets/messages/items/items_de.properties b/core/src/main/assets/messages/items/items_de.properties index 6fe0b8293..630b22669 100644 --- a/core/src/main/assets/messages/items/items_de.properties +++ b/core/src/main/assets/messages/items/items_de.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s der Anti-Entropie items.armor.curses.antientropy.desc=Ein Anti-Entropie-Fluch arbeitet gegen die Kräfte des Universums, indem er der Umgebung Energie entzieht und in den Träger überführt. Dies setzt den Träger kurz in Flammen, friert aber alles um ihn herum ein! items.armor.curses.bulk.name=%s des Füllstoffs -items.armor.curses.bulk.desc=Eine Füllstoff-Rüstung sieht zwar größer und imposanter aus, schützt jedoch nicht besser. Was noch schlimmer ist: Das zusätzliche Volumen macht es sehr schwer, sich durch Türöffnungen zu zwängen. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s der Zersetzung items.armor.curses.corrosion.desc=Eine Rüstung der Zersetzung ist dazu in der Lage, mit einer zersetzenden Flüssigkeit aufzuplatzen, wodurch alles im Umkreis mit einem klebrigen Säureschlamm bedeckt wird. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=Kelch des Blutes items.artifacts.chaliceofblood.ac_prick=STECHEN items.artifacts.chaliceofblood.yes=Ja, ich weiß was ich tue items.artifacts.chaliceofblood.no=Nein, habs mir anders überlegt -items.artifacts.chaliceofblood.prick_warn=Jedes Mal, wenn du den Kelch verwendest, entzieht er dir mehr Lebensenergie. Wenn du nicht vorsichtig bist, kann dich das leicht töten.\n\nBist du dir sicher, dass du dem Kelch noch mehr Lebensenergie opfern willst? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Du stichst dich und dein Blut fließt in den Kelch. items.artifacts.chaliceofblood.ondeath=Der Kelch saugt dir das Blut aus... items.artifacts.chaliceofblood.desc=Dieser funkelnde Silberkelch ist am Rand merkwürdig mit spitzen Edelsteinen verziert. items.artifacts.chaliceofblood.desc_cursed=Der verfluchte Kelch hat sich an deine Hand gefesselt und verhindert, dass sich deine Lebensenergie wieder auflädt. items.artifacts.chaliceofblood.desc_1=Wenn du den Kelch in deinen Händen hältst, verspürst du den seltsamen Drang, dich mit den spitzen Edelsteinen zu stechen. -items.artifacts.chaliceofblood.desc_2=Ein bisschen deines Blutes ist im Kelch und du spürst, wenn auch schwach, wie er dir Lebensenergie zurückgibt. Obwohl du weißt, dass es weh tun wird, willst du dich nochmal am Kelch stechen. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Der Kelch ist bis zum Rand mit deinem Blut gefüllt. Du spürst wie er dir Lebensenergie zurückgibt. items.artifacts.cloakofshadows.name=Umhang der Schatten @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Dein Armband hat noch nicht genü items.artifacts.masterthievesarmband.cursed=Du kannst kein verfluchtes Armband benutzen. items.artifacts.masterthievesarmband.full=Dein Armband ist vollständig aufgeladen! items.artifacts.masterthievesarmband.prompt=Wähle einen Feind aus, auf den du zielen möchtest -items.artifacts.masterthievesarmband.no_target=Du musst auf einen Feind zielen, der direkt neben dir steht +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Du kannst nicht direkt von Händlern stehlen. items.artifacts.masterthievesarmband.no_steal=Dieser Feind hat nichts, was man stehlen könnte. items.artifacts.masterthievesarmband.stole_item=Du hast gestohlen: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Die verfluchten Sandalen verhindern items.artifacts.sandalsofnature.desc_ability=Die Schuhe haben eine Schattierung der Farbe des Samens, den du ihnen zuletzt verfüttert hast. Sie können sich kurzzeitig im Erdboden verwurzeln und den Effekt der jeweiligen Pflanze irgendwo in einem Radius von 3 Feldern hervorrufen.\nSamen: _%s_\nBenötigte Ladungen: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Du hast dem Schuhwerk %d Samen gefüttert. +items.artifacts.skeletonkey.name=Skelettschlüssel +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Wähle ein Ziel +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=Talisman der Vorsehung items.artifacts.talismanofforesight.ac_scry=VORHERSEHUNG items.artifacts.talismanofforesight.low_charge=Dieser Talisman benötigt mindestens 5% Ladung, um vorauszuschauen. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Die geschliffenen Oberflächen auf diesem Kristallsch items.keys.ironkey.name=Eisenschlüssel items.keys.ironkey.desc=Der Bart dieses altertümlichen Schlüssels ist deutlich verschlissen. Welches Schloss kann dieser Schlüssel wohl öffnen? -items.keys.skeletonkey.name=Skelettschlüssel -items.keys.skeletonkey.desc=Dieser Schlüssel sieht besonders aus: Der Kopf ist geformt wie ein Totenschädel. Wahrscheinlich kann dieser Schlüssel eine besondere Türe öffnen. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=Asche eines Elementars items.quest.embers.desc=Spezielle Asche, welche nur von jungen Feuerelementaren gewonnen werden kann. Die Asche strahlt thermische Energie aus. items.quest.embers.discover_hint=Du kannst diesen Gegenstand während einer bestimmten Aufgabe finden. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=VERWENDEN +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Du kannst diesen Gegenstand während einer bestimmten Aufgabe finden. + items.quest.gooblob.name=Schleimklumpen items.quest.gooblob.desc=Ein schwabbelnder Klumpen Glibberzeug, der sich vom Schleim gelöst hat, als er starb. Es ist fast wie ein großer Wackelpudding, doch würdest du es sicher nicht wagen, das zu essen.\n\nFür sich genommen ist er nutzlos, doch könnte er wirkungsvoll sein, wenn man ihn zusammen mit bestimmten Tränken oder einer Bombe kombiniert. Zumindest sollte man ihn in eine ordentliche Menge Energie umwandeln können. items.quest.gooblob.discover_hint=Dieser Gegenstand wird von bestimmten Gegnern fallengelassen. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Nach einiger Zeit im Alchemiegefäß scheint d items.trinkets.chaoticcenser.typical_stats_desc=Dieses Kleinod wird ungefähr alle _%d_ Züge schädliches Gas in der Nähe eines Feindes erzeugen. Gase treten nur auf, wenn Feinde zugegen sind. Auf höheren Stufen steigt die Wahrscheinlichkeit, dass exotisches und mächtiges Gas erzeugt wird. items.trinkets.chaoticcenser.stats_desc=Dieses Kleinod wird ungefähr alle _%d_ Züge schädliches Gas in der Nähe eines Feindes erzeugen. Gase treten nur auf, wenn Feinde zugegen sind. Auf höheren Stufen steigt die Wahrscheinlichkeit, dass exotisches und mächtiges Gas erzeugt wird. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=Dimensions-Sonnenuhr items.trinkets.dimensionalsundial.warning=Deine Sonnenuhr wirft keinen Schatten, du fühlst dich unbehaglich. items.trinkets.dimensionalsundial.desc=Diese kleine, in der Hand gehaltene Sonnenuhr ist irgendwie auch in den Tiefen des Dungeons dazu in der Lage, einen Schatten zu werfen, selbst dann, wenn du sie nicht waagerecht hältst. Noch seltsamer, die Position des Schattens hat scheinbar keinen Bezug zur Sonne in dieser Welt. Wenn kein Schatten geworfen wird, scheint die Sonnenuhr Gefahr anzuziehen. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Normalerweise wird dieses Kleinod de items.trinkets.eyeofnewt.stats_desc=Auf der aktuellen Stufe wird dieses Kleinod deine Sichtweite um _%1$s%%_ verringern, verleiht dir aber gleichzeitig übersinnliche Wahrnehmung gegenüber Feinden in einem Umkreis von _%2$d_ Feldern. items.trinkets.ferrettuft.name=Frettchenfell -items.trinkets.ferrettuft.desc=Ein Büschel aus seidigem, weißen Frettchenfell, das von einer hellgrünen Schleife zusammengehalten wird. Frettchen sind für ihre Flinkheit, Hinterhältigkeit und mangelnde Integrität bekannt. Das Kleinod scheint etwas von dieser Kraft auszustrahlen und erleichtert allem um sich herum das Ausweichen. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Normalerweise erhöht dieses Kleinod die Ausweichrate aller Charaktere um _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Auf seiner aktuellen Stufe erhöht dieses Kleinod die Ausweichrate aller Charaktere um _%1$s%%_. @@ -1463,7 +1495,7 @@ items.trinkets.shardofoblivion.identify=Du hast den Gegenstand erkannt! items.trinkets.shardofoblivion$wandusetracker.name=Nicht identifizierter Zauberstab verwendet items.trinkets.shardofoblivion$wandusetracker.desc=Du hast vor Kurzem einen nicht identifizierten Zauberstab verwendet, der für kurze Zeit als ein verwendetes, nicht identifiziertes Ausrüstungsstück für die Scherbe des Vergessens zählt.\n\nVerbleibende Züge: %s. items.trinkets.shardofoblivion$thrownusetracker.name=Nicht Identifizierte Wurfwaffe Benutzt -items.trinkets.shardofoblivion$thrownusetracker.desc=Du hast kürzlich eine nicht identifizierte Wurfwaffe benutzt, die eine kleine Zeitlang für die Scherbe des Vergessens als ein nicht identifizierter Ausrüstungsgegenstand zählt.\n\nVerbleibende Züge: %s. +items.trinkets.shardofoblivion$thrownusetracker.desc=Du hast kürzlich eine nicht identifizierte Wurfwaffe benutzt, die eine kleine Zeitlang für die Scherbe des Vergessens als ein nicht identifizierter Ausrüstungsgegenstand zählt.\n\nVerbleibende Züge: %s. items.trinkets.thirteenleafclover.name=dreizehnblättriges Kleeblatt items.trinkets.thirteenleafclover.desc=Irgendwie hat das Köcheln im Alchemiekessel diesen Klee dazu gebracht, einen Strauß Extrablätter wachsen zu lassen! Es ist nicht ganz klar, ob dieses Kleinod Glück oder Unglück bringt, aber vielleicht macht es dein Glück etwas chaotischer? @@ -1623,7 +1655,7 @@ items.wands.wandofmagicmissile$magiccharge.desc=Dein Zauberstab der magischen Ge items.wands.wandofprismaticlight.name=Zauberstab des prismatischen Lichts items.wands.wandofprismaticlight.staff_name=Stab des prismatischen Lichtes items.wands.wandofprismaticlight.desc=Dieser Zauberstab besteht aus einem solidem, lichtdurchlässigem Kristall und sieht fast so aus wie ein langes, glattes Stück Glas. Kleine Schimmer bunten Lichts tanzen um die Spitze des Stabs, begierig darauf, sich zu entfesseln. -items.wands.wandofprismaticlight.stats_desc=Dieser Zauberstab gibt einen Lichtstrahl frei, welcher _%1$d-%2$d Schaden_ verursacht und alle Opfer erblinden lässt. Zusätzlich enthüllt das Licht sich in der Nähe befindliche Fallen und Geheimgänge. Untote und Dämonen sind besonders anfällig gegen gebündelte Licht und brennen lichterloh, was Zusatzschaden verursacht. +items.wands.wandofprismaticlight.stats_desc=Dieser Zauberstab gibt einen Lichtstrahl frei, der durch die Dunkelheit des Dungeons schneidet und Geheimgänge und verborgene Fallen sichtbar macht. Dieser Lichtstrahl kann Feinde blenden und verursacht _%1$d-%2$d Schaden_. Dämonen und Untote gehen durch dieses Licht in Flammen auf und erleiden dadurch Zusatzschaden. items.wands.wandofprismaticlight.upgrade_stat_name_2=Chance auf Blendung items.wands.wandofprismaticlight.upgrade_stat_name_3=Leuchtdauer items.wands.wandofprismaticlight.bmage_desc=Wenn _der Kampfmagier_ einen Gegner mit dem Stab des prismatischen Lichtes trifft, wird er für eine Dauer, die sich mit Stufe des Stabs verlängert, verkrüppelt. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Die Zweikämpferin kann mit der Streit items.weapon.melee.battleaxe.desc=Der enorme Stahlkopf dieser Streitaxt bringt eine beachtliche Wucht mit jedem Schlag. items.weapon.melee.crossbow.name=Armbrust -items.weapon.melee.crossbow.stats_desc=Diese Waffe verstärkt, wenn sie ausgerüstet ist, den Schaden von Pfeilen und verleiht ihnen die eigenen Zauberkräfte. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=geladener Schuss items.weapon.melee.crossbow.typical_ability_desc=Die Zweikämpferin kann ihre Armbrust _aufladen_, wodurch ihr nächster normaler Angriff damit immer trifft und einen von drei Effekten ausführt: Nahkampfangriffe stoßen Feinde weg, nicht präparierte Pfeile verursachen normalerweise _+%1$d Schaden_, präparierte Pfeile lösen ihre Wirkung in einem 7x7-Bereich aus und halten normalerweise für _%2$d nochmalige Anwendungen_. items.weapon.melee.crossbow.ability_desc=Die Zweikämpferin kann ihre Armbrust _aufladen_, wodurch ihr nächster normaler Angriff damit immer trifft und einen von drei Effekten ausführt: Nahkampfangriffe stoßen Feinde weg, nicht präparierte Pfeile verursachen _+%1$d Schaden_ und präparierte Pfeile lösen ihren Effekt in einem 7x7-Bereich aus und halten für _%2$d weitere Anwendungen_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Diese Waffe verteilt die Gewalt ihres items.weapon.missiles.forcecube.desc=Diese seltsam geformten magischen Würfel sind klein genug, um sie in der Hand zu halten, aber sie sind unglaublich schwer. items.weapon.missiles.heavyboomerang.name=schwerer Bumerang -items.weapon.missiles.heavyboomerang.stats_desc=Einige Züge, nachdem sie geworfen wurde, fliegt diese Waffe zurück an den Ort, von dem sie geworfen wurde. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Dieser große Bumerang ist schwer zu beherrschen, verursacht aber erheblichen Schaden. items.weapon.missiles.javelin.name=Wurfspeer @@ -2225,8 +2258,9 @@ items.weapon.missiles.throwingstone.desc=Diese Steine wurden abgeschliffen, dami items.weapon.missiles.throwingstone.discover_hint=Einer der Helden startet mit diesem Gegenstand. items.weapon.missiles.tomahawk.name=Tomahawk -items.weapon.missiles.tomahawk.stats_desc=Diese Waffe verursacht ihrem Ziel Blutungen in Höhe der Hälfte des zugefügten Schadens. -items.weapon.missiles.tomahawk.desc=Diese Wurfäxte haben eine gezackte Kante, die Wunden reißt, während sie in einem Feind stecken bleibt. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.desc=Diese Wurfäxte haben eine gezackte Kante, die Wunden reißt, während sie in einem Feind stecken bleiben. items.weapon.missiles.trident.name=Dreizack items.weapon.missiles.trident.desc=Massive Wurfspeere mit drei tödlichen Zacken. Sie sind mächtig, aber ziemlich schwer. @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Einer der Helden startet mit diesem Gegenstand. items.brokenseal$warriorshield.name=Kriegerschild items.brokenseal$warriorshield.desc_active=Das zerbrochene Siegel hilft derzeit dem Krieger durchzuhalten und verleiht ihm Abschirmung über seinen LP. Nach der Aktivierung der Abschirmung muss eine Abklingzeit ablaufen, bevor sie erneut aktiviert werden kann.\n\nDer Schild nimmt nicht mit der Zeit ab, endet aber, wenn für ein paar Züge keine Gegner in der Nähe sind. Wenn er endet, reduzieren unverbrauchte Schildpunkte die Abklingeit um ein Maximum von 50%%.\n\nVerbleibender Schild: %1$d.\n\nVerbleiende Abklingzeit: %2$d. items.brokenseal$warriorshield.desc_cooldown=Der Krieger hat vor kurzem Abschirmung vom zerbrochenen Siegel erhalten und muss warten, bevor er wieder von diesem schützenden Effekt profitieren kann.\n\nVerbleibende Züge: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=Tautropfen items.dewdrop.already_full=Du bist bereits bei vollständiger Gesundheit. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ANWENDEN items.liquidmetal.prompt=Wähle eine Wurfwaffe items.liquidmetal.already_fixed=Diese Wurfwaffe befindet sich schon in perfektem Zustand! items.liquidmetal.apply=Du benutzt %d Flüssigmetall, um deine Wurfwaffe zu reparieren. -items.liquidmetal.desc=Diese magische Flüssigkeit kann durch Gebrauch entstandene Risse und Brüche einer Wurfwaffe ausbessern und sie so wieder in einen makellosen Zustand versetzen! Wenn einem Satz Waffen ein Exemplar fehlt, es ansonsten aber vollständig repariert ist, kann dieses flüssige Metall sogar dazu verwendet werden, die fehlende Waffe in dem Satz zu ersetzen!\n\nEine Waffe der Stufe 1 benötigt 10 Einheiten Flüssigmetall, um vollständig repariert zu werden, eine Waffe der Stufe 5 benötigt 30. Mit jeder Verbesserung erhöht sich auch die benötigte Menge an Metall um 33%.\n\nFlüssigmetall kann nicht dazu verwendet werden, die Spitzen von präparierten Wurfpfeilen aufzufrischen. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Du kannst diesen Gegenstand mit Alchemie herstellen. items.lostbackpack.name=verlorener Rucksack diff --git a/core/src/main/assets/messages/items/items_el.properties b/core/src/main/assets/messages/items/items_el.properties index 052c72c22..9e401f36b 100644 --- a/core/src/main/assets/messages/items/items_el.properties +++ b/core/src/main/assets/messages/items/items_el.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s αντι-εντροπίας items.armor.curses.antientropy.desc=Η κατάρα αντι-εντροπίας λειτουργεί ενάντια στους νόμους του σύμπαντος: μεταφέρει ενέργεια από τον περιβάλλοντα χώρο προς τον χρήστη. Έτσι, ο χρήστης αρπάζει φωτιά για ένα μικρό χρονικό διάστημα – αλλά τα πάντα γύρω του παγώνουν! items.armor.curses.bulk.name=%s όγκου -items.armor.curses.bulk.desc=Η πανοπλία όγκου φαίνεται μεγάλη και εντυπωσιακή, αλλά δεν παρέχει αυξημένη προστασία. Αντιθέτως, το μεγάλο της μέγεθος δυσκολεύει το πέρασμα μέσα από πόρτες. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s διάβρωσης items.armor.curses.corrosion.desc=Μια πανοπλία διάβρωσης είναι ικανή να εκτοξεύει διαβρωτικό υγρό γύρω της. Οποιοσδήποτε βρεθεί τριγύρω θα καλυφθεί με καυστική γλίτσα. @@ -93,7 +93,7 @@ items.armor.armor.cursed=Νιώθεις μια διαβολική μαγεία items.armor.armor.weak_cursed=Παρά την κατάρα, μπορείς να βγάλεις αυτήν την πανοπλία. items.armor.armor.not_cursed=Αυτή η πανοπλία είναι απαλλαγμένη από διαβολική μαγεία. items.armor.armor.seal_attached=Η σπασμένη σφραγίδα του πολεμιστή είναι καρφιτσωμένη σε αυτή την πανοπλία. Λίγο πριν τραυματιστεί και το επίπεδο ζωής του φτάσει κάτω από το μισό, θα του παρέχει _%d προστασία_. -items.armor.armor.seal_transfer=Η σπασμένη σφραγίδα του Πολεμιστή πρέπει να καρφιτσωθεί στην πανοπλία που φοράει ώστε να τον βοηθήσει. Θα επιθυμούσες να αφαιρεθεί αυτόματα από την πανοπλία που αφαιρείς και να καρφιτσωθεί στην πανοπλία που πρόκειται να φορέσεις; +items.armor.armor.seal_transfer=Η σπασμένη σφραγίδα του Πολεμιστή πρέπει να καρφιτσωθεί στην πανοπλία που φοράει για να τον ευνοήσει. Θέλεις να αφαιρεθεί αυτόματα από την πανοπλία που αφαιρείς και να καρφιτσωθεί στην πανοπλία που πρόκειται να φορέσεις; items.armor.armor.seal_transfer_yes=Ναι items.armor.armor.seal_transfer_no=Όχι items.armor.armor$glyph.glyph=γλύφος @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=δισκοπότηρο αίματος items.artifacts.chaliceofblood.ac_prick=ΤΡΥΠΗΣΟΥ items.artifacts.chaliceofblood.yes=Ναι, ξέρω τι κάνω items.artifacts.chaliceofblood.no=Όχι, άλλαξα γνώμη -items.artifacts.chaliceofblood.prick_warn=Κάθε φορά που χρησιμοποιείς το δισκοπότηρο, θα απορροφάει περισσότερη ζωτική ενέργεια. Εάν δεν προσέξεις, αυτό μπορεί εύκολα να σε σκοτώσει.\n\nΘέλεις σίγουρα να του προσφέρεις κι άλλη ζωτική ενέργεια; +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Τρυπάς τον εαυτό σου, και η ζωτική σου ενέργεια εγχέεται στο δισκοπότηρο. items.artifacts.chaliceofblood.ondeath=Το δισκοπότηρο απομυζά όλη σου τη ζωτική ενέργεια... items.artifacts.chaliceofblood.desc=Το χείλος του ασημένιου δισκοπότηρου είναι αλλόκοτα διακοσμημένο με κοφτερά πετράδια. items.artifacts.chaliceofblood.desc_cursed=Το καταραμένο δισκοπότηρο έχει προσκολληθεί στο χέρι σου και εμποδίζει την αναπλήρωση ζωής. items.artifacts.chaliceofblood.desc_1=Κρατώντας το δισκοπότηρο, νιώθεις μια περίεργη επιθυμία να τρυπηθείς στα κοφτερά του πετράδια. -items.artifacts.chaliceofblood.desc_2=Κάποιο από το αίμα σου κυλά στο δισκοπότηρο και το νιώθεις να σου προσφέρει ζωτική ενέργεια. Θέλεις να ξανατρυπηθείς με αυτό, αν και ξέρεις πως θα πονέσει. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Το δισκοπότηρο είναι γεμάτο με τη ζωτική σου ουσία. Το νιώθεις να μεταφέρει ζωτική ενέργεια πίσω σε εσένα. items.artifacts.cloakofshadows.name=μανδύας των σκιών @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Το περιβραχιόνιο items.artifacts.masterthievesarmband.cursed=Δεν μπορείς να χρησιμοποιήσεις το καταραμένο περιβραχιόνιο. items.artifacts.masterthievesarmband.full=Το περιβραχιόνιο είναι πλήρως φορτισμένο! items.artifacts.masterthievesarmband.prompt=Διάλεξε τον εχθρό-στόχο -items.artifacts.masterthievesarmband.no_target=Πρέπει να διαλέξεις έναν εχθρό που βρίσκεται δίπλα σου. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Δεν μπορείς να κλέψεις απ' ευθείας από καταστηματάρχες. items.artifacts.masterthievesarmband.no_steal=Αυτός ο εχθρός δεν έχει κάτι να κλέψεις. items.artifacts.masterthievesarmband.stole_item=Έκλεψες ένα αντικείμενο: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Τα καταραμένα σανδά items.artifacts.sandalsofnature.desc_ability=Τα υποδήματα κυματίζουν με το χρώμα του τελευταίου σπόρου που τα τάισες. Μπορούν να ριζωθούν για λίγο στο έδαφος και να ενεργοποιήσουν την επίδραση του αντίστοιχου φυτού, οπουδήποτε εντός 3 τετραγώνων. \nΣπόρος: _%s_\nΑπαιτούμενο φορτίο: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Έχεις ταΐσει τα υποδήματά σου %d σπόρους. +items.artifacts.skeletonkey.name=σκελετικό κλειδί +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Επίλεξε έναν στόχο +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=φυλαχτό της πρόβλεψης items.artifacts.talismanofforesight.ac_scry=ΠΡΟΒΛΕΨΕ items.artifacts.talismanofforesight.low_charge=Το φυλαχτό απαιτεί τουλάχιστον 5% φορτίο για να προβλέψει. @@ -639,7 +660,7 @@ items.food.pasty$fishleftover.desc=Λίγο ψάρι που απέμεινε α items.food.smallration.name=μικρή μερίδα φαγητού items.food.smallration.eat_msg=Το φαγητό ήταν εντάξει. items.food.smallration.desc=Μοιάζει με μία κανονική μερίδα φαγητού, αλλά είναι μικρότερη. -items.food.smallration.discover_hint=Μπορείς να αγοράσεις αυτό το αντικείμενο σε ένα μαγαζί. +items.food.smallration.discover_hint=Μπορείς να αγοράσεις αυτό το αντικείμενο σε ένα κατάστημα. items.food.stewedmeat.name=βρασμένο κρέας items.food.stewedmeat.eat_msg=Το φαγητό ήταν εντάξει. @@ -660,8 +681,8 @@ items.journal.alchemypage.name=σκισμένη σελίδα βιβλίου αλ items.journal.alchemypage.desc=Μία αποκομμένη σελίδα από έναν οδηγό αλχημείας.\n\nΤο μεγαλύτερο μέρος του κειμένου είναι πολύ μικρό για να διαβαστεί από μακριά, αλλά μπορείς να ξεχωρίσεις τον τίτλο της σελίδας:\n\n_«%s»_ items.journal.guidebook.name=τόμος της κατακομβικής κυριαρχίας -items.journal.guidebook.hint_mobile=Ο οδηγός σου έχει μια συμβουλή για σένα! Πάτα το ημερολόγιο που αναβοσβήνει για να τη διαβάσεις. -items.journal.guidebook.hint_desktop=Ο οδηγός σου έχει μια συμβουλή για σένα! Επίλεξε το ημερολόγιο που αναβοσβήνει (%s) να τη διαβάσεις. +items.journal.guidebook.hint_mobile=Ο οδηγός σού έχει μια συμβουλή! Πάτα το ημερολόγιο που αναβοσβήνει πάνω δεξιά να τη διαβάσεις. +items.journal.guidebook.hint_desktop=Ο οδηγός σού έχει μια συμβουλή! Πάτα το κουμπί ημερολογίου (%s) που αναβοσβήνει πάνω δεξιά να τη διαβάσεις. items.journal.guidebook.hint_status=Οδηγός items.journal.guidebook.desc=Ένας οδηγός εξερευνητών, παρατημένος από κάποιον που κατάλαβε ότι η περιπέτεια δεν είναι γι' αυτόν! Το συγκεκριμένο βιβλίο είναι μαγικό· θα ειδοποιεί τους εξερευνητές να διαβάζουν κάθε σελίδα την κατάλληλη στιγμή.\n\nΠαρά τη χρησιμότητά του, το βιβλίο είναι πασίγνωστο για τις δύο μεγάλες φιλικές λέξεις στο εξώφυλλο: «Μην πανικοβάλλεσαι!» @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Οι εγκοπές αυτού του κρυστάλ items.keys.ironkey.name=σιδερένιο κλειδί items.keys.ironkey.desc=Οι εγκοπές αυτού του αρχαίου σιδερένιου κλειδιού έχουν φθαρεί αρκετά· το δερμάτινο κορδόνι του είναι φαγωμένο από τον χρόνο. Τι πόρτα να ανοίγει, άραγε; -items.keys.skeletonkey.name=σκελετικό κλειδί -items.keys.skeletonkey.desc=Αυτό είναι κλειδί, όχι αστεία. Το κεφάλι του είναι σχηματισμένο σαν κρανίο. Ίσως να ανοίγει κάποια πολύ σημαντική πόρτα. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=στοιχειακά κάρβουνα items.quest.embers.desc=Ειδικά κάρβουνα που μπορούν να συλλεχθούν μόνο από νεαρά στοιχεία της φωτιάς. Εκπέμπουν θερμική ενέργεια. items.quest.embers.discover_hint=Μπορείς να βρεις αυτό το αντικείμενο κατα την διάρκεια μιας συγκεκριμένης αποστολής. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=ΧΡΗΣΙΜΟΠΟΙΗΣΕ +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Μπορείς να βρεις αυτό το αντικείμενο κατα την διάρκεια μιας συγκεκριμένης αποστολής. + items.quest.gooblob.name=μάζα γλίτσας items.quest.gooblob.desc=Μια τρεμάμενη μάζα γλίτσας που αποκόπηκε από το Γκου όταν πέθανε. Μοιάζει με μπάλα από ζελέ, αλλά δεν θα τολμούσες να τη φας.\n\nΔεν κάνει κάτι από μόνη της, αλλά ίσως χρησιμεύει σε συνδυασμό με συγκεκριμένα φίλτρα ή με μια βόμβα. Στην τελική θα μπορούσε να μετατραπεί σε μια καλή ποσότητα ενέργειας. items.quest.gooblob.discover_hint=Μπορείς να αποκτήσεις αυτό το αντικείμενο ως λεία από συγκεκριμένους εχθρούς. @@ -1163,7 +1189,7 @@ items.scrolls.scrollofupgrade.name=πάπυρος αναβάθμισης items.scrolls.scrollofupgrade.inv_title=Αναβάθμισε ένα αντικείμενο items.scrolls.scrollofupgrade.weaken_curse=Ο πάπυρος αναβάθμισης αποδυνάμωσε την κατάρα του αντικειμένου σου. items.scrolls.scrollofupgrade.remove_curse=Ο πάπυρος αναβάθμισης εξάλειψε την κατάρα του αντικειμένου σου! -items.scrolls.scrollofupgrade.desc=Αυτός ο πάπυρος θα αναβαθμίσει ένα αντικείμενο ή ένα σετ όπλων ρίψης, αυξάνοντας την ποιότητά του. Θα αυξηθεί η δύναμη ενός ραβδιού και ο αριθμός φορτίων του· τα όπλα και οι πανοπλίες θα προκαλούν και θα εμποδίζουν περισσότερη ζημιά· τα σετ όπλων ρίψης θα επισκευαστούν πλήρως και θα γίνουν πιό ανθεκτικά· και οι επιδράσεις των δαχτυλιδιών θα ενταθούν.\n\nΑκόμα, αυτός ο πάπυρος είναι ικανός να μετριάσει -ή μερικές φορές να αφαιρέσει- κατάρες, αν και δεν είναι το ίδιο δραστικός όσο ένας πάπυρος εξαγνισμού.Δυστυχώς, η μαγεία αναβάθμισης του παπύρου μπορεί να διαγράψει μαγικές επιδράσεις ή γλύφους σε εξοπλισμό υψηλού επιπέδου. +items.scrolls.scrollofupgrade.desc=Αυτός ο πάπυρος θα αναβαθμίσει ένα αντικείμενο ή ένα σετ όπλων ρίψης. Η δύναμη και το μέγιστο φορτίο των ραβδιών θα αυξηθούν, τα όπλα και οι πανοπλίες θα προκαλούν/εμποδίζουν περισσότερη ζημιά, τα σετ όπλων ρίψης θα γίνουν ανθεκτικότερα και θα επισκευαστούν πλήρως, και η επίδραση των δαχτυλιδιών θα ενταθεί. \n\nΟ πάπυρος είναι ικανός να μετριάσει --ή και να εξαλείψει πλήρως-- μια κατάρα, αν και δεν είναι το ίδιο δραστικός με έναν πάπυρο αφαίρεσης κατάρας. Δυστυχώς, η μαγεία του παπύρου μπορεί να εξαλείψει και τη μαγική ενίσχυση ή τον γλύφο από εξοπλισμό υψηλού επιπέδου. @@ -1334,7 +1360,7 @@ items.stones.stoneofaggression$aggression.desc=Μια χειριστική μα items.stones.stoneofaugmentation.name=λίθος ενδυνάμωσης items.stones.stoneofaugmentation.inv_title=Ενδυνάμωσε ένα αντικείμενο items.stones.stoneofaugmentation.desc=Αυτός ο ρουνικός λίθος κατέχει ισχυρή μαγεία που ενδυναμώνει τον εξοπλισμό, ενισχύοντας μία ιδιότητα εις βάρος κάποιας άλλης.\n\nΌταν χρησιμοποιηθεί σε ένα όπλο, θα σου επιτρέψει να ενισχύσεις είτε ταχύτητα είτε επίθεση. Τα όπλα ρίψης θα λάβουν ή θα χάσουν αντοχή, ανάλογα με την ταχύτητα τους.\n\nΌταν χρησιμοποιηθεί σε μία πανοπλία, θα σου επιτρέψει να ενισχύσεις είτε άμυνα είτε αποφυγή. -items.stones.stoneofaugmentation.discover_hint=Μπορείς να αγοράσεις αυτό το αντικείμενο από ένα μαγαζί, ή να το παρασκευάσεις μέσω αλχημείας. +items.stones.stoneofaugmentation.discover_hint=Μπορείς να αγοράσεις αυτό το αντικείμενο από κατάστημα ή να το παρασκευάσεις μέσω αλχημείας. items.stones.stoneofaugmentation$wndaugment.choice=Τι θα ήθελες να ενδυναμώσεις; items.stones.stoneofaugmentation$wndaugment.speed=Ταχύτητα items.stones.stoneofaugmentation$wndaugment.damage=Ζημιά @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Αφού έμεινε για κάποιο χρ items.trinkets.chaoticcenser.typical_stats_desc=Κανονικά, αυτό το μαραφέτι εξαπολύει επιβλαβές αέριο κοντά σε εχθρό περίπου κάθε _%d_ γύρους. Το αέριο θα εμφανίζεται μόνο όταν υπάρχουν εχθροί. Σε μεγαλύτερα επίπεδα του μαραφετιού, τα αέρια είναι πιο πιθανό να είναι εξωτικά και ισχυρά. items.trinkets.chaoticcenser.stats_desc=Στο τωρινό του επίπεδο, το μαραφέτι εξαπολύει επιβλαβές αέριο κοντά σε εχθρό περίπου κάθε _%d_ γύρους. Το αέριο θα εμφανίζεται μόνο όταν υπάρχουν εχθροί. Σε μεγαλύτερα επίπεδα του μαραφετιού, τα αέρια είναι πιο πιθανό να είναι εξωτικά και ισχυρά. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=διαστατικό ηλιακό ρολόι items.trinkets.dimensionalsundial.warning=Το ηλιακό ρολόι δεν εκπέμπει σκιά... νιώθεις άβολα. items.trinkets.dimensionalsundial.desc=Αυτό το μικρό ηλιακό ρολόι μπορεί κάπως και εκπέμπει μια σκιά στα βάθη της κατακόμβης, ακόμη κι όταν δεν το κρατάς ορθό. Σαν να μην έφτανε αυτό, η θέση της σκιάς δεν φαίνεται να σχετίζεται με τον ήλιο αυτού του κόσμου. Φαίνεται πως το ηλιακό ρολόι προσελκύει τον κίνδυνο όταν δεν εκπέμπεται η σκιά. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Στο τωρινό του επίπ items.trinkets.eyeofnewt.stats_desc=Στο τωρινό του επίπεδο μειώνει το οπτικό σου πεδίο κατά _%1$s%%,_ αλλά σου χαρίζει ενόραση πάνω σε εχθρούς που βρίσκονται εντός _%2$d_ τετραγώνων. items.trinkets.ferrettuft.name=ferret tuft -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Typically this trinket will increase the evasion of all characters by _%1$s%%_. items.trinkets.ferrettuft.stats_desc=At its current level this trinket will increase the evasion of all characters by _%1$s%%_. @@ -1462,7 +1494,7 @@ items.trinkets.shardofoblivion.identify_not_yet=Αυτό το εφόδιο δε items.trinkets.shardofoblivion.identify=Αναγνωρίζεις το αντικείμενο! items.trinkets.shardofoblivion$wandusetracker.name=Χρησιμοποιήθηκε μη αναγνωρισμένο ραβδί items.trinkets.shardofoblivion$wandusetracker.desc=Έχεις χρησιμοποιήσει πρόσφατα ένα μη αναγνωρισμένο ραβδί. Αυτό μετράει ως μία χρήση ενός μη αναγνωρισμένου εφοδίου για το θραύσμα της λήθης, για μικρό χρονικό διάστημα.\n\nΓύροι που απομένουν: %s. -items.trinkets.shardofoblivion$thrownusetracker.name=Μη αναγνωρισμένο Όπλο Ρίψης Χρησιμοποιήθηκε +items.trinkets.shardofoblivion$thrownusetracker.name=Χρησιμοποιήθηκε μη αναγνωρισμένο όπλο ρίψης items.trinkets.shardofoblivion$thrownusetracker.desc=Έχεις χρησιμοποιήσει πρόσφατα ένα μη αναγνωρισμένο όπλο ρίψης. Αυτό μετράει ως μία χρήση ενός μη αναγνωρισμένου εφοδίου για το θραύσμα της λήθης, για μικρό χρονικό διάστημα.\n\nΓύροι που απομένουν: %s. items.trinkets.thirteenleafclover.name=δεκατριάφυλλο τριφύλλι @@ -1589,10 +1621,10 @@ items.wands.wandoflightning.staff_name=ράβδος αστραπής items.wands.wandoflightning.ondeath=Εξοντώθηκες από το ίδιο σου το ραβδί αστραπής... items.wands.wandoflightning.desc=Αυτό το ραβδί είναι φτιαγμένο από συμπαγές μέταλλο, κάτι που το κάνει απίστευτα βαρύ. Δύο προεκτάσεις καμπυλώνουν μαζί στην άκρη και σχηματίζουν ηλεκτρικό τόξο ανάμεσά τους. items.wands.wandoflightning.stats_desc=Αυτό το ραβδί εκτοξεύει ισχυρές αστραπές που ηλεκτρίζουν ό,τι χτυπούν, προκαλώντας _%1$d-%2$d ζημιά._ Ο ηλεκτρισμός μεταδίδεται σε κοντινούς χαρακτήρες και εξαπλώνεται πιο εύκολα στο νερό. Οι αστραπές του ραβδιού μπορούν να σου προκαλέσουν ζημιά, αλλά όχι στους συμμάχους σου. -items.wands.wandoflightning.bmage_desc=Όταν _ο Μαγομαχητής_ κοπανά έναν εχθρό με τη ράβδο αστραπής, έχει μια πιθανότητα να φορτιστεί ηλεκτρικά για 10 γύρους. Όσο είναι φορτισμένος, ο Μαγομαχητής είναι απρόσβλητος από ηλεκτρική ζημία και μεταδίδει μακρύτερα αστραπές. +items.wands.wandoflightning.bmage_desc=Όταν _ο Μαγομαχητής_ κοπανά έναν εχθρό με τη ράβδο αστραπής, έχει μια πιθανότητα να φορτιστεί ηλεκτρικά για 10 γύρους. Όσο είναι φορτισμένος, είναι απρόσβλητος από ηλεκτρική ζημιά και μεταδίδει μακρύτερα τις αστραπές. items.wands.wandoflightning.eleblast_desc=Η στοιχειακή έκρηξη από τη ράβδο αστραπής προκαλεί 100% ζημιά, ακινητοποιεί τους εχθρούς για 5 γύρους και ηλεκτρίζει το νερό. -items.wands.wandoflightning$lightningcharge.name=Ηλεκτρικά φορτισμένο -items.wands.wandoflightning$lightningcharge.desc=Ο Μαγομαχητής είναι φορτισμένος με ενέργεια, προσδίδοντας του ανοσία ενάντια στην στην ράβδο της αστραπής του, και αυξάνοντας την απόσταση στην οποία μπορούν να διαδοθούν οι αστραπές της.\n\nΓύροι που απομένουν: %s. +items.wands.wandoflightning$lightningcharge.name=Ηλεκτρική φόρτιση +items.wands.wandoflightning$lightningcharge.desc=Ο Μαγομαχητής είναι φορτισμένος με ενέργεια, προσδίδοντας ανοσία στη ράβδο της αστραπής του και αυξάνοντας την απόσταση στην οποία μπορούν να διαδοθούν οι αστραπές της.\n\nΓύροι που απομένουν: %s. items.wands.wandoflivingearth.name=ραβδί ζωντανής γης items.wands.wandoflivingearth.staff_name=ράβδος ζωντανής γης @@ -1604,7 +1636,7 @@ items.wands.wandoflivingearth.bmage_desc=Όταν _ο Μαγομαχητής_ κ items.wands.wandoflivingearth.eleblast_desc=Η στοιχειακή έκρηξη από τη ράβδο ζωντανής γης προκαλεί 50% ζημιά, και θεραπεύει τον ενεργό γαιώδη φρουρό για κάθε εχθρό που χτυπήθηκε. items.wands.wandoflivingearth$rockarmor.name=πετρώδης πανοπλία items.wands.wandoflivingearth$rockarmor.desc=Μαγικές πέτρες περιβάλλουν το σώμα σου. Επιχειρούν να εμποδίσουν τις επιθέσεις εναντίον σου και μειώνουν τη ζημιά που λαμβάνεις κατά 50%%. Όμως, κάθε επίθεση που εμποδίζεται καταστρέφει ένα μέρος των πετρών.\n\nΕναπομείνουσα πανοπλία: %1$d.\n\nΑφού μαζευτούν αρκετές πέτρες γύρω σου, η επόμενη ριπή του ραβδιού ζωντανής γης θα τις κάνει να υλοποιήσουν έναν φρουρό που θα παλέψει στο πλευρό σου.\n\nΑπαιτούμενη πανοπλία για τον Φρουρό: %2$d. -items.wands.wandoflivingearth$rockarmor.desc_many=Αυτός ο γαιώδης φρουρός επίσης επωφελείται απο την Ισχύς τον Πολλών. Γύροι που απομένουν: %d. +items.wands.wandoflivingearth$rockarmor.desc_many=Αυτός ο γαιώδης φρουρός επωφελείται επίσης από την Ισχύ τον πολλών. Γύροι που απομένουν: %d. items.wands.wandoflivingearth$earthguardian.name=γαιώδης φρουρός items.wands.wandoflivingearth$earthguardian.desc=Οι πέτρες του ραβδιού ζωντανής γης έχουν υλοποιήσει έναν γαιώδη φρουρό! Αυτός ο πέτρινος προστάτης θα επιτίθεται στους κοντινούς εχθρούς και θα τους αναγκάζει να επικεντρώνονται σε αυτόν αντί για εσένα. Όταν όλες οι κοντινές απειλές εξαφανιστούν, ο φρουρός θα επανασχηματιστεί γύρω σου. Θα επιστρέψει όταν χρησιμοποιήσεις ξανά το ραβδί. items.wands.wandoflivingearth$earthguardian.wand_info=Η αμυντική ισχύς του φρουρού είναι δεμένη με το επίπεδο του ραβδιού σου. Αυτή τη στιγμή μπλοκάρει _%1$d-%2$d ζημιά_ @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Η Ξιφομάχος μπορεί ν items.weapon.melee.battleaxe.desc=Η τεράστια ατσάλινη κεφαλή του πολεμικού τσεκουριού δίνει βάρος σε κάθε του χτύπημα. items.weapon.melee.crossbow.name=βαλλίστρα -items.weapon.melee.crossbow.stats_desc=Αυτό το όπλο αυξάνει τη ζημιά των βελών όσο είναι εξοπλισμένο. Τους προσφέρει ακόμη και τη μαγική του ενίσχυση. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=φορτισμενη βολη items.weapon.melee.crossbow.typical_ability_desc=Η Ξιφομάχος μπορεί να _φορτίσει_ τη βαλλίστρα. Έτσι, η επόμενη κανονική επίθεση με αυτή χτυπά εγγυημένα και εφαρμόζει 1 από 3 επιδράσεις: η επίθεση μάχης σώμα-με-σώμα πετά τον εχθρό μακριά· ένα μη εμποτισμένο βέλος προκαλεί τυπικά _+%1$d ζημιά·_ ένα εμποτισμένο βέλος εφαρμόζει την επίδρασή του σε περιοχή 7x7 και τυπικά διαρκεί για _%2$d περισσότερες χρήσεις._ items.weapon.melee.crossbow.ability_desc=Η Ξιφομάχος μπορεί να _φορτίσει_ τη βαλλίστρα. Έτσι, η επόμενη κανονική επίθεση με αυτή χτυπά εγγυημένα και εφαρμόζει 1 από 3 επιδράσεις: η επίθεση μάχης σώμα-με-σώμα πετά τον εχθρό μακριά· ένα μη εμποτισμένο βέλος προκαλεί _+%1$d ζημιά·_ ένα εμποτισμένο βέλος εφαρμόζει την επίδρασή του σε περιοχή 7x7 και διαρκεί για _%2$d περισσότερες χρήσεις._ @@ -1940,7 +1973,7 @@ items.weapon.melee.magesstaff.ac_zap=ΕΞΑΠΟΛΥΣΕ items.weapon.melee.magesstaff.prompt=Επίλεξε ένα ραβδί items.weapon.melee.magesstaff.imbue=Εμποτίζεις τη ράβδο σου με το %s. items.weapon.melee.magesstaff.preserved=Το προηγούμενο ραβδί διατηρήθηκε! -items.weapon.melee.magesstaff.imbue_desc=Θέλεις σίγουρα να εμποτίσεις το κοντάρι σου με αυτό το ραβδί;\n\nΑν το ραβδί έχει το ίδιο ή υψηλότερο επίπεδο από το κοντάρι, το κοντάρι θα αποκτήσει το επίπεδο του ραβδιού συν ένα επίπεδο από τα δικά του. +items.weapon.melee.magesstaff.imbue_desc=Θέλεις σίγουρα να εμποτίσεις το κοντάρι σου με αυτό το ραβδί;\n\nΑν το ραβδί έχει το ίδιο ή υψηλότερο επίπεδο από το κοντάρι, το κοντάρι θα αποκτήσει το επίπεδο του ραβδιού συν ένα επίπεδο από τις δικές του αναβαθμίσεις. items.weapon.melee.magesstaff.imbue_level=Ο εμποτισμός θα έχει ως αποτέλεσμα ένα _κοντάρι επιπέδου +%d._ items.weapon.melee.magesstaff.imbue_unknown=Δε γνωρίζεις το επίπεδο αυτού του ραβδιού, αλλά αυτός ο εμποτισμός θα έχει ως αποτέλεσμα ένα _κοντάρι τουλάχιστον επιπέδου +%d_. items.weapon.melee.magesstaff.imbue_cursed=_Εάν εμποτίσεις το κοντάρι σου με ένα καταραμένο ραβδί, τότε και το κοντάρι θα γίνει καταραμένο!_ @@ -2158,7 +2191,7 @@ items.weapon.missiles.boomerang.desc=Αφού πεταχτεί στον εχθρ items.weapon.missiles.boomerang.durability=Χάρη στη στιβαρή κατασκευή του, το μπούμερανγκ αυτό δεν σπάει με τη χρήση. items.weapon.missiles.fishingspear.name=ακόντιο ψαρέματος -items.weapon.missiles.fishingspear.desc=Μικροσκοπικά ακόντια που λειτουργούν καλά και ως αυτοσχέδια όπλα, παρ' ότι είναι σχεδιασμένα για ψάρεμα. +items.weapon.missiles.fishingspear.desc=Μικρά ακόντια που λειτουργούν καλά και ως αυτοσχέδια όπλα, παρότι είναι σχεδιασμένα για ψάρεμα. items.weapon.missiles.forcecube.name=κύβος ισχύος items.weapon.missiles.forcecube.ondeath=Εξοντώθηκες από τον ίδιο σου τον κύβο ισχύος... @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Αυτό το όπλο διαδίδε items.weapon.missiles.forcecube.desc=Αυτοί οι περίεργα σχηματισμένοι μαγικοί κύβοι είναι αρκετά μικροί για να χωρέσουν στο χέρι σου, αλλά είναι απίστευτα βαριοί. items.weapon.missiles.heavyboomerang.name=βαρύ μπούμερανγκ -items.weapon.missiles.heavyboomerang.stats_desc=Αυτό το όπλο επιστρέφει πίσω στην θέση από την οποία ερρίφθη μετά από λίγους γύρους. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Αυτό το μεγάλο μπούμερανγκ είναι δύσκολο να χρησιμοποιηθεί αποτελεσματικά, αλλά προκαλεί σημαντική ζημιά. items.weapon.missiles.javelin.name=ακόντιο @@ -2189,7 +2222,7 @@ items.weapon.missiles.missileweapon.curse_discover=Αυτό το όπλο ρίψ items.weapon.missiles.missileweapon.about_to_break=Το όπλο ρίψης σου είναι έτοιμο να σπάσει. items.weapon.missiles.missileweapon.has_broken=Ένα από τα όπλα ρίψης σου έσπασε. items.weapon.missiles.missileweapon.dust=Το όπλο ρίψης γίνεται σκόνη καθώς το ακουμπάς. -items.weapon.missiles.missileweapon.break_upgraded_warn_desc=Εάν το τελευταίο όπλο ρίψης στο βελτιωμένο σετ όπλων ρίψης σου σπάσει, τότε το σετ θα χαθεί μόνιμα. Είσαι σίγουρος πως θες να το πετάξεις; +items.weapon.missiles.missileweapon.break_upgraded_warn_desc=Εάν το τελευταίο όπλο ρίψης στο βελτιωμένο σετ όπλων ρίψης σπάσει, τότε το σετ θα χαθεί μόνιμα. Θέλεις σίγουρα να το πετάξεις; items.weapon.missiles.missileweapon.break_upgraded_warn_yes=Ναι items.weapon.missiles.missileweapon.break_upgraded_warn_no=Όχι items.weapon.missiles.missileweapon$placeholder.name=όπλο ρίψης @@ -2197,8 +2230,8 @@ items.weapon.missiles.missileweapon$placeholder.name=όπλο ρίψης items.weapon.missiles.shuriken.name=σούρικεν items.weapon.missiles.shuriken.stats_desc=Τα σούρικεν μπορούν να ριφθούν ακαριαία με μια περίοδο αναπλήρωσης 20 γύρων. items.weapon.missiles.shuriken.desc=Αυτά τα μεταλλικά αστεράκια με λεπίδες κοφτερές σαν ξυράφι μπορούν να ριφθούν γρήγορα εν κινήσει. -items.weapon.missiles.shuriken$shurikeninstanttracker.name=περίοδος αναπλήρωσης σούρικεν -items.weapon.missiles.shuriken$shurikeninstanttracker.desc=Έριξες πρόσφατα ένα σούρικεν ακαριαία, και πρέπει να περιμένεις πριν το ξανακάνεις. Μπορείς ακόμα να ρίξεις σούρικεν, αλλά σε κανονική ταχύτητα.\n\nΓύροι που απομένουν: %s. +items.weapon.missiles.shuriken$shurikeninstanttracker.name=Περίοδος αναπλήρωσης σούρικεν +items.weapon.missiles.shuriken$shurikeninstanttracker.desc=Έριξες πρόσφατα ένα σούρικεν ακαριαία και πρέπει να περιμένεις πριν το ξανακάνεις. Μπορείς ακόμα να ρίξεις σούρικεν, αλλά σε κανονική ταχύτητα.\n\nΓύροι που απομένουν: %s. items.weapon.missiles.throwingclub.name=ρόπαλο ρίψης items.weapon.missiles.throwingclub.stats_desc=Αυτό το όπλο δεν κολλά πάνω στους εχθρούς και μπορεί να συλλεχθεί ακαριαία. @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Αυτές οι πέτρες είναι items.weapon.missiles.throwingstone.discover_hint=Ένας από τους ήρωες ξεκινά με αυτό το αντικείμενο. items.weapon.missiles.tomahawk.name=τόμαχοκ -items.weapon.missiles.tomahawk.stats_desc=Αυτό το όπλο προκαλεί αιμορραγία ίση με την μισή ζημιά που προκάλεσε στον στόχο του. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Αυτά τα τσεκούρια ρίψης έχουν μια οδοντωτή άκρη που σκίζουν τον εχθρό καθώς κολλούν πάνω του. items.weapon.missiles.trident.name=τρίαινα @@ -2268,7 +2302,7 @@ items.amulet.ascent_title=Ανάβαση items.amulet.ascent_desc=Αρχίζεις να αισθάνεσαι τη μεγάλη και αποτρόπαιη δύναμη του Yog-Dzewa να εκπέμπεται από το φυλακτό. Ίσως η ανάβαση στην κατακόμβη ως θνητή οντότητα να είναι πιο δύσκολη από ό,τι περίμενες!\n\nΑν συνεχίσεις την ανάβαση με το φυλακτό, η κατακόμβη θα γίνει πιο επικίνδυνη. Η τηλεμεταφορά μεταξύ ορόφων θα απενεργοποιηθεί, και δεν θα μπορείς να νικήσεις το παιχνίδι παρά μόνο με το εξοντώνεις εχθρούς ενώ ανεβαίνεις στην κατακόμβη!\n\nΜπορείς να αφήσεις το φυλακτό εδώ για τώρα εφόσον θέλεις να ανεβείς χωρίς να ξεκινήσεις την πρόκληση. Μπορείς, επίσης, να ενεργοποιήσεις το φυλακτό προτού ανεβείς και να ολοκληρώσεις το παιχνίδι κανονικά. items.amulet.ascent_yes=Συνέχεια! items.amulet.ascent_no=Τέλος για τώρα -items.amulet.discover_hint=Μπορείς να βρεις αυτό το αντικείμενο στο τέλος της κατακόμβης... +items.amulet.discover_hint=Μπορείς να βρεις αυτό το αντικείμενο στον τελικό όροφο της κατακόμβης... items.ankh.name=ανκχ items.ankh.ac_bless=ΕΥΛΟΓΗΣΕ @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Ένας από τους ήρωες ξεκινά items.brokenseal$warriorshield.name=Ασπίδα Πολεμιστή items.brokenseal$warriorshield.desc_active=Η σπασμένη σφραγίδα του Πολεμιστή τον βοηθά να επιμείνει, προσφέροντας του προστασία πάνω από την ζωή του. Υπάρχει περίοδος αναπλήρωσης από όταν η προστασία αρχικά ενεργοποιηθεί, μέχρι να μπορέσει να επαναχρησιμοποιηθεί.\n\nΑυτή η προστασία δεν φθίνει με τον χρόνο, αλλά θα τελειώσει εάν δεν βρίσκονται κοντά εχθροί για μερικούς γύρους. Όταν τελειώσει, η αχρησιμοποίητη προστασία θα μειώσει την περίοδο αναπλήρωσης, εώς και 50%%.\n\nΠροστασία που απομένει: %1$d.\n\nΤρέχουσα περίοδος αναπλήρωσης: %2$d. items.brokenseal$warriorshield.desc_cooldown=Ο Πολεμιστής έχει πρόσφατα λάβει προστασία από την σπασμένη σφραγίδα του, και πρέπει να περιμένει μέχρι να μπορέσει να ωφεληθεί ξανά από την προστατευτική της επίδραση.\n\nΓύροι που απομένουν: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=δροσοσταλιά items.dewdrop.already_full=Έχεις ήδη πλήρη υγεία. @@ -2344,7 +2379,7 @@ items.item.ac_drop=ΑΣΕ ΚΑΤΩ items.item.ac_throw=ΠΕΤΑΞΕ items.item.rankings_desc=Εξοντώθηκες από: %s items.item.curse=κατάρα -items.item.custom_note_type=Αυτό το είδος αντικειμένου έχει μία εξατομικευμένη σημείωση:"_%s_" +items.item.custom_note_type=Αυτό το είδος αντικειμένου έχει μία εξατομικευμένη σημείωση: «_%s_» items.item.custom_note=Το εφόδιο έχει μια εξατομικευμένη σημείωση: _%s_ items.item.discover_hint=Μπορείς να βρεις αυτό το αντικείμενο τυχαία στην κατακόμβη. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ΕΦΑΡΜΟΣΕ items.liquidmetal.prompt=Επίλεξε ένα όπλο ρίψης items.liquidmetal.already_fixed=Αυτό το όπλο ρίψης είναι ήδη σε άψογη κατάσταση! items.liquidmetal.apply=Χρησιμοποιείς %d υγρό μέταλλο για την επισκευή του όπλου ρίψης σου. -items.liquidmetal.desc=Όταν εγχέεται σε όπλο ρίψης, το μαγικό αυτό υγρό γεμίζει τις ρωγμές και τις φθορές από τη χρήση και το επαναφέρει σε άριστη κατάσταση!Αν άπο ένα σετ όπλων λείπει ένα όπλο, αλλά είναι κατά τ' άλλα πλήρως επισκευασμένο, το υγρό μέταλλο μπορεί να χρησιμοποιηθεί ώστε να επαναφέρει το χαμένο όπλο!\n\nΈνα όπλο 1ης βαθμίδας απαιτεί 10 υγρό μέταλλο για να επισκευαστεί πλήρως· ένα όπλο 5ης βαθμίδας απαιτεί 30. Κάθε αναβάθμιση αυξάνει το ποσό μετάλλου που απαιτείται κατά 33%.\n\nΤο υγρό μέταλλο δεν μπορεί να αναπληρώσει τις επιδράσεις των εμποτισμένων βελών. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Μπορείς να δημιουργήσεις αυτό το αντικείμενο μέσω αλχημείας. items.lostbackpack.name=χαμένο σακίδιο diff --git a/core/src/main/assets/messages/items/items_eo.properties b/core/src/main/assets/messages/items/items_eo.properties index c30fad397..3512226a5 100644 --- a/core/src/main/assets/messages/items/items_eo.properties +++ b/core/src/main/assets/messages/items/items_eo.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de malentropio items.armor.curses.antientropy.desc=Malbono de malentropio agas kontraŭ fortoj de la universo, puŝante energion al la portanto el lia ĉirkaŭaĵo. Tio por momente fajrigas la portanton kaj glacigas ĉion ĉirkaŭ li! items.armor.curses.bulk.name=%s de dikeco -items.armor.curses.bulk.desc=Defendaĵoj de dikeco ŝajnas pli grande kaj masive, tamen ili ne karakterizas per pli bona defendo. Tio ĉi eĉ pli aĉas: la pliigita grando malfaciligas movadon trans pordoj. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s de acidrustado items.armor.curses.corrosion.desc=Defendaĵo de acidrustado kapablas elŝpruci mordan likvon, kiu kovras ĉiun proksime per glueca morda acido. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kaliko de sango items.artifacts.chaliceofblood.ac_prick=PIKIĜI items.artifacts.chaliceofblood.yes=Jes, mi certas pri tio items.artifacts.chaliceofblood.no=Ne, mi ŝanĝis mian volon -items.artifacts.chaliceofblood.prick_warn=Ĉiam, kiam vi uzas kalikon, ĝi elsuĉas pli kaj pli da vivenergio, se vi ne estos singarda, ĝi povos facile vin mortigi.\n\nĈu vi certe volas oferi al ĝi pli da vivenergio? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Vi pikis vin kaj via esenco de vivo fluas en la kalikon. items.artifacts.chaliceofblood.ondeath=La kaliko elsuĉis el vi ĉiun esencon de vivo… items.artifacts.chaliceofblood.desc=Tiu ĉi brileta arĝenta kaliko estas kurioze ornamita per akraj juvelŝtonoj ĉe rando. items.artifacts.chaliceofblood.desc_cursed=La malbenita kaliko alteniĝis al via mano kaj malpermesas al vi resanigi. items.artifacts.chaliceofblood.desc_1=Kiam vi tenas kalikon, vi sentas kuriozan emon por piki vin per akraj juvelŝtonoj. -items.artifacts.chaliceofblood.desc_2=Iom da via sango estas verŝita en la kalikon, vi subtile sentas, ke la kaliko nutras vin per vivenergio. Vi plue volas piki vin per la kaliko, malgraŭ konscio, ke tio ĉi vin doloros. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=La kaliko estas plenigita ĝis la rando per via esenco de vivo. Vi sentas, ke la kaliko verŝas vivenergion en vin. items.artifacts.cloakofshadows.name=mantelo de ombroj @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Via brakbendo ne ŝargiĝis sufi items.artifacts.masterthievesarmband.cursed=Vi ne povas uzi malbenitan brakbendon. items.artifacts.masterthievesarmband.full=Via brakbendo ŝargiĝis! items.artifacts.masterthievesarmband.prompt=Elektu malamikon por priŝteli -items.artifacts.masterthievesarmband.no_target=Vi devas elekti malamikon apud vi. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Vi ne povas senpere priŝteli la komerciston. items.artifacts.masterthievesarmband.no_steal=Tiu ĉi malamiko havas nenion ŝteleblan. items.artifacts.masterthievesarmband.stole_item=Vi ŝtelis aĵon: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=La malbenitaj sandaloj malhelpas al items.artifacts.sandalsofnature.desc_ability=La piedvestaĵo subtile briletas per koloro de la lasta absorbita semo. Ili povas por mallonga tempo enradikiĝi kaj krei vegetaĵan efikon ie ajn en la radiuso de 3 kaheloj.\nSemo: _%s_\nPostulataj ŝargoj: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Vi nutris la piedvestaĵon per %d semoj. +items.artifacts.skeletonkey.name=skeleta ŝlosilo +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Elektu celon +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talismano de prudento items.artifacts.talismanofforesight.ac_scry=RIGARDI items.artifacts.talismanofforesight.low_charge=La talismano estu ŝargita almenaŭ en 5% por rigardi. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=La surfacoj de tajlo de tiu ĉi kristala ŝlosilo tre items.keys.ironkey.name=fera ŝlosilo items.keys.ironkey.desc=Randodentoj sur tiu ĉi antikva ŝlosilo estas eluzitaj, ĝia leda breloko detruiĝis pro aĝo. Kiun pordon ĝi povas malŝlosi? -items.keys.skeletonkey.name=skeleta ŝlosilo -items.keys.skeletonkey.desc=Tiu ĉi ŝlosilo aspektas serioze: ĝia kapo havas formon de kranio. Eble ĝi povas malŝlosi iun gravan pordon. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=ardaĵo items.quest.embers.desc=Tiu ĉi ardaĵo povas esti ricevita nur el junaj fajridoj. Ĝi radias varmalan energion. items.quest.embers.discover_hint=Vi povas trovi tian aĵon dum la specifa misio. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=UZI +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Vi povas trovi tian semon dum la specifa misio. + items.quest.gooblob.name=restaĵo de ŝmiraĵo items.quest.gooblob.desc=Glueca kaj glita substanco, kiu disiĝis de ŝmiraĵ(eg)o je ĝia morto. Ĝi ŝajnas kiel granda gelatenaĵo, sed vi certege ne manĝos ĝin.\n\nĜi estas senutila per si mem, sed eble oni povas kombini ĝin kun iuj eliksiroj aŭ bombo. En ekstrema okazo vi povas konverti ĝin al iom da energio. items.quest.gooblob.discover_hint=Vi povas akiri tian aĵon mortigante iujn bestojn. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Post resti kelkan tempon en la alĥemia kuirpo items.trinkets.chaoticcenser.typical_stats_desc=Kutime tiu ĉi brilaĵo elŝprucigos minacajn gasojn proksime malamikoj je pli malpli _%d_ temperoj. Gasoj aperos nur en ĉeesto de malamikoj. Plibonigita incensilo elŝprucigos pli ekzotajn kaj pli danĝerajn gasojn. items.trinkets.chaoticcenser.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo elŝprucigos minacajn gasojn proksime malamikoj je pli malpli _%d_ temperoj. Gasoj aperos nur en ĉeesto de malamikoj. Plibonigita incensilo elŝprucigos pli ekzotajn kaj pli danĝerajn gasojn. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=dimensia sunhorloĝo items.trinkets.dimensionalsundial.warning=Via sunhorloĝo ne ĵetas ombron, vi sentiĝas malcerte. items.trinkets.dimensionalsundial.desc=Tiu ĉi malgranda poŝa sunhorloĝo iel povas ĵeti ombron en profundoj de la labirinto eĉ kiam vi ne tenas ĝin rekte. La plej kurioza fakto estas, ke direkto de la ombro ne rilatas al pozicio de la Suno en tiu ĉi mondo. Kiam neniu ombro estas ĵetata, la horloĝo allogas danĝeron. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Kutime tiu ĉi brilaĵo malpliigos v items.trinkets.eyeofnewt.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo malpliigos vian vidatingon je _%1$s%%_ kaj ebligos al vi mensvidi malamikojn ene _%2$d_ kaheloj. items.trinkets.ferrettuft.name=hartufo de ĉasputoro -items.trinkets.ferrettuft.desc=Tufo de glataj blankaj haroj de ĉasputoro, kunligitaj per limeverda rubando kaj binditaj formante kokardon. Ĉasputoroj estas konataj pro sia lerteco, petolemo kaj manko de reguloj. Iom da tiuj ecoj ŝajnas radii el la brilaĵo, pliigante evitpovon de ĉiuj proksimuloj. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Kutime tiu ĉi brilaĵo pliigos evitpovon de ĉiuj uloj je _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo pliigos evitpovon de ĉiuj uloj je _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duelistino povas plenumi _frapegon_ pe items.weapon.melee.battleaxe.desc=Granda stala klingo de tiu ĉi batalhakilo kaŭzas seriozan inerton je ĉiu larĝa svingo. items.weapon.melee.crossbow.name=pafarko -items.weapon.melee.crossbow.stats_desc=Tiu ĉi armilo pliigas vundpovon de ĵetsagetoj kiam surmetita kaj eĉ transdonos sian ensorĉon al ili. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=plipovigita pafo items.weapon.melee.crossbow.typical_ability_desc=Duelistino povas prepari _plipovigitan pafon_ per pafarko. Ŝia sekva norma atako per ĝi certe trafos kaj aktivigos unu el la tri efikoj: permanaj atakoj forbatos kontraŭulojn, netrempitaj sagetoj kaŭzos probable _+%1$d vundpoentojn_, trempitaj sagetoj kaŭzos frap-efikojn ene la areo 7×7 kaj havos probable _%2$d pliajn uzojn._ items.weapon.melee.crossbow.ability_desc=Duelistino povas prepari _plipovigitan pafon_ per pafarko. Ŝia sekva norma atako per ĝi certe trafos kaj aktivigos unu el la tri efikoj: permanaj atakoj forbatos kontraŭulojn, netrempitaj sagetoj kaŭzos +%1$d vundpoentojn_, trempitaj sagetoj kaŭzos frap-efikojn ene la areo 7×7 kaj havos _%2$d pliajn uzojn._ @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Tiu ĉi ĵetarmilo disigas forton de items.weapon.missiles.forcecube.desc=Tiuj ĉi strangformaj magiaj kuboj estas sufiĉe kompaktaj por via mano, tamen samtempe ili estas neimageble pezaj. items.weapon.missiles.heavyboomerang.name=peza bumerango -items.weapon.missiles.heavyboomerang.stats_desc=Tiu ĉi ĵetarmilo revenas al la loko el kiu ĝi estis ĵetita post kelkaj temperoj. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Estas malfacile efike teni tiun ĉi grandan bumerangon, tamen ĝi kaŭzos signifajn vundojn. items.weapon.missiles.javelin.name=ĵetlancego @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Tiuj ĉi ŝtonoj estas glatigitaj por e items.weapon.missiles.throwingstone.discover_hint=Iu el la herooj komencas kun tiu ĉi aĵo. items.weapon.missiles.tomahawk.name=ĵethakilo -items.weapon.missiles.tomahawk.stats_desc=Tiu ĉi armilo igas viktimon sangadi kaj tiu sangado egalas al duono de vundpoentoj kaŭzitaj al la viktimo. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Tiuj ĉi ĵethakiloj karakterizas per segformaj dentoj, kiuj eluziĝas je alkroĉiĝi al kontraŭulo. items.weapon.missiles.trident.name=tridento @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Iu el la herooj komencas kun tiu ĉi aĵo. items.brokenseal$warriorshield.name=Batalista ŝirmo items.brokenseal$warriorshield.desc_active=La rompita sigelo helpas al Batalisto travivi, liverante al li ŝirmon super lia sano. Necesas atendi – post la unua aktivigo de ŝirmo – antaŭ ol povi reuzi ĝin.\n\nTiu ĉi ŝirmo ne etiĝas laŭtempe, sed finos, kiam neniu amiko ĉeestos Bataliston dum kelkaj temperoj. Kiam ĝi finos, ĉiu neuzita ŝirm-poento etigos la tempon necesan por atendi, sed maksimume je 50%%.\n\nPlia ŝirmo: %1$d.\n\nNecesa tempo por atendi: %2$d. items.brokenseal$warriorshield.desc_cooldown=Batalisto lastatempe akiris ŝirmon de sia rompita sigelo kaj nun devas atendi antaŭ ol povi profiti de tiu ŝirma efiko.\n\nPliaj temperoj por atendi: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=rosero items.dewdrop.already_full=Vi jam estas sana. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APLIKI items.liquidmetal.prompt=Elektu ĵetarmilon items.liquidmetal.already_fixed=Tiu ĉi ĵetarmilo estas nune en perfekta stato! items.liquidmetal.apply=Vi uzis %d gutojn da likva metalo por ripari vian ĵetarmilon. -items.liquidmetal.desc=Tiu ĉi magia likvo povas plenigi krevojn kaj skrap-difektojn de ĵetarmilo, restarigante ĝin al perfekta stato! Se unu ekzemplero mankas al ĵetarmilaro – sed la aliaj estas plene riparitaj – la likva metalo povas eĉ anstataŭigi la mankantan ĵetarmilon de la aro!\n\nPor plene ripari 1-supernivelan ĵetarmilon necesas uzi 10 gutojn da metalo, por ripari 5-supernivelan necesas uzi 30 gutojn. Ĉiu plibonigo pliigas necesan kvanton da metalo je 33%.\n\nOni ne povas uzi la likvan metalon por ripari finaĵojn de trempitaj sagetoj. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Vi povas kuiri tian aĵon per alĥemio. items.lostbackpack.name=perdita dorsosako diff --git a/core/src/main/assets/messages/items/items_es.properties b/core/src/main/assets/messages/items/items_es.properties index 0fdb27ff7..24cb01ea6 100644 --- a/core/src/main/assets/messages/items/items_es.properties +++ b/core/src/main/assets/messages/items/items_es.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de anti-entropía items.armor.curses.antientropy.desc=La maldición de anti-entropía va en contra de las fuerzas del universo, extrayendo energía de su alrededor hacia el portador. Esto enciende brevemente en llamas al portador, ¡pero congela todo a su alrededor! items.armor.curses.bulk.name=%s de grandeza -items.armor.curses.bulk.desc=La armadura de grandeza se ve más grande e imponente, pero en realidad no mejora la defensa. Peor aún, el tamaño añadido hace que el movimiento a través de las puertas sea muy difícil. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s de corrosión items.armor.curses.corrosion.desc=La armadura de corrosión es capaz de estallar con líquido corrosivo, cubriendo todo en la zona con cieno ácido y pegajoso. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=cáliz de sangre items.artifacts.chaliceofblood.ac_prick=PINCHAZO items.artifacts.chaliceofblood.yes=Si, sé lo que hago items.artifacts.chaliceofblood.no=No, he cambiado de idea -items.artifacts.chaliceofblood.prick_warn=Cada vez que uses el cáliz drenará más energía vital, si no eres cuidadoso podría matarte fácilmente.\n\n¿Estás seguro que quieres ofrecerle más energía vital? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Te pinchas a ti mismo, y tu esencia vital se drena hacia el interior del cáliz. items.artifacts.chaliceofblood.ondeath=El cáliz succiona tu esencia vital... items.artifacts.chaliceofblood.desc=Este cáliz brillante de plata está extrañamente adornado con gemas afiladas en el borde. items.artifacts.chaliceofblood.desc_cursed=El cáliz maldito se ha unido a tu mano y está inhibiendo tu habilidad para regenerar salud. items.artifacts.chaliceofblood.desc_1=Mientras sostienes el cáliz, te sientes extrañamente obligado a pincharte con las gemas afiladas. -items.artifacts.chaliceofblood.desc_2=Algo de tu sangre cae en el cáliz, puedes sentir sutilmente al cáliz otorgándote energía vital. Todavía quieres cortarte con el cáliz, incluso cuando sabes que te lastimará. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=El cáliz está lleno hasta el borde de tu esencia vital. Puedes sentir el cáliz vertiendo energía vital de nuevo en ti. items.artifacts.cloakofshadows.name=manto de sombras @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Tu brazalete no tiene carga sufic items.artifacts.masterthievesarmband.cursed=No puedes usar un brazalete maldito. items.artifacts.masterthievesarmband.full=¡Tu brazalete esta completamente cargado! items.artifacts.masterthievesarmband.prompt=Elige un enemigo -items.artifacts.masterthievesarmband.no_target=Debes seleccionar un enemigo adyacente a ti +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=No puedes robar al tendero directamente. items.artifacts.masterthievesarmband.no_steal=Ese enemigo no tiene nada para robar. items.artifacts.masterthievesarmband.stole_item=Has robado un ítem: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Las sandalias malditas están bloque items.artifacts.sandalsofnature.desc_ability=El calzado brilla con el color de la última semilla que le ofreciste. Estos puedes enraizarse brevemente en el suelo y producir el efecto de esa planta en cualquier lugar en un radio de 3 casillas.\nSemilla: _%s_\nCarga necesaria: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Has nutrido tu calzado con %d semillas. +items.artifacts.skeletonkey.name=llave maestra +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Elige un objetivo +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talismán de previsión items.artifacts.talismanofforesight.ac_scry=ADIVINAR items.artifacts.talismanofforesight.low_charge=El talismán requiere al menos un 5% de carga para adivinar. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Las superficies de esta llave cristalina brillan en l items.keys.ironkey.name=llave de acero items.keys.ironkey.desc=Las muescas en esta antigua llave de hierro están bien gastadas; Su cordón de cuero está maltratado por la edad. ¿Qué puerta podría abrir? -items.keys.skeletonkey.name=llave maestra -items.keys.skeletonkey.desc=Esta llave se ve particular: su cabeza tiene forma de una calavera. Probablemente puede abrir alguna puerta particular. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=ascuas elementales items.quest.embers.desc=Ascuas especiales que sólo pueden obtenerse de elementales de fuego jóvenes. Irradian energía térmica. items.quest.embers.discover_hint=Puedes encontrar a este ítem durante una misión especifica. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=USAR +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Puedes encontrar a este ítem durante una misión especifica. + items.quest.gooblob.name=gota de Gú items.quest.gooblob.desc=Una masa pegajosa y gomosa, se separó del Gú cuando murió. Es casi como una gran bola de gelatina, aunque no te atreverías a comerla.\n\nNo hace nada por sí sola, pero podría ser útil cuando se combina con ciertas pociones o una bomba. Por lo menos debería convertirse en una cantidad decente de energía. items.quest.gooblob.discover_hint=Puedes obtener este ítem como botín de ciertos enemigos. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=¡Tras un tiempo en el caldero de alquimia, es items.trinkets.chaoticcenser.typical_stats_desc=Típicamente este ornamento genera un gas dañino cerca de un enemigo aproximadamente cada _%d_ turnos. Los gases solo aparecen cuando hay enemigos presentes. A niveles más altos, estos gases tienen más probabilidades de ser exóticos y potentes. items.trinkets.chaoticcenser.stats_desc=En su nivel actual este ornamento generará un gas dañino cerca de un enemigo aproximadamente cada _%d_ turnos. Los gases solo aparecen cuando hay enemigos presentes. A niveles más altos, estos gases tienen más probabilidades de ser exóticos y potentes. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=reloj de sol dimensional items.trinkets.dimensionalsundial.warning=Tu reloj de sol no proyecta ninguna sombra, te sientes inquieto. items.trinkets.dimensionalsundial.desc=Este pequeño reloj de sol portátil es capaz de proyectar una sombra en las profundidades de la mazmorra, incluso cuando no lo sostienes derecho. Y lo que es aún más extraño, la posición de la sombra no parece tener relación con el sol en este mundo. Cuando no se proyecta ninguna sombra, el reloj de sol parece atraer al peligro. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Típicamente este ornamento reduce t items.trinkets.eyeofnewt.stats_desc=En su nivel actual este ornamento reducirá tu rango de visión en _%1$s%%_, pero también te otorgará visión mental sobre los enemigos dentro de un rango de _%2$d_ casillas. items.trinkets.ferrettuft.name=mechón de hurón -items.trinkets.ferrettuft.desc=Un mechón de pelaje de hurón blanco y sedoso, unido por una cinta verde lima atada en forma de lazo. Los hurones son conocidos por su agilidad, travesuras y falta de integridad. Algo de ese poder parece irradiar del ornamento, mejorando la evasión de cualquier cosa cercana. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Típicamente este ornamento incrementa la evasión de todos los personajes en _%1$s%%_. items.trinkets.ferrettuft.stats_desc=En su nivel actual este ornamento incrementará la evasión de todos los personajes en _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=La Duelista puede realizar un _golpe f items.weapon.melee.battleaxe.desc=La enorme cabeza de acero de esta hacha de batalla pone un peso considerable detrás de cada golpe. items.weapon.melee.crossbow.name=ballesta -items.weapon.melee.crossbow.stats_desc=Esta arma aumenta el daño de los dardos lanzados cuando está equipada, e incluso les otorgará su encantamiento. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=disparo cargado items.weapon.melee.crossbow.typical_ability_desc=La Duelista _carga_ su ballesta, haciendo que su siguiente ataque con la misma siempre acierte y aplique uno de tres efectos: ataques cuerpo a cuerpo empujan enemigos, dardos sin reforzar normalmente causarían _+%1$d de daño_, y dardos reforzados aplican su efecto en un área de 7x7 y normalmente durarían _%2$d usos adicionales_. items.weapon.melee.crossbow.ability_desc=La Duelista _carga_ su ballesta, haciendo que su siguiente ataque con la misma siempre acierte y aplique uno de tres efectos: ataques cuerpo a cuerpo empujan enemigos, dardos sin reforzar causan _+%1$d de daño_, y dardos reforzados aplican su efecto en un área de 7x7 y duran _%2$d usos adicionales_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Esta arma distribuye la fuerza de su items.weapon.missiles.forcecube.desc=Estos cubos mágicos de formas extrañas son lo suficientemente pequeños para sostenerlos en la mano, pero son increíblemente pesados. items.weapon.missiles.heavyboomerang.name=búmeran pesado -items.weapon.missiles.heavyboomerang.stats_desc=Esta arma regresa a la ubicación desde la cual fue lanzada después de unos turnos. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Este bumerán pesado es difícil de manejar con eficacia, pero causará un daño considerable a su objetivo. items.weapon.missiles.javelin.name=jabalina @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Estas piedras están lijadas para que p items.weapon.missiles.throwingstone.discover_hint=Uno de los héroes empieza con este ítem. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Esta arma inflige sangrado igual a la mitad del daño infligido a su objetivo. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Estas hachas arrojadizas tienen un filo dentado que desgarra al clavarse en un enemigo. items.weapon.missiles.trident.name=tridente @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Uno de los héroes empieza con este ítem. items.brokenseal$warriorshield.name=Blindaje del Guerrero. items.brokenseal$warriorshield.desc_active=El sello roto del Guerrero está le ayudando a perseverar, otorgándole blindaje sobre su salud. Tiene un tiempo de recarga desde que el blindaje se haya activado antes de que pueda usarse otra vez.\n\nEste blindaje no decae con el tiempo, pero se perderá si no hay enemigos cercanos por algunos turnos. Cuando esto ocurra, cualquier cantidad de blindaje restante reducirá su recarga, hasta un máximo de 50%%.\n\nBlindaje restante: %1$d.\n\nRecarga actual: %2$d. items.brokenseal$warriorshield.desc_cooldown=El Guerrero ha ganado blindaje de su sello roto recientemente y debe esperar hasta que pueda beneficiarse de su efecto de blindaje otra vez.\n\nTurnos Restantes: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=gota de rocío items.dewdrop.already_full=Ya tienes la salud llena. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APLICAR items.liquidmetal.prompt=Selecciona un arma arrojadiza items.liquidmetal.already_fixed=¡Esa arma arrojadiza ya está en perfectas condiciones! items.liquidmetal.apply=Usas %d de metal liquido para reparar tu arma arrojadiza. -items.liquidmetal.desc=Este líquido mágico puede rellenar las grietas y gastaduras de un arma arrojadiza, ¡dejándola en perfectas condiciones! Si a un conjunto de armas le falta una pieza, pero está completamente reparado, ¡entonces se puede usar metal líquido para reemplazar el arma faltante!\n\nUn arma de tier 1 requiere 10 de metal liquido para repararse por completo, un arma de tier 5 requiere 30. Además cada mejora aumenta la cantidad de metal necesario en un 33%.\n\nEl metal liquido no puede usarse para reparar dardos reforzados. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Puedes crear este ítem por medio de alquimia. items.lostbackpack.name=mochila perdida diff --git a/core/src/main/assets/messages/items/items_fr.properties b/core/src/main/assets/messages/items/items_fr.properties index b1c860cc3..12e6f275c 100644 --- a/core/src/main/assets/messages/items/items_fr.properties +++ b/core/src/main/assets/messages/items/items_fr.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s d'anti-entropie items.armor.curses.antientropy.desc=La malédiction d'anti-entropie défie les lois de l'univers, attirant l'énergie de l'attaquant vers le porteur. Cela enflamme momentanément le porteur, mais gèle les alentours ! items.armor.curses.bulk.name=%s d'encombrement -items.armor.curses.bulk.desc=L'armure d'encombrement semble plus grande et plus imposante, mais n'offre pas vraiment une meilleure défense. Pire, sa taille superflue rend le déplacement à travers les portes très compliqué. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s de corrosion items.armor.curses.corrosion.desc=L'armure de corrosion est capable d'éjecter un fluide corrosif, aspergeant toute la zone d'un limon acide gluant. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=calice sanglant items.artifacts.chaliceofblood.ac_prick=PIQUER items.artifacts.chaliceofblood.yes=Oui, je sais ce que je fais items.artifacts.chaliceofblood.no=Non, j'ai changé d'avis -items.artifacts.chaliceofblood.prick_warn=Chaque fois que vous utilisez le calice, celui-ci va aspirer de votre énergie, si vous ne faites pas attention il pourrait facilement vous tuer.\n\nÊtes vous sûr de vouloir lui offrir plus d'énergie ? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Vous vous êtes piqué, et votre essence de vie coule dans le calice. items.artifacts.chaliceofblood.ondeath=Le Calice absorbe complètement votre essence vitale... items.artifacts.chaliceofblood.desc=Ce calice d'argent brillant est étrangement paré de gemmes coupantes sur les bords. items.artifacts.chaliceofblood.desc_cursed=Le calice maudit s'est lié à votre main et il entrave votre capacité à régénérer votre santé. items.artifacts.chaliceofblood.desc_1=Alors que vous tenez le calice entre vos mains, vous vous sentez étrangement obligé de vous piquer sur les gemmes pointues. -items.artifacts.chaliceofblood.desc_2=Un peu de votre sang baigne dans le calice, vous sentez subtilement le calice alimenter votre énergie vitale. Vous voulez continuer à vous couper sur le calice, même si vous savez que cela va vous blesser. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Le calice est plein à ras bord de votre énergie vitale. Vous sentez qu'il vous en redonne. items.artifacts.cloakofshadows.name=cape des ombres @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Votre brassard n'a pas assez de c items.artifacts.masterthievesarmband.cursed=Vous ne pouvez pas utiliser un brassard maudit. items.artifacts.masterthievesarmband.full=Votre brassard est totalement chargé ! items.artifacts.masterthievesarmband.prompt=Choisissez un ennemi à cibler -items.artifacts.masterthievesarmband.no_target=Vous devez cibler un ennemi adjacent à vous +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Vous ne pouvez pas voler le marchant directement. items.artifacts.masterthievesarmband.no_steal=Cet ennemi ne possède rien à voler. items.artifacts.masterthievesarmband.stole_item=Vous volez un objet : %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Les sandales maudites empêchent tou items.artifacts.sandalsofnature.desc_ability=Les chaussures brillent dans la couleur de la dernière graine que vous leur avez donnée. Elles peuvent brièvement s'enraciner et produire l'effet de cette plante dans un rayon de 3 cases.\nGraine : _%s_\nCharge nécessaire : _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Vous avez nourri les chaussures avec %d graine(s). +items.artifacts.skeletonkey.name=clef squelette +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Choisissez une cible +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talisman de prescience items.artifacts.talismanofforesight.ac_scry=VOIR items.artifacts.talismanofforesight.low_charge=Le talisman nécessite une charge d'au moins 5 % pour scruter. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Les surfaces taillées de cette clé cristalline scin items.keys.ironkey.name=clef en fer items.keys.ironkey.desc=Les rainures sur cette vieille clef en fer sont bien usées ; le cuir recouvrant sa tête se décompose avec l'âge. Quelle porte pourrait-elle bien ouvrir ? -items.keys.skeletonkey.name=clef squelette -items.keys.skeletonkey.desc=Cette clef semble être importante : sa tête est sculptée en forme de crâne. Elle doit probablement ouvrir une porte importante. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=braises élémentales items.quest.embers.desc=Des braises spéciales qui ne peuvent être collectées que sur de jeunes élémentaires de feu. Elles diffusent une énergie réchauffante. items.quest.embers.discover_hint=Vous pouvez trouver cet objet durant une quête. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=UTILISER +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Vous pouvez trouver cet objet durant une quête. + items.quest.gooblob.name=goutte de Goo items.quest.gooblob.desc=Une goutte gélatineuse de Goo, issue de Goo à sa mort. C'est presque comme une grosse boule de gelée, bien que vous n'oseriez pas la manger.\n\nElle ne fait rien par elle-même, mais pourrait être utile lorsqu'elle est associée à certaines potions ou à une bombe. Au minimum, elle pourrait être convertie en une quantité d'énergie alchimique décente. items.quest.gooblob.discover_hint=Vous pouvez trouver cet objet en tuant certains ennemis. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Après quelques temps dans le chaudron d'alchi items.trinkets.chaoticcenser.typical_stats_desc=Cette babiole produit généralement des gaz nocifs en direction d'un ennemi tous les _%d_ tours en moyenne. Les gaz n'apparaissent que si des ennemis sont présents. Aux plus hauts niveaux ces gaz seront plus souvent exotiques et puissants. items.trinkets.chaoticcenser.stats_desc=Cette babiole produit au niveau actuel des gaz nocifs en direction d'un ennemi tous les _%d_ tours en moyenne. Les gaz n'apparaissent que si des ennemis sont présents. Aux plus hauts niveaux ces gaz seront plus souvent exotiques et puissants. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=cadran solaire dimensionnel items.trinkets.dimensionalsundial.warning=Votre cadran solaire ne projette aucune ombre, vous vous sentez mal à l'aise. items.trinkets.dimensionalsundial.desc=Ce petit cadran solaire portable est étrangement capable de projeter une ombre dans les profondeurs du donjon, même si vous ne le tenez pas droit. Plus étrange encore, la position de l'ombre n'a aucun rapport avec celle du soleil de ce monde. Quand il ne projette pas d'ombre, le cadran solaire semble attirer le danger. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Cette babiole réduit généralement items.trinkets.eyeofnewt.stats_desc=Au niveau actuel, cette babiole réduira votre champ de vision de _%1$s%%_, mais vous accordera une vision spirituelle des ennemis à _%2$d_ tuiles. items.trinkets.ferrettuft.name=touffe de poils de furet -items.trinkets.ferrettuft.desc=Une touffe de poils de furet blanche et soyeuse, attachée par un ruban vert clair avec un nœud. Les furets sont connus pour leur agilité, leur malice et leur capacité à pouvoir se déformer. Certains de ces pouvoirs semblent émaner de la babiole, améliorant l'esquive de quiconque à proximité. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Cette babiole augmente généralement l'esquive de tous les personnages de _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Au niveau actuel, cette babiole augmente l'esquive de tous les personnages de _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=La Duelliste peut effectuer un _coup l items.weapon.melee.battleaxe.desc=L'énorme lame en acier de cette hache de guerre ajoute un élan considérable à chacun de vos coups. items.weapon.melee.crossbow.name=arbalète -items.weapon.melee.crossbow.stats_desc=Cette arme améliore les dégâts des fléchettes lancées quand elle est équipée, et leur transmet même son enchantement. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=tir chargé items.weapon.melee.crossbow.typical_ability_desc=La Duelliste peut _charger_ son arbalète, ce qui garantit que sa prochaine attaque normale touchera et appliquera un de ces trois effets : les attaques de mêlée éjectent les ennemis, les fléchettes non-enduites infligent typiquement _+%1$d dégâts_, ou les fléchettes enduites appliquent leur effet dans une zone de 7x7 et ont typiquement _%2$d utilisations supplémentaires_. items.weapon.melee.crossbow.ability_desc=La Duelliste peut _charger_ son arbalète, ce qui garantit que sa prochaine attaque normale touchera et appliquera un de ces trois effets : les attaques de mêlée éjectent les ennemis, les fléchettes non-enduites infligent _+%1$d dégâts_, ou les fléchettes enduites appliquent leur effet dans une zone de 7x7 et ont _%2$d utilisations supplémentaires_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Cette arme libère la force de son im items.weapon.missiles.forcecube.desc=Ces cubes magiques à la forme curieuse sont suffisamment petits pour tenir dans votre main, mais sont incroyablement lourds. items.weapon.missiles.heavyboomerang.name=gros boomerang -items.weapon.missiles.heavyboomerang.stats_desc=Cette arme retournera après quelques tours à l'endroit d'où elle a été lancée. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Ce grand boomerang est difficile à manier efficacement, mais inflige des dégâts considérables. items.weapon.missiles.javelin.name=javelot @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ces pierres sont lestées pour pouvoir items.weapon.missiles.throwingstone.discover_hint=Un des héros commence avec cet objet. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Cette arme cause à sa cible un saignement égal à la moitié des dégâts infligés. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Ces haches de jets ont une lame en dents de scie qui déchire les chairs en s’accrochant aux ennemis. items.weapon.missiles.trident.name=trident @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Un des héros commence avec cet objet. items.brokenseal$warriorshield.name=Bouclier de Guerrier items.brokenseal$warriorshield.desc_active=Le sceau brisé du Guerrier l'aide à persévérer, et lui accorde une protection qui s'ajoute à sa santé. Après apparition de la protection, un temps de rechargement doit s'écouler avant que cet effet puisse être réutilisé.\n\nCette protection ne se dissipe pas avec le temps, mais elle disparaitra s'il s'écoule quelques tours sans que vous ne soyez proches d'ennemis. Lors de sa disparition, la protection restante servira à réduire le temps de rechargement, jusqu'à un maximum de 50%%.\n\nProtection restante : %1$d.\n\nTemps de rechargement actuel : %2$d. items.brokenseal$warriorshield.desc_cooldown=Le Guerrier a récemment gagné une protection de son sceau brisée, et doit attendre avant de pouvoir en bénéficier à nouveau.\n\nTours restants : %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=perle de rosée items.dewdrop.already_full=Votre santé est déjà pleine. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APPLIQUER items.liquidmetal.prompt=Sélectionnez une arme de jet items.liquidmetal.already_fixed=Cette arme de jet est déjà en parfait état ! items.liquidmetal.apply=Vous utilisez %d métal liquide pour réparer votre arme de jet. -items.liquidmetal.desc=Ce liquide magique colmatera les fissures et réparera l'usure d'une arme de jet, la remettant en parfait état ! Si un ensemble d'armes est entièrement réparé mais manque une arme, le métal magique peut même la remplacer !\n\nUne arme de rang 1 demande 10 doses de métal liquide, une arme de rang 5 en demande 30. Chaque amélioration augmente également la quantité de métal nécessaire de 33%.\n\nLe métal liquide ne peut pas être utilisé pour réparer l'enduit des fléchettes enduites. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Vous pouvez fabriquer cet objet via l'alchimie. items.lostbackpack.name=sac à dos perdu diff --git a/core/src/main/assets/messages/items/items_hu.properties b/core/src/main/assets/messages/items/items_hu.properties index ccf73b526..61ac93d15 100644 --- a/core/src/main/assets/messages/items/items_hu.properties +++ b/core/src/main/assets/messages/items/items_hu.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=Antientropikus %s items.armor.curses.antientropy.desc=Az antientrópia-átok az univerzum erői ellen hat, energiát vonva el a környezetétől, amelyet átad a viselőjének. Ez rövid időre lángra lobbantja viselőjét, de mindent megfagyaszt körülötte! items.armor.curses.bulk.name= Terebélyes %s -items.armor.curses.bulk.desc=A terebélyes páncél nagyobbnak és impozánsabbnak tűnik, de valójában nem nyújt erősebb védelmet. A legrosszabb viszont az, hogy a nagyobb méret megnehezíti az ajtókon való áthaladást. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=maró %s items.armor.curses.corrosion.desc=A marópáncél időnként maró váladékot spriccel, és mindent ragacsos, savas lével terít be a területen. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=vérkehely items.artifacts.chaliceofblood.ac_prick=MEGSZÚRÁS items.artifacts.chaliceofblood.yes=Igen, tudom, mit csinálok items.artifacts.chaliceofblood.no=Nem, meggondoltam magam -items.artifacts.chaliceofblood.prick_warn=Minden használatkor egyre több életerőt von el tőled a kehely. Ha nem vagy óvatos, könnyen bele is halhatsz.\n\nBiztosan szeretnél több életerőt áldozni bele? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Megszúrod magad, az életerőd a kehelybe vándorol. items.artifacts.chaliceofblood.ondeath=A kehely minden életerődet elszívja... items.artifacts.chaliceofblood.desc=A csillogó ezüstkehely szélét különleges, éles drágakövek díszítik. items.artifacts.chaliceofblood.desc_cursed=A megátkozott kehely a kezedhez ragad, és meggátolja a természetes gyógyulást. items.artifacts.chaliceofblood.desc_1=A kelyhet tartva különös kényszert érzel arra, hogy az éles drágakövekkel megszúrd magad. -items.artifacts.chaliceofblood.desc_2=Valamennyi vért a kehelybe csurgatsz, és érzed, ahogyan a kehely lágyan életerővel táplál. Szeretnéd újra megvágni magad a kehellyel, bár tudod, hogy ezzel kárt teszel magadban. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=A kehely színültig megtelt az életesszenciáddal. Érzed, ahogy a kehely életerőt áraszt vissza beléd. items.artifacts.cloakofshadows.name=árnyékköpeny @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=A karszalagodnak nincs elég töl items.artifacts.masterthievesarmband.cursed=Nem tudod használni az átkozott karszalagot. items.artifacts.masterthievesarmband.full=A karszalagod teljesen fel van töltve! items.artifacts.masterthievesarmband.prompt=Válassz célpontnak egy ellenséget -items.artifacts.masterthievesarmband.no_target=Egy olyan ellenséget kell megcéloznod, amelyik a közvetlen közeledben van. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Nem lophatsz közvetlenül a boltosoktól. items.artifacts.masterthievesarmband.no_steal=Ettől az ellenségtől nincs mit ellopni. items.artifacts.masterthievesarmband.stole_item=Elloptál valamit: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=A megátkozott szandál akadályozza items.artifacts.sandalsofnature.desc_ability=A lábbelid színe az utoljára elfogyasztott mag színében lüktet. Képességük, hogy rövid időre a földbe gyökerezhetnek, és 3 mező sugarú körben bárhol előidézhetik az adott növény hatását. \nMag: _%s_\nSzükséges töltés: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=A lábbelit egy %d magjával etetted meg. +items.artifacts.skeletonkey.name=csontvázkulcs +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Válassz célpontot +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=betekintés talizmánja items.artifacts.talismanofforesight.ac_scry=FÜRKÉSZ items.artifacts.talismanofforesight.low_charge=A talizmánnal való fürkészéshez legalább 5% töltöttség szükséges. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=E kristályos kulcs csiszolt felületei csillognak a items.keys.ironkey.name=vaskulcs items.keys.ironkey.desc=Az ősrégi vaskulcs fogazata eléggé elhasználódott, a rajta csüngő bőrszíj is ütött-kopott. Milyen ajtót nyithat? -items.keys.skeletonkey.name=csontvázkulcs -items.keys.skeletonkey.desc=Ez egy különleges kulcsnak tűnik: a vége koponyaformájú. Valószínűleg valamilyen különleges kaput nyithat. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=elementálparázs items.quest.embers.desc=Ezt a különleges parazsat csak fiatal tűzelementálokból lehet begyűjteni. Hőenergiát sugároz magából. items.quest.embers.discover_hint=Ezt a tárgyat egy bizonyos küldetés során találhatod meg. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=HASZNÁL +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Ezt a tárgyat egy bizonyos küldetés során találhatod meg. + items.quest.gooblob.name=ragacspaca items.quest.gooblob.desc=Kocsonyásan remegő paca, amely a Ragacsból szakadt ki, amikor elpusztult. Olyan, mint egy nagy zselégolyó, de azért megenni nem mernéd.\n\nSemmit sem lehet vele csinálni magában, de talán bizonyos varázsitalokkal vagy egy bombával összetéve hasznos lehet. Ha másra nem, arra jó lehet, hogy tisztességes mennyiségű energiává alakítsák. items.quest.gooblob.discover_hint=Ezt a tárgyat bizonyos ellenségektől kaphatod. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Az alkimista üstben eltöltött idő után ez items.trinkets.chaoticcenser.typical_stats_desc=Ez a kabala jellemzően körülbelül _%d_ körönként ártalmas gázt bocsát ki egy ellenség közelében. A gáz csak ellenségek jelenlétében jön elő. Magasabb szinteken ezek a gázok nagyobb valószínűséggel lesznek egzotikusak és erősek. items.trinkets.chaoticcenser.stats_desc=Jelenlegi szintjén ez a kabala körülbelül _%d_ körönként ártalmas gázt bocsát ki egy ellenség közelében. A gáz csak ellenségek jelenlétében jön elő. Magasabb szinteken ezek a gázok nagyobb valószínűséggel lesznek egzotikusak és erősek. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=dimenzionális napóra items.trinkets.dimensionalsundial.warning=A napórád nem vet árnyékot, nyugtalannak érzed magad. items.trinkets.dimensionalsundial.desc=Ez a kis kézi napóra valahogy képes árnyékot vetni a kazamaták mélyén, még akkor is, ha nem tartod függőlegesen. Még furcsább, hogy az árnyék helyzete, úgy tűnik, nincs összefüggésben a napállással ebben a világban. Ha nem vet árnyékot, a napóra mintha vonzaná a veszélyt. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Ez a kabala jellemzően _%1$s%%-kal_ items.trinkets.eyeofnewt.stats_desc=Jelenlegi szintjén ez a kabala _%1$s%%-kal_ csökkenti a látótávolságodat, viszont lehetővé teszi, hogy a belső szemeddel lásd az ellenségeket _%2$d_ mező távolságból. items.trinkets.ferrettuft.name=vadászgörénybojt -items.trinkets.ferrettuft.desc=Selymes, fehér vadászgörénybojt, amelyet egy zöld szalag tart össze, masnira kötve. A görények mozgékonyságukról, pajkosságukról és feddhetetlenségükről ismertek. Ennek az erőnek egy része mintha kisugárzana a kabalából, fokozva a közelükben tartózkodók kitérését. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Jellemzően ez a kabala ennyivel növeli az összes karakter kijátszását: _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Jelenlegi szintjén ez a kabala ennyivel növeli az összes karakter kijátszását: _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=A párbajhős képes _súlyos csapást items.weapon.melee.battleaxe.desc=A csatabárd roppant acélfeje minden suhintásnak tekintélyes súlyt ad. items.weapon.melee.crossbow.name=íjpuska -items.weapon.melee.crossbow.stats_desc=Ha ezt a fegyvert viseled, megnöveli a dobott dárdák erejét, sőt átadja nekik a bűvöletét is. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=feltöltött lövés items.weapon.melee.crossbow.typical_ability_desc=A párbajhős _feltöltheti_ az íjpuskáját, miáltal az íjpuskával végrehajtott következő közönséges támadása mindig betalál, és a következő három hatás közül kiváltja az egyiket: közelharci támadásoknál visszalöki az ellenségeket, a bevonat nélküli hegyű dárdák jellemzően _+%1$d sebzést_ okoznak, illetve a bevonatos dárdák 7x7 mezőnyi területen fejtik ki hatásukat, és jellemzően _%2$d használattal tovább_ bírják. items.weapon.melee.crossbow.ability_desc=A párbajhős _feltöltheti_ az íjpuskáját, miáltal az íjpuskával végrehajtott következő közönséges támadása mindig betalál, és a következő három hatás közül kiváltja az egyiket: közelharci támadásoknál visszalöki az ellenségeket, a bevonat nélküli hegyű dárdák _+%1$d sebzést_ okoznak, illetve a bevonatos dárdák 7x7 mezőnyi területen fejtik ki hatásukat, és _%2$d használattal tovább_ bírják. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Ez a fegyver a becsapódás erejét k items.weapon.missiles.forcecube.desc=Ez a furcsán kialakított mágikus kocka elég kicsi, hogy a kezedben tartsd, de hihetetlenül nehéz. items.weapon.missiles.heavyboomerang.name=nehéz bumeráng -items.weapon.missiles.heavyboomerang.stats_desc=Ez a fegyver néhány kört téve visszatér arra a helyre, ahonnan eldobták. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Ezt a nagy bumerángot nehéz jól kezelni, de számottevő sebzést okoz. items.weapon.missiles.javelin.name=gerely @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ezeket a köveket lecsiszolták, hogy n items.weapon.missiles.throwingstone.discover_hint=Az egyik hős ezzel a tárggyal indul. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Ez a fegyver a célpontnak okozott sebzés felének megfelelő vérzést okoz. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Ezek a dobófejszék fogazott éllel rendelkeznek, így az ellenségbe tapadnak. items.weapon.missiles.trident.name=háromágú szigony @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Az egyik hős ezzel a tárggyal indul. items.brokenseal$warriorshield.name=Harcos védőburok items.brokenseal$warriorshield.desc_active=A harcos törött pecsétje jelenleg segít neki kitartani, az életereje mellett védőburkot is biztosít neki. A védőburok aktiválódása után van egy várakozási idő, mielőtt újra használható lenne.\n\nEz a védőburok nem gyengül idővel, de megszűnik, ha néhány körig nincsenek ellenségek a közelben. Amikor véget ér, a fel nem használt pajzs csökkenti a várakozási időt, maximum 50%%-ig.\n\nMegmaradt védőburok : %1$d.\n\nJelenlegi várakozási idő: %2$d. items.brokenseal$warriorshield.desc_cooldown=A harcos nemrégiben védőburkot kapott a törött pecsétjétől, ezért várnia kell, amíg újra élvezheti annak védő hatását.\n\nHátralévő körök: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=harmatcsepp items.dewdrop.already_full=Teljesen egészséges vagy! @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=BEVON items.liquidmetal.prompt=Válassz egy dobófegyvert items.liquidmetal.already_fixed=Ez a dobófegyver már tökéletes állapotban van! items.liquidmetal.apply=%d folyékony fémet használsz a dobófegyvered javításához. -items.liquidmetal.desc=Ez a mágikus folyadék kitölti a használat során keletkezett repedéseket és kopásokat egy dobófegyveren, és tökéletes állapotba hozza a fegyvert! Ha egy fegyverkészletnek hiányzik egy darabja, de egyébként teljesen megjavított, akkor a folyékony fém akár a készletből hiányzó fegyver pótlására is használható!\n\nEgy 1-es követelményszintű fegyver teljes javításához 10 folyékony fémre van szükség, egy 5-ös szintű fegyverhez 30-ra. Minden egyes fejlesztés 33%-kal növeli a szükséges fém mennyiségét.\n\nA folyékony fém nem használható a bevonatos dárdák hegyeinek javítására. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Ezt a tárgyat alkímia segítségével készítheted el. items.lostbackpack.name=elveszett hátizsák diff --git a/core/src/main/assets/messages/items/items_in.properties b/core/src/main/assets/messages/items/items_in.properties index fa12fdb14..70b4455a3 100644 --- a/core/src/main/assets/messages/items/items_in.properties +++ b/core/src/main/assets/messages/items/items_in.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s anti-entropi items.armor.curses.antientropy.desc=Cara kerja kutukan anti-entropi adalah melawan hukum alam, yaitu dengan menyerap energi kepada si pemakai dan menghempaskan energi kepada lingkungan sekitar. Kutukan ini akan membakar pemakai dalam waktu singkat, tapi akan membekukan segalanya di lingkungkan sekitar! items.armor.curses.bulk.name=%s besar -items.armor.curses.bulk.desc=Armor berukuran besar terlihat lebih besar dan lebih mengesankan, namun sebenarnya tidak memiliki pertahanan yang ditingkatkan. Lebih buruk lagi, ukuran yang bertambah membuat pergerakan melalui pintu menjadi sangat sulit. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s korosi items.armor.curses.corrosion.desc=Armor korosi bisa menyemburkan cairan korosif, melumuri segalanya di area dengan cairan asam yang lengket. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=piala darah items.artifacts.chaliceofblood.ac_prick=TUSUK items.artifacts.chaliceofblood.yes=Ya, aku tahu apa yang kulakukan items.artifacts.chaliceofblood.no=Tidak, aku berubah pikiran -items.artifacts.chaliceofblood.prick_warn=Setiap kali kamu menggunakan piala semakin banyak ia akan menyerap energi kehidupanmu, jika kau tidak berhati-hati kamu akan mudah terbunuh.\n\nApakah kamu yakin ingin memberinya energi kehidupan? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Kau menusuk jarimu, dan esensi kehidupanmu tertuang dalam piala. items.artifacts.chaliceofblood.ondeath=Piala itu menyerap esensi kehidupanmu sampai habis... items.artifacts.chaliceofblood.desc=Piala perak yang berkilau ini dengan anehnya dihiasi dengan permata tajam di pinggirnya. items.artifacts.chaliceofblood.desc_cursed=Piala terkutuk menempel sendiri di tanganmu, dan menghalangi kemampuanmu untuk meregenarasi darah. items.artifacts.chaliceofblood.desc_1=Ketika kamu memegang piala itu, anehnya kamu merasa terdorong untuk menusuk jarimu ke permata yang tajam. -items.artifacts.chaliceofblood.desc_2=Sebagian darahmu dikumpulkan ke dalam piala, kamu dapat secara halus merasakan piala tersebut memberi energi kehidupan ke dalam dirimu. Kamu tetap ingin melukai diri sendiri dengan piala itu, meskipun kamu tahu itu akan menyakitkan. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Piala diisi sampai penuh dengan esensi kehidupanmu. Kamu dapat merasakan piala yang mengalirkan energi kehidupan kembali ke dalam dirimu. items.artifacts.cloakofshadows.name=jubah bayangan @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Gelang Tanganmu tidak memiliki cu items.artifacts.masterthievesarmband.cursed=Kamu tidak bisa menggunakan gelang tangan yang terkutuk. items.artifacts.masterthievesarmband.full=Gelang Tanganmu terisi penuh! items.artifacts.masterthievesarmband.prompt=Pilih musuh untuk ditargetkan -items.artifacts.masterthievesarmband.no_target=Kamu harus menargetkan musuh yang berdekatan denganmu +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Kamu tidak dapat mencuri dari pemilik toko secara langsung. items.artifacts.masterthievesarmband.no_steal=Musuh itu tidak punya apa-apa untuk dicuri. items.artifacts.masterthievesarmband.stole_item=Kamu mencuri item:%s @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Sandal terkutuk menghalangi interaks items.artifacts.sandalsofnature.desc_ability=Alas kaki itu beriak sesuai warna benih terakhir yang Anda berikan. Mereka dapat berakar sebentar ke dalam tanah dan menghasilkan efek tanaman tersebut di mana saja dalam radius 3 petak.\nBenih: _%s_\nButuh daya: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Kamu telah memberi alas kakimu %d benih. +items.artifacts.skeletonkey.name=kunci tengkorak +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Pilih target +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=jimat mata batin items.artifacts.talismanofforesight.ac_scry=PINDAI items.artifacts.talismanofforesight.low_charge=Jimat membutuhkan setidaknya 5% daya untuk bisa diaktifkan. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Permukaan potongan kunci kristal ini berkilau dalam k items.keys.ironkey.name=kunci besi items.keys.ironkey.desc=Ukiran di kunci besi kuno ini bagus; tali kulitnya sudah dimakan waktu. Pintu apa yang dapat dibuka dengan ini? -items.keys.skeletonkey.name=kunci tengkorak -items.keys.skeletonkey.desc=Kunci ini terlihat serius: kepalanya berbentuk tengkorak. Mungkin dapat membuka pintu yang serius pula. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=bara elemental items.quest.embers.desc=Bara spesial yang hanya bisa didapatkan dari elemental api muda. Bara itu memancarkan energi panas. items.quest.embers.discover_hint=Kamu bisa menemukan item ini dalam misi tertentu. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=GUNAKAN +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Kamu bisa menemukan item ini dalam misi tertentu. + items.quest.gooblob.name=gumpalan goo items.quest.gooblob.desc=Gumpalan lendir yang menggeliat, merupakan bagian dari Goo yang terpisah saat ia mati. Bentuknya hampir mirip dengan gumpalan agar-agar yang besar, tapi kau tidak berani memakannya.\n\nGumpalan itu tidak akan berguna jika dibiarkan begitu saja, tapi mungkin akan menjadi berguna jika digabungkan dengan ramuan tertentu, atau sebuah bom. Atau setidaknya, gumpalan itu dapat diubah menjadi energi dengan jumlah yang besar. items.quest.gooblob.discover_hint=Item ini dijatuhkan oleh musuh tertentu. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Setelah beberapa saat di dalam panci peracik, items.trinkets.chaoticcenser.typical_stats_desc=Biasanya perhiasan ini akan memunculkan gas berbahaya di dekat musuh kira-kira setiap _%d_ giliran. Gas hanya akan muncul saat ada musuh. Pada level yang lebih tinggi, gas ini cenderung eksotis dan kuat. items.trinkets.chaoticcenser.stats_desc=Pada level saat ini, perhiasan ini akan memunculkan gas berbahaya di dekat musuh kira-kira setiap _%d_ giliran. Gas hanya akan muncul saat ada musuh. Pada level yang lebih tinggi, gas ini cenderung eksotis dan kuat. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=jam bayang matahari dimensi items.trinkets.dimensionalsundial.warning=Jam Bayangan Matahari milikmu tidak menampakkan bayangan, kamu merasa gelisah. items.trinkets.dimensionalsundial.desc=Jam matahari genggam kecil ini entah bagaimana mampu menghasilkan bayangan di kedalaman terungku, bahkan jika Anda tidak memegangnya dengan tegak. Yang lebih aneh lagi, posisi bayangan tersebut seolah tidak ada hubungannya dengan matahari di dunia ini. Saat tidak ada bayangan yang muncul, jam matahari sepertinya menarik bahaya. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Biasanya perhiasan ini akan menguran items.trinkets.eyeofnewt.stats_desc=Pada level saat ini, perhiasan ini akan mengurangi jangkauan penglihatanmu sebesar _%1$s%%_, tetapi juga akan memberimu penglihatan pikiran pada musuh dalam _%2$d_ petak. items.trinkets.ferrettuft.name=Jambul musang -items.trinkets.ferrettuft.desc=Sejumput bulu musang putih halus, disatukan oleh pita hijau limau yang diikat menjadi busur. Musang dikenal karena kelincahannya, sifatnya yang nakal, dan kurangnya integritas. Sebagian dari kekuatan itu tampaknya terpancar dari perhiasan itu, meningkatkan kemampuan menghindar dari apa pun di dekatnya. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Biasanya perhiasan ini akan meningkatkan penghindaran semua karakter sebesar _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Pada level saat ini, perhiasan ini akan meningkatkan penghindaran semua karakter sebesar _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duelis dapat melakukan sebuah _pukulan items.weapon.melee.battleaxe.desc=Besi yang besar di ujung kapak tarung ini memberikan berat yang besar pula pada tiap sisinya. items.weapon.melee.crossbow.name=busur silang -items.weapon.melee.crossbow.stats_desc=Senjata ini meningkatkan damage pada anak panah saat dipakai, bahkan akan memberikan enchantment pada senjata ini pada anak panah yang dipakai. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=tembakan berisi items.weapon.melee.crossbow.typical_ability_desc=Duelis dapat _mengisi_ busur silang miliknya, yang menyebabkan serangan biasa berikutnya dengan busur silang tersebut akan kena dan memberikan satu dari tiga efek: serangan jarak dekat akan menjatuhkan musuh, anak panah yang tidak dilapisi biasanya akan menghasilkan _+%1$d damage_, dan anak panah yang dilapisi akan memberikan efeknya dalam area 7x7 dan biasanya bertahan selama _%2$d penggunaan lebih banyak_. items.weapon.melee.crossbow.ability_desc=Duelis dapat _mengisi_ busur silang miliknya, yang menyebabkan serangan biasa berikutnya dengan busur silang tersebut akan kena dan memberikan satu dari tiga efek: serangan jarak dekat akan menjatuhkan musuh, anak panah yang tidak dilapisi akan menghasilkan _+%1$d damage_, dan anak panah yang dilapisi akan memberikan efeknya dalam area 7x7 dan bertahan selama _%2$d penggunaan lebih banyak_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Senjata ini menyebarkan kekuatan bent items.weapon.missiles.forcecube.desc=Kubus ajaib berbentuk aneh ini cukup kecil untuk dipegang di tanganmu, tetapi sangat berat. items.weapon.missiles.heavyboomerang.name=bumerang berat -items.weapon.missiles.heavyboomerang.stats_desc=Senjata ini kembali ke lokasi asalnya setelah beberapa giliran. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Bumerang besar ini sulit digunakan secara efektif, tetapi akan menghasilkan damage yang cukup parah. items.weapon.missiles.javelin.name=lembing @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Batu-batu ini diampelas agar mampu dile items.weapon.missiles.throwingstone.discover_hint=Salah satu pahlawan berawal dengan item ini. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Senjata ini memberikan pendarahan yang setara dengan setengah damage yang diterima targetnya. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Kapak lempar ini memiliki mata pisau bergerigi yang akan robek saat menempel pada musuh. items.weapon.missiles.trident.name=trisula @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Salah satu pahlawan berawal dengan item ini. items.brokenseal$warriorshield.name=Perisai Pendekar items.brokenseal$warriorshield.desc_active=Segel rusak Pendekar saat ini membantunya bertahan, memberinya perisai di atas darahnya. Terdapat cooldown setelah perisai awalnya dipicu sebelum dapat digunakan lagi.\n\nPerisai ini tidak berkurang seiring waktu, tetapi akan berakhir jika tidak ada musuh di dekatnya selama beberapa giliran. Saat berakhir, perisai yang tidak digunakan akan mengurangi cooldown, hingga maksimal 50%%.\n\nPerisai tersisa: %1$d.\n\nCooldown saat ini: %2$d. items.brokenseal$warriorshield.desc_cooldown=Pendekar baru saja memperoleh perisai dari segel rusaknya, dan harus menunggu hingga ia dapat memperoleh manfaat dari efek perisainya lagi.\n\nGiliran tersisa: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=tetes embun items.dewdrop.already_full=Darahmu sudah penuh. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=TERAPKAN items.liquidmetal.prompt=Pilih senjata lempar items.liquidmetal.already_fixed=Senjata lempar itu sudah dalam kondisi sempurna! items.liquidmetal.apply=Kau menggunakan %d logam cair untuk memperbaiki senjata lemparmu. -items.liquidmetal.desc=Cairan ajaib ini dapat mengisi retakan dan sobekan pada senjata lempar, mengembalikannya ke kondisi sempurna! Jika satu set senjata hilang tetapi sudah diperbaiki sepenuhnya, logam cair bahkan dapat digunakan untuk mengganti senjata yang hilang dari set tersebut!\n\nSenjata tingkat 1 membutuhkan 10 logam cair untuk diperbaiki sepenuhnya, senjata tingkat 5 membutuhkan 30. Setiap peningkatan juga meningkatkan jumlah logam yang dibutuhkan sebesar 33%.\n\nLogam cair tidak dapat digunakan untuk memperbaiki ujung anak panah yang berujung. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Item ini bisa didapatkan melalui peracikan. items.lostbackpack.name=tas yang hilang diff --git a/core/src/main/assets/messages/items/items_it.properties b/core/src/main/assets/messages/items/items_it.properties index 04ee11c65..b3d53400c 100644 --- a/core/src/main/assets/messages/items/items_it.properties +++ b/core/src/main/assets/messages/items/items_it.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s dell'anti-entropia items.armor.curses.antientropy.desc=La maledizione di Anti-entropia lavora contro le forze dell'universo, spingendo energia dentro chi la indossa prendendola dai suoi dintorni. Ciò dà fuoco brevemente al portatore, ma congela tutto intorno a lui! items.armor.curses.bulk.name=%s della massa -items.armor.curses.bulk.desc=Un'armatura della massa appare più grande ed imponente ma non offre veramente una difesa migliore. Peggio ancora, le maggiori dimensioni rendono molto difficoltoso attraversare le porte. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s della corrosione items.armor.curses.corrosion.desc=L'armatura della corrosione è in grado di sprizzare fluido corrosivo, ricoprendo ogni cosa nell'area con appiccicosa melma acida. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=calice di sangue items.artifacts.chaliceofblood.ac_prick=PUNGI items.artifacts.chaliceofblood.yes=Sì, so quel che sto facendo items.artifacts.chaliceofblood.no=No, ho cambiato idea -items.artifacts.chaliceofblood.prick_warn=Ogni volta che usi il calice esso prosciugherà sempre più energia vitale, se non fai attenzione ciò può facilmente ucciderti.\n\nSei sicuro di volergli offrire ulteriore energia vitale? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Ti fai pungere e la tua essenza vitale scorre nel calice. items.artifacts.chaliceofblood.ondeath=Il calice prosciuga interamente la tua vita... items.artifacts.chaliceofblood.desc=Questo calice d'argento luccicante è stranamente decorato con gemme affilate attorno all'orlo. items.artifacts.chaliceofblood.desc_cursed=Il calice maledetto si è legato alla tua mano, inibendo la tua capacità di rigenerare salute. items.artifacts.chaliceofblood.desc_1=Come afferri il calice, ti senti stranamente costretto a pungerti con le gemme taglienti. -items.artifacts.chaliceofblood.desc_2=Un po' del tuo sangue si raccoglie nel calice, puoi appena percepire il calice alimentarti di energia vitale. Vorresti ancora tagliarti con esso, nonostante tu sappia che ti farà male. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Il calice è riempito fino all'orlo della tua essenza vitale. Puoi sentire il calice riversare energia vitale in te. items.artifacts.cloakofshadows.name=manto delle ombre @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Il tuo bracciale non ha abbastanz items.artifacts.masterthievesarmband.cursed=Non puoi usare un bracciale maledetto. items.artifacts.masterthievesarmband.full=Il tuo bracciale è completamente carico! items.artifacts.masterthievesarmband.prompt=Scegli un nemico da bersagliare -items.artifacts.masterthievesarmband.no_target=Devi scegliere un nemico vicino a te +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Non puoi rubare direttamente da un negoziante items.artifacts.masterthievesarmband.no_steal=Quel nemico non ha niente da rubare. items.artifacts.masterthievesarmband.stole_item=Hai rubato un oggetto: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=i sandali maledetti bloccano ogni si items.artifacts.sandalsofnature.desc_ability=Le calzature brillano del colore dell'ultimo seme con cui le hai nutrito. Possono temporaneamente radicarsi nel terreno e produrre l'effetto di quella pianta dove vuoi in un raggio di 3 caselle.\nSeme: _%s_\nCarica necessaria: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Hai nutrito le calzature con i semi di %d. +items.artifacts.skeletonkey.name=chiave scheletrica +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Scegli un bersaglio +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talismano della preveggenza items.artifacts.talismanofforesight.ac_scry=PROFETIZZA items.artifacts.talismanofforesight.low_charge=Il talismano richiede almeno 5% di carica per scrutare i dintorni. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=La superficie levigata di questa chiave cristallina b items.keys.ironkey.name=chiave di ferro items.keys.ironkey.desc=Le incisioni su questa vecchia chiave di ferro sono molto consumate; il suo cordino di cuoio è rovinato dal tempo.\nQuale porta potrà aprire? -items.keys.skeletonkey.name=chiave scheletrica -items.keys.skeletonkey.desc=Questa chiave ha un aspetto grave: la sua testa è modellata a guisa di teschio. Probabilmente è in grado di aprire qualche porta molto importante. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=braci elementali items.quest.embers.desc=Braci speciali che possono essere raccolti da giovani elementali del fuoco. Irradiano energia termica. items.quest.embers.discover_hint=Puoi trovare questo oggetto durante una missione specifica. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=USA +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Puoi trovare questo oggetto durante una missione specifica. + items.quest.gooblob.name=grumo di viscidume items.quest.gooblob.desc=Un grumo di melma tremolante che si è staccato da Goo quand'è morto.\nE? come una grossa palla di gelatina, anche se non oseresti mai mangiarla.\n\nDi per sè non fa nulla ma forse potrebbe essere utile in combinazione con certe pozioni o una bomba; In fondo si dovrebbe convertire in una discreta quantità di energia. items.quest.gooblob.discover_hint=Puoi trovare questo oggetto come bottino da certi nemici. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Dopo un po' di tempo nel vaso dell'alchimia, q items.trinkets.chaoticcenser.typical_stats_desc=In genere questo gingillo genererà un gas nocivo vicino ad un nemico circa ogni _%d_ turni. I gas appariranno solo quando ci sono dei nemici presenti. A livelli più alti, questi gas hanno più probabilità di essere rari e potenti. items.trinkets.chaoticcenser.stats_desc=Al livello attuale, questo gingillo genererà un gas nocivo vicino ad un nemico circa ogni _%d_ turni. I gas appariranno solo quando ci sono dei nemici presenti. A livelli più alti, questi gas hanno più probabilità di essere rari e potenti. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=meridiana dimensionale items.trinkets.dimensionalsundial.warning=La tua meridiana non proietta ombra, ti senti a disagio. items.trinkets.dimensionalsundial.desc=Questa piccola meridiana portatile in qualche modo è in grado di proiettare un'ombra nelle profondità del dungeon, anche se non la stai tenendo in verticale. Persino più stranamente, la posizione dell'ombra sembra non avere relazione con il sole in questo mondo. Quando nessuna ombra viene proiettata, la meridiana sembra attirare il pericolo. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=In genere questo ninnolo ridurrà il items.trinkets.eyeofnewt.stats_desc=Al suo livello attuale, questo monile ridurrà il tuo raggio visivo di _%1$s%%_, ma ti garantirà anche la visione mentale sui nemici entro _%2$d_ tessere. items.trinkets.ferrettuft.name=ciocca di furetto -items.trinkets.ferrettuft.desc=Una ciocca di pelo bianco vellutato di furetto, tenuta assieme da un fiocco verde lime annodato in una curva. I furetti sono conosciuti per la loro agilità, birbanteria e mancanza di integrità. Un po' di quel potere sembra emanare dal gingillo, aumentando l'evasione di tutte le creature vicine. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=In generale questo gingillo aumenterà l'evasione di tutti i personaggi del _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Al suo attuale livello, questo gingillo aumenterà l'evasione di tutti i personaggi del _%1$s %%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=La Duellante può sferrare un _colpo p items.weapon.melee.battleaxe.desc=L'enorme testa d'acciaio di questa ascia da battaglia porta un considerevole peso in coda a ogni ampio colpo. items.weapon.melee.crossbow.name=balestra -items.weapon.melee.crossbow.stats_desc=Quest'arma accresce il danno dei dardi lanciati quando è equipaggiata e inoltre donerà il suo incantamento ad essi. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=colpo caricato items.weapon.melee.crossbow.typical_ability_desc=La Duellante può _caricare_ la sua balestra, facendo sì che il suo prossimo attacco regolare con essa colpisca sempre e applichi uno dei tre effetti: gli attacchi in mischia respingeranno i nemici, i dardi senza punta infliggeranno generalmente _+%1$d danni_ e i dardi con punta applicheranno il loro effetto in un 7x7 area e in genere durano per _%2$d più usi_. items.weapon.melee.crossbow.ability_desc=La Duellante può _caricare_ la sua balestra, facendo sì che il suo prossimo attacco regolare con essa colpisca sempre e applichi uno dei tre effetti: gli attacchi in mischia respingeranno i nemici, i dardi senza punta infliggeranno _+%1$d danni_ e i dardi con punta applicheranno il loro effetto in un'area 7x7 e durano per _%2$d altri usi_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Quest'arma diffonde la forza del suo items.weapon.missiles.forcecube.desc=Questi strani cubi magici sono abbastanza piccoli da poter essere tenuti in mano, ma straordinariamente pesanti. items.weapon.missiles.heavyboomerang.name=boomerang pesante -items.weapon.missiles.heavyboomerang.stats_desc=Dopo qualche turno, quest'arma fa ritorno alla posizione da cui era stata lanciata. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Questo grande boomerang è un po' difficile da maneggiare, ma infligge danni considerevoli. items.weapon.missiles.javelin.name=giavellotto @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Queste pietre sono state levigate per p items.weapon.missiles.throwingstone.discover_hint=Uno degli eroi inizia con questo oggetto. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Quest'arma infligge un sanguinamento pari a metà del danno inflitto al suo bersaglio. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Queste asce da lancio hanno un filo seghettato che lacera quando si conficca in un nemico. items.weapon.missiles.trident.name=tridente @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Uno degli eroi inizia con questo oggetto. items.brokenseal$warriorshield.name=Scudo del Guerriero items.brokenseal$warriorshield.desc_active=Il sigillo rotto del Guerriero lo sta aiutando a perseverare, donandogli scudo oltre alla sua salute. È presente un tempo di recupero dopo l'attivazione iniziale dello scudo prima che possa essere usato nuovamente. \n\nLo scudo non decade nel tempo, ma terminerà se non sono presenti nemici nelle vicinanze per qualche turno. Quando termina, tutto lo scudo non usato ridurrà il tempo di recupero, fino ad un massimo di 50%%. \n\nScudo rimanente: %1$d. \n\nTempo di recupero attuale: %2$d. items.brokenseal$warriorshield.desc_cooldown=Il Guerriero ha recentemente ottenuto scudo dal suo sigillo rotto, e deve aspettare prima di poter usufruire del suo effetto di scudo nuovamente. \n\nTurni Rimanenti: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=goccia di rugiada items.dewdrop.already_full=La tua salute è già al massimo. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APPLICA items.liquidmetal.prompt=Scegli un'arma da lancio items.liquidmetal.already_fixed=Quell'arma da lancio è già in condizioni perfette! items.liquidmetal.apply=Usi %d metallo fuso per riparare la tua arma da lancio. -items.liquidmetal.desc=Questo liquido magico penetra in crepe e graffi delle armi da lancio, riportandole in condizioni perfette! Se le armi sono completamente funzionali ma ne manca una, il metallo liquido può persino essere utilizzato per rimpiazzarla!\n\nUn'arma di categoria 1 richiede 10 ampolle di metallo liquido, una di categoria 5 ne richiede 30. Ogni miglioramento incrementa la quantità di metallo necessaria del 33%.\n\nIl metallo liquido non può essere usato per riparare le punte dei dardi intinti. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Puoi creare questo oggetto tramite l'alchimia. items.lostbackpack.name=zaino perduto diff --git a/core/src/main/assets/messages/items/items_ja.properties b/core/src/main/assets/messages/items/items_ja.properties index bcf1f789d..e719d6231 100644 --- a/core/src/main/assets/messages/items/items_ja.properties +++ b/core/src/main/assets/messages/items/items_ja.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反エントロピーの%s items.armor.curses.antientropy.desc=反エントロピーの呪いは世界の力に抗うようにして働き、周囲のエネルギーを奪い、装備者に流し込ませる。これにより着用者は一時的に炎に包まれるが、周囲全てを凍らせる。 items.armor.curses.bulk.name=嵩張る%s -items.armor.curses.bulk.desc=嵩張る鎧は大きくなり効果が増したように見えるが、実際は何ら変わらない。更に悪いことに、肥大した鎧は扉の通り抜けを非常に困難にする。 +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=腐食の%s items.armor.curses.corrosion.desc=腐食の鎧は腐食性の液体を撒き散らす可能性があり、その周辺全てを酸性の粘液で覆う。 @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=血の聖杯 items.artifacts.chaliceofblood.ac_prick=刺す items.artifacts.chaliceofblood.yes=このまま続ける items.artifacts.chaliceofblood.no=気が変わった -items.artifacts.chaliceofblood.prick_warn=聖杯を使うたびに生命力を吸い上げ、注意して扱わないと容易に命を奪うだろう。\n\n聖杯にもっと生命力を与えるなんて本当に正気か? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=自身をちくりと指し、生命力が聖杯に吸収された。 items.artifacts.chaliceofblood.ondeath=聖杯によって生命力が干からびてしまった… items.artifacts.chaliceofblood.desc=輝く銀色の聖杯の縁は尖った宝石で奇妙に飾られている。 items.artifacts.chaliceofblood.desc_cursed=聖杯の呪いはあなたの手を拘束し、回復能力を阻害している。 items.artifacts.chaliceofblood.desc_1=聖杯を握ると、尖った宝石で自身を傷つけねばならないような感覚に襲われた。 -items.artifacts.chaliceofblood.desc_2=血液が聖杯に溜まっていくと、聖杯が生命力を分け与えているような気がしてきた。自身を傷つけるとわかっていても、聖杯に血を差し出すことをやめられない。 +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=聖杯は血液で縁まで一杯だ。聖杯に与えた生命力が自身に注ぎ込まれているようだ。 items.artifacts.cloakofshadows.name=影の外套 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=腕章は十分に充填されて items.artifacts.masterthievesarmband.cursed=呪われた腕章は使用できない。 items.artifacts.masterthievesarmband.full=腕章が十分に充填された! items.artifacts.masterthievesarmband.prompt=対象とする敵を選択 -items.artifacts.masterthievesarmband.no_target=隣接する敵を対象にしてください。 +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=小売店主から直接盗むことはできません。 items.artifacts.masterthievesarmband.no_steal=その敵には盗めるものがありません。 items.artifacts.masterthievesarmband.stole_item=%sを盗んだ。 @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=呪われたサンダルは自然と items.artifacts.sandalsofnature.desc_ability=最後に与えた種の色で足元が波打つ。地面に短時間根を張り、半径3タイル内であればどこでもその植物の効果を発揮することができる。\n\n現在の種の効果: _%s_\n必要なチャージ量: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=履物に%d粒の種を与えた。 +items.artifacts.skeletonkey.name=骸骨の鍵 +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=対象を選択 +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=予見の護符 items.artifacts.talismanofforesight.ac_scry=占う items.artifacts.talismanofforesight.low_charge=この護符を使用するには、少なくとも5%の充填が必要だ。 @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=結晶の鍵の表面は暗闇で光り輝いてい items.keys.ironkey.name=鉄の鍵 items.keys.ironkey.desc=この古い鉄の鍵は歯がすり減っており、ぼろぼろの革のストラップは時代の流れを感じさせる。どんな扉なら開けられるのだろう? -items.keys.skeletonkey.name=骸骨の鍵 -items.keys.skeletonkey.desc=この鍵はとても重要そうだ。持ち手に骸骨がついており、どこかの重要な扉を開けることができるだろう。 +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=炎の元素霊の燃えさし items.quest.embers.desc=生まれたての炎の元素霊からしか採れない特別な燃えさしだ。温かいエネルギーを発している。 items.quest.embers.discover_hint=このアイテムは特定のクエストで見つけることができる。 +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=使用する +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=このアイテムは特定のクエストで見つけることができる。 + items.quest.gooblob.name=グゥの一部 items.quest.gooblob.desc=不安定なベトベトした塊だ。グゥは死んでもうこれに魂は入っていない。ゼリー状の球体に似ているが、食べることはできないだろう。\n\nこれだけでは役に立たないが、特定のポーションや爆弾と組み合わせることができるかもしれない。少なくとも、ちゃんとしたエネルギーに変換されるはず。 items.quest.gooblob.discover_hint=このアイテムは特定の敵からドロップで入手できる。 @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=錬金鍋に入れてしばらくすると、 items.trinkets.chaoticcenser.typical_stats_desc=通常、この装身具はおよそ _%d_ ターンごとに有害なガスを発生させる。ガスは敵がいるときのみ発生する。強化値が高くなると、これらのガスは奇抜で強力なものになる。 items.trinkets.chaoticcenser.stats_desc=現在の強化値では、この装身具はおよそ _%d_ ターンごとに有害なガスを発生させる。ガスは敵がいるときのみ発生する。強化値が高くなると、これらのガスは奇抜で強力なものになる。 +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=次元の日時計 items.trinkets.dimensionalsundial.warning=日時計が影を映し出していないことに不安を感じる。 items.trinkets.dimensionalsundial.desc=この携帯型の日時計は、なぜかダンジョンの奥深くでも影を映し出すことができる。さらに不思議なことに、影の位置はこの世界の太陽とは無関係のようだ。影がないとき、日時計は危険を呼び寄せるようだ。 @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=通常、この装身具は視界が items.trinkets.eyeofnewt.stats_desc=現在の強化値では、この装身具は視界が _%1$s%%_ 狭まるが、_%2$d_ タイル以内の敵を発見することができる。 items.trinkets.ferrettuft.name=フェレットの毛束 -items.trinkets.ferrettuft.desc=絹のような白いフェレットの毛束を、ライムグリーンのリボンでつないだものだ。フェレットは俊敏で、いたずら好きで、やんちゃなことで知られている。そのパワーの一部は、この装身具から放たれているようで、近くにいるものの回避能力を高めている。 +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=通常、この装身具は全てのキャラクターの回避力を _%1$s%%_ 上昇させる。 items.trinkets.ferrettuft.stats_desc=現在の強化値では、この装身具は全てのキャラクターの回避力を _%1$s%%_ 上昇させる。 @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=決闘者は戦斧で_強打_を行う items.weapon.melee.battleaxe.desc=巨大な鋼の斧身によって重量級の横薙ぎが放たれる。 items.weapon.melee.crossbow.name=弩 -items.weapon.melee.crossbow.stats_desc=この武器を装備している間は投矢のダメージが増加し、この武器のエンチャントの効果が発揮される。 +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=溜め撃ち items.weapon.melee.crossbow.typical_ability_desc=決闘者は弩で_力溜め_を行うことができ、次の弩による通常攻撃が必ず命中し、3つの効果のうち1つを適用する。近接攻撃は敵を吹き飛ばし、塗布剤が塗られていない投矢は通常、 _%1$dダメージ_ 増加し、塗布剤が塗られた投矢は7×7タイルの範囲の敵に命中時の効果を適用し、通常、 _%2$d回分、より長持ちする。_ items.weapon.melee.crossbow.ability_desc=決闘者は弩で_力溜め_を行うことができ、次の弩による通常攻撃が必ず命中し、3つの効果のうち1つを適用する。近接攻撃は敵を吹き飛ばし、塗布剤が塗られていない投矢は _%1$dダメージ_ 増加し、塗布剤が塗られた投矢は7×7タイルの範囲の敵に命中時の効果を適用し、 _%2$d回分、より長持ちする。_ @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=この武器は、その衝撃力を items.weapon.missiles.forcecube.desc=これらの奇妙な形をした魔法の立方体は、手に収まるほど小さいにもかかわらず、信じられないくらい重い。 items.weapon.missiles.heavyboomerang.name=大型ブーメラン -items.weapon.missiles.heavyboomerang.stats_desc=この武器は数ターン後に投げられた場所に戻ってくる。 +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=この大きなブーメランを効果的に扱うことは難しいが、かなりのダメージを与えることができる。 items.weapon.missiles.javelin.name=ジャベリン @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=これらの石は、ただの石ころ items.weapon.missiles.throwingstone.discover_hint=勇士の一人がスタート時にこのアイテムを持っている。 items.weapon.missiles.tomahawk.name=トマホーク -items.weapon.missiles.tomahawk.stats_desc=この武器は対象に与えたダメージの半分の出血ダメージを与える。 +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=これらの投げ斧は、敵に突き刺さると鋸歯状の刃が涙を流す。 items.weapon.missiles.trident.name=三叉戟 @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=勇士の一人がスタート時にこのアイ items.brokenseal$warriorshield.name=戦士のシールド items.brokenseal$warriorshield.desc_active=現在、戦士の壊れた印章は彼の忍耐力を高めており、体力に加えてシールドを付与している。シールドが発動してから再び使用できるようになるまでクールダウンがある。\n\nこのシールドは時間が経っても減衰しないが、数ターンの間近くに敵がいなければ終了する。シールドが終了した時に残りのシールドがあればクールダウンが減少し、最大50%%まで減少する。\n\n残りシールド: %1$d\n\n現在のクールダウン: %2$dターン items.brokenseal$warriorshield.desc_cooldown=戦士は最近、壊れた印章からシールドを得ており、再びシールド効果の恩恵を受けられるようになるまで待たなければならない。\n\n残り: %dターン +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=露の雫 items.dewdrop.already_full=既に体力が回復している。 @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=修繕する items.liquidmetal.prompt=投擲武器を選択 items.liquidmetal.already_fixed=その投擲武器は既に完璧な状態だ! items.liquidmetal.apply=投擲武器を修理するために%d個の液体金属を使う。 -items.liquidmetal.desc=この魔法の液体は投擲武器のひび割れや裂け目に浸透し、投擲武器を完璧な状態に修復する!投擲武器の組の中に壊れてしまったものがあるが、他は完全に修復されている場合、液体金属を使ってその壊れたものの分を補充することもできる!\n\nランク1の武器を完全に修復するには液体金属が10個、ランク5の武器には30個必要だ。また、強化値が増加するたびに、必要量も33%増加する。\n\n液体金属は、塗布された矢の塗布を修復するために使うことはできない。 +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=このアイテムは錬金術で作ることができる。 items.lostbackpack.name=失くした背嚢 diff --git a/core/src/main/assets/messages/items/items_ko.properties b/core/src/main/assets/messages/items/items_ko.properties index 6e95e0322..e03d9d368 100644 --- a/core/src/main/assets/messages/items/items_ko.properties +++ b/core/src/main/assets/messages/items/items_ko.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=반 엔트로피의 %s items.armor.curses.antientropy.desc=반 엔트로피의 저주는 우주의 법칙을 거스르며, 공격자와 그 주변으로부터 에너지를 빼앗아 착용자에게 전해줍니다. 공격자와 그 주변을 잠시 얼리고 착용자를 불태워 버립니다! items.armor.curses.bulk.name=거추장스러운 %s -items.armor.curses.bulk.desc=거추장스러운 갑옷은 더 크고 위협적이지만, 실제로 방어력이 강화된 것은 아닙니다. 오히려 커진 부피가 출입구를 통한 이동을 매우 어렵게 만드는 문제점이 있습니다. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=부식의 %s items.armor.curses.corrosion.desc=부식의 갑옷은 부식성 액체로 파열되어 해당 지역을 끈적이는 산성 점액으로 뒤덮을 수 있습니다. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=피의 성배 items.artifacts.chaliceofblood.ac_prick=찌르기 items.artifacts.chaliceofblood.yes=네. 그렇게 하겠습니다. items.artifacts.chaliceofblood.no=아니오. 생각을 바꾸었습니다. -items.artifacts.chaliceofblood.prick_warn=매번 이 성배를 사용할 때마다 더 많은 생명력을 빼앗기게 됩니다. 조심하지 않으면 죽을 수도 있습니다.\n\n정말로 생명력을 더 바치겠습니까? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=당신은 스스로를 찔렀고, 생명의 정수가 성배에 빨려 들어갔다. items.artifacts.chaliceofblood.ondeath=성배는 당신의 생명의 정수를 모조리 빨아들였다... items.artifacts.chaliceofblood.desc=이 빛나는 은색 성배의 테두리에는 뾰족한 보석들로 둘러져 있습니다. items.artifacts.chaliceofblood.desc_cursed=저주받은 성배가 당신 손에 들러붙어 체력을 재생하는 것을 막았습니다. items.artifacts.chaliceofblood.desc_1=성배를 잡는 순간, 이상하게도 뾰족한 보석으로 스스로를 찌르고 싶은 생각이 들었다. -items.artifacts.chaliceofblood.desc_2=당신의 피가 성배에 흘러 들어갔다. 그 보답으로 성배가 당신에게 생명력을 제공해 주는 것을 느꼈다. 당신은 해가 될 걸 알면서도 여전히 성배에 더 많은 피를 주고 싶었다. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=성배가 끝부분까지 당신의 생명의 정수로 가득 찼습니다. 당신은 그 성배가 댓가로 생명력을 내어 주고 있는 것을 느낄 수 있습니다. items.artifacts.cloakofshadows.name=그림자의 망토 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=팔찌가 충분한 충전량을 items.artifacts.masterthievesarmband.cursed=저주받은 팔찌를 사용할 수 없다. items.artifacts.masterthievesarmband.full=당신의 팔찌가 완전히 충전되었다! items.artifacts.masterthievesarmband.prompt=목표 대상을 선택하세요 -items.artifacts.masterthievesarmband.no_target=근접해 있는 대상을 지정해야 한다. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=상점 주인에게 직접적으로 도둑질을 할 수는 없다. items.artifacts.masterthievesarmband.no_steal=이 적은 훔칠 것이 없다. items.artifacts.masterthievesarmband.stole_item=당신은 %s를 훔쳤다. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=저주받은 샌들은 자연과의 items.artifacts.sandalsofnature.desc_ability=신발이 마지막으로 삼킨 씨앗의 빛깔을 띄며 요동칩니다. 일시적으로 신발이 뿌리를 내려 3칸 거리 이내의 원하는 지점에 해당 식물의 효과를 발동할 수 있습니다.\n발동할 식물 효과: _%s_\n필요 충전량: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=당신은 지금까지 %d 씨앗을 먹였습니다. +items.artifacts.skeletonkey.name=해골 열쇠 +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=대상을 선택하세요 +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=예지의 부적 items.artifacts.talismanofforesight.ac_scry=예지하기 items.artifacts.talismanofforesight.low_charge=부적은 예지하기 위해 적어도 5%의 충전량이 필요하다. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=이 수정 열쇠의 매끈한 표면은 어둠 속 items.keys.ironkey.name=쇠 열쇠 items.keys.ironkey.desc=이 고대의 쇠 열쇠에 새겨진 눈금은 많이 닳았습니다. 열쇠를 묶어 둔 가죽끈도 세월이 흘러 닳았습니다. 어떤 문을 열 수 있을까요? -items.keys.skeletonkey.name=해골 열쇠 -items.keys.skeletonkey.desc=이 열쇠는 장난이 아닙니다. 진짜로 손잡이가 해골 모양으로 되어 있거든요. 아마도 다음 지역으로 이동하는 문을 열 수 있을 것입니다. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=정령의 잉걸불 items.quest.embers.desc=이 특이한 잉걸불은 어린 불정령에서만 채취할 수 있습니다. 뜨거운 에너지를 발산하고 있습니다. items.quest.embers.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=사용한다 +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. + items.quest.gooblob.name=구의 점액 items.quest.gooblob.desc=구가 죽을 때 떨어져 나온 점액 조각입니다. 커다란 젤리 방울처럼 생겼지만, 먹을 수 있을 것 같지는 않습니다.\n\n점액 그 자체로는 효과가 없지만, 특정한 물약 또는 폭탄에 섞을 때 유용하게 쓰일 수 있을 것 같습니다. 적어도 적당한 양의 에너지로 바꾸는 데 사용할 수 있을 것입니다. items.quest.gooblob.discover_hint=이 아이템은 특정한 적이 떨어트립니다. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=연금술 솥에서 약간의 시간이 지난 items.trinkets.chaoticcenser.typical_stats_desc=일반적으로 이 장신구는 대략 _%d_턴마다 적이 있는 위치에 해로운 가스를 분출합니다. 가스는 적들이 주변에 있을 때만 분출할 수 있습니다. 강화 수치가 올라가면 더 신비롭고 강력한 가스가 나올 가능성이 높아집니다. items.trinkets.chaoticcenser.stats_desc=이 장신구는 현재 강화 수치에서 대략 _%d_턴마다 적이 있는 위치에 해로운 가스를 분출합니다. 가스는 적들이 주변에 있을 때만 분출할 수 있습니다. 강화 수치가 올라가면 더 신비롭고 강력한 가스가 나올 가능성이 높아집니다. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=차원의 해시계 items.trinkets.dimensionalsundial.warning=당신의 해시계에 그림자가 드리워져 있지 않으며, 불안함이 느껴집니다. items.trinkets.dimensionalsundial.desc=이 작은 휴대용 해시계는 이 던전 깊숙한 곳에서도 어떻게든 그림자를 드리울 수 있습니다. 심지어 당신이 똑바로 들고 있지 않아도 말이죠. 그보다 더 이상한 것은 그림자가 드리우는 위치가 이 세계의 태양과는 전혀 관계가 없는 것처럼 보인다는 점입니다. 그림자가 드리워져 있지 않으면, 해시계는 위험을 계속해서 불러일으킬 것입니다. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=일반적으로 이 장신구는 당 items.trinkets.eyeofnewt.stats_desc=이 장신구는 현재 강화 수치에서 당신의 시야 범위를 _%1$s%%_만큼 줄이지만, 주변 _%2$d_타일 내에 있는 모든 적들에 대한 심안 효과를 제공합니다. items.trinkets.ferrettuft.name=족제비 터럭 -items.trinkets.ferrettuft.desc=초록색 리본으로 묶은 부드럽고 흰 족제비의 터럭입니다. 족제비는 민첩함, 장난스러움, 그리고 낮은 집중력으로 알려져 있습니다. 이 장신구에도 그 속성이 남아 있어 주변의 모든 것의 회피를 증가시킵니다. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=보통 이 장신구는 모든 캐릭터의 회피를 _%1$s%%_ 만큼 증가시킵니다. items.trinkets.ferrettuft.stats_desc=이 장신구는 현재 강화 수치에서 모든 캐릭터의 회피를 _%1$s%%_만큼 증가시킵니다. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=전투 도끼를 가진 결투자는 _ items.weapon.melee.battleaxe.desc=이 전투 도끼의 거대한 강철 도끼날은 매 공격마다 상당한 무게감을 줍니다. items.weapon.melee.crossbow.name=쇠뇌 -items.weapon.melee.crossbow.stats_desc=이 무기는 투척용 다트의 피해를 증가시키며, 이 무기에 깃든 마법을 투척용 다트에 실어보낼 수도 있습니다. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=충전 사격 items.weapon.melee.crossbow.typical_ability_desc=쇠뇌를 지닌 결투자는 _충전_을 사용할 수 있으며, 이후 가하는 일반적인 공격을 항상 명중시키며 다음 세 효과 중 하나를 적용합니다. 근접 공격은 적을 밀쳐내고, 일반 다트는 일반적으로 _+%1$d_ 피해를 입히며, 특수 다트는 7x7 범위 내에 효과를 적용하며 일반적으로 _%2$d회_ 더 많이 사용할 수 있게 됩니다. items.weapon.melee.crossbow.ability_desc=쇠뇌를 지닌 결투자는 _충전_을 사용할 수 있으며, 이후 가하는 일반적인 공격을 항상 명중시키며 다음 세 효과 중 하나를 적용합니다. 근접 공격은 적을 밀쳐내고, 일반 다트는 _+%1$d_ 피해를 입히며, 특수 다트는 7x7 범위 내에 효과를 적용하며 _%2$d회_ 더 많이 사용할 수 있게 됩니다. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=이 무기는 작은 지역에 힘을 items.weapon.missiles.forcecube.desc=이 기이한 형상의 마법 큐브는 손에 들고 있기에 충분할 정도로 작지만, 정말로 무겁습니다. items.weapon.missiles.heavyboomerang.name=무거운 부메랑 -items.weapon.missiles.heavyboomerang.stats_desc=이 무기는 몇 턴 후에 던져진 위치로 되돌아옵니다. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=이 커다란 부메랑은 제대로 다루기 어렵지만, 꽤 큰 피해를 줍니다. items.weapon.missiles.javelin.name=투창 @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=이 돌멩이들은 일반적인 돌보 items.weapon.missiles.throwingstone.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. items.weapon.missiles.tomahawk.name=투척용 도끼 -items.weapon.missiles.tomahawk.stats_desc=이 무기는 대상에게 입힌 피해의 절반만큼 출혈을 발생시킵니다. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=이 톱니 모양의 날이 달린 투척 도끼는 맞은 적을 찢어발깁니다. items.weapon.missiles.trident.name=삼지창 @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=특정 영웅이 이 아이템을 가지고 시 items.brokenseal$warriorshield.name=전사의 방어막 items.brokenseal$warriorshield.desc_active=전사의 부러진 인장이 인내력을 끌어올려 현재 체력에 더하여 추가 방어막을 제공하였습니다. 방어막 소진 후 재사용 대기 시간이 있습니다.\n\n이 방어막은 서서히 사라지지 않지만, 주변에 적이 없을 시 몇턴 후 사라집니다. 소모되지 않은 방어막은 재사용 대기 시간을 최대 50%%까지 줄입니다.\n\n남은 방어막: %1$d.\n\n현재 재사용 대기 시간: %2$d. items.brokenseal$warriorshield.desc_cooldown=최근 부러진 인장으로부터 방어막을 제공받았으며, 다시 사용하기 전까지 기다려야 합니다.\n\n남은 턴 수: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=이슬 items.dewdrop.already_full=당신은 이미 최대 체력입니다. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=수리한다 items.liquidmetal.prompt=투척 무기를 선택하세요 items.liquidmetal.already_fixed=그 투척 무기는 손상된 부분이 없다! items.liquidmetal.apply=당신은 %d개의 액체 금속으로 투척 무기를 수리했다. -items.liquidmetal.desc=이 마법 액체는 투척 무기의 금이 가거나 찢어진 부분에 스며들어, 투척 무기를 완벽한 상태로 복원합니다! 투척 무기 세트에 무기가 하나 없지만 다른 부분은 완전히 수리된 경우, 액체 금속을 사용하여 세트에서 누락된 무기를 교체할 수도 있습니다!\n\n1 티어 무기는 완전히 수리하기 위해 10개의 액체 금속이 필요하며, 5 티어 무기는 30개의 액체 금속이 필요합니다. 투척 무기를 강화할 때마다 필요한 액체 금속의 양이 33%씩 증가합니다.\n\n액체 금속은 특수 다트의 내구도는 수리할 수 없습니다. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.lostbackpack.name=잃어버린 배낭 diff --git a/core/src/main/assets/messages/items/items_nl.properties b/core/src/main/assets/messages/items/items_nl.properties index bb35df585..caf06d60a 100644 --- a/core/src/main/assets/messages/items/items_nl.properties +++ b/core/src/main/assets/messages/items/items_nl.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s van anti-entropie items.armor.curses.antientropy.desc=De vloek van anti-entropie werkt tegen de krachten van het universum, en sluist energie uit de omgeving door naar de drager. Dit zet de drager even in brand, maar bevriest alles om de drager heen! items.armor.curses.bulk.name=%s van bulk -items.armor.curses.bulk.desc=Een harnas van bulk lijkt groter en meer imposant, maar geeft niet echt een verbeterde verdediging. Sterker nog, de grotere maat maakt het erg moeilijk om door deuropeningen te bewegen. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s van corrosie items.armor.curses.corrosion.desc=Een harnas van corrosie kan uitbarsten met een bijtende vloeistof, dat alles in de omgeving bedekt met kleverig zuur. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kelk van bloed items.artifacts.chaliceofblood.ac_prick=PRIK items.artifacts.chaliceofblood.yes=Ja, ik weet wat ik doe items.artifacts.chaliceofblood.no=Nee, ik heb me bedacht -items.artifacts.chaliceofblood.prick_warn=Elke keer dat je de kelk gebruikt, eist het meer levensenergie op. Als je niet voorzichtig bent, kan dit je gemakkelijk doden.\n\nWeet je zeker dat je hem meer levensenergie wilt offeren? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Je prikt jezelf, en je levensessentie loopt weg in de kelk. items.artifacts.chaliceofblood.ondeath=De Kelk zuigt je levensessentie compleet op... items.artifacts.chaliceofblood.desc=Deze glanzende zilveren kelk is vreemd versierd met scherpe edelstenen aan de rand. items.artifacts.chaliceofblood.desc_cursed=Deze vervloekte kelk is vergroeid met je hand en hindert je vermogen om vanzelf gezond te worden. items.artifacts.chaliceofblood.desc_1=Terwijl je de kelk vasthoudt, voel je je vreemd genoeg gedwongen om jezelf aan de scherpe edelstenen te prikken. -items.artifacts.chaliceofblood.desc_2=Een deel van je bloed wordt verzameld in de kelk, je kunt subtiel voelen dat de kelk je levensenergie teruggeeft. Je wilt jezelf nog steeds snijden aan de kelk, ook al weet je dat het pijn gaat doen. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=De kelk is tot de rand gevuld met je levensessentie. Je kunt voelen dat de kelk de levensenergie in je laat terugstromen. items.artifacts.cloakofshadows.name=schaduwmantel @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Je armband is niet voldoende opge items.artifacts.masterthievesarmband.cursed=Je kunt geen vervloekte armband gebruiken. items.artifacts.masterthievesarmband.full=Je armband is volledig opgeladen! items.artifacts.masterthievesarmband.prompt=Kies een vijand om op te richten -items.artifacts.masterthievesarmband.no_target=Je moet je richten op een vijand die naast je staat +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Je kunt niet rechtstreeks van winkeliers stelen. items.artifacts.masterthievesarmband.no_steal=Die vijand heeft niets te stelen. items.artifacts.masterthievesarmband.stole_item=Je hebt een voorwerp gestolen: %s. @@ -405,7 +405,7 @@ items.artifacts.masterthievesarmband.desc_worn=Je voelt kracht opbouwen in de ar items.artifacts.sandalsofnature.name=sandalen van de natuur items.artifacts.sandalsofnature.name_1=schoenen van de natuur items.artifacts.sandalsofnature.name_2=laarzen van de natuur -items.artifacts.sandalsofnature.name_3=kanen van de natuur +items.artifacts.sandalsofnature.name_3=scheenplaten van de natuur items.artifacts.sandalsofnature.ac_feed=VOED items.artifacts.sandalsofnature.ac_root=VERWORTEL items.artifacts.sandalsofnature.prompt=Kies een zaad @@ -418,12 +418,33 @@ items.artifacts.sandalsofnature.out_of_range=Die plek is buiten bereik. items.artifacts.sandalsofnature.desc_1=Wat in eerste instantie leek op sandalen gemaakt van touw, zijn eigenlijk twee planten! Ze lijken erg zwak en bleek, misschien moeten ze voedingsstoffen krijgen? items.artifacts.sandalsofnature.desc_2=Het schoeisel is gegroeid en lijkt nu meer op twee op maat gemaakte schoenen. Er is weer wat kleur in ze teruggekeerd, misschien kunnen ze nog verder groeien? items.artifacts.sandalsofnature.desc_3=De planten zijn weer gegroeid en lijken nu op een paar stevige laarzen gemaakt van schors. De planten lijken weer op krachten te zijn gekomen, maar misschien kunnen ze nog verder groeien? -items.artifacts.sandalsofnature.desc_4=De planten lijken hun maximale grootte te hebben bereikt, ze lijken op een paar gepantserde kanen. De kanen zijn diepbruin en lijken op een zeer stevige boom. +items.artifacts.sandalsofnature.desc_4=De planten lijken hun maximale grootte te hebben bereikt, ze lijken op een paar gepantserde scheenplaten. De scheenplaten zijn diepbruin en lijken op een zeer stevige boom. items.artifacts.sandalsofnature.desc_hint=Je voelt je meer verbonden met de natuur tijdens het dragen van dit artefact. items.artifacts.sandalsofnature.desc_cursed=De vervloekte sandalen blokkeren elke afstemming op de natuur. items.artifacts.sandalsofnature.desc_ability=Het schoeisel heeft de kleur van het laatste zaadje dat je ze hebt gegeven. Ze kunnen kort in de grond wortelen en het effect van die plant in een straal van 3 tegels produceren.\nZaadje: _%s_\nLading nodig: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Je hebt het schoeisel %d zaden gevoed. +items.artifacts.skeletonkey.name=skelettensleutel +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Kies een doel +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talisman van vooruitziende blik items.artifacts.talismanofforesight.ac_scry=Kristalkijken items.artifacts.talismanofforesight.low_charge=De talisman heeft minimaal 5% lading nodig om kristal te kijken. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=De snijvlakken van deze kristallijne sleutel glinster items.keys.ironkey.name=ijzeren sleutel items.keys.ironkey.desc=De tanden van deze oude ijzeren sleutel zijn goed versleten; zijn leren koord is gehavend door de leeftijd. Welke deur zou het kunnen openen? -items.keys.skeletonkey.name=skelettensleutel -items.keys.skeletonkey.desc=Deze sleutel ziet er serieus uit: de boog ziet eruit als een schedel. Waarschijnlijk kan het een serieuze deur openen. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=elementaire sintels items.quest.embers.desc=Speciale sintels die alleen kunnen worden verkregen uit jonge vuurelementairen. Ze stralen warmte-energie uit. items.quest.embers.discover_hint=Je kunt dit item vinden tijdens een specifieke missie. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=GEBRUIK +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Je kunt dit item vinden tijdens een specifieke missie. + items.quest.gooblob.name=klodder smurrie items.quest.gooblob.desc=Een wiebelende klodder rotzooi die van Smurrie afviel toen het stierf. Het lijkt op een grote bal gelei, hoewel je het niet zou durven eten.\n\nHet doet niets op zichzelf, maar het kan handig zijn in combinatie met bepaalde drankjes of een bom. Het kan op zijn minst worden omgezet in een behoorlijke hoeveelheid energie. items.quest.gooblob.discover_hint=Je kunt dit voorwerp krijgen doordat bepaalde vijanden het laten vallen. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Na enige tijd in de alchemiepot lijkt het erop items.trinkets.chaoticcenser.typical_stats_desc=Doorgaans zal deze snuisterij ongeveer elke _%d_ beurten een schadelijk gas in de buurt van een vijand voortbrengen. Het gas verschijnt alleen als er vijanden aanwezig zijn. Op hogere niveaus is de kans groter dat deze gassen exotisch en krachtig zijn. items.trinkets.chaoticcenser.stats_desc=Op zijn huidig niveau zal deze snuisterij ongeveer elke _%d_ beurten een schadelijk gas in de buurt van een vijand voortbrengen. Het gas verschijnt alleen als er vijanden aanwezig zijn. Op hogere niveaus is de kans groter dat deze gassen exotisch en krachtig zijn. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=dimensionale zonnewijzer items.trinkets.dimensionalsundial.warning=Je zonnewijzer werpt geen schaduw, je voelt je ongemakkelijk. items.trinkets.dimensionalsundial.desc=Deze kleine draagbare zonnewijzer kan op de een of andere manier een schaduw werpen in de diepten van de kerker, zelfs als je hem niet rechtop houdt. Nog vreemder is dat de positie van de schaduw geen relatie lijkt te hebben met de zon in deze wereld. Als er geen schaduw wordt geworpen, lijkt de zonnewijzer gevaar aan te trekken @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Doorgaans verkleint deze snuisterij items.trinkets.eyeofnewt.stats_desc=Op het huidige niveau verkleint deze snuisterij je zichtbereik met _%1$s%%_, maar geeft je ook geestvisie op vijanden binnen _%2$d_ tegels. items.trinkets.ferrettuft.name=frettenplukje -items.trinkets.ferrettuft.desc=Een plukje zachte witte frettenvacht, bij elkaar gehouden door een limoenkleurig lintje vastgebonden in een strik. Fretten staan bekend om hun behendigheid, ondeugendheid en gebrek aan integriteit. Een deel van die kracht lijkt van de snuisterij af te stralen, waardoor ontwijking van alles in de buurt verbeterd. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Doorgaans zal deze snuisterij de ontwijkingskans van alle personages met _%1$s%%_ verhogen. items.trinkets.ferrettuft.stats_desc=Op het huidige niveau zal deze snuisterij de ontwijkingskans van alle personages met _%1$s%%_ verhogen. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=De Duellist kan een _zware slag_ uitvo items.weapon.melee.battleaxe.desc=De enorme stalen kop van deze strijdbijl legt een aanzienlijk gewicht achter elke brede slag. items.weapon.melee.crossbow.name=kruisboog -items.weapon.melee.crossbow.stats_desc=Dit wapen vergroot de schade van geworpen pijltjes wanneer het wordt gehanteerd, en geeft zelfs de betovering van de boog aan pijltjes mee. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=geladen schot items.weapon.melee.crossbow.typical_ability_desc=De Duellist kan haar kruisboog _opladen_, waardoor haar volgende aanval altijd raak is en een van de drie volgende effecten heeft: slagaanvallen slaan vijanden weg, pijltjes zonder punt brengen doorgaans _+%1$d schade_ toe en pijltjes met punten hebben hun effect in een gebied van 7x7 en gaan _%2$d meer keren_ mee. items.weapon.melee.crossbow.ability_desc=De Duellist kan haar kruisboog _opladen_, waardoor haar volgende aanval altijd raak is en een van de drie volgende effecten heeft: slagaanvallen slaan vijanden weg, pijltjes zonder punt brengen _+%1$d schade_ toe en pijltjes met punten hebben hun effect in een gebied van 7x7 en gaan _%2$d meer keren_ mee. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Dit wapen verspreidt de kracht van de items.weapon.missiles.forcecube.desc=Deze wonderlijk gevormde magische kubussen zijn klein genoeg om in je hand te houden, maar ze zijn ontzettend zwaar. items.weapon.missiles.heavyboomerang.name=zware boemerang -items.weapon.missiles.heavyboomerang.stats_desc=Dit wapen gaat na een paar beurten terug naar de plek waar het vandaan werd gegooid. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Deze grote boemerang is moeilijk om effectief te hanteren, maar richt aanzienlijke schade aan. items.weapon.missiles.javelin.name=werpspies @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Deze stenen zijn geschuurd zodat ze met items.weapon.missiles.throwingstone.discover_hint=Een van de helden begint met dit voorwerp. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Dit wapen veroorzaakt een bloeding die gelijk is aan de helft van de schade die het doelwit oploopt. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Deze werpbijlen hebben een gekartelde rand die voor scheuring zorgt als ze aan een vijand blijven plakken items.weapon.missiles.trident.name=drietand @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Een van de helden begint met dit voorwerp. items.brokenseal$warriorshield.name=Krijgersschild items.brokenseal$warriorshield.desc_active=Het gebroken zegel van de Krijger helpt hem momenteel om te volharden en geeft hem naast zijn gezondheid ook een schild. Nadat het schild voor het eerst is geactiveerd is er een afkoeltijd voordat het opnieuw kan worden gebruikt.\n\nDit schild vervalt niet na verloop van tijd, maar zal verdwijnen als er een paar beurten geen vijanden in de buurt zijn. Wanneer het verdwijnt, zal elk ongebruikt schild de afkoeltijd verkorten, tot een maximum van 50%%.\n\nResterend schild: %1$d.\n\nHuidige afkoeltijd: %2$d. items.brokenseal$warriorshield.desc_cooldown=De Krijger heeft onlangs bescherming gekregen door zijn gebroken zegel en moet wachten tot hij weer van het beschermende effect kan profiteren.\n\nResterende beurten: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=dauwdruppel items.dewdrop.already_full=Je hebt al een volledige gezondheid. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=PAS TOE items.liquidmetal.prompt=Kies een werpwapen items.liquidmetal.already_fixed=Dat werpwapen is al in perfecte staat! items.liquidmetal.apply=Je gebruikt %d vloeibaar metaal om je werpwapen te repareren. -items.liquidmetal.desc=Deze magische vloeistof kan de scheuren en barsten van een geworpen wapen opvullen en het in perfecte staat herstellen! Als een wapenset een wapen mist, maar verder volledig gerepareerd is, kan vloeibaar metaal zelfs gebruikt worden om een ontbrekend wapen uit de set te vervangen!\n\nEen wapen van niveau 1 vereist 10 vloeibaar metaal om volledig gerepareerd te worden, een wapen van niveau 5 vereist 30. Elke upgrade verhoogt ook de benodigde hoeveelheid metaal met 33%.\n\nVloeibaar metaal kan niet gebruikt worden om de punten van dartpijlen met een punt te repareren. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Je kunt dit voorwerp maken met behulp van alchemie. items.lostbackpack.name=verloren rugzak diff --git a/core/src/main/assets/messages/items/items_pl.properties b/core/src/main/assets/messages/items/items_pl.properties index f0c5fae7d..7a9c08e8b 100644 --- a/core/src/main/assets/messages/items/items_pl.properties +++ b/core/src/main/assets/messages/items/items_pl.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s anty-entropii items.armor.curses.antientropy.desc=Klątwa anty-entropii działa przeciw siłom wszechświata, wyciągając energię z atakującego i przesyłając ją na noszącego zbroję. Na krótko podpala użytkownika, zamrażając wszytko wokół! items.armor.curses.bulk.name=%s objętości -items.armor.curses.bulk.desc=Zbroje objętości wydają się większe i bardziej okazałe, ale nie oferują lepszej ochrony. Co gorsza, ich większy rozmiar sprawia że przechodzenie przez drzwi jest znacznie utrudnione. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s korozji items.armor.curses.corrosion.desc=Zbroja korozji jest zdolna do wyrzucania żrącego płynu, pokrywając wszystko w otoczeniu lepką, kwaśną mazią. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=czara krwi items.artifacts.chaliceofblood.ac_prick=UKŁUJ SIĘ items.artifacts.chaliceofblood.yes=Tak, wiem co robię. items.artifacts.chaliceofblood.no=Nie, zmieniłem zdanie. -items.artifacts.chaliceofblood.prick_warn=Z każdym użyciem czara odbiera więcej życiodajnej energii, jeżeli nie będziesz ostrożny, możesz się łatwo zabić.\n\nCzy na pewno chcesz ofiarować jej więcej życiodajnej energii? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Dźgnąłeś się i twoja esencja życia spłynęła do czary. items.artifacts.chaliceofblood.ondeath=Czara wyssała z ciebie całą esencję życia... items.artifacts.chaliceofblood.desc=Ta błyszcząca srebrna czara jest nietypowo przyozdobiona ostrymi brylantami u brzegu. items.artifacts.chaliceofblood.desc_cursed=Przeklęta czara przyczepiła się do ciebie i wstrzymuje twoją umiejętność regeneracji zdrowia. items.artifacts.chaliceofblood.desc_1=Kiedy trzymasz czarę czujesz dziwny pociąg, aby pociąć się na jej ostrych brylantach. -items.artifacts.chaliceofblood.desc_2=Trochę twojej krwi zostało przelane do czary, subtelnie czujesz jak czara karmi cię energią życia. Dalej pragniesz pociąć się za pomocą jej brzegu, nawet jeżeli wiesz, że to może boleć. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Czara jest wypełniona po brzegi twoją esencją życia. Czujesz jak oddaje ci ją z powrotem. items.artifacts.cloakofshadows.name=opończa cieni @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Twoja opaska nie ma wystarczając items.artifacts.masterthievesarmband.cursed=Nie możesz użyć przeklętej opaski. items.artifacts.masterthievesarmband.full=Twoja opaska jest w pełni naładowana! items.artifacts.masterthievesarmband.prompt=Wybierz cel -items.artifacts.masterthievesarmband.no_target=Musisz wybrać przeciwnika, który jest obok ciebie. +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Nie możesz bezpośrednio okradać sklepikarzy. items.artifacts.masterthievesarmband.no_steal=Ten przeciwnik nie ma nic, co można by ukraść. items.artifacts.masterthievesarmband.stole_item=Ukradziony przedmiot: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Te przeklęte sandały hamują jakik items.artifacts.sandalsofnature.desc_ability=Obuwie delikatnie połyskuje kolorem ostatniego nasiona, jakim zostało nakarmione. Może na krótko zakorzenić się w podłożu i wytworzyć efekt tej rośliny gdziekolwiek w promieniu 3 pól.\nNasiono: _%s_\nPotrzebny ładunek: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Obuwie zostało nakarmione %d nasionami. +items.artifacts.skeletonkey.name=kościany klucz +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Wybierz cel +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talizman przezorności items.artifacts.talismanofforesight.ac_scry=SKANUJ items.artifacts.talismanofforesight.low_charge=Talizman wymaga minimum 5% ładunku, by nim skanować. @@ -540,8 +561,8 @@ items.bombs.regrowthbomb.name=bomba odrodzenia items.bombs.regrowthbomb.desc=Ta zmodyfikowana bomba, zamiast wybuchnąć, rozleje leczący płyn na obszarze 3 pól. Ziemia na całym obszarze wokół eksplozji obrośnie trawą i roślinami. Ty oraz wszyscy sojusznicy w zasięgu zostaną uleczeni, jakby wypili miksturę leczenia. items.bombs.regrowthbomb.discover_hint=Ten przedmiot możesz stworzyć poprzez alchemię. -items.bombs.shrapnelbomb.name=rozpryskowa bomba -items.bombs.shrapnelbomb.desc=Ta bomba została zmodyfikowana za pomocą odłamków metalu z kadłuba DM-300, które w momencie wybuchu zostaną wyrzucone na wszystkie strony, zadając _%1$d-%2$d obrażeń_ na ogromnym obszarze wokół bomby. Dobrym pomysłem byłoby schowanie się za czymś, gdy jej używasz... +items.bombs.shrapnelbomb.name=bomba rozpryskowa +items.bombs.shrapnelbomb.desc=Ta bomba została zmodyfikowana za pomocą odłamków metalu z kadłuba DM-300, które w momencie wybuchu zostaną wyrzucone na wszystkie strony, zadając _%1$d-%2$d obrażeń_ na ogromnym obszarze wokół bomby. Schowaj się za czymś, gdy zdecydujesz się jej użyć... items.bombs.shrapnelbomb.discover_hint=Ten przedmiot możesz stworzyć poprzez alchemię. items.bombs.woollybomb.name=bomba wełniasta @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Szlifowane krawędzie kryształowego klucza pobłysku items.keys.ironkey.name=stalowy klucz items.keys.ironkey.desc=Nacięcia na tym starożytnym kluczu są zużyte, skórzana smycz sponiewierana przez czas. Jakie drzwi może otworzyć? -items.keys.skeletonkey.name=kościany klucz -items.keys.skeletonkey.desc=Ten klucz wygląda na wyjątkowy: jego szczyt kształtem przypomina czaszkę. Najprawdopodobniej otwiera ważne drzwi. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -901,9 +922,9 @@ items.quest.ceremonialcandle.name=uroczysta świeca items.quest.ceremonialcandle.desc=Zestaw świec, stopionych i połączonych razem przez ich użytkowanie.\n\nOddzielnie są bezużyteczne, ale ustawione w odpowiedni wzór, mogą ukierunkować energię potrzebną do rytuału przywołania. items.quest.ceremonialcandle.discover_hint=Ten przedmiot możesz znaleźć podczas pewnego zadania. -items.quest.corpsedust.name=grobowy proch +items.quest.corpsedust.name=pył cmentarny items.quest.corpsedust.chill=Pewien dreszcz przeszywa ci ciało... -items.quest.corpsedust.desc=Ta kula grobowego prochu na pierwszy rzut oka nie różni się od innych, ale emanuje od niej złowieszcza magia.\n\nPozbycie się jej tak szybko, jak to możliwe jest dobrym pomysłem. +items.quest.corpsedust.desc=Ta kula pyłu cmentarnego na pierwszy rzut oka nie różni się zwykłych kulek pyłu, ale czujesz dochodzącą z niej złowieszczą magię.\n\nPozbycie się jej tak szybko, jak to możliwe, byłoby dobrym pomysłem. items.quest.corpsedust.discover_hint=Ten przedmiot możesz znaleźć podczas pewnego zadania. items.quest.darkgold.name=ruda ciemnego złota @@ -919,6 +940,11 @@ items.quest.embers.name=niedopałki żywiołów items.quest.embers.desc=Specjalne niedopałki, które mogą zostać uzyskane tylko z młodych żywiołaków ognia. Promieniują ciepłem. items.quest.embers.discover_hint=Ten przedmiot możesz znaleźć podczas pewnego zadania. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=UŻYJ +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Ten przedmiot możesz znaleźć podczas pewnego zadania. + items.quest.gooblob.name=kawał Wielkiego Szlamu items.quest.gooblob.desc=Kawał trzęsącego się szlamu, który oderwał się od Wielkiego Szlamu przy jego śmierci. Przypomina nieco kulę galaretki, ale nie odważyłbyś się go zjeść.\n\nSam w sobie jest bezużyteczny, ale może się przydać do tworzenia niektórych mikstur i bomb. W najgorszym wypadku będzie dobrym źródłem energii alchemicznej. items.quest.gooblob.discover_hint=Ten przedmiot możesz dostać jako łup z pewnych przeciwników. @@ -1163,7 +1189,7 @@ items.scrolls.scrollofupgrade.name=zwój ulepszenia items.scrolls.scrollofupgrade.inv_title=Ulepsz przedmiot items.scrolls.scrollofupgrade.weaken_curse=Zwój Ulepszenia osłabia klątwę rzuconą na przedmiot. items.scrolls.scrollofupgrade.remove_curse=Zwój Ulepszenia zdejmuje klątwę z przedmiotu! -items.scrolls.scrollofupgrade.desc=Ten zwój ulepszy wybrany przedmiot lub zestaw broni miotanej. Różdżki staną się mocniejsze i zwiększy się ich liczba ładunków, bronie i zbroje będą odpowiednio zadawać bądź blokować więcej obrażeń, zestawy broni miotanej zostaną naprawione i będą bardziej wytrzymałe, a efekty pierścieni zostaną wzmocnione.\n\nZwój może nawet osłabić lub czasami całkowicie rozproszyć klątwę, choć nie jest tak potężny, jak zwój zdjęcia klątwy. Niestety, magia ulepszania może również usunąć zaklęcia lub glify na wyższym poziomie sprzętu. +items.scrolls.scrollofupgrade.desc=Ten zwój ulepszy jeden przedmiot lub zestaw broni miotanej. Ulepszone różdżki staną się mocniejsze i zwiększy się ich liczba ładunków, bronie i zbroje będą odpowiednio zadawać bądź blokować więcej obrażeń, zestawy broni miotanej zostaną naprawione i będą bardziej wytrzymałe, a efekty pierścieni zostaną wzmocnione.\n\nZwój może nawet osłabić lub czasami całkowicie rozproszyć klątwę, choć nie jest tak potężny, jak zwój zdjęcia klątwy. Niestety, magia ulepszania może również usunąć zaklęcia lub glify na wyższym poziomie sprzętu. @@ -1261,7 +1287,7 @@ items.spells.beaconofreturning.wnd_body=Ustawienie zapamięta miejsce w którym items.spells.beaconofreturning.wnd_set=Ustaw items.spells.beaconofreturning.wnd_return=Powróć items.spells.beaconofreturning.desc_set=Znacznik został ustawiony gdzieś na %d. poziomie. -items.spells.beaconofreturning.desc=Ten skomplikowany czar pozwala użytkownikowi na powrót do ustawionego miejsca, niezależnie od dystansu. Czar będzie zużyty przez powrócenie, ale można go ustawić dowolną ilość razy, z tym, że będzie pamiętaj jedynie ostatnie ustawione miejsce. +items.spells.beaconofreturning.desc=Ten skomplikowany czar pozwala użytkownikowi na powrót do ustawionego miejsca, niezależnie od dystansu. Czar będzie zużyty przez powrócenie, ale można go ustawić dowolną ilość razy, z tym, że będzie pamiętał jedynie ostatnie ustawione miejsce. items.spells.curseinfusion.name=nasycenie klątwą items.spells.curseinfusion.inv_title=Przeklnij przedmiot @@ -1386,7 +1412,7 @@ items.stones.stoneofintuition.break_warn=Już raz użyto kamienia intuicji, wię items.stones.stoneofintuition$wndguess.text=Zgadnij typ niezidentyfikowanego przedmiotu. Jeżeli twój wybór okaże się prawidłowy, zostanie on zidentyfikowany! items.stones.stoneofintuition$wndguess.correct=Prawda. Typ przedmiotu został zidentyfikowany! items.stones.stoneofintuition$wndguess.incorrect=Twoje przypuszczenia były błędne. -items.stones.stoneofintuition$wndguess.break=Twój kamień intuicji kruszy się w drobny mak... +items.stones.stoneofintuition$wndguess.break=Twój kamień intuicji obraca się w pył... items.stones.stoneofshock.name=kamień porażenia items.stones.stoneofshock.desc=Ten kamień runiczny wyzwala krótkotrwałą burzę elektryczną w miejscu rzucenia, która tymczasowo ogłusza pobliskie cele i regeneruje jedno użycie różdżki za każde wywołane ogłuszenie. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Po pewnym czasie w tyglu alchemicznym, ten try items.trinkets.chaoticcenser.typical_stats_desc=Zazwyczaj ten relikt sprawi, że w pobliżu przeciwnika, co około _%d_ tur pojawi się szkodliwy gaz. Pojawia się on tylko, gdy w pobliżu są wrogowie. Na wyższych poziomach te gazy częściej są egzotyczne i potężne. items.trinkets.chaoticcenser.stats_desc=Na obecnym poziomie ten relikt sprawi, że w pobliżu przeciwnika, co około _%d_ tur pojawi się szkodliwy gaz. Pojawia się on tylko, gdy w pobliżu są wrogowie. Na wyższych poziomach te gazy częściej są egzotyczne i potężne. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=międzywymiarowy zegar słoneczny items.trinkets.dimensionalsundial.warning=Twój zegar słoneczny nie rzuca cienia, czujesz się niepewnie. items.trinkets.dimensionalsundial.desc=Ten podręczny zegar słoneczny z jakiegoś powodu może rzucać cień w głębinach lochu, nawet jeśli nie trzymasz go poziomo. Co jeszcze dziwniejsze, ułożenie cienia wydaje się być niezależne od pozycji słońca w tym świecie. Gdy na zegarze nie ma cienia, wydaje się on przyciągać niebezpieczeństwo. @@ -1415,8 +1447,8 @@ items.trinkets.eyeofnewt.desc=To czarno-złote oko traszki jest popularnym skła items.trinkets.eyeofnewt.typical_stats_desc=Zazwyczaj ten relikt zmniejsza twój zasięg widzenia o _%1$s%%_, w zamian za to zapewniając wizję umysłów w zasięgu _%2$d_ pól. items.trinkets.eyeofnewt.stats_desc=Na obecnym poziomie ten relikt zmniejszy twój zasięg widzenia o _%1$s%%_, w zamian za to zapewniając wizję umysłów w zasięgu _%2$d_ pól. -items.trinkets.ferrettuft.name=Futro fretki -items.trinkets.ferrettuft.desc=Jedwabnie biały pęczek futra fretki, trzymany razem przez limonkową wstążkę związaną w kokardkę. Fretki są znane ze swojej zwinności, psotności i nieuczciwości. Część tej mocy zdaje się promieniować z reliktu, zwiększając uniki wszystkiego w pobliżu. +items.trinkets.ferrettuft.name=futro fretki +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Zazwyczaj ten relikt zwiększa szansę na unik wszystkich postaci o _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Na obecnym poziomie ten relikt zwiększy szansę na unik wszystkich postaci o _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Fechmistrzyni może wykonać _powalaj items.weapon.melee.battleaxe.desc=Ogromne, stalowe ostrze tego topora bojowego wymaga sporego nakładu siły, by się nim zamachnąć. items.weapon.melee.crossbow.name=kusza -items.weapon.melee.crossbow.stats_desc=Założenie tej broni zwiększy obrażenia miotanych strzałek, a nawet da im swoje zaklęcie. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=wzmocniony strzał items.weapon.melee.crossbow.typical_ability_desc=Używając kuszy, Fechmistrzyni może przygotować _wzmocniony strzał_, dzięki czemu następny zwykły atak zawsze trafi. Dodatkowo, zostanie nałożony jeden z trzech efektów: ataki wręcz odepchną wrogów do tyłu, nienasączone strzałki zazwyczaj zadadzą _+%1$d obrażeń_, a nasączone strzałki zadziałają na obszarze 7x7 pól i zazwyczaj będą mogły być użyte _dodatkowe %2$d razy_. items.weapon.melee.crossbow.ability_desc=Używając kuszy, Fechmistrzyni może przygotować _wzmocniony strzał_, dzięki czemu następny zwykły atak zawsze trafi. Dodatkowo, zostanie nałożony jeden z trzech efektów: ataki wręcz odepchną wrogów do tyłu, nienasączone strzałki zadadzą _+%1$d obrażeń_, a nasączone strzałki zadziałają na obszarze 7x7 pól i będą mogły być użyte _dodatkowe %2$d razy_. @@ -1903,8 +1936,8 @@ items.weapon.melee.greatshield.desc=Bardziej przenośna ściana aniżeli tarcza, items.weapon.melee.greatsword.name=miecz dwuręczny items.weapon.melee.greatsword.ability_name=rozszczep -items.weapon.melee.greatsword.typical_ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza dwuręcznego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. -items.weapon.melee.greatsword.ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza dwuręcznego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.greatsword.typical_ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza dwuręcznego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.greatsword.ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza dwuręcznego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. items.weapon.melee.greatsword.desc=To niebosiężne ostrze jest w stanie zadać ciężkie obrażenia, jeśli tylko użytkownik będzie w stanie wprowadzić taką masę stali w rozmach. items.weapon.melee.handaxe.name=siekiera @@ -1923,8 +1956,8 @@ items.weapon.melee.katana.desc=Smukły miecz z dużą metalową osłoną powyże items.weapon.melee.longsword.name=miecz półtoraręczny items.weapon.melee.longsword.ability_name=rozszczep -items.weapon.melee.longsword.typical_ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza półtoraręcznego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. -items.weapon.melee.longsword.ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza półtoraręcznego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.longsword.typical_ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza półtoraręcznego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.longsword.ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza półtoraręcznego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. items.weapon.melee.longsword.desc=Długie i ostre jak brzytwa stalowe ostrze tego miecza błyszczy dodając ci otuchy. Niestety jego wielkość sprawia, że jest dość ciężki. items.weapon.melee.mace.name=buława @@ -1974,8 +2007,8 @@ items.weapon.melee.meleeweapon.swap_full=Nie możesz tego zrobić, mając pełny items.weapon.melee.shortsword.name=krótki miecz items.weapon.melee.shortsword.ability_name=rozszczep -items.weapon.melee.shortsword.typical_ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu krótkiego miecza. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. -items.weapon.melee.shortsword.ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu krótkiego miecza. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.shortsword.typical_ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza krótkiego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.shortsword.ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza krótkiego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. items.weapon.melee.shortsword.desc=Dość krótki miecz, jedynie kilka cali dłuższy niż kindżał. items.weapon.melee.quarterstaff.name=pałka @@ -2051,8 +2084,8 @@ items.weapon.melee.spear.desc=Smukły, drewniany drąg zakończony ostrym, stalo items.weapon.melee.sword.name=miecz items.weapon.melee.sword.ability_name=rozszczep -items.weapon.melee.sword.typical_ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. -items.weapon.melee.sword.ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu miecza. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.sword.typical_ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.sword.ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu miecza. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. items.weapon.melee.sword.desc=Dobrze zbalansowany miecz. Nie za duży, ale na pewno większy niż krótki miecz. items.weapon.melee.sword$cleavetracker.name=rozszczepienie items.weapon.melee.sword$cleavetracker.desc=Fechmistrzyni jest gotowa, by ponownie rozszczepić przeciwnika. Następne użycie tej umiejętności nie zużyje ładunku.\n\nPozostałe tury: %s. @@ -2080,8 +2113,8 @@ items.weapon.melee.whip.desc=Mimo że kolczasta końcówka liny w tej broni zada items.weapon.melee.wornshortsword.name=znoszony krótki miecz items.weapon.melee.wornshortsword.ability_name=rozszczep -items.weapon.melee.wornshortsword.typical_ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu znoszonego krótkiego miecza. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. -items.weapon.melee.wornshortsword.ability_desc=Fechmistrzyni może _rozszczepić_ przeciwnika przy użyciu znoszonego krótkiego miecza. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.wornshortsword.typical_ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu wysłużonego miecza krótkiego. Ten atak zazwyczaj zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. +items.weapon.melee.wornshortsword.ability_desc=Fechmistrzyni może _rozpłatać_ przeciwnika przy użyciu wysłużonego miecza krótkiego. Ten atak zadaje _%1$d-%2$d obrażeń_ i zawsze trafia. Jeśli Fechmistrzyni zabije przeciwnika tą umiejętnością, jest ona natychmiastowa, a poza tym w przeciągu 5 tur można jej użyć ponownie bez zużycia ładunku. items.weapon.melee.wornshortsword.desc=Dosyć mały miecz, znoszony przez duże użytkowanie. Jest on słabszy i lżejszy niż krótki miecz w lepszym stanie. items.weapon.melee.wornshortsword.discover_hint=Z tym przedmiotem zaczyna jeden z bohaterów. @@ -2162,11 +2195,11 @@ items.weapon.missiles.fishingspear.desc=Te małe miotane włócznie, mimo że za items.weapon.missiles.forcecube.name=kostka energii items.weapon.missiles.forcecube.ondeath=Zabiłeś się swoją własną kostką energii... -items.weapon.missiles.forcecube.stats_desc=Ta broń po rzuceniu rozkłada impakt uderzenia na małym obszarze, zadając obrażenia wszystkiemu w polu rażenia. -items.weapon.missiles.forcecube.desc=Te magiczne kostki o osobliwym kształcie są wystarczająco małe, aby dało się je trzymać w dłoni, ale mimo tego są bardzo ciężkie. +items.weapon.missiles.forcecube.stats_desc=Ta broń zadaje obrażenia obszarowe po rzuceniu, zadając obrażenia wszystkiemu w niewielkim polu rażenia. +items.weapon.missiles.forcecube.desc=Te magiczne kostki o osobliwym kształcie są dość małe, by trzymać je w dłoni, ale mimo tego są bardzo ciężkie. items.weapon.missiles.heavyboomerang.name=ciężki bumerang -items.weapon.missiles.heavyboomerang.stats_desc=Po kilku turach, ta broń wraca w miejsce, z którego została rzucona. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Ten wielki bumerang wymaga wprawy, ale zadaje znaczne obrażenia. items.weapon.missiles.javelin.name=oszczep @@ -2176,11 +2209,11 @@ items.weapon.missiles.kunai.name=kunai items.weapon.missiles.kunai.stats_desc=Ta broń jest mocniejsza wobec nieświadomych niczego wrogów. items.weapon.missiles.kunai.desc=Te krótkie noże są niezwykle zabójcze w rękach wprawnego użytkownika. -items.weapon.missiles.missileweapon.stats_known=Ten zestaw _kręgu %1$d_ broni miotanej zadaje _%2$d-%3$d obrażeń_ i wymaga _%4$d siły_ aby go używać. -items.weapon.missiles.missileweapon.stats_unknown=Zazwyczaj ten zestaw _kręgu %1$d_ broni miotanej zadaje _%2$d-%3$d obrażeń_ i wymaga _%4$d siły_ aby go używać. +items.weapon.missiles.missileweapon.stats_known=Ten zestaw broni miotanej _%1$d. kręgu_ zadaje _%2$d-%3$d obrażeń_ i wymaga _%4$d siły_, by należycie go używać. +items.weapon.missiles.missileweapon.stats_unknown=Zazwyczaj ten zestaw broni miotanej _%1$d. kręgu_ zadaje _%2$d-%3$d obrażeń_ i wymaga _%4$d siły_, by należycie go używać. items.weapon.missiles.missileweapon.stats_desc= items.weapon.missiles.missileweapon.probably_too_heavy=Ta broń prawdopodobnie jest dla ciebie za ciężka. -items.weapon.missiles.missileweapon.distance=Broń miotana jest bardziej celna dla oddalonych przeciwników, ale jest o wiele mniej celna na odległość walki wręcz. +items.weapon.missiles.missileweapon.distance=Bronią miotaną łatwiej trafić oddalonych przeciwników, ale o wiele trudniej tych będących w zwarciu. items.weapon.missiles.missileweapon.durability=Broń na odległość będzie się zużywać i zepsuje się w miarę używania jej. items.weapon.missiles.missileweapon.uses_left=Ten zestaw broni miotanej ma _%d/%d_ użyć zanim jedna z nich się uszkodzi. items.weapon.missiles.missileweapon.unlimited_uses=Ten zestaw jest tak wysokiej jakości, że nigdy się nie zepsuje. @@ -2188,7 +2221,7 @@ items.weapon.missiles.missileweapon.unknown_uses=Zazwyczaj ten zestaw broni miot items.weapon.missiles.missileweapon.curse_discover=Ta broń miotana jest przeklęta! items.weapon.missiles.missileweapon.about_to_break=Twoja broń miotana zaraz się zepsuje. items.weapon.missiles.missileweapon.has_broken=Jedna z twoich broni miotanych się zepsuła. -items.weapon.missiles.missileweapon.dust=Broń miotana zamieniła się w drobny mak po dotknięciu. +items.weapon.missiles.missileweapon.dust=Broń miotana rozpada się w drobny mak zaraz po dotknięciu. items.weapon.missiles.missileweapon.break_upgraded_warn_desc=Jeżeli ostatnia broń miotana w twoim ulepszonym zestawie broni miotanej się zepsuje, utracisz go na zawsze. Czy na pewno chcesz nią rzucić? items.weapon.missiles.missileweapon.break_upgraded_warn_yes=Tak items.weapon.missiles.missileweapon.break_upgraded_warn_no=Nie @@ -2196,7 +2229,7 @@ items.weapon.missiles.missileweapon$placeholder.name=broń miotana items.weapon.missiles.shuriken.name=shuriken items.weapon.missiles.shuriken.stats_desc=Shurikeny można rzucać natychmiastowo raz na 20 tur. -items.weapon.missiles.shuriken.desc=Te gwiaździste kawałki metalu z ostrymi jak brzytwa krawędziami są lekkie i proste do użycia w trakcie ruchu. +items.weapon.missiles.shuriken.desc=Tymi gwiaździstymi kawałkami metalu z ostrymi jak brzytwa krawędziami łatwo rzucić podczas poruszania się. items.weapon.missiles.shuriken$shurikeninstanttracker.name=odnowienie shurikena items.weapon.missiles.shuriken$shurikeninstanttracker.desc=Niedawno wykonany rzut shurikenem był natychmiastowy, musisz poczekać, zanim zrobisz to ponownie. Shurikenami wciąż można rzucać z normalną prędkością ataku.\n\nPozostałe tury: %s. @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Te kamienie są piaskowane, aby można items.weapon.missiles.throwingstone.discover_hint=Z tym przedmiotem zaczyna jeden z bohaterów. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Ta broń powoduje krwawienie u przeciwnika w wysokości połowy zadanych mu obrażeń. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Te siekiery do rzucania posiadają ząbkowane ostrza, rozrywające skórę po wbiciu się w przeciwnika. items.weapon.missiles.trident.name=trójząb @@ -2241,7 +2275,7 @@ items.weapon.spiritbow.discover_hint=Z tym przedmiotem zaczyna jeden z bohateró items.weapon.weapon.identify=Jesteś już wystarczająco dobrze zaznajomiony z tą bronią, by ją zidentyfikować. items.weapon.weapon.too_heavy=Z powodu twojej niewystarczającej siły, atakowanie tą bronią będzie wolniejsze i trudno ci będzie wykonać atak z zaskoczenia. -items.weapon.weapon.excess_str=Dzięki twojej nadmiernej sile będziesz zadawać _0-%d dodatkowych obrażeń_ z tą bronią. +items.weapon.weapon.excess_str=Dzięki twojej nadmiernej sile będziesz zadawać _0-%d dodatkowych obrażeń_ tą bronią. items.weapon.weapon.hardening_gone=Ta broń się zużyła, nie jest już zahartowana! items.weapon.weapon.incompatible=Oddziaływanie różnych typów magii wymazało zaklęcie na tej broni! items.weapon.weapon.cursed_worn=Ta broń jest przeklęta, nie jesteś w stanie jej odłożyć. @@ -2298,8 +2332,9 @@ items.brokenseal.choose_title=Wybierz glif items.brokenseal.choose_desc=Zarówno zbroja, której używasz oraz złamana pieczęć posiadają glif. Musisz wybrać, który glif chcesz zachować.\n\nGlif zbroi: %1$s\nGlif złamanej pieczęci: %2$s\n\nUwaga! Jeżeli wybierzesz glif, który aktualnie jest na zbroi, pieczęć nie będzie w stanie go później przenieść. items.brokenseal.discover_hint=Z tym przedmiotem zaczyna jeden z bohaterów. items.brokenseal$warriorshield.name=Osłona Wojownika -items.brokenseal$warriorshield.desc_active=Złamana pieczęć Wojownika pomaga mu wytrwać, zapewniając mu osłonę. Po aktywowaniu osłony następuje czas odnowienia, zanim będzie można jej ponownie użyć.\n\nTa osłona nie zanika z czasem, ale skończy się, jeśli przez kilka tur w pobliżu nie będzie żadnych wrogów. Po jej zakończeniu każda niewykorzystana osłona skróci czas odnowienia, do maksymalnie 50%%.\n\nPozostała osłona: %1$d.\n\nBieżący czas odnowienia: %2$d. +items.brokenseal$warriorshield.desc_active=Złamana pieczęć Wojownika pomaga mu wytrwać, zapewniając mu osłonę. Osłona ma czas odnowienia, po którym można ją użyć ponownie.\n\nTa osłona nie zanika z czasem, ale skończy się, jeśli przez kilka tur nie będzie żadnych wrogów w pobliżu. Pozostała niewykorzystana osłona po jej zakończeniu skróci czas odnowienia o maksymalnie 50%%.\n\nPozostała osłona: %1$d.\n\nBieżący czas odnowienia: %2$d. items.brokenseal$warriorshield.desc_cooldown=Wojownik niedawno otrzymał osłonę ze swojej złamanej pieczęci i musi zaczekać zanim będzie mógł z niej ponownie skorzystać. \n\nPozostałe tury: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=kropla rosy items.dewdrop.already_full=Jesteś już w pełni sił. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=UŻYJ items.liquidmetal.prompt=Wybierz broń miotaną items.liquidmetal.already_fixed=Ta broń miotana już jest w idealnym stanie! items.liquidmetal.apply=Liczba użytych jednostek płynnego metalu do naprawy broni miotanej: %d. -items.liquidmetal.desc=Ten magiczny płyn może wypełniać pęknięcia i rysy broni miotanej, przywracając ją do idealnego stanu! Jeżeli w zestawie brakuje sztuk broni, a jest on w idealnym stanie, to płynny metal można wykorzystać do utworzenia brakującej broni z zestawu! \n\nBroń 1. kręgu wymaga 10 fiolek płynnego metalu by zostać w pełni naprawiona, a broń 5. kręgu wymaga 30. Każde ulepszenie zwiększa ilość wymaganego metalu o 33%.\n\nPłynny metal nie może być wykorzystany do naprawy nasączonych strzałek. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Ten przedmiot możesz stworzyć poprzez alchemię. items.lostbackpack.name=stracony plecak diff --git a/core/src/main/assets/messages/items/items_pt.properties b/core/src/main/assets/messages/items/items_pt.properties index 884148be8..75366cc25 100644 --- a/core/src/main/assets/messages/items/items_pt.properties +++ b/core/src/main/assets/messages/items/items_pt.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de antientropia items.armor.curses.antientropy.desc=A maldição antientropia funciona contra as forças do universo, puxando energia para o usuário e de seus arredores. Isso incendeia brevemente o usuário, mas congela tudo ao seu redor! items.armor.curses.bulk.name=%s volumosa -items.armor.curses.bulk.desc=Armadura volumosa parece maior e mais imponente, mas na verdade não tem defesa aprimorada. Pior ainda, o tamanho excessivo dificulta a movimentação pelas portas. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s de corrosão items.armor.curses.corrosion.desc=Uma armadura de corrosão é capaz de expelir violentamente um líquido corrosivo, cobrindo tudo na área com um muco ácido pegajoso. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=cálice de sangue items.artifacts.chaliceofblood.ac_prick=FURAR items.artifacts.chaliceofblood.yes=Sim, sei o que faço items.artifacts.chaliceofblood.no=Não, eu mudei de ideia -items.artifacts.chaliceofblood.prick_warn=Quanto mais se furar no cálice, mais energia vital ele tomará de você. Se não for cauteloso, esse efeito pode facilmente matar você.\n\nTem certeza que quer oferecer mais energia vital? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Você se fura e sua essência vital é drenada para dentro do cálice. items.artifacts.chaliceofblood.ondeath=O Cálice drenou completamente a sua essência vital... items.artifacts.chaliceofblood.desc=Este reluzente cálice de prata é estranhamente adornado com gemas preciosas afiadas na borda. items.artifacts.chaliceofblood.desc_cursed=O cálice amaldiçoado se prendeu à sua mão e está inibindo a sua habilidade de regenerar vida. items.artifacts.chaliceofblood.desc_1=Enquanto segura o cálice, você se sente estranhamente compelido a se furar nas gemas afiadas. -items.artifacts.chaliceofblood.desc_2=Um pouco do seu sangue está acumulado dentro do cálice, você sente o cálice sutilmente nutrindo você com energia vital. Você ainda quer se cortar no cálice, mesmo sabendo que irá doer. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=O cálice está cheio até a borda com a sua essência vital. Você pode sentir o cálice transbordando energia vital de volta para você. items.artifacts.cloakofshadows.name=capa das sombras @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Sua braçadeira não tem carga o items.artifacts.masterthievesarmband.cursed=Você não pode usar uma braçadeira amaldiçoada. items.artifacts.masterthievesarmband.full=Sua braçadeira está totalmente carregada! items.artifacts.masterthievesarmband.prompt=Escolha um inimigo como alvo -items.artifacts.masterthievesarmband.no_target=Você deve escolher um inimigo que esteja adjacente a você +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Você não pode roubar diretamente dos lojistas. items.artifacts.masterthievesarmband.no_steal=Não há nada para roubar deste inimigo. items.artifacts.masterthievesarmband.stole_item=Você roubou um item: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=As sandálias amaldiçoadas estão b items.artifacts.sandalsofnature.desc_ability=Linhas onduladas surgem nos calçados com a cor da última semente que você os alimentou. Eles podem enraizar-se brevemente no solo e produzir o efeito dessa planta em qualquer lugar em um raio de 3 quadrados.\nSemente: _%s_\nCarga necessária: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Você já alimentou os calçados com %d sementes. +items.artifacts.skeletonkey.name=chave de crânio +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Escolha um alvo +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=talismã da vidência items.artifacts.talismanofforesight.ac_scry=REVELAR items.artifacts.talismanofforesight.low_charge=O talismã requer pelo menos 5% de carga para revelar. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=As superfícies cortadas desta chave cristalina brilh items.keys.ironkey.name=chave de ferro items.keys.ironkey.desc=Os entalhes nesta chave de ferro antiga estão bem desgastados; seu cordão de couro está desgastado pela idade. Que porta poderia abrir? -items.keys.skeletonkey.name=chave de crânio -items.keys.skeletonkey.desc=Esta chave parece ser especial: sua cabeça tem o formato de um crânio. Ela deve abrir alguma porta importante. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=brasas elementais items.quest.embers.desc=Brasas especiais que só podem ser obtidas de um elemental de fogo jovem. Elas irradiam energia térmica. items.quest.embers.discover_hint=Você pode encontrar este item durante uma missão especifica. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=USAR +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Você pode encontrar este item durante uma missão específica. + items.quest.gooblob.name=bolha de gosma items.quest.gooblob.desc=Um pedaço gelatinoso de gosma, separou-se de Goo enquanto ele morria. É quase como uma grande bola de geleia, apesar de você não se atrever a comê-la. \n\nPor si só não faz nada, mas pode ser útil se combinada com certas poções ou uma bomba. No mínimo, deve se converter em uma quantidade decente de energia. items.quest.gooblob.discover_hint=Você pode obter este item como um saque de certos inimigos. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Depois de algum tempo no pote de alquimia, est items.trinkets.chaoticcenser.typical_stats_desc=Normalmente, este acessório gerará um gás nocivo próximo a um inimigo a cada _%d_ turnos. O gás apenas aparece quando inimigos estão presentes. Em níveis mais altos, os gases têm mais probabilidade de serem exóticos e poderosos. items.trinkets.chaoticcenser.stats_desc=No nível atual, este acessório gerará um gás nocivo próximo a um inimigo a cada _%d_ turnos. O gás apenas aparece quando inimigos estão presentes. Em níveis mais altos, os gases têm mais probabilidade de serem exóticos e poderosos. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=relógio de sol dimensional items.trinkets.dimensionalsundial.warning=Seu relógio de sol não está projetando sombra, você se sente apreensivo. items.trinkets.dimensionalsundial.desc=Este pequeno relógio de sol de mão é de alguma forma capaz de projetar uma sombra nas profundezas da masmorra, mesmo se você não o estiver segurando na posição vertical. Ainda mais estranho é que a posição da sombra parece não ter relação com o sol deste mundo. Quando nenhuma sombra é projetada, o relógio de sol parece atrair o perigo. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Normalmente, este acessório reduzir items.trinkets.eyeofnewt.stats_desc=No nível atual, este acessório reduzirá seu alcance de visão em _%1$s%%_, mas também lhe concederá visão mental de inimigos dentro de _%2$d_ quadrados. items.trinkets.ferrettuft.name=tufo de furão -items.trinkets.ferrettuft.desc=Um tufo de pelo branco e sedoso de furão, preso por uma fita verde-limão amarrada em um laço. Os furões são conhecidos por sua agilidade, travessura e falta de integridade. Parte desse poder parece irradiar do acessório, aumentando a capacidade de evasão de qualquer coisa por perto. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Normalmente, este acessório aumentará a evasão de todos os personagens em _%1$s%%_. items.trinkets.ferrettuft.stats_desc=No seu nível atual, este acessório aumentará a evasão de todos os personagens em _%1$s%%_. @@ -1499,14 +1531,14 @@ items.trinkets.trinket$placeholder.name=assessório items.wands.cursedwand.ondeath=Você causou sua própria morte com %s. items.wands.cursedwand.nothing=Nada acontece. items.wands.cursedwand.mass_invuln=Uma luz brilhante irrompe de sua varinha! -items.wands.cursedwand.petrify=Você subitamente congela no lugar! +items.wands.cursedwand.petrify=Subitamente, você congela no lugar! items.wands.cursedwand.grass=Grama cresce descontroladamente ao seu redor! items.wands.cursedwand.fire=Você sente cheiro de queimado... items.wands.cursedwand.transmogrify_wand=Sua varinha foi metamorfoseada para um item diferente! items.wands.cursedwand.transmogrify_other=Seu item metamorfoseia em algo diferente! items.wands.cursedwand.disguise=Sua aparência muda diante de seus olhos! -items.wands.cursedwand.supernova=Uma bola de energia flamejante começa a crescer. Talvez você queira correr! -items.wands.cursedwand.supernova_positive=Uma bola de energia flamejante começa a crescer, mas de alguma forma parece segura. +items.wands.cursedwand.supernova=Uma esfera de energia incandescente começa a crescer. Talvez você queira correr! +items.wands.cursedwand.supernova_positive=Uma esfera de energia incandescente começa a crescer, mas de alguma forma parece segura. items.wands.cursedwand.sinkhole=O chão começa a ceder em torno de você! items.wands.cursedwand.sinkhole_positive=O chão começa a ceder, mas parece sólido o suficiente embaixo de você. items.wands.cursedwand.gravity=A gravidade repentinamente começa a atuar em direções aleatórias! @@ -1542,7 +1574,7 @@ items.wands.wandofblastwave.eleblast_desc=Uma explosão elementar com o cajado d items.wands.wandofcorrosion.name=varinha da corrosão items.wands.wandofcorrosion.staff_name=cajado de corrosão items.wands.wandofcorrosion.desc=Esta varinha tem um corpo cinzento que se abre para revelar uma gema laranja brilhante. -items.wands.wandofcorrosion.stats_desc=Esta varinha dispara uma rajada que explode em uma nuvem de gás altamente corrosivo no local escolhido. Qualquer coisa dentro desta nuvem sofrerá dano crescente ao longo do tempo, começando em _%d por dano_ +items.wands.wandofcorrosion.stats_desc=Esta varinha dispara uma rajada que explode em uma nuvem de gás altamente corrosivo no local escolhido. Qualquer coisa dentro desta nuvem sofrerá dano crescente ao longo do tempo, começando em _%d de dano_ items.wands.wandofcorrosion.upgrade_stat_name_1=Dano de corrosão items.wands.wandofcorrosion.upgrade_stat_name_2=Volume de gás items.wands.wandofcorrosion.bmage_desc=Quando _o Mago de Batalha_ atinge um inimigo com um cajado da corrosão, o inimigo tem chance de ser encoberto com muco corrosivo. @@ -1669,7 +1701,7 @@ items.wands.wandofwarding.desc=Esta curta varinha de metal tem uma gema roxa bri items.wands.wandofwarding.stats_desc=Em vez de causar danos diretos a um inimigo, esta varinha irá invocar guardas e sentinelas estacionários. As proteções podem ser invocadas em qualquer lugar, mesmo através de paredes, se você tiver visão. Esta varinha pode suportar energia equivalente a _ %d proteções de cada vez._ items.wands.wandofwarding.upgrade_stat_name_1=Dano da guarda items.wands.wandofwarding.upgrade_stat_name_2=Energia da guarda -items.wands.wandofwarding.bmage_desc=Quando _o Mago de Batalha_ atinge um inimigo com um cajado da proteção, todas os guardas e sentinelas ativas têm uma chance de serem curadas. +items.wands.wandofwarding.bmage_desc=Quando _o Mago de Batalha_ atinge um inimigo com um cajado da proteção, todas as guardas e sentinelas ativas têm uma chance de serem curadas. items.wands.wandofwarding.eleblast_desc=Uma explosão elementar com o cajado de proteção cura todas os guardas e sentinelas na área da explosão. items.wands.wandofwarding$ward.desc_generic_ward=Esta guarda irá automaticamente disparar em qualquer inimigo que entre em seu alcance de visão.\n\nDisparar nesta guarda com sua varinha da proteção irá aprimorá-la.\n\nAs guardas têm um número limitado de disparos antes de se dissiparem. items.wands.wandofwarding$ward.desc_generic_sentry=Esta sentinela tem o mesmo poder de fogo de uma guarda, mas tem vida em vez de um determinado número de cargas. Assemelha-se à gema na ponta da sua varinha de proteção.\n\nAtirar nesta sentinela com sua varinha da proteção irá aprimorá-la e curá-la.\n\nEsta sentinela gastará um pouco de vida cada vez que atingir um inimigo, mas pode ser curada usando sua varinha de proteção nela. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=A Duelista pode realizar um _golpe pes items.weapon.melee.battleaxe.desc=A cabeça de aço enorme deste machado de combate confere imenso peso a cada golpe amplo. items.weapon.melee.crossbow.name=besta -items.weapon.melee.crossbow.stats_desc=Esta arma aumenta o dano de dardos lançados quando equipada, e até concederá seu encantamento a eles. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=tiro carregado items.weapon.melee.crossbow.typical_ability_desc=A Duelista pode _carregar_ sua besta, fazendo com que seu próximo ataque regular sempre acerte e aplique um dos três efeitos: ataques corpo a corpo lançarão os inimigos para trás, dardos não embebidos normalmente causarão _+%1$d de dano_ e dardos embebidos aplicarão seus efeitos em um formato 7x7 de área e normalmente duram por _mais %2$d usos_. items.weapon.melee.crossbow.ability_desc=A Duelista pode _carregar_ sua besta, fazendo com que seu próximo ataque regular sempre acerte e aplique um dos três efeitos: ataques corpo a corpo lançarão inimigos para trás, dardos não embebidos causarão _+%1$d de dano_ e dardos embebidos aplicarão seu efeito em uma área de 7x7 e durarão por _mais %2$d usos _. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Esta arma espalha a força do seu imp items.weapon.missiles.forcecube.desc=Estes cubos mágicos de formato estranho são pequenos o suficiente para segurar na mão, mas são incrivelmente pesados. items.weapon.missiles.heavyboomerang.name=bumerangue pesado -items.weapon.missiles.heavyboomerang.stats_desc=Esta arma retorna ao local de onde foi lançada após alguns turnos. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Este bumerangue grande é difícil de manejar efetivamente, mas causará danos consideráveis. items.weapon.missiles.javelin.name=javelin @@ -2201,11 +2234,11 @@ items.weapon.missiles.shuriken$shurikeninstanttracker.name=Tempo de recarga da S items.weapon.missiles.shuriken$shurikeninstanttracker.desc=Você lançou uma shuriken instantaneamente recentemente e deve esperar antes de fazê-lo novamente. Shurikens ainda podem ser lançadas, mas na velocidade normal da arma.\n\nTurnos Restantes: %s. items.weapon.missiles.throwingclub.name=bastão de arremesso -items.weapon.missiles.throwingclub.stats_desc=Esta arma não se prende nos inimigos e pode ser coletada instantaneamente. +items.weapon.missiles.throwingclub.stats_desc=Esta arma não se prende aos inimigos e pode ser coletada instantaneamente. items.weapon.missiles.throwingclub.desc=Uma arma de arremesso relativamente simples, mas durável, essencialmente uma grande rocha presa a um bastão. items.weapon.missiles.throwinghammer.name=martelo de arremesso -items.weapon.missiles.throwinghammer.stats_desc=Esta arma não se prende nos inimigos e pode ser coletada instantaneamente. +items.weapon.missiles.throwinghammer.stats_desc=Esta arma não se prende aos inimigos e pode ser coletada instantaneamente. items.weapon.missiles.throwinghammer.desc=Estes martelos pesados são projetados para serem jogados em um inimigo. Sua construção lisa toda em metal significa que são bastante duráveis. items.weapon.missiles.throwingknife.name=faca de arremesso @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Estas pedras são lixadas para que poss items.weapon.missiles.throwingstone.discover_hint=Um dos heróis inicia com este item. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Esta arma causa sangramento igual à metade do dano causado ao alvo. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Estes machados de arremesso têm lâminas serrilhadas que vão rasgando o inimigo quando se cravam nele. items.weapon.missiles.trident.name=tridente @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Um dos heróis inicia com este item. items.brokenseal$warriorshield.name=Blindagem do Guerreiro items.brokenseal$warriorshield.desc_active=O selo quebrado do Guerreiro está atualmente ajudando-o a perseverar, concedendo-lhe escudo além de sua vida. Antes de poder ser usado novamente, há um tempo de recarga após a blindagem ter sido inicialmente ativada.\n\nEsta blindagem não se deteriora com o tempo, mas terminará se não houver inimigos por perto por alguns turnos. Quando acabar, qualquer unidade de blindagem não utilizada reduzirá o tempo de recarga, até um máximo de 50%%.\n\nBlindagem restante: %1$d.\n\nTempo de recarga atual: %2$d. items.brokenseal$warriorshield.desc_cooldown=O Guerreiro ganhou recentemente blindagem de seu selo quebrado e deve esperar até que possa se beneficiar de seu efeito de proteção novamente.\n\nTurnos restantes: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=gota de orvalho items.dewdrop.already_full=Você já está com a vida cheia. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APLICAR items.liquidmetal.prompt=Selecione uma arma de arremesso items.liquidmetal.already_fixed=Esta arma de arremesso já está em perfeitas condições! items.liquidmetal.apply=Você utiliza %d metal líquido para reparar sua arma de arremesso. -items.liquidmetal.desc=Este líquido mágico pode preencher rachaduras e trincados em uma arma de arremesso, restaurando-a à condição perfeita! Se um conjunto de armas estiver com armas a menos, mas totalmente reparado, o metal líquido pode até ser usado para substituir uma arma faltante do conjunto!\n\nUma arma de tier 1 requer 10 de metal líquido para ser totalmente reparada, uma arma de tier 5 requer 30. Cada aprimoramento também aumenta a quantidade de metal necessária em 33%.\n\nO metal líquido não pode ser usado para reparar as pontas de dardos embebidos. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Você pode fabricar este item através de alquimia. items.lostbackpack.name=mochila perdida diff --git a/core/src/main/assets/messages/items/items_ru.properties b/core/src/main/assets/messages/items/items_ru.properties index 3f10ac56c..6f16ee99e 100644 --- a/core/src/main/assets/messages/items/items_ru.properties +++ b/core/src/main/assets/messages/items/items_ru.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s анти-энтропии items.armor.curses.antientropy.desc=Проклятие анти-энтропии работает против законов вселенной, втягивая энергию в носителя из его окружения. Оно слегка поджигает носителя, но замораживает все вокруг! items.armor.curses.bulk.name=%s неповоротливости -items.armor.curses.bulk.desc=Доспех неповоротливости выглядит внушительнее обычного, но защищает ничуть не лучше. Более того, больший размер только мешает проходить через двери. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s коррозии items.armor.curses.corrosion.desc=Из доспехов коррозии выделяется едкая жидкость и всё вокруг покрывается липкой кислотой. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=кровавая чаша items.artifacts.chaliceofblood.ac_prick=УКОЛОТЬСЯ items.artifacts.chaliceofblood.yes=Да, я знаю, что я делаю items.artifacts.chaliceofblood.no=Нет, я передумал -items.artifacts.chaliceofblood.prick_warn=С каждым использованием чаша забирает всё больше вашей жизненной энергии и может с лёгкостью вас убить.\n\nВы уверены, что хотите предложить ей ещё? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Вы роняете каплю своей крови в чашу, отдавая ей часть своей жизненной энергии. items.artifacts.chaliceofblood.ondeath=Чаша осушила вас до конца... items.artifacts.chaliceofblood.desc=Блестящая серебряная чаша с острыми кристаллами на кромке. items.artifacts.chaliceofblood.desc_cursed=Эта чаша проклята и не позволит выпустить себя из рук. Её влияние замедляет естественное заживление ран. items.artifacts.chaliceofblood.desc_1=Держа чашу в руках, вы чувствуете странное желание уколоть себя этими острыми кристаллами. -items.artifacts.chaliceofblood.desc_2=На дне чаши виднеется немного крови, вам кажется, что она возвращает часть энергии вам. Вам всё ещё хочется поранить себя, хоть вы знаете, что это больно. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Чаша до краёв наполнена вашей энергией. Вы чувствуете, как она возвращает её вам. items.artifacts.cloakofshadows.name=плащ теней @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=У вашего нарукавн items.artifacts.masterthievesarmband.cursed=Вы не можете использовать проклятый нарукавник. items.artifacts.masterthievesarmband.full=Ваш нарукавник полностью заряжен! items.artifacts.masterthievesarmband.prompt=Выберите врага в качестве цели -items.artifacts.masterthievesarmband.no_target=Вы должны выбрать врага в непосредственной близости от вас +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Вы не можете украсть непосредственно у продавца. items.artifacts.masterthievesarmband.no_steal=У этого врага нечего украсть. items.artifacts.masterthievesarmband.stole_item=Вы украли предмет: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Проклятые сандалии items.artifacts.sandalsofnature.desc_ability=Обувь переливается цветом последнего семени, которым вы их скормили. Они могут на короткое время пустить корни в землю и произвести эффект этого растения в любом месте в радиусе 3 плиток.\nСемя:_%s_\nТребуется энергия:_%d%%_ items.artifacts.sandalsofnature.desc_seeds=Вы дали вашей обуви семена %d. +items.artifacts.skeletonkey.name=ключ-скелет +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Выберите цель +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=талисман предвидения items.artifacts.talismanofforesight.ac_scry=ИСПОЛЬЗОВАТЬ items.artifacts.talismanofforesight.low_charge=Талисман требует как минимум 5% заряда для сканирования. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Вырезанные из цельного куска items.keys.ironkey.name=железный ключ items.keys.ironkey.desc=Бородка этого ключа уже изношена, а кожаный ремешок очень старый. Интересно, какую дверь им можно открыть? -items.keys.skeletonkey.name=ключ-скелет -items.keys.skeletonkey.desc=Этот ключ выглядит весьма внушительно - его навершие сделано в форме черепа. Возможно, им можно открыть столь же внушительную дверь. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=пепел элементаля items.quest.embers.desc=Особый вид пепла, который можно получить только с молодых огненных элементалей. Даже сейчас он излучает тепло. items.quest.embers.discover_hint=Вы можете найти этот предмет во время определённого задания. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=ПРИМЕНИТЬ +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Вы можете найти этот предмет во время определённого задания. + items.quest.gooblob.name=сгусток слизи items.quest.gooblob.desc=Желеобразный комочек, оставшийся после Слизня. Похоже на большой желейный шарик, но вы бы не рискнули попробовать его на вкус.\n\nСам по себе он бесполезен, но может проявить свои свойства в комбинации с зельем или бомбой. В крайнем случае, его можно просто продать или конвертировать в энергетические кристаллы. items.quest.gooblob.discover_hint=Вы можете получить этот предмет как трофей с определённых врагов. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Побывав в котле какое-то items.trinkets.chaoticcenser.typical_stats_desc=Обычно этот аксессуар будет производить поблизости вредный газ каждые _%d_ ходов. Газ будет появляться, только когда поблизости присутствуют враги. При более высоких уровнях эти газы будут более экзотическими и мощными. items.trinkets.chaoticcenser.stats_desc=На текущем уровне этот аксессуар будет производить поблизости вредный газ каждые _%d_ ходов. Газ будет появляться, только когда поблизости присутствуют враги. При более высоких уровнях эти газы будут более экзотическими и мощными. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=межпространственные солнечные часы items.trinkets.dimensionalsundial.warning=Солнечные часы перестали отбрасывать тень. Вы ощущаете тревогу. items.trinkets.dimensionalsundial.desc=Эти портативные солнечные часы каким-то образом способны отбрасывать тень в глубинах подземелья, даже если вы не держите их правильно. Еще более странно положение тени, которая, похоже, не имеет никакого отношения к солнцу в этом мире. Когда тень не отбрасывается, кажется, что солнечные часы привлекают опасность. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Обычно этот аксессу items.trinkets.eyeofnewt.stats_desc=На текущем уровне этот аксессуар уменьшит дальность обзора на _%1$s%%_, но также даст возможность ментально видеть врагов в пределах _%2$d_ клеток. items.trinkets.ferrettuft.name=мех хорька -items.trinkets.ferrettuft.desc=Пучок шелковистого белого меха хорька, скреплённый лаймово-зелёной лентой, завязанной в бант. Хорьки известны своим проворством, озорством и отстутствием добросовестности. Часть этой энергии исходит от аксессуара, увеличивая уклонение всего вокруг. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Обычно этот аксессуар увеличивает уклонение всех персонажей на _%1$s%%_. items.trinkets.ferrettuft.stats_desc=На текущем уровне этот аксессуар увеличивает уклонение всех персонажей на _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Дуэлянт может соверш items.weapon.melee.battleaxe.desc=Огромное стальное лезвие этого топора позволяет наносить удары с устрашающей силой. items.weapon.melee.crossbow.name=арбалет -items.weapon.melee.crossbow.stats_desc=Это оружие, будучи экипированным, увеличивает урон от дротиков и даже наделяет их своим зачарованием. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=заряженный выстрел items.weapon.melee.crossbow.typical_ability_desc=Дуэлянт может _зарядить_ её арбалет, благодаря чему её следующая атака им гарантированно попадёт в цель и применит один из трёх эффектов: рукопашная атака откинет врага, несмазанные дротики обычно будут наносить на _%1$d больше_ урона, а смазанные применят их эффект на площади 7х7 и могут остаться смазанными на _%2$d больше применений_. items.weapon.melee.crossbow.ability_desc=Дуэлянт может _зарядить_ её арбалет, благодаря чему её следующая атака им гарантированно попадёт в цель и применит один из трёх эффектов: рукопашная атака откинет врага, несмазанные дротики будут наносить на _%1$d больше_ урона, а смазанные применят их эффект на площади 7х7 и останутся смазанными на _%2$d больше применений_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Это оружие распреде items.weapon.missiles.forcecube.desc=Эти странные кубики достаточно малы для того, чтобы держать их в руке, но невероятно тяжелые. items.weapon.missiles.heavyboomerang.name=тяжелый бумеранг -items.weapon.missiles.heavyboomerang.stats_desc=Это оружие возвращается туда, откуда его бросили, через несколько ходов. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Этот увесистый бумеранг трудно использовать эффективно, однако он наносит значительный урон. items.weapon.missiles.javelin.name=пилум @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Эти камни отшлифован items.weapon.missiles.throwingstone.discover_hint=Один из героев начинает с этим предметом. items.weapon.missiles.tomahawk.name=томагавк -items.weapon.missiles.tomahawk.stats_desc=Это оружие наносит кровотечение равное половине урона, нанесённого цели. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Эти метательные топоры имеют зазубренные края, которые впиваются во врага. items.weapon.missiles.trident.name=трезубец @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Один из героев начинает с э items.brokenseal$warriorshield.name=Щит Воина items.brokenseal$warriorshield.desc_active=Сломанная печать Воина сейчас укрепляет его, даруя ему щит поверх собственного здоровья. Щит нельзя сразу же получить повторно – требуется время на перезарядку.\n\nЭтот щит не уменьшается со временем, но закончится, если рядом в течение нескольких ходов не будет врагов. Когда он заканчивается, весь оставшийся щит уменьшит перезарядку, вплоть до 50%%.\n\nЩита осталось: %1$d.\n\nТекущая перезарядка: %2$d. items.brokenseal$warriorshield.desc_cooldown=Воин недавно получил щит от своей сломанной печати и должен подождать перед повторным получением эффекта.\n\nХодов осталось: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=капля росы items.dewdrop.already_full=Вы и так здоровы. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ИСПОЛЬЗОВАТЬ items.liquidmetal.prompt=Выберите метательное оружие items.liquidmetal.already_fixed=Это метательное оружие уже в превосходном состоянии! items.liquidmetal.apply=Вы используете %d жидкого металла для починки вашего метательного оружия. -items.liquidmetal.desc=Эта магическая жидкость заглаживает трещины и просечки, возникшие от использования, и метательное оружие восстанавливается до идеального состояния! Если комплект оружия полностью восстановлен, но в нём недостаёт оружия, то жидкий металл может восстановить недостающее оружие из комплекта!\n\nДля оружия с редкостью 1 уровня потребуется 10 жидкого металла для полного восстановления, для оружия с редкостью 5 уровня потребуется 30. Каждое улучшение увеличивает требуемое количество металла на 33%.\n\nЖидкий металл нельзя использовать для починки наконечников на дротиках. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Вы можете создать этот предмет с помощью алхимии. items.lostbackpack.name=потерянный рюкзак diff --git a/core/src/main/assets/messages/items/items_sv.properties b/core/src/main/assets/messages/items/items_sv.properties index 8517694d0..7d215c3a9 100644 --- a/core/src/main/assets/messages/items/items_sv.properties +++ b/core/src/main/assets/messages/items/items_sv.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s av anti-entropi items.armor.curses.antientropy.desc=Antientropi-förbannelsen motverkar universums krafter och drar energi till bäraren och bort från omgivningen. Detta sätter kortvarigt bäraren i brand, men fryser allt runt omkring dem! items.armor.curses.bulk.name=%s av bulk -items.armor.curses.bulk.desc=Armor of bulk ser större och mer imponerande ut, men har faktiskt inte förbättrat försvar. Ännu värre är att den extra storleken gör det mycket svårt att ta sig genom dörröppningar. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s av korrosion items.armor.curses.corrosion.desc=Korrosionsrustning kan spricka och spruta ut frätande vätska som täcker allt i området med klibbig, sur sörja. @@ -132,7 +132,7 @@ items.armor.leatherarmor.name=läderrustning items.armor.leatherarmor.desc=Pansar tillverkat av garvat monsterskinn. Inte lika lätt som tygpansar men ger bättre skydd. items.armor.magearmor.name=hjältarnas mantel -items.armor.magearmor.desc=Vid bärandet av denna underbara mantel kan magikern utföra en speciell förmåga. +items.armor.magearmor.desc=Vid bärandet av denna underbara mantel kan Magikern utföra en speciell förmåga. items.armor.mailarmor.name=mail rustning items.armor.mailarmor.desc=Interlockerande metallänkar ger en tuff men flexibel rustning. @@ -180,19 +180,19 @@ items.artifacts.capeofthorns$thorns.inert=Din Cape blir inert igen. items.artifacts.capeofthorns$thorns.radiating=Din Cape börjar utstråla energi, du känner dig skyddad! items.artifacts.capeofthorns$thorns.levelup=Din Cape växer sig starkare! items.artifacts.capeofthorns$thorns.name=thorns -items.artifacts.capeofthorns$thorns.desc=Din Cape strålar ut energi och omger dig med ett fält av avledande kraft!\n\nAll skada du får reduceras vid aktiv törneffekt. Dessutom, om angriparen är bredvid dig, avböjs den reducerade mängden tillbaka mot angriparen.\n\nTurns of thorns remaining: %s. +items.artifacts.capeofthorns$thorns.desc=Din Cape strålar ut energi och omger dig med ett fält av avledande kraft!\n\nAll skada du får reduceras vid aktiv törneffekt. Dessutom, om angriparen är bredvid dig, avböjs den reducerade mängden tillbaka mot angriparen.\n\nÅterstående turer av taggar: %s. items.artifacts.chaliceofblood.name=blodskalk items.artifacts.chaliceofblood.ac_prick=PRICK items.artifacts.chaliceofblood.yes=Ja, jag vet vad jag gör items.artifacts.chaliceofblood.no=Nej, jag ändrade mig -items.artifacts.chaliceofblood.prick_warn=Varje gång du använder kalken kommer den att dränera mer livsenergi, om du inte är försiktig kan detta lätt döda dig.\n\nÄr du säker på att du vill ge den mer livsenergi? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Du sticker dig själv, och din livsenergi rinner ner i kalken. items.artifacts.chaliceofblood.ondeath=Kalken suger ut din livsenergi... items.artifacts.chaliceofblood.desc=Den här silverglänsande kalken är märkligt nog utsmyckad med vassa ädelstenar på kanten. items.artifacts.chaliceofblood.desc_cursed=Den förbannade kalken har bundit sig till din hand och hämmar din förmåga att återskapa hälsa. items.artifacts.chaliceofblood.desc_1=När du håller i kalken känner du dig märkligt tvingad att sticka dig på de vassa ädelstenarna. -items.artifacts.chaliceofblood.desc_2=Något av ditt blod har samlats i kalken och du kan känna att kalken ger dig livsenergi. Du vill fortfarande skära dig på kalken, även om du vet att det kommer att göra ont. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Kalken är fylld till brädden med din livsessens. Du kan känna hur kalken häller tillbaka livsenergi i dig. items.artifacts.cloakofshadows.name=skuggornas mantel @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Ditt armband har inte tillräckli items.artifacts.masterthievesarmband.cursed=Du kan inte använda ett förbannat armband. items.artifacts.masterthievesarmband.full=Ditt armband är fulladdat! items.artifacts.masterthievesarmband.prompt=Välj en fiende att rikta in dig på -items.artifacts.masterthievesarmband.no_target=Du måste sikta på en fiende som är i närheten av dig +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Du kan inte stjäla från butiksinnehavare direkt. items.artifacts.masterthievesarmband.no_steal=Den fienden har inget att stjäla. items.artifacts.masterthievesarmband.stole_item=Du stal ett föremål: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=De förbannade sandalerna blockerar items.artifacts.sandalsofnature.desc_ability=Skorna krusar sig med färgen på det senaste fröet du matade dem med. De kan kortvarigt rota sig i marken och producera den växtens effekt var som helst inom en radie av 3 plattor.\nFrö: _%s_\nLaddning behövs: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Du har matat skorna med %d frön. +items.artifacts.skeletonkey.name=skelettnyckel +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Välj ett mål +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=förutseende talisman items.artifacts.talismanofforesight.ac_scry=SCRY items.artifacts.talismanofforesight.low_charge=Talismanen kräver minst 5% laddning för att scrya. @@ -516,7 +537,7 @@ items.bombs.firebomb.desc=Den här bomben har modifierats för att explodera i e items.bombs.firebomb.discover_hint=Du kan tillverka detta föremål via alkemi. items.bombs.flashbangbomb.name=flashbang -items.bombs.flashbangbomb.desc=Den här anpassade bomben kommer att explodera i en explosion av ljus, ljud och elektricitet när den exploderar. Allt inom 2 brickor tar _%1$d-%2$d skada_ från explosionen, ytterligare 25% skada från elektriciteten och blir bedövad i 10 varv. +items.bombs.flashbangbomb.desc=Den här anpassade bomben kommer att explodera i en explosion av ljus, ljud och elektricitet när den exploderar. Allt inom 2 brickor tar _%1$d-%2$d skada_ från explosionen, ytterligare 25%% skada från elektriciteten och blir bedövad i 10 varv. items.bombs.flashbangbomb.discover_hint=Du kan tillverka detta föremål via alkemi. items.bombs.frostbomb.name=frostbomb @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=De slipade ytorna på den här kristallnyckeln skimra items.keys.ironkey.name=Järnnyckel items.keys.ironkey.desc=Skårorna på den här urgamla järnnyckeln är väl slitna; dess läderband är slitet av ålder. Vilken dörr kan den öppna? -items.keys.skeletonkey.name=skelettnyckel -items.keys.skeletonkey.desc=Den här nyckeln ser allvarlig ut: dess huvud är format som en dödskalle. Förmodligen kan den öppna någon allvarlig dörr. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -852,7 +873,7 @@ items.potions.exotic.exoticpotion.discover_hint=Du kan tillverka detta föremål items.potions.exotic.potionofcleansing.name=reningsdryck items.potions.exotic.potionofcleansing.desc=Den här kraftfulla reagensen gör drickaren immun mot alla skadliga statuseffekter i några varv när den dricks. Den kan också kastas på ett mål för att rena dem. items.potions.exotic.potionofcleansing$cleanse.name=renad -items.potions.exotic.potionofcleansing$cleanse.desc=Den här karaktären är tillfälligt immun mot alla skadliga statuseffekter!\n\nTurns remaining: %s. +items.potions.exotic.potionofcleansing$cleanse.desc=Den här karaktären är tillfälligt immun mot alla skadliga statuseffekter!\n\nÅterstående turer: %s. items.potions.exotic.potionofcorrosivegas.name=Dryck av frätande gas items.potions.exotic.potionofcorrosivegas.desc=Om du tömmer eller krossar detta trycksatta glas kommer innehållet att explodera i ett dödligt moln av frätande rostfärgad gas. Gasen sprider sig snabbare än giftig gas och är mer dödlig, men varar inte lika länge. @@ -919,6 +940,11 @@ items.quest.embers.name=elementär glöd items.quest.embers.desc=Särskild glöd som bara kan skördas från unga eldelementaler. De utstrålar värmeenergi. items.quest.embers.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=användning +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. + items.quest.gooblob.name=Glob av gegga items.quest.gooblob.desc=En klumpig klump av gegga som delades av från Goo när den dog. Den är nästan som en stor geléboll, men du skulle inte våga äta den.\n\nDen gör ingenting på egen hand, men den kan vara användbar i kombination med vissa drycker eller en bomb. Åtminstone bör den omvandlas till en anständig mängd energi. items.quest.gooblob.discover_hint=Du kan få det här föremålet som en droppe från vissa fiender. @@ -930,7 +956,7 @@ items.quest.metalshard.discover_hint=Du kan få det här föremålet som en drop items.quest.pickaxe.name=pickaxe items.quest.pickaxe.ability_name=pierce items.quest.pickaxe.ability_desc=Duellisten kan _pierce_ en fiende med en hacka. Detta är garanterat att träffa, gäller sårbart i 3 varv och ger _%1$d-%2$d skada_ på fiender med styv hud. -items.quest.pickaxe.upgrade_ability_stat_name=Ability Damage +items.quest.pickaxe.upgrade_ability_stat_name=Förmågans skada items.quest.pickaxe.desc=Detta är ett robust och tungt verktyg för att bryta stenar. Du behöver inte utrusta pickaxen för att bryta sten med den, men den kan förmodligen utrustas som ett vapen i nödfall. items.quest.pickaxe.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. @@ -1116,7 +1142,7 @@ items.scrolls.scrollofmagicmapping.name=Rulle med magisk kartläggning items.scrolls.scrollofmagicmapping.layout=Du är nu medveten om nivåns layout. items.scrolls.scrollofmagicmapping.desc=När denna skriftrulle läses kommer en kristallklar bild att etsas in i ditt minne, varna dig för den exakta utformningen av nivån och avslöja alla dolda hemligheter. Platserna för föremål och varelser kommer att förbli okända. -items.scrolls.scrollofmirrorimage.name=scroll av spegelbild +items.scrolls.scrollofmirrorimage.name=spegelbildsrulle items.scrolls.scrollofmirrorimage.copies=Rullen skapar spegelbilder av dig. items.scrolls.scrollofmirrorimage.no_copies=Rullen försöker skapa spegelbilder av dig, men de har ingenstans att ta vägen. items.scrolls.scrollofmirrorimage.desc=Besvärjelsen på denna skriftrulle kommer att skapa två illusoriska tvillingar av läsaren. Dessa spegelbilder fungerar som svagare kloner av läsaren, och kommer att jaga sina fiender. De har dock ingen hållbarhet och kommer att blekna när de tar skada. @@ -1197,7 +1223,7 @@ items.scrolls.exotic.scrollofantimagic.desc=Besvärjelsen på denna skriftrulle items.scrolls.exotic.scrollofchallenge.name=utmaningens skriftrulle items.scrolls.exotic.scrollofchallenge.desc=När den läses högt kommer denna skriftrulle att avge ett stort vrål som drar fiender till användaren vid skapandet av en liten arena runt dem.\n\nSå länge läsaren stannar i denna arena kommer de att ta 33% mindre skada från alla källor (detta tillämpas före andra former av skadereduktion), och de kommer inte att förlora mättnad.\n\nStorleken på arenan kommer att skala med storleken på området läsaren befinner sig i. Den kommer att vara särskilt liten i vissa boss-områden. items.scrolls.exotic.scrollofchallenge$challengearena.name=challenge arena -items.scrolls.exotic.scrollofchallenge$challengearena.desc=En magisk arena har dykt upp runt dig, markerad av en böljande röd dimma.\n\nNNNär du står i dimman kommer din hunger inte att öka och du kommer att ta 33% mindre skada från alla källor. Om du har några andra källor till skadereduktion (t.ex. rustning), kommer de att gälla efter 33% reduktion.\n\nTurns remaining: %d. +items.scrolls.exotic.scrollofchallenge$challengearena.desc=En magisk arena har dykt upp runt dig, markerad av en böljande röd dimma.\n\nNNNär du står i dimman kommer din hunger inte att öka och du kommer att ta 33%% mindre skada från alla källor. Om du har några andra källor till skadereduktion (t.ex. rustning), kommer de att gälla efter 33%% reduktion.\n\nÅterstående turer: %d. items.scrolls.exotic.scrollofdivination.name=roll för spådom items.scrolls.exotic.scrollofdivination.nothing_left=Det finns inget kvar att identifiera! @@ -1329,7 +1355,7 @@ items.stones.runestone.discover_hint=Du kan hitta det här föremålet slumpmäs items.stones.stoneofaggression.name=sten av aggression items.stones.stoneofaggression.desc=När den här stenen kastas på en allierad eller fiende kommer alla fiender i närheten att föredra att attackera den karaktären under en kort stund. \Bossfiender kan dock motstå effekten, vilket minskar varaktigheten avsevärt och tar mindre skada av deras minions attacker. items.stones.stoneofaggression$aggression.name=targeted -items.stones.stoneofaggression$aggression.desc=Manipulerande magi gör att alla fiender i närheten föredrar att attackera den här karaktären.\n\nTurns remaining: %s. +items.stones.stoneofaggression$aggression.desc=Manipulerande magi gör att alla fiender i närheten föredrar att attackera den här karaktären.\n\nÅterstående turer: %s. items.stones.stoneofaugmentation.name=sten för förstärkning items.stones.stoneofaugmentation.inv_title=Förstärk ett föremål @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Efter en tid i alkemigrytan verkar det här r items.trinkets.chaoticcenser.typical_stats_desc=Typiskt kommer detta smycke att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaser kommer bara att visas när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. items.trinkets.chaoticcenser.stats_desc=På sin nuvarande nivå kommer detta smycke att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaserna kommer bara att dyka upp när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=dimensionellt solur items.trinkets.dimensionalsundial.warning=Ditt solur kastar ingen skugga, du känner dig illa till mods. items.trinkets.dimensionalsundial.desc=Det här lilla handhållna soluret kan på något sätt kasta en skugga i fängelsehålans djup, även om du inte håller det upprätt. Ännu märkligare är att skuggans position inte verkar ha någon relation till solen i den här världen. När ingen skugga kastas verkar soluret locka till sig faror. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Typiskt minskar detta smycke ditt sy items.trinkets.eyeofnewt.stats_desc=På sin nuvarande nivå kommer detta smycke att minska ditt synfält med _%1$s%%_, men kommer också att ge dig mind vision på fiender inom _%2$d_ brickor. items.trinkets.ferrettuft.name=ferrett tuft -items.trinkets.ferrettuft.desc=En tuva av silkeslen vit illerspäls som hålls ihop av ett limegrönt band knutet i en rosett. Illrar är kända för sin smidighet, busighet och brist på integritet. En del av den kraften verkar stråla ut från smycket och gör det lättare att undvika allt i närheten. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Typiskt kommer detta smycke att öka undvikandet av alla karaktärer med _%1$s%%_. items.trinkets.ferrettuft.stats_desc=På sin nuvarande nivå kommer detta smycke att öka undvikandet av alla karaktärer med _%1$s%%_. @@ -1452,7 +1484,7 @@ items.trinkets.saltcube.stats_desc=På sin nuvarande nivå kommer detta smycke a items.trinkets.shardofoblivion.name=shard of oblivion items.trinkets.shardofoblivion.desc=Efter att ha puttrat i alkemigrytan har denna lilla skärva av förbannad metall förändrats till att vara gjord av... ingenting? Ljuset verkar böjas runt den och den svävar på plats när du inte håller i den. Skärvan verkar dra magisk kraft från din okunnighet, så det är nog bäst att inte tänka på den för mycket. -items.trinkets.shardofoblivion.typical_stats_desc=Typiskt kommer denna smyckesdetalj att öka hastigheten som fiender droppar byte med 20% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål_. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. +items.trinkets.shardofoblivion.typical_stats_desc=Typiskt kommer denna smyckesdetalj att öka hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål_. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. items.trinkets.shardofoblivion.stats_desc=På sin nuvarande nivå ökar detta smycke hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. items.trinkets.shardofoblivion.ac_identify=IDENTIFY items.trinkets.shardofoblivion.identify_prompt=Identifiera ett föremål @@ -1536,7 +1568,7 @@ items.wands.wandofblastwave.desc=Den här trollstaven är gjord av en slags marm items.wands.wandofblastwave.typical_stats_desc=Den här trollstaven skjuter en bult som detonerar våldsamt på en målplats. Kraften i denna explosion ger vanligtvis _%1$d-%2$d skada_ och är tillräckligt stark för att få de flesta fiender att flyga. items.wands.wandofblastwave.stats_desc=Den här trollstaven skjuter en bult som detonerar våldsamt på en målplats. Kraften i denna explosion ger _%1$d-%2$d skada_ och är tillräckligt stark för att få de flesta fiender att flyga. items.wands.wandofblastwave.upgrade_stat_name_2=Knockback -items.wands.wandofblastwave.bmage_desc=När _Battlemage_ slår en förlamad fiende med en blast wave-stav, kommer den att konsumera förlamningen för att orsaka en explosion av bonusmagisk skada. Detta har en kort cooldown per fiende. +items.wands.wandofblastwave.bmage_desc=När _Stridsmagikern_ slår en förlamad fiende med en chockvågsstav, kommer den att konsumera förlamningen för att orsaka en explosion av bonusmagisk skada. Detta har en kort nedkylning per fiende. items.wands.wandofblastwave.eleblast_desc=En elementarblast med en blastvågstav ger 67% skada och knockar alla fiender utanför blastområdet. items.wands.wandofcorrosion.name=stav för korrosion @@ -1563,7 +1595,7 @@ items.wands.wandofdisintegration.staff_name=stav av sönderdelning items.wands.wandofdisintegration.desc=Den här staven är gjord av en solid slät bit obsidian, med ett djupt lila ljus som löper längs sidan och slutar vid spetsen. Den glöder av destruktiv energi och väntar på att få skjuta framåt. items.wands.wandofdisintegration.stats_desc=Den här trollstaven skjuter iväg en stråle som tränger igenom alla hinder och når längre ju mer den uppgraderas. Strålen ger _%1$d-%2$d skada,_ och kommer även att ge bonusskada för varje fiende och vägg den penetrerar. items.wands.wandofdisintegration.upgrade_stat_name_2=Max räckvidd -items.wands.wandofdisintegration.bmage_desc=När den används av _the Battlemage_ har en stav av sönderdelning ökad attackräckvidd, som om den hade en projicerande förtrollning. +items.wands.wandofdisintegration.bmage_desc=När den används av _Stridsmagikern_ har en stav av sönderdelning ökad attackräckvidd, som om den hade en projicerande förtrollning. items.wands.wandofdisintegration.eleblast_desc=En elementarblast med en upplösningsstav ger 100% skada och tränger igenom väggar. items.wands.wandoffireblast.name=stav av eldblast @@ -1573,7 +1605,7 @@ items.wands.wandoffireblast.stats_desc=Den här trollstaven sprutar ut en kon av items.wands.wandoffireblast.upgrade_stat_name_1=1 Laddningsskada items.wands.wandoffireblast.upgrade_stat_name_2=2 Laddningsskada items.wands.wandoffireblast.upgrade_stat_name_3=3 Laddningsskada -items.wands.wandoffireblast.bmage_desc=När Battlemage slår en fiende med en eldstav finns det en chans att det uppstår en explosion som skadar fiender och förbrukar all eld i närheten! Chansen ökar ju mer eld som finns i närheten av fienden. +items.wands.wandoffireblast.bmage_desc=När _Stridsmagikern_ slår en fiende med en eldstav finns det en chans att det uppstår en explosion som skadar fiender och förbrukar all eld i närheten! Chansen ökar ju mer eld som finns i närheten av fienden. items.wands.wandoffireblast.eleblast_desc=En elementarblast med en eldblåsarstav ger 100% skada, spränger upp dörrar och sätter eld på fiender och terräng. items.wands.wandoffrost.name=froststav @@ -1589,10 +1621,10 @@ items.wands.wandoflightning.staff_name=blixtens stav items.wands.wandoflightning.ondeath=Du dödade dig själv med din egen blixtstav... items.wands.wandoflightning.desc=Den här trollstaven är tillverkad av solid metall, vilket gör den förvånansvärt tung. Två tänder böjs ihop i spetsen och elektricitet bildas mellan dem. items.wands.wandoflightning.stats_desc=Den här trollstaven skickar kraftfulla blixtar genom det som den skjuts mot och ger _%1$d-%2$d skada._ Elektriciteten går i bågar till karaktärer i närheten och sprider sig lättare i vatten. Bågarna från denna trollstav kan skada dig, men skadar inte dina allierade. -items.wands.wandoflightning.bmage_desc=När Battlemage slår en fiende med en blixtstav har han en chans att ladda sig själv med elektricitet i 10 turer. Medan han är laddad är Battlemage immun mot blixtskador och kan slunga blixtar längre. +items.wands.wandoflightning.bmage_desc=När Stridsmagikern slår en fiende med en blixtstav har han en chans att ladda sig själv med elektricitet i 10 turer. Medan han är laddad är Stridsmagikern immun mot blixtskador och kan slunga blixtar längre. items.wands.wandoflightning.eleblast_desc=En elementarblast med en blixtstav ger 100% skada, förlamar fiender i 5 varv och elektrifierar vatten. items.wands.wandoflightning$lightningcharge.name=Elektriskt laddad -items.wands.wandoflightning$lightningcharge.desc=Battlemage är för närvarande laddad med energi, vilket ger honom immunitet mot sin blixtstav och ökar räckvidden för blixtarna som slår ner från den.\n\nÅterstående turer: %s. +items.wands.wandoflightning$lightningcharge.desc=Stridsmagikern är för närvarande laddad med energi, vilket ger honom immunitet mot sin blixtstav och ökar räckvidden för blixtarna som slår ner från den.\n\nÅterstående turer: %s. items.wands.wandoflivingearth.name=stav av levande jord items.wands.wandoflivingearth.staff_name=stav av levande jord @@ -1615,7 +1647,7 @@ items.wands.wandofmagicmissile.staff_name=staff av magisk missil items.wands.wandofmagicmissile.desc=Den här ganska enkla trollstaven skjuter iväg missiler av ren magisk energi. Vid själva trollstaven saknas specialeffekter, men den har fler tillgängliga laddningar och kan kortvarigt ge kraft åt andra trollstavar när den uppgraderas. items.wands.wandofmagicmissile.stats_desc=Varje skott från den här trollstaven ger _%1$d-%2$d skada,_ och kommer kortvarigt att ge kraft åt andra trollstavar om den uppgraderas. items.wands.wandofmagicmissile.bmage_desc=När _stridsledaren_ träffar en fiende med en stav med magisk missil laddas alla hans trollstavar utöver staven. -items.wands.wandofmagicmissile.eleblast_desc=En elementarblast med en stav av magisk missil ger 50% skada och ger magikern 15 varv av uppladdning. +items.wands.wandofmagicmissile.eleblast_desc=En elementarblast med en stav av magisk missil ger 50% skada och ger Magikern 15 turer av uppladdning. items.wands.wandofmagicmissile.discover_hint=En av hjältarna börjar med det här föremålet. items.wands.wandofmagicmissile$magiccharge.name=magisk laddning items.wands.wandofmagicmissile$magiccharge.desc=Din trollstav med magisk missil har matat tillbaka kraft till dina trollstavar, vilket ökar den effektiva nivån för nästa zap de gör.\n\nDina trollstavar är boostade till: +%d.\n\nTur med magisk laddning kvar: %s. @@ -1657,7 +1689,7 @@ items.wands.wandoftransfusion.desc=En ganska enkelt formad stav, den sticker ut items.wands.wandoftransfusion.stats_desc=När den används på allierade eller charmiga fiender kommer denna trollstav att suga _%1$d av användarens hälsa_ för att läka eller skydda den allierade för _%2$d hälsa._ När den används på fiender charmar trollstaven dem kort vid applicering av _%3$d sköld_ till användaren. Fientliga odöda kommer att ta _%4$d-%5$d skada_ istället för att charmas. items.wands.wandoftransfusion.upgrade_stat_name_1=Ally Healing items.wands.wandoftransfusion.upgrade_stat_name_2=Självsköld -items.wands.wandoftransfusion.upgrade_stat_name_3=Undead Damage +items.wands.wandoftransfusion.upgrade_stat_name_3=Odöd skada items.wands.wandoftransfusion.bmage_desc=När _stridsledaren_ slår en förtrollad fiende med en transfusionsstav får han sköld och hans nästa zapp med staven kostar ingen hälsa. items.wands.wandoftransfusion.eleblast_desc=En elementarblast med en transfusionsstav förtrollar fiender, helar allierade och ger 100% skada på odöda fiender. @@ -1669,7 +1701,7 @@ items.wands.wandofwarding.desc=Den här korta metallstaven har en ljuslila ädel items.wands.wandofwarding.stats_desc=Istället för att direkt skada en fiende, kommer den här trollstaven att frammana stationära skydd och vaktposter. Avdelningar kan frammanas var som helst, till och med genom väggar om du har vision. Den här trollstaven kan upprätthålla _%d energi_ i värde av wards åt gången. items.wands.wandofwarding.upgrade_stat_name_1=Skada av bevakning items.wands.wandofwarding.upgrade_stat_name_2=Skuggningsenergi -items.wands.wandofwarding.bmage_desc=När _Battlemage_ slår en fiende med en skyddsstav har alla aktiva skydd och vakter en chans att bli helade. +items.wands.wandofwarding.bmage_desc=När _Stridsmagikern_ slår en fiende med en skyddsstav har alla aktiva skydd och vakter en chans att bli helade. items.wands.wandofwarding.eleblast_desc=En elementär explosion med en skyddsstav läker alla skydd och vakter i explosionsområdet. items.wands.wandofwarding$ward.desc_generic_ward=Den här warden zappar automatiskt alla fiender som kommer inom dess synfält.\n\nZappar du den här warden med din wardingsstav uppgraderas den.\n\nWards har ett begränsat antal zappar innan de försvinner. items.wands.wandofwarding$ward.desc_generic_sentry=Den här vakten har samma eldkraft som en ward, men har hälsa istället för ett bestämt antal laddningar. Det liknar ädelstenen på spetsen av din trollstav för bevakning.\n\nZappa detta vaktpostament med din trollstav för bevakning kommer att uppgradera och läka det.\n\nDetta vaktpostament kommer att spendera lite hälsa varje gång det zappar en fiende, men kan läkas genom att använda din @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duellisten kan utföra ett _hårt slag items.weapon.melee.battleaxe.desc=Det enorma stålhuvudet på denna stridsyxa ger avsevärd tyngd bakom varje brett slag. items.weapon.melee.crossbow.name=armborst -items.weapon.melee.crossbow.stats_desc=Detta vapen förbättrar skadan av kastade pilar när det är utrustat, och kommer även att ge sin förtrollning till dem. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=laddade skott items.weapon.melee.crossbow.typical_ability_desc=Duellisten kan _ladda_ sitt armborst, vilket gör att hennes nästa vanliga attack med det alltid träffar och ger en av tre effekter: närstridsattacker kommer att slå bort fiender, ospetsade pilar ger vanligtvis _+%1$d skada_, och spetsade pilar ger sin effekt i ett område på 7x7 och varar vanligtvis i _%2$d fler användningar_. items.weapon.melee.crossbow.ability_desc=Duellisten kan _ladda_ sitt armborst, vilket gör att hennes nästa vanliga attack med det alltid träffar och tillämpar en av tre effekter: närstridsattacker slår bort fiender, ospetsade pilar ger _+%1$d skada_ och spetsade pilar tillämpar sin effekt i ett 7x7-område och varar i _%2$d fler användningar_. @@ -1888,8 +1921,8 @@ items.weapon.melee.gloves.discover_hint=En av hjältarna börjar med det här f items.weapon.melee.greataxe.name=storax items.weapon.melee.greataxe.stats_desc=Det här vapnet är otroligt tungt. items.weapon.melee.greataxe.ability_name=återgäldning -items.weapon.melee.greataxe.typical_ability_desc=Duellisten kan utföra en _retribution_-attack med en greataxe om hon är under 50% hälsa. Denna förödande attack ger vanligtvis _%1$d-%2$d skada,_ är garanterad att träffa, och är omedelbar om den dödar en fiende. -items.weapon.melee.greataxe.ability_desc=Duellisten kan utföra en _retribution_-attack med en greataxe om hon är under 50% hälsa. Denna förödande attack ger _%1$d-%2$d skada,_ är garanterad att träffa, och är omedelbar om den dödar en fiende. +items.weapon.melee.greataxe.typical_ability_desc=Duellisten kan utföra en _retribution_-attack med en greataxe om hon är under 50%% hälsa. Denna förödande attack ger vanligtvis _%1$d-%2$d skada,_ är garanterad att träffa, och är omedelbar om den dödar en fiende. +items.weapon.melee.greataxe.ability_desc=Duellisten kan utföra en _retribution_-attack med en greataxe om hon är under 50%% hälsa. Denna förödande attack ger _%1$d-%2$d skada,_ är garanterad att träffa, och är omedelbar om den dödar en fiende. items.weapon.melee.greataxe.desc=Den här titaniska yxan är avsedd att svingas över axeln och är lika kraftfull som den är tung. items.weapon.melee.greatshield.name=greatshield @@ -1934,7 +1967,7 @@ items.weapon.melee.mace.typical_ability_desc=Duellisten kan utföra ett _kraftig items.weapon.melee.mace.ability_desc=Duellisten kan utföra ett _kraftigt slag_ med en spikklubba. Denna koncentrerade attack ger _%1$d-%2$d skada_ om den överraskade fienden, och gör dem omtöcknade i 5 varv vilket minskar precision och undvikande med 50%%. Heavy blow träffar alltid men ger vanlig skada om det inte överraskar fienden. items.weapon.melee.mace.desc=Det stora järnhuvudet på detta vapen tillfogar betydande skada. -items.weapon.melee.magesstaff.name=trollkarlens stav +items.weapon.melee.magesstaff.name=magikerns stav items.weapon.melee.magesstaff.ac_imbue=IMBUE items.weapon.melee.magesstaff.ac_zap=ZAP items.weapon.melee.magesstaff.prompt=Välj en trollstav @@ -1948,7 +1981,7 @@ items.weapon.melee.magesstaff.imbue_lost=Den trollstav som för närvarande är items.weapon.melee.magesstaff.imbue_talent=Den stav som för närvarande är inbäddad i din stav _kommer att återlämnas med +0_. items.weapon.melee.magesstaff.yes=Ja, jag är säker items.weapon.melee.magesstaff.no=Nej, jag ändrade mig -items.weapon.melee.magesstaff.desc=Den här staven är tillverkad av magikern själv och är ett unikt magiskt vapen som kan förses med en trollstav. +items.weapon.melee.magesstaff.desc=Den här staven är tillverkad av Magikern själv och är ett unikt magiskt vapen som kan förses med en trollstav. items.weapon.melee.magesstaff.no_wand=Staven har för närvarande ingen magi i sig, den måste _impregneras med en trollstavskraft_ innan den kan användas för att kasta trollformler. items.weapon.melee.magesstaff.has_wand=Staven är för närvarande försedd med en _%s._ items.weapon.melee.magesstaff.cursed_wand=Staven är förbannad, vilket gör dess magi kaotisk och slumpmässig. @@ -2028,12 +2061,12 @@ items.weapon.melee.sai$combostriketracker.desc=Duellisten bygger en kombo som ka items.weapon.melee.scimitar.name=krumsabel items.weapon.melee.scimitar.stats_desc=Det här är ett ganska snabbt vapen. items.weapon.melee.scimitar.ability_name=svärddans -items.weapon.melee.scimitar.typical_ability_desc=Duellisten kan utföra en _svärddans_ med en scimitar. Denna hållning tar ingen tid att aktivera och ger duellanten +60% attackhastighet och +50% träffsäkerhet typiskt i _%d varv._ -items.weapon.melee.scimitar.ability_desc=Duellisten kan utföra en _svärddans_ med en scimitar. Denna stance tar ingen tid att aktivera och ger Duellisten +60% attackhastighet och +50% träffsäkerhet i _%d varv._ +items.weapon.melee.scimitar.typical_ability_desc=Duellisten kan utföra en _svärddans_ med en scimitar. Denna hållning tar ingen tid att aktivera och ger duellanten +60%% attackhastighet och +50%% träffsäkerhet typiskt i _%d varv._ +items.weapon.melee.scimitar.ability_desc=Duellisten kan utföra en _svärddans_ med en scimitar. Denna stance tar ingen tid att aktivera och ger Duellisten +60%% attackhastighet och +50%% träffsäkerhet i _%d varv._ items.weapon.melee.scimitar.upgrade_ability_stat_name=Förmågans varaktighet items.weapon.melee.scimitar.desc=Ett tjockt krökt blad. Dess form möjliggör snabbare, men mindre kraftfulla attacker. items.weapon.melee.scimitar$sworddance.name=svärddans -items.weapon.melee.scimitar$sworddance.desc=Duellisten gör snabba momentumbaserade slag i en slags dans. Vid denna ställning attackerar hon 60%% snabbare (tillräckligt för att attackera exakt två gånger per tur med en scimitar) och har +50%% träffsäkerhet.\n\nTurns remaining: %s. +items.weapon.melee.scimitar$sworddance.desc=Duellisten gör snabba momentumbaserade slag i en slags dans. Vid denna ställning attackerar hon 60%% snabbare (tillräckligt för att attackera exakt två gånger per tur med en scimitar) och har +50%% träffsäkerhet.\n\nÅterstående turer: %s. items.weapon.melee.sickle.name=skära items.weapon.melee.sickle.stats_desc=Det här är ett ganska oprecist vapen. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Detta vapen sprider kraften från sit items.weapon.missiles.forcecube.desc=Dessa magiska kuber med udda form är tillräckligt små för att rymmas i handen, men otroligt tunga. items.weapon.missiles.heavyboomerang.name=tung bumerang -items.weapon.missiles.heavyboomerang.stats_desc=Detta vapen återvänder till den plats det kastades ifrån efter några varv. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Denna stora bumerang är svår att hantera effektivt, men orsakar betydande skada. items.weapon.missiles.javelin.name=spjut @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Dessa stenar slipas ned så att de kan items.weapon.missiles.throwingstone.discover_hint=En av hjältarna börjar med det här föremålet. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Detta vapen orsakar blödning motsvarande hälften av den skada som tillfogas målet. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Dessa kastyxor har en tandad egg som sliter sönder när de fastnar i fienden. items.weapon.missiles.trident.name=trident @@ -2263,7 +2297,7 @@ items.amulet.name=amulett av yendor items.amulet.ac_end=Sluta spelet items.amulet.desc=Yendors amulett är den mest kraftfulla artefakt som människor och dvärgar känner till. Dess skimrande kristaller innehåller otrolig och förunderlig kraft. items.amulet.desc_origins=Amulettens ursprung är okänt. Historien säger att dvärgarnas kung skröt med att han hade upptäckt artefakten strax innan den dvärgiska civilisationen avbröt all kontakt. Hur hittade han den? Hur tog Yog-Dzewa den ifrån honom? Frågor för en annan gång kanske, allt som betyder något nu är att amuletten är din! -items.amulet.desc_ascent=Amulettens ursprung är okänt, men det är tydligt att den har påverkats starkt av Yog-Dzewas kraft. Dungeon verkar böja sig efter Yogs vilja när du rör dig genom den, vilket gör fienderna mycket mer rikliga och kraftfulla! Du kan inte heller längre aktivera eller kasta amuletten, nästan som om den är förbannad. +items.amulet.desc_ascent=Amulettens ursprung är okänt, men det är tydligt att den har påverkats starkt av Yog-Dzewas kraft. Fängelsehålan verkar böja sig efter Yogs vilja när du rör dig genom den, vilket gör fienderna mycket mer rikliga och kraftfulla! Du kan inte heller längre aktivera eller kasta amuletten, nästan som om den är förbannad. items.amulet.ascent_title=Ascension items.amulet.ascent_desc=Du börjar känna Yog-Dzewas stora och fruktansvärda kraft stråla ut från amuletten. Att ta sig tillbaka genom fängelsehålan som dödlig kan vara svårare än du trodde!\n\nOm du fortsätter att ta dig upp med amuletten kommer fängelsehålan att bli farligare, teleporter mellan våningarna kommer att inaktiveras och du kommer bara att kunna vinna spelet genom att besegra fiender när du tar dig upp genom fängelsehålan!\n\nDu kan lämna amuletten här tills vidare om du vill ta dig upp utan att starta den här utmaningen, eller aktivera amuletten innan du tar dig upp för att avsluta spelet normalt. items.amulet.ascent_yes=Fortsätt! @@ -2283,7 +2317,7 @@ items.arcaneresin.ac_apply=TILLÄMPA items.arcaneresin.level_too_high=Den här trollstaven är för kraftfull för att resin ska kunna förbättra den. items.arcaneresin.not_enough=Du har inte tillräckligt med harts för det! items.arcaneresin.apply=Du täcker din trollstav med resin, vilket ökar dess kraft! -items.arcaneresin.desc=Detta fina pulver skimrar mellan nyanser av lila och vitt. Det kan fungera som en förstärkare av magiska energier och ökar nivån på trollstavar när det appliceras på dem!\n\nAtt uppgradera en trollstav kostar 1, 2 eller 3 resin beroende på trollstavens ursprungliga nivå. Resin kan uppgradera trollstavar till maximalt +3.\n\nResinuppgraderingar _åsidosätts dock av andra uppgraderingskällor_ (såsom uppgraderingsrullar) och gäller inte när en trollstav impregneras i magikerns stav. +items.arcaneresin.desc=Detta fina pulver skimrar mellan nyanser av lila och vitt. Det kan fungera som en förstärkare av magiska energier och ökar nivån på trollstavar när det appliceras på dem!\n\nAtt uppgradera en trollstav kostar 1, 2 eller 3 resin beroende på trollstavens ursprungliga nivå. Resin kan uppgradera trollstavar till maximalt +3.\n\nResinuppgraderingar _åsidosätts dock av andra uppgraderingskällor_ (såsom uppgraderingsrullar) och gäller inte när en trollstav impregneras i Magikerns stav. items.arcaneresin.discover_hint=Du kan tillverka detta föremål via alkemi. items.brokenseal.name=bruten försegling @@ -2299,7 +2333,8 @@ items.brokenseal.choose_desc=Både den här rustningen och det trasiga sigillet items.brokenseal.discover_hint=En av hjältarna börjar med det här föremålet. items.brokenseal$warriorshield.name=Krigarsköld items.brokenseal$warriorshield.desc_active=Krigarens brutna sigill hjälper honom för närvarande att hålla ut och ger honom en sköld utöver hans hälsa. Det finns en nedkylningstid efter att skölden initialt utlösts innan den kan användas igen.\n\nDen här skölden förfaller inte över tid, men upphör om inga fiender är i närheten under några varv. När den slutar kommer oanvänd sköld att minska nedräkningen, upp till max 50%%.n\n\nResterande sköld: %1$d.\n\nAktuell nedräkning: %2$d. -items.brokenseal$warriorshield.desc_cooldown=Krigaren har nyligen fått sköld från sitt brutna sigill, och måste vänta tills han kan dra nytta av dess sköldeffekt igen.\n\nTurns Remaining: %d. +items.brokenseal$warriorshield.desc_cooldown=Krigaren har nyligen fått sköld från sitt brutna sigill, och måste vänta tills han kan dra nytta av dess sköldeffekt igen.\n\nÅterstående turer: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=daggdroppe items.dewdrop.already_full=Du har redan full hälsa. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=APPPLY items.liquidmetal.prompt=Välj ett kastat vapen items.liquidmetal.already_fixed=Det där kastvapnet är redan i perfekt skick! items.liquidmetal.apply=Du använder %d flytande metall för att reparera ditt kastvapen. -items.liquidmetal.desc=Denna magiska vätska kan fylla sprickor och revor på ett kastvapen och återställa det till perfekt skick! Om en vapensats saknar ett vapen men i övrigt är helt reparerad kan flytande metall till och med användas för att ersätta ett saknat vapen i satsen!\n\nEtt vapen av nivå 1 kräver 10 flytande metall för att repareras helt, ett vapen av nivå 5 kräver 30. Varje uppgradering ökar också mängden metall som behövs med 33 %.\n\nFlytande metall kan inte användas för att reparera spetsarna på pilspetsar. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Du kan tillverka detta föremål via alkemi. items.lostbackpack.name=förlorad ryggsäck diff --git a/core/src/main/assets/messages/items/items_tr.properties b/core/src/main/assets/messages/items/items_tr.properties index 9ac627bcc..348dc9a32 100644 --- a/core/src/main/assets/messages/items/items_tr.properties +++ b/core/src/main/assets/messages/items/items_tr.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=Anti entropi %s items.armor.curses.antientropy.desc=Anti-entropi laneti, evrenin güçlerine karşı çalışır, enerjiyi kullanıcıya çeker ve çevresinden uzaklaştırır. Bu, kullanıcıyı kısaca ateşe verir, ancak etrafındaki her şeyi dondurur! items.armor.curses.bulk.name=Yığın %s -items.armor.curses.bulk.desc=Yığılmış ağır daha geniş ve daha tehditkar görünse de defansı gerçekten arttırdığı yok. Hatta daha da beteri, eklenmiş fazladan boyut kapılardan geçmeyi daha zor hale getiriyor. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=Korozif %s items.armor.curses.corrosion.desc=Korozif zırhlar etrafa aşındırıcı bir sıvı saçarak bölgedeki her şeyi yapışkan, asidik bir çamurla kaplayabilir. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kan kadehi items.artifacts.chaliceofblood.ac_prick=BATIR items.artifacts.chaliceofblood.yes=Evet, ne yaptığımı biliyorum items.artifacts.chaliceofblood.no=Hayır, fikrimi değiştirdim -items.artifacts.chaliceofblood.prick_warn=Kadehi kullandığın her seferde daha fazla yaşam enerjisi emilir, eğer dikkatli olmazsan bu seni kolayca öldürebilir.\n\nDaha fazla yaşam enerjisi vermek istediğinden emin misin? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Elini kestin ve yaşam özün kadehin içine doğru emildi. items.artifacts.chaliceofblood.ondeath=Kadeh tüm yaşam enerjini emdi... items.artifacts.chaliceofblood.desc=Bu parlak gümüş kadeh ilginç bir şekilde kenarında keskin mücevherlerle donatılmış. items.artifacts.chaliceofblood.desc_cursed=Lanetli kadeh kendini sıkıca eline tutturdu ve sağlığını yenileme yeteneğini baskılıyor. items.artifacts.chaliceofblood.desc_1=Kadehi elinde tutarken içinde garip bir şekilde kendini o keskin mücevherlerle kesme isteği duyuyorsun. -items.artifacts.chaliceofblood.desc_2=Kanının bir kısmı kadehte birikti, kadehin sana az da olsa yaşam enerjisi verdiğini hissediyorsun. Acıyacağını bilsen bile hala kendini kadehin üzerine kesmek istiyorsun. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Kadeh yaşam özünle ağzına kadar doldu. Kadehin sana yaşam enerjisini geri verdiğini hissediyorsun. items.artifacts.cloakofshadows.name=gölgelerin pelerini @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Kolluğunun yeterince şarjı yok items.artifacts.masterthievesarmband.cursed=Lanetli bir kolluğu kullanamazsın. items.artifacts.masterthievesarmband.full=Kolluğun tamamen şarj oldu! items.artifacts.masterthievesarmband.prompt=Hedeflemek için bir düşman seç -items.artifacts.masterthievesarmband.no_target=Sana yakın olan bir düşmanı hedef almak zorundasın +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Doğrudan satıcıdan çalamazsın. items.artifacts.masterthievesarmband.no_steal=O düşmanın çalacağı bir şey yok. items.artifacts.masterthievesarmband.stole_item=Bir eşyayı çaldın: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Lanetli sandaletler doğayla olan he items.artifacts.sandalsofnature.desc_ability=Ayakkabılar, onları beslediğiniz son tohumun rengiyle dalgalanır. Kısa süreliğine toprağa kök salabilir ve 3 karo yarıçapındaki herhangi bir yerde o bitkinin etkisini üretebilirler.\nTohum: _%s_\nŞarj gerekli: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Ayakkabılara %d tohumu yedirdin. +items.artifacts.skeletonkey.name=iskelet anahtar +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Hedef seçin +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=öngörü tılsımı items.artifacts.talismanofforesight.ac_scry=ÖNGÖRÜ items.artifacts.talismanofforesight.low_charge=Bu tılsımın görmek için en az %5 enerjiye ihtiyacı var. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Bu kristal anahtarın kesik yüzeyleri karanlıkta pa items.keys.ironkey.name=demir anahtar items.keys.ironkey.desc=Bu anahtarın üzerindeki çentikler aşınmış; üzerindeki deri kordon yıllar geçtikçe çürümüş. Acaba bu anahtar ile hangi kapı açılabilir? -items.keys.skeletonkey.name=iskelet anahtar -items.keys.skeletonkey.desc=Bu anahtar ciddi gözüküyor: tutma yeri kafatası şeklinde. Muhtemelen ciddi bir kapıyı açabilir. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=elementer köz items.quest.embers.desc=Sadece genç ateş elementallerinden elde edilebilen özel közler. Termal enerji yayıyorlar. items.quest.embers.discover_hint=Bu eşyayı belirli bir görev esnasında bulabilirsin. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=KULLAN +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Bu eşyayı belirli bir görev esnasında bulabilirsin. + items.quest.gooblob.name=yapışkan çamur damlası items.quest.gooblob.desc=Ölürken Goo'dan ayrılmış, sallantılı bir yapışkan madde. Neredeyse büyük bir jöle topu gibidir, ancak onu yemeye cesaret edemezsiniz.\n\nTek başına hiçbir işe yaramaz, ancak bazı iksirlerle veya bir bombayla birleştirildiğinde faydalı olabilir. En azından makul miktarda enerjiye dönüşmesi gerekir. items.quest.gooblob.discover_hint=Bu eşyayı belirli düşmanlardan düşünce edinebilirsin. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Simya kazanında biraz zaman geçirdikten sonr items.trinkets.chaoticcenser.typical_stats_desc=Genellikle bu tılsım, her _%d_ turda bir düşmanın yakınında zararlı bir gaz oluşturur. Gazlar yalnızca düşmanlar bulunduğunda görünür. Yüksek seviyelerde bu gazlar daha egzotik ve güçlü olma olasılığına sahiptir. items.trinkets.chaoticcenser.stats_desc=Mevcut seviyesinde, bu tılsım yaklaşık her _%d_ turda bir düşmanın yakınında zararlı bir gaz ortaya çıkarır. Gazlar yalnızca düşmanlar mevcut olduğunda ortaya çıkar. Yüksek seviyelerde bu gazlar daha egzotik ve güçlü olma olasılığına sahiptir. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=boyutlu güneş saati items.trinkets.dimensionalsundial.warning=Güneş saatin bir gölge düşürmüyor, tedirgin hissediyorsun. items.trinkets.dimensionalsundial.desc=Bu küçük el güneş saati, siz onu dik tutmasanız bile bir şekilde zindanın derinliklerinde bir gölge oluşturabiliyor. Daha da tuhafı, gölgenin konumunun bu dünyadaki güneşle hiçbir ilişkisi yok gibi görünüyor. Gölge oluşmadığında, güneş saati tehlikeyi çekiyor gibi görünüyor. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Tipik olarak bu tılsım, görüş m items.trinkets.eyeofnewt.stats_desc=Bu seviyede iken bu tılsım senin görüş seviyeni _%1$s%%_ arttırır, ama ayrıca senin düşmanlar üzerindeki akıl okuma genişliğini _%2$d_ yapar. items.trinkets.ferrettuft.name=Gelincik püskülü -items.trinkets.ferrettuft.desc=İpeksi beyaz gelincik kılından bir püskül, fiyonk yapılmış yeşilimtırak bir kurdeleyle tutturulmuş. Gelincikler, çeviklikleri, muzırlıkları ve biraz da arsızlıklarıyla bilinirler. Bu güç bu tılsımdan yayılıyor ve etrafındaki herşeyin kaçınmasını arttırıyor sanki. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Tipik olarak bu tılsım tüm karakterlerin kaçışını _%%%1$s_ artırır. items.trinkets.ferrettuft.stats_desc=Mevcut seviyesinde bu tılsım tüm karakterlerin kaçışını _%%%1$s_ artırır. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Düellocu savaş baltasıyla _ağır b items.weapon.melee.battleaxe.desc=Bu savaş baltasının devasa çelik başı her geniş savurmaya ağırlığını veriyor. items.weapon.melee.crossbow.name=arbalet -items.weapon.melee.crossbow.stats_desc=Bu silah giyildiğinde fırlatılan dartların hasarını arttıracaktır ve bunun üzerine onlara bir efsun verecektir. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=ücretli atış items.weapon.melee.crossbow.typical_ability_desc=Düellocu arbaletini _kurar_ ve sonraki normal saldırısının her zaman isabet etmesini ve üç etkiden birinin gerçekleşmesini sağlar: Yakın saldırılar düşmanları iter, Uçsuz dartlar _+%1$d hasar_ verir ve uçlu dartlar etkilerini 7x7 büyüklüğünde bir alana gösterirler ve _%2$d kadar fazla kullanılabilirler_. items.weapon.melee.crossbow.ability_desc=Düellocu arbaletini _kurar_ ve sonraki normal saldırısının her zaman isabet etmesini ve üç etkiden birinin gerçekleşmesini sağlar: Yakın saldırılar düşmanları iter, Uçsuz dartlar _+%1$d hasar_ verir ve uçlu dartlar etkilerini 7x7 büyüklüğünde bir alana gösterirler ve _%2$d kadar fazla kullanılabilirler_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Bu silah darbesinin gücünü küçü items.weapon.missiles.forcecube.desc=Bu tuhaf şekilli büyülü küpler elinizde tutabileceğiniz kadar küçüktür, ancak inanılmaz derecede ağırdır. items.weapon.missiles.heavyboomerang.name=ağır bumerang -items.weapon.missiles.heavyboomerang.stats_desc=Bu silah birkaç tur sonra fırlatıldığı yere geri döner. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Bu silah birkaç tur sonra fırlatıldığı yere geri döner. items.weapon.missiles.javelin.name=cirit @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Bu taşlar, normal bir taştan daha faz items.weapon.missiles.throwingstone.discover_hint=Kahramanlardan birisi bu eşyayla başlar. items.weapon.missiles.tomahawk.name=kızılderili baltası -items.weapon.missiles.tomahawk.stats_desc=Bu silah, hedefine verdiği hasarın yarısı kadar kanamaya yol açar. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Bu fırlatma baltalarının, saplandıklarında yırtıcı bir etki yaratan tırtıklı kenarları vardır. items.weapon.missiles.trident.name=çatal mızrak @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Kahramanlardan birisi bu eşyayla başlar. items.brokenseal$warriorshield.name=Savaşçı Kalkanı items.brokenseal$warriorshield.desc_active=Savaşçının kırık mührü şu anda ona direnç kazandırıyor ve sağlığına ek olarak kalkan sağlıyor. Kalkan devreye girdikten sonra, yeniden kullanılmadan önce bir bekleme süresi başlar.\n\nBu kalkan zamanla azalmaz, ancak birkaç tur boyunca yakında düşman yoksa sona erer. Kalkan sona erdiğinde, kullanılmamış kalkan miktarı bekleme süresini azaltır, en fazla %%50 oranında.\n\nKalan kalkan: %1$d.\n\nMevcut bekleme süresi: %2$d. items.brokenseal$warriorshield.desc_cooldown=Savaşçı kısa süre önce kırılan mühründen kalkan kazanmıştır ve kalkan etkisinden tekrar yararlanana kadar beklemelidir.\n\nKalan hamle sayısı: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=çiy damlası items.dewdrop.already_full=Sağlığın zaten tamamen dolu. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ÜZERİNDE KULLAN items.liquidmetal.prompt=Atılan bir silah seçin items.liquidmetal.already_fixed=O fırlatılan silah zaten mükemmel durumda! items.liquidmetal.apply=Fırlattığınız silahı onarmak için %d sıvı metal kullanıyorsunuz. -items.liquidmetal.desc=Bu büyülü sıvı, fırlatılan silahlardaki çatlakları ve yırtıkları doldurarak silahı mükemmel bir duruma getirebilir! Bir silah setinde bir silah eksikse ancak tamamen onarılmışsa, sıvı metal setteki eksik bir silahın yerini almak için bile kullanılabilir!\n\n1. kademe bir silahın tamamen onarılması için 10 sıvı metal gerekirken, 5. kademe bir silah için 30 sıvı metal gerekir. Her yükseltme ayrıca gereken metal miktarını %33 oranında artırır.\n\nSıvı metal, uçlu dartların uçlarını onarmak için kullanılamaz. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Bu eşyayı simya ile üretebilirsin. items.lostbackpack.name=kayıp sırt çantası diff --git a/core/src/main/assets/messages/items/items_uk.properties b/core/src/main/assets/messages/items/items_uk.properties index 06300f124..75cf22906 100644 --- a/core/src/main/assets/messages/items/items_uk.properties +++ b/core/src/main/assets/messages/items/items_uk.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s анти-ентропії. items.armor.curses.antientropy.desc=Прокляття анти-ентропії протидіє законам всесвіту, поглинаючи енергію в носія з оточення. Воно злегка підпалює носія, але заморожує все навколо! items.armor.curses.bulk.name=%s незграбності -items.armor.curses.bulk.desc=Обладунок виглядає більшим, але насправді не має бонусів до захисту. Тим більше, великий розмір робить пересування через двері дуже складним. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s корозії. items.armor.curses.corrosion.desc=Обладунок корозії здатен розбризкати корозійну рідину, покривши все навколо липкою кислотою @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=кривавий кубок items.artifacts.chaliceofblood.ac_prick=ВКОЛОТИСЯ items.artifacts.chaliceofblood.yes=Так, я розумію, що я роблю items.artifacts.chaliceofblood.no=Ні, я одумався -items.artifacts.chaliceofblood.prick_warn=Кожен раз, коли ви використовуєте кубок, він буде забирати все більше життєвої енергії, якщо ви не будете обережні, ви можете легко вбити себе.\n\nВи впевнені, що хочете надати йому більше життєвої енергії? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Ви колете себе, і ваша життєва енергія стікає в кубок. items.artifacts.chaliceofblood.ondeath=Кубок висмоктує вашу енергію до кінця... items.artifacts.chaliceofblood.desc=Цей сяючий срібний кубок дивно прикрашений гострими дорогоцінними каменями на обідку. items.artifacts.chaliceofblood.desc_cursed=Проклятий кубок вчепився у вашу руку і гальмує регенерацію. items.artifacts.chaliceofblood.desc_1=Коли ви тримаєте кубок, ви відчуваєте дивне відчуття, вас тягне вколоти руку гострими самоцвітами на обідку. -items.artifacts.chaliceofblood.desc_2=Частина вашої крові злилася в кубок, ви відчуваєте, як він наповнює вас життєвою енергією. Ви все ще хочете порізатися, хоча й знаєте, як це боляче. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Кубок наповнений до краю вашою життєвою енергією. Ви відчуваєте, як він віддає вам життєву енергію назад. items.artifacts.cloakofshadows.name=Плащ тіней @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Ваша пов'язка не м items.artifacts.masterthievesarmband.cursed=Ви не можете скористатися проклятою пов'язкою. items.artifacts.masterthievesarmband.full=Ваша пов'язка повністю заряджена! items.artifacts.masterthievesarmband.prompt=Оберіть ворога для націлення -items.artifacts.masterthievesarmband.no_target=Ви маєте обрати ворога, що прилеглий до вас +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Ви не можете напряму красти у крамарів. items.artifacts.masterthievesarmband.no_steal=У цього ворога немає нічого, щоб вкрасти. items.artifacts.masterthievesarmband.stole_item=Ви вкрали предмет: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Прокляті сандалі бл items.artifacts.sandalsofnature.desc_ability=Взуття переливається кольором останнього насіння, яким ви його нагодували. Вони можуть ненадовго вкорінитися в землю і створити ефект цієї рослини будь-де в радіусі 3-х плиток.\nНасіння: _%s_\nНеобхідно заряду: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Ви нагодували взуття насіниною %d. +items.artifacts.skeletonkey.name=Скелетний ключ +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Виберіть ціль +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=талісман передбачення items.artifacts.talismanofforesight.ac_scry=ПРОЗРІННЯ items.artifacts.talismanofforesight.low_charge=Цьому талісману потрібно щонайменше 5% заряду для активації передбачення. @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Гладенькі поверхні криштале items.keys.ironkey.name=залізний ключ items.keys.ironkey.desc=Зазубрини на цьому старовинному залізному ключі сильно зношені; його шкіряний ремінець пошкоджений часом. Які двері він може відкрити? -items.keys.skeletonkey.name=Скелетний ключ -items.keys.skeletonkey.desc=Цей ключ виглядає серйозно: його верхівка має форму черепа. Напевно,ключ призначений для якихось міцних дверей. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=жарина стихійника items.quest.embers.desc=Особлива жарина, яку можна отримати лише з молодих вогняних стихійників. Воно й досі випромінює тепло. items.quest.embers.discover_hint=Ви можете знайти цей предмет під час виконання певного завдання. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=ВИКОРИСТАТИ +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Ви можете знайти цей предмет під час виконання певного завдання. + items.quest.gooblob.name=слизька крапля items.quest.gooblob.desc=Пружна та слизька густа крапля, яка лишилася від переможеного хлюпня. Вона подібна на велику кульку желе, хоч ви і не наважитеся її з'їсти.\n\nСам по собі цей згусток не несе ніякої користі, але його можна поєднати з певним зіллям або бомбою. Врешті-решт його можна перетворити на пристойну кількість енергії. items.quest.gooblob.discover_hint=Ви можете отримати цей предмет у вигляді трофею з певних ворогів. @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Через деякий час у алхімі items.trinkets.chaoticcenser.typical_stats_desc=Зазвичай цей аксесуар породжує шкідливий газ поблизу ворога приблизно кожні _%d_ ходів. Гази з'являтимуться лише за наявності ворогів. На вищих рівнях ці гази, швидше за все, будуть екзотичними та потужними. items.trinkets.chaoticcenser.stats_desc=На цьому рівні, цей аксесуар породжує шкідливий газ поблизу ворога приблизно кожні _%d_ ходів. Гази з'являтимуться лише за наявності ворогів. На вищих рівнях ці гази, швидше за все, будуть екзотичними та потужними. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=міжвимірний сонячний годинник items.trinkets.dimensionalsundial.warning=Ваш сонячний годинник не кидає тінь, ви стривожені. items.trinkets.dimensionalsundial.desc=Цей маленький ручний сонячний годинник якимось чином здатний відкидати тінь у глибині підземелля, навіть якщо ви не тримаєте його вертикально. Ще більш дивно те, що положення тіні не має ніякого відношення до сонця в цьому світі. Коли немає тіні, сонячний годинник ніби привертає небезпеку. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Зазвичай цей аксесу items.trinkets.eyeofnewt.stats_desc=На поточному рівні цей аксесуар зменшить дальність вашого бачення на _%1$s%%_, але також дасть вам ментальний зір у межах _%2$d_ плиток. items.trinkets.ferrettuft.name=тхорячий чубчик -items.trinkets.ferrettuft.desc=Пучок шовковистого білого тхорячого хутра, скріплений лаймово-зеленою стрічкою, зав'язаною в бант. Тхори відомі своєю спритністю, пустотливістю та відсутністю доброчесності. Здається, частина цієї сили випромінюється з брелока, посилюючи ухилення від усього, що знаходиться поруч. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Зазвичай цей аксесуар збільшує ухилення всіх персонажів до _%1$s%%_. items.trinkets.ferrettuft.stats_desc=На поточному рівні цей аксесуар збільшить ухилення всіх персонажів на _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Дуелянт може здійсни items.weapon.melee.battleaxe.desc=Величезне сталеве лезо цієї бойової сокири здатне наносити важкі пошкодження. items.weapon.melee.crossbow.name=Арбалет -items.weapon.melee.crossbow.stats_desc=Ця зброя підвищує пошкодження дротиків, коли вона споряджена, і навіть надасть їм своє зачарування. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=заряджений постріл items.weapon.melee.crossbow.typical_ability_desc=Дуелянтка може _зарядити_ свій арбалет, що призведе до того, що її наступна звичайна атака з ним завжди влучить і застосовує один із трьох ефектів: атаки ближнього бою відкидають ворогів, а не змазані дротики зазвичай завдають _+%1$d шкоди_, і змазані дротики застосовують свій ефект у зоні 7x7 і зазвичай тривають на _%2$d більше застосувань_. items.weapon.melee.crossbow.ability_desc=Дуелянтка може _зарядити_ свій арбалет, що призведе до того, що її наступна звичайна атака з ним завжди влучить і застосовує один із трьох ефектів: атаки ближнього бою відкидають ворогів, а не змазані дротики завдають _+%1$d шкоди_, і змазані дротики застосовують свій ефект у зоні 7x7 і тривають на _%2$d більше застосувань_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Ця зброя поширює сил items.weapon.missiles.forcecube.desc=Ці магічні кубики дивної форми досить малі, щоб їх можна було тримати в руці, але неймовірно важкі. items.weapon.missiles.heavyboomerang.name=Важкий бумеранг -items.weapon.missiles.heavyboomerang.stats_desc=Через кілька ходів ця зброя повертається до місця, звідки вона була кинута. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Цим великим бумерангом важко ефективно володіти, але він завдасть значної шкоди. items.weapon.missiles.javelin.name=Метальний спис @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ці камені відшліфова items.weapon.missiles.throwingstone.discover_hint=Один з героїв починає з цього предмета. items.weapon.missiles.tomahawk.name=томагавк -items.weapon.missiles.tomahawk.stats_desc=Ця зброя спричиняє кровотечу, що дорівнює половині шкоди, завданої цілі. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Ці метальні сокири мають зубчастий край, який розривається, коли вони встромляються у ворога. items.weapon.missiles.trident.name=тризубець @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Один з героїв починає з цьо items.brokenseal$warriorshield.name=Захист воїна items.brokenseal$warriorshield.desc_active=Зламана печатка воїна наразі допомагає йому вистояти, надаючи йому захист на додачу до здоров'я. Після того, як захист спрацює, він перезавантажується, перш ніж його можна буде використати знову.\n\nЦей захист не зникає з часом, але закінчується, якщо протягом кількох ходів поблизу немає ворогів. Коли він закінчується, будь-який невикористаний захист зменшує час перезарядки, максимум до 50%%.\n\nЗахисту залишилося: %1$d.\n\nПоточна перезарядка: %2$d. items.brokenseal$warriorshield.desc_cooldown=Воїн нещодавно отримав захист від зламаної печатки, і повинен почекати, поки знову зможе скористатися її захисним ефектом.\n\nХодів залишилося: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=Крапля роси items.dewdrop.already_full=Ви вже повністю здорові! @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=ЗАСТОСУВАТИ items.liquidmetal.prompt=Оберіть метальну зброю items.liquidmetal.already_fixed=Ця метальна зброя вже в ідеальному стані! items.liquidmetal.apply=Ви використовуєте %d рідкого металу для ремонту вашої метальної зброї. -items.liquidmetal.desc=Ця чарівна рідина може заповнити тріщини та розриви на метальній зброї, відновлюючи її до ідеального стану! Якщо в наборі зброї відсутня якась зброя, але в іншому вона повністю відремонтована, то рідкий метал можна використовувати навіть для заміни відсутньої зброї з набору!\n\nДля повного ремонту зброї 1-го рангу потрібно 10 рідкого металу, для зброї 5-го рангу - 30. Кожне покращення також збільшує кількість необхідного металу на 33%.\n\nРідкий метал не можна використовувати для ремонту наконечників на дротиках. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Ви можете створити цей предмет за допомогою алхімії. items.lostbackpack.name=загублений рюкзак diff --git a/core/src/main/assets/messages/items/items_vi.properties b/core/src/main/assets/messages/items/items_vi.properties index 232806c0e..15809970c 100644 --- a/core/src/main/assets/messages/items/items_vi.properties +++ b/core/src/main/assets/messages/items/items_vi.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s của sự hấp thụ nhiệt items.armor.curses.antientropy.desc=Lời nguyền của sự hấp thụ nhiệt chống lại sức mạnh của vũ trụ, hút lấy năng lượng từ xung quanh và truyền vào người mặc. Điều này tạm thời khiến người mặc bốc cháy, nhưng đóng băng mọi thứ xung quanh họ! items.armor.curses.bulk.name=%s của sự cồng kềnh -items.armor.curses.bulk.desc=Áo giáp cồng kềnh trông lớn hơn và oai nghiêm hơn, nhưng không thực sự tăng khả năng phòng thủ. Tệ hơn nữa, kích thước tăng thêm khiến việc di chuyển qua các ô cửa rất khó khăn. +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=%s của sự ăn mòn items.armor.curses.corrosion.desc=Áo giáp của sự ăn mòn có khả năng bắn ra chất lỏng có tính ăn mòn, bao phủ mọi thứ trong khu vực bằng chất nhầy dính có tính axit. @@ -168,8 +168,8 @@ items.artifacts.alchemiststoolkit.desc_hint=Bộ công cụ được trang bị items.artifacts.artifact.cannot_wear_two=Bạn không thể đeo 2 cổ vật cùng loại. items.artifacts.artifact.equip_cursed=Món cổ vật trói buộc chính nó vào bạn một cách đau đớn. -items.artifacts.artifact.curse_known=Bạn có thể cảm thấy một ma thuật hắc ám ẩn nấp trong món cổ vật. -items.artifacts.artifact.not_cursed=Món cổ vật này không dính ma thuật hắc ám. +items.artifacts.artifact.curse_known=Bạn có thể cảm thấy một phép thuật hắc ám ẩn nấp trong món cổ vật. +items.artifacts.artifact.not_cursed=Món cổ vật này không dính phép thuật hắc ám. items.artifacts.artifact.need_to_equip=Bạn cần phải trang bị món cổ vật của bạn vào để làm điều đó. items.artifacts.capeofthorns.name=tấm áo choàng gai nhọn @@ -180,19 +180,19 @@ items.artifacts.capeofthorns$thorns.inert=Tấm áo choàng của bạn lại tr items.artifacts.capeofthorns$thorns.radiating=Tấm áo choàng của bạn bắt đầu tỏa ra năng lượng, bạn cảm thấy được bảo vệ! items.artifacts.capeofthorns$thorns.levelup=Tấm áo choàng của bạn trở nên mạnh hơn! items.artifacts.capeofthorns$thorns.name=gai -items.artifacts.capeofthorns$thorns.desc=Tấm áo choàng của bạn đang tỏa ra năng lượng, bao bọc bạn trong một trường lực có tính phản lại!\n\nTất cả sát thương bạn nhận được giảm lại khi hiệu ứng gai đang kích hoạt. Ngoài ra, nếu kẻ tấn công ở cạnh bạn, số sát thương bị giảm sẽ được phản lại vào kẻ tấn công.\n\nSố lượt của gai còn lại: %s. +items.artifacts.capeofthorns$thorns.desc=Tấm áo choàng của bạn đang tỏa ra năng lượng, bao bọc bạn trong một trường lực có tính phản lại!\n\nTất cả sát thương bạn nhận được giảm lại khi hiệu ứng gai đang kích hoạt. Ngoài ra, nếu kẻ tấn công ở cạnh bạn, số sát thương bị giảm sẽ được phản lại vào kẻ tấn công.\n\nLượt gai còn lại: %s. items.artifacts.chaliceofblood.name=chén máu thánh items.artifacts.chaliceofblood.ac_prick=ĐÂM items.artifacts.chaliceofblood.yes=Có, tôi biết tôi đang làm gì items.artifacts.chaliceofblood.no=Không, tôi đổi ý rồi -items.artifacts.chaliceofblood.prick_warn=Mỗi lần bạn dùng chiếc chén thánh nó sẽ hút nhiều năng lượng sống hơn, nếu bạn không cẩn thận nó có thể dễ dàng giết bạn.\n\nBạn có chắc mình muốn hiến tế cho nó nhiều năng lượng sống hơn? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=Bạn đâm chính mình, và năng lượng sống của bạn bị hút vào chiếc chén thánh. items.artifacts.chaliceofblood.ondeath=Chiếc chén thánh hút cạn năng lượng sống của bạn ... items.artifacts.chaliceofblood.desc=Chiếc chén thánh bằng bạc sáng bóng này được trang trí một cách kì lạ với những viên đá quý sắc nhọn ở vành. items.artifacts.chaliceofblood.desc_cursed=Chiếc chén thánh bị nguyền đã ràng buộc chính nó vào bàn tay bạn, và đang ức chế khả năng hồi phục sinh lực của bạn. items.artifacts.chaliceofblood.desc_1=Khi bạn cầm chiếc chén thánh, bạn cảm thấy bị bắt buộc một cách kì lạ, rằng bạn phải đâm những viên đá quý sắc nhọn vào chính mình. -items.artifacts.chaliceofblood.desc_2=Một chút máu của bạn được chứa trong chiếc chén thánh, bạn có thể nhẹ nhàng cảm nhận được chiếc chén thánh đang truyền năng lượng sống vào trong bạn. Bạn vẫn muốn cắt chính mình vào chiếc chén thánh, mặc dù bạn biết nó sẽ đau. +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=Chiếc chén thánh được làm đầy đến miệng bằng năng lượng sống của bạn. Bạn có thể cảm thấy chiếc chén thánh đổ ngược năng lượng sống lại vào trong bạn. items.artifacts.cloakofshadows.name=áo choàng bóng tối @@ -343,7 +343,7 @@ items.artifacts.etherealchains.cant_reach=Sợi xích của bạn không thể v items.artifacts.etherealchains.inside_wall=Sợi xích của bạn chỉ có thể kéo bạn xuyên qua những bức tường, không phải vào trong chúng. items.artifacts.etherealchains.nothing_to_grab=Không có gì để bám vào ở đó cả. items.artifacts.etherealchains.prompt=Chọn một địa điểm -items.artifacts.etherealchains.desc=Sợi xích lớn nhưng nhẹ này phát sáng với năng lượng tam linh. Nó có thể được dùng để kéo bạn đến các vật cản, hoặc kéo kẻ địch lại gần bạn. Bản chất tâm linh của nó thậm chí cho phép nó kéo dài qua những bức tường! +items.artifacts.etherealchains.desc=Sợi xích lớn nhưng nhẹ này phát sáng với năng lượng tâm linh. Nó có thể được dùng để kéo bạn đến các địa hình, hoặc kéo kẻ địch lại gần bạn. Bản chất tâm linh của sợi xích thậm chí cho phép nó đi xuyên các bức tường! items.artifacts.etherealchains.desc_cursed=Sợi xích bị nguyền đã cuốn chặt vào hông bạn, liên tục đung đưa qua lại, cố làm bạn bị vấp ngã hoặc trói bạn. items.artifacts.etherealchains.desc_equipped=Sợi xích nằm quanh bạn, từ từ hút năng lượng tâm linh từ những kẻ bạn đánh bại. Một năng lượng tương ứng với một mắt xích, và sẽ kéo dài ra đúng một ô. items.artifacts.etherealchains$chainsrecharge.levelup=Sợi xích của bạn trở nên mạnh hơn! @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Băng đeo tay của bạn không items.artifacts.masterthievesarmband.cursed=Bạn không thể sử dụng một cái băng đeo tay bị nguyền rủa. items.artifacts.masterthievesarmband.full=Băng đeo tay của bạn đã được sạc đầy! items.artifacts.masterthievesarmband.prompt=Chọn một kẻ thù để nhắm vào -items.artifacts.masterthievesarmband.no_target=Bạn phải nhắm vào kẻ thù đang ở gần bạn +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=Bạn không thể cướp trực tiếp từ chủ cửa hàng items.artifacts.masterthievesarmband.no_steal=Kẻ địch đó không có gì để cướp. items.artifacts.masterthievesarmband.stole_item=Bạn đã trộm được: %s. @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=Đôi dép bị nguyền đang ngăn items.artifacts.sandalsofnature.desc_ability=Đôi giày tỏa ra màu sắc của hạt giống cuối bạn cho nó ăn. Nó có thể bám rễ vào mặt đất trong thời gian ngắn và tạo ra hiệu ứng của cây đó ở bất cứ đâu trong bán kính 3 ô.\nHạt giống: _%s_\nNăng lượng cần: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Bạn đã cho đôi giầy ăn hạt giống %d. +items.artifacts.skeletonkey.name=chìa khoá xương +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=Chọn một mục tiêu +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=bùa tiên tri items.artifacts.talismanofforesight.ac_scry=SOI items.artifacts.talismanofforesight.low_charge=Tấm bùa cần ít nhất 5% năng lượng để soi. @@ -507,7 +528,7 @@ items.bombs.bomb.ondeath=Vụ nổ giết chết bạn... items.bombs.bomb.rankings_desc=Bị giết bởi một vụ nổ items.bombs.bomb.desc=Một quả bom thuốc súng khá lớn. Một vụ nổ từ quả bom này gây _%1$d-%2$d sát thương_ lên bất cứ thứ gì gần kề nó, và sẽ phá hủy một phần địa hình hoặc vật phẩm gần kề. items.bombs.bomb.desc_fuse=Có vẻ như ngòi sẽ mất vài lượt để cháy sau khi nó được đốt. -items.bombs.bomb.desc_burning=Ngòi của quả bom đang cháy, hãy giữ khoảng cách hoặc tắt nó! +items.bombs.bomb.desc_burning=Ngòi của quả bom đang cháy, hãy giữ khoảng cách hoặc dập tắt nó! items.bombs.bomb$doublebomb.name=hai quả bom items.bombs.bomb$doublebomb.desc=Một đôi gồm hai quả bom thuốc nổ đen mạnh, có vẻ như bạn nhận được một quả miễn phí! @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=Các bề mặt cắt của chiếc chìa khóa pha l items.keys.ironkey.name=chìa khoá sắt items.keys.ironkey.desc=Các vết khía trên chiếc chìa khóa sắt cổ này đã bị mòn nhiều; dây móc da của nó đã mòn theo thời gian. Liệu nó sẽ mở cánh cửa nào? -items.keys.skeletonkey.name=chìa khoá xương -items.keys.skeletonkey.desc=Chiếc chìa khóa này trông rất nguy hiểm: đầu của nó được tạo hình giống như một chiếc đầu lâu. Có lẽ nó có thể mở một cánh cửa nguy hiểm nào đó. +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -776,7 +797,7 @@ items.potions.potionoftoxicgas.desc=Tháo nút hoặc làm vỡ lọ thủy tinh items.potions.brews.brew.discover_hint=Bạn có thể chế tạo vật phẩm này bằng thuật giả kim. items.potions.brews.aquabrew.name=dung dịch nước -items.potions.brews.aquabrew.desc=Khi vỡ ra, dung dịch này sẽ giải phóng một luồng nước cao áp vào vị trí của nó. Nó chỉ đủ mạnh để gây sát thương cho nhửng kẻ địch hệ lửa, nhưng nó cũng khiến nước lan ra địa hình xung quanh, làm hỏng bẫy, dập lửa, và đẩy lùi các nhân vật ở gần vị trí bắn nước. +items.potions.brews.aquabrew.desc=Khi vỡ ra, dung dịch này sẽ giải phóng một luồng nước cao áp tại vị trí của nó. Nó chỉ đủ mạnh để gây sát thương cho những kẻ địch hệ lửa, nhưng nó cũng khiến nước lan ra địa hình xung quanh, làm hỏng bẫy, dập lửa, và đẩy lùi các nhân vật ở gần vị trí bắn nước. items.potions.brews.blizzardbrew.name=dung dịch bão tuyết items.potions.brews.blizzardbrew.desc=Khi bị vỡ, dung dịch này sẽ giải phóng một cơn bão tuyết xoáy lan ra nhanh chóng như một loại khí. @@ -811,7 +832,7 @@ items.potions.elixirs.elixiroffeatherfall.name=elixir rơi chậm items.potions.elixirs.elixiroffeatherfall.light=Bạn cảm thấy nhẹ như một sợi lông chim! items.potions.elixirs.elixiroffeatherfall.desc=Elixir này cung cấp một hiệu ứng bay yếu hơn nhưng được kiểm soát hơn, cho phép người uống rơi một khoảng cách lớn mà không bị tổn thương trong một thời gian ngắn. items.potions.elixirs.elixiroffeatherfall$featherbuff.name=rơi chậm -items.potions.elixirs.elixiroffeatherfall$featherbuff.desc=Bạn đang mang hiệu ứng của một lọ elixir rơi chậm, cho phép bạn rơi vào các hố sâu mà không nhận sát thương!\n\nSố lượt còn lại: %s. +items.potions.elixirs.elixiroffeatherfall$featherbuff.desc=Bạn đang mang hiệu ứng của một elixir rơi chậm, cho phép bạn rơi vào các hố sâu mà không nhận sát thương!\n\nLượt còn lại: %s. items.potions.elixirs.elixirofhoneyedhealing.name=elixir hồi phục ngọt ngào items.potions.elixirs.elixirofhoneyedhealing.desc=Thần dược này kết hợp tính hồi phục với vị ngọt của mật ong. Khi uống vào, nó sẽ trao tác dụng tương tự như một lọ thuốc hồi phục và thỏa mãn một phần nhỏ cơn đói, nhưng nó cũng có thể được ném để hồi phục cho một đồng minh.\n\nNhững sinh vật bị hấp dẫn bởi mật ong có thể được xoa dịu nếu vật phẩm này được sử dụng lên chúng. @@ -821,9 +842,9 @@ items.potions.elixirs.elixiroficytouch.desc=Khi được sử dụng, elixir nà items.potions.elixirs.elixirofmight.name=elixir sức mạnh items.potions.elixirs.elixirofmight.msg=Nguồn sức mạnh mới trào dâng trong cơ thể bạn, giờ bạn có %d sức mạnh! -items.potions.elixirs.elixirofmight.desc=Dung dịch mạnh mẽ này sẽ chảy qua các cơ bắp của bạn, tăng sức mạnh của bạn thêm một điểm vĩnh viễn và tăng sức khỏe tối đa thêm %d điểm tạm thời. Sự tăng cường sức khỏe tỉ lệ với sức khỏe tối đa của bạn, nhưng sẽ từ từ biến mất khi bạn tăng cấp. +items.potions.elixirs.elixirofmight.desc=Dung dịch mạnh mẽ này sẽ chảy qua các cơ bắp của bạn, vĩnh viễn tăng sức mạnh của bạn thêm một điểm và tạm thời tăng sinh lực tối đa thêm %d điểm. Mức tăng cường sinh lực tỉ lệ thuận với sinh lực tối đa của bạn, nhưng sẽ từ từ biến mất khi bạn lên cấp. items.potions.elixirs.elixirofmight$htboost.name=tăng sinh lực tối đa -items.potions.elixirs.elixirofmight$htboost.desc=Cơ thể bạn cảm thấy mạnh và khoẻ một cách bất thường.\n\nMáu tối đa của bạn được tăng trong một khoảng thời gian. Khi bạn lên cấp, độ tăng sẽ dần dần phai đi.\n\nMức tăng hiện giờ: %d.\nCấp còn lại: %d. +items.potions.elixirs.elixirofmight$htboost.desc=Cơ thể bạn cảm thấy mạnh và khoẻ một cách bất thường.\n\nSinh lực tối đa của bạn được tăng trong một khoảng thời gian dài. Khi bạn lên cấp, sự tăng cường sẽ dần dần mất đi.\n\nMức tăng cường hiện tại: %d.\nCấp còn lại: %d. items.potions.elixirs.elixiroftoxicessence.name=elixir tinh chất độc items.potions.elixirs.elixiroftoxicessence.desc=Khi được sử dụng, elixir này sẽ hòa lẫn người uống với năng lượng độc. Người uống sẽ liên tục tỏa ra khí độc khi họ di chuyển, và sẽ không bị ảnh hưởng bởi khí độc và độc trong thời gian dài hơn thời lượng của hiệu ứng một chút. @@ -868,7 +889,7 @@ items.potions.exotic.potionofdivineinspiration.name=thuốc cảm hứng thần items.potions.exotic.potionofdivineinspiration.no_more_points=Bạn không thể nhận thêm điểm tài năng nào nữa. items.potions.exotic.potionofdivineinspiration.select_tier=Chọn hạng tài năng để nhận hai điểm thưởng. Bạn phải đã mở khóa hạng đó rồi để có thể tiêu điểm này. items.potions.exotic.potionofdivineinspiration.bonus=+2 Điểm Tài năng! -items.potions.exotic.potionofdivineinspiration.desc=Sức mạnh của năng lượng thánh dưới dạng chất lỏng, lọ thuốc này sẽ ban sức mạnh thần thánh cho người uống, cho họ thêm hai điểm tài năng trong một hạng do họ chọn.\n\nLọ thuốc này chỉ có thể dùng một lần cho mỗi hạng tài năng. +items.potions.exotic.potionofdivineinspiration.desc=Sức mạnh của năng lượng thánh dưới dạng chất lỏng, lọ thuốc này sẽ truyền sức mạnh thần thánh cho người uống, cho họ thêm hai điểm tài năng trong một bậc do họ chọn.\n\nLọ thuốc này chỉ có thể dùng một lần cho mỗi bậc tài năng. items.potions.exotic.potionofmagicalsight.name=thuốc tầm nhìn phép thuật items.potions.exotic.potionofmagicalsight.desc=Sau khi uống thuốc này, các giác quan của bạn sẽ được nâng lên mức phi thường trong một thời gian ngắn, cho phép bạn nhìn xuyên qua tường trong bán kính 12 ô! @@ -919,12 +940,17 @@ items.quest.embers.name=than hồng nguyên tố items.quest.embers.desc=Những mẩu than hồng đặc biệt chỉ có thể được thu hoạch từ những nguyên tố lửa nhỏ. Chúng tỏa ra năng lượng nhiệt. items.quest.embers.discover_hint=Bạn có thể tìm thấy vật phẩm này trong một nhiệm vụ nhất định. +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=DÙNG +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=Bạn có thể tìm thấy vật phẩm này trong một nhiệm vụ nhất định. + items.quest.gooblob.name=quả cầu goo items.quest.gooblob.desc=Một quả cầu nhầy nhụa, tách ra từ Goo khi nó chết. Nó gần giống như một cục thạch to, dù bạn sẽ không dám ăn nó.\n\nBản thân nó chẳng làm được gì, nhưng nó có thể trở nên hữu dụng khi được kết hợp với những loại thuốc nhất định, hoặc một quả bom. Cùng lắm thì có lẽ nó có thể chuyển thành một lượng năng lượng đáng kể. items.quest.gooblob.discover_hint=Bạn có thể nhận được vật phẩm này do các kẻ địch nhất định rơi ra. items.quest.metalshard.name=mảnh kim loại bị nguyền -items.quest.metalshard.desc=Một mảnh kim loại gỉ bị nguyền, vỡ ra từ DM-300 khi nó bị phá hủy. Bạn có thể cảm thấy một ma thuật hắc ám ngầm bên trong nó. Bản thân nó không tác dụng gì, nhưng nó có thể trở nên hữu dụng khi được kết hợp với những cuộn giấy nhất định, hoặc một quả bom. Cùng lắm thì có lẽ nó có thể chuyển thành một lượng năng lượng đáng kể. +items.quest.metalshard.desc=Một mảnh kim loại gỉ bị nguyền, vỡ ra từ DM-300 khi nó bị phá hủy. Bạn có thể cảm thấy một phép thuật hắc ám không hoạt động nằm trong nó.\n\nBản thân nó không làm được gì, nhưng nó có thể trở nên hữu dụng khi được kết hợp với những cuộn giấy nhất định, hoặc một quả bom. Cùng lắm thì có lẽ nó có thể được chuyển thành một lượng năng lượng đáng kể. items.quest.metalshard.discover_hint=Bạn có thể nhận được vật phẩm này do các kẻ địch nhất định rơi ra. items.quest.pickaxe.name=cuốc chim @@ -1187,9 +1213,9 @@ items.scrolls.exotic.scrollofsirenssong.name=cuộn giấy tiếng hát của si items.scrolls.exotic.scrollofsirenssong.prompt=Chọn một mục tiêu items.scrolls.exotic.scrollofsirenssong.no_target=Cuộn giấy kích hoạt mà không có mục tiêu. items.scrolls.exotic.scrollofsirenssong.cancel=Bạn phải chọn một mục tiêu. -items.scrolls.exotic.scrollofsirenssong.desc=Đọc cuộn giấy này sẽ phát ra một giai điệu say mê, sẽ lôi cuốn một kẻ địch bị nhắm, biến chúng thành đồng minh vĩnh viễn! Những kẻ địch khác nghe thấy nó sẽ bị quyến rũ tạm thời.\n\nKẻ địch đặc biệt mạnh có thể chống lại hiệu ứng lôi cuốn và thay vào đó sẽ bị quyến rũ. -items.scrolls.exotic.scrollofsirenssong$enthralled.name=bị mê hoặc -items.scrolls.exotic.scrollofsirenssong$enthralled.desc=Sinh vật này đã bị mê hoặc bởi ma thuật từ cuộn giấy tiếng hát của siren.\n\nMột nhân vật bị mê hoặc sẽ vĩnh viễn trở thành thuộc hạ của bạn, và sẽ tấn công bất kì kẻ địch nào họ tiếp cận. +items.scrolls.exotic.scrollofsirenssong.desc=Việc đọc cuộn giấy này sẽ phát ra một giai điệu làm say mê, và sẽ hấp dẫn một kẻ địch được chọn, biến chúng thành một đồng minh vĩnh viễn! Những kẻ địch khác nghe thấy nó sẽ bị mê hoặc tạm thời.\n\nKẻ địch đặc biệt mạnh có thể chống lại hiệu ứng hấp dẫn và thay vào đó sẽ bị mê hoặc. +items.scrolls.exotic.scrollofsirenssong$enthralled.name=bị hấp dẫn +items.scrolls.exotic.scrollofsirenssong$enthralled.desc=Sinh vật này đã bị hút hồn bởi phép thuật từ cuộn giấy tiếng hát của siren.\n\nMột nhân vật bị hấp dẫn sẽ vĩnh viễn là đồng minh của bạn, và sẽ tấn công bất kì kẻ địch nào chúng bắt gặp. items.scrolls.exotic.scrollofantimagic.name=cuộn giấy chống phép thuật items.scrolls.exotic.scrollofantimagic.desc=Câu thần chú trên cuộn giấy này sẽ bao bọc bạn bằng một trường phép thuật, tạm thời chặn tất cả hiệu ứng phép thuật, bất kể có hại hay có lợi. Điều này bao gồm hầu hết hiệu ứng của các vật phẩm phép thuật như đũa phép, cuộn giấy, nhẫn, cổ vật, phù phép và lời nguyền. Tuy nhiên các kĩ năng của áo giáp người hùng vẫn đủ mạnh để hoạt động. @@ -1205,7 +1231,7 @@ items.scrolls.exotic.scrollofdivination.desc=Cuộn giấy này sẽ ngẫu nhi items.scrolls.exotic.scrollofdivination$wnddivination.desc=Cuộn giấy tiên đoán của bạn đã nhận dạng các vật phẩm sau: items.scrolls.exotic.scrollofdread.name=cuộn giấy kinh sợ -items.scrolls.exotic.scrollofdread.desc=Khi được đọc, cuộn giấy này phát ra một ánh sáng đỏ mà nó sẽ thấm vào tâm trí tất cả kẻ thù một nỗi kinh sợ trong tầm nhìn của bạn. Nỗi sợ này kinh khủng đến mức chúng sẽ cố gắng thoát ra khỏi hầm ngục, không bao giờ được tìm thấy nữa!\n\nCũng như cuộn giấy khiếp sợ, hiệu ứng này sẽ giảm đi theo thời gian, hoặc nếu kẻ thù bị tấn công.\n\nKẻ thù với ý chí mạnh mẽ, như trùm, sẽ bị ảnh hưởng bởi hiệu ứng khiếp sợ bình thường. +items.scrolls.exotic.scrollofdread.desc=Khi được đọc, cuộn giấy này phát ra một ánh sáng đỏ, truyền vào tâm trí tất cả kẻ địch trong tầm nhìn của bạn một nỗi khiếp sợ to lớn. Hiệu ứng này mạnh đến mức chúng sẽ nhanh chóng cố thoát khỏi toàn bộ hầm ngục, biệt tích!\n\nCũng như khiếp sợ, hiệu ứng này sẽ kết thúc sau một thời gian, hoặc nếu kẻ địch bị tấn công.\n\nKẻ địch với ý chí mạnh mẽ, như trùm, sẽ thay vào đó chịu hiệu ứng khiếp sợ bình thường. items.scrolls.exotic.scrollofenchantment.name=cuộn giấy phù phép items.scrolls.exotic.scrollofenchantment.inv_title=Phù phép một vật phẩm @@ -1373,15 +1399,15 @@ items.stones.stoneofenchantment.armor=Áo giáp của bạn phát sáng trong b items.stones.stoneofenchantment.desc=Viên đá rune này sở hữu ma thuật phù phép. Không giống như một cuộn giấy nâng cấp, nó sẽ không tăng sức mạnh trực tiếp của một vật phẩm, thay vào đó sẽ phù phép một vũ khí hay áo giáp, ban cho nó một sức mạnh mới. items.stones.stoneoffear.name=hòn đá sợ hãi -items.stones.stoneoffear.desc=Khi đá phép này được ném vào một nhân vật nó sẽ bị áp đảo bởi sự sợ hãi, nó sẽ ngay lập tức quay đầu và bỏ chạy. Tấn công nhân vật đang chạy sẽ làm giảm thời gian hiệu ứng. +items.stones.stoneoffear.desc=Khi hòn đá này được ném vào một nhân vật, họ sẽ bị áp đảo bởi nỗi khiếp sợ, và sẽ quay đầu và bỏ chạy. Tấn công một nhân vật đang bỏ chạy sẽ làm giảm thời lượng hiệu ứng. items.stones.stoneofflock.name=hòn đá bầy đàn items.stones.stoneofflock.desc=Hòn đá rune này triệu hồi những chú cừu phép thuật xung quanh vị trí nó được ném tới trong một thời gian ngắn. items.stones.stoneofintuition.name=hòn đá trực giác items.stones.stoneofintuition.inv_title=Chọn một vật phẩm -items.stones.stoneofintuition.desc=Viên đá rune này giữ một phiên bản yếu hơn của phép thuật trong các cuộn giấy thẩm định. Thay vì trực tiếp thẩm định một vật phẩm, nó sẽ dựa vào trực giác của bạn, cho phép bạn thử thẩm định loại của một lọ thuốc, cuộn giấy, hoặc nhẫn bằng cách đoán. -items.stones.stoneofintuition.break_info=Bạn có thể sử dụng các hòn đá trực giác hai lần trước khi nó vỡ, _lần sử dụng tiếp theo của bạn sẽ không tốn một hòn đá_. +items.stones.stoneofintuition.desc=Hòn đá rune này giữ một phiên bản yếu hơn của phép thuật trong các cuộn giấy thẩm định. Thay vì trực tiếp thẩm định một vật phẩm, nó sẽ dựa vào trực giác của bạn, cho phép bạn thử thẩm định loại của một lọ thuốc, cuộn giấy, hoặc nhẫn bằng cách đoán. +items.stones.stoneofintuition.break_info=Bạn có thể sử dụng các hòn đá trực giác hai lần trước khi một cái bị vỡ, _lần sử dụng tiếp theo của bạn sẽ không tốn một hòn đá_. items.stones.stoneofintuition.break_warn=Bạn đã sử dụng một hòn đá trực giác trước đó, vậy nên _lần sử dụng tiếp theo của bạn sẽ tốn một hòn đá_. items.stones.stoneofintuition$wndguess.text=Đoán xem loại của vật phẩm chưa thẩm định là gì. Nếu bạn đoán đúng, loại này sẽ được thẩm định! items.stones.stoneofintuition$wndguess.correct=Chính xác. Loại vật phẩm này đã được thẩm định! @@ -1389,7 +1415,7 @@ items.stones.stoneofintuition$wndguess.incorrect=Bạn đã đoán trượt items.stones.stoneofintuition$wndguess.break=Hòn đá trực giác của bạn vỡ vụn thành bụi... items.stones.stoneofshock.name=hòn đá sốc -items.stones.stoneofshock.desc=Viên đá rune này giải phóng một vụ nổ năng lượng điện, thứ làm choáng tất cả kẻ địch ở gần trong thời gian ngắn, và trao cho người ném năng lượng đũa phép với mỗi mục tiêu đánh trúng. +items.stones.stoneofshock.desc=Hòn đá rune này giải phóng một vụ nổ năng lượng điện, thứ làm choáng tất cả kẻ địch ở gần trong thời gian ngắn, và trao cho người ném năng lượng đũa phép với mỗi mục tiêu đánh trúng. ###trinkets @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=Sau một thời gian ở trong nồi giả ki items.trinkets.chaoticcenser.typical_stats_desc=Thông thường phụ kiện này sẽ tạo ra một khí có hại ở gần một kẻ địch vào khoảng mỗi _%d_ lượt một lần. Khí sẽ chỉ xuất hiện khi có kẻ địch trong tầm nhìn. Ở các cấp độ cao hơn tỉ lệ các khí được phun ra là khí hiếm và mạnh sẽ cao hơn. items.trinkets.chaoticcenser.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ tạo ra một khí có hại ở gần một kẻ địch vào khoảng mỗi _%d_ lượt một lần. Khí sẽ chỉ xuất hiện khi có kẻ địch trong tầm nhìn. Ở các cấp độ cao hơn tỉ lệ các khí được phun ra là khí hiếm và mạnh sẽ cao hơn. +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=đồng hồ mặt trời đa chiều items.trinkets.dimensionalsundial.warning=Đồng hồ mặt trời của bạn không tạo bóng, bạn cảm thấy không thoải mái. items.trinkets.dimensionalsundial.desc=Chiếc đồng hồ mặt trời cầm tay nhỏ này bằng cách nào đó có thể đổ bóng ở trong những tầng sâu của hầm ngục, kể cả nếu bạn không giơ nó thẳng lên. Còn kì lạ hơn, hướng của cái bóng có vẻ như không liên quan gì tới mặt trời trong thế giới này. Khi không có bóng, chiếc đồng hồ mặt trời có vẻ như thu hút nguy hiểm. @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Thông thường, phụ kiện này items.trinkets.eyeofnewt.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ làm giảm tầm nhìn của bạn đi _%1$s%%_, nhưng cũng sẽ cho bạn tâm nhãn lên kẻ địch trong phạm vi _%2$d_ ô. items.trinkets.ferrettuft.name=búi lông chồn sương -items.trinkets.ferrettuft.desc=Một búi lông chồn trắng mượt, được buộc vào nhau bằng một dải ruy băng màu xanh nõn chuối thắt thành một chiếc nơ. Chồn sương được biết đến bởi sự nhanh nhẹn, tinh nghịch và thiếu chính trực. Một phần sức mạnh đó dường như tỏa ra từ món phụ kiện, tăng cường khả năng né tránh của bất cứ thứ gì ở gần. +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=Thông thường phụ kiện này sẽ tăng khả năng né tránh của tất cả nhân vật thêm _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ tăng khả năng né tránh của tất cả nhân vật thêm _%1$s%%_. @@ -1819,7 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Kiếm sĩ có thể thực hiện m items.weapon.melee.battleaxe.desc=Đầu thép khổng lồ của cây rìu chiến đấu này gây nên sức nặng đáng kể đằng sau mỗi cú đánh rộng. items.weapon.melee.crossbow.name=nỏ -items.weapon.melee.crossbow.stats_desc=Vũ khí này tăng cường sát thương của các phi tiêu được ném ra khi được trang bị, và thậm chí là sẽ ban phép thuật của nó cho chúng. +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=sạc sẵn items.weapon.melee.crossbow.typical_ability_desc=Kiếm sĩ có thể _nạp_ cây nỏ của cô ấy, khiến đòn tấn công thông thường tiếp theo của cô ấy bằng nó sẽ luôn luôn trúng và có một trong ba hiệu ứng: đòn tấn công cận chiến sẽ đẩy lùi kẻ địch, phi tiêu không tẩm sẽ thường gây _+%1$d sát thương_, và phi tiêu được tẩm sẽ gây hiệu ứng của chúng trong một vùng 7x7 và thường dùng được _thêm %2$d lần_. items.weapon.melee.crossbow.ability_desc=Kiếm sĩ có thể _nạp_ cây nỏ của cô ấy, khiến đòn tấn công thông thường tiếp theo của cô ấy bằng nó sẽ luôn luôn trúng và có một trong ba hiệu ứng: đòn tấn công cận chiến sẽ đẩy lùi kẻ địch, phi tiêu không tẩm sẽ gây _+%1$d sát thương_, và phi tiêu được tẩm sẽ gây hiệu ứng của chúng trong một vùng 7x7 và dùng được _thêm %2$d lần_. @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Vũ khí này phân tán lực của items.weapon.missiles.forcecube.desc=Những khối vuông phép thuật có hình thù kì lạ này đủ nhỏ để nằm trong bàn tay bạn, nhưng vô cùng nặng items.weapon.missiles.heavyboomerang.name=boomerang nặng -items.weapon.missiles.heavyboomerang.stats_desc=Vũ khí này vòng về vị trí nó được ném đi sau một vài lượt. +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=Chiếc boomerang lớn này khó để sử dụng hiệu quả, nhưng sẽ gây sát thương đáng kể. items.weapon.missiles.javelin.name=lao @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Những hòn đá này đã được m items.weapon.missiles.throwingstone.discover_hint=Một trong những người hùng bắt đầu với vật phẩm này. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Vũ khí này gây chảy máu bằng với một nửa sát thương gây ra cho mục tiêu của nó. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Những cây rìu ném này có một lưỡi răng cưa, tạo ra vết rạch khi chúng dính vào một kẻ địch. items.weapon.missiles.trident.name=đinh ba @@ -2245,9 +2279,9 @@ items.weapon.weapon.excess_str=Do lượng sức mạnh thừa của bạn, bạ items.weapon.weapon.hardening_gone=Sự gia cố trên vũ khí này đã hết tác dụng! items.weapon.weapon.incompatible=Sự tương tác của các loại phép thuật khác nhau đã vô hiệu phù phép trên vũ khí này! items.weapon.weapon.cursed_worn=Bởi vũ khí này bị nguyền, bạn không thể tháo bỏ nó. -items.weapon.weapon.cursed=Bạn có thể cảm thấy một ma thuật hắc ám ẩn nấp trong vũ khí này. +items.weapon.weapon.cursed=Bạn có thể cảm thấy một phép thuật hắc ám ẩn nấp trong vũ khí này. items.weapon.weapon.weak_cursed=Dù bị nguyền, bạn vẫn có thể hủy trang bị vũ khí này. -items.weapon.weapon.not_cursed=Vũ khí này không dính ma thuật hắc ám. +items.weapon.weapon.not_cursed=Vũ khí này không dính phép thuật hắc ám. items.weapon.weapon.faster=Nó được cường hoá để nâng cao _tốc độ._ items.weapon.weapon.stronger=Nó được cường hoá để nâng cao _sát thương._ items.weapon.weapon.enchanted=nó có một _%s._ @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=Một trong những người hùng bắt đầu v items.brokenseal$warriorshield.name=Khiên chắn của Chiến binh items.brokenseal$warriorshield.desc_active=Con dấu vỡ của Chiến binh hiện đang giúp anh ấy thêm bền chí. cho anh khiên chắn nằm trên sinh lực của anh. Có một khoảng thời gian chờ sau khi khiên chắn được kích hoạt trước khi nó có thể được sử dụng lần nữa.\n\nKhiên chắn này không giảm dần theo thời gian, nhưng sẽ chấm dứt nếu không có kẻ địch nào ở gần sau một vài lượt. Khi nó chấm dứt, mọi khiên chắn chưa được sử dụng sẽ giúp giảm thời gian chờ, tối đa là 50%%.\n\nKhiên chắn còn lại: %1$d.\n\nThời gian chờ hiện tại: %2$d. items.brokenseal$warriorshield.desc_cooldown=Chiến binh đã nhận khiên chắn từ con dấu vỡ của anh ấy gần đây, và phải chờ trước khi anh ấy có thể nhận được hiệu ứng khiên chắn của nó lần nữa.\n\nLượt còn lại: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=giọt sương items.dewdrop.already_full=Bạn đã có sinh lực tối đa. @@ -2343,7 +2378,7 @@ items.item.prompt=Chọn hướng ném items.item.ac_drop=THẢ items.item.ac_throw=NÉM items.item.rankings_desc=Bị giết bởi: %s -items.item.curse=nguyền +items.item.curse=lời nguyền items.item.custom_note_type=Loại vật phẩm này có một ghi chú cá nhân: "_%s_" items.item.custom_note=Vật phẩm này có một ghi chú cá nhân: "_%s_" items.item.discover_hint=Bạn có thể tìm thấy vật phẩm này một cách ngẫu nhiên trong hầm ngục. @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=DÙNG items.liquidmetal.prompt=Chọn một vũ khí ném items.liquidmetal.already_fixed=Vũ khí ném đó đã ở trong trạng thái hoàn hảo! items.liquidmetal.apply=Bạn sử dụng %d kim loại lỏng để sửa chữa vũ khí ném của bạn. -items.liquidmetal.desc=Chất lỏng phép thuật này có thể lấp đầy vào các vết nứt và rách trên một vũ khí ném, phục hồi nó về trạng thái hoàn hảo! Nếu một bộ vũ khí đang thiếu một vũ khí, còn lại đã sửa chữa đầy đủ, kim loại lỏng thậm chí có thể được sử dụng để thay thể một vũ khí bị thiếu trong bộ!\n\nMột vũ khí bậc 1 cần 10 dung dịch kim loại để sửa chữa hoàn toàn, một vũ khí bậc 5 cần 30. Mỗi cấp độ cũng sẽ tăng lượng kim loại lỏng cần thiết thêm 33%.\n\nKim loại lỏng không thể được dùng để sửa chữa đầu tẩm trên các phi tiêu. +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=Bạn có thể chế tạo vật phẩm này bằng thuật giả kim. items.lostbackpack.name=ba lô bị mất diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index 638591a4c..19c254ea4 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反熵%s items.armor.curses.antientropy.desc=反熵詛咒與宇宙法則背道而馳,將環境中的熱能轉移到穿戴者身上。這會使穿戴者燃燒起來,並立刻使其周圍陷入冰凍。 items.armor.curses.bulk.name=臃腫%s -items.armor.curses.bulk.desc=臃腫詛咒會讓你的護甲看起來十分結實厚壯,但它並不會因此給你增加防御力。反之,如此龐大的體型還讓你在穿過門檻時更加困難。 +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=腐蝕%s items.armor.curses.corrosion.desc=腐蝕護甲會噴濺出腐蝕性液體,為區域內所有東西蓋上一層黏糊糊的腐蝕淤泥。 @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=蓄血聖盃 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什麼 items.artifacts.chaliceofblood.no=不,我改變主意了 -items.artifacts.chaliceofblood.prick_warn=每次使用聖盃都會消耗你更多的生命能量,若不夠謹慎你很容易不小心殺死自己。\n\n你確定要給它更多的生命能量嗎? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精華流入了聖盃。 items.artifacts.chaliceofblood.ondeath=聖盃將你的生命精華吸噬殆盡了…… items.artifacts.chaliceofblood.desc=這個閃閃發光的銀質酒杯在邊沿突兀地裝飾著幾顆造型尖銳的寶石。 items.artifacts.chaliceofblood.desc_cursed=被詛咒的聖盃將自己固定在你手上,抑制著你恢復生命的能力。 items.artifacts.chaliceofblood.desc_1=握住聖盃的那一刻,你涌起一股想在那些尖銳寶石上刺傷自己的奇特衝動。 -items.artifacts.chaliceofblood.desc_2=你的一些血液彙集到聖盃裡,你可以隱約感受到聖盃在為你送來生命能量。你還想用聖盃繼續割傷自己,即便你知道那很痛。 +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=聖盃已經被你的生命精華填滿。你可以感覺到聖盃正將生命能量傾瀉般回饋給你。 items.artifacts.cloakofshadows.name=暗影斗篷 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=你的臂章充能不足。 items.artifacts.masterthievesarmband.cursed=被詛咒的臂章使你畏懼偷竊。 items.artifacts.masterthievesarmband.full=你的臂章已經充能完畢! items.artifacts.masterthievesarmband.prompt=選擇一個敵人作為目標 -items.artifacts.masterthievesarmband.no_target=你必須選擇一名鄰近你的敵人為目標。 +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=你不能直接從店主身上偷取物品。 items.artifacts.masterthievesarmband.no_steal=這種敵人身上什麼也沒有。 items.artifacts.masterthievesarmband.stole_item=你偷到了:%s。 @@ -416,7 +416,7 @@ items.artifacts.sandalsofnature.low_charge=你的鞋子充能不足。 items.artifacts.sandalsofnature.prompt_target=選擇種植地點 items.artifacts.sandalsofnature.out_of_range=那位置在範圍外。 items.artifacts.sandalsofnature.desc_1=初看像是用麻繩編成的涼鞋實際上是兩株植物!它們看上去既虛弱又蒼白,也許它們需要一點營養? -items.artifacts.sandalsofnature.desc_2=這雙鞋子已經長大了,現在更像是一雙合腳的鞋。它們已經沒那麼蒼白了,也許還可以進一步成長? +items.artifacts.sandalsofnature.desc_2=這雙草履已經長大了,現在更像是一雙合腳的鞋。它們已經沒那麼蒼白了,也許還可以進一步成長? items.artifacts.sandalsofnature.desc_3=這兩株植物又長大了。像是一雙樹皮製成的厚靴子。植物似乎已經恢復了它們的力量,但也許仍能進一步成長? items.artifacts.sandalsofnature.desc_4=植物們似乎已長到最大,就像是一對裝甲護脛。這對深棕色護腿看上去仿如一棵非常堅毅的樹。 items.artifacts.sandalsofnature.desc_hint=穿上這件神器時你感到更加親近自然了。 @@ -424,10 +424,31 @@ items.artifacts.sandalsofnature.desc_cursed=被詛咒的鞋子切斷了一切你 items.artifacts.sandalsofnature.desc_ability=在你給予這雙鞋種子之後,鞋子的表面擴出了該種子的顏色。這雙鞋可以暫時向下紮根,並在3格內,產生該植物的效果。\n目前種子:_%s_\n耗能_%d%%_。 items.artifacts.sandalsofnature.desc_seeds=自上次升級前,你已經給鞋子餵過了%d顆種子。 +items.artifacts.skeletonkey.name=骷髏鑰匙 +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=選擇一個目標 +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=先見護符 items.artifacts.talismanofforesight.ac_scry=探查 items.artifacts.talismanofforesight.low_charge=護符需要至少5%的充能才可以使用探查。 -items.artifacts.talismanofforesight.prompt=請選擇要探測之位置。 +items.artifacts.talismanofforesight.prompt=選擇要探查的位置 items.artifacts.talismanofforesight.levelup=你的護符變得更強大了! items.artifacts.talismanofforesight.full_charge=你的護符充能已滿! items.artifacts.talismanofforesight.desc=一塊雕著奇怪刻紋的光滑石頭。 它好像是在觀察著你周圍的一切,留意任何不尋常的東西。 @@ -533,7 +554,7 @@ items.bombs.noisemaker.desc_burning=噪音雷引信已點燃,有東西接近 items.bombs.noisemaker.discover_hint=此物品為鍊金的產物。 items.bombs.smokebomb.name=煙幕炸彈 -items.bombs.smokebomb.desc=這條炸彈在被注入了一團厚到看不穿的煙霧。_他會對距離兩格的敵人_造成_%1$d~%2$d點傷害_並生成濃霧。 +items.bombs.smokebomb.desc=這條炸彈被注入了一團厚到看不穿的煙霧。_它會對距離兩格的敵人_造成_%1$d~%2$d點傷害_並生成濃霧。 items.bombs.smokebomb.discover_hint=此物品為鍊金的產物。 items.bombs.regrowthbomb.name=再生炸彈 @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=這把鑰匙經過精製,使其在黑暗中發出 items.keys.ironkey.name=鐵鑰匙 items.keys.ironkey.desc=這個鐵鑰匙的匙齒已經嚴重磨損;皮製繫帶也久經年歲摧殘。它對應的是哪扇門呢? -items.keys.skeletonkey.name=骷髏鑰匙 -items.keys.skeletonkey.desc=這個鑰匙看起來不能等閒視之:其頂端被製成頭骨的形狀。或許它能打開什麼不得了的大門。 +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -919,6 +940,11 @@ items.quest.embers.name=元素餘燼 items.quest.embers.desc=只能從新生火元素身上採集到的特殊餘燼。它們散發著溫暖的能量。 items.quest.embers.discover_hint=此物品會在某任務中出現。 +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=使用 +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=此物品會在某任務中出現。 + items.quest.gooblob.name=蝕黑黏液 items.quest.gooblob.desc=一團從在黏咕裂開之後滾落出來,又晃又糊的球體。 看起來像是一塊大果凍球,但絕對不是果凍。 \n\n該物品自身並沒有什麼實際用途,不過它在與特定藥水或炸彈共煉時可能有用。 再不然也能換成大量的煉金能量。 items.quest.gooblob.discover_hint=此錬金原料為殺死某位敵人的掉落物。 @@ -929,7 +955,7 @@ items.quest.metalshard.discover_hint=此錬金原料為殺死某位敵人的掉 items.quest.pickaxe.name=礦鎬 items.quest.pickaxe.ability_name=穿刺 -items.quest.pickaxe.ability_desc=決鬥者能用礦鎬_穿刺_敵人的皮膚。這會對敵人施加易傷3回合,對有硬皮的生物再追加_%1$d~%2$d傷害_。 +items.quest.pickaxe.ability_desc=決鬥者能用礦鎬_穿刺_敵人的外皮。這會對敵人施加易傷3回合,對有硬皮的生物再追加_%1$d~%2$d點傷害_。 items.quest.pickaxe.upgrade_ability_stat_name=武技傷害 items.quest.pickaxe.desc=耐用厚實的鑿岩工具。隨時都能用以挖掘,而在緊急狀態下也能裝備以作為武器用。 items.quest.pickaxe.discover_hint=此物品會在某任務中出現。 @@ -1020,9 +1046,9 @@ items.rings.ringofevasion.upgrade_stat_name_1=閃避加成 items.rings.ringofevasion.desc=這枚戒指會加快穿戴者的反應速度,令其更難被敵人擊中。 被詛咒的戒指反而會讓穿戴者更容易被擊中。 items.rings.ringofforce.name=武力之戒 -items.rings.ringofforce.stats=赤手空拳時,以你目前的力量,佩戴這枚戒指能夠造成 _%1$d~%2$d傷害_。 當裝備一件武器時,這枚戒指會為其增加_%3$d傷害_。 -items.rings.ringofforce.typical_stats=赤手空拳時,以你目前的力量,佩戴這枚戒指通常能夠造成 _%1$d~%2$d傷害_。 當裝備一件武器時,這枚戒指通常會為其增加_%3$d傷害_。 -items.rings.ringofforce.combined_stats=你裝備的兩枚戒指的能力疊加後,你的拳擊傷害總共為_%1$d~%2$d點_,或在裝備武器時提昇進佔傷害共_%3$d點_。 +items.rings.ringofforce.stats=赤手空拳時,以你目前的力量,佩戴這枚戒指能夠造成 _%1$d~%2$d點傷害_。 當裝備一件武器時,這枚戒指會為其增加_%3$d點傷害_。 +items.rings.ringofforce.typical_stats=赤手空拳時,以你目前的力量,佩戴這枚戒指通常能夠造成 _%1$d~%2$d點傷害_。 當裝備一件武器時,這枚戒指通常會為其增加_%3$d點傷害_。 +items.rings.ringofforce.combined_stats=你裝備的兩枚戒指的能力疊加後,你的拳擊傷害總共為_%1$d~%2$d點_,或在裝備武器時提升進戰傷害共_%3$d點_。 items.rings.ringofforce.upgrade_stat_name_1=拳擊傷害 items.rings.ringofforce.upgrade_stat_name_2=武器傷害加成 items.rings.ringofforce.upgrade_stat_name_3=武技傷害 @@ -1130,7 +1156,7 @@ items.scrolls.scrollofrage.roar=卷軸產生的激怒咆哮在地下城中迴盪 items.scrolls.scrollofrage.desc=大聲誦讀內容時,卷軸將釋放出一聲轟響的咆哮,將所有敵人引向你並激怒附近的單位。 items.scrolls.scrollofrecharging.name=充能卷軸 -items.scrolls.scrollofrecharging.surge=一股能量在體內奔騰而過,使你的法杖力量充沛! +items.scrolls.scrollofrecharging.surge=一股能量在體內奔騰而過,使你的法杖能量充沛! items.scrolls.scrollofrecharging.desc=純粹的魔法能量被禁錮在羊皮紙內,當這股能量被釋放時會在短時間內持續為閱讀者的所有法杖補充能量。 items.scrolls.scrollofremovecurse.name=祛邪卷軸 @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=經過在煉金釜裡煮過一段時間後, items.trinkets.chaoticcenser.typical_stats_desc=此飾品通常會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 items.trinkets.chaoticcenser.stats_desc=以目前的等級,此飾品會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=時空日晷 items.trinkets.dimensionalsundial.warning=你的日晷上沒有影子,你開始感到不安。 items.trinkets.dimensionalsundial.desc=這個小小的手持日晷不知為何可以在如此深的地下城中映出影子,就算你沒有把它拿在手上也是。更奇怪的是,上面的影子似乎和這個世界的太陽無關。當日晷上沒有影子時,這個日晷似乎會招來危險。 @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=此飾品通常會將你的可視範 items.trinkets.eyeofnewt.stats_desc=以目前的等級而言,此飾品會將你的可視範圍減少_%1$s%%_,同時使你能以靈視看見_%2$d_格內的敵人。 items.trinkets.ferrettuft.name=雪貂絨束 -items.trinkets.ferrettuft.desc=一簇銀白色的雪貂絨毛,以黃綠色的蝴蝶結挷成一束。雪貂因其敏捷、狡猾而聞名。此種力量從此飾品散發而出,加強角色的閃避能力。 +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=此飾品通常會使所有單位的閃避能力提升_%1$s%%_。 items.trinkets.ferrettuft.stats_desc=以目前的等級,此飾品將使所有角色的閃避能力提升_%1$s%%_。 @@ -1546,7 +1578,7 @@ items.wands.wandofcorrosion.stats_desc=這根法杖能射出一顆會在目標 items.wands.wandofcorrosion.upgrade_stat_name_1=初始酸蝕傷害 items.wands.wandofcorrosion.upgrade_stat_name_2=氣體總量 items.wands.wandofcorrosion.bmage_desc=當_戰鬥法師_以酸蝕魔杖近戰攻擊目標時,有概率使其沾染腐蝕淤泥。 -items.wands.wandofcorrosion.eleblast_desc=以震波魔杖施放的元素爆發會使範圍內所有敵人造成起始傷害為6點的4回合酸蝕效果。 +items.wands.wandofcorrosion.eleblast_desc=以酸蝕魔杖施放的元素爆發會使範圍內所有敵人造成起始傷害為6點的4回合酸蝕效果。 items.wands.wandofcorruption.name=腐化法杖 items.wands.wandofcorruption.staff_name=腐化魔杖 @@ -1569,7 +1601,7 @@ items.wands.wandofdisintegration.eleblast_desc=以解離魔杖施放的元素爆 items.wands.wandoffireblast.name=焰浪法杖 items.wands.wandoffireblast.staff_name=焰浪魔杖 items.wands.wandoffireblast.desc=這根法杖由紅漆木製成,飾以金葉,這使它看起來相當莊嚴。它的頂端噼啪作響嘶嘶而鳴,渴望著釋放其強大的魔法。 -items.wands.wandoffireblast.stats_desc=該法杖在使用時會產生一股強大的焰浪,延伸出一個錐形區域。下一次使用它將消耗_%1$d_發充能_並造成_%2$d~%3$d點傷害。隨著法杖消耗充能數的增加,其釋放出的焰浪的規模與威力也將增大。 +items.wands.wandoffireblast.stats_desc=該法杖在使用時會產生一股強大的焰浪,延伸出一個錐形區域。下一次使用它將消耗_%1$d_發充能並造成_%2$d~%3$d點_傷害。隨著法杖消耗充能數的增加,其釋放出的焰浪的規模與威力也將增大。 items.wands.wandoffireblast.upgrade_stat_name_1=1點充能傷害 items.wands.wandoffireblast.upgrade_stat_name_2=2點充能傷害 items.wands.wandoffireblast.upgrade_stat_name_3=3點充能傷害 @@ -1819,10 +1851,11 @@ items.weapon.melee.battleaxe.ability_desc=決鬥者利用戰斧寬大的斧板 items.weapon.melee.battleaxe.desc=這把有著碩大鋼製頭部的戰斧能將龐大的力量傾注在每次揮舞之中。 items.weapon.melee.crossbow.name=十字弓 -items.weapon.melee.crossbow.stats_desc=這件武器在裝備後會大幅提升飛鏢的傷害。 它甚至還能把自身的附魔賦予射出去的飛鏢。 +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=武技 -items.weapon.melee.crossbow.typical_ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害至少_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數至少+%2$d_。 -items.weapon.melee.crossbow.ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數+%2$d_。 +items.weapon.melee.crossbow.typical_ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害至少_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數暫時提升至少%2$d次_。 +items.weapon.melee.crossbow.ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數暫時提升%2$d次_。 items.weapon.melee.crossbow.desc=這是一種看起來相當精密複雜的裝置,能夠將飛鏢一樣的小型箭矢以極高的速度射出。 這把遠程武器在手裡沉甸甸的,比想像中結實很多,雖然完全違背了設計初衷,不過用它來敲敵人也是個好選擇。 items.weapon.melee.crossbow.upgrade_ability_stat_name=武技加成 items.weapon.melee.crossbow$chargedshot.name=弩弦繃緊 @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=這種武器會把衝擊力發散到 items.weapon.missiles.forcecube.desc=這種奇形怪狀的武器小到可以握在掌心,但極其沉重。 items.weapon.missiles.heavyboomerang.name=重型迴力鏢 -items.weapon.missiles.heavyboomerang.stats_desc=此投擲武器在擲出數回合後,會飛回到扔出的地點。 +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=這種大型迴力鏢使用起來更困難,但能造成可觀的傷害。 items.weapon.missiles.javelin.name=標槍 @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=這種石頭被打磨過,使它們在 items.weapon.missiles.throwingstone.discover_hint=此物品是某位英雄的初始裝備。 items.weapon.missiles.tomahawk.name=投斧 -items.weapon.missiles.tomahawk.stats_desc=此種武器使目標得到50%傷害的流血狀態。 +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=這種手斧有鋸齒狀的刃。在擊中目標後能劃開血肉,並遺留在目標身上。 items.weapon.missiles.trident.name=三叉戟 @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=此物品是某位英雄的初始裝備。 items.brokenseal$warriorshield.name=意念防護 items.brokenseal$warriorshield.desc_active=戰士的紋章堅定了他的意念,使他獲得了建於生命之上的護盾。這個效果在觸發後會受到冷卻。\n\n這種護盾不會被衰減,但會在附近沒有敵人的數回合後消失。消失的護盾能減少冷卻時間,至多50%%。\n\n剩餘護盾量:%1$d。\n\n目前冷卻時間:%2$d回合。 items.brokenseal$warriorshield.desc_cooldown=戰士的護盾效果剛被觸發,因此需等待一段時間後才能再次觸發防護效果。\n\n冷卻剩餘:%d回合。 +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已滿。 @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=修復 items.liquidmetal.prompt=選擇一個投擲武器 items.liquidmetal.already_fixed=這件投擲武器已經完好無損了! items.liquidmetal.apply=你為修復該投擲武器消耗了%d瓶液態金屬。 -items.liquidmetal.desc=當這些金屬倒入投擲武器中,這種神奇的液體會進入他的每個因使用而產生的損傷處,讓這個投擲武器煥然一新!如果這套武器的有缺建,而其它部份是完整的,他也能為那套武器再補一件新的!\n\n完全修復1階投擲武器需要10瓶液態金屬,對於最強大的5階投擲武器則需要30瓶,且每級升級都要多耗33%。\n\n液態金屬無法恢復飛鏢上的塗藥。 +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=此物品為鍊金的產物。 items.lostbackpack.name=遺物 diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index ae1f3219d..e50114365 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反熵%s items.armor.curses.antientropy.desc=反熵诅咒与宇宙法则背道而驰,会抽离周遭的热量并汇集到穿戴者身上。这会使穿戴者短暂地燃烧,并冻结周围的一切! items.armor.curses.bulk.name=臃肿%s -items.armor.curses.bulk.desc=臃肿诅咒的护甲看上去更加厚重,但实际上防御力并没有增强。硕大的体积反而让使用者难以穿过门口。 +items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. items.armor.curses.corrosion.name=腐蚀%s items.armor.curses.corrosion.desc=腐蚀诅咒的护甲会喷溅出腐蚀性液体,为区域内的所有东西盖上一层黏糊糊的酸性淤泥。 @@ -99,7 +99,7 @@ items.armor.armor.seal_transfer_no=否 items.armor.armor$glyph.glyph=刻印 items.armor.armor$glyph.killed=%s杀死了你... items.armor.armor$glyph.rankings_desc=死于刻印 -items.armor.armor$glyph.discover_hint=你可在地牢中随机发现带有该效果的物品,或尝试自行使物品获得该效果。 +items.armor.armor$glyph.discover_hint=你可在地牢中概率找到带有该效果的物品,或尝试自行使物品获得该效果。 items.armor.classarmor.ac_ability=选择技能 items.armor.classarmor.ac_transfer=转移 @@ -112,7 +112,7 @@ items.armor.classarmor.transfer_desc=矮人王冠中蕴藏的魔法可以被转 items.armor.classarmor.transfer_prompt=选择一件护甲 items.armor.classarmor.transfer_cancel=取消 items.armor.classarmor.transfer_complete=你的英雄铠甲的特殊技能已被转移! -items.armor.classarmor.discover_hint=你可通过某位英雄击败20层的boss之后发现该物品。 +items.armor.classarmor.discover_hint=你可通过某位英雄击败20层的boss之后找到该物品。 items.armor.clericarmor.name=英雄祭服 items.armor.clericarmor.desc=穿着这套内着重甲的祭服时,牧师能够施展一项特殊技能。 @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=蓄血圣杯 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什么 items.artifacts.chaliceofblood.no=不,我改主意了 -items.artifacts.chaliceofblood.prick_warn=每次使用圣杯都会消耗更多的生命能量,要是不够小心,这种行为可以轻易地杀死你。\n\n你确定要给它更多的生命能量吗? +items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精华流入了圣杯。 items.artifacts.chaliceofblood.ondeath=圣杯将你的生命精华吸噬殆尽了... items.artifacts.chaliceofblood.desc=这个闪闪发光的银质圣杯在边沿突兀地装饰着几颗造型尖锐的宝石。 items.artifacts.chaliceofblood.desc_cursed=被诅咒的圣杯将自己固定在你手上,抑制着你回复生命的能力。 items.artifacts.chaliceofblood.desc_1=握住圣杯的那一刻,你涌起一股想在那些尖锐宝石上刺伤自己的奇特冲动。 -items.artifacts.chaliceofblood.desc_2=你的一些血液汇集到圣杯里,你可以隐约感受到杯子在为你送来生命能量。你还想用圣杯继续割伤自己,即便你知道那很疼。 +items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. items.artifacts.chaliceofblood.desc_3=圣杯已经被你的生命精华填满。你可以感觉到圣杯正将生命能量倾泻般回馈给你。 items.artifacts.cloakofshadows.name=暗影斗篷 @@ -241,7 +241,7 @@ items.artifacts.driedrose$wndghosthero.cant_strength=幽灵的形体还不够强 ##ghost hero items.artifacts.driedrose$ghosthero.name=悲伤幽灵 items.artifacts.driedrose$ghosthero.def_verb=闪避 -items.artifacts.driedrose$ghosthero.discover_hint=你可通过某件神器发现该单位。 +items.artifacts.driedrose$ghosthero.discover_hint=你可通过某件神器遇到该单位。 items.artifacts.driedrose$ghosthero.hello=再次向你问好,%s。 items.artifacts.driedrose$ghosthero.introduce=我的灵魂与这朵玫瑰相连,它对我非常珍贵,是我在地面上相别的爱人送给我的礼物。\n\n我无法回去见他了,但感谢你给我再一次完成旅程的机会。当我准备好后,我会回应你的呼唤与你并肩作战。\n\n只要你拿着玫瑰我就可以听到你的声音,你可以在远处指引我前进。\n\n希望你能在我倒下的地方继续走下去... @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=你的袖章充能不足。 items.artifacts.masterthievesarmband.cursed=你不能使用被诅咒的袖章。 items.artifacts.masterthievesarmband.full=你的袖章充满了能量! items.artifacts.masterthievesarmband.prompt=选择一个敌人作为目标 -items.artifacts.masterthievesarmband.no_target=你只能选择一个邻近你的目标! +items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. items.artifacts.masterthievesarmband.steal_shopkeeper=你不能直接从店主那里窃取物品。 items.artifacts.masterthievesarmband.no_steal=这个敌人身上没什么好偷的。 items.artifacts.masterthievesarmband.stole_item=你偷到了:%s。 @@ -424,6 +424,27 @@ items.artifacts.sandalsofnature.desc_cursed=被诅咒的草履切断了一切你 items.artifacts.sandalsofnature.desc_ability=鞋子泛起你喂给它们的最后一粒种子颜色的涟漪。它可以在地面上暂时扎根并在3格距离内的任意位置产生那种植物的效果。\n当前种子:_%s_\n需要充能:_%d%%_ items.artifacts.sandalsofnature.desc_seeds=你已经给鞋子喂食了%d粒种子。 +items.artifacts.skeletonkey.name=骷髅钥匙 +items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.prompt=选择一个目标 +items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. +items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. +items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. +items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. +items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. +items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. +items.artifacts.skeletonkey.discard=You discard your excess keys. +items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. +items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. +items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. + items.artifacts.talismanofforesight.name=先见护符 items.artifacts.talismanofforesight.ac_scry=探查 items.artifacts.talismanofforesight.low_charge=护符至少要充能5%才能探查。 @@ -478,7 +499,7 @@ items.artifacts.unstablespellbook.read_empowered=被你放入魔典的卷轴都 ###bags items.bags.bag.name=背包 -items.bags.bag.discover_hint=你可在商店购买该物品。 +items.bags.bag.discover_hint=你可在商店中购买该物品。 items.bags.potionbandolier.name=药剂挎带 items.bags.potionbandolier.desc=这副厚实的挎带能像肩带一样缠在身上,上面有许多用来放药剂、水袋和液金的隔热皮带。\n\n挎带应该能为存放其中的药剂抵御寒冷。 @@ -552,7 +573,7 @@ items.bombs.woollybomb.discover_hint=你可通过炼金合成该物品。 items.food.berry.name=地牢浆果 items.food.berry.eat_msg=酸甜可口,真棒! items.food.berry.desc=这颗小浆果是女猎手在地牢的植被里找到的,它可以被快速食用以获得少量饱腹感,还可能有实用的种子包含其中! -items.food.berry.discover_hint=你可使用某项英雄天赋发现该物品。 +items.food.berry.discover_hint=你可使用某项英雄天赋找到该物品。 items.food.blandfruit.name=无味果 items.food.blandfruit.cooked=熟无味果 @@ -639,7 +660,7 @@ items.food.pasty$fishleftover.desc=你上一顿吃剩的鱼。你可以随时把 items.food.smallration.name=小包口粮 items.food.smallration.eat_msg=吃起来还行。 items.food.smallration.desc=它看起来和普通口粮一样,就是小了点。 -items.food.smallration.discover_hint=你可在商店购买该物品。 +items.food.smallration.discover_hint=你可在商店中购买该物品。 items.food.stewedmeat.name=炖肉 items.food.stewedmeat.eat_msg=吃起来还行。 @@ -648,7 +669,7 @@ items.food.stewedmeat.discover_hint=你可通过炼金合成该物品。 items.food.supplyration.name=备用口粮 items.food.supplyration.desc=这是一包由盗贼公会存放,供其成员取用的口粮。这包口粮专门被设计成可快速食用的样式,并且能为成员的隐秘行动提供诸多帮助。\n\n尽管不能像正常口粮一样填饱你,它却能被快速食用,恢复少量生命,并且回复盗贼的暗影斗篷一点神器充能。 -items.food.supplyration.discover_hint=你可使用某项特定的英雄天赋发现该物品。 +items.food.supplyration.discover_hint=你可使用某项特定的英雄天赋找到该物品。 @@ -694,8 +715,8 @@ items.keys.crystalkey.desc=这把水晶钥匙在黑暗中反射着光芒。或 items.keys.ironkey.name=铁钥匙 items.keys.ironkey.desc=这个铁钥匙的匙齿已经严重磨损;皮制系带也久经年岁摧残。它对应的是哪扇门呢? -items.keys.skeletonkey.name=骷髅钥匙 -items.keys.skeletonkey.desc=这个钥匙看起来不能等闲视之:其顶端被制成头骨的形状。或许它能打开什么不得了的大门。 +items.keys.wornkey.name=worn key +items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. @@ -721,7 +742,7 @@ items.potions.potion.no=不,我改变主意了 items.potions.potion.sure_drink=你确定要饮用它吗?大多数情况下你该把它扔向敌人的。 items.potions.potion.sure_throw=你确定要投掷它吗?大多数情况下把它喝下去会更有用。 items.potions.potion.shatter=药瓶碎裂开,溅出了无害的液体。 -items.potions.potion.discover_hint=你可在地牢中随机发现或通过炼金合成该物品。 +items.potions.potion.discover_hint=你可在地牢中概率找到该物品,或通过炼金合成该物品。 items.potions.potion$placeholder.name=药剂 items.potions.potion$seedtopotion.name=随机药剂 @@ -899,25 +920,30 @@ items.potions.exotic.potionofstormclouds.desc=这瓶合剂被丢出后会形成 ###quest items items.quest.ceremonialcandle.name=仪式蜡烛 items.quest.ceremonialcandle.desc=一套配套的蜡烛,在使用中融化在了一起。\n\n单独看来它们毫无价值,但与其它蜡烛按特定排布共用时却能为召唤仪式聚集能量。 -items.quest.ceremonialcandle.discover_hint=你可在某个任务中发现该物品。 +items.quest.ceremonialcandle.discover_hint=你可在某个任务中找到该物品。 items.quest.corpsedust.name=尸尘 items.quest.corpsedust.chill=一股寒意穿透了你的脊背。 items.quest.corpsedust.desc=在外观上这团尸尘和普通灰尘差不多。而你却能够感受到其中潜伏着一股充满恶意的魔力。\n\n尽快脱手为好。 -items.quest.corpsedust.discover_hint=你可在某个任务中发现该物品。 +items.quest.corpsedust.discover_hint=你可在某个任务中找到该物品。 items.quest.darkgold.name=暗金矿 items.quest.darkgold.you_now_have=你现在拥有%d个暗金矿。 items.quest.darkgold.desc=这种金属名中的暗并非源于其色泽(它看起来和普通黄金一样),而是因为它会在阳光下熔化,令其在地表上毫无用处。 -items.quest.darkgold.discover_hint=你可在某个任务中发现该物品。 +items.quest.darkgold.discover_hint=你可在某个任务中找到该物品。 items.quest.dwarftoken.name=矮人徽记 items.quest.dwarftoken.desc=很多矮人和他们的造物都携带着这种小块金属,理由不详。兴许它是装饰物或什么身份识别牌。矮人都挺奇怪的。 -items.quest.dwarftoken.discover_hint=你可在某个任务中发现该物品。 +items.quest.dwarftoken.discover_hint=你可在某个任务中找到该物品。 items.quest.embers.name=元素余烬 items.quest.embers.desc=只能从新生火焰元素身上采集到的特殊余烬.。它们散发着温暖的能量。 -items.quest.embers.discover_hint=你可在某个任务中发现该物品。 +items.quest.embers.discover_hint=你可在某个任务中找到该物品。 + +items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.ac_use=使用 +items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.discover_hint=你可在某个任务中找到该物品。 items.quest.gooblob.name=粘咕球 items.quest.gooblob.desc=一团晃动着的黏糊糊球体,是从粘咕尸体上崩解下的一部分。看起来像是一个大果冻球,不过大概不能食用。\n\n该物品自身并没有什么实际用途,不过它在与特定药剂或炸弹共炼后可能有妙用。再不济,它也能提供相当的炼金能量。 @@ -932,7 +958,7 @@ items.quest.pickaxe.ability_name=穿刺 items.quest.pickaxe.ability_desc=决斗家可使用镐子_穿刺_一个敌人。穿刺必定命中,同时施加3回合的易伤效果,且会对有硬质表皮的敌人造成_%1$d~%2$d点伤害_。 items.quest.pickaxe.upgrade_ability_stat_name=武技伤害 items.quest.pickaxe.desc=这是一件笨重但十分耐用的凿岩工具。不需要装备上就能作为挖掘工具使用,但在紧要关头也能作为武器装备。 -items.quest.pickaxe.discover_hint=你可在某个任务中发现该物品。 +items.quest.pickaxe.discover_hint=你可在某个任务中找到该物品。 items.quest.ratskull.name=巨鼠头骨 items.quest.ratskull.desc=一颗大得吓人的老鼠头骨。如果你能找到一面合适的墙来挂,它会是件不错的狩猎纪念品。 @@ -941,7 +967,7 @@ items.quest.ratskull.desc=一颗大得吓人的老鼠头骨。如果你能找到 ###remains items.remains.remainsitem.ac_use=使用 -items.remains.remainsitem.discover_hint=你可从上一局某位英雄的遗骸中发现该物品。 +items.remains.remainsitem.discover_hint=你可从上一局某位英雄的遗骸中找到该物品。 items.remains.bowfragment.name=灵弓残件 items.remains.bowfragment.desc=这块枯木曾经是一位殒落于此的女猎手所持灵能弓的一部分。你仍可以感受到枯木中残留的一点自然能量,你可以激发这最后的能量,令周身长出一片高草。但是当你这样做之后,这块枯木会由于自然能量耗尽而烟消云散。 @@ -1245,7 +1271,7 @@ items.scrolls.exotic.scrollofpsionicblast.desc=这张秘卷封存着惊人的毁 ###spells items.spells.alchemize.name=炼金菱晶 items.spells.alchemize.prompt=炼化一个物品 -items.spells.alchemize.desc=这个菱晶包含的转化能力与炼金釜类似。允许使用者将一件物品(或一堆物品)转化为金币或炼金能量。将药剂、卷轴炼化为能量甚至可以鉴定它们!\n\n你可以在商店中买到少许炼金菱晶,但也可以通过炼金术用种子、符石与少量炼金能量合成更多的炼金菱晶。 +items.spells.alchemize.desc=这个菱晶包含的转化能力与炼金釜类似。允许使用者将一件物品(或一堆物品)转化为金币或炼金能量。将药剂、卷轴炼化为能量甚至可以鉴定它们!\n\n你可以在商店中中买到少许炼金菱晶,但也可以通过炼金术用种子、符石与少量炼金能量合成更多的炼金菱晶。 items.spells.alchemize$wndalchemizeitem.sell=转化为%d个金币 items.spells.alchemize$wndalchemizeitem.sell_1=转化一个为%d个金币 items.spells.alchemize$wndalchemizeitem.sell_all=转化全部为%d个金币 @@ -1324,7 +1350,7 @@ items.spells.wildenergy.desc=这个结晶中含有部分驱动DM-300的诅咒之 items.stones.inventorystone.ac_use=使用 items.stones.runestone$placeholder.name=符石 -items.stones.runestone.discover_hint=你可在地牢中随机发现或通过炼金合成该物品。 +items.stones.runestone.discover_hint=你可在地牢中概率找到该物品,或通过炼金合成该物品。 items.stones.stoneofaggression.name=敌意符石 items.stones.stoneofaggression.desc=当把这颗符石丢向一个盟友或敌人时,附近所有敌人都会在短时间内优先攻击该单位。\n\n然而,Boss对符石效果具有抗性,能够显著降低符石效果持续时间并降低其随从对Boss造成的伤害。 @@ -1334,7 +1360,7 @@ items.stones.stoneofaggression$aggression.desc=支配魔法正使附近所有敌 items.stones.stoneofaugmentation.name=强化符石 items.stones.stoneofaugmentation.inv_title=强化一件物品 items.stones.stoneofaugmentation.desc=这颗符石内的强力魔法可以用于强化装备的一种属性,代价是会减弱另一种属性。\n\n用于武器可以强化伤害或者速度。投掷武器的耐久度也会随着速度的增减而增减。\n\n用于护甲可以强化防御或者闪避。 -items.stones.stoneofaugmentation.discover_hint=你可在商店中购买该物品,或通过炼金合成该物品。 +items.stones.stoneofaugmentation.discover_hint=你可在商店中中购买该物品,或通过炼金合成该物品。 items.stones.stoneofaugmentation$wndaugment.choice=你想强化哪个属性? items.stones.stoneofaugmentation$wndaugment.speed=速度 items.stones.stoneofaugmentation$wndaugment.damage=伤害 @@ -1399,6 +1425,12 @@ items.trinkets.chaoticcenser.desc=在炼金釜内炼制一段时间后,这只 items.trinkets.chaoticcenser.typical_stats_desc=这件饰物通常会每经_%d_±回合在敌人附近生成一团有害气体。气体只会在敌人存在时生成。饰物的等级越高,稀有而强力的气体生成的可能性越高。 items.trinkets.chaoticcenser.stats_desc=在当前等级下,这件饰物会每经_%d_±回合在敌人附近生成一团有害气体。气体只会在敌人存在时生成。饰物的等级越高,稀有而强力的气体生成的可能性越高。 +items.trinkets.crackedspyglass.name=cracked spyglass +items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. +items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. + items.trinkets.dimensionalsundial.name=位面日晷 items.trinkets.dimensionalsundial.warning=你的日晷不再显影,这使你倍感不安。 items.trinkets.dimensionalsundial.desc=不知为何,这块小型手持式日晷能在地牢深处显影,甚至你不将其摆正也是如此。更奇怪的是,晷影的方位似乎与这个世界的太阳无关。当晷影不再显现时,日晷似乎会招致危险。 @@ -1416,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=这件饰物通常会降低你_%1$s% items.trinkets.eyeofnewt.stats_desc=在当前等级下,这件饰物会降低你_%1$s%%_的视距,但也会使你获得对_%2$d_格范围内敌人的灵视感知。 items.trinkets.ferrettuft.name=雪貂绒束 -items.trinkets.ferrettuft.desc=一簇银白色的雪貂丝绒,以黄绿色的蝴蝶结捆为一束。雪貂因其敏捷、淘气与狡黠而闻名。这种力量似乎从这件饰物散发而出,加强了附近任何单位的闪避能力。 +items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. items.trinkets.ferrettuft.typical_stats_desc=这件饰物通常会提升所有单位_%1$s%%_的闪避。 items.trinkets.ferrettuft.stats_desc=在当前等级下,这件饰物会提升所有单位 _%1$s%%_的闪避。 @@ -1608,7 +1640,7 @@ items.wands.wandoflivingearth$rockarmor.desc_many=该灵壤守卫已被万物一 items.wands.wandoflivingearth$earthguardian.name=灵壤守卫 items.wands.wandoflivingearth$earthguardian.desc=灵壤法杖发射的魔法泥石组成了一尊灵壤守卫!这个有棱有角的大块头会攻击附近的敌人,迫使他们去攻击守卫。当附近没有危险时,守卫会重组为你身边的灵壤护甲,等待你下次使用法杖召唤它。 items.wands.wandoflivingearth$earthguardian.wand_info=守卫的防御力与你的法杖等级相关。它当前能抵挡_%1$d~%2$d点伤害_。 -items.wands.wandoflivingearth$earthguardian.discover_hint=你可通过某根法杖发现该单位。 +items.wands.wandoflivingearth$earthguardian.discover_hint=你可通过某根法杖遇到该单位。 items.wands.wandofmagicmissile.name=魔弹法杖 items.wands.wandofmagicmissile.staff_name=魔弹魔杖 @@ -1640,14 +1672,14 @@ items.wands.wandofregrowth.bmage_desc=当_战斗法师_以再生魔杖近战攻 items.wands.wandofregrowth.eleblast_desc=再生魔杖的元素风暴使所有目标被缠绕,并令范围内随机长出高草。 items.wands.wandofregrowth$dewcatcher.name=结露草 items.wands.wandofregrowth$dewcatcher.desc=结露草是一种蓄满了魔法露水的奇妙植物。它们想将自己伪装成杂草来避开注意,但其鼓胀的集露苞却出卖了它们。 -items.wands.wandofregrowth$dewcatcher.discover_hint=你可通过某根法杖发现该植物。 +items.wands.wandofregrowth$dewcatcher.discover_hint=你可通过某根法杖找到该植物。 items.wands.wandofregrowth$seedpod.name=种子荚 items.wands.wandofregrowth$seedpod.desc=种子荚是一种会结出其他各类植物种子的魔法植物。它们没有自己的种子,却还是以某种方式传播扩散开了。 -items.wands.wandofregrowth$seedpod.discover_hint=你可通过某根法杖发现该植物。 +items.wands.wandofregrowth$seedpod.discover_hint=你可通过某根法杖找到该植物。 items.wands.wandofregrowth$lotus.name=黄金莲 items.wands.wandofregrowth$lotus.desc=黄金莲是一种只能被强大的再生法杖创造的神秘植物。它的光环会增强所有植物相关效果,但它不一会就会耗尽能量枯萎。 items.wands.wandofregrowth$lotus.wand_info=这株黄金莲由一根_%1$d级_的再生法杖产出。在其作用范围内,所有被种植到某单位上的植物都会_立即触发_其效果。植物还会有_%2$d%%的概率_掉落其种子,使用涂药飞镖的耐久度消耗也会减少_%3$d%%_。 -items.wands.wandofregrowth$lotus.discover_hint=你可通过经数次升级后的某根法杖发现该植物。 +items.wands.wandofregrowth$lotus.discover_hint=你可通过经数次升级后的某根法杖找到该植物。 items.wands.wandoftransfusion.name=注魂法杖 items.wands.wandoftransfusion.staff_name=注魂魔杖 @@ -1685,7 +1717,7 @@ items.wands.wandofwarding$ward.name_5=哨卫结晶 items.wands.wandofwarding$ward.desc_5=这个升级过的哨卫结晶比小哨卫结晶体积更大,形体也更结实。它每次发动攻击能造成_%1$d~%2$d点伤害_。\n\n使用哨卫法杖向该哨卫施法能使其升级并治疗它。\n\n这个哨卫每次发动攻击时会消耗一定的生命值,但你可以用哨卫法杖治疗它。\n\n你的哨卫法杖在使用_%3$d点能量_维持这个哨卫。 items.wands.wandofwarding$ward.name_6=大哨卫结晶 items.wands.wandofwarding$ward.desc_6=这个满级的哨卫结晶比之前的坚固了不少。它每次发动攻击能造成_%1$d~%2$d点伤害_。\n\n使用哨卫法杖向该哨卫施法能治疗它。\n\n这个哨卫每次发动攻击时会消耗一定的生命值,但你可以用哨卫法杖治疗它。\n\n你的哨卫法杖在使用_%3$d点能量_维持这个哨卫。 -items.wands.wandofwarding$ward.discover_hint=你可通过某根法杖发现该单位。 +items.wands.wandofwarding$ward.discover_hint=你可通过某根法杖遇到该单位。 items.wands.wandofwarding$ward.dismiss_title=要驱散这个哨卫吗? items.wands.wandofwarding$ward.dismiss_body=不想让法杖继续维持这个哨卫的话,你可以选择驱散它立即将其破坏移除。\n\n要驱散这个哨卫吗? items.wands.wandofwarding$ward.dismiss_confirm=是 @@ -1819,11 +1851,12 @@ items.weapon.melee.battleaxe.ability_desc=决斗家可以用战斧使出_重击_ items.weapon.melee.battleaxe.desc=这把有着硕大钢制头部的战斧能将庞大的力量倾注在每次挥舞之中。 items.weapon.melee.crossbow.name=十字弩 -items.weapon.melee.crossbow.stats_desc=这件武器装备时会大幅提升飞镖伤害,甚至能赋予飞镖自身附魔。 +items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. items.weapon.melee.crossbow.ability_name=充能射击 items.weapon.melee.crossbow.typical_ability_desc=决斗家可以为十字弩_蓄势_。这个武技能使下一次攻击必定命中,并将视情况触发以下三种效果之一:近战攻击将会击退敌人;未涂药飞镖一般会造成_%1$d点额外伤害_,而涂药飞镖将会在7x7的范围内触发效果,还一般会增加_%2$d次可用次数_。 items.weapon.melee.crossbow.ability_desc=决斗家可以为十字弩_蓄势_。这个武技能使下一次攻击必定命中,并将视情况触发以下三种效果之一:近战攻击将会击退敌人;未涂药飞镖将会造成_%1$d点额外伤害_,而涂药飞镖将会在7x7的范围内触发效果,还会增加_%2$d次可用次数_。 -items.weapon.melee.crossbow.desc=这是一件看起来相当精密复杂的装置,能够将飞镖一样的小型箭矢以极高的速度射出。这把十字弩弩掂在手里沉甸甸的,比想象中结实很多,虽然完全违背了设计初衷,不过也能够在肉搏战中起到作用。 +items.weapon.melee.crossbow.desc=这是一件看起来相当精密复杂的装置,能够将飞镖一样的小型箭矢以极高的速度射出。这把十字弩掂在手里沉甸甸的,比想象中结实很多,虽然完全违背了设计初衷,不过也能够在肉搏战中起到作用。 items.weapon.melee.crossbow.upgrade_ability_stat_name=武技加成 items.weapon.melee.crossbow$chargedshot.name=蓄势待发 items.weapon.melee.crossbow$chargedshot.desc=决斗家正将能量集中于她的十字弩。这个武技能使她的下一次攻击必定命中,并将视情况触发以下三种效果之一:\n-近战攻击将会击退敌人数格。\n-未涂药飞镖将会造成额外伤害。\n-涂药飞镖将会增加可用次数,在7x7的范围内触发效果。正面效果只对盟友生效,负面效果也只对敌人生效。决斗家不能使用此武技使正面飞镖效果对她自己生效。 @@ -2146,7 +2179,7 @@ items.weapon.missiles.darts.tippeddart.uses_left=这些涂药飞镖再使用_%d/ items.weapon.missiles.darts.tippeddart.unlimited_uses=_但精良的做工令其经久耐用,不会因为使用过度而损坏。_ items.weapon.missiles.darts.tippeddart.about_to_break=你飞镖上的涂药快要失效了。 items.weapon.missiles.darts.tippeddart.has_broken=你飞镖上的涂药已经失效了。 -items.weapon.missiles.darts.tippeddart.discover_hint=你可在商店中购买或用种子制作该物品。 +items.weapon.missiles.darts.tippeddart.discover_hint=你可在商店中中购买或用种子制作该物品。 items.weapon.missiles.bolas.name=流星索 @@ -2166,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=这件武器释放出一阵小范围 items.weapon.missiles.forcecube.desc=这些奇形怪状的魔力方块小到可以握在你的手里,但出乎意料地非常重。 items.weapon.missiles.heavyboomerang.name=重型回旋镖 -items.weapon.missiles.heavyboomerang.stats_desc=这件武器在被掷出几回合后便会旋回至原位置。 +items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. items.weapon.missiles.heavyboomerang.desc=这把大号回旋镖笨重难用,但能造成可观的伤害。 items.weapon.missiles.javelin.name=标枪 @@ -2225,7 +2258,8 @@ items.weapon.missiles.throwingstone.desc=这些石头被人用砂纸打磨成趁 items.weapon.missiles.throwingstone.discover_hint=某位英雄初始携带该物品。 items.weapon.missiles.tomahawk.name=飞斧 -items.weapon.missiles.tomahawk.stats_desc=这件武器会对其目标施加所造成伤害半数点的流血。 +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=这些飞斧的锯刃只要卡在敌人身上就能造成流血的撕裂伤口。 items.weapon.missiles.trident.name=三叉戟 @@ -2255,7 +2289,7 @@ items.weapon.weapon.enchant_hardened=它被_硬化_了。 items.weapon.weapon.hardened_no_enchant=这件武器已被_硬化_,但目前没有携带附魔。 items.weapon.weapon$enchantment.enchant=附魔 items.weapon.weapon$enchantment.rankings_desc=死于附魔 -items.weapon.weapon$enchantment.discover_hint=你可在地牢中随机发现带有该效果的物品,或尝试自行使物品获得该效果。 +items.weapon.weapon$enchantment.discover_hint=你可在地牢中概率找到带有该效果的物品,或尝试自行使物品获得该效果。 ###misc items @@ -2268,14 +2302,14 @@ items.amulet.ascent_title=踏返登临 items.amulet.ascent_desc=你开始感受到古神强大可怖的力量自护符中泛溢而出。凭凡人的区区肉身自这地牢之底向上攀登至地面将远比你想象中的更难!\n\n如果你继续在持有护符的情况下向上返回,地牢将会变得更加险恶重重。跨层传送将会被抑制,而击杀沿途敌人返回地面则将成为你赢得这局游戏的唯一方式!\n\n如果你想要在不开始护符挑战的情况下返回上层,你可以把护符暂时留在这里,也可以选择在这里直接用护符以正常结束游戏。 items.amulet.ascent_yes=继续前进! items.amulet.ascent_no=稍等片刻 -items.amulet.discover_hint=你可在地牢底层发现该物品... +items.amulet.discover_hint=你可在地牢底层找到该物品... items.ankh.name=重生十字架 items.ankh.ac_bless=祝福 items.ankh.bless=你用散发着治愈魔力的清水祝福了这枚重生十字架。 items.ankh.desc=这枚象征不朽的古老饰物能使人起死回生。不过大部分物品将会被遗落在死亡的地点,等待你去拾回。装满的水袋可用于对重生十字架进行赐福,赋予它更强的力量。 items.ankh.desc_blessed=这枚象征不朽的古老饰品能够让人起死回生。这枚十字架已被祝福而变得更加强大。它会在危急关头牺牲自己来救你一命。 -items.ankh.discover_hint=你可在商店购买该物品。 +items.ankh.discover_hint=你可在商店中购买该物品。 items.arcaneresin.name=奥术树脂 items.arcaneresin.prompt=选择一根要强化的法杖 @@ -2300,6 +2334,7 @@ items.brokenseal.discover_hint=某位英雄初始携带该物品。 items.brokenseal$warriorshield.name=战士护盾 items.brokenseal$warriorshield.desc_active=战士的破损纹章正使他变得不屈不挠,使其获得在生命值之上的护盾。在护盾首次触发后其可被再次使用之前护盾需要进行冷却。\n\n这种护盾并不会随时间衰减,但如果附近持续几回合没有敌人则护盾会结束。当其结束时,任何未使用的护盾都会降低护盾冷却,最多降低50%%。\n\n剩余护盾:%1$d\n\n当前冷却:%2$d items.brokenseal$warriorshield.desc_cooldown=战士近期已经从他的破碎纹章获得了护盾,而他必须等待直至他可从其护盾效果中再次获益。\n\n剩余回合数:%d +items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已满。 @@ -2346,7 +2381,7 @@ items.item.rankings_desc=死于:%s items.item.curse=诅咒 items.item.custom_note_type=你为这类物品写下了备注:“_%s_” items.item.custom_note=你为这件物品写下了备注:“_%s_” -items.item.discover_hint=你可在地牢中随机发现该物品。 +items.item.discover_hint=你可在地牢中概率找到该物品。 items.kindofmisc.unequip_title=卸下一件装备 items.kindofmisc.unequip_message=你必须先取下一件装备。请选择要替换的物品。 @@ -2371,7 +2406,7 @@ items.liquidmetal.ac_apply=修复 items.liquidmetal.prompt=选择一个投掷武器 items.liquidmetal.already_fixed=这件投掷武器已经完好无损了! items.liquidmetal.apply=你为修复该投掷武器消耗了%d滴液金。 -items.liquidmetal.desc=这种神奇的液体可以修补投掷武器的破损之处,使之焕然一新!若有一组武器完好无损但缺失其一,液金甚至可用于替换那件缺失的武器!\n\n完全修复一件1阶武器需要10瓶液金,而一件5阶武器需要30瓶液金。武器的每级升级还会增加35%的液金需求量。\n\n液金无法用于修复涂药飞镖的耐久度。 +items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. items.liquidmetal.discover_hint=你可通过炼金合成该物品。 items.lostbackpack.name=遗物 diff --git a/core/src/main/assets/messages/journal/journal_el.properties b/core/src/main/assets/messages/journal/journal_el.properties index d9383d1e3..a0577d7af 100644 --- a/core/src/main/assets/messages/journal/journal_el.properties +++ b/core/src/main/assets/messages/journal/journal_el.properties @@ -35,7 +35,7 @@ journal.catalog.misc_consumables.title=λοιπά αναλώσιμα journal.document.adventurers_guide.title=Τόμος της κατακομβικής κυριαρχίας journal.document.adventurers_guide.intro.title=Εισαγωγή -journal.document.adventurers_guide.intro.body=Γεια σου εξερευνητή! Διαβάζεις τον Τόμο της κατακομβικής κυριαρχίας! Ο οδηγός αυτός χρησιμοποιείται καλύτερα ως παραπομπή και θα σου υποδεικνύει μαγικά την κατάλληλη στιγμή να διαβάσεις κάθε σελίδα! Φυσικά, μπορείς και να διαβάσεις όλον τον οδηγό αμέσως αν το επιθυμείς.\n\n(Όταν το ημερολόγιο πάνω δεξιά αναβοσβήνει, ο οδηγός έχει κάτι να σου πει! Κάποιες σελίδες, όμως, φαίνεται να έχουν σκιστεί· μήπως μπορείς να τις βρεις στην κατακόμβη;) +journal.document.adventurers_guide.intro.body=Γεια σου εξερευνητή! Διαβάζεις τον Τόμο της κατακομβικής κυριαρχίας! Ο οδηγός αυτός χρησιμοποιείται καλύτερα ως παραπομπή και θα σου υποδεικνύει μαγικά την κατάλληλη στιγμή να διαβάσεις κάθε σελίδα!\n\n(Όταν το κουμπί ημερολογίου αναβοσβήνει, ο οδηγός έχει κάτι να σου πει! Κάποιες σελίδες, όμως, φαίνεται να έχουν σκιστεί· μήπως μπορείς να τις βρεις στην κατακόμβη;) journal.document.adventurers_guide.examining.title=Εξέταση journal.document.adventurers_guide.examining.body=Το να ξεχύνεσαι αλόγιστα στους εχθρούς δεν είναι ο καλύτερος τρόπος να τους αντιμετωπίζεις. Είναι σημαντικό να συνηθίσεις να μελετάς καθετί καινούργιο.\n\n(Μπορείς να εξετάσεις κάτι επιλέγοντας το κουμπί μεγεθυντικού φακού, και μετά το αντικείμενο προς εξέταση. Μπορείς, επίσης, να εξετάζεις τις θετικές και αρνητικές επιδράσεις επιλέγοντας τα εικονίδιά τους.) journal.document.adventurers_guide.surprise_attacks.title= Αιφνίδιες επιθέσεις @@ -47,25 +47,25 @@ journal.document.adventurers_guide.food.body=Η διαχείριση των με journal.document.adventurers_guide.alchemy.title=Αλχημεία και μαραφέτια journal.document.adventurers_guide.alchemy.body=Αν δεν βρίσκεις χρήσιμο κάποιο αναλώσιμο αντικείμενο, μπορείς να το χρησιμοποιήσεις ως συστατικό στο αλχημικό τσουκάλι! Τα αντικείμενα μπορούν είτε να χρησιμοποιούνται σε συγκεκριμένες συνταγές είτε να μετατρέπονται σε αλχημική ενέργεια ευρύτερης χρήσης. Τα φίλτρα και οι πάπυροι που μετατρέπονται σε ενέργεια αναγνωρίζονται κιόλας!\n\nΤα μαραφέτια είναι τα μόνα κομμάτια εξοπλισμού που μπορούν να δημιουργηθούν με αλχημεία. Δημιουργούνται με ένα μαγικό αντικείμενο και λίγο αλχημική ενέργεια.\n\n(Θα βρεις το πρώτο αλχημικό τσουκάλι στον 3ο ή 4ο όροφο της κατακόμβης. Θα βρίσκεις, επίσης, σελίδες από ένα βιβλίο αλχημικών συνταγών δίπλα στα τσουκάλια.) journal.document.adventurers_guide.dieing.title=Διαχείριση ήττας -journal.document.adventurers_guide.dieing.body=Δυστυχώς, η εξερεύνηση κατακομβών είναι επικίνδυνο επάγγελμα και οι περισσότεροι εξερευνητές καταλήγουν νεκροί.\n\nΑν και η τύχη σίγουρα παίζει τον ρόλο της, οι καλύτεροι εξερευνητές χρησιμοποιούν κάθε παραμικρό κόλπο για να αυξήσουν τις πιθανότητες επιτυχίας τους.\n\n(Μην αποθαρρύνεσαι αν πεθαίνεις συνέχεια· το παιχνίδι είναι δύσκολο! Επικεντρώσου αρχικά στην εκμάθηση του παιχνιδιού και τη σταθερή βελτίωση, μην κοιτάς να νικήσεις αμέσως.) +journal.document.adventurers_guide.dieing.body=Η εξερεύνηση κατακομβών είναι επικίνδυνη και οι περισσότεροι εξερευνητές καταλήγουν νεκροί.\n\nΗ τύχη βοηθά, αλλά οι καλύτεροι εξερευνητές χρησιμοποιούν κάθε παραμικρό κόλπο για να αυξήσουν τις πιθανότητες επιτυχίας τους.\n\n(Μην αποθαρρύνεσαι αν πεθαίνεις συνέχεια· το παιχνίδι είναι δύσκολο! Επικεντρώσου στο να μάθεις το παιχνίδι και να βελτιώνεσαι σταδιακά, όχι στο να νικήσεις αμέσως.) journal.document.adventurers_guide.searching.title=Αναζήτηση -journal.document.adventurers_guide.searching.body=Οι κατακόμβες είναι γεμάτες μυστικές πόρτες και παγίδες που είναι αόρατες με την πρώτη ματιά. Μπορείς να ξοδέψεις λίγο χρόνο ψάχνοντας προσεκτικά, αν υποψιάζεσαι πως κοντά βρίσκεται μία κρυμμένη πόρτα ή παγίδα.\n\n(Μπορείς να αναζητήσεις όλα τα τετράγωνα γύρω σου με το να διπλο-πατήσεις το κουμπί μεγεθυντικού φακού. Οτιδήποτε κρυμμένο σε αυτά τα τετράγωνα θα αποκαλυφθεί. Ίσως να υπάρχουν κρυμμένες πόρτες γύρω από εκεί που βρήκες τη σελίδα!) +journal.document.adventurers_guide.searching.body=Οι κατακόμβες είναι γεμάτες μυστικές πόρτες και παγίδες που είναι αόρατες με την πρώτη ματιά. Μπορείς να ξοδέψεις λίγο χρόνο κάνοντας αναζήτηση αν υποψιάζεσαι πως υπάρχει κρυμμένη πόρτα ή παγίδα κοντά σου.\n\n(Μπορείς να αναζητήσεις όλα τα τετράγωνα γύρω σου με το να διπλο-πατήσεις το κουμπί μεγεθυντικού φακού. Οτιδήποτε κρυμμένο σε αυτά τα τετράγωνα θα αποκαλυφθεί. Ίσως να υπάρχουν κρυμμένες πόρτες γύρω από εκεί που βρήκες τη σελίδα!) journal.document.adventurers_guide.strength.title=Δύναμη -journal.document.adventurers_guide.strength.body=Δεν έχεις χρόνο να εξασκηθείς με τα όπλα και τις πανοπλίες που βρίσκεις στην κατακόμβη· μόνο με την ωμή δύναμη θα μπορέσεις να τα χρησιμοποιήσεις αποτελεσματικά.\n\nΤα φίλτρα δύναμης και οι πάπυροι αναβάθμισης είναι ο πιο αποτελεσματικός τρόπος να αποκτήσεις αρκετή δύναμη ώστε να χρησιμοποιείς εξοπλισμό υψηλών βαθμίδων.\n\nΕίναι σημαντικό να χρησιμοποιήσεις τελικά αντικείμενα υψηλών βαθμίδων, αλλά μην αγνοείς τον εξοπλισμό που μπορείς να χρησιμοποιήσεις τώρα. +journal.document.adventurers_guide.strength.body=Δεν έχεις χρόνο να εξασκηθείς με τα όπλα και τις πανοπλίες που βρίσκεις στην κατακόμβη· μόνο με την ωμή δύναμη θα μπορέσεις να τα χρησιμοποιήσεις αποτελεσματικά.\n\nΤα φίλτρα δύναμης και οι πάπυροι αναβάθμισης είναι ο πιο αποτελεσματικός τρόπος να αποκτήσεις αρκετή δύναμη ώστε να χρησιμοποιείς εξοπλισμό υψηλών βαθμίδων.\n\nΕίναι σημαντικό να αρχίσεις να χρησιμοποιείς αντικείμενα υψηλών βαθμίδων κάποια στιγμή, αλλά μην αγνοείς τον εξοπλισμό που μπορείς να χρησιμοποιείς από τώρα. journal.document.adventurers_guide.upgrades.title=Αναβαθμίσεις journal.document.adventurers_guide.upgrades.body=Όσο εισχωρείς βαθύτερα στην κατακόμβη, γίνεται όλο και πιο σημαντικό να χρησιμοποιείς μαγικά αναβαθμισμένο εξοπλισμό υψηλών βαθμίδων, αλλά θα χρειαστείς και την κατάλληλη δύναμη ώστε να τα αξιοποιήσεις σωστά.\n\nΡαβδιά, δαχτυλίδια και τεχνουργήματα δεν απαιτούν δύναμη, αλλά είτε έχουν περιορισμένες χρήσεις είτε δεν βοηθούν το ίδιο άμεσα στη μάχη.\n\nΟι σωστές επιλογές στο τι αναβαθμίζεις είναι πολύ σημαντικές, τόσο για την επιβίωση στα πρώτα στάδια της κατακόμβης όσο και για την εξασφάλιση της μελλοντικής σου επιτυχίας. journal.document.adventurers_guide.looting.title=Αποδοτική λεηλασία -journal.document.adventurers_guide.looting.body=Δωμάτια που βρίσκονται πίσω από κλειδωμένες πόρτες ή που περιέχουν εμπόδια συνήθως έχουν και καλύτερη λεία. Όταν βρίσκεις μπροστά σου κάποιο εμπόδιο, υπάρχει συνήθως ένα αντικείμενο στο ίδιο επίπεδο, που μπορεί να σε βοηθήσει.\n\nΠάντα θα μπορείς να βρείς 2 φίλτρα δύναμης και 3 πάπυρος αναβάθμισης σε κάθε περιοχή πέντε επιπέδων της κατακόμβης, επομένως είναι ένας καλός δείκτης του πόσο καλή εξερεύνηση κάνεις.\n\n(Μπορείς να βρεις μία λίστα με σημαντικά ορόσημα και αχρησιμοποίητα κλειδιά στον τομέα των σημειώσεων του ημερολογίου.) +journal.document.adventurers_guide.looting.body=Δωμάτια που βρίσκονται πίσω από κλειδωμένες πόρτες ή εμπόδια συνήθως έχουν και καλύτερη λεία. Όταν βρίσκεις μπροστά σου κάποιο εμπόδιο, υπάρχει συνήθως ένα αντικείμενο στο ίδιο επίπεδο που μπορεί να σε βοηθήσει.\n\nΠάντα θα μπορείς να βρεις 2 φίλτρα δύναμης και 3 παπύρους αναβάθμισης σε κάθε τοποθεσία πέντε επιπέδων της κατακόμβης, επομένως είναι ένας καλός δείκτης του πόσο καλά εξερευνείς.\n\n(Μπορείς να βρεις μία λίστα με σημαντικά ορόσημα και αχρησιμοποίητα κλειδιά στον τομέα των σημειώσεων του ημερολογίου.) journal.document.adventurers_guide.levelling.title=Απόκτηση εμπειρίας -journal.document.adventurers_guide.levelling.body=Η αύξηση του επιπέδου εμπειρίας δίνει πόντους ταλέντων και αυξάνει τα στοιχεία σου, κάτι που έχει σημαντική επίδραση στις μάχες. Ιδανικό είναι να ανεβαίνεις τουλάχιστον ένα επίπεδο σε κάθε όροφο της κατακόμβης.\n\nΜπορεί να μπεις στον πειρασμό να διασχίσεις βιαστικά την κατακόμβη, αποφεύγοντας την εξερεύνηση και τις μάχες. Έτσι, όμως, θα στερηθείς τόσο την εμπειρία όσο και τα λάφυρα.\n\n(Μπορείς να δεις πληροφορίες για τον ήρωα, όπως την εμπειρία του, στο παράθυρο κατάστασης που βρίσκεται στη γωνία. Επίλεξε την εικόνα του ήρωα για περισσότερες πληροφορίες.) +journal.document.adventurers_guide.levelling.body=Η αύξηση του επιπέδου εμπειρίας δίνει πόντους ταλέντων και αυξάνει τις δυνατότητές σου (ζωή, αποφυγή κ.λπ.), κάτι που έχει σημαντική επίδραση στις μάχες. Ιδανικό είναι να ανεβαίνεις τουλάχιστον ένα επίπεδο σε κάθε όροφο της κατακόμβης.\n\nΜπορεί να μπεις στον πειρασμό να διασχίσεις βιαστικά την κατακόμβη, αποφεύγοντας την εξερεύνηση και τις μάχες. Έτσι, όμως, θα στερηθείς τόσο την εμπειρία όσο και τα λάφυρα.\n\n(Μπορείς να δεις πληροφορίες για τον ήρωα, όπως την εμπειρία του, στο παράθυρο κατάστασης που βρίσκεται στη γωνία. Επίλεξε την εικόνα του ήρωα για περισσότερες πληροφορίες.) journal.document.adventurers_guide.positioning.title=Τοποθέτηση -journal.document.adventurers_guide.positioning.body=Η στρατηγική είναι εξίσου σημαντική με τον εξοπλισμό. Δυσμενείς συνθήκες, όπως το να έχεις περικυκλωθεί, συχνά αποτρέπονται με την κατάλληλη τοποθέτηση.\n\nΓια παράδειγμα, οι περισσότερες κατακόμβες έχουν στενούς διαδρόμους – ιδανικούς στο να αναγκάζουν τους εχθρούς να σε αντιμετωπίζουν ένας τη φορά. Αυτοί οι διάδρομοι έχουν και πόρτες στις οποίες μπορείς να κάνεις αιφνίδιες επιθέσεις!\n\nΥπάρχουν επίσης πολλοί τρόποι να χρησιμοποιείς τα στοιχεία του περιβάλλοντος, όπως το γρασίδι, το νερό και τις παγίδες, προς όφελός σου. +journal.document.adventurers_guide.positioning.body=Η στρατηγική είναι εξίσου σημαντική με τον εξοπλισμό. Δυσμενείς συνθήκες, όπως το να έχεις περικυκλωθεί, συχνά αποτρέπονται με την κατάλληλη τοποθέτηση.\n\nΓια παράδειγμα, οι περισσότερες κατακόμβες έχουν στενούς διαδρόμους – ιδανικούς στο να αναγκάζουν τους εχθρούς να σε αντιμετωπίζουν ένας τη φορά. Αυτοί οι διάδρομοι έχουν και πόρτες στις οποίες μπορείς να κάνεις αιφνίδιες επιθέσεις!\n\nΥπάρχουν επίσης πολλοί τρόποι να χρησιμοποιείς τα στοιχεία του περιβάλλοντος, όπως το γρασίδι, το νερό, τα χάσματα και τις παγίδες, προς όφελός σου. journal.document.adventurers_guide.magic.title=Μαγικές επιθέσεις -journal.document.adventurers_guide.magic.body=Οι μαγικές επιθέσεις διαπερνούν την πανοπλία και είναι εξαιρετικά δύσκολο να αποφευχθούν.Αυτό σημαίνει ότι η ζημιά από τα ραβδιά σου είναι πολύ αξιόπιστη - αλλά και οι μαγικοί εχθροί εξαιρετικά επικίνδυνοι!\n\nΟι μαγικές επιθέσεις, όμως, πάντα έχουν κάποιο μειονέκτημα.Τα ραβδιά έχουν περιορισμένο φορτίο και οι εχθροί που χρησιμοποιούν μαγεία δεν μπορούν να το κάνουν σε κοντινή απόσταση.\n\nΌταν αντιμετωπίζεις εχθρούς που χρησιμοποιούν μαγεία, είναι σημαντικό να καταλάβεις πώς να τους αποτρέψεις από το να την χρησιμοποιήσουν επάνω σου. +journal.document.adventurers_guide.magic.body=Οι μαγικές επιθέσεις διαπερνούν την πανοπλία και είναι εξαιρετικά δύσκολο να αποφευχθούν. Αυτό σημαίνει ότι οι επιθέσεις με τα ραβδιά είναι πολύ αξιόπιστες – αλλά και ότι οι μαγικοί εχθροί είναι εξαιρετικά επικίνδυνοι!\n\nΟι μαγικές επιθέσεις, όμως, έχουν πάντα περιορισμούς: τα ραβδιά έχουν περιορισμένο φορτίο, και οι μαγικοί εχθροί συνήθως δεν εκτελούν τη μαγεία τους σε απόσταση επαφής.\n\nΌταν αντιμετωπίζεις εχθρούς που χρησιμοποιούν μαγεία, είναι σημαντικό να μάθεις πώς να τους αποτρέπεις από το να τη χρησιμοποιούν επάνω σου. journal.document.alchemy_guide.title=Οδηγός αλχημείας journal.document.alchemy_guide.potions.title=Εισαγωγή και φίλτρα -journal.document.alchemy_guide.potions.body=Καλώς ήρθες στις Πρακτικές εφαρμογές αλχημείας!Αυτό το βιβλίο λειτουργεί ως παραπομπή συνταγών δημιουργίας αντικειμένων σε μία χύτρα αλχημείας.\n\nΘα ξεκινήσουμε με την πιο εμβληματική αλχημική συνταγή: Φίλτρα!\n\nΤοποθέτησε τρεις σπόρους σε μια χύτρα αλχημείας για να παρασκευάσεις ένα τυχαίο φίλτρο! Κάθε σπόρος έχει ένα σχετιζόμενο μαγικό φίλτρο. Η χρήση πολλαπλών ίδιων σπόρων θα αυξήσει την πιθανότητα να δημιουργηθεί το φίλτρο που σχετίζεται με αυτούς. +journal.document.alchemy_guide.potions.body=Καλώς ήρθες στις Πρακτικές εφαρμογές αλχημείας! Αυτό το βιβλίο αποτελεί παραπομπή συνταγών για να παρασκευάζεις αντικείμενα στο αλχημικό τσουκάλι.\n\nΘα ξεκινήσουμε με την πιο εμβληματική αλχημική συνταγή: τα φίλτρα!\n\nΤοποθέτησε τρεις σπόρους στο τσουκάλι για να παρασκευάσεις ένα τυχαίο φίλτρο! Κάθε σπόρος έχει ένα σχετιζόμενο μαγικό φίλτρο, και η χρήση πολλαπλών ίδιων σπόρων θα αυξήσει την πιθανότητα να δημιουργηθεί το αντίστοιχο φίλτρο. journal.document.alchemy_guide.stones.title=Δημιουργία ρουνικών λίθων journal.document.alchemy_guide.stones.body=Η ανάδευση ενός παπύρου στο αλχημικό τσουκάλι θα εμποτίσει τη μαγεία του σε δύο λίθους. Έτσι δημιουργούνται δύο ρουνικοί λίθοι και αναγνωρίζεται ο πάπυρος! journal.document.alchemy_guide.energy_food.title=Ενέργεια και φαγητό @@ -77,14 +77,14 @@ journal.document.alchemy_guide.exotic_scrolls.body=Οι εξωτικοί πάπ journal.document.alchemy_guide.bombs.title=Βελτιωμένες βόμβες journal.document.alchemy_guide.bombs.body=Μια κοινή βόμβα μαύρης πυρίτιδας μπορεί να αναμειχθεί με ένα συγκεκριμένο αντικείμενο, ώστε να δημιουργηθεί μία βελτιωμένη βόμβα. journal.document.alchemy_guide.weapons.title=Ενίσχυση όπλων -journal.document.alchemy_guide.weapons.body=Κάποια από τα ελαφρύτερα ή τα πιο μαγικά όπλα μπορούν να αξιοποιηθούν στην αλχημεία!\n\nΚάθε όπλο ρίψης προσφέρει αρκετό υγρό μέταλλο ώστε να επισκευάσει πλήρως ένα άλλο σετ όπλων ρίψης του ίδιου επιπέδου και της ίδιας βαθμίδας. Η αλχημοποίηση ενός σετ όπλων ρίψης θα καταστρέψει ολόκληρο το σετ, ακόμη και αν δεν είναι όλο παρόν!\n\nΈνα ραβδί προσφέρει αρκετή απόκρυφη ρητίνη ώστε να αναβαθμίσει δύο ραβδιά του ίδιου επιπέδου – αλλά όχι πάνω από το +3. +journal.document.alchemy_guide.weapons.body=Κάποια από τα ελαφρύτερα ή τα πιο μαγικά όπλα μπορούν να αξιοποιηθούν στην αλχημεία!\n\nΚάθε όπλο ρίψης προσφέρει αρκετό υγρό μέταλλο ώστε να επισκευάσει πλήρως ένα άλλο σετ όπλων ρίψης του ίδιου επιπέδου και της ίδιας βαθμίδας. Έχε υπόψη ότι ο αλχημισμός ενός σετ όπλων ρίψης θα καταστρέψει ολόκληρο το σετ, ακόμη και αν δεν το έχεις όλο εδώ!\n\nΈνα ραβδί προσφέρει αρκετή απόκρυφη ρητίνη ώστε να αναβαθμίσει δύο ραβδιά του ίδιου επιπέδου – αλλά όχι πάνω από το +3. journal.document.alchemy_guide.brews_elixirs.title=Σκευάσματα και ελιξίρια journal.document.alchemy_guide.brews_elixirs.body=Τα σκευάσματα και τα ελιξίρια είναι εξελιγμένα φίλτρα που παρέχουν μια ποικιλία επιδράσεων, συνήθως με μία μόνο χρήση. journal.document.alchemy_guide.spells.title=Ξόρκια journal.document.alchemy_guide.spells.body=Τα ξόρκια εμπεριέχονται σε κρυστάλλους και παρέχουν μια ποικιλία επιδράσεων, συνήθως με πολλαπλές χρήσεις. journal.document.intros.title=Περιγραφές τοποθεσιών -journal.document.intros.discover_hint=Μπορείς να βρεις αυτό το κείμενο καθώς εισέρχεσαι για πρώτη φορά σε μια συγκεκριμένη περιοχή της κατακόμβης. +journal.document.intros.discover_hint=Αυτό το κείμενο το βρίσκεις μπαίνοντας για πρώτη φορά σε μια συγκεκριμένη τοποθεσία της κατακόμβης. journal.document.intros.dungeon.title=Η κατακόμβη journal.document.intros.dungeon.body=Πολλοί ήρωες έχουν ξεχυθεί στην κατακόμβη από την επάνω πόλη· οι περισσότεροι δεν έχουν ακουστεί ξανά.\n\nΛέγεται πως ένα αρχαίο κακό παραμονεύει στα έγκατα και περιφρουρεί το πανίσχυρο Φυλακτό του Γέντορ. Ήδη αναβλύζει μια σκοτεινή ενέργεια από κάτω που φτάνει ως την πόλη.\n\nΘα κατακτήσεις την κατακόμβη; Θα ανακτήσεις το φυλαχτό; Ήρθε η ώρα να ξεκινήσεις τη δική σου περιπέτεια! journal.document.intros.sewers.title=Υπόνομοι @@ -97,10 +97,10 @@ journal.document.intros.city.title=Μητρόπολη των Νάνων journal.document.intros.city.body=Η Μητρόπολη των Νάνων ήταν κάποτε η μεγαλύτερη όλων των πόλεων-κρατών τους. Στην ακμή της οι νάνοι είχαν κατασκευάσει θαυμαστές μηχανές με μέταλλο και μαγεία, οι οποίες της επέτρεψαν να αναπτυχθεί ταχύτατα.\n\nΑλλά μια μέρα, οι πύλες της πόλης αμπαρώθηκαν και κανείς δεν ξανάκουσε τίποτα από τους νάνους. Οι λίγοι που ξέφυγαν από την πόλη μιλούσαν για έναν τρελό αρχιμάγο που σφετερίστηκε τον θρόνο, αλλά και για μια αποτρόπαια μαγεία που ήρθε στην κατοχή του. journal.document.intros.halls.title=Αίθουσες των Δαιμόνων journal.document.intros.halls.body=Αυτές οι μεγάλες αίθουσες στη Μητρόπολη των Νάνων έχουν διαστρεβλωθεί από τη σκοτεινή μαγεία. Κάποτε φιλοξενούσαν την αυλή του βασιλιά των νάνων, που αποτελούταν από την αφρόκρεμα των αρχιμάγων. Πλέον φαίνεται πως έχουν κυριευτεί από κάτι ακόμα χειρότερο...\n\nΚάθε λογής φρικτά δαιμονικά πλάσματα κατοικούν στις αίθουσες και είναι ελεγχόμενα από την αποτρόπαια σκοτεινή δύναμη. Αφού η πηγή της διαφθοράς δεν ήταν ο βασιλιάς των νάνων, κάπου εδώ κάτω πρέπει να βρίσκεται.\n\nΠροχώρα προσεκτικά. Ελάχιστοι εξερευνητές έχουν κατέβει τόσο μακριά... -journal.document.intros.halls.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.intros.halls.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.sewers_guard.title=Γράμματα από τη φρουρό -journal.document.sewers_guard.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.sewers_guard.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.sewers_guard.new_position.title=Η νέα μου θέση! journal.document.sewers_guard.new_position.body=85η ημέρα του φθινοπώρου, 375\nΑγαπητοί μαμά και μπαμπά,\n\nΣας το είπα ότι θα απέδιδε η σκληρή μου δουλειά στη φρουρά της πόλης. Μόλις έλαβα προαγωγή!\n\nΚλήθηκα να συμμετάσχω σε μια ομάδα ειδικών που δουλεύουν στους υπονόμους. Από ό,τι φαίνεται, υπάρχουν προβλήματα με τρωκτικά και παρανόμους εκεί κάτω και δουλειά μας είναι να τους απομακρύνουμε. Είναι ζόρικη δουλειά, αλλά οι υπόνομοι είναι ζεστοί τον χειμώνα και πληρώνει τρεις φορές καλύτερα από την κανονική βάρδια της πόλης!\n\nΕίναι κάπως απόρρητο, όμως, οπότε δεν μπορώ να το στείλω αυτό το γράμμα. Μου φαίνεται περίεργο να μη σας γράφω, γι' αυτό θα τα γράφω όπως και να έχει. Ίσως μια μέρα να μπορέσω να σας τα δείξω.\n\nΕυχές,\n- Σόνια journal.document.sewers_guard.dangerous.title=Μια επικίνδυνη θέση... @@ -115,7 +115,7 @@ journal.document.sewers_guard.not_worth.title=Δεν αξίζει journal.document.sewers_guard.not_worth.body=Ο Τόμας κι εγώ πέσαμε πάνω σε ένα τεράστιο και γλοιώδες τέρας στην είσοδο της φυλακής. Μας εξαπέλυσε μαγεία πριν καν προλάβουμε να αντιδράσουμε. Ο Τόμας την έφαγε σχεδόν όλη. Πάει αυτός.\n\nΔεν αξίζει αυτό για κανένα ποσό. Θα φύγω από τη διαδρομή που μου υπέδειξε ο Τόμας. Μετά θα πάρω τα δεδουλευμένα μου ως φύλακας και με αυτά θα φύγουμε εγώ κι οι γονείς μου από αυτήν την καταραμένη πόλη. Ένα κομμάτι μου θέλει να ελπίζει ότι ο βασιλιάς έχει κάποιο σχέδιο για όλο αυτό, μα πολύ αμφιβάλλω.\n\nΑφήνω πίσω αυτά τα γράμματα ως προειδοποίηση στους υπόλοιπους. Δεν μιλάμε απλά για γιγαντιαίους αρουραίους και κάβουρες – κάτι δεν πάει καθόλου καλά εδώ κάτω. journal.document.prison_warden.title=Ημερολόγιο της αρχιφύλακος -journal.document.prison_warden.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.prison_warden.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.prison_warden.journal.title=Διατηρώντας ημερολόγιο journal.document.prison_warden.journal.body=1η ημέρα της άνοιξης, 362\n\nΑυτή είναι η πρώτη καταχώριση στο εργασιακό ημερολόγιο της αρχιφύλακος Κιάνα Σμιθ. Με όλα αυτά που συμβαίνουν τελευταία, αποφάσισα να ξεκινήσω ένα ημερολόγιο για να διατηρώ τις σκέψεις μου σε τάξη.\n\nΗ διαχείριση μιας φυλακής μισό μίλι κάτω από το έδαφος δεν επρόκειτο να ήταν εύκολη υπόθεση... αλλά τελευταία είναι λες και λαμβάνει χώρα μια οργανωμένη διαταραχή. Οι κρατούμενοι παραφέρονται χωρίς αιτία και αρνούνται να εξηγήσουν το γιατί.\n\nΚάποιοι από τους φύλακες αρχίζουν να θεωρούν το μέρος στοιχειωμένο. Δεν μπορώ να αφήσω τους ανθρώπους μου να σκορπούν φήμες, μα δεν μπορώ και να τους κατηγορήσω που είναι αναστατωμένοι.\n- Σμιθ journal.document.prison_warden.recruits.title=Νεοσύλλεκτοι @@ -130,7 +130,7 @@ journal.document.prison_warden.letter.title=Γράμμα στον Τόμας journal.document.prison_warden.letter.body=Τόμας,\n\nΥπήρξες πολύ καλός φίλος, οπότε θα σου κάνω μια χάρη.\n\nΑπόψε που θα αρχίσεις τη βάρδιά σου, κλείδωσε και ασφάλισε το κελί του Τένγκου, πέτα το κλειδί σε κάποια εσοχή και φύγε. Δεν έχει σημασία αν οι άλλοι κρατούμενοι μείνουν χωρίς επιτήρηση – σύντομα κανείς δεν θα μπορεί να φύγει από εδώ. Αυτό το τέρας, όμως, πρέπει να μείνει ασφαλισμένο· ποιος ξέρει τι θα κάνει έτσι και ξεφύγει.\n\nΜην πεις σε κανέναν γι' αυτό και μη με αναζητάς. Η καπετάνιος πρέπει να βυθιστεί με το πλοίο της.\n- Κιάνα journal.document.caves_explorer.title=Ημερολόγιο του εξερευνητή -journal.document.caves_explorer.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.caves_explorer.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.caves_explorer.expedition.title=Η αρχή της εκστρατείας! journal.document.caves_explorer.expedition.body=1η ημέρα του καλοκαιριού, 308\n\nΣήμερα ξεκινά η εκστρατεία τεσσάρων εβδομάδων στα εγκαταλελειμμένα ορυχεία των νάνων! Μου έχει ανατεθεί από τον ίδιο τον βασιλιά να εξερευνήσω την περιοχή. Οι πρωταρχικοί μου στόχοι είναι να βρω απάτητες φυσικές πηγές και να ερευνήσω τα σπήλαια για ένα πιθανό κατασκευαστικό έργο μιας φυλακής.\n\nΑν και μπορώ να προστατεύσω τον εαυτό μου, δέχτηκα τη συνοδεία των φρουρών της πόλης λόγω επιμονής του βασιλιά. Δεν είναι παρά ένα μάτσο ανεγκέφαλων, αλλά μπορώ να ανεχτώ την παρουσία τους όσο δεν με καθυστερούν.\n\nΑναμένεται να καθαρίσουμε με τους υπονόμους και να φτάσουμε στα ορυχεία μέχρι το απόγευμα.\n- Άρχιμπαλντ Ντράμοντ, Αρχιμάγος, Νότιο Ινστιτούτο Μαγείας. journal.document.caves_explorer.gold.title=Όλος αυτός ο χρυσός! @@ -145,7 +145,7 @@ journal.document.caves_explorer.report.title=Τελική αναφορά journal.document.caves_explorer.report.body=28η ημέρα του καλοκαιριού, 308\n\nΣήμερα τελειώνουμε το πακετάρισμα των υπαρχόντων και ετοιμαζόμαστε να αναχωρήσουμε. Και πάνω στην ώρα: πολλοί από την ομάδα αρχίζουν και βλέπουν τρομερούς εφιάλτες μετά το συμβάν με τη μηχανή. Ίσως είναι απλά η κούραση, αλλά οι εφιάλτες είναι ανησυχητικά όμοιοι μεταξύ τους.\n\nΣυνοψίζοντας, οι πάνω περιοχές του ορυχείου είναι πολύ ασφαλείς. Αν βρεθεί μια χρήση για τον σκοτεινό χρυσό, η εξόρυξή του μπορεί να αποβεί πολύ προσοδοφόρα. Και οι μεγάλοι ανοιχτοί χώροι θα λειτουργούσαν πολύ καλά για τα κατασκευαστικά σχέδια της πόλης. Τα κατώτερα ορυχεία, όμως, είναι πιο επικίνδυνα και πρέπει να αποφευχθούν.\n\nΘα τα καταγράψω όλα αυτά στην τελική μου αναφορά των επόμενων ημερών.\n- Άρχιμπαλντ journal.document.city_warlock.title=Hμερολόγιο του μάγου -journal.document.city_warlock.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.city_warlock.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.city_warlock.old_king.title=Ο βασιλιάς είναι νεκρός journal.document.city_warlock.old_king.body=Είναι η 5η ημέρα του 2ου μήνα του 33ου έτους της εποχής της μαγείας. Αν το διαβάζει κάποιος από την επιφάνεια, είμαστε κάπου στον 264ο χειμώνα. Το όνομά μου είναι Θυμόρ Ζαχίρ και, από όσο γνωρίζω, είμαι ο τελευταίος επιζών της αυλής των νάνων.\n\nΟ βασιλιάς μας είναι νεκρός κι αντικαταστάθηκε από έναν πρώην συνάδελφο που έχει τρελαθεί από την εξουσία. Οι υπόλοιποι της αυλής τού υποτάχθηκαν, σαν ηλίθιοι που είναι, κι έχασαν την ελεύθερή τους βούληση. Μόνο εγώ κατάλαβα τι θα γινόταν και το έσκασα προτού ολοκληρωθεί η τελετή.\n\nΟ εσωτερικός κύκλος έπεσε, μα η ισχύς του νέου βασιλιά δεν έχει φτάσει σε όλους ακόμη. Πρέπει να διαμορφώσω μια αντίσταση όσο το δυνατόν πιο γρήγορα. Αρνούμαι να αφήσω τον ένδοξο πολιτισμό μας να πέσει σε αυτόν τον μεγαλομανή! journal.document.city_warlock.resistance.title=Μια αντίσταση @@ -160,7 +160,7 @@ journal.document.city_warlock.seen_it.title=Το είδα journal.document.city_warlock.seen_it.body=Έχω δει τι βρίσκεται εκεί κάτω, μα δεν μπορώ να το περιγράψω... Τα χέρια μου τρέμουν ανεξέλεγκτα καθώς προσπαθώ να γράψω τις σκέψεις μου.\n\nΓιατί συμβαίνει αυτό; Ο νέος βασιλιάς το προκάλεσε; Δεν βγάζει νόημα. Μήπως το προσέλκυσε η αχαλίνωτη χρήση μαγείας του; Ήλπιζα να σώσω τον πολιτισμό μας, μα τώρα βλέπω πως ολόκληρος ο κόσμος βρίσκεται σε κίνδυνο.\n\nΠλέον ο βασιλιάς είναι το μικρότερο δεινό. Δεν έχω άλλη επιλογή: θα παραδώσω τον εαυτό μου για το ανώτερο καλό. Σε παρακαλώ, βασιλιά μου, οδήγησέ με... χρησιμοποίησέ με ως όργανο για να κρατήσεις τον Yog-Dzewa υπό έλεγχο! journal.document.halls_king.title=Ημερολόγιο του ??? -journal.document.halls_king.discover_hint=Μπορείς να βρεις αυτό το κείμενο σε μια συγκεκριμένη περιοχή, αλλά μόνο εφόσον έχεις ανακαλύψει όλα τα προηγούμενα κείμενα αυτού του σετ. +journal.document.halls_king.discover_hint=Αυτό το κείμενο το βρίσκεις σε μια συγκεκριμένη τοποθεσία, αλλά μόνο αφού έχεις ανακαλύψει τα προηγούμενα κείμενα αυτής της συλλογής. journal.document.halls_king.rejection.title=Απόρριψη journal.document.halls_king.rejection.body=ΑΝΕΓΚΕΦΑΛΟΙ!\n\nΤα τελευταία 33 χρόνια, το βασίλειό μας ακμάζει χάρη στη νέα μας μαγική τεχνολογία. Έχουμε μάθει πώς να υλοποιούμε στοιχειακά πνεύματα και να τα υποτάσσουμε στη θέλησή μας. Και τώρα, με κάποιον τρόπο, ο περαιτέρω πειραματισμός είναι «πολύ επικίνδυνος».\n\nΞέρω τι συμβαίνει. Η απόρριψη των θεωριών μου δεν έχει να κάνει καθόλου με την αξία τους παρά μόνο με το άτομο πίσω από αυτές. Το πιο πιθανό είναι ότι γελάνε όλοι πίσω από την πλάτη μου.\n\nΕ, λοιπόν, όχι πια! Δεν με νοιάζει τι λένε αυτοί, εγώ θα εξερευνήσω μονάχος τα άκρα του σύμπαντος και θα κρατάω τις ανακαλύψεις μου για τον εαυτό μου!\n- Ρ. journal.document.halls_king.amulet.title=Το φυλακτό diff --git a/core/src/main/assets/messages/journal/journal_pl.properties b/core/src/main/assets/messages/journal/journal_pl.properties index d859b516e..98ff7d402 100644 --- a/core/src/main/assets/messages/journal/journal_pl.properties +++ b/core/src/main/assets/messages/journal/journal_pl.properties @@ -39,7 +39,7 @@ journal.document.adventurers_guide.intro.body=Bądź pozdrowiony, poszukiwaczu p journal.document.adventurers_guide.examining.title=Obserwowanie journal.document.adventurers_guide.examining.body=Ważne jest, aby obserwować swoich przeciwników i otoczenie, zamiast szarżować na nich bezmyślnie! Wyrób nawyk, że sprawdzasz wszystko, co nowe.\n\n(Korzystając z przycisku z lupą i wybierając obiekt, możesz badać najróżniejsze cele. Możesz także zobaczyć opisy pozytywnych i negatywnych efektów, wybierając ich ikony.) journal.document.adventurers_guide.surprise_attacks.title=Ataki z zaskoczenia -journal.document.adventurers_guide.surprise_attacks.body=Ataki z zaskoczenia zawsze trafiają, co jest szczególnie przydatne przeciwko trudnym do trafienia przeciwnikom, takim jak węże czy upiory.\n\nMożesz zaskoczyć wrogów, atakując ich, gdy właśnie otworzyli drzwi podczas pogoni za tobą lub gdy znikniesz im z oczu. +journal.document.adventurers_guide.surprise_attacks.body=Ataki z zaskoczenia zawsze trafiają, co jest szczególnie przydatne przeciwko trudnym do trafienia przeciwnikom, takim jak węże czy upiory.\n\nMożesz zaskoczyć wrogów, atakując ich, gdy właśnie otworzyli drzwi podczas pogoni za tobą lub w przypadku, gdy znikniesz im z oczu. journal.document.adventurers_guide.identifying.title=Identyfikacja przedmiotów journal.document.adventurers_guide.identifying.body=Kolory mikstur oraz symbole na zwojach będą inne dla każdego lochu. Przy odrobinie szczęścia, niezidentyfikowany rynsztunek może okazać się ulepszony lub zaklęty. Może też okazać się przeklęty!\n\nZwoje identyfikacji, ulepszenia lub zdjęcia klątwy są bardzo użyteczne, jeśli chcesz zmniejszyć ryzyko związane z użyciem niezidentyfikowanego przedmiotu.\n\n(Listę zidentyfikowanych obiektów możesz znaleźć w zakładce katalogu w swoim dzienniku) journal.document.adventurers_guide.food.title=Postępowanie z głodem @@ -47,7 +47,7 @@ journal.document.adventurers_guide.food.body=Odpowiedzialne racjonowanie żywno journal.document.adventurers_guide.alchemy.title=Alchemia i Relikty journal.document.adventurers_guide.alchemy.body=Jeśli uważasz jakiś przedmiot jednorazowego użytku za zbędny, możesz go użyć jako składnika w tyglu alchemicznym lub przekształcić w uniwersalną energię alchemiczną. Przekształcanie zwojów i mikstur w energię pozwala je zidentyfikować!\n\nRelikty są jedyną częścią ekwipunku, która jest tworzona i ulepszana z pomocą alchemii. Można je stworzyć z niewielkiej ilości energii alchemicznej i magicznego katalizatora. \n\n(Pierwszy tygiel alchemiczny znajdziesz na 3. lub 4. piętrze lochu. W pobliżu tych tygli znajdziesz strony z książki od alchemii.) journal.document.adventurers_guide.dieing.title=Radzenie Sobie z Porażką -journal.document.adventurers_guide.dieing.body=Eksploracja podziemi to bardzo niebezpieczny zawód i większość poszukiwaczy przygód kończy tragicznie.\n\nOdrobina szczęścia pomaga, ale najlepsi poszukiwacze przygód korzystają z każdej sztuczki, aby zwiększyć swoje szanse.\n\n(Nie zniechęcaj się, jeśli często giniesz, ta gra jest trudna! Skoncentruj się na nauce gry i stopniowym doskonaleniu, a nie wygrywaniu od razu.) +journal.document.adventurers_guide.dieing.body=Eksploracja podziemi to bardzo niebezpieczny zawód i większość poszukiwaczy przygód kończy tragicznie.\n\nOdrobina szczęścia pomaga, ale najlepsi poszukiwacze przygód korzystają z każdej sztuczki, aby zwiększyć swoje szanse.\n\n(Nie zniechęcaj się, jeśli często giniesz, ta gra jest trudna! Skoncentruj się na nauce gry i stopniowym doskonaleniu, a nie wygraniu od razu.) journal.document.adventurers_guide.searching.title=Przeszukiwanie journal.document.adventurers_guide.searching.body=Podziemia są pełne tajnych przejść i pułapek które są niewidoczne na pierwszy rzut oka. Możesz poświęcić trochę czasu na dokładniejsze poszukiwania, jeśli masz podejrzenie, że w pobliżu znajdują się ukryte drzwi lub pułapki.\n\n(Możesz przeszukać wszystkie pola wokół siebie, używając dwukrotnie przycisku z lupą. Być może w pobliżu miejsca, gdzie znaleziono tę stronę, są jakieś ukryte drzwi!) journal.document.adventurers_guide.strength.title=Siła @@ -55,9 +55,9 @@ journal.document.adventurers_guide.strength.body=W lochu nie ma czasu na trening journal.document.adventurers_guide.upgrades.title=Ulepszenia journal.document.adventurers_guide.upgrades.body=Im głębiej zapuszczasz się w loch, tym bardziej istotne jest używanie magicznie zaklętego wyposażenia wysokiego kręgu, które wymaga siły, aby móc je skutecznie używać.\n\nRóżdżki, pierścienie i artefakty nie wymagają siły, ale posiadają ograniczoną liczbę użyć, bądź są mało przydatne w bezpośrednim starciu.\n\nPodejmowanie właściwych decyzji w kwestii ulepszeń jest nad wyraz istotne dla przetrwania początkowych części lochu oraz odpowiedniego przygotowania na trudy głębszych poziomów. journal.document.adventurers_guide.looting.title=Skutecznie łupienie -journal.document.adventurers_guide.looting.body=Pomieszczenia za zamkniętymi drzwiami lub zawierające przeszkody zazwyczaj będą zawierać lepsze łupy. Gdy jakaś przeszkoda stanie na twojej drodze, przedmiot, który pomoże ci się z nią rozprawić, będzie można zazwyczaj znaleźć na tym samym piętrze.\n\nBędziesz zawsze w stanie odnaleźć 2 mikstury siły i 3 zwoje ulepszenia na każdy pięciopiętrowy region lochu, więc są one doskonałym wskaźnikiem tego, jak dobrze radzisz sobie z eksploracją.\n\n(Listę istotnych miejsc i nieużytych kluczy znaleźć możesz w zakładce notatek w okienku dziennika.) +journal.document.adventurers_guide.looting.body=Pomieszczenia za zamkniętymi drzwiami lub zawierające przeszkody zazwyczaj zawierają lepsze łupy. Jeśli na twojej drodze stanie przeszkoda, powinieneś być w stanie znaleźć przedmiot niezbędny do uporania się z nią na tym samym piętrze.\n\nNa każdym pięciopiętrowym regionie lochu można znaleźć 2. mikstury siły i 3 zwoje ulepszenia, co czyni je doskonałym wskaźnikiem tego, jak dobrze radzisz sobie z eksploracją.\n\n(Listę istotnych miejsc i nieużytych kluczy znaleźć możesz w zakładce notatek w okienku dziennika.) journal.document.adventurers_guide.levelling.title=Zdobywanie doświadczenia -journal.document.adventurers_guide.levelling.body=Zdobywanie poziomów doświadczenia zwiększa twoje statystyki i nagradza cię punktami talentów, które mogą mieć duże znaczenie w walce. Najlepiej zdobywać co najmniej jeden poziom na każde piętro lochu.i\n\nPrzebiegnięcie przez loch i uniknięcie walki lub eksploracji może być kuszące, ale taka taktyka pozbawi cię cennych zasobów i doświadczenia.\n\n(Możesz zobaczyć informacje o swoim bohaterze, w tym o jego doświadczeniu, na panelu statystyk w rogu interfejsu. Wybierz portret swojego bohatera, aby zobaczyć jeszcze więcej informacji.) +journal.document.adventurers_guide.levelling.body=Zdobywanie poziomów doświadczenia wpływa na statystyki i pozwala uzyskać punkty talentów, które mogą mieć znaczenie w walce. Najlepiej zdobywać co najmniej jeden poziom na każde piętro lochu.\n\nPrzebiegnięcie przez loch i uniknięcie walki lub eksploracji może być kuszące, ale pozbawi cię cennych zasobów i doświadczenia.\n\n(Możesz zobaczyć informacje o swoim bohaterze, w tym o jego doświadczeniu, na panelu statystyk w rogu interfejsu. Wybierz portret swojego bohatera, aby zobaczyć jeszcze więcej informacji.) journal.document.adventurers_guide.positioning.title=Ustawianie się journal.document.adventurers_guide.positioning.body=Strategia jest równie ważna co wyposażenie. Możesz uniknąć wiele niekorzystnych sytuacji, takich jak zostanie otoczonym, poprzez zajmowanie odpowiednich pozycji.\n\nDla przykładu, większość lochów ma wąskie korytarze, zmuszające przeciwników do walki w pojedynkę. Korytarze często mają też drzwi przydatne przy atakach z zaskoczenia!\n\nInne elementy otoczenia takie jak trawa, woda, przepaść czy pułapki też możesz wykorzystywać w pewnym stopniu na twoją korzyść. journal.document.adventurers_guide.magic.title=Ataki magiczne @@ -77,7 +77,7 @@ journal.document.alchemy_guide.exotic_scrolls.body=Używając zwoju i szczypty e journal.document.alchemy_guide.bombs.title=Zaawansowane bomby journal.document.alchemy_guide.bombs.body=Zwykła czarnoprochowa bomba może być napełniona specyficznymi przedmiotami, aby polepszyć jej właściwości. Dzięki inżynierowie! journal.document.alchemy_guide.weapons.title=Wzmacnianie broni -journal.document.alchemy_guide.weapons.body=Niektóre lżejsze i bardziej przepełnione magią bronie, mogą być użyte w alchemii!\n\nKażdy zestaw broni miotanej zapewnia wystarczającą ilość płynnego metalu do pełnej naprawy innego zestawu o tym samym poziomie i kręgu. Pamiętaj, że przemiana alchemiczna zestawu zniszczy go całego, nawet jeśli nie jest on w pełni kompletny!\n\nZ jednej różdżki można otrzymać wystarczającą ilość magicznej żywicy, by móc ulepszyć dwie różdżki na tym samym poziomie, ale nie wyżej niż do poziomu +3. +journal.document.alchemy_guide.weapons.body=Niektóre lżejsze lub bardziej przepełnione magią bronie mogą być użyte w alchemii!\n\nZ zestawu broni miotanej powstaje dość płynnego metalu, by w pełni naprawić inny zestaw o tym samym poziomie i kręgu. Wykorzystanie zestawu broni w alchemii zniszczy go całego, nawet jeśli nie masz go w całości przy sobie!\n\nZ różdżki powstaje dość magicznej żywicy, by móc ulepszyć dwie różdżki na tym samym poziomie, ale nie wyżej niż do poziomu +3. journal.document.alchemy_guide.brews_elixirs.title=Mieszaniny i Eliksiry journal.document.alchemy_guide.brews_elixirs.body=Mieszaniny i eliksiry są skomplikowanymi miksturami, które zazwyczaj są jednorazowe, ale zapewniają najróżniejsze efekty. journal.document.alchemy_guide.spells.title=Zaklęcia diff --git a/core/src/main/assets/messages/journal/journal_ru.properties b/core/src/main/assets/messages/journal/journal_ru.properties index 4e8002723..de2cec051 100644 --- a/core/src/main/assets/messages/journal/journal_ru.properties +++ b/core/src/main/assets/messages/journal/journal_ru.properties @@ -77,7 +77,7 @@ journal.document.alchemy_guide.exotic_scrolls.body=Особые свитки м journal.document.alchemy_guide.bombs.title=Зачарованные бомбы journal.document.alchemy_guide.bombs.body=Обычная бомба с порохом может быть смешана с некоторыми ингредиентами для того, чтобы получить зачарованную бомбу. journal.document.alchemy_guide.weapons.title=Улучшение оружия -journal.document.alchemy_guide.weapons.body=Некоторые из лёгких а ещё больше из магических оружий можно использовать в алхимии!\n\nКаждый комплект метательного оружия при переработке даёт достаточно жидкого металла, чтобы полностью починить другой комплект того же уровня и редкости. Обратите внимание, что переработка комплекта уничтожит весь комплект, даже если он не полный!\n\nОдна палочка даёт достаточно магической смолы, чтобы улучшить две палочки того же уровня, но не выше +3. +journal.document.alchemy_guide.weapons.body=Некоторые из лёгких, а ещё больше – из магических оружий можно использовать в алхимии!\n\nКаждый комплект метательного оружия при переработке даёт достаточно жидкого металла, чтобы полностью починить другой комплект того же уровня и редкости. Обратите внимание, что переработка комплекта уничтожит весь комплект, даже если он не полный!\n\nОдна палочка даёт достаточно магической смолы, чтобы улучшить две палочки того же уровня, но не выше +3. journal.document.alchemy_guide.brews_elixirs.title=Экстракты и Эликсиры journal.document.alchemy_guide.brews_elixirs.body=Экстракты и эликсиры это более продвинутые зелья, имеющие сразу несколько эффектов обычно лишь при одном употреблении. journal.document.alchemy_guide.spells.title=Создание заклинаний diff --git a/core/src/main/assets/messages/journal/journal_sv.properties b/core/src/main/assets/messages/journal/journal_sv.properties index 104cf3677..bb1ac873a 100644 --- a/core/src/main/assets/messages/journal/journal_sv.properties +++ b/core/src/main/assets/messages/journal/journal_sv.properties @@ -33,21 +33,21 @@ journal.catalog.spells.title=besvärjelser journal.catalog.misc_consumables.title=diverse ätbara föremål -journal.document.adventurers_guide.title=Dungeon Mastery-boken +journal.document.adventurers_guide.title=Tome of Dungeon Mastery journal.document.adventurers_guide.intro.title=Introduktion journal.document.adventurers_guide.intro.body=Var hälsad, äventyrare! Du läser just nu Tome of Dungeon Mastery! Denna guidebok är bäst att använda som referens, och den kommer på magiskt vis att låta dig veta när det är bäst att läsa varje sida.\n\n(När dagboks-knappen blinkar, välj den för att läsa vad guideboken har att berätta! Vissa sidor saknas dock, kanske kan du hitta dem i fängelsehålan?) -journal.document.adventurers_guide.examining.title=Undersöker +journal.document.adventurers_guide.examining.title=Undersökningar journal.document.adventurers_guide.examining.body=Det är viktigt att studera dina fiender och omgivningen istället för att rusa in blint! Gör det till en vana att undersöka allt nytt.\n\n(Du kan undersöka genom att använda förstoringsglasknappen och sedan välja vad du vill undersöka. Du kan också undersöka buffs eller debuffs genom att välja deras ikoner.) journal.document.adventurers_guide.surprise_attacks.title=Överraskningsattacker journal.document.adventurers_guide.surprise_attacks.body=Överraskningsattacker träffar garanterat, vilket gör dem särskilt användbara mot undvikande fiender som ormar och vålnader.\n\nDu kan överraska fiender direkt efter att de har gått in genom en dörr medan de jagar dig, eller när de på annat sätt tappar bort dig ur sikte. -journal.document.adventurers_guide.identifying.title=Identifierar föremål +journal.document.adventurers_guide.identifying.title=Identifiering av föremål journal.document.adventurers_guide.identifying.body=Färgerna på drycker och symboler på rullarna är olika i varje fängelsehåla. Oidentifierad utrustning kan uppgraderas eller förtrollas om du har tur, eller så kan den vara förbannad!\n\nRullar för identifiering, uppgradering eller borttagning av förbannelser är mycket användbara om du vill minska risken med att använda oidentifierad utrustning.\n\n(Du hittar en lista över alla föremål du har identifierat i katalogen i din dagbok.) -journal.document.adventurers_guide.food.title=Hanterar hunger +journal.document.adventurers_guide.food.title=Hantering av hunger journal.document.adventurers_guide.food.body=Att ransonera effektivt är ett av de bästa sätten att förbättra dina överlevnadschanser. Du behöver inte alltid äta direkt när du blir hungrig!\n\nNär du inte är utsvulten återhämtar du dig långsamt, så om du äter när du är helt frisk går den återhämtningen till spillo!\n\nOm du anpassar dina måltider efter din hälsa räcker maten mycket längre. journal.document.adventurers_guide.alchemy.title=Alkemi & smycken journal.document.adventurers_guide.alchemy.body=Om du inte tycker att en förbrukningsvara är användbar kan du använda den som en alkemisk ingrediens eller omvandla den till allsidig alkemisk energi. Energigivande drycker och rullar identifierar dem också!\n\nSmycken är en unik typ av utrustning som skapas och uppgraderas med hjälp av alkemin. De tillverkas med en magisk smyckeskatalysator och lite alkemisk energi.\n\n(Den första alkemikrukan finns på tredje eller fjärde våningen i fängelsehålan. Det finns också sidor ur alkemireceptboken nära dessa krukor.) -journal.document.adventurers_guide.dieing.title=Hanterar nederlag -journal.document.adventurers_guide.dieing.body=Dungeoneering är farligt och de flesta äventyrare möter så småningom sin död.\n\nTur hjälper, men de bästa äventyrarna använder varje liten knep för att förbättra sina chanser.\n\n(Bli inte upprörd om du dör ofta, det här spelet är svårt! Fokusera på att lära dig spelet och förbättra dig stadigt, inte på att vinna direkt.) +journal.document.adventurers_guide.dieing.title=Hantering av nederlag +journal.document.adventurers_guide.dieing.body=Utforska fängelsehålor är farligt och de flesta äventyrare möter så småningom sin död.\n\nTur hjälper, men de bästa äventyrarna använder varje liten knep för att förbättra sina chanser.\n\n(Bli inte upprörd om du dör ofta, det här spelet är svårt! Fokusera på att lära dig spelet och förbättra dig stadigt, inte på att vinna direkt.) journal.document.adventurers_guide.searching.title=Söker journal.document.adventurers_guide.searching.body=Fängelsehålorna är fulla av hemliga dörrar och fällor som vid första anblicken verkar osynliga. Du kan ägna lite tid åt att noggrant söka igenom området om du misstänker att det finns en dörr eller fälla gömd i närheten.\n\n(Du kan söka igenom alla rutorna omkring dig genom att trycka två gånger på förstoringsglaset. Kanske finns det några dolda dörrar i närheten av där du hittade den här sidan!) journal.document.adventurers_guide.strength.title=Styrka @@ -94,9 +94,9 @@ journal.document.intros.prison.body=För många år sedan byggdes ett fängelse journal.document.intros.caves.title=Grottor journal.document.intros.caves.body=Dessa glest befolkade grottor sträcker sig ned under det övergivna fängelset. De är rika på mineraler och var en gång ett centrum för livlig handel och industri för dvärgsamhället nedanför, men övergavs när dvärgarna blev besatta av svart magi.\n\nGrottorna är nu mest bebodda av underjordiska djur, gnoller och övergivna maskiner, troligen fördärvade av samma kraft som har påverkat regionerna ovanför. journal.document.intros.city.title=Dvärgarnas metropol -journal.document.intros.city.body=Dvärgarnas metropol var en gång den största av alla dvärgstäder. Under sin storhetstid byggde dvärgarna fantastiska maskiner av metall och magi som gjorde att deras stad kunde expandera snabbt.\n\nMen en dag stängdes stadens portar och ingen hörde mer från dvärgarna. De få som lyckades fly från staden berättade om en galen trollkarl som stulit tronen och om den fruktansvärda magi han lärt sig att använda. +journal.document.intros.city.body=Dvärgarnas metropol var en gång den största av alla dvärgstäder. Under sin storhetstid byggde dvärgarna fantastiska maskiner av metall och magi som gjorde att deras stad kunde expandera snabbt.\n\nMen en dag stängdes stadens portar och ingen hörde mer från dvärgarna. De få som lyckades fly från staden berättade om en galen häxmästare som stulit tronen och om den fruktansvärda magi han lärt sig att använda. journal.document.intros.halls.title=Demonhallarna -journal.document.intros.halls.body=De djupa salarna i dvärgmetropolen har förvrängts av mörk magi. Förr var dessa trakter hemvist för dvärgkungens hov av elitmörkriddare, men nu verkar de ha tagits över av något ännu mer ondskefullt...\n\nAlla möjliga fasansfulla demoniska varelser bor i dessa salar, ledda av någon fruktansvärd mörk kraft. Om dvärgkungen inte är källan till den spridande förruttnelsen, måste det vara något annat som finns här nere.\n\nGå försiktigt, mycket få äventyrare har någonsin kommit så här långt ner... +journal.document.intros.halls.body=De djupa salarna i dvärgmetropolen har förvrängts av mörk magi. Förr var dessa trakter hemvist för dvärgkungens hov av elithäxmästare, men nu verkar de ha tagits över av något ännu mer ondskefullt...\n\nAlla möjliga fasansfulla demoniska varelser bor i dessa salar, ledda av någon fruktansvärd mörk kraft. Om dvärgkungen inte är källan till den spridande förruttnelsen, måste det vara något annat som finns här nere.\n\nGå försiktigt, mycket få äventyrare har någonsin kommit så här långt ner... journal.document.intros.halls.discover_hint=Du kan hitta denna text i en specifik region, men först efter att du har hittat alla tidigare texter i denna uppsättning. journal.document.sewers_guard.title=Vaktens brev @@ -144,7 +144,7 @@ journal.document.caves_explorer.alive.body=23:e sommardagen, 308\n\nEn av dvärg journal.document.caves_explorer.report.title=Slutrapport journal.document.caves_explorer.report.body=28 juli 308\n\nIdag ska vi packa ihop våra tillhörigheter och förbereda oss för avfärd. Det är precis i rättan tid, eftersom flera i vår grupp har börjat ha hemska mardrömmar efter incidenten med den aggressiva maskinen. Det är nog bara trötthet, men deras mardrömmar är oroande lika.\n\nSammanfattningsvis är de övre delarna av gruvan ganska säkra. Om man kan hitta en användning för det mörka guldet kan det vara ganska lukrativt att bryta det. De stora öppna ytorna skulle också passa mycket bra för stadens byggplaner. De nedre gruvorna är dock farligare och bör undvikas.\n\nJag ska skriva allt detta i min slutrapport under de närmaste dagarna.\n- Archibald -journal.document.city_warlock.title=Trollkarlens dagbok +journal.document.city_warlock.title=Häxmästarens dagbok journal.document.city_warlock.discover_hint=Du kan hitta denna text i en specifik region, men först efter att du har hittat alla tidigare texter i denna uppsättning. journal.document.city_warlock.old_king.title=Kungen är död journal.document.city_warlock.old_king.body=Det är den femte dagen i den andra månaden av det 33:e året av magins tidsålder. Om någon från övervärlden läser detta är det någon gång under vintern 264. Mitt namn är Thymor Zahir, och såvitt jag vet är jag den siste överlevande medlemmen av dvärgarnas hov.\n\nVår kung är död och har ersatts av en av mina tidigare kollegor som har blivit galen av makt. Resten av hovet underkastade sig honom, som de dårar de är, och förlorade sin fria vilja i processen. Jag var den ende som såg detta komma och flydde innan hans ritual kunde fullbordas.\n\nDen inre kretsen har fallit, men den nye kungens makt har ännu inte nått alla. Jag måste organisera ett motstånd så fort som möjligt. Jag vägrar låta vår gloriosa civilisation falla i händerna på denna megalomane! @@ -166,7 +166,7 @@ journal.document.halls_king.rejection.body=IMBECILER!\n\nUnder de senaste 33 år journal.document.halls_king.amulet.title=Amuletten journal.document.halls_king.amulet.body=JAG HAR GJORT DET!\n\nJag visste inte exakt vad jag skulle hitta, men det jag upptäckte där ute överträffade mina vildaste fantasier. Så mycket makt, bara liggande där, redo att tas, och allt är mitt!\n\nMed detta kommer ingen av dårarna vid hovet våga motsätta sig mig. Jag blir alldeles yr när jag tänker på alla olika sätt jag kan förödmjuka dem på. Fan, varför sluta där, jag har tillräckligt med makt för att förgöra varenda en av dem om jag vill! Det kanske är överdrivet, men jag får inte ta för lång tid på mig att bestämma mig, annars blir de misstänksamma.\n\nJag tror jag ska kalla denna stora makt för Yendors amulett!\n- R. journal.document.halls_king.ritual.title=Ritualen -journal.document.halls_king.ritual.body=Thymor konfronterade mig offentligt tidigare idag och insisterade på att jag skulle förklara min nya källa till makt. Jag avfärdade honom så gott jag kunde, men jag kan känna de andra hovmännens dömande blickar på mig igen.\n\nJag hade hoppats kunna njuta lite längre av lugnet före stormen, men det spelar egentligen ingen roll. Jag har bestämt mig för vad jag ska göra. Jag ska påstå att jag fått min makt genom en ny ritual och erbjuda mig att utföra den på de andra trollkarlarna och kungen. När ritualen är över är jag kung!\n\nThymor kommer förstås att protestera, men med så mycket makt att vinna tvivlar jag på att de kommer att lyssna på honom!\n\nALLA SKA BÖJA SIG FÖR MIG!\n– Framtida kung över dvärgarna +journal.document.halls_king.ritual.body=Thymor konfronterade mig offentligt tidigare idag och insisterade på att jag skulle förklara min nya källa till makt. Jag avfärdade honom så gott jag kunde, men jag kan känna de andra hovmännens dömande blickar på mig igen.\n\nJag hade hoppats kunna njuta lite längre av lugnet före stormen, men det spelar egentligen ingen roll. Jag har bestämt mig för vad jag ska göra. Jag ska påstå att jag fått min makt genom en ny ritual och erbjuda mig att utföra den på de andra häxmästarna och kungen. När ritualen är över är jag kung!\n\nThymor kommer förstås att protestera, men med så mycket makt att vinna tvivlar jag på att de kommer att lyssna på honom!\n\nALLA SKA BÖJA SIG FÖR MIG!\n– Framtida kung över dvärgarna journal.document.halls_king.new_king.title=En ny kung journal.document.halls_king.new_king.body=JAG ÄR KUNG, AHAHAHAHAAA!\n\nDe lät mig bara göra det! Utan att jag behövde övertyga dem särskilt mycket gick de med på att låta mig ”dela” denna makt med dem i en stor ritual. På ett ögonblick förvandlades de från en kör av hånfulla röster till min nya hov av tysta undersåtar!\n\nSom väntat flydde Thymor som en fegis vid första tecken på problem. Jag kan redan känna hur han bygger upp motståndskraften. Jag tror jag låter honom fortsätta, så att han kan leverera alla sina konspiratörer direkt till min dörr!\n\nDet är uppenbart att kungariket inte respekterar mig heller, det får jag väl fixa också.\n- Kung över dvärgarna journal.document.halls_king.thing.title=Saken diff --git a/core/src/main/assets/messages/journal/journal_vi.properties b/core/src/main/assets/messages/journal/journal_vi.properties index 6898dd26f..962717253 100644 --- a/core/src/main/assets/messages/journal/journal_vi.properties +++ b/core/src/main/assets/messages/journal/journal_vi.properties @@ -88,15 +88,15 @@ journal.document.intros.discover_hint=Bạn có thể tìm thấy văn bản nà journal.document.intros.dungeon.title=Hầm ngục journal.document.intros.dungeon.body=Nhiều vị anh hùng đã mạo hiểm đi vào hầm ngục từ thành phố phía trên trước cả bạn, hầu hết bọn họ đều đã biệt tích.\n\nNgười ta nói rằng có một thế lực tà ác cổ xưa ẩn nấp trong các tầng ngục sâu, canh gác chiếc Bùa Yendor toàn năng. Thậm chí bây giờ luồng năng lượng hắc ám tỏa ra từ bên dưới ấy, len lỏi lên vào tận trong thành phố.\n\nLiệu bạn có thể chinh phục được hầm ngục và giành lấy chiếc bùa? Đã đến lúc bắt đầu cuộc phiêu lưu của riêng bạn! journal.document.intros.sewers.title=Cống ngầm -journal.document.intros.sewers.body=Những tầng trên cùng của hầm ngục thực ra bao gồm hệ thống thoát nước của thành phố.\n\nKhi những ma thuật hắc ám len lỏi lên từ phía dưới, những sinh vật vô hại trong cống giờ đây ngày càng trở nên hung hăng hơn. Thành phố đã bắt buộc phải đưa lính tuần tra xuống đây dể duy trì an toàn cho những người phía trên.\n\nNơi này khá nguy hiểm, nhưng ít nhất là ma thuật hắc ám đang ám ở đây hiện khá là yếu. +journal.document.intros.sewers.body=Những tầng trên cùng của hầm ngục thực ra bao gồm hệ thống thoát nước của thành phố.\n\nKhi năng lượng đen tối dần len lỏi lên từ phía dưới, những sinh vật vô hại trong cống giờ đây ngày càng trở nên hung hăng hơn. Thành phố đã bắt buộc phải đưa lính tuần tra xuống đây dể duy trì an toàn cho những người phía trên.\n\nNơi này khá nguy hiểm, nhưng ít nhất là phép thuật hắc ám đang ám ở đây hiện khá là yếu. journal.document.intros.prison.title=Nhà tù journal.document.intros.prison.body=Nhiều năm về trước, một nhà tù đã được xây dựng ở đây để giam giữ những tên tội phạm nguy hiểm. Được quản lý chặt chẽ và an toàn, các phạm nhân từ khắp nơi được đưa đến đây để dành thời gian cải tạo.\n\nNhưng không lâu sau, chướng khí đen tối bắt đầu len lỏi từ bên dưới, thao túng tâm trí của quản ngục và tù nhân. \n\nĐể đối phó với sự hỗn loạn ngày càng tăng cao này, thành phố đã phong tỏa toàn bộ nhà tù. Không ai biết những kẻ đã bị bỏ mặc đến chết bên trong những bức tường kia đã trở thành thứ gì... journal.document.intros.caves.title=Hang dộng -journal.document.intros.caves.body=Những hang động thưa thớt dân cư này trải dài phía dưới nhà tù bỏ hoang. Chúng từng là trung tâm buôn bán và là nền công nghiệp nhộn nhịp cho cư dân người lùn bên dưới vì hệ thống hang này giàu khoáng sản, nhưng chúng đã bị lãng quên khi những người lùn đã bị ám bởi ma thuật hắc ám.\n\nCác hang động này hiện nay chủ yếu là nơi sinh sống của các loài động vật hoang dã dưới lòng đất, gnoll và máy móc vô chủ; khả năng cao chúng cũng bị ám làm biến đổi bởi luồng ma thuật hắc ám từ khu vực phía trên. +journal.document.intros.caves.body=Những hang động thưa thớt dân cư này trải dài phía dưới nhà tù bỏ hoang. Chúng từng là trung tâm buôn bán và là nền công nghiệp nhộn nhịp cho cư dân người lùn bên dưới vì hệ thống hang này giàu khoáng sản, nhưng chúng đã bị lãng quên khi những người lùn đã trở nên ám ảnh với phép thuật hắc ám.\n\nCác hang động này hiện nay chủ yếu là nơi sinh sống của các loài động vật hoang dã dưới lòng đất, gnoll và máy móc vô chủ; khả năng cao là cũng bị tha hoá bởi cùng một thứ sức mạnh đã ảnh hưởng các khu vực ở trên. journal.document.intros.city.title=Đô thị Người lùn journal.document.intros.city.body=Đô thị Người lùn đã từng là nơi lớn nhất trong tất cả các thành bang của người lùn. Vào thời kì hoàng kim, những người lùn đã chế tạo nên những cỗ máy kim loại và ma thuật kì diệu, chúng đã giúp cho thành phố của họ được phát triển nhanh chóng.\n\nRồi, một ngày, các cổng của thành phố đã bị đóng lại và không còn ai nghe tin tức gì từ những người lùn nữa. Một số ít người trốn thoát được khỏi thành phố khi nó đóng cửa đã kể những câu chuyện về một tên pháp sư điên cuồng đã đánh cắp ngai vàng, và cả thứ phép thuật khủng khiếp mà hắn ta đã học được. journal.document.intros.halls.title=Sảnh quỷ -journal.document.intros.halls.body=Những sảnh sâu của Đô thị người lùn đã bị biến đổi bởi ma thuật hắc ám. Trong quá khứ, những khu vực này là nơi tổ chức cuộc họp cho hội đồng các pháp sư tinh nhuệ của Vua người lùn, nhưng giờ họ dường như đã bị chiếm đoạt bởi một thứ thậm chí còn độc ác hơn...\n\nTất cả các loại sinh vật ma quỷ kinh khủng đều trú ngụ trong khu vực này, chúng được dẫn dắt bởi một thứ sức mạnh hắc ám khủng khiếp nào đó. Nếu Vua của các người lùn không phải là nguồn gốc của sự tha hóa đang lan rộng này, thì dù là thứ gì ở dưới này chắc hẳn chính là nó.\n\nHãy bước đi cẩn thận, rất ít nhà thám hiểm đã từng xuống được sâu thế này... +journal.document.intros.halls.body=Những sảnh sâu của Đô thị người lùn đã bị biến đổi bởi phép thuật hắc ám. Trong quá khứ, những khu vực này là nơi tổ chức cuộc họp cho hội đồng các pháp sư tinh nhuệ của Vua người lùn, nhưng giờ họ dường như đã bị chiếm đoạt bởi một thứ thậm chí còn độc ác hơn...\n\nTất cả các loại sinh vật ma quỷ kinh khủng đều trú ngụ trong khu vực này, chúng được dẫn dắt bởi một thứ sức mạnh hắc ám khủng khiếp nào đó. Nếu Vua của các người lùn không phải là nguồn gốc của sự tha hóa đang lan rộng này, thì dù là thứ gì ở dưới này chắc hẳn chính là nó.\n\nHãy bước đi cẩn thận, rất ít nhà thám hiểm đã từng xuống được sâu thế này... journal.document.intros.halls.discover_hint=Bạn có thể tìm thấy văn bản này trong một khu vực nhất định, nhưng chỉ sau khi đã tìm thấy tất cả các văn bản trước đó trong bộ này. journal.document.sewers_guard.title=Lá thư của lính tuần diff --git a/core/src/main/assets/messages/journal/journal_zh.properties b/core/src/main/assets/messages/journal/journal_zh.properties index 37415b1f3..fdc9e781d 100644 --- a/core/src/main/assets/messages/journal/journal_zh.properties +++ b/core/src/main/assets/messages/journal/journal_zh.properties @@ -55,7 +55,7 @@ journal.document.adventurers_guide.strength.body=你没有时间用地牢中的 journal.document.adventurers_guide.upgrades.title=欲善其事先利其器 journal.document.adventurers_guide.upgrades.body=越深入地牢,高级高阶装备对你就越重要。武器护甲阶数越高,从升级中获益也越多,但你仍需要力量以恰当地使用它们。\n\n虽然法杖、戒指、神器没有力量需求,但它们用途有限或对战斗不起直接作用。\n\n选择升级对象之前请三思而后行,这不但对保障你前期的生存来说至关重要,也能为你后期的地牢冒险做足准备。 journal.document.adventurers_guide.looting.title=搜刮技巧 -journal.document.adventurers_guide.looting.body=上锁或是被障碍挡住的房间内通常有更好的战利品。每当你发现这样的障碍,都可以在同一层找到解决它们的物品。\n\n你能在每个以五楼为一个单位的地牢区域中找到2瓶力量药剂和3张升级卷轴,因此此二者是衡量你探索充分程度的绝佳指标。\n\n(你可以在日志的手册中看到重要地标和未用的钥匙的列表。) +journal.document.adventurers_guide.looting.body=上锁或是被障碍挡住的房间内通常有更好的战利品。每当你找到这样的障碍,都可以在同一层找到解决它们的物品。\n\n你能在每个以五楼为一个单位的地牢区域中中找到2瓶力量药剂和3张升级卷轴,因此此二者是衡量你探索充分程度的绝佳指标。\n\n(你可以在日志的手册中看到重要地标和未用的钥匙的列表。) journal.document.adventurers_guide.levelling.title=经验获取 journal.document.adventurers_guide.levelling.body=升级会为你强化属性,奖励天赋点,其均能对战斗发挥着重要作用。最好确保每深入一层地牢就至少升一级。\n\n速通地牢,避免探索和战斗听起来非常诱人,但是这样做会让你失去获得补给品和经验值的机会。\n\n(你可以在游戏界面边角的状态栏中看见包括经验值在内的英雄相关信息。点选英雄图标还可以获得更多信息。) journal.document.adventurers_guide.positioning.title=择地而战 @@ -84,7 +84,7 @@ journal.document.alchemy_guide.spells.title=提取结晶 journal.document.alchemy_guide.spells.body=法术结晶是封装于结晶中的法术,它们提供不同用途的各类效果,通常允许多次使用。 journal.document.intros.title=地牢区域介绍 -journal.document.intros.discover_hint=你可在首次进入某个区域时发现该文本。 +journal.document.intros.discover_hint=你可在首次进入某个区域中时发现该文本。 journal.document.intros.dungeon.title=地牢 journal.document.intros.dungeon.body=在你之前,也曾经有很多来自地面的英雄向这个地牢进发,然而多数人却是一去不返。\n\n传说在地牢的最深处藏着万能的Yendor护符,被深渊中的远古邪物守卫着。哪怕是现在,黑暗能量也从地下辐射而来,一路渗透到地表城镇中。\n\n准备好踏破地牢,探秘护符了吗?是时候开始你自己的冒险了! journal.document.intros.sewers.title=下水道 @@ -97,10 +97,10 @@ journal.document.intros.city.title=矮人都城 journal.document.intros.city.body=矮人都城曾经是众矮人城邦之中最为宏伟的一座。在其鼎盛时期,矮人制造了一批注入魔力的奇特机械,借此快速扩张矮人城邦。\n\n然而突然有一天,城邦的大门被紧闭,从此外界再也没有得到矮人的消息。据几位侥幸逃脱的矮人说,有一位癫狂的矮人篡夺了王位,并利用他掌控的黑暗魔法巩固了其统治的地位。 journal.document.intros.halls.title=恶魔大厅 journal.document.intros.halls.body=矮人都城深处的厅堂已经被恶魔力量扭曲。这里曾经由矮人国王手下的精英术士们做主,但他们似乎已经被某些更加邪恶强大的存在所取代...\n\n恶魔生物们盘踞着这些大厅。令人胆寒的黑暗意志主宰着它们。既然矮人国王不是腐化的根源,那真正的它一定就藏在这里!\n\n路上要小心,很少有冒险家能一路走到这里... -journal.document.intros.halls.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.intros.halls.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.sewers_guard.title=巡逻队员的信件 -journal.document.sewers_guard.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.sewers_guard.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.sewers_guard.new_position.title=我的新职位! journal.document.sewers_guard.new_position.body=秋临八十五日,叁柒伍年\n亲爱的爸妈,\n\n早和你们说过我当城市守卫时干得那么辛苦不会没有回报的——我刚刚升职啦!\n\n我被邀请加入一个特别调研队,得调到下水道那边去工作。也许是那里害虫太多了吧——说不定还藏了不少小毛贼呢——现如今得轮到我们去好好收拾它们了。虽说活儿有点麻烦,不过到了冬天下水道里好歹暖和点,更别说工资可比普通城卫高了足足两倍!\n\n这差事好是好,但却是对外保密的,结果我也送不出这封信了;但不给你们写信我心里又难受,因此我就继续写下去好了。说不定哪天等我回来了,能亲自把这些信拿给你们看。\n\n祝安好。\n——桑雅 journal.document.sewers_guard.dangerous.title=危险工种... @@ -115,7 +115,7 @@ journal.document.sewers_guard.not_worth.title=这一切根本不值得 journal.document.sewers_guard.not_worth.body=我和队长在监狱入口处遇上了某种巨型淤泥魔怪。我们尚未来得及做出反应,它便用魔法对我们施放了一次震爆。队长挡下了大部分冲击——他,托马斯,死了。\n\n给多少钱都补偿不了这一切。我会顺着队长说的那条路离开这里。那之后我就能带着这些天的薪水搬回家和父母住了;我会离这天杀的城市远远的。我多少还是希望这一切尽在陛下掌控中,但我深表怀疑。\n\n这些信,我会留下来当作给其他人的警告。假如你也如此不幸、正身在此处读这些信,那可得小心了:这里的危险远不止那些巨鼠和螃蟹这么简单。更深处有什么东西相当不对劲。 journal.document.prison_warden.title=监狱长日志 -journal.document.prison_warden.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.prison_warden.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.prison_warden.journal.title=日志自此始 journal.document.prison_warden.journal.body=春至一日,叁陆贰年\n\n这是我,恰娜·史密斯身为监狱长的第一篇工作日志。基于最近发生的一系列事件,我决定用写日志来整理一下我的思绪。\n\n尽管管理一座深处地下半英里的监狱从来不是一件易事,但是最近发生的混乱似乎是有预谋的。囚犯们开始毫无缘由地作乱,事后却说不出个所以然。\n\n有些看守开始声称此地有妖鬼作祟,我自然不能让自己手下人如此散播谣言,但在如此工作环境之下也没法太过责备他们。\n——史密斯 journal.document.prison_warden.recruits.title=增员新至 @@ -130,7 +130,7 @@ journal.document.prison_warden.letter.title=托马斯亲启 journal.document.prison_warden.letter.body=致托马斯,\n\n你做了我这么久的朋友,现在该我还你一个人情了。\n\n今晚轮到你值班时,锁上、加固天狗的牢房,把钥匙丢到什么角落里,然后走吧。其他囚犯不用在乎,很快就谁也逃不出这里了。但是那个怪胎必须关得牢牢的——如果他逃了,后果将不堪设想。\n\n此事不可告知其他任何人,你也无需回来找我。船长必须和她的船共存亡。\n——恰娜 journal.document.caves_explorer.title=探险者日志 -journal.document.caves_explorer.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.caves_explorer.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.caves_explorer.expedition.title=探险开始! journal.document.caves_explorer.expedition.body=夏归一日,叁零捌年\n\n就在今天,我们在废弃矮人矿井为期四周的探险开始了!我已奉陛下亲自颁发的谕旨前来探索此处。我的首要目标是探明所有还未发现的矿藏,并考察这里是否能满足一个监狱建设规划的条件。\n\n尽管我完全有能力自卫,但在陛下的坚持下,我还是接受了一支由城市守卫组成的护卫队为我提供保护。他们都是一群愣头青,不过只要不拖我的后腿,那就随他们去吧。\n\n我估计我们能在晚上通过下水道到达矿井。\n——南方巫师学院,魔导师亚奇博尔德·德拉蒙德 journal.document.caves_explorer.gold.title=黄金满墙! @@ -145,7 +145,7 @@ journal.document.caves_explorer.report.title=最终报告 journal.document.caves_explorer.report.body=夏归二十八日,叁零捌年\n\n我们要在今天收拾完行装,准备启程返回。时机也正好,多名队员都在被机械攻击的那场事件后开始做可怕的噩梦。也许只是大家都疲劳过度,但他们做的梦都相似到离奇。\n\n总结一下,矿井的上层部分比较安全。如果能为暗金找到用途,那么在此采矿将利润丰厚。这里开阔的空间也将适合市府的建设计划。但矿井的下层部分有较大的危险,应该避免靠近。\n\n我会在这几天把详情全部写进我的最终报告里。\n——亚奇博尔德 journal.document.city_warlock.title=矮人术士手记 -journal.document.city_warlock.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.city_warlock.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.city_warlock.old_king.title=旧王已死 journal.document.city_warlock.old_king.body=今天是法历叁拾叁年贰月伍日。如读者来自地上,可换算为冬历贰陆肆年某日。我是提穆尔・扎希尔,据我知悉,我是矮人议会的最后一名幸存者。\n\n我们的旧王已死,继位的是我一位沉溺于力量而走火入魔的前同僚。愚痴的其余议员全都服从于他,渐渐丢了自己的心志。我是唯一预见这一切的人,从而在他完成仪式前逃于一难。\n\n宫廷近臣已全部堕落,幸好新王的力量尚未触及每一个人。我必须集结反抗势力,不可浪费一分一秒。我不能放任伟大的矮人文明毁在这自大狂的手里! journal.document.city_warlock.resistance.title=反抗 @@ -160,7 +160,7 @@ journal.document.city_warlock.seen_it.title=我已见证 journal.document.city_warlock.seen_it.body=我见着底下藏着些什么了,那是不可言状之物。仅仅是试图书写这些见闻,我的双手就抑制不住地颤抖。\n\n为什么?这是新王做的吗?狗屁不通。是他对力量肆无忌惮的滥用引来的吗?我本只是想拯救我们的文明,但现在看来陷入危机的是整个世界。\n\n从某些方面来说,新王不过是小恶罢了。为了大善,我别无选择,只能献上自己。陛下啊,请指引我,以我为剑,抗击Yog-Dzewa! journal.document.halls_king.title=???录 -journal.document.halls_king.discover_hint=你可在某个区域中并发现本章所有先前文本之后发现该文本。 +journal.document.halls_king.discover_hint=你可在某个区域中中并找到本章所有先前文本之后发现该文本。 journal.document.halls_king.rejection.title=拒斥 journal.document.halls_king.rejection.body=一群不知天高地厚的蠢蛋!\n\n这33年来王国在吾等一手开发的魔法科技下蒸蒸日上,掌握了召唤元素灵体之法并成功奴役了它们,但在这之上的实验却被认为“太过危险”。\n\n吾非常清楚当下的状况。吾之理论遭到拒斥,和其本身的价值毫无关系,只因吾是这些理论的提议者。他们此时肯定正在吾背后大声嘲笑着。\n\n可这一切都到此为止了!吾不在意这些蠢货如何去说,吾将独身一人求索世界的真相,并将一切成果据为己有!\n——R. journal.document.halls_king.amulet.title=护符 diff --git a/core/src/main/assets/messages/levels/levels_be.properties b/core/src/main/assets/messages/levels/levels_be.properties index fe6a6e50b..4391df3ef 100644 --- a/core/src/main/assets/messages/levels/levels_be.properties +++ b/core/src/main/assets/messages/levels/levels_be.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Павінна быць, бес levels.rooms.special.weakfloorroom$hiddenwell.name=Аддалены калодзеж levels.rooms.special.weakfloorroom$hiddenwell.desc=Вы ледзь-ледзь можаце разгледзець унізе калодзеж. Можа быць, там што-небудзь ёсць? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Уваход у пячору levels.rooms.quest.blacksmithroom$questentrance.desc=Гэтыя сходы вядуць у старую пячору за крамай каваля. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Паліца пакрыта кнігамі на levels.citylevel.region_deco_name=Flaming pedestal levels.citylevel.region_deco_desc=A raised pedestal with a bright green magical flame atop. The flame is so dense it might as well be solid. +levels.citylevel.upcoming_quest_intro_title=Ліст ад Распрацоўшчыка +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Халодная лава levels.hallslevel.grass_name=Тлеючы мох levels.hallslevel.high_grass_name=Тлеючыя паганкі diff --git a/core/src/main/assets/messages/levels/levels_cs.properties b/core/src/main/assets/messages/levels/levels_cs.properties index 0ae8c27e7..bda0b9fb8 100644 --- a/core/src/main/assets/messages/levels/levels_cs.properties +++ b/core/src/main/assets/messages/levels/levels_cs.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Nějaký nepozorný dobrodruh m levels.rooms.special.weakfloorroom$hiddenwell.name=Vzdálená studna levels.rooms.special.weakfloorroom$hiddenwell.desc=Dokážeš v hlubinách rozeznat obrysy studny. Co když tam dole něco je? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Vstup do dolů levels.rooms.quest.blacksmithroom$questentrance.desc=Tento žebřík vede do starého dolu přímo pod kovářovou dílnou. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Police zaplňují řady knih různých žánrů. levels.citylevel.region_deco_name=Planoucí podstavec levels.citylevel.region_deco_desc=Vyzdvihnutý kamenný podstavec s jasně zeleným magickýým plamenem na vrchu. Plamen je tak hustý, že se zdá být skoro pevným. +levels.citylevel.upcoming_quest_intro_title=Zpráva od vývojáře +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Chladná láva levels.hallslevel.grass_name=Žhavý mech levels.hallslevel.high_grass_name=Žhavá houba diff --git a/core/src/main/assets/messages/levels/levels_de.properties b/core/src/main/assets/messages/levels/levels_de.properties index b2166836b..827bd1afa 100644 --- a/core/src/main/assets/messages/levels/levels_de.properties +++ b/core/src/main/assets/messages/levels/levels_de.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Diese Falle muss wohl vor Ewigk levels.rooms.special.weakfloorroom$hiddenwell.name=Ferner Brunnen levels.rooms.special.weakfloorroom$hiddenwell.desc=Du kannst einen Brunnen in der Tiefe erkennen, vielleicht befindet sich ja etwas da unten? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Mineneingang levels.rooms.quest.blacksmithroom$questentrance.desc=Diese Leiter führt zu einer alten, direkt unter der Werkstatt des Schmieds gelegenen Mine. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Eine Reihe von verschiedenen Büchern mit unters levels.citylevel.region_deco_name=Flammendes Postament levels.citylevel.region_deco_desc=Ein erhobenes Postament mit einer hellen, grünen, magischen Flamme darauf. Die Flamme ist so dicht, sie könnte auch fest sein. +levels.citylevel.upcoming_quest_intro_title=Nachricht vom Entwickler +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=kalte Lava levels.hallslevel.grass_name=Glutmoos levels.hallslevel.high_grass_name=Glutpilze diff --git a/core/src/main/assets/messages/levels/levels_el.properties b/core/src/main/assets/messages/levels/levels_el.properties index 7c192c238..258cf3a3c 100644 --- a/core/src/main/assets/messages/levels/levels_el.properties +++ b/core/src/main/assets/messages/levels/levels_el.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Κάποιος απρόσεκτ levels.rooms.special.weakfloorroom$hiddenwell.name=Μακρινό πηγάδι levels.rooms.special.weakfloorroom$hiddenwell.desc=Ίσα που διακρίνεις ένα πηγάδι στο βάθος... μήπως υπάρχει κάτι εκεί κάτω; +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Είσοδος ορυχείου levels.rooms.quest.blacksmithroom$questentrance.desc=Αυτή η σκάλα οδηγεί σε ένα παλιό ορυχείο ακριβώς κάτω από το εργαστήριο του σιδηρουργού. @@ -137,7 +140,7 @@ levels.traps.tengudarttrap.desc=Προφανώς ο Τένγκου ήταν πρ levels.traps.toxictrap.name=παγίδα τοξικού αερίου levels.traps.toxictrap.desc=Με την ενεργοποίηση, η παγίδα εκλύει ένα νέφος τοξικού αερίου στη γύρω περιοχή. -levels.traps.trap.discover_hint=Μπορείς να βρεις αυτή την οαγιδα τυχαία στιην κατακόμβη. Κάθε περιοχή έχει διαφορετική ποικιλία παγίδων που μπορούν να εμφανιστούν. +levels.traps.trap.discover_hint=Μπορείς να βρεις αυτή την παγίδα τυχαία στιην κατακόμβη. Κάθε περιοχή έχει διαφορετική ποικιλία παγίδων που μπορούν να εμφανιστούν. levels.traps.trap.rankings_desc=Εξοντώθηκες από: %s levels.traps.corrosiontrap.name=παγίδα διαβρωτικού αερίου @@ -177,8 +180,8 @@ levels.caveslevel.exit_desc=Η σκάλα οδηγεί στο κάτω επίπ levels.caveslevel.high_grass_desc=Τεράστια μανιτάρια σού κόβουν τη θέα. levels.caveslevel.wall_deco_desc=Μια φλέβα κάποιου ορυκτού διακρίνεται στον τοίχο... χρυσός; levels.caveslevel.bookshelf_desc=Ποιος θα χρειάζονταν μια βιβλιοθήκη στη σπηλιά; -levels.caveslevel.region_deco_name=Μεταλλική δομή -levels.caveslevel.region_deco_desc=Μία ογκώδης μεταλλική κατασκευή, πιθανών χτισμένη από τους νάνους, όταν ακόμη εξόρυχαν αυτό το μέρος. Νομίζεις πως μπορείτε να δεις παλιές αχρησιμοποίητες ράγες για βαγόνι ορυχείου τοποθετημένες από πάνω. +levels.caveslevel.region_deco_name=Σιδηροκατασκευή +levels.caveslevel.region_deco_desc=Μια ογκώδης μεταλλική κατασκευή, πιθανόν χτισμένη από τους νάνους όταν ακόμη εξόρυχαν αυτό το μέρος. Σαν να μπορείς να διακρίνεις παλιές αχρησιμοποίητες ράγες για βαγόνι ορυχείου τοποθετημένες από πάνω. levels.citylevel.water_name=Νερό με ύποπτο χρώμα levels.citylevel.high_grass_name=Ψηλά ανθισμένα λουλούδια @@ -189,7 +192,12 @@ levels.citylevel.sp_desc=Ένα παχύ χαλί καλύπτει το πάτω levels.citylevel.statue_desc=Το άγαλμα απεικονίζει έναν νάνο σε ηρωική πόζα. levels.citylevel.bookshelf_desc=Σειρές βιβλίων διαφόρων κλάδων γεμίζουν τη βιβλιοθήκη. levels.citylevel.region_deco_name=Φλεγόμενο βάθρο -levels.citylevel.region_deco_desc=Ένα υπερυψωμένο βάθρο με μία πράσινη μαγική φωτιά. Η φωτιά αυτή είναι τόσο πυκνό που θα μπορούσε να είναι συμπαγής. +levels.citylevel.region_deco_desc=Ένα υπερυψωμένο βάθρο με μια πράσινη μαγική φωτιά επάνω του. Η φωτιά αυτή είναι τόσο πυκνή που μπορείς να πεις ότι είναι συμπαγής. + +levels.citylevel.upcoming_quest_intro_title=Μήνυμα του προγραμματιστή +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here levels.hallslevel.water_name=Ψυχρή λάβα levels.hallslevel.grass_name=Καρβουνόβρυα @@ -270,12 +278,12 @@ levels.prisonlevel.water_name=Σκοτεινό ψυχρό νερό levels.prisonlevel.empty_deco_desc=Υπάρχουν παλιοί λεκέδες αίματος στο πάτωμα. levels.prisonlevel.bookshelf_desc=Πιθανότατα ό,τι απέμεινε από μια βιβλιοθήκη. Μήπως μπορεί να κατακαεί; levels.prisonlevel.region_deco_name=Κλουβί -levels.prisonlevel.region_deco_desc=Ένα μεταλλικό κλουβί μετά βίας αρκετό για να κρατήσει έναν άνθρωπο. Φαίνεται πως είναι με κάποιο τρόπο στερεωμένο στο έδαφος, και δεν μπορείς να το μετακινήσεις. -levels.prisonlevel.region_deco_alt_name=Κρεμασμένο κλουβί -levels.prisonlevel.region_deco_alt_desc=Ένα μεταλλικό κλουβί μετά βίας αρκετό για να κρατήσει έναν άνθρωπο. Κρέμεται πάνω από ένα βαθύ χάσμα, κρατημένο από μία αλυσίδα. +levels.prisonlevel.region_deco_desc=Ένα μεταλλικό κλουβί μετά βίας αρκετό για να χωρέσει ένα άτομο. Φαίνεται πως είναι με κάποιο τρόπο στερεωμένο στο έδαφος και δεν μπορείς να το μετακινήσεις. +levels.prisonlevel.region_deco_alt_name=Κρεμαστό κλουβί +levels.prisonlevel.region_deco_alt_desc=Ένα μεταλλικό κλουβί μετά βίας αρκετό για να χωρέσει ένα άτομο. Κρέμεται πάνω από ένα βαθύ χάσμα κρατημένο με αλυσίδα. levels.sewerlevel.water_name=Θολό νερό levels.sewerlevel.empty_deco_desc=Υγρά κιτρινωπά βρύα καλύπτουν το πάτωμα. levels.sewerlevel.bookshelf_desc=Η βιβλιοθήκη είναι γεμάτη από φτηνά, άχρηστα βιβλία. Μήπως μπορεί να καεί; -levels.sewerlevel.region_deco_name=Αποθηκευτικό βαρέλι +levels.sewerlevel.region_deco_name=Βαρέλι αποθήκευσης levels.sewerlevel.region_deco_desc=Ένα στιβαρό βαρέλι σχεδόν τόσο μεγάλο όσο εσύ. Πρέπει να είναι γεμάτο, καθώς παραείναι βαρύ για να μετακινηθεί. diff --git a/core/src/main/assets/messages/levels/levels_es.properties b/core/src/main/assets/messages/levels/levels_es.properties index d995edb27..6096e8975 100644 --- a/core/src/main/assets/messages/levels/levels_es.properties +++ b/core/src/main/assets/messages/levels/levels_es.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un descuidado aventurero debió levels.rooms.special.weakfloorroom$hiddenwell.name=Pozo lejano levels.rooms.special.weakfloorroom$hiddenwell.desc=Puedes vislumbrar un pozo en las profundidades del abismo, ¿puede que haya algo ahí abajo? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Entrada a la mina levels.rooms.quest.blacksmithroom$questentrance.desc=Esta escalera lleva a una antigua mina justo debajo del taller del herrero. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Las filas de libros sobre diferentes disciplinas levels.citylevel.region_deco_name=Pedestal en llamas levels.citylevel.region_deco_desc=Un pedestal elevado con una llama verde y brillante encima. La llama es tan densa que bien podría se sólida. +levels.citylevel.upcoming_quest_intro_title=Mensaje del Desarrollador +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Lava fría levels.hallslevel.grass_name=Musgo de ascuas levels.hallslevel.high_grass_name=Hongos de ascuas diff --git a/core/src/main/assets/messages/levels/levels_fr.properties b/core/src/main/assets/messages/levels/levels_fr.properties index 678e13f85..80c126de0 100644 --- a/core/src/main/assets/messages/levels/levels_fr.properties +++ b/core/src/main/assets/messages/levels/levels_fr.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un aventurier malchanceux a sû levels.rooms.special.weakfloorroom$hiddenwell.name=Puits profond levels.rooms.special.weakfloorroom$hiddenwell.desc=Vous distinguez seulement un puits dans les profondeurs, peut-être y a-t-il quelque chose d'intéressant en bas ? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Entrée de la mine levels.rooms.quest.blacksmithroom$questentrance.desc=Cette échelle mène à une ancienne mine juste en dessous de l’atelier du forgeron. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Des rangées de livres sur des sujets variés em levels.citylevel.region_deco_name=Piédestal embrasé levels.citylevel.region_deco_desc=Un piédestal surélevé avec une intense flamme verte magique au dessus. La flamme est si dense qu'elle pourrait être solide. +levels.citylevel.upcoming_quest_intro_title=Message du développeur +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Lave froide levels.hallslevel.grass_name=Braisemousse levels.hallslevel.high_grass_name=Braisechampignon diff --git a/core/src/main/assets/messages/levels/levels_hu.properties b/core/src/main/assets/messages/levels/levels_hu.properties index 8d4242aa2..63b9fcec3 100644 --- a/core/src/main/assets/messages/levels/levels_hu.properties +++ b/core/src/main/assets/messages/levels/levels_hu.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Valószínűleg egy óvatlan ka levels.rooms.special.weakfloorroom$hiddenwell.name=Kút a mélyben levels.rooms.special.weakfloorroom$hiddenwell.desc=Egy kút körvonalai rajzolódnak ki a mélységben, talán van valami odalent? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Bányabejárat levels.rooms.quest.blacksmithroom$questentrance.desc=Ez a létra egy régi bányába vezet, amely közvetlenül a kovácsműhely alatt van. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Különféle tudományos könyvek sora tölti me levels.citylevel.region_deco_name=Lángoló lábazat levels.citylevel.region_deco_desc=Egy megemelt lábazat, tetején élénkzöld varázslánggal. A láng olyan sűrű, hogy akár szilárd is lehetne. +levels.citylevel.upcoming_quest_intro_title=Üzenet a Fejlesztőtöl +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Hideg láva levels.hallslevel.grass_name=Zsarátnokmoha levels.hallslevel.high_grass_name=Zsarátnokgomba diff --git a/core/src/main/assets/messages/levels/levels_it.properties b/core/src/main/assets/messages/levels/levels_it.properties index 31585fa2d..1521f6c32 100644 --- a/core/src/main/assets/messages/levels/levels_it.properties +++ b/core/src/main/assets/messages/levels/levels_it.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un avventuriero spericolato dev levels.rooms.special.weakfloorroom$hiddenwell.name=Pozzo distante levels.rooms.special.weakfloorroom$hiddenwell.desc=Puoi a malapena scorgere un pozzo nelle profondità sottostanti, c'è forse qualcosa laggiù? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Ingresso miniera levels.rooms.quest.blacksmithroom$questentrance.desc=Questa scala conduce ad una vecchia miniera proprio sotto l'officina del fabbro. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=File di libri su diversi argomenti riempiono la levels.citylevel.region_deco_name=Piedistallo infiammato levels.citylevel.region_deco_desc=Un piedistallo sopraelevato con una brillante fiamma magica verde in cima. La fiamma è così densa che potrebbe anche essere solida. +levels.citylevel.upcoming_quest_intro_title=Messaggio dello Sviluppatore +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Lava fredda levels.hallslevel.grass_name=Muschiobrace levels.hallslevel.high_grass_name=Fungobrace diff --git a/core/src/main/assets/messages/levels/levels_ja.properties b/core/src/main/assets/messages/levels/levels_ja.properties index d839d188b..478a57c15 100644 --- a/core/src/main/assets/messages/levels/levels_ja.properties +++ b/core/src/main/assets/messages/levels/levels_ja.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=昔、冒険者の不注意で levels.rooms.special.weakfloorroom$hiddenwell.name=深い井戸 levels.rooms.special.weakfloorroom$hiddenwell.desc=目を凝らすと奥深くに井戸がうっすらと見える。ひょっとして何か下にあるのだろうか? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=鉱山の入口 levels.rooms.quest.blacksmithroom$questentrance.desc=この梯子は、鍛冶屋の工房のすぐ下にある古い鉱山に通じている。 @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=本棚には様々な分野の本が並んでい levels.citylevel.region_deco_name=炎を上げる台座 levels.citylevel.region_deco_desc=盛り上がった台座の上には、鮮やかな緑色の魔法の炎がある。炎は非常に濃く、まるで固体のようだ。 +levels.citylevel.upcoming_quest_intro_title=開発者メッセージ +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=冷たい溶岩 levels.hallslevel.grass_name=余炎苔 levels.hallslevel.high_grass_name=余炎茸 diff --git a/core/src/main/assets/messages/levels/levels_ko.properties b/core/src/main/assets/messages/levels/levels_ko.properties index 72a5ea8c1..3173f5337 100644 --- a/core/src/main/assets/messages/levels/levels_ko.properties +++ b/core/src/main/assets/messages/levels/levels_ko.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=몇 년 전에 부주의한 모 levels.rooms.special.weakfloorroom$hiddenwell.name=멀리 떨어진 우물 levels.rooms.special.weakfloorroom$hiddenwell.desc=아래층의 우물로 빠져 나올 수 있을 것으로 보인다. 아마 밑에 무언가가 있을지도? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=광산 입구 levels.rooms.quest.blacksmithroom$questentrance.desc=이 사다리는 대장장이의 공방 바로 밑에 위치한 오래된 광산과 이어져 있다. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=각종 분류의 책들이 책장에 가지런 levels.citylevel.region_deco_name=불타는 제단 levels.citylevel.region_deco_desc=초록색 마법의 불꽃이 타오르고 있는 높게 솟은 제단이다. 불길이 너무 거세서 마치 고체인 것처럼 보인다. +levels.citylevel.upcoming_quest_intro_title=개발자의 말 +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=차가운 용암 levels.hallslevel.grass_name=잉걸불이끼 levels.hallslevel.high_grass_name=잉걸불버섯 diff --git a/core/src/main/assets/messages/levels/levels_pl.properties b/core/src/main/assets/messages/levels/levels_pl.properties index fd61a882b..659283418 100644 --- a/core/src/main/assets/messages/levels/levels_pl.properties +++ b/core/src/main/assets/messages/levels/levels_pl.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Jakiś nierozważny poszukiwacz levels.rooms.special.weakfloorroom$hiddenwell.name=Odległa studnia levels.rooms.special.weakfloorroom$hiddenwell.desc=Możesz dostrzec studnię na dnie otchłani poniżej, może coś znajduje się na dole? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Wejście do kopalni levels.rooms.quest.blacksmithroom$questentrance.desc=Ta drabina prowadzi do starej kopalni znajdującej się tuż pod warsztatem kowala. @@ -100,7 +103,7 @@ levels.traps.guardiantrap.alarm=Pułapka wydaje przenikliwy dźwięk, który roz levels.traps.guardiantrap.desc=Ta pułapka jest połączona z przedziwnym, magicznym mechanizmem, który przywoła strażników i zaalarmuje wszystkich przeciwników na tym piętrze. levels.traps.guardiantrap$guardian.name=Przyzwany strażnik levels.traps.guardiantrap$guardian.desc=To niebieskie stworzenie wygląda jak przywołana podobizna jednego z kamiennych strażników lochu. -levels.traps.guardiantrap$guardian.desc_weapon=Statua jest niemal niematerialna, jednakże _%s_, broń przez nią dzierżona, wygląda na prawdziwą. +levels.traps.guardiantrap$guardian.desc_weapon=O ile sam posąg zdaje się prawie niematerialny, _%s_, broń przez niego dzierżona, wygląda na jak najbardziej prawdziwą. levels.traps.guardiantrap$guardian.discover_hint=Tego wroga możesz spotkać za pomocą pewnej pułapki. levels.traps.oozetrap.name=żrąca pułapka @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Półki biblioteczki wypełnione są książkami levels.citylevel.region_deco_name=Płonący piedestał levels.citylevel.region_deco_desc=Wysoki piedestał z jasnozielonym magicznym płomieniem na szczycie. Płomień jest tak gęsty, że równie dobrze mógłby być stały. +levels.citylevel.upcoming_quest_intro_title=Wiadomość od Dewelopera +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Zimna lawa levels.hallslevel.grass_name=Tlący mech levels.hallslevel.high_grass_name=Tlące grzyby diff --git a/core/src/main/assets/messages/levels/levels_pt.properties b/core/src/main/assets/messages/levels/levels_pt.properties index 4b1df18dc..24621732b 100644 --- a/core/src/main/assets/messages/levels/levels_pt.properties +++ b/core/src/main/assets/messages/levels/levels_pt.properties @@ -19,7 +19,10 @@ levels.rooms.special.toxicgasroom$toxicvent.name=Respiradouro tóxico levels.rooms.special.toxicgasroom$toxicvent.desc=Um aventureiro descuidado deve ter acionado esta armadilha há muito tempo. Apesar de seu estado inativo, ainda continua expelindo gás tóxico na sala e não mostra sinais de que irá parar. Você precisará descobrir algum jeito de evitar os danos pelo gás se quiser explorar esta sala. levels.rooms.special.weakfloorroom$hiddenwell.name=Poço distante -levels.rooms.special.weakfloorroom$hiddenwell.desc=Você pode vagamente ver um poço nas profundezas abaixo. Talvez haja alguma coisa lá embaixo? +levels.rooms.special.weakfloorroom$hiddenwell.desc=É possível notar um poço nas profundezas. Talvez haja alguma coisa lá embaixo? + +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. levels.rooms.quest.blacksmithroom$questentrance.name=Entrada da mina levels.rooms.quest.blacksmithroom$questentrance.desc=Esta escada leva a uma antiga mina logo abaixo da oficina do ferreiro. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Várias fileiras de livros de diferentes assunto levels.citylevel.region_deco_name=Pedestal flamejante levels.citylevel.region_deco_desc=Um pedestal elevado com uma chama mágica verde brilhante no topo. A chama é tão densa que poderia muito bem ser sólida. +levels.citylevel.upcoming_quest_intro_title=Mensagem do Desenvolvedor +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Lava fria levels.hallslevel.grass_name=Musgo-cinza levels.hallslevel.high_grass_name=Fungo-cinza diff --git a/core/src/main/assets/messages/levels/levels_ru.properties b/core/src/main/assets/messages/levels/levels_ru.properties index d6b08e405..844526f9c 100644 --- a/core/src/main/assets/messages/levels/levels_ru.properties +++ b/core/src/main/assets/messages/levels/levels_ru.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Должно быть, бесп levels.rooms.special.weakfloorroom$hiddenwell.name=Отдалённый колодец levels.rooms.special.weakfloorroom$hiddenwell.desc=Вы еле-еле можете разглядеть внизу колодец. Может быть, там что-то есть? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Вход в шахту levels.rooms.quest.blacksmithroom$questentrance.desc=Эта лестница ведёт в старую шахту, расположенную прямо под кузнечной мастерской. @@ -178,7 +181,7 @@ levels.caveslevel.high_grass_desc=Огромные грибы загоражив levels.caveslevel.wall_deco_desc=В камне этой стены блестят вкрапления какой-то руды. Может, это золото? levels.caveslevel.bookshelf_desc=Ну откуда в пещере может быть книжная полка? levels.caveslevel.region_deco_name=Металлическая структура -levels.caveslevel.region_deco_desc=Крупная структура полностью из металла, вероятно построенная дворфами, когда они разрабатывали эту шахту. Вам кажется, что на вершине видны давно неиспользуемые вагонеточные рельсы. +levels.caveslevel.region_deco_desc=Крупная структура полностью из металла, вероятно, построенная дворфами, когда они разрабатывали эту шахту. Вам кажется, что на вершине видны давно неиспользуемые вагонеточные рельсы. levels.citylevel.water_name=Вода подозрительного цвета levels.citylevel.high_grass_name=Высокие цветущие растения @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Полка покрыта книгами на р levels.citylevel.region_deco_name=Пылающий пьедестал levels.citylevel.region_deco_desc=Возвышающийся пьедестал с ярким зелёным пламенем наверху. Огонь настолько плотный, что может показаться твёрдым. +levels.citylevel.upcoming_quest_intro_title=Сообщение от Разработчика +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Холодная лава levels.hallslevel.grass_name=Тлеющий мох levels.hallslevel.high_grass_name=Тлеющие поганки diff --git a/core/src/main/assets/messages/levels/levels_tr.properties b/core/src/main/assets/messages/levels/levels_tr.properties index e4f075a4d..5f5f8d90e 100644 --- a/core/src/main/assets/messages/levels/levels_tr.properties +++ b/core/src/main/assets/messages/levels/levels_tr.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Dikkatsiz bir maceracı bu tuza levels.rooms.special.weakfloorroom$hiddenwell.name=Uzak kuyu levels.rooms.special.weakfloorroom$hiddenwell.desc=Aşağıdaki derinliklerde az çok bir kuyu çıkarabiliyorsun, acaba aşağıda bir şeyler mi var? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Maden girişi levels.rooms.quest.blacksmithroom$questentrance.desc=Bu merdiven demirci atölyesinin hemen altındaki eski bir madene çıkıyor. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Çeşitli düzenlerden kitaplar kitaplığı dol levels.citylevel.region_deco_name=Alevli kaide levels.citylevel.region_deco_desc=Üzerinde parlak yeşil büyülü bir alev bulunan yükseltilmiş bir kaide. Alev o kadar yoğun ki sanki kaskatı. +levels.citylevel.upcoming_quest_intro_title=Geliştirici Mesajı +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Soğuk lav levels.hallslevel.grass_name=Ateşyosunu levels.hallslevel.high_grass_name=Ateşmantarı diff --git a/core/src/main/assets/messages/levels/levels_uk.properties b/core/src/main/assets/messages/levels/levels_uk.properties index cda038017..dcc71f1eb 100644 --- a/core/src/main/assets/messages/levels/levels_uk.properties +++ b/core/src/main/assets/messages/levels/levels_uk.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Недбалий мандрів levels.rooms.special.weakfloorroom$hiddenwell.name=Далекий колодязь levels.rooms.special.weakfloorroom$hiddenwell.desc=Ти ледь розрізняєш у глибині колодязь. Може, там є щось корисне? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Вхід до шахти levels.rooms.quest.blacksmithroom$questentrance.desc=Ці сходи ведуть до старої шахти просто під ковальською майстернею. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Ряди книжок на різні теми levels.citylevel.region_deco_name=Полум'яний п'єдестал levels.citylevel.region_deco_desc=Піднесений п'єдестал з яскраво-зеленим магічним полум'ям на вершині. Полум'я настільки щільне, що здається, ніби воно суцільне. +levels.citylevel.upcoming_quest_intro_title=Повідомлення розробника +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Холодна лава levels.hallslevel.grass_name=Жаромох levels.hallslevel.high_grass_name=Жарогриб diff --git a/core/src/main/assets/messages/levels/levels_vi.properties b/core/src/main/assets/messages/levels/levels_vi.properties index a55ce92da..dbe38ae25 100644 --- a/core/src/main/assets/messages/levels/levels_vi.properties +++ b/core/src/main/assets/messages/levels/levels_vi.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Chắc hẳn là một người levels.rooms.special.weakfloorroom$hiddenwell.name=Giếng ở xa levels.rooms.special.weakfloorroom$hiddenwell.desc=Bạn có thể nhận ra một cái giếng ở dưới, có lẽ có gì đó ở dưới kia? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=Lối vào hầm mỏ levels.rooms.quest.blacksmithroom$questentrance.desc=Chiếc thang này dẫn tới một hầm mỏ cũ ngay bên dưới xưởng của người thợ rèn. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Các dãy sách theo các thứ tự khác nhau levels.citylevel.region_deco_name=Bệ cháy levels.citylevel.region_deco_desc=Một cái bệ được dựng cao với một ngọn lửa phép thuật sáng màu xanh lá ở trên. Ngọn lửa dày đặc đến mức có thể coi là chất rắn. +levels.citylevel.upcoming_quest_intro_title=Thông điệp của nhà phát triển +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=Dung nham nguội levels.hallslevel.grass_name=Rêu cháy levels.hallslevel.high_grass_name=Nấm cháy diff --git a/core/src/main/assets/messages/levels/levels_zh.properties b/core/src/main/assets/messages/levels/levels_zh.properties index 9aa30f26a..380f6da2c 100644 --- a/core/src/main/assets/messages/levels/levels_zh.properties +++ b/core/src/main/assets/messages/levels/levels_zh.properties @@ -13,7 +13,7 @@ levels.rooms.special.magicalfireroom$eternalfire.desc=这里竖立着一面似 levels.rooms.special.sentryroom$sentry.name=血色哨卫 levels.rooms.special.sentryroom$sentry.desc=这红似鲜血的哨卫结晶像是被刻意安置在此,守卫着房间另一端的宝藏。如果你进入警戒区域,它就会向你发射解离光束。\n\n它对所有的负面效果都免疫,能一眼看穿隐形效果,但似乎需要充能一段时间才能开火。\n\n不知何故,哨卫只会向你开火,就好像它知道地牢里的居民对宝藏没有威胁一样。 -levels.rooms.special.sentryroom$sentry.discover_hint=你可在任何地牢区域发现该敌人。 +levels.rooms.special.sentryroom$sentry.discover_hint=你可在任何地牢区域中遇到该敌人。 levels.rooms.special.toxicgasroom$toxicvent.name=排毒气孔 levels.rooms.special.toxicgasroom$toxicvent.desc=一定是一个莽撞的冒险家在很久以前触发了这个陷阱。尽管处于不活跃状态,它仍在向房间中喷射有毒气体,而且没有停止的迹象。要想探索这个房间,你得想想办法避免毒气的伤害。 @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=一定是一个莽撞的冒险 levels.rooms.special.weakfloorroom$hiddenwell.name=远处的井 levels.rooms.special.weakfloorroom$hiddenwell.desc=你隐约可以看到深处有一口井,也许这下面有些什么? +levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. + levels.rooms.quest.blacksmithroom$questentrance.name=矿井入口 levels.rooms.quest.blacksmithroom$questentrance.desc=这架梯子通往铁匠铺下方的一座旧矿井。 @@ -101,7 +104,7 @@ levels.traps.guardiantrap.desc=这个陷阱有着奇怪的魔法机制,它将 levels.traps.guardiantrap$guardian.name=召唤守卫 levels.traps.guardiantrap$guardian.desc=这个蓝色的幻影似乎是地牢中石像守卫的一个召唤映像。 levels.traps.guardiantrap$guardian.desc_weapon=虽然雕像本身是几乎无形的,但它装备着的_%s_看起来是真家伙。 -levels.traps.guardiantrap$guardian.discover_hint=你可通过某个陷阱发现该敌人。 +levels.traps.guardiantrap$guardian.discover_hint=你可通过某个陷阱遇到该敌人。 levels.traps.oozetrap.name=淤泥陷阱 levels.traps.oozetrap.desc=这个陷阱将会洒出腐蚀性的淤泥,它将烧灼你的皮肤直到被洗掉。 @@ -137,7 +140,7 @@ levels.traps.tengudarttrap.desc=显然,天狗做了充分的战斗准备。这 levels.traps.toxictrap.name=毒气陷阱 levels.traps.toxictrap.desc=触发这个陷阱将放出一片有毒气体到这附近。 -levels.traps.trap.discover_hint=你可在地牢中随机发现该陷阱,每个区域都会出现不同的陷阱。 +levels.traps.trap.discover_hint=你可在地牢中概率找到该陷阱,每个区域中都会生成不同的陷阱。 levels.traps.trap.rankings_desc=死于%s levels.traps.corrosiontrap.name=腐蚀酸雾陷阱 @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=不同学科的书排满了书架。 levels.citylevel.region_deco_name=长明基座 levels.citylevel.region_deco_desc=一个在其上燃有明亮的绿色魔法火焰的凸起基座。火焰是如此致密,好似固化了一般。 +levels.citylevel.upcoming_quest_intro_title=开发者留言 +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descend into the vault +levels.citylevel.upcoming_quest_intro_no=Stay here + levels.hallslevel.water_name=低温岩浆 levels.hallslevel.grass_name=余烬苔藓 levels.hallslevel.high_grass_name=余烬蘑菇 diff --git a/core/src/main/assets/messages/misc/misc_be.properties b/core/src/main/assets/messages/misc/misc_be.properties index a78b0d251..d3f0ae5e8 100644 --- a/core/src/main/assets/messages/misc/misc_be.properties +++ b/core/src/main/assets/messages/misc/misc_be.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Перамажыце боса ў вязніц badges$badge.boss_challenge_3.title=Раз'ехаліся badges$badge.boss_challenge_3.desc=Перамажыце боса ў пячорах, не падвергшыся атацы ці не нясучы страты ад яго, калі ён звыш-зараджаны badges$badge.boss_challenge_4.title=Ніякай зброі ў яго прысутнасці -badges$badge.boss_challenge_4.desc=Перамажыце боса горада дварфаў без прамой атакі на яго зброяй, пярсцёнкамі або палачкамі +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Перамажыце фінальнага боса пры ўсіх жывых рассадніках дэманаў і пры праходжанні выпрабавання злыя босы badges$badge.games_played_1.title=Спелеолаг-пачатковец @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifist Ascent badges$badge.pacifist_ascent.desc=Take the Amulet of Yendor to the surface without ever reducing the severity of its curse badges$badge.taking_the_mick.title=Taking the Mick badges$badge.taking_the_mick.desc=Нанясіце смяротны ўдар апошняму босу кіркой, палепшанай да +20 або вышэй +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=На дыеце challenges.no_food_desc=Ежы і так мала, а вам трэба яшчэ і сачыць за вашымі порцыямі харчавання!\n\n- Ежа і рог багацця маюць толькі траціну эфекту.\n- Іншыя крыніцы насычэння працуюць без зменаў. @@ -226,7 +228,7 @@ challenges.darkness_desc=It is a dungeon after all!\n\n- Regular visible distanc challenges.no_scrolls=Неадукаванасць challenges.no_scrolls_desc=Адну з рун стала складаней знайсці. І, зразумела, самую карысную з іх.\n\n- Выдаленая палова Скруткаў Паляпшэння challenges.champion_enemies=Варожыя чэмпіёны -challenges.champion_enemies_desc=Вы не адзіны, хто можа павышаць свой узровень!\n\n- У рэгулярных праціўнікаў ёсць 1/8 шанец паўстаць з адмысловым эфектам чэмпіёна.\n- Чэмпіёны прачынаюцца, калі яны ўзнікаюць у спячым стане.\n- Герою будзе вядома, калі ўзнікае чэмпіён.\n- Чэмпіёны не адчувальныя да псуты.\n\nІснуе шэсць відаў праціўнікаў-чэмпіёнаў:\n_Пылаючы (аранжавы):_ прычыняе +25% страт у блізкім баі, загараецца пры трапленні, неадчувальны да агню, распаўсюджвае полымя пры смерціб не можа падпаліць вадкасці.\n_Праектычны (фіялетавы):_ прычыняе +25% страт у блізкім баі, можа атакаваць на адлегласці 3 клетак.\n_Анцімагічны (зялёны): _атрымлівае -50% страт, не адчувальны да магічных эфектаў\n_Гіганцкі (сіні):_ атрымлівае -80% страт, +1 радыусу ў блізкім баі, не можа праходзіць па тунэлях\n_Натхнёны (жоўты):_ х4 трапнасці і ўхілення\n_Павялічаны (чырвоны):_ +20% трапнасці, ўхілення, страт, і АЗ. Расце на 1% кожны 4 ход. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Злыя босы challenges.stronger_bosses_desc=У гэтым выпрабаванні босы будуць жудасна лютаваць!\n\n_Смоўж:_ +20% здароўя\n_-_ Ацаленне ў вадзе павялічваецца з часам да 3/ход\n_-_ Напампоўваецца за 1 ход замест 2\n_Тэнгу:_ +25% здароўя\n_-_ Фаза 1: пасткі значна смяротней\n_-_ Фаза 2: здольнасці суперніка выкарыстоўваюцца часцей\n_DM-300:_ +33% здароўя\n_-_ Актывуецца 3 вышкі з павялічанымі характарыстыкамі\n_-_ Здольнасці суперніка выкарыстоўваюцца часцей і мацней\n_-_ DM-300 яшчэ хутчэй, пакуль звыш-зараджаны\n_-_ Адкрытыя драты сустракаюцца часцей\n_Кароль Дварфаў:_ +50% здароўя\n_-_ Памагатыя мацней ва ўсіх фазах\n_-_Фаза 1: больш хуткія здольнасці праціўніка і заклік паслугачоў\n_-_ Фаза 2: яшчэ 2 памагатыя за раўнд \n_-_ Фаза 3: 2х здароўя, больш хуткі заклік\n_Ёг-Джава:_\n_-_ Адначасова выклікаюцца дзве далоні\n_-_ +60% страт лазэрам\n_-_ Больш моцныя лічынкі diff --git a/core/src/main/assets/messages/misc/misc_cs.properties b/core/src/main/assets/messages/misc/misc_cs.properties index e36ab892c..336ffa4cd 100644 --- a/core/src/main/assets/messages/misc/misc_cs.properties +++ b/core/src/main/assets/messages/misc/misc_cs.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Poraž bosse ve vězení aniž bys byl zasaž badges$badge.boss_challenge_3.title=Vymanévrován badges$badge.boss_challenge_3.desc=Poraž bosse v jeskyních, aniž by na tebe zaútočil nebo bys byl zraněn zatímco je nabitý badges$badge.boss_challenge_4.title=Žádné zbraně v Jeho přítomnosti -badges$badge.boss_challenge_4.desc=Poraž bosse ve městě aniž bys na něj přímo zaútočil zbraní, prstnem nebo hůlkou +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Zkázobijec badges$badge.boss_challenge_5.desc=Poraž posledního bosse, aniž by byly zničeny jakékoliv líhně démonů a se zapnutou výzvou 'Horší bossové' badges$badge.games_played_1.title=Průzkumník Kobek - Začátečník @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Mírumilovný vzestup badges$badge.pacifist_ascent.desc=Vynes Amulet Yendoru na povrch, aniž bys kdy oslabil jeho kletbu badges$badge.taking_the_mick.title=Chop se krumpáče badges$badge.taking_the_mick.desc=Zasaď poslední ránu konečnému bossovi krumpáčem na úrovni +20 nebo víc +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Na dietě challenges.no_food_desc=Jídla je už tak málo, ale teď musíš počítat každou porci!\n\n- Původní efektivita jídla a rohu hojnosti je snížena na jednu třetinu\n- Další zdroje nasycení nejsou ovlivněny @@ -226,7 +228,7 @@ challenges.darkness_desc=Přeci jen je to kobka!\n\n- Běžná viditelná vzdál challenges.no_scrolls=Zapomenuté runy challenges.no_scrolls_desc=Určitá runa se hledá hůř. Bohužel je to vždy ta nejužitečnější.\n\n- Polovina svitků vylepšení z kobky je odstraněna challenges.champion_enemies=Zákeřní protivníci -challenges.champion_enemies_desc=Nejsi to pouze ty, kdo se může stát silnější!\n\n- Běžní nepřátelé mají šanci 1/8, že se objeví se speciálním posilujícím efektem.\n- Posílení nepřátelé se okamžitě vzbudí, jakmile se v kobce objeví\n- Hrdina se dozví, když se posílený protivník někde objeví\n- Posílení protivníci jsou imunní vůči efektu zkaženosti\n\nMůžeš narazit na 6 typů posílených protivníků:\n_Plamenný (oranžový):_ uděluje +25% poškození na blízko, při útoku zapaluje, imunní vůči ohni, po smrti okolo rozšíří oheň, nemůže zapálit políčka s vodou\n_Dálkový (fialový):_ uděluje +25% poškození na blízko, útoky na blízko mají +3 dosah\n_Anti-magický (zelený):_ -50% z obdrženého poškození, imunní vůči magickým efektům\n_Obří (modrý):_ -80% z obdrženého poškození, útoky na blízko mají +1 dosah, nevleze se do úzkých prostorů\n_Požehnaný (žlutý):_ 4x vyšší přesnost a vyhýbání\n_Sílící (červený):_ o +20% větší přesnost, vyhýbání, poškození a efektivní HP. Tyto vlastnosti se každé 4 tahy zvyšují o 1%. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Težší bossové challenges.stronger_bosses_desc=Bossové jsou s touhle výzvou o dost tužší sousto!\n\n_Goo:_ +20% životů\n_-_ Léčení ve vodě se zvyšuje na 3/tah\n_-_ Nafukování se trvá 1 tah namísto 2\n_Tengu:_ +25% životů\n_-_ V 1. fázi jsou pasti mnohem smrtelnější\n_-_ V 2. fázi používá svoje schopnosti mnohem častěji\n_DM-300:_ +33% životů\n_-_ Pylony jsou odolnější a aktivují se 3\n_-_ Schopnosti jsou častější a silnější\n_-_ DM-300 je rychlejší, když je nabit\n_-_ Odhalené dráty jsou dvakrát častější\n_Král trpaslíků:_ +50% životů\n_-_ Služebníci jsou ve všech fázích silnější\n_-_ V 1. fázi častěji používá své schopnosti a přivolává služebníky\n_-_ V 2. fázi přivolá dvakrát tolik služebníků s každým kolem\n_-_ Ve 3. fázi má dvojnásobek životů a přivolává služebníky rychleji\n_Yog-Dzewa:_ \n_-_ Vždy dvě pěsti jsou vyvolány naráz!\n_-_ Poškození laserem zvýšeno o +60%\n_-_ Silnější služebníci diff --git a/core/src/main/assets/messages/misc/misc_de.properties b/core/src/main/assets/messages/misc/misc_de.properties index d834bfaf2..32578c9a2 100644 --- a/core/src/main/assets/messages/misc/misc_de.properties +++ b/core/src/main/assets/messages/misc/misc_de.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Besiege den Boss im Gefängnis, ohne durch Fa badges$badge.boss_challenge_3.title=Ausmanövriert badges$badge.boss_challenge_3.desc=Besiege den Boss in den Höhlen, ohne angegriffen zu werden oder Schaden zu nehmen, während er voll aufgeladen ist badges$badge.boss_challenge_4.title=Keine Waffen in Seiner Anwesenheit -badges$badge.boss_challenge_4.desc=Besiege den Boss in der Stadt, ohne diesen je direkt mit Waffen, Ringen oder Zauberstäben anzugreifen +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Besiege den finalen Boss, während alle Dämonenschleudern noch funktionieren und die "Bösere Bosse"-Herausforderung aktiviert ist badges$badge.games_played_1.title=Dungeon-Neuling @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pazifisten-Aufstieg badges$badge.pacifist_ascent.desc=Bringe das Amulett von Yendor an die Oberfläche, ohne jemals die Stärke des Fluchs zu reduzieren. badges$badge.taking_the_mick.title=Auf den Arm nehmen badges$badge.taking_the_mick.desc=Erledige den Endboss mit einer +20 oder stärkeren Spitzhacke. +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Auf Diät challenges.no_food_desc=Nahrungsmittel sind ohnehin knapp, aber man muss auch auf die Portionen achten!\n\n- Nahrung und das Füllhorn haben nur ein Drittel des hungerstillenden Effekts\n- Andere Sättigungsquellen sind davon nicht betroffen @@ -226,7 +228,7 @@ challenges.darkness_desc=Es ist schließlich ein Dungeon!\n\n- normal sichtbare challenges.no_scrolls=Verbotene Runen challenges.no_scrolls_desc=Eine bestimmte Rune lässt sich schwerer finden. Leider ist das immer die nützlichste!\n\n- Die Hälfte der Schriftrollen der Verbesserung werden aus dem Dungeon entfernt challenges.champion_enemies=Feindliche Champions -challenges.champion_enemies_desc=Du bist nicht der Einzige, der aufsteigen kann!\n\n- Normale Gegner haben eine 1/8 Chance, mit einem speziellem Champion-Buff zu erscheinen;\n- Champions wachen auf, wenn sie schlafend erscheinen;\n- Der Held erfährt, wenn ein Champion erscheint;\n- Champions sind immun gegen Korruption.\n\nEs gibt sechs Arten von gegnerischen Champions:\n_Flammend (orange):_ +25% Nahkampfschaden, entzündet beim Treffer, verbreitet Flammen bei Tod, kann keine Wasserfelder entzünden;\n_Projizierend (lila):_ +25% Nahkampfschaden, +3 Nahkampf-Reichweite;\n_Antimagisch (grün):_ -50% erlittener Schaden, immun gegen magische Effekte;\n_Gigantisch (blau):_ -80% erlittener Schaden, +1 Nahkampfreichweite, kann keine Tunnel betreten;\n_Gesegnet (gelb):_ 4x Genauigkeit und Ausweichen;\n_Wachsend (rot):_ +20% Genauigkeit, Ausweichen, Schaden und effektive Lebenspunkte. Erhöht sich alle 4 Züge um 1%. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Bösere Bosse challenges.stronger_bosses_desc=Die Bosse sind mit dieser Herausforderung viel härter!\n\n_Schleim:_ +20% Gesundheit\n_-_ Heilung im Wasser erhöht sich auf 3/Zug\n_-_ Pumpt sich in 1 Zug auf, statt in 2\n_Tengu:_ +25% Gesundheit\n_-_ Phase 1: Fallen sind viel tödlicher\n_-_ Phase 2: Fähigkeiten sind häufiger\n_DM-300:_ +33% Gesundheit\n_-_ Pylonen sind zäher und 3 aktivieren\n_-_ Fähigkeiten sind mächtiger und häufiger\n_-_ DM-300 ist schneller, wenn er aufgeladen ist\n_-_ Freiliegende Drähte sind doppelt so häufig\n_Zwergenkönig:_ +50% Gesundheit\n_-_ Untertanen sind in allen Phasen stärker\n_-_ Phase 1: schnellere Fähigkeiten und Beschwörungen\n_-_ Phase 2: 2 Untertanen mehr pro Zug\n_-_ Phase 3: 2x Gesundheit, schnellere Beschwörungen\n_Yog-Dzewa:_\n_-_ Es werden zwei Fäuste auf einmal beschworen!\n_-_ +60% Laserschaden\n_-_ Stärkere Untertanen diff --git a/core/src/main/assets/messages/misc/misc_el.properties b/core/src/main/assets/messages/misc/misc_el.properties index 4614312f9..1458a485d 100644 --- a/core/src/main/assets/messages/misc/misc_el.properties +++ b/core/src/main/assets/messages/misc/misc_el.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Εξοντώθηκε το αφεντικό τ badges$badge.boss_challenge_3.title=Υπερελιγμός badges$badge.boss_challenge_3.desc=Εξοντώθηκε το αφεντικό των σπηλαίων χωρίς να δεχθείς επίθεση ή ζημιά ενώ ήταν υπερφορτισμένο badges$badge.boss_challenge_4.title=Όχι όπλα στην παρουσία του -badges$badge.boss_challenge_4.desc=Εξοντώθηκε το αφεντικό της πόλης χωρίς να του επιτεθείς απευθείας με όπλα, δαχτυλίδια ή ραβδιά +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Απόλυτος εξολοθρευτής badges$badge.boss_challenge_5.desc=Εξοντώθηκε το τελικό αφεντικό με όλους τους γεννήτορες ζωντανούς και ενεργοποιημένη την πρόκληση «Κακά αφεντικά» badges$badge.games_played_1.title=Αρχάριος κατακομβιστής @@ -179,7 +179,7 @@ badges$badge.catalog_one_equipment.desc=Συμπληρώθηκε μία κατα badges$badge.catalog_potions_scrolls.title=Πλήρως εφοδιασμένος badges$badge.catalog_potions_scrolls.desc=Αναγνωρίστηκε κάθε κανονικό φίλτρο και πάπυρος σε ένα παιχνίδι badges$badge.all_rare_enemies.title=Κυνηγός μεγάλων θηραμάτων -badges$badge.all_rare_enemies.desc=Συμολήρωσε δέκα καταχωρήσεις σπάνιων εχθρών στο ημερολόγιο. +badges$badge.all_rare_enemies.desc=Συμπληρώθηκαν 10 καταχωρήσεις σπάνιων εχθρών στο ημερολόγιο badges$badge.rodney.title=Τον φοβόμαστε ακόμα; badges$badge.rodney.desc=Μαθεύτηκε το πραγματικό όνομα του Βασιλιά των Νάνων badges$badge.happy_end.title=Ευτυχισμένο τέλος @@ -203,13 +203,15 @@ badges$badge.unlock_duelist.desc=Ξεκλειδώθηκε η Ξιφομάχος badges$badge.unlock_cleric.title=Ξεκλειδώθηκε ο Κληρικός! badges$badge.unlock_cleric.desc=Ξεκλειδώθηκε ο Κληρικός καθαρίζοντας πλήρως την κατάρα ενός καταραμένου εφοδίου. badges$badge.enemy_hazards.title=Κίνδυνος για την ασφάλεια -badges$badge.enemy_hazards.desc=Κατατρόπωσε στο ίδιο παιχνίδι 10 εχθρούς με την βοήθεια κακοτοπιών(παγιδών, φυτών ή χασμάτων) +badges$badge.enemy_hazards.desc=Κατατροπώθηκαν 10 εχθροί σε ένα παιχνίδι με τη βοήθεια κακοτοπιών (παγιδών, φυτών ή χασμάτων) badges$badge.many_buffs.title=Τόσα πολλά χρώματα -badges$badge.many_buffs.desc=Συγκέντρωσε 10 ή περισσότερα εικονίδια επιδράσεων ταυτόχρονα. +badges$badge.many_buffs.desc=Συγκεντρώθηκαν 10 ή περισσότερα εικονίδια επιδράσεων ταυτόχρονα badges$badge.pacifist_ascent.title=Ειρηνική ανάβαση -badges$badge.pacifist_ascent.desc=Ανέβασε το φυλαχτό του Γέντορ στην επιφάνεια χωρίς ποτέ να μειώσεις την επίδραση της κατάρας του +badges$badge.pacifist_ascent.desc=Ανέβηκε το Φυλαχτό του Γέντορ στην επιφάνεια χωρίς να μειωθεί ποτέ η επίδραση της κατάρας του badges$badge.taking_the_mick.title=Taking the Mick -badges$badge.taking_the_mick.desc=Απέδωσε το τελειωτικό χτύπημα στο τελευταίο αφεντικό με μία αξίνα επιπέδου 20 η παραπάνω +badges$badge.taking_the_mick.desc=Δόθηκε το τελειωτικό χτύπημα στο τελευταίο αφεντικό με αξίνα επιπέδου 20 και άνω +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Σε δίαιτα challenges.no_food_desc=Το φαγητό είναι ήδη δυσεύρετο, αλλά πρέπει να προσέξεις και τις μερίδες σου!\n\n- Το φαγητό και το κέρας της αφθονίας είναι κατά το ένα τρίτο αποτελεσματικά στον κορεσμό της πείνας\n- Οι άλλες πηγές κορεσμού μένουν ανεπηρέαστες @@ -226,7 +228,7 @@ challenges.darkness_desc=Στο κάτω κάτω, κατακόμβη είναι challenges.no_scrolls=Απαγορευμένοι ρούνοι challenges.no_scrolls_desc=Ένας συγκεκριμένος ρούνος είναι πιο δυσεύρετος. Δυστυχώς, τυγχάνει να είναι κι ο χρησιμότερος.\n\n- Οι μισοί πάπυροι αναβάθμισης έχουν αφαιρεθεί από την κατακόμβη challenges.champion_enemies=Εχθρικοί μαχητές -challenges.champion_enemies_desc=Δεν είσαι μόνο εσύ που ανεβαίνεις επίπεδο!\n\n- Οι κοινοί εχθροί έχουν 12,5% πιθανότητα να δημιουργηθούν ως μαχητές\n- Οι μαχητές ξυπνούν αν βγουν κοιμισμένοι\n- Θα ξέρεις πότε δημιουργείται μαχητής\n- Είναι απρόσβλητοι από τη διαφθορά\n\nΥπάρχουν έξι τύποι μαχητών:\n_Φλογερός (πορτοκαλί):_ +25% ζημιά σώμα-με-σώμα, αναφλέγει με το χτύπημα, αμολά φλόγες αν πεθάνει, δεν αναφλέγει σημεία με νερό\n_Προβλητικός (μωβ):_ +25% ζημιά μάχης σώμα-με-σώμα, +3 εμβέλεια μάχης σώμα-με-σώμα\n_Αντι-μαγικός (πράσινος):_ -50% ληφθείσα ζημιά, απρόσβλητος από τη μαγεία\n_Γιγάντιος (μπλε):_ -80% ληφθείσα ζημιά, +1 εμβέλεια μάχης σώμα-με-σώμα, δεν μετακινείται σε στενούς χώρους\n_Ευλογημένος (κίτρινος):_ x4 ακρίβεια & αποφυγή\n_Εξελισσόμενος (κόκκινος):_ +20% ακρίβεια, αποφυγή, ζημιά, ζωή. +1% ανά 4 γύρους +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Κακά αφεντικά challenges.stronger_bosses_desc=Τα αφεντικά γίνονται πολύ ισχυρότερα!\n\n_Γκου:_ +20% ζωή\n_-_ Η θεραπεία στο νερό αυξάνεται σε 3/γύρο\n_-_ Φουσκώνει σε 1 γύρο αντί για 2\n_Τένγκου:_ +25% ζωή\n_-_ Φάση 1: οι παγίδες είναι πιο θανατηφόρες\n_-_ Φάση 2: συχνότερη χρήση ικανοτήτων\n_DM-300:_ +33% ζωή\n_-_ Οι πυλώνες είναι πιο ανθεκτικοί κι ενεργοποιούνται οι 3 \n_-_ Συχνότερες και ισχυρότερες ικανότητες\n_-_ DM-300: πιο γρήγορο όταν υπερφορτίζεται\n_-_ Διπλάσιος αριθμός εκτεθειμένων καλωδίων \n_Βασιλιάς νάνος:_ +50% ζωή\n_-_ Ισχυρότεροι υπήκοοι σε κάθε φάση\n_-_ Φάση 1: ταχύτερες ικανότητες κι επικλήσεις\n_-_ Φάση 2: +2 υπήκοοι τη φορά\n_-_ Φάση 3: x2 ζωή, ταχύτεροι υπήκοοι\n_Yog-Dzewa:_\n_-_ Δύο γροθιές υλοποιούνται τη φορά!\n_-_ 60% επιπλέον ζημιά από το λέιζερ\n_-_ Ισχυρότεροι υποτακτικοί diff --git a/core/src/main/assets/messages/misc/misc_eo.properties b/core/src/main/assets/messages/misc/misc_eo.properties index efb5ec3f8..c32f2d333 100644 --- a/core/src/main/assets/messages/misc/misc_eo.properties +++ b/core/src/main/assets/messages/misc/misc_eo.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Venki la malliberejan supermonstron sen esti badges$badge.boss_challenge_3.title=Senmanovrigita badges$badge.boss_challenge_3.desc=Venki la kavernan supermonstron sen esti atakita aŭ vundita dum kiam ĝi superŝargiĝas badges$badge.boss_challenge_4.title=Neniu armilo ĉe lia moŝto -badges$badge.boss_challenge_4.desc=Venki la metropolan supermonstron sen senpere ataki lin per armiloj, ringoj aŭ vergoj +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Malpereigisto badges$badge.boss_challenge_5.desc=Venki la finan supermonstron kun vivaj ĉiuj demon-alvokistoj kaj kun aktiva la defio “Fortaj supermonstroj” badges$badge.games_played_1.title=Novula labirintisto @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifista supreniro badges$badge.pacifist_ascent.desc=Preni la Amuleton de Jendor’ al la supraĵo sen redukti ĝian malbenon badges$badge.taking_the_mick.title=Primoki la antikvan dion badges$badge.taking_the_mick.desc=Plenumi la mortigan frapon al la fina supermonstro per almenaŭ 20-nivela pioĉo +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Je fasto challenges.no_food_desc=Krom tio ke manĝaĵoj estas maloftaj, vi devos atenti viajn porciojn!\n\n– porcioj de manĝaĵo kaj korno de abundo satigas je triona efikeco\n– aliaj fontoj de sateco havas la saman efikecon @@ -226,7 +228,7 @@ challenges.darkness_desc=Tio estas ja subtera labirinto!\n\n– norma vid-distan challenges.no_scrolls=Malpermesataj runoj challenges.no_scrolls_desc=Trovi kelkan runon estas pli malfacila. Domaĝe ĉiam temas pri la plej uzebla.\n\n- duono de skribrulaĵoj de plibonigo estas forigita challenges.champion_enemies=Minacaj majstroj -challenges.champion_enemies_desc=Vi ne estas la ununura, kiu povas pliniveliĝi!\n\n– kutimaj monstroj havas 1/8 ŝancon por aperi kun la speciala efiko ”majstro”\n– majstroj ĉiam aperas kiel vekaj\n– la heroo scias, kiam majstro aperas en keletaĝo\n– majstroj estas rezistaj al korupto\n\nEstas ses specoj de majstroj:\n_majstroj de fajro (oranĝaj):_ +25% al senpera atako, bruligas je frapo, disvastigas fajron je morto, ne povas fajrigi akvajn kahelojn\n_majstroj de foraj atakoj (violkoloraj):_ +25% al senpera atako, +3 al atakatingo\n_majstroj de malmagio (verdaj):_ -50% ricevataj vundoj, rezistaj al magiaj efikoj\n_gigantaj majstroj (bluaj):_ -80% ricevataj vundoj,, +1 al atakatingo, ne povas moviĝi en mallarĝaj koridoroj\n_benaj majstroj (flavaj):_ 4-obligitaj precizo kaj evitpovo \n_kreskantaj majstroj (ruĝaj):_ +20% al precizo, evitpovo, vundpovo kaj sanpoentoj; pliiĝas je 1% dum ĉiuj 4 temperoj +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Fortaj supermonstroj challenges.stronger_bosses_desc=Supermonstroj estas pli fortaj kun tiu ĉi defio!\n\n_Ŝmiraĵego:_ +20% al sano\n_–_ saniĝas en akvo je 3 poentoj/tempero\n_–_ pumpas sin dum 1 tempero (anstataŭ 2)\n_Tenguo:_ +25% al sano\n_–_ fazo 1.: kaptiloj estas pli mortigaj\n_–_ fazo 2.: artifikoj estas pli oftaj\n_DM-300:_ +33% al sano\n_–_ elektrofostoj estas pli solidaj kaj 3 aktiviĝas\n_–_ specialaj atakoj estas pli fortaj kaj pli oftaj\n_–_ pli rapida dum esti superŝargita\n_–_ malkovritaj kabloj estas 2× pli oftaj\n_Reĝo de Gnomoj:_ +50% al sano\n_–_ pli fortaj servistoj dum ĉiuj fazoj\n_–_ fazo 1.: pli oftaj specialaj atakoj kaj alvokoj de servistoj\n_–_ fazo 2.: 2-foje pli da servistoj dum batalfazo\n_–_ fazo 3.: sano ×2, pli oftaj alvokoj\n_Jog-Dzeva:_\n_–_ alvokas du pugnojn samtempe\n_–_ +60% al vundpovo pro mortiga radio\n_–_ pli fortaj servistoj diff --git a/core/src/main/assets/messages/misc/misc_es.properties b/core/src/main/assets/messages/misc/misc_es.properties index e928a811a..237c2c9df 100644 --- a/core/src/main/assets/messages/misc/misc_es.properties +++ b/core/src/main/assets/messages/misc/misc_es.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Derrota al jefe de la prisión sin ser alcanz badges$badge.boss_challenge_3.title=El Maniobras badges$badge.boss_challenge_3.desc=Derrota al jefe de las cuevas sin ser alcanzado por sus ataques o recibir daño mientras está sobrecargado badges$badge.boss_challenge_4.title=Ningún Arma en Su Presencia -badges$badge.boss_challenge_4.desc=Derrota al jefe de la ciudad sin atacarle directamente con armas, anillos o varitas +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Exterminador de Demonios badges$badge.boss_challenge_5.desc=Derrota al jefe final con todos los invocadores de demonios vivos y el desafío jefes más malotes activado badges$badge.games_played_1.title=Explorador Novato @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Ascenso Pacifista badges$badge.pacifist_ascent.desc=Lleva el Amuleto de Yendor a la superficie sin siquiera reducir la severidad de su maldición badges$badge.taking_the_mick.title=Golpe con Gracia badges$badge.taking_the_mick.desc=Acierta el golpe mortal al jefe final con un pico a +20 o superior +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=A dieta challenges.no_food_desc=¡La comida ya es escasa, pero también tendrás que controlar tus porciones!\n\n- La comida y el cuerno de saciedad son un tercio de efectivos en satisfacer el hambre.\n- Otras fuentes de saciedad no son afectadas. @@ -226,7 +228,7 @@ challenges.darkness_desc=¡Es una mazmorra después de todo!\n\n- Distancia de v challenges.no_scrolls=Runas prohibidas challenges.no_scrolls_desc=Una cierta runa es más difícil de encontrar. Desafortunadamente, siempre es la más útil.\n\n- La mitad de los pergaminos de mejora son eliminados. challenges.champion_enemies=Campeones hostiles -challenges.champion_enemies_desc=¡No eres el único que puede subir de nivel!\n\n-Los enemigos regulares tienen 1/8 posibilidades de aparecer con un efecto especial de campeón.\n-Los campeones se despertarán si aparecen dormidos.\n-El héroe sabe cuando un campeón aparece.\n-Los campeones son inmunes a la corrupción.\n\nHay seis tipos de campeones enemigos:\n_Flameante (Naranja):_ +25% de daño cuerpo a cuerpo, enciende fuego al golpear, esparce flamas al morir, no puede incendiar casillas con agua.\n_Proyectivo (Purpura):_ +25% de daño cuerpo a cuerpo, +3 rango cuerpo a cuerpo.\n_Anti Mágico (Verde):_ -50% daño recibido, inmune a los efectos mágicos.\n_Gigante (Azul):_ -80% daño recibido, +1 rango cuerpo a cuerpo, no puede moverse por túneles.\n_Bendecido (Amarillo):_ x4 de precisión y evasión.\n_Creciente (Rojo):_ +20% de precisión, evasión, daño y PS efectivos. Aumenta en 1% cada 4 turnos. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Jefes más malotes challenges.stronger_bosses_desc=Los jefes son mucho más difíciles con este desafío!\n\n_Goo:_ +20% de salud.\n_-_ Su curación sobre el agua incrementa hasta 3/turno.\n_-_ Se bombea en 1 turno en lugar de 2.\n_Tengu:_ +25% de salud.\n_-_ Fase 1: las trampas son más letales.\n_-_ Fase 2: sus habilidades son más frecuentes.\n_DM-300:_ +33% de salud.\n_-_ Las torres de energía son más resistentes y se activan 3.\n_-_ Sus habilidades son más poderosas y frecuentes.\n_-_ El DM-300 es más rápido cuando esta supercargado.\n_-_ Los cables expuestos son dos veces más comunes.\n_Rey Enano:_ +50% de salud.\n_-_ Los súbditos son más fuertes en todas las fases.\n_-_ Fase 1: habilidades e invocaciones más rápidas.\n_-_ Fase 2: 2 súbditos más por ronda.\n_-_ Fase 3: 2x de salud, invocaciones más rápidas.\n_Yog-Dzewa:_\n_-_ ¡Dos puños invocados al mismo tiempo!\n_-_ Su laser inflige +60% de daño.\n_-_ Súbditos más fuertes. diff --git a/core/src/main/assets/messages/misc/misc_fr.properties b/core/src/main/assets/messages/misc/misc_fr.properties index d8aab2cb6..42a79c4f0 100644 --- a/core/src/main/assets/messages/misc/misc_fr.properties +++ b/core/src/main/assets/messages/misc/misc_fr.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Vaincre le boss de la prison sans se faire to badges$badge.boss_challenge_3.title=Bien manœuvré badges$badge.boss_challenge_3.desc=Vaincre le boss des cavernes sans être attaqué ou subir de dégâts lorsqu'il est superchargé badges$badge.boss_challenge_4.title=Pas d'armes en Sa présence -badges$badge.boss_challenge_4.desc=Vaincre le boss de la cité naine sans l'attaquer directement avec une arme, un anneau ou une baguette +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Exorciste badges$badge.boss_challenge_5.desc=Vaincre le boss final avec tous les géniteurs démoniaques en vie et le défi "boss encore plus méchants" activé badges$badge.games_played_1.title=Aventurier novice @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Ascension pacifiste badges$badge.pacifist_ascent.desc=Ramenez l'amulette de Yendor à la surface sans jamais affaiblir l'intensité de sa malédiction badges$badge.taking_the_mick.title=Humiliation badges$badge.taking_the_mick.desc=Achevez le boss final avec une pioche +20 ou plus +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Au régime challenges.no_food_desc=La nourriture est déjà rare mais il faut aussi faire attention à ses portions !\n\n- Les portions de nourriture et la corne d'abondance sont deux tiers moins efficaces pour satisfaire la faim\n- Les autres sources de satiété ne sont pas affectées @@ -226,7 +228,7 @@ challenges.darkness_desc=C'est un donjon après tout !\n\n- La distance de visio challenges.no_scrolls=Runes interdites challenges.no_scrolls_desc=Une rune en particulier est plus difficile à trouver. Malheureusement, il s'agit de la plus utile.\n\n- La moitié des parchemins d'amélioration sont retirés challenges.champion_enemies=Champions hostiles -challenges.champion_enemies_desc=Vous n’êtes pas le seul à pouvoir monter de niveau !\n\n- Les ennemis communs ont 1/8 chance d’apparaître avec un bonus de champion spécial\n- Les champions se réveillent s’ils apparaissent endormis\n- Le héros sait quand un champion apparaît\n- Les champions sont immunisés à la corruption\n\nIl existe six types d’ennemis champions:\n_Flamboyant (orange) :_ +25 % de dégâts au corps à corps, enflamme en attaquant, propage des flammes à sa mort, ne peut pas enflammer l’eau\n_Projection (violet):_ +25% de dégâts de mêlée, +3 de portée de mêlée\n_Anti-magique (vert):_ -50% de dégâts subis, immunisé contre les effets magiques\n_Géant (bleu):_ -80% de dégâts subis, +1 portée de mêlée, ne peut pas se déplacer dans les tunnels\n_Béni (jaune):_ x4 de précision et évasion\n_Croissant (rouge):_ +20% de précision, d’évasion, de dégâts et de PV. Augmente de 1% tous les 4 tours. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Des boss encore plus méchants challenges.stronger_bosses_desc=Avec ce défi, les boss sont bien plus puissants !\n\n_Goo:_ +20% de santé\n_-_ Se soigne plus vite dans l'eau, augmenté à 3 pv/tour\n_-_ Pompe son énergie en 1 tour au lieu de 2\n_Tengu:_ +25% de santé\n_-_ Phase 1: les pièges sont bien plus mortels\n_-_ Phase 2: utilise ses capacités plus fréquemment\n_DM-300:_ +33% de santé\n_-_ Les pylônes sont plus résistants et 3 d'entre eux s'activent\n_-_ Les capacités sont plus puissantes et fréquentes\n_-_ Le DM-300 est plus rapide quand il est en surcharge\n_-_ Les câbles dénudés sont deux fois plus communs\n_Roi des Nains:_ +50% de santé\n_-_ Les sbires sont plus forts durant toutes les phases\n_-_ Phase 1: capacités et invocations plus rapides\n_-_ Phase 2: 2 larbins de plus par cycle\n_-_ Phase 3: santé doublée, invocations plus rapides\n_Yog-Dzewa:_\n_-_ Deux poings sont invoqués à chaque fois !\n_-_ +60% de dégâts causés par le laser\n_-_ Larbins plus forts diff --git a/core/src/main/assets/messages/misc/misc_hu.properties b/core/src/main/assets/messages/misc/misc_hu.properties index 6edc0305e..6b74e7792 100644 --- a/core/src/main/assets/messages/misc/misc_hu.properties +++ b/core/src/main/assets/messages/misc/misc_hu.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Győzd le a börtön főellenségét anélkü badges$badge.boss_challenge_3.title=Kicselezve badges$badge.boss_challenge_3.desc=Győzd le a barlang főellenségét anélkül, hogy megtámadna vagy megsérülnél, miközben túltöltött állapotban van. badges$badge.boss_challenge_4.title=Fegyvereket eltenni az Ő jelenlétében -badges$badge.boss_challenge_4.desc=Győzd le a város végén a főellenséget, anélkül, hogy egyszer is közvetlenül megtámadnád fegyverrel, gyűrűvel vagy pálcával. +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Végzetgyilkos badges$badge.boss_challenge_5.desc=Győzd le a végső főellenséget úgy, hogy az összes démonszaporító életben van, és a rosszabb főellenségek kihívása engedélyezve van. badges$badge.games_played_1.title=Kezdő kazamatázó @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Békés felemelkedés badges$badge.pacifist_ascent.desc=Vidd a felszínre Yendor amulettjét anélkül, hogy az átkának súlyosságát csökkentenéd badges$badge.taking_the_mick.title=A Mick elvétele badges$badge.taking_the_mick.desc=Mérj gyilkost csapást az utolsó főellenségre egy +20-as vagy nagyobb szintű csákánnyal +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Fogyókúrán challenges.no_food_desc=Szűkös az élelem, ossz be minden falatot!\n\n- Az ételek és a bőségszaru egyharmadnyi hatékonysággal csillapítják az éhséged!\n- A jóllakottságnak nincsenek egyéb forrásai @@ -226,7 +228,7 @@ challenges.darkness_desc=Ez mégsicsak egy kazamata!\n\n- A megszokott látótá challenges.no_scrolls=Tiltott rúnák challenges.no_scrolls_desc=Egy bizonyos rúnát nehezebb megtalálni. Sajnos ez mindig az, amire a leginkább szükség volna.\n\n- A kazamata fejlesztéstekercseinek fele eltávolítva challenges.champion_enemies=Ellenséges bajnokok -challenges.champion_enemies_desc=Nem csak te tudsz szintet lépni!\n\n- Az ellenfelek 1/8 eséllyel valamilyen bajnoki képességgel tűnnek fel.\n- A bajnokok felébrednek, ha netán alva tűntek volna fel\n- A hősöd felismeri, amikor egy bajnok feltűnik\n- A bajnokokat nem lehet lezülleszteni\n\nA bajnokoknak hat típusa van:\n_Lángoló (narancs):_ +25% közelharci sebzés, meggyújt az ütése, halálakor lángot szór, nem tudja meggyújtani a vizet\n_Kivetüléses (lila):_ +25% közelharci sebzés, +3 közelharci hatótáv\n_Mágiaellenes (zöld):_ -50% sérülés, immunis a varázslatokra\n_Óriás (kék):_ -80% sérülés, +1 közelharci hatótáv, nem fér át a folyosókon\n_Áldott (sárga):_ 4x pontosság és kijátszás\n_Erősödő (piros):_ +20% pontosság, kijátszás, sebzés, és életpont. Ezek 4 körönként 1%-kal nőnek. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Rosszabb főellenségek challenges.stronger_bosses_desc=A főellenségek sokkal erősebbek ezzel a kihívással!\n\n_Ragacs:_ +20% élet\n_-_ A vízben való gyógyulás fokozódik, 3-ra egy kör alatt\n_-_ 1 kör alatt pumpálja fel magát 2 helyett\n_Tengu:_ +25% élet\n_-_ 1. fázis: A csapdák sokkal halálosabbak\n_-_ 2. fázis: A képességek sokkal gyakoribbak \n_DM-300:_ +33% élet\n_-_ Az energiaoszlopok sokkal erősebbek, és 3 aktiválódik\n_-_ A képességek sokkal erősebbek és gyakoribbak\n_-_ A DM-300 gyorsabb, ha túl van töltve\n_-_ Kétszer gyakoribbak a szigetelés nélküli vezetékek\n_Törpekirály:_ +50% élet\n_-_ A csatlósok az összes fázisban erősebbek\n_-_ 1. fázis: gyorsabb képességek és idézés\n_-_ 2. fázis: 2-vel több csatlós körönként\n_-_ 3. fázis: 2x több élet, gyorsabb idézés\n_Yog-Dzewa:_\n_-_ Egyszerre 2 ököl lesz megidézve!\n_-_ +60% lézersebzés\n_-_ Erősebb csatlósok diff --git a/core/src/main/assets/messages/misc/misc_in.properties b/core/src/main/assets/messages/misc/misc_in.properties index f15135434..d7cc4e693 100644 --- a/core/src/main/assets/messages/misc/misc_in.properties +++ b/core/src/main/assets/messages/misc/misc_in.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Kalahkan bos penjara tanpa terkena jebakan at badges$badge.boss_challenge_3.title=Kalah Manuver badges$badge.boss_challenge_3.desc=Kalahkan bos gua tanpa diserang atau terkena damage saat 'serangan super' badges$badge.boss_challenge_4.title=Tidak Ada Senjata di Kehadirannya -badges$badge.boss_challenge_4.desc=Kalahkan bos kota tanpa pernah langsung menyerangnya dengan senjata, cincin, atau tongkat +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Pembunuh Kiamat badges$badge.boss_challenge_5.desc=Kalahkan bos terakhir dengan semua pemuncul iblis hidup dan tantangan bos yang lebih jahat diaktifkan badges$badge.games_played_1.title=Dungeoneer Pemula @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pendakian Pasifis badges$badge.pacifist_ascent.desc=Bawa Jimat Yendor ke permukaan tanpa mengurangi keparahan kutukannya badges$badge.taking_the_mick.title=Mengambil Mick badges$badge.taking_the_mick.desc=Berikan pukulan mematikan pada bos terakhir dengan beliung +20 atau lebih tinggi +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food= Sedang diet challenges.no_food_desc=Makanan sudah langka, kau harus memperhatikan porsi makanmu!\n\n- Makanan dan terompet kecukupan sepertiga lebih efektif dalam memuaskan rasa lapar\n- Sumber rasa kenyang lainnya tidak terpengaruh @@ -226,7 +228,7 @@ challenges.darkness_desc=Ya namanya juga terungku!\n\n- Jarak pandang berkurang challenges.no_scrolls=Tulisan terlarang challenges.no_scrolls_desc=Beberapa gulungan akan lebih sulit ditemukan. Sayangnya, gulungan tersebut akan selalu gulungan yang berguna.\n\n- Setengah gulungan peningkatan yang ada di terungku dikurangi challenges.champion_enemies=Jagoan Berbahaya -challenges.champion_enemies_desc=Kau bukan satu-satunya yang bisa naik level!\n\n- Musuh biasa memiliki peluang 1/8 untuk muncul dengan peningkatan jagoan khusus\n- Jagoan akan terbangun jika mereka tertidur\n- Pahlawan mengetahui kapan jagoan muncul\n- Juara kebal terhadap korupsi\n\nAda enam jenis musuh jagoan:\n_Menyala (jingga):_ +25% damage jarak dekat, membakar saat dipukul, menyebarkan api saat mati, tidak dapat menyebar di ubin air\n_Proyeksi (ungu):_ +25% damage jarak dekat, +3 jarak dekat\n_Anti Sihir (hijau):_ -50% damage yang diterima, kebal terhadap efek sihir\n_Raksasa (biru):_ -80% damage yang diterima, +1 jarak dekat, tidak dapat berpindah ke terowongan\n_Diberkati (kuning):_ 4x akurasi dan penghindaran\n_Pertumbuhan (merah):_ +20% akurasi, penghindaran, damage, dan HP efektif. Meningkat sebesar 1% setiap 4 giliran. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Bos lebih jahat challenges.stronger_bosses_desc= Bos-bos akan lebih kuat dalam tantangan ini!\n\n_Goo:_ +20% darah\n_-_ Penyembuhan di atas air bertambah ke 3/giliran\n_-_ Pemompaan dalam 1 giliran, bukan 2 giliran\n_Tengu:_ +25% darah\n_-_ Fase 1: jebakan lebih mematikan\n_-_ Fase 2: kemampuan keluar lebih sering\n_DM-300:_ +33% darah_\n_-_ Tiang lebih kuat dan 3 buah aktif\n_-_ Kemampuan lebih kuat dan lebih sering keluar\n_-_ DM-300 bergerak lebih cepat saat 'serangan super'\n_-_ Kabel terbuka dua kali lipat lebih banyak dari biasanya\n_Raja Kurcaci:_ +50% darah\n_-_ Antek-antek lebih kuat di semua fase\n_-_ Fase 1: kemampuan dan pemunculan lebih cepat\n_-_ Fase 2: antek-antek ditambah 2 per babak\n_-_ Fase 3: darah 2x lipat, pemunculan lebih sering\n_Yog-Dzewa:_\n_-_ Dua tinju muncul di saat yang bersamaan!\n_-_ +60% damage laser\n_-_ Antek-antek yang lebih kuat diff --git a/core/src/main/assets/messages/misc/misc_it.properties b/core/src/main/assets/messages/misc/misc_it.properties index a804fa0b4..6b54c380f 100644 --- a/core/src/main/assets/messages/misc/misc_it.properties +++ b/core/src/main/assets/messages/misc/misc_it.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Sconfiggi il boss della prigione senza venire badges$badge.boss_challenge_3.title=Manovre Evasive badges$badge.boss_challenge_3.desc=Sconfiggi il boss delle caverne senza venire attaccato o danneggiato mentre è supercaricato badges$badge.boss_challenge_4.title=Niente Armi in Sua Presenza -badges$badge.boss_challenge_4.desc=Sconfiggi il boss della città senza mai attaccarlo direttamente con armi, anelli, o bacchette +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Assassino di Divinità badges$badge.boss_challenge_5.desc=Sconfiggi il boss finale con tutti i generatori di demoni attivi e la sfida "boss più tosti" abilitata badges$badge.games_played_1.title=Esploratore Novizio @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Ascesa Pacifista badges$badge.pacifist_ascent.desc=Porta l'Amuleto di Yendor fino alla superficie senza ridurre la forza della sua maledizione badges$badge.taking_the_mick.title=Presa in Giro badges$badge.taking_the_mick.desc=Esegui il colpo decisivo sul boss finale con un piccone di livello +20 o più alto +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=A dieta challenges.no_food_desc=Il cibo scarseggia come sempre, ma ora dovrai anche utilizzare con attenzione le porzioni!\n\n- Il cibo e la cornucopia riescono a soddisfare un terzo della fame rispetto al solito\n- Le altre fonti di sazietà rimangono inalterate @@ -226,7 +228,7 @@ challenges.darkness_desc=È un dungeon dopo tutto!\n\n- Raggio di visione standa challenges.no_scrolls=Rune proibite challenges.no_scrolls_desc=Una certa runa è più difficile da trovare. Purtroppo è sempre la più utile.\n\n- La metà delle pergamene di potenziamento del dungeon viene rimossa challenges.champion_enemies=Campioni ostili -challenges.champion_enemies_desc=Non sei l'unico che può aumentare di livello!\n\n- I nemici comuni hanno 1/8 di possibilità di essere dei Campioni, dotati di uno speciale potere\n- I Campioni si svegliano se vengono generati da addormentati\n- L'eroe percepisce quando viene generato un Campione \n- I Campioni sono immuni alla corruzione\n\nCi sono sei tipi di Campioni nemici:\n_Ardente (arancione):_ +25% danno corpo a corpo, si accende quando viene colpito, diffonde fiamme alla morte, non può incendiare le tessere d'acqua\n_Aggressivo (viola):_ +25% danno corpo a corpo, +3 portata corpo a corpo\n_Antimagico (verde):_ -50% danni subiti, immune agli effetti magici\n- _Gigante (blu):_ -80% danni subiti, +1 portata in mischia, non può muoversi attraverso i tunnel\n- _Benedetto (giallo):_ 4x di precisione ed evasione\n- _Crescente (rosso):_ +20% precisione, evasione, danni e HP effettivi. Aumenta dell'1% ogni 4 turni +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Boss più tosti challenges.stronger_bosses_desc=I boss sono molto più ostici con questa sfida!\n\n_Goo: _ +20% di salute\n_-_ La guarigione in acqua aumenta, è pari a 3 HP per turno\n_-_ Si gonfia in 1 turno invece di 2\n_Tengu: _ +25% di salute\n_-_ Fase 1: le trappole sono molto più letali\n_-_ Fase 2: le abilità sono più frequenti\n_DM-300: _ +33% di salute\n_-_ I piloni sono più resistenti e si attivano 3 volte\n_-_ Le abilità sono più potenti e più frequenti\n_-_ DM-300 è più veloce quando è sovralimentato\n_-_ I cavi scoperti sono due volte più frequenti\n_Re dei Nani: _ +50% di salute\n_-_ I servitori sono più forti in tutte le fasi\n_-_ Fase 1: abilità ed evocazioni più veloci\n_-_ Fase 2: 2 servitori in più per round\n_-_ Fase 3: salute doppia, evocazioni più veloci\n_Yog-Dzewa: _\n_-_ Vengono evocati due pugni alla volta!\n_-_ +60% danno del laser\n_-_ Servitori più forti diff --git a/core/src/main/assets/messages/misc/misc_ja.properties b/core/src/main/assets/messages/misc/misc_ja.properties index 9d6b9e21c..1448cec4e 100644 --- a/core/src/main/assets/messages/misc/misc_ja.properties +++ b/core/src/main/assets/messages/misc/misc_ja.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=全ての罠または危険物による攻撃 badges$badge.boss_challenge_3.title=手玉に取る badges$badge.boss_challenge_3.desc=超充電中に攻撃やダメージを受けずに、洞窟のボスを倒す badges$badge.boss_challenge_4.title=殺気のない武器 -badges$badge.boss_challenge_4.desc=武器や指輪、杖でボスを直接攻撃せずに、ドワーフの都のボスを倒す +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=凶運殺し badges$badge.boss_challenge_5.desc=より凶悪なボスの挑戦が有効で、全ての悪魔産所を生かしたまま、最後のボスを倒す badges$badge.games_played_1.title=駆け出しダンジョン人 @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=平和主義者の帰還 badges$badge.pacifist_ascent.desc=イェンダーの魔除けを、その呪いの強さを弱めることなく地上に持ち帰る。 badges$badge.taking_the_mick.title=大いなる採掘 badges$badge.taking_the_mick.desc=強化値+20以上のつるはしでラスボスにとどめを刺す。 +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=ダイエット中 challenges.no_food_desc=食料が既に乏しいが、食事量にも気をつけるべきだ!\n\n・食ベ物全般と豊穣の角は、満腹度を回復する効果が3分の1になる\n・他に満腹度を回復するものについては影響を受けない @@ -226,7 +228,7 @@ challenges.darkness_desc=結局、これが本来のダンジョンなのさ!\ challenges.no_scrolls=禁断のルーン文字 challenges.no_scrolls_desc=あるルーン文字が書かれた巻物は見つけるのが難しくなるだろう。残念ながら、それらは常に最も役に立つものだ。\n\n・ダンジョンの強化の巻物の総数が半分になる。 challenges.champion_enemies=敵対的な猛者 -challenges.champion_enemies_desc=成長するのはあなただけではない!\n\n・ 通常の敵が1/8の確率で猛者の特別な強化を持って生成する\n・ 猛者は眠った状態で生成されても、生成された直後に目を覚ます\n・ 勇士は猛者の生成を知ることができる\n・ 猛者は堕落に耐性を持つ\n\n猛者は6種類存在する:\n_火焔(橙):_ +25%の近接ダメージ、攻撃命中時に発火、死亡時に炎を撒き散らすが、水タイルには広がらない\n_突出(紫):_ +25%の近接ダメージ、近接攻撃範囲+3\n_反魔(緑):_ 被ダメージ-50%、魔法効果に対する免疫\n_巨体(青):_ 被ダメージ-80%、近接攻撃範囲+1、狭い場所には移動できない\n_祝福(黄):_ 4倍の正確性と回避力\n_成長(赤):_ 正確性、回避力、ダメージ、有効なHPが+20%。4ターンごとに1%ずつ増加する +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=より凶悪なボス challenges.stronger_bosses_desc=ボス達は、この挑戦で遥かに手強くなる!\n\n_グゥ:_ 体力+20%\n_・_ 水中での治癒量が毎ターン3に増える\n_・_ 2ターンではなく1ターンで体を膨らませる\n_天狗:_ 体力+25%\n_・_ 第1段階: 罠が非常に致命的になる\n_・_ 第2段階: 能力が更に頻発する\n_DM-300:_ 体力+33%\n_・_ 鉄塔が対処しにくくなり、かつ3基起動する\n_・_ 能力が更に強力かつ頻発する\n_・_ DM-300が超充電時は、より高速になる\n_・_ 剥き出しの電線は通常の2倍に増える\n_ドワーフの王:_ 体力+50%\n_・_ 全段階で手下が強くなる\n_・_ 第1段階: 能力と召喚がより高速になる\n_・_ 第2段階: 各回で手下が2体増える\n_・_ 第3段階: 体力2倍、より高速な召喚\n_ヨグ=ゼーヴァ:_\n_・_ 1度に2体の拳が召喚される!\n_・_ 光線のダメージが+60%増える\n_・_ 手下が強くなる diff --git a/core/src/main/assets/messages/misc/misc_ko.properties b/core/src/main/assets/messages/misc/misc_ko.properties index ca0874440..eb6802604 100644 --- a/core/src/main/assets/messages/misc/misc_ko.properties +++ b/core/src/main/assets/messages/misc/misc_ko.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=감옥 보스를 함정과 폭탄에 걸리 badges$badge.boss_challenge_3.title=탁월한 조종술 badges$badge.boss_challenge_3.desc=동굴 보스가 과충전된 동안 피해를 입지 않고 처치 badges$badge.boss_challenge_4.title=알현실엔 무기 엄금 -badges$badge.boss_challenge_4.desc=드워프 도시 보스를 무기, 마법 막대, 반지로 직접 공격하지 않고 처치 +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=파멸의 학살자 badges$badge.boss_challenge_5.desc=더 악랄한 보스들 도전을 활성화한 상태로, 악마 소환수를 하나도 처치하지 않고 최종 보스 처치 badges$badge.games_played_1.title=초보 모험가 @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=평화주의자의 역행 badges$badge.pacifist_ascent.desc=역행 중 아뮬렛의 저주를 한 번도 약화하지 않고 지상으로 나오기 badges$badge.taking_the_mick.title=굴욕기 badges$badge.taking_the_mick.desc=+20 강화 이상의 곡괭이로 최종 보스에게 마지막 일격 가하기 +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=다이어트 중 challenges.no_food_desc=음식은 이미 부족하지만, 양 또한 주의해야 합니다!\n\n- 음식과 풍요의 뿔이 1/3의 허기만을 회복시켜 줍니다.\n- 허기를 채우는 다른 수단은 기존과 같습니다. @@ -226,7 +228,7 @@ challenges.darkness_desc=모름지기 던전이 어두워야 던전이라 할 challenges.no_scrolls=금지된 룬 challenges.no_scrolls_desc=몇몇 주문서가 희귀해졌습니다. 네, 당신이 가장 필요로 하는 그 주문서입니다.\n\n- 던전에서 생성되는 강화의 주문서가 절반으로 줄어듭니다. challenges.champion_enemies=적대적인 강화 개체들 -challenges.champion_enemies_desc=당신만 레벨 업을 할 수 있는 게 아닙니다!\n\n- 보통 적들이 1/8 확률로 특별한 강화 개체 버프를 얻은 채 등장합니다.\n- 강화 개체는 깨어 있는 상태로 등장합니다.\n- 영웅은 강화 개체의 등장을 알 수 있습니다.\n- 강화 개체는 타락에 면역입니다.\n\n강화 개체에는 6가지의 종류가 있습니다.\n_불타는 강화 개체 (주황색):_ 근접 공격 데미지 +25%, 공격 시 대상에게 불을 붙이며, 불에 면역이고, 죽을 때 물 위를 제외한 주변 타일에 불을 흩뿌립니다.\n_도달의 강화 개체 (보라색):_ 근접 공격 데미지 +25%, 근접 공격 범위가 3타일 증가합니다.\n_항마의 강화 개체 (초록색):_ 받는 데미지 -50%, 모든 마법 효과에 대해 면역입니다.\n_거대한 강화 개체 (파란색):_ 받는 데미지-80%, 근접 공격 범위가 +1 타일 증가하지만, 좁은 통로를 지날 수 없습니다.\n_축복받은 강화 개체 (노란색):_ 정확성 및 회피가 4배 증가합니다.\n_성장하는 강화 개체 (붉은색):_ 정확성, 회피, 공격력, 최대 체력 +20%, 4턴마다 효과가 1%씩 증가합니다. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=더 악랄한 보스들 challenges.stronger_bosses_desc=이 도전에서는, 보스들이 훨씬 더 어려워질 것입니다!\n\n_구:_ 체력 20% 증가\n_-_ 물 위에서의 체력 회복량이 점점 증가하며, 최대 매 턴 3까지 증가합니다.\n_-_ 몸집 불리기 공격의 준비 시간이 기존 2턴에서 1턴으로 감소합니다.\n_텐구 암살자:_ 체력 25% 증가\n_-_ 1 페이즈에서, 함정이 더욱 치명적이게 됩니다.\n_-_ 2 페이즈에서, 특수 능력을 더 자주 사용합니다.\n_DM-300:_ 체력 33% 증가\n_-_ 전력탑이 더욱 강력해지고, 3개가 활성화됩니다.\n_-_ 특수 능력이 더욱 강력해지며 더 자주 사용합니다.\n_-_ DM-300이 과충전 상태일 때, 더욱 빨라집니다.\n_-_ 노출된 전력관의 수가 기존의 두 배가 됩니다.\n_드워프 제왕:_ 체력 50% 증가\n_-_ 모든 페이즈에서, 소환수들이 더 강력해집니다.\n_-_ 1 페이즈에서, 특수 능력과 소환의 속도가 빨라집니다.\n_-_ 2 페이즈에서, 매 라운드마다 소환되는 소환수의 수가 2체 증가합니다.\n_-_ 3 페이즈에서, 체력이 2배가 되고 소환 속도가 빨라집니다.\n_요그제바:_\n_-_ 한 번에 주먹이 둘 소환됩니다!\n_-_ 레이저의 피해량이 60% 증가합니다.\n_-_ 소환수들이 더 강력해집니다. diff --git a/core/src/main/assets/messages/misc/misc_nl.properties b/core/src/main/assets/messages/misc/misc_nl.properties index 4d5c8681f..037bc6add 100644 --- a/core/src/main/assets/messages/misc/misc_nl.properties +++ b/core/src/main/assets/messages/misc/misc_nl.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Versla de gevangenisbaas zonder geraakt te wo badges$badge.boss_challenge_3.title=Te Slim Af badges$badge.boss_challenge_3.desc=Versla de grottenbaas zonder aangevallen of beschadigd te worden terwijl hij is opgeladen badges$badge.boss_challenge_4.title=Geen Wapens In Zijn Aanwezigheid -badges$badge.boss_challenge_4.desc=Versla de stadsbaas zonder hem ooit rechtstreeks aan te vallen met wapens, ringen of toverstokken +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Onheil Slachter badges$badge.boss_challenge_5.desc=Versla de eindbaas met alle levende demonenoproepers en de Slechtere Bazen-uitdaging ingeschakeld badges$badge.games_played_1.title=Beginnende Avonturier @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifistisch Omhooggaan badges$badge.pacifist_ascent.desc=Breng het Amulet van Yendor naar de oppervlakte zonder ooit de hevigheid van zijn vloek te verminderen. badges$badge.taking_the_mick.title=In de Maling Nemen badges$badge.taking_the_mick.desc=Geef de eindbaas de genadeslag met een houweel van niveau +20 of hoger +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Op dieet challenges.no_food_desc=Voedsel is al schaars, maar nu moet je ook op je porties letten!\n\n- Voedsel en de Hoorn des Overvloeds zijn een derde effectief in het stillen van honger\n- Andere bronnen van verzadiging zijn onaangetast @@ -226,7 +228,7 @@ challenges.darkness_desc=Het is tenslotte een kerker!\n\n- Normale zichtbare afs challenges.no_scrolls=Verboden runen challenges.no_scrolls_desc=Een bepaalde rune is moeilijker te vinden. Helaas is dit altijd de meest bruikbare.\n\n- De helft van de rollen van opwaardering zijn uit de kerker verwijderd challenges.champion_enemies=Vijandelijke kampioenen -challenges.champion_enemies_desc=Je bent niet de enige die een niveau omhoog kan gaan!\n\n- Normale vijanden hebben een kans van 1/8 om te verschijnen met een speciale kampioensverbetering\n- Kampioenen worden wakker als ze slapend verschijnen\n- De held weet wanneer een kampioen verschijnt\n- Kampioenen zijn immuun voor corruptie\n\nEr zijn zes soorten kampioensvijanden:\n_Blazing (oranje):_ +25% contactschade, ontbrandt bij treffer, verspreidt vlammen bij overlijden, kan geen watertegels ontsteken\n_Projecteren (paars):_ +25% contactschade, +3 contactbereik\n_Antimagie (groen):_ -50% opgelopen schade, immuun voor magische effecten\n_Reus (blauw):_ -80% opgelopen schade, +1 slagbereik, kan niet in tunnels bewegen\n_Gezegend (geel):_ 4x nauwkeurigheid en ontwijking\n_Groeiend (rood):_ +20% nauwkeurigheid, ontwijking, schade en effectieve gezondheid. Verhoogt elke 4 beurten met 1%. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Slechtere bazen challenges.stronger_bosses_desc=Bazen zijn veel moeilijker in deze uitdaging!\n\n_Smurrie:_ +20% gezondheid\n_-_ Genezing in water verhoogt tot 3/beurt\n_-_ Pompt op in 1 beurt in plaats van 2\n_Tengu:_ +25% gezondheid\n_-_ Fase 1: vallen zijn veel dodelijker\n_-_ Fase 2: speciale krachten komen vaker voor\n_DM-300:_ +33% gezondheid\n_-_ Masten zijn sterker en met z'n 3en actief\n_-_ Speciale krachten zijn sterker en komen vaker voor\n_-_ DM-300 is sneller als hij is opgeladen\n_-_ Blootliggende draden komen 2 keer zo vaak voor\n_Dwergenkoning:_ +50% gezondheid\n_-_ Volgelingen zijn sterker in alle fases\n_-_ Fase 1: Snellere speciale krachten en oproepingen\n_-_ Fase 2: 2 extra volgelingen per ronde\n_-_ Fase 3: 2x gezondheid, snellere oproepingen\n_Yog-Dzewa:_\n_-_ Twee vuisten worden tegelijk opgeroepen!\n_-_ +60% laser schade\n_-_ Sterkere volgelingen diff --git a/core/src/main/assets/messages/misc/misc_pl.properties b/core/src/main/assets/messages/misc/misc_pl.properties index 8e6333873..f7f616a46 100644 --- a/core/src/main/assets/messages/misc/misc_pl.properties +++ b/core/src/main/assets/messages/misc/misc_pl.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Pokonaj bossa więzienia nie dając się traf badges$badge.boss_challenge_3.title=Wymanewrowany badges$badge.boss_challenge_3.desc=Pokonaj bossa jaskiń bez zostania zaatakowanym ani zranionym podczas gdy jest doładowany badges$badge.boss_challenge_4.title=Żadnej Broni w Jego Obliczu -badges$badge.boss_challenge_4.desc=Pokonaj bossa miasta nie atakując go bezpośrednio broniami, pierścieniami ani różdżkami +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Pokonaj ostatniego bossa nie niszcząc żadnej rozrodni demonów i mając włączone wyzwanie "trudniejsi bossowie" badges$badge.games_played_1.title=Badacz Lochów - Żółtodziób @@ -209,7 +209,9 @@ badges$badge.many_buffs.desc=Miej 10 lub więcej ikon wzmocnień/osłabień akty badges$badge.pacifist_ascent.title=Pacyfistyczne Wzniesienie badges$badge.pacifist_ascent.desc=Zabierz Amulet Yendoru na powierzchnię bez osłabiania siły klątwy badges$badge.taking_the_mick.title=Odkopana Drwina -badges$badge.taking_the_mick.desc=Dobij finalnego bossa kilofem o poziomie +20 lub wyższym +badges$badge.taking_the_mick.desc=Zadaj ostatni cios finalnemu bossowi kilofem o poziomie +20 lub wyższym +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Na diecie challenges.no_food_desc=Żywność jest ograniczona, więc racjonuj ją odpowiedzialnie!\n\n- Żywność oraz róg obfitości zapełniają żołądek jedynie w 1/3 swojej zwyczajnej wartości;\n- Inne źródła pożywienia pozostają niezmienione. @@ -226,7 +228,7 @@ challenges.darkness_desc=To jest przede wszystkim loch!\n\n- Pole widzenia jest challenges.no_scrolls=Zakazane runy challenges.no_scrolls_desc=Pewna runa jest trudniejsza do znalezienia. Niestety, zawsze jest to ta najprzydatniejsza.\n\n- Połowa zwojów ulepszenia nie pojawi się w lochu. challenges.champion_enemies=Wrodzy czempioni -challenges.champion_enemies_desc=Nie jesteś jedyny, który może zdobywać poziomy!\n\n- Zwykli przeciwnicy mają 1/8 szansy na pojawienie się ze specjalnym wzmocnieniem czempiona;\n- Czempioni budzą się, jeśli pojawili się śpiący;\n- Bohater wie, kiedy pojawia się kolejny czempion;\n- Czempioni są odporni na wypaczenie.\n\nIstnieje 6 typów czempionów: \n_Płonący (pomarańczowy):_ +25% obrażeń w walce wręcz, podpala przy trafieniu, a przy śmierci rozprzestrzenia płomienie na okoliczne pola niebędące zalane wodą.\n_Dalekosiężny (fioletowy):_ +25% obrażeń w walce wręcz, +3 zasięgu w walce wręcz.\n_Antymagiczny (zielony):_ -50% otrzymanych obrażeń, odporność na efekty magiczne.\n_Gigantyczny (niebieski):_ -80% otrzymanych obrażeń, +1 zasięgu w walce wręcz, nie może wchodzić do tuneli.\n_Błogosławiony (żółty):_ 4x celności i uniku.\n_Rosnący (czerwony):_ +20% celności, uniku, obrażeń i efektywnych PŻ. Statystyki wzrastają o 1% co 4 tury. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Trudniejsi bossowie challenges.stronger_bosses_desc=Bossowie są dużo trudniejsi z tym wyzwaniem!\n\n_Wielki Szlam:_ +20% życia;\n_-_ Regeneracja w wodzie zwiększona do 3 PŻ na turę;\n_-_ Napompowuje się w 1 turę zamiast 2.\n_Tengu:_ +25% życia;\n_-_ 1 faza: pułapki są dużo groźniejsze;\n_-_ 2 faza: umiejętności są częściej używane.\n_DM-300:_ +33% życia;\n_-_ Wieże są wytrzymalsze i aktywują się 3 z nich;\n_-_ Umiejętności są mocniejsze i częściej używane;\n_-_ DM-300 jest szybszy podczas doładowania;\n_-_ Poziom zawiera 2x więcej odkrytych kabli.\n_Król Krasnoludów:_ +50% życia;\n_-_ Słudzy są mocniejsi we wszystkich fazach;\n_-_ Faza 1: szybsze umiejętności i przyzwania; \n_-_ Faza 2: dwóch dodatkowych sług na rundę;\n_-_ Faza 3: 2x więcej życia, szybsze przyzwania.\n_ Yog-Dzewa:_\n_-_ Dwie pięści są przyzwane na raz!\n_-_ +60% obrażeń laserów;\n_-_ Mocniejsi przyzwani słudzy. diff --git a/core/src/main/assets/messages/misc/misc_pt.properties b/core/src/main/assets/messages/misc/misc_pt.properties index d284f0af6..62e67199a 100644 --- a/core/src/main/assets/messages/misc/misc_pt.properties +++ b/core/src/main/assets/messages/misc/misc_pt.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Derrote o chefe da prisão sem ser atingido p badges$badge.boss_challenge_3.title=Estrategista badges$badge.boss_challenge_3.desc=Derrote o chefe das cavernas sem ser atacado ou atingido enquanto ele estiver sobrecarregado badges$badge.boss_challenge_4.title=Sem Armas em Sua Presença -badges$badge.boss_challenge_4.desc=Derrote o chefe da cidade sem atacá-lo diretamente com armas, anéis ou varinhas +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Derrote o chefe final com todas as forjas demoníacas vivas e com o desafio do chefes mais durões ativado badges$badge.games_played_1.title=Masmorreiro Novato @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Ascensão Pacifista badges$badge.pacifist_ascent.desc=Leve o Amuleto de Yendor para a superfície sem reduzir a intensidade de sua maldição badges$badge.taking_the_mick.title=Picaretada badges$badge.taking_the_mick.desc=Desfira o golpe fatal no chefe final com uma picareta +20 ou maior +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=De dieta challenges.no_food_desc=Comida já é escassa, mas você deve tomar cuidado com suas porções também!\n\n- Comida e o Chifre da Fartura tem apenas um terço de efetividade satisfazendo fome.\n- Outras fontes de saciedade não são afetadas. @@ -226,7 +228,7 @@ challenges.darkness_desc=É uma masmorra afinal!\n\n- Distância visível regula challenges.no_scrolls=Runas proibidas challenges.no_scrolls_desc=Uma certa runa é mais difícil de encontrar. Infelizmente, é sempre a mais útil.\n\n- Metade dos pergaminhos de aprimoramento da masmorra são removidos challenges.champion_enemies=Campeões hostis -challenges.champion_enemies_desc=Você não é o único que pode subir de nível!\n\n- Inimigos normais têm 1/8 de chance de aparecer com um bônus especial de campeão\n- Campeões acordam se nascerem dormindo\n- O herói sabe quando um campeão aparece\n- Campeões são imunes à corrupção\n\nExistem seis tipos de inimigos campeões:\n_Flamejante (laranja):_ +25% de dano corpo a corpo, inflama ao acertar, imune a fogo, espalha chamas ao morrer, não pode atear fogo em quadrados com água\n_Projetante (roxo):_ +25% de dano corpo a corpo, +3 de alcance corpo a corpo\n_Antimagia (verde):_ -50% de dano sofrido, imune a efeitos mágicos\n_Gigante (azul):_ -80% de dano sofrido, +1 alcance corpo a corpo, não pode entrar em túneis\n_Abençoado (amarelo):_ 4x mais precisão e evasão\n_Crescente (vermelho):_ +20% de precisão, evasão, dano e PV efetivo. Aumenta em 1% a cada 4 turnos. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Chefes mais durões challenges.stronger_bosses_desc=Os chefões são muito mais cascas-grossas com este desafio!\n\n_Goo:_ +20% de vida\n_-_ Cura na água sobe para 3/turno\n_-_ Bombeamento de 1 turno em vez de 2\n_Tengu:_ +25% de vida\n_-_ Fase 1: as armadilhas são muito mais mortíferas\n_-_ Fase 2: as habilidades são mais frequentes\n_DM-300:_ +33% de vida\n_-_ As Torres são mais resistentes e 3 ativam\n_-_ As habilidades são mais poderosas e frequentes\n_-_ DM-300 é mais rápido quando sobrecarregado\n_-_ Os fios expostos são duas vezes mais comuns\n_Rei Anão:_ +50% de vida\n_-_ Lacaios são mais fortes em todas as fases\n_-_ Fase 1: habilidades e conjurações mais rápidas\n_-_ Fase 2: mais 2 lacaios por rodada\n_-_ Fase 3: 2x mais vida, conjuração mais rápida\n_Yog-Dzewa:_\n_-_ Dois punhos são invocados a cada vez!\n_-_ +60% de danos causados pelo laser\n_-_ Lacaios mais fortes diff --git a/core/src/main/assets/messages/misc/misc_ru.properties b/core/src/main/assets/messages/misc/misc_ru.properties index 1b212b750..8f098eac9 100644 --- a/core/src/main/assets/messages/misc/misc_ru.properties +++ b/core/src/main/assets/messages/misc/misc_ru.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Победите босса в тюрьме, badges$badge.boss_challenge_3.title=Разъехались badges$badge.boss_challenge_3.desc=Победите босса в пещерах, не подвергшись атаке или не понеся урон от него, когда он сверх-заряжен badges$badge.boss_challenge_4.title=Никакого Оружия в Его Присутствии -badges$badge.boss_challenge_4.desc=Победите босса города дворфов без прямой атаки на него оружием, кольцами или палочками +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Победите финального босса при всех живых рассадниках демонов при прохождении испытания Злые боссы badges$badge.games_played_1.title=Начинающий спелеолог @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Мирное Восхождение badges$badge.pacifist_ascent.desc=Достаньте на поверхность Амулет Индора ни разу не уменьшая тяжесть его проклятия badges$badge.taking_the_mick.title=Шалость удалась badges$badge.taking_the_mick.desc=Добейте финального босса ударом кирки +20 или выше. +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=На диете challenges.no_food_desc=Еды и так мало, а вам надо еще и следить за вашими порциями питания!\n\n- Еда и рог изобилия имеют лишь треть голодоутоляющего эффекта.\n- Другие источники насыщения работают без изменений. @@ -226,7 +228,7 @@ challenges.darkness_desc=Это же всё-таки подземелье!\n\n- challenges.no_scrolls=Неграмотность challenges.no_scrolls_desc=Одну из рун стало сложнее найти. И, разумеется, самую полезную из них.\n\n- Удалена половина свитков улучшения challenges.champion_enemies=Вражеские чемпионы -challenges.champion_enemies_desc=Вы не единственный, кто может повышать свой уровень!\n\n- У регулярных противников есть один шанс из восьми возникнуть со специальным эффектом чемпиона.\n- Чемпионы просыпаются, если они возникают в спящем состоянии.\n- Герой будет в курсе, если возникает чемпион.\n- Чемпионы не чувствительны к порче.\n\nСуществует шесть видов противников-чемпионов:\n_Пылающий (оранжевый):_ причиняет +25% урона в ближнем бою, загорается при попадании, распространяет пламя при смерти, не может поджечь клетки с водой.\n_Проецирующий (фиолетовый):_ причиняет +25% урона в ближнем бою, +3 радиуса в ближнем бою.\n_Антимагический (зеленый):_ получает -50% урона, не чувствителен по отношению к магическим эффектам.\n_Гигантский (синий):_ получает -80% урона, +1 радиуса в ближнем бою, не может проходить по тоннелям.\n_Вдохновленный (желтый):_ имеет 4-кратную меткость и уклонение.\n_Растущий (красный):_ имеет +20% меткости, уклонения, урона, и эффективных ОЗ. Растет на 1% каждый четвертый ход. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Злые боссы challenges.stronger_bosses_desc=В этом испытании, боссы будут зло лютовать!\n\n_Слизень:_ +20% здоровья\n_-_ Исцеление в воде увеличивается со временем, до 3/ход\n_-_ Накачивается за 1 ход вместо 2\n_Тенгу:_ +25% здоровья\n_-_ Фаза 1: ловушки гораздо смертоноснее\n_-_ Фаза 2: способности противника используются чаще\n_DM-300:_ +33% здоровья\n_-_ Активируется 3 вышки с увеличенными характеристиками\n_-_ Способности противника чаще и сильнее\n_-_ DM-300 ещё быстрее, пока сверх-заряжен\n_-_ Открытые провода встречаются чаще\n_Король Дворфов:_ +50% здоровья\n_-_ Приспешники сильнее во всех фазах\n_-_ Фаза 1: более быстрые способности противника и призыв приспешников\n_-_ Фаза 2: ещё 2 приспешника за раунд \n_-_ Фаза 3: 2х здоровья, более быстрый призыв\n_Йог-Джева:_\n_-_ Две Длани вызываются одновременно\n_-_ +60% урона лазером\n_-_ Более сильные личинки diff --git a/core/src/main/assets/messages/misc/misc_sv.properties b/core/src/main/assets/messages/misc/misc_sv.properties index 8389fe3d3..39d669446 100644 --- a/core/src/main/assets/messages/misc/misc_sv.properties +++ b/core/src/main/assets/messages/misc/misc_sv.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Besegra fängelsechefen utan att träffas av badges$badge.boss_challenge_3.title=Utmanövrerad badges$badge.boss_challenge_3.desc=Besegra grottbossarna utan att bli attackerad eller skadad vid superladdning. badges$badge.boss_challenge_4.title=Inga vapen i hans närvaro -badges$badge.boss_challenge_4.desc=Besegra stadens boss utan att någonsin attackera honom direkt med vapen, ringar eller trollstavar +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Dödsmördaren badges$badge.boss_challenge_5.desc=Besegra slutbossen med alla demonspawnare vid liv och utmaningen med de tuffare bossarna aktiverad badges$badge.games_played_1.title=Nybörjare i grottutforskning @@ -192,7 +192,7 @@ badges$badge.champion_2.title=Silvermästare badges$badge.champion_2.desc=Klara av spelet med 3 eller fler utmaningar aktiverade badges$badge.champion_3.title=Guldmästare badges$badge.champion_3.desc=Klara av spelet med 6 eller fler utmaningar aktiverade -badges$badge.unlock_mage.title=Magiker upplåst! +badges$badge.unlock_mage.title=Magikern upplåst! badges$badge.unlock_mage.desc=Lås upp Magikern genom att använda en uppgraderingsrulle badges$badge.unlock_rogue.title=Skurk upplåst! badges$badge.unlock_rogue.desc=Lås upp Skurk genom att utföra 10 överraskningsattacker i ett spel. @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifistisk uppgång badges$badge.pacifist_ascent.desc=Ta Amuletten av Yendor till ytan utan att någonsin minska dess förbannelses styrka. badges$badge.taking_the_mick.title=Driv med någon badges$badge.taking_the_mick.desc=Ge slutgiltiga slaget mot slutbossen med en hacka som är +20 eller högre. +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Fastar challenges.no_food_desc=Maten är redan knapp, men du måste också passa på portionerna!\n\n- Mat och överflödshorn är en tredjedel så effektiva när det gäller att stilla hungern\n- Andra källor till mättnad påverkas inte @@ -226,7 +228,7 @@ challenges.darkness_desc=Det är ju trots allt en fängelsehåla!\n\n- Den norma challenges.no_scrolls=Förbjudna runor challenges.no_scrolls_desc=En viss runa är svårare att hitta. Tyvärr är det alltid den mest användbara.\n\n- Hälften av fängelsehålans uppgraderingsrullar har tagits bort. challenges.champion_enemies=Fientliga mästare -challenges.champion_enemies_desc=Du är inte den enda som kan gå upp i nivå!\n\n- Vanliga fiender har 1/8 chans att spawna med en speciell champion-buff\n- Champions vaknar om de spawnar sovande\n- Hjälten vet när en champion spawnar\n- Champions är immuna mot korruption\n\nDet finns sex typer av champion-fiender:\n_Blazing (orange):_ +25 % närstridsskada, antänder vid träff, sprider eld vid död, kan inte antända vattenrutor\n_Projecting (lila):_ +25 % närstridsskada, +3 närstridsräckvidd\n_Antimagic (grön):_ -50 % skada, immun mot magiska effekter\n_Giant (blå):_ -80 % skada, +1 närstridsräckvidd, kan inte röra sig i tunnlar\n_Blessed (gul):_ 4x precision och undvikande\n_Growing (röd):_ +20 % precision, undvikande, skada och effektiv HP. Ökar med 1 % var fjärde tur. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Tuffare bossar challenges.stronger_bosses_desc=Bossarna är mycket tuffare i den här utmaningen!\n\n_Goo:_ +20 % hälsa\n_-_ Läkningsförmågan i vatten ökar till 3/tur\n_-_ Pumpas upp på 1 tur istället för 2\n_-_ Tengu:_ +25 % hälsa\n_-_ Fas 1: fällorna är mycket dödligare\n_-_ Fas 2: förmågor är mer frekventa\n_DM-300:_ +33 % hälsa\n_-_ Pyloner är tuffare och 3 aktiveras\n_-_ Förmågor är kraftfullare och mer frekventa\n_-_ DM-300 är snabbare när den är superladdad\n_-_ Exponerade kablar är dubbelt så vanliga\n_Dvärgkungen:_ +50 % hälsa\n_-_ Minions är starkare i alla faser\n_-_ Fas 1: snabbare förmågor och besvärjelser\n_-_ Fas 2: 2 fler minions per runda\n_-_ Fas 3: 2x hälsa, snabbare besvärjelser\n_Yog-Dzewa:_\n_-_ Två nävar besvärjs samtidigt!\n_-_ +60 % laserskada\n_-_ Starkare minioner diff --git a/core/src/main/assets/messages/misc/misc_tr.properties b/core/src/main/assets/messages/misc/misc_tr.properties index 04e3c0255..588cfe6f5 100644 --- a/core/src/main/assets/messages/misc/misc_tr.properties +++ b/core/src/main/assets/messages/misc/misc_tr.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Hapishane baş düşmanını herhangi bir tuz badges$badge.boss_challenge_3.title=Üstün Manevra badges$badge.boss_challenge_3.desc=Mağara baş düşmanını aşırı yüklüyken saldırıya uğramadan ve hasar görmeden alt et badges$badge.boss_challenge_4.title=Huzurunda Silah Yok -badges$badge.boss_challenge_4.desc=Şehir baş düşmanını silahlar, yüzükler veya asalarla doğrudan saldırmadan alt et +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Kıyamet Avcısı badges$badge.boss_challenge_5.desc=Tüm şeytan çağırıcılar canlı ve daha kötü baş düşmanlar mücadelesi etkinken son baş düşmanı yen badges$badge.games_played_1.title=Acemi Zindancı @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Barışçıl Yükseliş badges$badge.pacifist_ascent.desc=Yendor Muskasını, lanetinin şiddetini hiç azaltmadan yüzeye çıkarın badges$badge.taking_the_mick.title=Mick'i almak badges$badge.taking_the_mick.desc=Son boss'a öldürücü darbeyi +20 veya daha yüksek bir kazmayla vur +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Diyette challenges.no_food_desc=Gıda zaten kıt ama artık porsiyonlarına da dikkat etmek zorundasın!\n\n- Yemek ve bolluk borusu, açlığı normaldekinin üçte biri kadar geçirecek\n- Başka tokluk kaynakları bundan etkilenmeyecek @@ -226,7 +228,7 @@ challenges.darkness_desc=Sonuçta bu bir zindan!\n\n-Normal görüş uzaklığı challenges.no_scrolls=Yasak rünler challenges.no_scrolls_desc=Belirli bir rünün bulunması daha zorlaştırıldı. Maalesef o rün, en işe yarayanı.\n\n- Zindandaki yükseltme parşomenlerinin yarısı kaldırıldı challenges.champion_enemies=Düşman şampiyonlar -challenges.champion_enemies_desc=Seviye atlayabilen bir tek sen değilsin!\n\n- Normal düşmanlar 1/8 ihtimalle özel bir şampiyon güçlendirmesi ile doğabilir\n- Şampiyonlar doğdukları anda uyuyorlarsa uyanırlar\n- Bir şampiyon doğduğunda kahramanın haberi olur\n- Şampiyonlar aşındırmaya bağışıktır\n\nAltı tür düşman şampiyon vardır:\n_Kızgın (turuncu):_ +%25 yakın dövüş hasarı, isabet hâlinde yakar, öldüğünde etrafına alev saçar, su karelerini tutuşturamaz\n_Erişen (mor):_ +%25 yakın dövüş hasarı, +3 yakın dövüş menzili\n_Anti Büyü (yeşil):_ -%50 alınan hasar, büyülü etkilere bağışıktır\n_Dev (mavi):_ -%80 alınan hasar, +1 yakın dövüş menzili, dar kısımlardan geçemez\n_Kutsanmış (sarı):_ 4x isabet ve savuşturma\n_Büyüyen (kırmızı):_ +%20 isabet, savuşturma, hasar ve etkin SP. Bu özellikler her 4 turda %1 artar. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Daha kötü patronlar challenges.stronger_bosses_desc=Patronlar bu mücadeleyle daha da çetin!\n\n_Goo:_ +%20 Sağlık\n_-_Sulu alanlarda iyileşme 3/sıra\n_-_Pompa saldırısı 2 sıra yerine 1 sıra\n_Tengu:_+%25 Can\n_-_1. Aşama: Tuzaklar daha ölümcül\n_-_2. Aşama: Yetenekler daha sık\n_DM-300:_ +%33 can\n_-_ Kuleler daha dayanıklı ve 3 tanesi aktif\n_-_ Yetenekleri daha güçlü ve daha sık\n_-_DM-300 şarjlıyken daha hızlı\n_-_ Açıktaki kablolar iki kata kadar daha fazla\n_Cüce Kral:_ +%50 Can\n_-_ Minyonlar tüm aşamalarda daha güçlü\n_-_ 1. Aşama: Daha sık yetenekler ve minyon çağırmaları\n_-_ 2. Aşama: Her rauntta 2 tane daha minyon\n_-_ 3. Aşama: 2x Can, daha hızlı çağırma\n_Yog-Dzewa:_ \n_-_ Bir seferde 2 yumruk çağırma!\n_-_ +%60 lazer hasarı\n_-_ Daha güçlü minyonlar diff --git a/core/src/main/assets/messages/misc/misc_uk.properties b/core/src/main/assets/messages/misc/misc_uk.properties index cc5afb79f..06cde3131 100644 --- a/core/src/main/assets/messages/misc/misc_uk.properties +++ b/core/src/main/assets/messages/misc/misc_uk.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Здолай боса в'язниці, не badges$badge.boss_challenge_3.title=Переграв badges$badge.boss_challenge_3.desc=Подолай боса печер, не будучи атакованим чи пораненим, коли той надзаряджений badges$badge.boss_challenge_4.title=Ніякої зброї в Його присутності -badges$badge.boss_challenge_4.desc=Подолай боса міста, ні разу не атакуючи його напряму зброєю, перснями чи паличками +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Кат Фатуму badges$badge.boss_challenge_5.desc=Подолай фінального боса з усіма розплідниками демонів дійсними та увімкненим випробуванням "потужніші боси" badges$badge.games_played_1.title=Хто я? Де я? @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Мирне сходження badges$badge.pacifist_ascent.desc=Підніміть Амулет Єндера на поверхню, не зменшуючи при цьому силу його прокляття badges$badge.taking_the_mick.title=Взяття мікрофона badges$badge.taking_the_mick.desc=Нанесіть смертельний удар по останньому босу з кайлом +20 або вище +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=На дієті challenges.no_food_desc=Їжі стало ще менше, і вам варто краще стежити за її кількістю!\n\n- Їжа і ріг достатку втамовують голод на 1/3 від нормального значення\n- Інші джерела ситості не змінені @@ -226,7 +228,7 @@ challenges.darkness_desc=Це, все ж таки, підземелля!\n\n- В challenges.no_scrolls=Закляті руни challenges.no_scrolls_desc=Одну з рун значно важче знайти. На жаль, це завжди найкорисніша з них.\n\n- Половина сувоїв покращення зникла з підземелля challenges.champion_enemies=Ворожі чемпіони -challenges.champion_enemies_desc=Ви не єдиний, хто може підвищити рівень!\n\n- Звичайні вороги мають шанс 1/8 з’явитися зі спеціальним позитивним ефектом чемпіона\n- Чемпіони прокидаються, якщо з'являються\n- Герой знає, коли з'являється чемпіон\n- Чемпіони мають імунітет до корозії\n\nІснує шість типів ворогів-чемпіонів:\n_Палаючий (помаранчевий):_ +25% шкоди в ближньому бою, запалюється при ударі, поширює полум'я при смерті, не може запалити плитки води\n_Проекційний (фіолетовий):_ +25% шкоди в ближньому бою, +3 на дальність ближнього бою\n_Антимагічний (зелений):_ -50% отриманої шкоди, імунітет до магічних ефектів\n_Гігант (синій):_ -80% отриманої шкоди, +1 дальність ближнього бою, не може рухатися в тунелі\n_Благословенний (жовтий):_ 4x точність і ухилення\n_Зростаючий (червоний):_ +20% точності, ухилення, шкоди та ефективного здоров'я. Збільшується на 1% кожні 4 ходи. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Потужніші боси challenges.stronger_bosses_desc=Боси значно сильніші у цьому випробуванні!\n\n_Хлюпень:_ +20% здоров'я\n_-_Лікування у воді накопичується до 3/хід\n_-_Накачується за 1 хід замість 2\n_Тенгу:_ +25% здоров'я\n_-_Фаза 1: пастки значно небезпечніші\n_-_Фаза 2: частіше застосовує здібності\n_ЗМ-300:_ +33% здоров'я\n_-_Пілони міцніші та активуються по 3\n_-_Здібності сильніші та частіше застосовуються\n_-_ЗМ-300 значно швидша при надлишковому заряді\n_-_Вдвічі більше кабелів на підлозі\n_Король Дварфів:_ +50% здоров'я\n_-_Прислужники сильніші в усіх фазах\n_-_Фаза 1: швидший виклик та застосування здібностей\n_-_Фаза 2: на два прислужники більше кожен раунд\n_-_Фаза 3: подвоєне здоров'я, швидший виклик\n_Давній Бог:_ \n_-_Два кулаки одночасно\n_-_+60% до шкоди лазера\n_-_Сильніші прислужники diff --git a/core/src/main/assets/messages/misc/misc_vi.properties b/core/src/main/assets/messages/misc/misc_vi.properties index ee2a28a04..d2a8d5693 100644 --- a/core/src/main/assets/messages/misc/misc_vi.properties +++ b/core/src/main/assets/messages/misc/misc_vi.properties @@ -124,7 +124,7 @@ badges$badge.items_crafted_2.title=Nhà giả kim thành thạo badges$badge.items_crafted_2.desc=Chế tạo 8 vật phẩm thông qua giả kim thuật trong một lượt chơi badges$badge.items_crafted_3.title=Nhà giả kim chuyên nghiệp badges$badge.items_crafted_3.desc=Chế tạo 15 vật phẩm thông qua giả kim thuật trong một lượt chơi -badges$badge.items_crafted_4.title=Giả sư bậc thầy +badges$badge.items_crafted_4.title=Nhà giả kim lão luyện badges$badge.items_crafted_4.desc=Chế tạo 24 vật phẩm thông qua giả kim thuật trong một lượt chơi badges$badge.items_crafted_5.title=Nhà giả kim vĩ đại badges$badge.items_crafted_5.desc=Chế tạo 35 vật phẩm thông qua giả kim thuật trong một lượt chơi @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Đánh bại trùm của nhà tù mà không badges$badge.boss_challenge_3.title=Vượt trội badges$badge.boss_challenge_3.desc=Đánh bại trùm của hang động mà không cho nó gây sát thương hoặc bị thương khi nó đang được sạc đầy badges$badge.boss_challenge_4.title=Không vũ khí trước Sự hiện diện của Người -badges$badge.boss_challenge_4.desc=Đánh bại trùm cuối thành phố mà không trực tiếp tấn công hắn bằng vũ khí, nhẫn, hoặc gậy phép +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Đánh bại trùm cuối với tất cả các quái sinh quỷ còn sống và thử thách trùm nguy hiểm được bật badges$badge.games_played_1.title=Nhà khám phá hầm ngục nghiệp dư @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=Chuyến đi lên ôn hòa badges$badge.pacifist_ascent.desc=Mang Tấm bùa Yendor lên mặt đất mà không một lần làm giảm độ nghiêm trọng của lời nguyền của nó badges$badge.taking_the_mick.title=Chế giễu badges$badge.taking_the_mick.desc=Tung đòn kết liễu lên trùm cuối với một cây cuốc chim +20 trở lên +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Ăn kiêng challenges.no_food_desc=Thức ăn vốn đã khan hiếm, nhưng bạn cũng phải chú ý đến khẩu phần ăn của mình nữa!\n\n- Thức ăn và cái sừng no đủ chỉ còn một phần ba hiệu quả trong việc thỏa mãn cơn đói\n- Các nguồn làm no khác không bị ảnh hưởng @@ -226,7 +228,7 @@ challenges.darkness_desc=Đây là một hầm ngục mà!\n\n- Tầm nhìn thô challenges.no_scrolls=Chữ rune bị cấm challenges.no_scrolls_desc=Một số chữ rune nào đó sẽ trở nên khó tìm hơn. Không may, chúng luôn là cái hữu ích nhất.\n\n- Một nửa số cuộn giấy nâng cấp của hầm ngục đã bị loại bỏ challenges.champion_enemies=Nhà vô địch hung dữ -challenges.champion_enemies_desc=Bạn không phải người duy nhất có thể lên cấp!\n\nKẻ địch thông thường có tỉ lệ 1/8 được sinh ra với một hiệu ứng nhà vô địch đặc biệt\n- Các nhà vô địch tỉnh dậy nếu chúng ngủ khi sinh ra\n- Người hùng sẽ biết khi một nhà vô địch sinh ra\n- Các nhà vô địch miễn nhiễm với sự tha hóa\n\nCó sáu loại kẻ địch nhà vô địch:\n_Rực lửa (cam):_ +25% sát thương cận chiến, đốt cháy khi đánh, lan lửa ra khi chết, không thể đốt cháy ô có nước\n_Tầm xa (tím):_ +25% sát thương cận chiến, +3 tầm tấn công cận chiến\n_Kháng phép thuật (xanh lục):_ -50% sát thương nhận vào, miễn nhiễm với các hiệu ứng phép thuật\n_Khổng lồ (xanh dương):_ -80% sát thương nhận vào, +1 tầm tấn công cận chiến, không thể di chuyển vào các đường hầm\n_Được ban phước (vàng):_ độ chính xác và né tránh x4\n_Phát triển (đỏ):_ +20% chính xác, né tránh, sát thương và sinh lực tạm thời. Tăng 1% mỗi 4 lượt. +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=Trùm nguy hiểm challenges.stronger_bosses_desc=Các trùm khó hơn nhiều với thử thách này!\n\n_Goo:_ +20% sinh lực\n_-_ Phục hồi ở trong nước gia tăng, lên tới 3/lượt\n_-_ Bơm trong 1 lượt thay vì 2\n_Tengu:_ +25% sinh lực\n_-_ Giai đoạn 1: bẫy nguy hiểm hơn nhiều\n_-_ Giai đoạn 2: các kĩ năng được sử dụng thường xuyên hơn\n_DM-300:_ +33% sinh lực\n_-_ Các cột điện mạnh hơn và tổng cộng 3 cột được kích hoạt\n_-_ Các khả năng mạnh hơn và được sử dụng thường xuyên hơn\n_-_ DM-300 nhanh hơn khi được cường hoá\n_-_ Dây điện hở xuất hiện nhiều gấp đôi\n_Vua người lùn:_ +50% sinh lực.\n_-_ Các tay sai mạnh hơn trong tất cả giai đoạn\n_-_ Giai đoạn 1: Sử dụng khả năng và triệu hồi nhanh hơn\n_-_ Giai đoạn 2: Thêm 2 tay sai mỗi vòng\n_-_ Giai đoạn 3: Gấp đôi sinh lực, triệu hồi nhanh hơn\n_Yog-Dzewa:_\n_-_ Hai nắm đấm được triệu hồi cùng một lúc!\n_-_ +60% sát thương laser\n_-_ Tay sai mạnh hơn diff --git a/core/src/main/assets/messages/misc/misc_zh-hant.properties b/core/src/main/assets/messages/misc/misc_zh-hant.properties index 2f3d18312..e188ba3d6 100644 --- a/core/src/main/assets/messages/misc/misc_zh-hant.properties +++ b/core/src/main/assets/messages/misc/misc_zh-hant.properties @@ -30,20 +30,20 @@ badges$badge.level_reached_4.title=探險大師 badges$badge.level_reached_4.desc=升至等級24 badges$badge.level_reached_5.title=探險宗師 badges$badge.level_reached_5.desc=升至等級30 -badges$badge.all_weapons_identified.title=已刪除 -badges$badge.all_weapons_identified.desc=已刪除 -badges$badge.all_armor_identified.title=已刪除 -badges$badge.all_armor_identified.desc=已刪除 -badges$badge.all_wands_identified.title=已刪除 -badges$badge.all_wands_identified.desc=已刪除 -badges$badge.all_rings_identified.title=已刪除 -badges$badge.all_rings_identified.desc=已刪除 -badges$badge.all_artifacts_identified.title=已刪除 -badges$badge.all_artifacts_identified.desc=已刪除 -badges$badge.all_potions_identified.title=已刪除 -badges$badge.all_potions_identified.desc=已刪除 -badges$badge.all_scrolls_identified.title=已刪除 -badges$badge.all_scrolls_identified.desc=已刪除 +badges$badge.all_weapons_identified.title=武器研究員 +badges$badge.all_weapons_identified.desc=鑑定所有類型的武器 +badges$badge.all_armor_identified.title=護甲研究員 +badges$badge.all_armor_identified.desc=鑑定所有類型的護甲 +badges$badge.all_wands_identified.title=法杖研究員 +badges$badge.all_wands_identified.desc=鑑定所有類型的法杖 +badges$badge.all_rings_identified.title=戒指研究員 +badges$badge.all_rings_identified.desc=鑑定所有類型的戒指 +badges$badge.all_artifacts_identified.title=神器研究員 +badges$badge.all_artifacts_identified.desc=鑑定所有類型的神器 +badges$badge.all_potions_identified.title=藥劑研究員 +badges$badge.all_potions_identified.desc=鑑定所有類型的藥劑 +badges$badge.all_scrolls_identified.title=卷軸研究員 +badges$badge.all_scrolls_identified.desc=鑑定所有類型的卷軸 badges$badge.all_items_identified.title=究級收藏者 badges$badge.all_items_identified.desc=完成日誌的物品頁面 badges$badge.all_bags_bought.title=背滿行囊 @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=在沒被陷阱及道具暗算下擊敗監獄 badges$badge.boss_challenge_3.title=碰都碰不到 badges$badge.boss_challenge_3.desc=擊敗洞穴的頭目,且在敵方為無敵狀態時,英雄沒受到任何攻擊 badges$badge.boss_challenge_4.title=奸臣作祟 -badges$badge.boss_challenge_4.desc=不利用武器、戒指及法杖直接攻擊都城的頭目的情況下使其死亡 +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=制霸狂魔 badges$badge.boss_challenge_5.desc=開始"絶命頭目"挑戰,並在所有惡魔血巢存活的情況下,擊敗最終頭目 badges$badge.games_played_1.title=新秀 @@ -210,6 +210,8 @@ badges$badge.pacifist_ascent.title=心無旁鶩,逃出生天 badges$badge.pacifist_ascent.desc=在不削弱護符詛咒的情況下帶著護符歸返 badges$badge.taking_the_mick.title=愛現鬼 badges$badge.taking_the_mick.desc=以20級以上的礦鎬了結最終頭目 +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=縮餐節食 challenges.no_food_desc=食物本就稀缺,而你還需要注意節食!\n\n-食用各類食物與使用豐饒之角所帶來的飽食效果降為原本的三分之一\n-其它恢復飽食度的機制不受影響 @@ -226,7 +228,7 @@ challenges.darkness_desc=歡迎來到真正的地下城,冒險家。\n\n-可 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=某種法咒將更稀有,但總是最有用的那種。\n\n-升級卷軸生成減半 challenges.champion_enemies=精英強敵 -challenges.champion_enemies_desc=別以為只有你可以變得更強!\n\n-普通敵人有1/8機率有特別的強大屬性\n-生成時立刻清醒\n-生成時你會感知到\n-免疫腐化效果\n\n精英共有六種不同屬性:\n_烈焰(橘光):_造成25%額外近戰傷害,會點燃攻擊目標,免疫火焰,在死亡會引燃周遭,但無法散佈火焰到水上\n_索敵(紫光):_25%額外近戰傷害,+3近戰距離\n_敵法(綠光):_50%傷害減免,完全免疫所有魔法效果\n_巨型(藍光):_80%傷害減免,+1近戰範圍,無法進入狹窄的空間\n_天佑(黃光):_+300%額外精準與閃避\n_成長(紅光):_+20%精準、閃避、傷害及目前生命,每4回合再+1% +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=絕命頭目 challenges.stronger_bosses_desc=開啟此挑戰後,頭目戰會難打許多!\n\n_黏咕:_+20%總生命\n_-_ 水中回復的生命會遞增,最高3點\n_-_ 招式蓄力只需一回合\n_天狗:_+25%總生命\n_-_ 第一階段:陷阱更為致命\n_-_ 第二階段:出招更為頻繁\n_DM-300:_+33%總生命\n_-_ 共啟用三隻電塔,電塔的攻擊也更為花俏\n_-_ 出招更為頻繁,出手也更重\n_-_ 裸露電線數量加倍\n_矮人國王:_+50%總生命\n_-_ 更強的手下\n_-_ 第一階段:出招、召喚更為頻繁\n_-_ 第二階段:每波多兩隻敵人\n_-_ 第三階段:血量加倍,召喚更為頻繁\n_Yog-Dzewa:_\n_-_ 兩顆拳頭同時出現\n_-_ 死光雷射+60%傷害\n_-_ 更強的手下 diff --git a/core/src/main/assets/messages/misc/misc_zh.properties b/core/src/main/assets/messages/misc/misc_zh.properties index 6eec0c29a..1a92926eb 100644 --- a/core/src/main/assets/messages/misc/misc_zh.properties +++ b/core/src/main/assets/messages/misc/misc_zh.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=在不被任何机关陷阱击中的情况下 badges$badge.boss_challenge_3.title=疾行无影 badges$badge.boss_challenge_3.desc=在过载期间完全规避所有攻击和伤害来源的情况下,击败洞穴区域Boss badges$badge.boss_challenge_4.title=掣君无刃 -badges$badge.boss_challenge_4.desc=在不使用武器、戒指或法杖对其直接攻击的情况下,击败都城区域Boss +badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells badges$badge.boss_challenge_5.title=制霸无敌 badges$badge.boss_challenge_5.desc=在开启“绝命头目”挑战、且所有恶魔血巢存活的情况下击败最终Boss badges$badge.games_played_1.title=新晋地牢人 @@ -204,12 +204,14 @@ badges$badge.unlock_cleric.title=解锁牧师! badges$badge.unlock_cleric.desc=完全净化任何一件被诅咒装备的诅咒以解锁牧师 badges$badge.enemy_hazards.title=安全隐患 badges$badge.enemy_hazards.desc=在一局游戏中通过特殊地形(陷阱、植物或深渊)击败10个敌人 -badges$badge.many_buffs.title=五彩缤纷 +badges$badge.many_buffs.title=目有五光十色 badges$badge.many_buffs.desc=同时拥有至少10种增益/减益 -badges$badge.pacifist_ascent.title=和平凯旋 +badges$badge.pacifist_ascent.title=兵不血刃 badges$badge.pacifist_ascent.desc=将其诅咒未曾减弱的Yendor护符带出地牢 -badges$badge.taking_the_mick.title=虎口弄嘲 +badges$badge.taking_the_mick.title=适才相戏耳 badges$badge.taking_the_mick.desc=以一把至少20级的镐子对最终boss打出致命一击 +badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=缩餐节食 challenges.no_food_desc=食物本就稀缺,但你还需要注意节食!\n\n-使用各类食物与丰饶之角的饱腹效果为原本的三分之一\n-其他恢复饥饿的机制不受影响 @@ -226,7 +228,7 @@ challenges.darkness_desc=地牢毕竟是在地下嘛!\n\n-正常视野范围 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=一种卷轴会变得更稀有。不幸的是,总是最有用的那一种。\n\n-移除地牢中半数的升级卷轴 challenges.champion_enemies=精英强敌 -challenges.champion_enemies_desc=道高一尺魔高一丈,变强可不是你的特权!\n\n-普通敌人刷出时有1/8的概率拥有特殊的精英属性\n-精英敌人刷出时会立即醒来\n-有精英敌人出现时英雄会感知到\n-精英敌人免疫腐化效果\n\n精英敌人有六种:\n_烈焰(橙色):_近战伤害+25%且带有点燃效果,死亡时引燃周围,无法点燃含水地块\n_索敌(紫色):_近战伤害+25%,近战范围+3\n_敌法(绿色):_受到伤害-50%,拥有魔法免疫\n_巨型(蓝色):_受到伤害-80%,近战范围+1,无法进入门与过道\n_天佑(黄色):_精准与闪避x4\n_成长(红色):_精准、闪避、攻击伤害与有效生命值+20%,且每过4回合会再增长1% +challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. challenges.stronger_bosses=绝命头目 challenges.stronger_bosses_desc=这项挑战会让所有Boss都更具挑战性!\n\n_粘咕:_生命值+20%\n_-_持续处于水中时,生命回复量递增,最高至每回合3点\n_-_爆发攻击蓄力时间由2回合缩短至1回合\n_天狗:_生命+25%\n_-_第一阶段:陷阱更加致命\n_-_第二阶段:技能频率更高\n_DM-300:_生命+33%\n_-_能量塔更坚固,并且需要击毁3座\n_-_技能频率更高,威力也更强大\n_-_超载时移动速度更高\n_-_地表导线数量为原先的两倍\n_矮人国王:_生命+50%\n_-_所有阶段中都会召唤更多强力随从\n_-_第一阶段:更高的技能与召唤频率\n_-_第二阶段:每轮额外召唤两名随从\n_-_第三阶段:生命值+100%,进一步提高召唤频率\n_Yog-Dzewa:_\n_-_同时召唤两个古神之拳!\n_-_激光攻击伤害+60%\n_-_召唤更强大的随从 diff --git a/core/src/main/assets/messages/plants/plants_pl.properties b/core/src/main/assets/messages/plants/plants_pl.properties index f7ef0fd89..1ba75e8bd 100644 --- a/core/src/main/assets/messages/plants/plants_pl.properties +++ b/core/src/main/assets/messages/plants/plants_pl.properties @@ -1,5 +1,5 @@ plants.blandfruitbush.name=mdły owoc -plants.blandfruitbush.desc=Gruszkowaty twór krzaku mdłego owocu, będącego dalekim kuzynem próchnojagody, smakuje jak zlepiony kurz. Owoc jest obrzydliwy i nietreściwy, ale nie trujący. Być może mógłby zostać ugotowany. +plants.blandfruitbush.desc=Gruszkowaty twór krzaku mdłego owocu, będącego dalekim kuzynem próchnojagody, smakuje jak pozlepiany kurz. Owoc jest obrzydliwy i nietreściwy, ale nie trujący. Być może mógłby zostać ugotowany. plants.blandfruitbush.discover_hint=Tę roślinę możesz znaleźć losowo w lochu. plants.blandfruitbush$seed.name=nasiono mdłego owocu diff --git a/core/src/main/assets/messages/plants/plants_zh.properties b/core/src/main/assets/messages/plants/plants_zh.properties index 7339bb31c..1ff171f83 100644 --- a/core/src/main/assets/messages/plants/plants_zh.properties +++ b/core/src/main/assets/messages/plants/plants_zh.properties @@ -1,6 +1,6 @@ plants.blandfruitbush.name=无味果 plants.blandfruitbush.desc=腐莓的远亲,来自无味果树丛的梨状产物,尝起来犹如一团泥巴。果实粗糙且松软,但并没有毒性。也许可以煮食。 -plants.blandfruitbush.discover_hint=这种植物有几率在地牢中生成。 +plants.blandfruitbush.discover_hint=你可在地牢中概率找到该植物。 plants.blandfruitbush$seed.name=无味果之种 plants.blindweed.name=致盲草 @@ -37,7 +37,7 @@ plants.icecap.warden_desc=_守望者_能将有害的冰冻转化为短时的寒 plants.icecap$seed.name=冰冠花之种 plants.plant.warden_desc=守望者踩踏这株植物不会获得额外效果。 -plants.plant.discover_hint=这种植物和它的种子有几率在地牢中生成。 +plants.plant.discover_hint=你可在地牢中概率找到该植物,或使用其种子种植。 plants.plant$seed.seed_of=%s之种 plants.plant$seed.ac_plant=种植 plants.plant$seed.info=把这粒种子丢到你想长出一株植物的地方。\n\n%s @@ -46,9 +46,9 @@ plants.plant$seed$placeholder.name=种子 plants.rotberry.name=腐莓 plants.rotberry.desc=未成熟的腐莓丛结出的莓果尝起来更像是甜蜜的死亡。经过成年累月的生长,这株腐莓丛终会成熟为另一棵腐莓核心。被踩踏后,这株未成熟的腐莓会释放少量毒气。 plants.rotberry.warden_desc=遭到践踏时腐莓丛通常只会喷出一小股毒气,但_守望者_却能联结其中的魔力,在短时间内提升力量! -plants.rotberry.discover_hint=这种植物的种子将在某个特殊任务中出现。 +plants.rotberry.discover_hint=你可在某个任务中使用其种子种植该植物。 plants.rotberry$seed.name=腐莓之种 -plants.rotberry$seed.discover_hint=这件物品将在某个特殊任务中出现。 +plants.rotberry$seed.discover_hint=你可在某个任务中找到该物品。 plants.sorrowmoss.name=断肠苔 plants.sorrowmoss.desc=断肠苔(实为花卉而非苔藓)是一种花瓣利如刀片,表面覆有致命毒液的植物。 diff --git a/core/src/main/assets/messages/scenes/scenes.properties b/core/src/main/assets/messages/scenes/scenes.properties index c8f277292..046d46ec8 100644 --- a/core/src/main/assets/messages/scenes/scenes.properties +++ b/core/src/main/assets/messages/scenes/scenes.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon is a completely free game scenes.titlescene.patreon_button=Patreon Page scenes.welcomescene.update_intro=Shattered Pixel Dungeon has been updated! -scenes.welcomescene.update_msg=v3.2 comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon has been patched! scenes.welcomescene.patch_bugfixes=This patch contains bugfixes. scenes.welcomescene.patch_translations=This patch contains translation updates. diff --git a/core/src/main/assets/messages/scenes/scenes_be.properties b/core/src/main/assets/messages/scenes/scenes_be.properties index 2527d7b72..059d6bfd2 100644 --- a/core/src/main/assets/messages/scenes/scenes_be.properties +++ b/core/src/main/assets/messages/scenes/scenes_be.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Гульня выкарыстоўвае scenes.heroselectscene.custom_seed_set=Усталяваць scenes.heroselectscene.custom_seed_clear=Ачысціць scenes.heroselectscene.challenges_nowin=Чэленджы - гэта неабавязковыя выклікі, якія робяць гульню складаней. Некаторыя з іх дадаюць новыя небяспечнасці, іншыя - зменшаюць сілу вашых здольнасцяў і прадметаў.\n\n_Вы павінны выйграць па меншай меры адзін раз, перш чым вы зможаце ўжываць карыстацкія сіды._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Выклiкi +scenes.heroselectscene.randomize_confirm=Пацвердзiць +scenes.heroselectscene.randomize_cancel=Адмяніць scenes.interlevelscene$mode.descend=Спуск scenes.interlevelscene$mode.ascend=Пад'ём @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - цалкам бяспл scenes.titlescene.patreon_button=Старонка Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon быў абноўлены! -scenes.welcomescene.update_msg=v3.2 comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon быў абноўлены! scenes.welcomescene.patch_bugfixes=Выпраўленыя некаторыя памылкі. scenes.welcomescene.patch_translations=Абноўлены пераклад. diff --git a/core/src/main/assets/messages/scenes/scenes_cs.properties b/core/src/main/assets/messages/scenes/scenes_cs.properties index bc8aada1e..c0f4fe797 100644 --- a/core/src/main/assets/messages/scenes/scenes_cs.properties +++ b/core/src/main/assets/messages/scenes/scenes_cs.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Hra využívá ke generaci podzemí kó scenes.heroselectscene.custom_seed_set=Uložit scenes.heroselectscene.custom_seed_clear=Zrušit scenes.heroselectscene.challenges_nowin=Výzvy jsou dobrovolné úpravy, které různými způsoby záměrně ztěžují hru. Některé výzvy činí kobku nebezpečnější, jiné oslabují sílu tvého vybavení či schopností.\n\n_Musíš vyhrát alespoň jednu hru pro odemčení výzev._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Výzvy +scenes.heroselectscene.randomize_confirm=Potvrdit +scenes.heroselectscene.randomize_cancel=Zrušit scenes.interlevelscene$mode.descend=Sestupování scenes.interlevelscene$mode.ascend=Stoupání @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon je hra zcela zdarma, což scenes.titlescene.patreon_button=Patreon stránka scenes.welcomescene.update_intro=Shattered Pixel Dungeon byl aktualizován! -scenes.welcomescene.update_msg=v3.2 přináší velké přepracování vrhacích zbraní, vyvážení některých podtříd a výrazné změny efektům ovlivňujícím přesnost/vyhýbání. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon byl opatchován! scenes.welcomescene.patch_bugfixes=Tento patch obsahuje opravy drobných chyb. scenes.welcomescene.patch_translations=Tento patch obsahuje aktualizace jazykových překladů. diff --git a/core/src/main/assets/messages/scenes/scenes_de.properties b/core/src/main/assets/messages/scenes/scenes_de.properties index e80fcd265..7888d9bd3 100644 --- a/core/src/main/assets/messages/scenes/scenes_de.properties +++ b/core/src/main/assets/messages/scenes/scenes_de.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Das Spiel verwendet einen Seed-Code zur scenes.heroselectscene.custom_seed_set=Setzen scenes.heroselectscene.custom_seed_clear=Löschen scenes.heroselectscene.challenges_nowin=Herausforderungen sind optionale Modifikatoren, die das Spiel schwieriger machen. Manche Herausforderungen machen den Dungeon gefährlicher, andere verringern die Kraft deiner Fähigkeiten oder Gegenstände.\n\n_Du musst mindestens ein Spiel gewinnen, bevor du Herausforderungen annehmen kannst._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Herausforderungen +scenes.heroselectscene.randomize_confirm=Bestätigen +scenes.heroselectscene.randomize_cancel=Abbrechen scenes.interlevelscene$mode.descend=Steige hinab scenes.interlevelscene$mode.ascend=Steige auf @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon ist vollkommen kostenfrei scenes.titlescene.patreon_button=Patreon-Seite scenes.welcomescene.update_intro=Es gab ein Update für Shattered Pixel Dungeon! -scenes.welcomescene.update_msg=v3.2 kommt mit einer großen Überarbeitung der Wurfwaffen, Balance-Änderungen zu einigen Subklassen und einer großen Komfort-Veränderung bei den Genauigkeits- und Ausweich-Effekten. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Es gab Patches für Shattered Pixel Dungeon! scenes.welcomescene.patch_bugfixes=Dieser Patch enthält Fehlerkorrekturen. scenes.welcomescene.patch_translations=Dieser Patch enthält neue Übersetzungen. diff --git a/core/src/main/assets/messages/scenes/scenes_el.properties b/core/src/main/assets/messages/scenes/scenes_el.properties index 516314d8b..26cb443d0 100644 --- a/core/src/main/assets/messages/scenes/scenes_el.properties +++ b/core/src/main/assets/messages/scenes/scenes_el.properties @@ -49,8 +49,8 @@ scenes.gamescene.examine=Εξέταση scenes.gamescene.tutorial_move_mobile=Πάτα σε ένα σημείο για να κινηθείς και να αλληλεπιδράσεις. scenes.gamescene.tutorial_move_desktop=Χρησιμοποίησε το ποντίκι, τα κουμπιά με τα βέλη ή τα κουμπιά WASD, για να κινηθείς και να αλληλεπιδράσεις. scenes.gamescene.tutorial_move_controller=Επίλεξε ένα σημείο ή χρησιμοποίησε τον δεξιό μοχλό για να κινηθείς ή να αλληλεπιδράσεις. -scenes.gamescene.tutorial_guidebook_mobile=Επίλεξε το κουμπί ημερολογίου που αναβοσβήνει για να διαβάσεις το βιβλίο που μάζεψες. -scenes.gamescene.tutorial_guidebook_desktop=Επίλεξε το κουμπί ημερολογίου (%s) που αναβοσβήνει για να διαβάσεις το βιβλίο που μάζεψες. +scenes.gamescene.tutorial_guidebook_mobile=Πάτα το κουμπί ημερολογίου που αναβοσβήνει πάνω δεξιά για να διαβάσεις το βιβλίο που μάζεψες. +scenes.gamescene.tutorial_guidebook_desktop=Πάτα το κουμπί ημερολογίου (%s) που αναβοσβήνει πάνω δεξιά για να διαβάσεις το βιβλίο που μάζεψες. scenes.gamescene.tutorial_ui_mobile=Οι πληροφορίες του ήρωα είναι στην κορυφή αριστερά. Τα εφόδια, οι ταχείες θέσεις και οι ενέργειες του παιχνιδιού είναι κάτω. Καλή τύχη! scenes.gamescene.tutorial_ui_desktop=Οι πληροφορίες του ήρωα (%1$s) είναι κάτω. Τα εφόδια (%2$s), οι ταχείες θέσεις και οι ενέργειες του παιχνιδιού είναι δεξιά. Καλή τύχη! @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Το παιχνίδι χρησιμοπ scenes.heroselectscene.custom_seed_set=Ορισμός scenes.heroselectscene.custom_seed_clear=Απαλοιφή scenes.heroselectscene.challenges_nowin=Οι προκλήσεις είναι προαιρετικές τροποποιήσεις που κάνουν δυσκολότερο το παιχνίδι. Κάποιες προκλήσεις κάνουν την κατακόμβη πιο επικίνδυνη, ενώ άλλες μειώνουν την ισχύ των ικανοτήτων ή των αντικειμένων σου.\n\n_Πρέπει να νικήσεις το παιχνίδι τουλάχιστον μία φορά για να ξεκλειδώσεις τις προκλήσεις._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Προκλήσεις +scenes.heroselectscene.randomize_confirm=Επιβεβαίωση +scenes.heroselectscene.randomize_cancel=Ακύρωση scenes.interlevelscene$mode.descend=Κατάβαση scenes.interlevelscene$mode.ascend=Ανάβαση @@ -106,7 +112,7 @@ scenes.startscene.one_minute_ago=1 λεπτό πριν scenes.startscene.minutes_ago=%d λεπτά πριν scenes.startscene.hours_ago=%d ώρες πριν scenes.startscene.days_ago=%d ημέρες πριν -scenes.startscene.months_ago=%dμήνες πριν +scenes.startscene.months_ago=%d μήνες πριν scenes.startscene.new=Νέο Παιχνίδι scenes.startscene.sort_level=Ταξινόμηση: Επίπεδο scenes.startscene.sort_recent=Ταξινόμηση: Πρόσφατο @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Το Shattered Pixel Dungeon είναι ένα π scenes.titlescene.patreon_button=Σελίδα Patreon scenes.welcomescene.update_intro=Το Shattered Pixel Dungeon έχει ενημερωθεί! -scenes.welcomescene.update_msg=Η έκδοση 3.2 περιλαμβάνει μία σημαντική ενήμερωση για τα όπλα ρίψης, αλλαγές για μερικές εξειδικεύσεις ηρώων, και μία μεγάλη αλλαγή ποιότητας ζωής για τα εφέ ακρίβειας/αποφυγής. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Το Shattered Pixel Dungeon έχει ενημερωθεί! scenes.welcomescene.patch_bugfixes=Αυτή η ενημέρωση περιέχει διορθώσεις σφαλμάτων. scenes.welcomescene.patch_translations=Αυτή η ενημέρωση περιέχει ενημερώσεις μεταφράσεων. diff --git a/core/src/main/assets/messages/scenes/scenes_eo.properties b/core/src/main/assets/messages/scenes/scenes_eo.properties index b9157ff21..a074d2b53 100644 --- a/core/src/main/assets/messages/scenes/scenes_eo.properties +++ b/core/src/main/assets/messages/scenes/scenes_eo.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=La ludo uzas “ĝermon” por generi l scenes.heroselectscene.custom_seed_set=Ludi scenes.heroselectscene.custom_seed_clear=Forviŝi scenes.heroselectscene.challenges_nowin=Defioj estas malnepraj modifiloj, kiuj malfaciligas la ludon. Iuj defioj igas la labirinton pli danĝera kaj aliaj malfortigas viajn kapablojn aŭ aĵojn.\n\n_Vi devas venki almenaŭ unufoje antaŭ ol vi povos aktivigi defiojn._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Defioj +scenes.heroselectscene.randomize_confirm=Konfirmi +scenes.heroselectscene.randomize_cancel=Nuligi scenes.interlevelscene$mode.descend=Malsupren scenes.interlevelscene$mode.ascend=Supren @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon estas tute senpaga ludo, scenes.titlescene.patreon_button=Patreon-paĝo scenes.welcomescene.update_intro=Shattered Pixel Dungeon estas ĝisdatigita! -scenes.welcomescene.update_msg=La versio 3.2 liveras refaron de ĵetarmiloj, lud-ekvilibrojn al kelkaj profesioj kaj signifan plibonigon al efikoj de precizo/evito. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon estas flikita! scenes.welcomescene.patch_bugfixes=Tiu ĉi ĝisdatigo riparas erarojn. scenes.welcomescene.patch_translations=Tiu ĉi ĝisdatigo liveras plibonigojn por tradukoj. diff --git a/core/src/main/assets/messages/scenes/scenes_es.properties b/core/src/main/assets/messages/scenes/scenes_es.properties index 8bf6bebed..a7231fc18 100644 --- a/core/src/main/assets/messages/scenes/scenes_es.properties +++ b/core/src/main/assets/messages/scenes/scenes_es.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=El juego usa un código semilla para ge scenes.heroselectscene.custom_seed_set=Establecer scenes.heroselectscene.custom_seed_clear=Resetear scenes.heroselectscene.challenges_nowin=Los desafíos son modificadores opcionales que hacen el juego más difícil. Algunos desafíos hacen que la mazmorra sea más peligrosa, otros reducen el poder de tus habilidades o ítems.\n\n_Debes ganar al menos una partida antes de poder activar desafíos._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Desafíos +scenes.heroselectscene.randomize_confirm=Confirmar +scenes.heroselectscene.randomize_cancel=Cancelar scenes.interlevelscene$mode.descend=Bajando scenes.interlevelscene$mode.ascend=Subiendo @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon es un juego completamente scenes.titlescene.patreon_button=Pagina de Patreon scenes.welcomescene.update_intro=¡Shattered Pixel Dungeon ha sido actualizado! -scenes.welcomescene.update_msg=La versión 3.2 incluye una revisión importante a las armas arrojadizas, cambios de equilibrio en algunas subclases y un cambio importante a los efectos de precisión y evasión. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=¡Shattered Pixel Dungeon ha sido parcheado! scenes.welcomescene.patch_bugfixes=Este parche contiene corrección de errores. scenes.welcomescene.patch_translations=Este parche contiene actualizaciones de traducción. diff --git a/core/src/main/assets/messages/scenes/scenes_fr.properties b/core/src/main/assets/messages/scenes/scenes_fr.properties index 5bae0dff2..2fafd6694 100644 --- a/core/src/main/assets/messages/scenes/scenes_fr.properties +++ b/core/src/main/assets/messages/scenes/scenes_fr.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Le jeu utilise une graine pour génére scenes.heroselectscene.custom_seed_set=Choisir scenes.heroselectscene.custom_seed_clear=Effacer scenes.heroselectscene.challenges_nowin=Les défis sont des modifications optionnelles qui rendent le jeu plus difficile. Certains rendent le donjon plus dangereux, d'autres réduisent la puissance de vos capacités ou des objets.\n\n_Vous devez remporter au moins une partie avant de pouvoir activer des défis._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Défis +scenes.heroselectscene.randomize_confirm=Confirmer +scenes.heroselectscene.randomize_cancel=Annuler scenes.interlevelscene$mode.descend=Descente scenes.interlevelscene$mode.ascend=Montée @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon est un jeu entièrement g scenes.titlescene.patreon_button=Page Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon à été mis à jour ! -scenes.welcomescene.update_msg=La v3.2 inclut une refonde des armes de jet, des changements d'équilibrages à certaines sous-classes et une importante amélioration de qualité de vie pour les effets de précision et d'esquive. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon a bénéficié d'un correctif logiciel ! scenes.welcomescene.patch_bugfixes=Ce correctif contient des corrections de bugs. scenes.welcomescene.patch_translations=Ce correctif contient des mises à jour de traductions. diff --git a/core/src/main/assets/messages/scenes/scenes_hu.properties b/core/src/main/assets/messages/scenes/scenes_hu.properties index 97b5f93d8..eecb30cd7 100644 --- a/core/src/main/assets/messages/scenes/scenes_hu.properties +++ b/core/src/main/assets/messages/scenes/scenes_hu.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=A játék egy számkódot használt a k scenes.heroselectscene.custom_seed_set=Választ scenes.heroselectscene.custom_seed_clear=Töröl scenes.heroselectscene.challenges_nowin=A kihívások választható módosítások, amelyek megnehezítik a játékot. Egyes kihívások veszélyesebbé teszik a kazamatát, mások csökkentik a képességeid vagy a tárgyaid erejét.\n\n_Meg kell nyerned legalább egy játékot, mielőtt kihívásokat állíthatnál be._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Kihívások +scenes.heroselectscene.randomize_confirm=Jóváhagyás +scenes.heroselectscene.randomize_cancel=Mégse scenes.interlevelscene$mode.descend=Lemész scenes.interlevelscene$mode.ascend=Felmész @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=A Shattered Pixel Dungeon egy teljesen ingyenes j scenes.titlescene.patreon_button=Patreon-oldal scenes.welcomescene.update_intro=Frissült a Shattered Pixel Dungeon! -scenes.welcomescene.update_msg=A v3.2 a dobófegyverek jelentős átalakításával, néhány alosztály kiegyensúlyozásának módosításával és a pontosság/kitérés hatásainak jelentős átalakításával érkezik. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=A Shattered Pixel Dungeon javítást kapott! scenes.welcomescene.patch_bugfixes=Ez a javítás hibákat orvosol. scenes.welcomescene.patch_translations=Ez a javítás fordításokat frissít. diff --git a/core/src/main/assets/messages/scenes/scenes_in.properties b/core/src/main/assets/messages/scenes/scenes_in.properties index 877660342..459491ad1 100644 --- a/core/src/main/assets/messages/scenes/scenes_in.properties +++ b/core/src/main/assets/messages/scenes/scenes_in.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Game ini menggunakan kode benih untuk m scenes.heroselectscene.custom_seed_set=Pasang scenes.heroselectscene.custom_seed_clear=Bersihkan scenes.heroselectscene.challenges_nowin=Tantangan adalah pengubah opsional yang membuat permainan menjadi lebih sulit. Beberapa tantangan membuat terungku lebih berbahaya, yang lain mengurangi kekuatan kemampuan atau item kamu.\n\n_Kamu harus memenangkan setidaknya satu pertandingan sebelum dapat mengaktifkan tantangan._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Tantangan +scenes.heroselectscene.randomize_confirm=Terima +scenes.heroselectscene.randomize_cancel=Batal scenes.interlevelscene$mode.descend=Turun scenes.interlevelscene$mode.ascend=Naik @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon adalah game gratis, yang scenes.titlescene.patreon_button=Halaman Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon telah di-update! -scenes.welcomescene.update_msg=v3.2 hadir dengan perubahan besar pada senjata lempar, perubahan keseimbangan pada beberapa subkelas, dan perubahan Kualitas Hidup (QoL) besar pada efek akurasi/penghindaran. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon telah di-patch! scenes.welcomescene.patch_bugfixes=Patch ini berisi bugfix. scenes.welcomescene.patch_translations=Patch ini berisi update terjemahan. diff --git a/core/src/main/assets/messages/scenes/scenes_it.properties b/core/src/main/assets/messages/scenes/scenes_it.properties index db5949c7c..020d4b298 100644 --- a/core/src/main/assets/messages/scenes/scenes_it.properties +++ b/core/src/main/assets/messages/scenes/scenes_it.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Il gioco utilizza un codice seed per la scenes.heroselectscene.custom_seed_set=Imposta scenes.heroselectscene.custom_seed_clear=Rimuovi scenes.heroselectscene.challenges_nowin=Le sfide sono modificatori opzionali che rendono il gioco più difficile. Alcune sfide rendono il dungeon più pericoloso, altre riducono la potenza delle tue abilità o dei tuoi oggetti.\n\n_Devi vincere almeno una partita prima di poter abilitare le sfide._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Sfide +scenes.heroselectscene.randomize_confirm=Conferma +scenes.heroselectscene.randomize_cancel=Annulla scenes.interlevelscene$mode.descend=Scendendo scenes.interlevelscene$mode.ascend=Salendo @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon è un gioco totalmente gr scenes.titlescene.patreon_button=Pagina Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon è stato aggiornato! -scenes.welcomescene.update_msg=v3.2 porta una revisione delle armi da lancio, bilanciamenti per alcune sottoclassi, e un grande cambiamento di QoL agli effetti di precisione/evasione. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon è stato modificato! scenes.welcomescene.patch_bugfixes=Questa modifica contiene la correzione di bug. scenes.welcomescene.patch_translations=Questa modifica contiene aggiornamenti alle traduzioni. diff --git a/core/src/main/assets/messages/scenes/scenes_ja.properties b/core/src/main/assets/messages/scenes/scenes_ja.properties index 8f5739582..9d25f3dec 100644 --- a/core/src/main/assets/messages/scenes/scenes_ja.properties +++ b/core/src/main/assets/messages/scenes/scenes_ja.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=このゲームはダンジョン生成 scenes.heroselectscene.custom_seed_set=設定 scenes.heroselectscene.custom_seed_clear=消去 scenes.heroselectscene.challenges_nowin=挑戦は、ゲームをより難しくするオプションです。ダンジョンをより危険にするものもあれば、能力やアイテムの効力を下げるものもあります。\n\n_挑戦を有効にするには、少なくとも一度勝利する必要があります。_ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=挑戦 +scenes.heroselectscene.randomize_confirm=確定 +scenes.heroselectscene.randomize_cancel=止める scenes.interlevelscene$mode.descend=下降中 scenes.interlevelscene$mode.ascend=上昇中 @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeonは完全に無料のゲ scenes.titlescene.patreon_button=Patreon ページ scenes.welcomescene.update_intro=Shattered Pixel Dungeonが更新されました! -scenes.welcomescene.update_msg=v3.2では、投擲武器の大幅な見直し、一部のサブクラスのバランス調整、および正確性/回避力の効果に関する大幅なQoLの変更が実施されます。 +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeonにパッチが当たりました! scenes.welcomescene.patch_bugfixes=このパッチにはバグ修正が含まれます。 scenes.welcomescene.patch_translations=このパッチには翻訳の更新が含まれます。 diff --git a/core/src/main/assets/messages/scenes/scenes_ko.properties b/core/src/main/assets/messages/scenes/scenes_ko.properties index 827ef38ec..dad3dfc1b 100644 --- a/core/src/main/assets/messages/scenes/scenes_ko.properties +++ b/core/src/main/assets/messages/scenes/scenes_ko.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=게임은 던전 생성에 시드 코 scenes.heroselectscene.custom_seed_set=시드 지정 scenes.heroselectscene.custom_seed_clear=초기화 scenes.heroselectscene.challenges_nowin=도전 항목은 게임을 더 어렵게 만들기 위한 선택 사항입니다. 몇몇 도전 항목은 던전을 더욱 위험하게 만들며, 다른 것들은 당신의 능력이나 아이템의 성능을 낮춥니다.\n\n_도전 항목을 활성화하기 위해서는 적어도 게임을 한 번 이상 승리해야 합니다._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=도전 항목 +scenes.heroselectscene.randomize_confirm=확인 +scenes.heroselectscene.randomize_cancel=취소 scenes.interlevelscene$mode.descend=내려가는 중 scenes.interlevelscene$mode.ascend=올라가는 중 @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon은 완전히 무료인 scenes.titlescene.patreon_button=Patreon 페이지로 이동 scenes.welcomescene.update_intro=Shattered Pixel Dungeon이 업데이트되었습니다! -scenes.welcomescene.update_msg=v3.2에서는 투척 무기에 대한 커다란 변화가 있으며, 몇몇 보조 직업의 밸런스 수정, 그리고 정확성/회피 이펙트의 사용자 경험에 있어 큰 변화가 있습니다. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon이 패치되었습니다! scenes.welcomescene.patch_bugfixes=버그 수정이 있습니다. scenes.welcomescene.patch_translations=번역 업데이트가 있습니다. diff --git a/core/src/main/assets/messages/scenes/scenes_nl.properties b/core/src/main/assets/messages/scenes/scenes_nl.properties index 2c8f3285b..844ca9e4b 100644 --- a/core/src/main/assets/messages/scenes/scenes_nl.properties +++ b/core/src/main/assets/messages/scenes/scenes_nl.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Het spel gebruikt een sleutelcode voor scenes.heroselectscene.custom_seed_set=Instellen scenes.heroselectscene.custom_seed_clear=Leegmaken scenes.heroselectscene.challenges_nowin=Uitdagingen zijn optionele aanpassingen die het spel moeilijker maken. Sommige uitdagingen maken de dungeon gevaarlijker, andere verminderen de kracht van je vaardigheden of items.\n\n_Je moet minstens één spel winnen voordat je uitdagingen kunt inschakelen._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Uitdagingen +scenes.heroselectscene.randomize_confirm=Bevestig +scenes.heroselectscene.randomize_cancel=Annuleren scenes.interlevelscene$mode.descend=Afdalen scenes.interlevelscene$mode.ascend=Omhoog gaan @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon is een compleet gratis sp scenes.titlescene.patreon_button=Patreon Pagina scenes.welcomescene.update_intro=Shattered Pixel Dungeon is bijgewerkt. -scenes.welcomescene.update_msg=v3.2 bevat een grote revisie van werpwapens, balanswijzigingen voor enkele subklassen en een grote kwailiteitwijziging voor nauwkeurigheid/ontwijkingseffecten. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon is gepatcht. scenes.welcomescene.patch_bugfixes=Deze patch bevat bugfixes. scenes.welcomescene.patch_translations=Deze patch bevat vertaling updates. diff --git a/core/src/main/assets/messages/scenes/scenes_pl.properties b/core/src/main/assets/messages/scenes/scenes_pl.properties index bd52d713c..4e8795d27 100644 --- a/core/src/main/assets/messages/scenes/scenes_pl.properties +++ b/core/src/main/assets/messages/scenes/scenes_pl.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Gra używa ziarna do generowania lochu, scenes.heroselectscene.custom_seed_set=Ustaw scenes.heroselectscene.custom_seed_clear=Wyczyść scenes.heroselectscene.challenges_nowin=Wyzwania to opcjonalne modyfikatory utrudniające rozgrywkę. Niektóre z nich sprawiają, że loch jest bardziej niebezpieczny, a inne zmniejszają moc twoich umiejętności lub przedmiotów.\n\n_Musisz wygrać przynajmniej jedną grę, aby odblokować wyzwania._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Wyzwania +scenes.heroselectscene.randomize_confirm=Tak +scenes.heroselectscene.randomize_cancel=Nie scenes.interlevelscene$mode.descend=Schodzenie scenes.interlevelscene$mode.ascend=Wchodzenie @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon to w pełni darmowa gra, scenes.titlescene.patreon_button=Strona Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon został uaktualniony! -scenes.welcomescene.update_msg=W wersji 3.2 dokonano gruntownej przebudowy systemu broni miotanej, zbalansowano część podklas i wprowadzono pomocną zmianę do efektów unikania/celności. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon został załatany! scenes.welcomescene.patch_bugfixes=Ta łatka zawiera poprawy błędów. scenes.welcomescene.patch_translations=Ta łatka zawiera aktualizacje tłumaczeń. diff --git a/core/src/main/assets/messages/scenes/scenes_pt.properties b/core/src/main/assets/messages/scenes/scenes_pt.properties index 9fa5176ef..779e1ac42 100644 --- a/core/src/main/assets/messages/scenes/scenes_pt.properties +++ b/core/src/main/assets/messages/scenes/scenes_pt.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=O jogo usa um código de seed para gera scenes.heroselectscene.custom_seed_set=Definir scenes.heroselectscene.custom_seed_clear=Limpar scenes.heroselectscene.challenges_nowin=Desafios são modificadores opcionais que tornam o jogo mais difícil. Alguns desafios tornam a masmorra mais perigosa, outros reduzem o poder de suas habilidades ou itens.\n\n_Você deve vencer pelo menos um jogo antes de poder habilitar os desafios._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Desafios +scenes.heroselectscene.randomize_confirm=Confirmar +scenes.heroselectscene.randomize_cancel=Cancelar scenes.interlevelscene$mode.descend=Descendo scenes.interlevelscene$mode.ascend=Subindo @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=O Shattered Pixel Dungeon é um jogo totalmente g scenes.titlescene.patreon_button=Página do Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon foi atualizado! -scenes.welcomescene.update_msg=v3.2 traz uma grande reformulação nas armas de arremesso, mudanças de balanceamento em algumas subclasses e uma grande mudança na qualidade de vida dos efeitos de precisão/evasão. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon foi atualizado! scenes.welcomescene.patch_bugfixes=Esta atualização inclui correções de erros. scenes.welcomescene.patch_translations=Esta correção contém atualizações de tradução. diff --git a/core/src/main/assets/messages/scenes/scenes_ru.properties b/core/src/main/assets/messages/scenes/scenes_ru.properties index 0fb158dd3..7f850371d 100644 --- a/core/src/main/assets/messages/scenes/scenes_ru.properties +++ b/core/src/main/assets/messages/scenes/scenes_ru.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Игра генерирует подз scenes.heroselectscene.custom_seed_set=Установить scenes.heroselectscene.custom_seed_clear=Очистить scenes.heroselectscene.challenges_nowin=Испытания — это опциональные модификаторы, которые усложняют забеги. Одни делают подземелье опаснее, другие ослабляют вас и предметы.\n\n_Вам нужно одержать победу как минимум один раз, чтобы применять испытания._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Испытания +scenes.heroselectscene.randomize_confirm=Подтвердить +scenes.heroselectscene.randomize_cancel=Отменить scenes.interlevelscene$mode.descend=Вы спускаетесь вниз scenes.interlevelscene$mode.ascend=Вы поднимаетесь вверх @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - полностью бе scenes.titlescene.patreon_button=Страница Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon обновлён! -scenes.welcomescene.update_msg=Версия 3.2 включает в себя существенную переработку метательного оружия, изменения баланса некоторых подклассов и существенное изменение качества жизни для эффектов меткости/уклонения. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon обновлён! scenes.welcomescene.patch_bugfixes=Исправлены некоторые ошибки. scenes.welcomescene.patch_translations=Обновлён перевод. diff --git a/core/src/main/assets/messages/scenes/scenes_sv.properties b/core/src/main/assets/messages/scenes/scenes_sv.properties index 7fef9bf04..07b4daf6f 100644 --- a/core/src/main/assets/messages/scenes/scenes_sv.properties +++ b/core/src/main/assets/messages/scenes/scenes_sv.properties @@ -16,7 +16,7 @@ scenes.amuletscene.exit=Dags att sluta för dagen scenes.amuletscene.stay=Jag är inte klar än scenes.amuletscene.text=Äntligen har du den i dina händer, Yendors amulett! Med amulettens kraft kan ingenting stå i din väg! Du har erövrat fängelsehålan och lyckats med ditt uppdrag!\n\nEller kanske är du inte redo ännu? Du kan också välja att behålla amuletten, förbli en vanlig dödlig lite längre och kanske lämna fängelsehålan på det gamla hederliga sättet... -scenes.changesscene.title=Ändra historia +scenes.changesscene.title=Ändringshistorik scenes.changesscene.new=Nytt Innehåll scenes.changesscene.changes=Förändringar scenes.changesscene.buffs=Buffs @@ -28,11 +28,11 @@ scenes.changesscene.right_title=Förändringsdetaljer scenes.changesscene.right_body=Välj en ikon på vänster sida för att läsa om förändringarna från den uppdateringen. scenes.changesscene.lang_warn=Förändringsdetaljer är skrivna av utvecklaren och är bara tillgängliga på engelska. -scenes.gamescene.descend=Du går ner till %d våningen i fängelsehålan. +scenes.gamescene.descend=Du går ner till våning %d i fängelsehålan. scenes.gamescene.spawner_warn=Du känner att det är en källa till demonisk energi ovan dig... scenes.gamescene.spawner_warn_final=Du kan känna demonisk energi utstrålas från de föregående våningarna! scenes.gamescene.warp=Vägarna förvrids och skiftar omkring dig! -scenes.gamescene.return=Du återvänder till %d våningen i fängelsehålan. +scenes.gamescene.return=Du återvänder till våning %d i fängelsehålan. scenes.gamescene.resurrect=Du materialiseras någonstans på våning %d. scenes.gamescene.secret_hint=Du är säker på att det finns ett hemligt rum någonstans på denna våningen. scenes.gamescene.choose_examine=Välj undersöka @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Spelet använder en frökod för att ge scenes.heroselectscene.custom_seed_set=Ställ in scenes.heroselectscene.custom_seed_clear=Töm scenes.heroselectscene.challenges_nowin=Utmaningar är valfria modifierare som gör spelet svårare. Vissa utmaningar gör fängelsehålan farligare, andra minskar kraften i dina förmågor eller föremål.\n\n_Du måste vinna minst ett spel innan du kan aktivera utmaningar._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Utmaningar +scenes.heroselectscene.randomize_confirm=Bekräfta +scenes.heroselectscene.randomize_cancel=Avbryt scenes.interlevelscene$mode.descend=Fallande scenes.interlevelscene$mode.ascend=Stigande @@ -88,7 +94,7 @@ scenes.interlevelscene.continue=Fortsätt scenes.journalscene.title=Dagbok scenes.newsscene.title=Spelnyheter -scenes.newsscene.read_more=Läs Mer +scenes.newsscene.read_more=Läs mer scenes.newsscene$newsinfo.english_warn=Nyhetsposter är skrivna av utvecklaren och är endast tillgängliga på engelska. scenes.newsscene$newsinfo.metered_network=Kunde inte kolla efter nyhetsposter då du är ansluten till ett mått nätverk, såsom mobildata. scenes.newsscene$newsinfo.enable_data=Kolla på mobildata @@ -113,7 +119,7 @@ scenes.startscene.sort_recent=Sortera: Tidigare scenes.supporterscene.title=Stöd spelet scenes.supporterscene.intro=Jag vill att Shattered Pixel Dungeon ska vara så fritt från reklam och invasiva mikrotransaktioner som förstör så många gratis spel. Istället frågar jag hellre spelare att stötta spelet direkt! -scenes.supporterscene.patreon_msg=Om du gillar Shattered och vill hjälpa mig att fortsätta utveckla spelet, överväg att stödja mig på _Patreon!_ Patreon erbjuder en rad exklusiva förmåner!\n_- Tidig tillgång_ till betaversioner av kommande uppdateringar.\n_- Veckovisa minibloggar_ med information om vad jag arbetar med.\n_- Månatliga omröstningar_ som direkt påverkar innehållet jag utvecklar.\n_- Fysiska belöningspins_ efter 1, 2 och 3 års stöd.\n_- En gemenskaps-Discord_ med en utvecklingslogg och chattkanaler.\n\n_Och mycket mer!_ Du kan besöka Patreon-sidan för mer information. Tack för din tid och lycka till med dungeonering! +scenes.supporterscene.patreon_msg=Om du gillar Shattered och vill hjälpa mig att fortsätta utveckla spelet, överväg att stödja mig på _Patreon!_ Patreon erbjuder en rad exklusiva förmåner!\n_- Tidig tillgång_ till betaversioner av kommande uppdateringar.\n_- Veckovisa minibloggar_ med information om vad jag arbetar med.\n_- Månatliga omröstningar_ som direkt påverkar innehållet jag utvecklar.\n_- Fysiska belöningspins_ efter 1, 2 och 3 års stöd.\n_- En gemenskaps-Discord_ med en utvecklingslogg och chattkanaler.\n\n_Och mycket mer!_ Du kan besöka Patreon-sidan för mer information. Tack för din tid och lycka till med utforskandet av fängelsehålan! scenes.supporterscene.patreon_english=(Observera att Patreon-belöningar endast är tillgängliga på engelska.) scenes.supporterscene.supporter_link=Gå till Patreon-sidan @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon är ett helt gratis spel, scenes.titlescene.patreon_button=Patreon-sida scenes.welcomescene.update_intro=Shattered Pixel Dungeon har uppdaterats! -scenes.welcomescene.update_msg=v3.2 innehåller en omfattande översyn av kastvapen, balansändringar för vissa underklasser och en betydande QoL-ändring av träffsäkerhets-/undvikandeeffekter. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon har patchats! scenes.welcomescene.patch_bugfixes=Denna patch innehåller buggfixar. scenes.welcomescene.patch_translations=Denna patch innehåller översättningsuppdateringar. diff --git a/core/src/main/assets/messages/scenes/scenes_tr.properties b/core/src/main/assets/messages/scenes/scenes_tr.properties index aa1ddb583..9dc7bf267 100644 --- a/core/src/main/assets/messages/scenes/scenes_tr.properties +++ b/core/src/main/assets/messages/scenes/scenes_tr.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Oyun, zindan üretimi için bir tohum k scenes.heroselectscene.custom_seed_set=Kur scenes.heroselectscene.custom_seed_clear=Temizle scenes.heroselectscene.challenges_nowin=Zorluklar, oyunu daha zor hale getiren isteğe bağlı değiştiricilerdir. Bazı zorluklar zindanı daha tehlikeli hale getirirken, diğerleri yeteneklerinizin veya eşyalarınızın gücünü azaltır._Zorlukları etkinleştirebilmeniz için en az bir oyun kazanmalısınız._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Meydan Okumalar +scenes.heroselectscene.randomize_confirm=Onayla +scenes.heroselectscene.randomize_cancel=İptal scenes.interlevelscene$mode.descend=İniliyor scenes.interlevelscene$mode.ascend=Çıkılıyor @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon tamamen ücretsiz bir oyu scenes.titlescene.patreon_button=Patreon Sayfası scenes.welcomescene.update_intro=Shattered Pixel Dungeon güncellendi! -scenes.welcomescene.update_msg=v3.2, fırlatılan silahlarda köklü bir yenilik, bazı alt sınıflarda denge düzenlemeleri ve isabet/kaçınma etkileriyle ilgili önemli bir yaşam kalitesi geliştirmesi getiriyor. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon yama aldı! scenes.welcomescene.patch_bugfixes=Bu yama hata düzeltmeleri içerir. scenes.welcomescene.patch_translations=Bu yama çeviri güncellemeleri içerir. diff --git a/core/src/main/assets/messages/scenes/scenes_uk.properties b/core/src/main/assets/messages/scenes/scenes_uk.properties index 15fdf4dba..aa5c56c48 100644 --- a/core/src/main/assets/messages/scenes/scenes_uk.properties +++ b/core/src/main/assets/messages/scenes/scenes_uk.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=У грі використовуєть scenes.heroselectscene.custom_seed_set=Встановити scenes.heroselectscene.custom_seed_clear=Очистити scenes.heroselectscene.challenges_nowin=Випробування — це додаткові модифікатори, які ускладнюють гру. Деякі випробування роблять підземелля більш небезпечним, інші зменшують силу ваших здібностей або предметів.\n\n_Ви повинні виграти принаймні одну гру, перш ніж ви зможете ввімкнути випробування._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Випробування +scenes.heroselectscene.randomize_confirm=Підтвердити +scenes.heroselectscene.randomize_cancel=Скасувати scenes.interlevelscene$mode.descend=Спускаємося scenes.interlevelscene$mode.ascend=Піднімаємося @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - це повністю scenes.titlescene.patreon_button=Сторінка на Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon оновлено! -scenes.welcomescene.update_msg=У v3.2 суттєво перероблено метальну зброю, змінено баланс деяких підкласів, а також суттєво змінено QoL для ефектів точності/ухилення. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon пропатчено! scenes.welcomescene.patch_bugfixes=Цей патч включає в себе виправлення помилок. scenes.welcomescene.patch_translations=Цей патч включає в себе покращення перекладу. diff --git a/core/src/main/assets/messages/scenes/scenes_vi.properties b/core/src/main/assets/messages/scenes/scenes_vi.properties index 59c0d41c4..fc1d823a2 100644 --- a/core/src/main/assets/messages/scenes/scenes_vi.properties +++ b/core/src/main/assets/messages/scenes/scenes_vi.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=Trò chơi sử dụng một mã seed scenes.heroselectscene.custom_seed_set=Đặt scenes.heroselectscene.custom_seed_clear=Xóa scenes.heroselectscene.challenges_nowin=Thử thách là những thay đổi không bắt buộc, khiến trò chơi trở nên khó hơn. Một số thử thách khiến hầm ngục trở nên nguy hiểm hơn, số khác làm giảm sức mạnh của các kĩ năng năng hoặc vật phẩm của bạn.\n\n_Bạn phải thắng ít nhất một màn chơi trước khi bạn có thể bật các thử thách._ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=Thử thách +scenes.heroselectscene.randomize_confirm=Xác nhận +scenes.heroselectscene.randomize_cancel=Huỷ scenes.interlevelscene$mode.descend=Đang đi xuống scenes.interlevelscene$mode.ascend=Đang đi lên @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon là một trò chơi hoà scenes.titlescene.patreon_button=Trang Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon đã được cập nhật! -scenes.welcomescene.update_msg=Phiên bản 3.2 mang đến một thay đổi lớn về các vũ khí ném, cân bằng lại một số lớp phụ, và một thay đổi lớn về tiện ích cho các hiệu ứng về độ chính xác/né tránh. +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon đã được cập nhật! scenes.welcomescene.patch_bugfixes=Bản cập nhật này bao gồm nhiều lỗi được sửa. scenes.welcomescene.patch_translations=Bản cập nhật này chứa cập nhật bản dịch. diff --git a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties index 7eade5f2b..4c297992e 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=本遊戲使用種子碼生成地下城 scenes.heroselectscene.custom_seed_set=設定 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=開始挑戰之後,遊戲會更加困難。某些挑戰使地下城變的更危險,其他的則會削弱英雄或者物品的力量。\n\n_破關一次之後,才能開啓挑戰。_ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=挑戰 +scenes.heroselectscene.randomize_confirm=確定 +scenes.heroselectscene.randomize_cancel=取消 scenes.interlevelscene$mode.descend=下樓中 scenes.interlevelscene$mode.ascend=上樓中 @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地城》是一款完全免費的 scenes.titlescene.patreon_button=Patreon贊助頁面 scenes.welcomescene.update_intro=破碎像素地城已更新! -scenes.welcomescene.update_msg=v3.2的改動主要在於投擲武器重作,職業專精平衡與改動,並針對命中與閃避圖標做了優化。 +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=破碎像素地城的微型更新已成功安裝! scenes.welcomescene.patch_bugfixes=本次更新修復了一些Bug。 scenes.welcomescene.patch_translations=本次更新包含翻譯更新。 diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index d4dd9a583..cde9ccd85 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -73,6 +73,12 @@ scenes.heroselectscene.custom_seed_nowin=游戏通过使用种子来生成地牢 scenes.heroselectscene.custom_seed_set=设置 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=挑战是一类为游戏增添难度的设置选项,可自行选择开启与否。其中的一些会使地牢变得更加危险,另一些则会削弱角色本身或其他物品的力量。\n\n_你必须先正常通关至少一次,才能开启挑战进行游玩。_ +scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize_hero=Randomize Hero +scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_chals_title=挑战 +scenes.heroselectscene.randomize_confirm=确定 +scenes.heroselectscene.randomize_cancel=取消 scenes.interlevelscene$mode.descend=下楼中 scenes.interlevelscene$mode.ascend=上楼中 @@ -139,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地牢》是一款完全免费的 scenes.titlescene.patreon_button=Patreon赞助页面 scenes.welcomescene.update_intro=破碎的像素地牢已经更新! -scenes.welcomescene.update_msg=v3.2主要对投掷武器进行了重做,平衡了部分转职并优化了精准/闪避的显示效果。 +scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. scenes.welcomescene.patch_intro=破碎的像素地牢补丁已经成功安装! scenes.welcomescene.patch_bugfixes=本次补丁包含少量Bug修复。 scenes.welcomescene.patch_translations=本次补丁包含翻译文本更新。 diff --git a/core/src/main/assets/messages/ui/ui_sv.properties b/core/src/main/assets/messages/ui/ui_sv.properties index d5989ff43..65e891570 100644 --- a/core/src/main/assets/messages/ui/ui_sv.properties +++ b/core/src/main/assets/messages/ui/ui_sv.properties @@ -1,7 +1,7 @@ ui.customnotebutton.title=Lägg till en anpassad anteckning ui.customnotebutton.limit_title=Anteckningsgräns nådd ui.customnotebutton.limit_text=Du kan radera befintliga anteckningar för att göra plats för fler. Alla dina aktuella anpassade anteckningar kan visas i dagboksfönstret. -ui.customnotebutton.desc=Med anpassade anteckningar kan du skriva ner vad du vill i dagboken.\n\nDe kan vara ren text eller kopplade till en dungeonvåning, ett av dina föremål eller en typ av dryck/rulle/ring. +ui.customnotebutton.desc=Med anpassade anteckningar kan du skriva ner vad du vill i dagboken.\n\nDe kan vara ren text eller kopplade till en våning i fängelsehålan, ett av dina föremål eller en typ av dryck/rulle/ring. ui.customnotebutton.new_text=Ny textanteckning ui.customnotebutton.new_text_title=Skriv en titel för denna anpassade textanteckning: ui.customnotebutton.new_floor=Ny anteckning för fängelsehålans våning @@ -26,6 +26,11 @@ ui.talentspane.tier=kvalitet %d ui.talentspane.unlock_tier2=Nå nivå 6 för att låsa upp fler förmågor. ui.talentspane.unlock_tier3=Nå nivå 12 och använd föremålet från den andra bossen för att låsa upp fler talanger. ui.talentspane.unlock_tier4=Nå nivå 20 och använd föremålet från den fjärde bossen för att låsa upp fler talanger. +ui.talentspane.random_title=Random Talents +ui.talentspane.random_sure=Are you sure you want to spend these talent points randomly? +ui.talentspane.random_yes=Yes, spend them all. +ui.talentspane.random_one=Just spend one randomly. +ui.talentspane.random_no=I'll decide later. ui.toolbar.quickslot_prompt=Välj en snabbknapp ui.toolbar.quickslot_select=Välj snabbknapp diff --git a/core/src/main/assets/messages/windows/windows_be.properties b/core/src/main/assets/messages/windows/windows_be.properties index 69df5e702..537a46118 100644 --- a/core/src/main/assets/messages/windows/windows_be.properties +++ b/core/src/main/assets/messages/windows/windows_be.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Я вырашу пазней windows.wndchooseability.are_you_sure=Вы ўпэўнены, што жадаеце выбраць гэтую здольнасць? windows.wndchooseability.yes=Так, я зрабіў свой выбар. windows.wndchooseability.no=Не, я вырашу пазней. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Калі маска апранаецца на твар, ваш зрок слабее, і бачання новай сілы захлістваюць ваш розум. Як вы будзеце накіроўваць сілу маскі? windows.wndchoosesubclass.cancel=Я вырашу пазней windows.wndchoosesubclass.are_you_sure=Вы ўпэўнены, што жадаеце выбраць гэты падклас? windows.wndchoosesubclass.yes=Так, я зрабіў свой выбар. windows.wndchoosesubclass.no=Не, я вырашу пазней. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Майстэрства @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Расшчапіць прадмет windows.wndenergizeitem.energize=Ператварыць ў %d энергii windows.wndenergizeitem.energize_1=Ператварыць 1 ў %d энергii windows.wndenergizeitem.energize_all=Ператварыць усё ў %d энергii +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ПАМЫЛКА @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Забегі, пачатыя да ве windows.wndsettings$displaytab.title=Налады дысплея windows.wndsettings$displaytab.fullscreen=Увесь экран -windows.wndsettings$displaytab.saver=Энергазберажэнне -windows.wndsettings$displaytab.saver_desc=Рэжым энергазберажэння запускае гульню ў паменшаным памеры і маштабуе яе ў адпаведнасці з вашым экранам.\n\nГэта зробіць графіку менш выразнай і трохі павялічыць інтэрфейс, але палепшыць прадукцыйнасць і павялічыць час аўтаномнай працы.\n\nМагчыма, вам спатрэбіцца перазапусціць гульню, каб змены пачалі працаваць. +windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Добра windows.wndsettings$displaytab.cancel=Адмяніць -windows.wndsettings$displaytab.portrait=Партрэтны выгляд -windows.wndsettings$displaytab.landscape=Альбомны выгляд +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Яркасць windows.wndsettings$displaytab.dark=Цямней windows.wndsettings$displaytab.bright=Ярчэй @@ -371,10 +377,14 @@ windows.wndupgrade.enchant=Upgrading this item also has a %d%% chance to destroy windows.wndupgrade.glyph=Upgrading this item also has a %d%% chance to destroy its glyph! windows.wndupgrade.harden=Upgrading this item also has a %d%% chance to break its hardening! windows.wndupgrade.resin=This wand has been enhanced with arcane resin, normal upgrades will override resin upgrades! +windows.wndupgrade.thrown_dust=Weapons from this set that aren't in your inventory will crumble to dust. windows.wndupgrade.damage=Урон +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Bleeding windows.wndupgrade.blocking=Blocking windows.wndupgrade.weight=Weight windows.wndupgrade.durability=Durability +windows.wndupgrade.quantity=Quantity windows.wndupgrade.zap_damage=Zap Damage windows.wndupgrade.corrosion_damage=Corrosion Damage windows.wndupgrade.ward_damage=Ward Damage diff --git a/core/src/main/assets/messages/windows/windows_cs.properties b/core/src/main/assets/messages/windows/windows_cs.properties index db8d683e6..fd054cbd8 100644 --- a/core/src/main/assets/messages/windows/windows_cs.properties +++ b/core/src/main/assets/messages/windows/windows_cs.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Rozhodnu se později windows.wndchooseability.are_you_sure=Jsi si jist, že si chceš vybrat tuto schopnost? windows.wndchooseability.yes=Ano, je to má volba. windows.wndchooseability.no=Ne, ještě se rozmyslím. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Jak maska dosedá na tvou tvář, tvůj zrak slábe a zjevují se ti v mysli nové síly. Jak chceš použít moc masky? windows.wndchoosesubclass.cancel=Rozhodnu se později windows.wndchoosesubclass.are_you_sure=Jsi si jistý, že si chceš zvolit tuto podtřídu? windows.wndchoosesubclass.yes=Ano, je to má volba. windows.wndchoosesubclass.no=Ne, ještě se rozmyslím. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Podtřídy @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Energizovat předmět windows.wndenergizeitem.energize=Převést v %d energie windows.wndenergizeitem.energize_1=Převést 1 v %d energie windows.wndenergizeitem.energize_all=Převést vše v %d energie +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=CHYBA @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Hry zahájené před verzí 1.3 mají m windows.wndsettings$displaytab.title=Nastavení obrazu windows.wndsettings$displaytab.fullscreen=Celá obrazovka -windows.wndsettings$displaytab.saver=Spořič energie -windows.wndsettings$displaytab.saver_desc=Spořič energie přinutí hru zmenšit velikost a přizpůsobí ji tvé obrazovce.\n\nTo způsobí, že grafika bude méně ostřejší, rozhraní se nepatrně zvětší, ale také se zlepší výkon zařízení a životnost baterie.\n\nMožná bude potřeba restartovat hru, aby se změny projevily. +windows.wndsettings$displaytab.hide_navigation=Skrýt navigační panel +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Dobře windows.wndsettings$displaytab.cancel=Zrušit -windows.wndsettings$displaytab.portrait=Přepnout na výšku -windows.wndsettings$displaytab.landscape=Přepnout na šířku +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Jas windows.wndsettings$displaytab.dark=Tmavý windows.wndsettings$displaytab.bright=Světlý @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Vylepšení tohoto předmětu má %d%% šanci vymazat windows.wndupgrade.resin=Tato hůlka byla vylepšena kouzelnou pryskyřicí, normální vylepšení vymaže vylepšení pryskyřicí! windows.wndupgrade.thrown_dust=Zbraně z této sady, které nemáš ve svém inventáři, se rozpadnou v prach. windows.wndupgrade.damage=Poškození +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Krvácení windows.wndupgrade.blocking=Blokování windows.wndupgrade.weight=Váha windows.wndupgrade.durability=Výdrž diff --git a/core/src/main/assets/messages/windows/windows_de.properties b/core/src/main/assets/messages/windows/windows_de.properties index 4785a5d62..4d725a6f9 100644 --- a/core/src/main/assets/messages/windows/windows_de.properties +++ b/core/src/main/assets/messages/windows/windows_de.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Ich entscheide das später windows.wndchooseability.are_you_sure=Bist du dir sicher, dass du diese Fähigkeit auswählen möchtest? windows.wndchooseability.yes=Ja, ich habe mich entschieden. windows.wndchooseability.no=Nein, das entscheide ich später. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Während du die Maske über dein Gesicht ziehst, schwindet dein Augenlicht und Visionen von neuer Macht strömen in deinen Geist. Wie wirst du die Kraft der Maske nutzen? windows.wndchoosesubclass.cancel=Ich entscheide das später windows.wndchoosesubclass.are_you_sure=Bist du dir sicher, dass du diese Unterklasse wählen möchtest? windows.wndchoosesubclass.yes=Ja, ich habe mich entschieden. windows.wndchoosesubclass.no=Nein, ich entscheide das später. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Meister @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=einen Gegenstand in Energie wandeln windows.wndenergizeitem.energize=In %d Energie umwandeln windows.wndenergizeitem.energize_1=1 in %d Energie umwandeln windows.wndenergizeitem.energize_all=Alle in %d Energie umwandeln +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=FEHLER @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Spiele, die vor Version 1.3 gestartet w windows.wndsettings$displaytab.title=Anzeige-Einstellungen windows.wndsettings$displaytab.fullscreen=Vollbild -windows.wndsettings$displaytab.saver=Energiesparen -windows.wndsettings$displaytab.saver_desc=Im Energiesparmodus wird der Spielbildschirm in einer kleineren Größe berechnet und auf die Größe deines Bildschirms hochskaliert.\n\nDadurch sehen die Grafiken weniger scharf aus und die Kontrollelemente werden ein wenig größer. Gleichzeitig wird der Akkuverbrauch reduziert und die Performance des Spiels erhöht.\n\nDu musst das Spiel neu starten, damit diese Änderung in Kraft tritt. +windows.wndsettings$displaytab.hide_navigation=Verstecke Navigations-Leiste +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Okay windows.wndsettings$displaytab.cancel=Abbrechen -windows.wndsettings$displaytab.portrait=Zum Hochformat wechseln -windows.wndsettings$displaytab.landscape=Zum Querformat wechseln +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Helligkeit windows.wndsettings$displaytab.dark=Dunkel windows.wndsettings$displaytab.bright=Hell @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Durch das Aufrüsten dieses Gegenstands besteht auch d windows.wndupgrade.resin=Dieser Zauberstab wurde mit arkanem Harz verstärkt, normale Verbesserungen setzen sich über solche mit arkanem Harz hinweg! windows.wndupgrade.thrown_dust=Waffen aus diesem Satz, die nicht in deinem Inventar sind, zerfallen zu Staub. windows.wndupgrade.damage=Schaden +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Blutung windows.wndupgrade.blocking=Abwehr windows.wndupgrade.weight=Gewicht windows.wndupgrade.durability=Haltbarkeit diff --git a/core/src/main/assets/messages/windows/windows_el.properties b/core/src/main/assets/messages/windows/windows_el.properties index b5ab1ec1f..e5888c7ff 100644 --- a/core/src/main/assets/messages/windows/windows_el.properties +++ b/core/src/main/assets/messages/windows/windows_el.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Θα αποφασίσω αργότερα windows.wndchooseability.are_you_sure=Θέλεις σίγουρα να επιλέξεις αυτήν την ικανότητα; windows.wndchooseability.yes=Ναι, έχω αποφασίσει. windows.wndchooseability.no=Όχι, θα αποφασίσω μετά. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Καθώς η μάσκα προσαρμόζεται στο πρόσωπό σου, η όρασή σου χάνεται και οράματα μιας νέας δύναμης πλημμυρίζουν το μυαλό σου. Πώς θα κατευθύνεις τη δύναμη της μάσκας; windows.wndchoosesubclass.cancel=Θα αποφασίσω αργότερα windows.wndchoosesubclass.are_you_sure=Θέλεις σίγουρα να επιλέξεις αυτήν την εξειδίκευση; windows.wndchoosesubclass.yes=Ναι, έχω αποφασίσει. windows.wndchoosesubclass.no=Όχι, θα αποφασίσω μετά. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Αριστοτεχνία @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Ενεργείωσε ένα αντικείμεν windows.wndenergizeitem.energize=Αυτό για %d ενέργεια windows.wndenergizeitem.energize_1=1 για %d ενέργεια windows.wndenergizeitem.energize_all=Όλα για %d ενέργεια +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ΣΦΑΛΜΑ @@ -273,11 +280,11 @@ windows.wndscorebreakdown.treasure_title=Θησαυρός windows.wndscorebreakdown.treasure_desc=Αναφορικά στον μαζεμένο χρυσό και την αξία των εξοπλισμένων εφοδίων. windows.wndscorebreakdown.treasure_desc_old=Αναφορικά στον μαζεμένο χρυσό. windows.wndscorebreakdown.explore_title=Εξερεύνηση -windows.wndscorebreakdown.explore_desc=Βασίζεται στον αριθμό επιπέδων που εξερευνήθηκαν. Μειώνεται αν δεν ανακαλυφθούν αντικείμενα και κρυμμένες πόρτες, και όταν δεν λύνονται γρίφοι. +windows.wndscorebreakdown.explore_desc=Βασίζεται στους ορόφους που εξερευνήθηκαν. Μειώνεται αν δεν ανακαλυφθούν αντικείμενα ή κρυμμένες πόρτες και όταν δεν λύνονται γρίφοι. windows.wndscorebreakdown.bosses_title=Αφεντικά -windows.wndscorebreakdown.bosses_desc=Βασίζεται στον αριθμό των αφεντικών που νικήθηκαν. Μειώνεται με την λήψη χτυπημάτων που μπορούσαν να αποφευχθούν κατά την διάρκεια μαχών με αφεντικά. +windows.wndscorebreakdown.bosses_desc=Βασίζεται στα αφεντικά που νικήθηκαν. Μειώνεται με τη λήψη χτυπημάτων που μπορούσαν να αποφευχθούν στις μάχες με αφεντικά. windows.wndscorebreakdown.quests_title=Αποστολές -windows.wndscorebreakdown.quests_desc=Βασίζεται στον αριθμό ολοκληρωμένων αποστολών. Μειώνεται με την λήψη χτυπημάτων ή το χάσιμο σκορ. +windows.wndscorebreakdown.quests_desc=Βασίζεται στις ολοκληρωμένες αποστολές. Μειώνεται με τη λήψη χτυπημάτων ή το χάσιμο σκορ. windows.wndscorebreakdown.win_multiplier=Αυξητής νίκης windows.wndscorebreakdown.challenge_multiplier=Αυξητής προκλήσεων windows.wndscorebreakdown.total=Συνολική βαθμολογία @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Τα παιχνίδια που άρχι windows.wndsettings$displaytab.title=Ρυθμίσεις εμφάνισης windows.wndsettings$displaytab.fullscreen=Πλήρης οθόνη -windows.wndsettings$displaytab.saver=Εξοικ/ση ενέργειας -windows.wndsettings$displaytab.saver_desc=Η λειτουργία εξοικονόμησης ενέργειας φορτώνει το παιχνίδι σε μειωμένο μέγεθος και το μεγεθύνει για να ταιριάζει στην οθόνη.\n\nΑυτό κάνει τα γραφικά λιγότερο ζωηρά και μεγαλώνει κάπως τη διεπαφή χρήστη (UI), αλλά βελτιώνει την απόδοση και τη διάρκεια ζωής της μπαταρίας.\n\nΊσως χρειαστεί να επανεκκινήσεις το παιχνίδι για να εφαρμοστούν οι αλλαγές. +windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Εντάξει windows.wndsettings$displaytab.cancel=Ακύρωση -windows.wndsettings$displaytab.portrait=Εναλλαγή σε πορτραίτο -windows.wndsettings$displaytab.landscape=Εναλλαγή σε τοπίο +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Φωτεινότητα windows.wndsettings$displaytab.dark=Σκοτεινό windows.wndsettings$displaytab.bright=Φωτεινό @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Η αναβάθμιση αυτού του εφοδίο windows.wndupgrade.resin=Αυτό το ραβδί έχει αναβαθμιστεί με απόκρυφη ρητίνη. Οι κανονικές αναβαθμίσεις θα αντικαθιστούν τις αναβαθμίσεις της ρητίνης! windows.wndupgrade.thrown_dust=Όπλα αυτού του σετ τα οποία δεν βρίσκονται στον αποθηκευτικό χώρο σου θα γίνουν σκόνη. windows.wndupgrade.damage=Ζημιά +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Αιμορραγία windows.wndupgrade.blocking=Αμυντικότητα windows.wndupgrade.weight=Βάρος windows.wndupgrade.durability=Αντοχή diff --git a/core/src/main/assets/messages/windows/windows_eo.properties b/core/src/main/assets/messages/windows/windows_eo.properties index 1e62c694d..8469d2853 100644 --- a/core/src/main/assets/messages/windows/windows_eo.properties +++ b/core/src/main/assets/messages/windows/windows_eo.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Mi decidiĝos poste windows.wndchooseability.are_you_sure=Ĉu vi certe volas elekti tiun ĉi kapablon? windows.wndchooseability.yes=Jes, mi certas. windows.wndchooseability.no=Ne, mi decidiĝos poste. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Kiam la masko tuŝis al via vizaĝo, anstataŭ vidi la realon, la vizioj pri novaj povoj plenigas vian menson. Kiel vi direktos la povon de la masko? windows.wndchoosesubclass.cancel=Mi decidiĝos poste windows.wndchoosesubclass.are_you_sure=Ĉu vi certe volas elekti tiun ĉi profesion? windows.wndchoosesubclass.yes=Jes, mi certas. windows.wndchoosesubclass.no=Ne, mi decidiĝos poste. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Profesio @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Detrui aĵon al energio windows.wndenergizeitem.energize=Detrui al %d da energio windows.wndenergizeitem.energize_1=Detrui 1 al %d da energio windows.wndenergizeitem.energize_all=D-i ĉiujn al %d da energio +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERARO @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Ludoj komencitaj antaŭ la versio 1.3 h windows.wndsettings$displaytab.title=Vido windows.wndsettings$displaytab.fullscreen=Plenekrano -windows.wndsettings$displaytab.saver=Energi-konservilo -windows.wndsettings$displaytab.saver_desc=La energi-konservanta reĝimo bildigas la ludon je reduktita grando kaj pligrandigas ĝin al dimensio de via ekrano.\n\nTio ĉi igas grafikon malpli akra kaj ete pligrandigas la butonojn, sed plibonigas efikecon kaj vivdaŭron de baterio.\n\nVi eble devos restartigi la ludon por ke ŝanĝoj aplikiĝu. +windows.wndsettings$displaytab.hide_navigation=Kaŝi navigan breton +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Bone windows.wndsettings$displaytab.cancel=Nuligi -windows.wndsettings$displaytab.portrait=Igi vertikalan -windows.wndsettings$displaytab.landscape=Igi horizontalan +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Brileco windows.wndsettings$displaytab.dark=Malhela windows.wndsettings$displaytab.bright=Hela @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Plibonigi tiun ĉi aĵon havos %d%% ŝancon por forvi windows.wndupgrade.resin=Tiu ĉi vergo estas plibonigita per mistera rezino, normaj plibonigoj anstataŭigos plibonigojn pro rezino! windows.wndupgrade.thrown_dust=Armiloj de tiu ĉi aro, kiuj ne estas en via dorsosako dispeciĝos al polvo. windows.wndupgrade.damage=Vundpovo +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Sangado windows.wndupgrade.blocking=Defendo windows.wndupgrade.weight=Pezo windows.wndupgrade.durability=Firmeco diff --git a/core/src/main/assets/messages/windows/windows_es.properties b/core/src/main/assets/messages/windows/windows_es.properties index baada0298..2aea523b5 100644 --- a/core/src/main/assets/messages/windows/windows_es.properties +++ b/core/src/main/assets/messages/windows/windows_es.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Lo decidiré más tarde windows.wndchooseability.are_you_sure=¿Estas seguro que quieres elegir esta habilidad? windows.wndchooseability.yes=Sí, estoy seguro. windows.wndchooseability.no=No, lo decidiré luego. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=A medida que la máscara se coloca sobre tu rostro, tu vista se desvanece y las visiones de un nuevo poder inundan tu mente. ¿Cómo dirigirás el poder de la máscara? windows.wndchoosesubclass.cancel=Lo decidiré más tarde windows.wndchoosesubclass.are_you_sure=¿Estas seguro que quieres elegir esta subclase? windows.wndchoosesubclass.yes=Sí, estoy seguro. windows.wndchoosesubclass.no=No, lo decidiré luego. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Maestría @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Convierte un ítem windows.wndenergizeitem.energize=Convertir a %d energía windows.wndenergizeitem.energize_1=Convertir 1 a %d energía windows.wndenergizeitem.energize_all=Convertir todo a %d energía +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERROR @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Partidas comenzadas antes de v1.3 tiene windows.wndsettings$displaytab.title=Opciones de Pantalla windows.wndsettings$displaytab.fullscreen=Pantalla Completa -windows.wndsettings$displaytab.saver=Ahorrador de Energía -windows.wndsettings$displaytab.saver_desc=El modo de ahorro de energía muestra el juego en un tamaño reducido y lo amplía para adaptarse a tu pantalla.\n\nEsto hará que los gráficos sean menos nítidos y aumentará ligeramente la interfaz de usuario, pero también mejorará el rendimiento y la duración de la batería.\n\nPuede que necesites reiniciar el juego para que los cambios sean efectuados. +windows.wndsettings$displaytab.hide_navigation=Ocultar Barra de Navegación +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Bien windows.wndsettings$displaytab.cancel=Cancelar -windows.wndsettings$displaytab.portrait=Cambiar a vertical -windows.wndsettings$displaytab.landscape=Cambiar a horizontal +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Brillo windows.wndsettings$displaytab.dark=Oscuro windows.wndsettings$displaytab.bright=Brillante @@ -373,6 +379,8 @@ windows.wndupgrade.harden=¡Mejorar este ítem también tiene un %d%% de probabi windows.wndupgrade.resin=Esta varita ha sido mejorada con resina arcana, ¡mejoras normales anularán las mejoras por resina! windows.wndupgrade.thrown_dust=Las armas de este conjunto que no estén en tu inventario se convertirán en polvo. windows.wndupgrade.damage=Daño +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Sangrando windows.wndupgrade.blocking=Bloqueo windows.wndupgrade.weight=Peso windows.wndupgrade.durability=Durabilidad diff --git a/core/src/main/assets/messages/windows/windows_fr.properties b/core/src/main/assets/messages/windows/windows_fr.properties index 8a38ad674..95c3e2686 100644 --- a/core/src/main/assets/messages/windows/windows_fr.properties +++ b/core/src/main/assets/messages/windows/windows_fr.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Je déciderai plus tard windows.wndchooseability.are_you_sure=Êtes-vous sûr que vous voulez choisir cette capacité ? windows.wndchooseability.yes=Oui, j'ai fait mon choix. windows.wndchooseability.no=Non, je déciderai plus tard. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Au fur et à mesure que le masque s'adapte à votre visage, votre vue s'estompe et des visions d'un nouveau pouvoir envahissent votre esprit. Comment dirigerez-vous la puissance du masque ? windows.wndchoosesubclass.cancel=Je déciderai plus tard windows.wndchoosesubclass.are_you_sure=Êtes-vous sûr(e) de vouloir choisir cette sous-classe ? windows.wndchoosesubclass.yes=Oui, j'ai fait mon choix. windows.wndchoosesubclass.no=Non, je déciderai plus tard. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Maîtrise @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Énergiser un item windows.wndenergizeitem.energize=Transformer en %d énergie windows.wndenergizeitem.energize_1=Transformer 1 en %d d'énergie windows.wndenergizeitem.energize_all=Transformer tout en %d d'énergie +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERREUR @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Les parties commencées avant la v1.3 o windows.wndsettings$displaytab.title=Paramètres d'affichage windows.wndsettings$displaytab.fullscreen=Plein écran -windows.wndsettings$displaytab.saver=Économiseur de batterie -windows.wndsettings$displaytab.saver_desc=L'économiseur de batterie fait un rendu réduit du jeu et l'agrandit pour l'adapter à l'écran.\n\nCela a pour effet de créer un rendu moins net et d'agrandir les éléments d'interface, mais permet d'améliorer les performances générales et la consommation d'énergie.\n\nIl est recommandé de relancer le jeu pour que la modification prenne effet. +windows.wndsettings$displaytab.hide_navigation=Plein écran +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=D'accord windows.wndsettings$displaytab.cancel=Annuler -windows.wndsettings$displaytab.portrait=Basculer en portrait -windows.wndsettings$displaytab.landscape=Basculer en paysage +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Luminosité windows.wndsettings$displaytab.dark=Sombre windows.wndsettings$displaytab.bright=Clair @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Améliorer cet objet a aussi %d%% de chance d'avoir ra windows.wndupgrade.resin=Cette baguette a été améliorée avec de la résine arcanique, les améliorations normales remplaceront celles de la résine ! windows.wndupgrade.thrown_dust=Les armes de cet ensemble qui ne sont pas dans votre inventaire tomberont en poussière. windows.wndupgrade.damage=Dégâts +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Bleeding windows.wndupgrade.blocking=Blocage windows.wndupgrade.weight=Poids windows.wndupgrade.durability=Durabilité diff --git a/core/src/main/assets/messages/windows/windows_hu.properties b/core/src/main/assets/messages/windows/windows_hu.properties index 785d381ed..83239c970 100644 --- a/core/src/main/assets/messages/windows/windows_hu.properties +++ b/core/src/main/assets/messages/windows/windows_hu.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Később döntöm el windows.wndchooseability.are_you_sure=Biztos ezt a képességet választod? windows.wndchooseability.yes=Igen, meghoztam a döntést. windows.wndchooseability.no=Nem, majd később eldöntöm. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Ahogy a maszkot ráilleszted az arcodra, a látásod elhalványul, és új erő látomásai árasztják el az elméd. Hogyan használod fel a maszk erejét? windows.wndchoosesubclass.cancel=Később döntöm el windows.wndchoosesubclass.are_you_sure=Biztos ezt az alosztályt választod? windows.wndchoosesubclass.yes=Igen, meghoztam a döntést. windows.wndchoosesubclass.no=Nem, majd később eldöntöm. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Szakterület @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Energizálj valamit windows.wndenergizeitem.energize=%d energiává alakít windows.wndenergizeitem.energize_1=Egyet %d energiává alakít windows.wndenergizeitem.energize_all=Összeset %d energiává alakít +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=HIBA @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=A v1.3 előtt megkezdett játékokban k windows.wndsettings$displaytab.title=Kijelzőbeállítások windows.wndsettings$displaytab.fullscreen=Teljes képernyő -windows.wndsettings$displaytab.saver=Energiatakarékos -windows.wndsettings$displaytab.saver_desc=Az energiatakarékos mód kisebb méretben rajzolja meg a játékot és a képernyőd méretéhez igazítja a képet.\n\nEttől a grafika kevésbé lesz éles, a felhasználói felület kissé megnő, ugyanakkor javul a teljesítmény és az akkumulátor üzemideje.\n\nA változtatások alkalmazásához indítsd újra a játékot. +windows.wndsettings$displaytab.hide_navigation=Navigációs Sáv Eltüntetése +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Rendben windows.wndsettings$displaytab.cancel=Mégse -windows.wndsettings$displaytab.portrait=Váltás álló módra -windows.wndsettings$displaytab.landscape=Váltás fekvő módra +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Fényerő windows.wndsettings$displaytab.dark=Sötét windows.wndsettings$displaytab.bright=Világos @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Fejlesztéskor ez a tárgy %d%% eséllyel el is veszí windows.wndupgrade.resin=Ezt a pálcát misztikus gyantával fejlesztették, a normál fejlesztések felülírják a gyantafejlesztéseket! windows.wndupgrade.thrown_dust=Azok a fegyverek ebből a készletből, amelyek nincsenek a készletedben, porrá hullanak. windows.wndupgrade.damage=Sebzés +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Vérzés windows.wndupgrade.blocking=Blokkolás windows.wndupgrade.weight=Súly windows.wndupgrade.durability=Tartósság diff --git a/core/src/main/assets/messages/windows/windows_in.properties b/core/src/main/assets/messages/windows/windows_in.properties index 33e72ef6d..93d1d2198 100644 --- a/core/src/main/assets/messages/windows/windows_in.properties +++ b/core/src/main/assets/messages/windows/windows_in.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Kuputuskan nanti windows.wndchooseability.are_you_sure=Apakah kamu yakin ingin memilih kemampuan ini? windows.wndchooseability.yes=Ya, sudah kuputuskan. windows.wndchooseability.no=Tidak, kuputuskan nanti. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Ketika topeng itu ditempelkan ke wajahmu, penglihatanmu memudar dan visi kekuatan baru membanjiri pikiranmu. Bagaimana kamu akan mengarahkan kekuatan topeng ini? windows.wndchoosesubclass.cancel=Kuputuskan nanti windows.wndchoosesubclass.are_you_sure=Apakah kamu yakin ingin memilih subkelas ini? windows.wndchoosesubclass.yes=Ya, sudah kuputuskan. windows.wndchoosesubclass.no=Tidak, kuputuskan nanti. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Penguasaan @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Berikan Energi pada Item windows.wndenergizeitem.energize=Berubah menjadi %d energi windows.wndenergizeitem.energize_1=Ubah 1 menjadi %d energi windows.wndenergizeitem.energize_all=Ubah semua menjadi %d energi +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=GAGAL @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Game yang dimulai sebelum v1.3 memiliki windows.wndsettings$displaytab.title=Pengaturan Tampilan windows.wndsettings$displaytab.fullscreen=Layar Penuh -windows.wndsettings$displaytab.saver=Penghemat Daya -windows.wndsettings$displaytab.saver_desc=Mode Hemat Daya menampilkan game dalam ukuran yang diperkecil dan mencocokannya dengan layarmu.\n\nIni akan membuat grafik kurang tajam dan sedikit memperbesar UI, tetapi juga akan meningkatkan kinerja dan masa pakai baterai.\n\nKamu mungkin perlu memulai ulang game agar perubahan diterapkan. +windows.wndsettings$displaytab.hide_navigation=Sembunyikan Bar Navigasi +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Oke windows.wndsettings$displaytab.cancel=Batal -windows.wndsettings$displaytab.portrait=Ubah ke potret -windows.wndsettings$displaytab.landscape=Ubah ke lanskap +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Kecerahan windows.wndsettings$displaytab.dark=Gelap windows.wndsettings$displaytab.bright=Terang @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Mengupgrade item ini juga memiliki peluang %d%% untuk windows.wndupgrade.resin=Tongkat ini telah ditingkatkan dengan getah magis, peningkatan normal akan menggantikan peningkatan getah! windows.wndupgrade.thrown_dust=Senjata dari set ini yang tidak ada dalam inventaris kamu akan hancur menjadi debu. windows.wndupgrade.damage=Damage +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Pendarahan windows.wndupgrade.blocking=Pertahanan windows.wndupgrade.weight=Berat windows.wndupgrade.durability=Daya Tahan diff --git a/core/src/main/assets/messages/windows/windows_it.properties b/core/src/main/assets/messages/windows/windows_it.properties index 665217005..578c02887 100644 --- a/core/src/main/assets/messages/windows/windows_it.properties +++ b/core/src/main/assets/messages/windows/windows_it.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Deciderò più tardi windows.wndchooseability.are_you_sure=Sei sicuro di voler scegliere quest'abilità? windows.wndchooseability.yes=Si, ho preso la mia decisione. windows.wndchooseability.no=No, deciderò più tardi. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Quando la maschera si adatta al tuo viso, la tua vista svanisce e visioni di un nuovo potere inondano la tua mente. Come dirigerai il potere della maschera? windows.wndchoosesubclass.cancel=Deciderò più tardi windows.wndchoosesubclass.are_you_sure=Sei sicuro di voler scegliere questa sottoclasse? windows.wndchoosesubclass.yes=Si, ho preso la mia decisione. windows.wndchoosesubclass.no=No, deciderò dopo. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Competenza @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Energizza un Oggetto windows.wndenergizeitem.energize=Trasforma in %d di energia windows.wndenergizeitem.energize_1=Trasforma 1 in %d di energia windows.wndenergizeitem.energize_all=Trasforma tutto in %d energia +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERRORE @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Partite iniziate prima di v1.3 hanno me windows.wndsettings$displaytab.title=Impostazioni Schermo windows.wndsettings$displaytab.fullscreen=Schermo Intero -windows.wndsettings$displaytab.saver=Risp. Energetico -windows.wndsettings$displaytab.saver_desc=La modalità Risparmio Energetico renderizza il gioco ad una scala ridotta adattandola alla dimensione del tuo schermo.\n\nCiò renderà la grafica meno definita e allargherà leggermente l'IU, ma migliorerà anche le performance e la durata della batteria.\n\nAvrai bisogno di riavviare il gioco perché le modifiche abbiano effetto. +windows.wndsettings$displaytab.hide_navigation=Nascondi Barra di Navigazione +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Va bene windows.wndsettings$displaytab.cancel=Annulla -windows.wndsettings$displaytab.portrait=Vista verticale -windows.wndsettings$displaytab.landscape=Vista orizzontale +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Luminosità windows.wndsettings$displaytab.dark=Scuro windows.wndsettings$displaytab.bright=Chiaro @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Migliorando questo oggetto c'è %d%% di possibilità d windows.wndupgrade.resin=Questa bacchetta è stata potenziata con resina arcana, i normali aggiornamenti annulleranno gli aggiornamenti della resina! windows.wndupgrade.thrown_dust=Armi di questo set che non sono nel tuo inventario si diventeranno polvere. windows.wndupgrade.damage=Danno +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Sanguinante windows.wndupgrade.blocking=Bloccante windows.wndupgrade.weight=Peso windows.wndupgrade.durability=Durabilità diff --git a/core/src/main/assets/messages/windows/windows_ja.properties b/core/src/main/assets/messages/windows/windows_ja.properties index c39cda9dd..1ac6219c8 100644 --- a/core/src/main/assets/messages/windows/windows_ja.properties +++ b/core/src/main/assets/messages/windows/windows_ja.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=あとで決める windows.wndchooseability.are_you_sure=本当にこの能力を選択するか? windows.wndchooseability.yes=これに決めた windows.wndchooseability.no=やっぱりあとで決める +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=仮面があなたの顔に適合するとき、視界は段々暗くなり、新しい力の未来像があなたの精神に押し寄せる。仮面の力をどう定めるか? windows.wndchoosesubclass.cancel=あとで決める windows.wndchoosesubclass.are_you_sure=本当にこのサブクラスを選択しますか? windows.wndchoosesubclass.yes=これに決めた windows.wndchoosesubclass.no=やっぱりあとで決める +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=熟達 @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=アイテムをエネルギーにする windows.wndenergizeitem.energize=%dエネルギーに変える windows.wndenergizeitem.energize_1=1個を%dエネルギーに変える windows.wndenergizeitem.energize_all=全てを%dエネルギーに変える +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=エラー @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=v1.3より前に開始したゲーム windows.wndsettings$displaytab.title=表示設定 windows.wndsettings$displaytab.fullscreen=全画面 -windows.wndsettings$displaytab.saver=バッテリーセーバー -windows.wndsettings$displaytab.saver_desc=バッテリーセーバー モードはゲームを画面に合わせるようにサイズを倍率を調整して表示します。\n\nこれは画像の鮮明さが失われ、UIが少し大きくなりますが、同時にパフォーマンスを改善しバッテリーの寿命を延ばします。\n\n変更を有効にするにはゲームを再起動する必要があります。 +windows.wndsettings$displaytab.hide_navigation=全画面表示 +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=了解 windows.wndsettings$displaytab.cancel=止める -windows.wndsettings$displaytab.portrait=縦向きにする -windows.wndsettings$displaytab.landscape=横向きにする +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=輝度 windows.wndsettings$displaytab.dark=暗い windows.wndsettings$displaytab.bright=明るい @@ -373,6 +379,8 @@ windows.wndupgrade.harden=このアイテムを強化すると、%d%%の確率 windows.wndupgrade.resin=この杖は秘儀の樹脂で強化されており、通常の強化は樹脂の強化より優先される! windows.wndupgrade.thrown_dust=この組の武器であなたの荷物にないものは、粉々に砕けてしまう。 windows.wndupgrade.damage=ダメージ +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=防御力 windows.wndupgrade.weight=重量 windows.wndupgrade.durability=耐久性 diff --git a/core/src/main/assets/messages/windows/windows_ko.properties b/core/src/main/assets/messages/windows/windows_ko.properties index b8dbb4d15..0c199385b 100644 --- a/core/src/main/assets/messages/windows/windows_ko.properties +++ b/core/src/main/assets/messages/windows/windows_ko.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=나중에 결정 windows.wndchooseability.are_you_sure=정말로 이 능력을 선택하시겠습니까? windows.wndchooseability.yes=예, 결정했습니다. windows.wndchooseability.no=아니요, 나중에 결정하겠습니다. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=얼굴에 가면을 쓰자, 당신은 앞을 볼 수 없게 되고 새로운 힘의 비전이 당신의 마음 속으로 밀려듭니다. 가면의 힘을 어떤 방향으로 사용하시겠습니까? windows.wndchoosesubclass.cancel=나중에 결정 windows.wndchoosesubclass.are_you_sure=정말로 이 보조 직업을 선택하시겠습니까? windows.wndchoosesubclass.yes=예, 결정했습니다. windows.wndchoosesubclass.no=아니요, 나중에 결정하겠습니다. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=마스터리 @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=에너지로 만들 아이템 선택 windows.wndenergizeitem.energize=%d에너지로 전환한다 windows.wndenergizeitem.energize_1=하나를 %d에너지로 전환한다 windows.wndenergizeitem.energize_all=전부 %d에너지로 전환한다 +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=오류 @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=v1.3 이전에 시작한 게임은 더 windows.wndsettings$displaytab.title=화면 설정 windows.wndsettings$displaytab.fullscreen=전체화면 -windows.wndsettings$displaytab.saver=절전 모드 -windows.wndsettings$displaytab.saver_desc=절전 모드는 게임을 작은 화면으로 출력한 뒤, 액정 크기에 맞게 확대해서 보여줍니다.\n\n게임의 그래픽이 약간 저하되고 UI의 크기가 커지지만, 속도와 배터리 수명을 개선해줍니다.\n\n변경점이 적용되려면 게임을 다시 시작해야 합니다. +windows.wndsettings$displaytab.hide_navigation=네비게이션 바 숨기기 +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=좋습니다. windows.wndsettings$displaytab.cancel=취소 -windows.wndsettings$displaytab.portrait=화면방향: 세로 -windows.wndsettings$displaytab.landscape=화면방향: 가로 +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=밝기 windows.wndsettings$displaytab.dark=어두움 windows.wndsettings$displaytab.bright=밝음 @@ -373,6 +379,8 @@ windows.wndupgrade.harden=이 아이템을 강화하면 동시에 %d%% 확률로 windows.wndupgrade.resin=이 마법 막대는 신비한 송진으로 강화되어 있으며, 일반적인 강화는 송진의 강화 효과를 없애 버릴 것입니다! windows.wndupgrade.thrown_dust=이 세트에 포함되지만 현재 가지고 있지 않은 무기는 먼지가 되어 버릴 것입니다. windows.wndupgrade.damage=공격력 +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=출혈 windows.wndupgrade.blocking=방어 windows.wndupgrade.weight=무게 windows.wndupgrade.durability=내구도 diff --git a/core/src/main/assets/messages/windows/windows_nl.properties b/core/src/main/assets/messages/windows/windows_nl.properties index 832580bb7..c9a347926 100644 --- a/core/src/main/assets/messages/windows/windows_nl.properties +++ b/core/src/main/assets/messages/windows/windows_nl.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Ik beslis later windows.wndchooseability.are_you_sure=Weet je zeker dat je deze vaardigheid wil kiezen? windows.wndchooseability.yes=Ja, dat weet ik zeker. windows.wndchooseability.no=Nee, ik bepaal dat later. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Zodra je het masker op zet, vervaagt je gezichtsvermogen en visioenen van nieuwe krachten razen door je hoofd. Hoe wil je krachten van dit masker sturen? windows.wndchoosesubclass.cancel=Ik beslis later windows.wndchoosesubclass.are_you_sure=Weet je zeker dat je deze subklasse wilt kiezen? windows.wndchoosesubclass.yes=Ja, dat weet ik zeker. windows.wndchoosesubclass.no=Nee, ik bepaal dat later. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Meesterschap @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Voorwerp naar Energie windows.wndenergizeitem.energize=Verander in %d energie windows.wndenergizeitem.energize_1=Verander 1 in %d energie windows.wndenergizeitem.energize_all=Zet alles om in %d energie +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=FOUT @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Spellen die vóór v1.3 zijn gestart, h windows.wndsettings$displaytab.title=Scherminstellingen windows.wndsettings$displaytab.fullscreen=Volledig Scherm -windows.wndsettings$displaytab.saver=Energiebespaarder -windows.wndsettings$displaytab.saver_desc=In de energiebesparingsstand wordt het spel op een kleiner formaat getekend en opgeschaald zodat deze op je scherm past.\n\nHierdoor wordt de vormgeving minder scherp en wordt de menuweergave iets groter, maar worden ook de prestaties en de batterijduur verbeterd.\n\nJe moet het spel waarschijnlijk herstarten om deze verandering te laten werken. +windows.wndsettings$displaytab.hide_navigation=Verberg Navigatie Balk +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Oké windows.wndsettings$displaytab.cancel=Annuleren -windows.wndsettings$displaytab.portrait=Portretmodus -windows.wndsettings$displaytab.landscape=Landschapsmodus +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Helderheid windows.wndsettings$displaytab.dark=Donker windows.wndsettings$displaytab.bright=Helder @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Als je dit item opwaardeert, bestaat er een %d%% kans windows.wndupgrade.resin=Deze toverstaf is verbeterd met mysterieus hars. Normale opwaarderingen hebben voorrang op hars-opwaarderingen! windows.wndupgrade.thrown_dust=Wapens uit deze set die niet in je inventaris zitten, vergaan tot stof. windows.wndupgrade.damage=Schade +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Bloedend windows.wndupgrade.blocking=Blokkeren windows.wndupgrade.weight=Gewicht windows.wndupgrade.durability=Duurzaamheid diff --git a/core/src/main/assets/messages/windows/windows_pl.properties b/core/src/main/assets/messages/windows/windows_pl.properties index bb9764a05..c7d857ff6 100644 --- a/core/src/main/assets/messages/windows/windows_pl.properties +++ b/core/src/main/assets/messages/windows/windows_pl.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Zdecyduję później windows.wndchooseability.are_you_sure=Jesteś pewien, że chcesz wybrać tę umiejętność? windows.wndchooseability.yes=Tak, podjąłem decyzję. windows.wndchooseability.no=Nie, zdecyduję później. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Gdy maska przylega do twojej twarzy, twój wzrok zanika, a wizje nowych mocy napływają do twojego umysłu. Jak pokierujesz mocą maski? windows.wndchoosesubclass.cancel=Zdecyduję później. windows.wndchoosesubclass.are_you_sure=Jesteś pewien, że chcesz wybrać tę specjalizację? windows.wndchoosesubclass.yes=Tak, podjąłem decyzję. windows.wndchoosesubclass.no=Nie, zdecyduję później. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Biegłość @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Przemień w Energię windows.wndenergizeitem.energize=Zamień w %d energii windows.wndenergizeitem.energize_1=Zamień 1 w %d energii windows.wndenergizeitem.energize_all=Zamień stos w %d energii +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=BŁĄD @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Gry rozpoczęte przed wersją 1.3 mają windows.wndsettings$displaytab.title=Ustawienia Wyświetlacza windows.wndsettings$displaytab.fullscreen=Pełny Ekran -windows.wndsettings$displaytab.saver=Oszczędzanie Energii -windows.wndsettings$displaytab.saver_desc=Tryb oszczędzania energii renderuje grę w zmniejszonym rozmiarze i skaluje ją tak, aby pasowała do ekranu.\n\nSpowoduje to, że grafika będzie mniej ostra, a interfejs lekko powiększony, ale również poprawi wydajność gry i zmniejszy zużycie baterii.\n\nMożliwe, że konieczne będzie ponowne uruchomienie gry w celu zapisania zmian. +windows.wndsettings$displaytab.hide_navigation=Ukryj pasek nawigacji +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=OK windows.wndsettings$displaytab.cancel=Anuluj -windows.wndsettings$displaytab.portrait=Orientacja pionowa -windows.wndsettings$displaytab.landscape=Orientacja pozioma +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Jasność windows.wndsettings$displaytab.dark=Ciemno windows.wndsettings$displaytab.bright=Jasno @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Ulepszenie tego przedmiotu ma %d%% szans na zniszczeni windows.wndupgrade.resin=Ta różdżka została ulepszona magiczną żywicą, zwykłe ulepszenia zastąpią ulepszenia z żywicy! windows.wndupgrade.thrown_dust=Bronie z tego zestawu, których nie masz w ekwipunku, rozpadną się w drobny mak. windows.wndupgrade.damage=Obrażenia +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Krwawienie windows.wndupgrade.blocking=Blokowane Obrażenia windows.wndupgrade.weight=Waga windows.wndupgrade.durability=Trwałość diff --git a/core/src/main/assets/messages/windows/windows_pt.properties b/core/src/main/assets/messages/windows/windows_pt.properties index db2cf25e3..14e1dba12 100644 --- a/core/src/main/assets/messages/windows/windows_pt.properties +++ b/core/src/main/assets/messages/windows/windows_pt.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Eu decidirei depois windows.wndchooseability.are_you_sure=Você tem certeza de que quer escolher esta habilidade? windows.wndchooseability.yes=Sim, eu fiz minha escolha. windows.wndchooseability.no=Não, eu decidirei mais tarde. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Conforme a máscara se encaixa sobre seu rosto, sua vista se desvanece e visões de um novo poder inundam sua mente. Como você irá direcionar o poder da máscara? windows.wndchoosesubclass.cancel=Eu decidirei depois windows.wndchoosesubclass.are_you_sure=Você tem certeza de que quer escolher esta subclasse? windows.wndchoosesubclass.yes=Sim, eu fiz minha escolha. windows.wndchoosesubclass.no=Não, eu decidirei mais tarde. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Maestria @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Energize um item windows.wndenergizeitem.energize=Torne em %d energias windows.wndenergizeitem.energize_1=Torne 1 em %d energias windows.wndenergizeitem.energize_all=Torne tudo em %d energias +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ERRO @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Os jogos iniciados antes da v1.3 têm m windows.wndsettings$displaytab.title=Configurações de Tela windows.wndsettings$displaytab.fullscreen=Tela cheia -windows.wndsettings$displaytab.saver=Economia de Bateria -windows.wndsettings$displaytab.saver_desc=A economia de bateria deixa o jogo com tamanho reduzido e escala para encaixar em sua tela.\n\nIsso fará com que os gráficos fiquem menos nítidos e aumentará levemente a UI, mas irá melhorar a performance do jogo e a duração da bateria.\n\nÉ possível que você precise de reiniciar o jogo para as mudanças fazerem efeito. +windows.wndsettings$displaytab.hide_navigation=Esconder Barra de Navegação +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Ok windows.wndsettings$displaytab.cancel=Cancelar -windows.wndsettings$displaytab.portrait=Mudar para retrato -windows.wndsettings$displaytab.landscape=Mudar para paisagem +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Brilho windows.wndsettings$displaytab.dark=Escuro windows.wndsettings$displaytab.bright=Claro @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Aprimorar este item também tem %d%% de chance de queb windows.wndupgrade.resin=Esta varinha foi aprimorada com resina arcana, aprimoramentos normais substituirão aprimoramentos de resina! windows.wndupgrade.thrown_dust=As armas deste conjunto que não estiverem no seu inventário serão reduzidas a pó. windows.wndupgrade.damage=Dano +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Sangrando windows.wndupgrade.blocking=Bloqueio windows.wndupgrade.weight=Peso windows.wndupgrade.durability=Durabilidade diff --git a/core/src/main/assets/messages/windows/windows_ru.properties b/core/src/main/assets/messages/windows/windows_ru.properties index 9bc2e1d3e..e7a7f84c7 100644 --- a/core/src/main/assets/messages/windows/windows_ru.properties +++ b/core/src/main/assets/messages/windows/windows_ru.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Я решу позже windows.wndchooseability.are_you_sure=Вы уверены, что хотите выбрать эту способность? windows.wndchooseability.yes=Да, я сделал выбор. windows.wndchooseability.no=Нет, я решу позже. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Когда вы надеваете маску на лицо, ваше зрение пропадает, но какая-то новая сила наполняет ваш разум. Как вы направите силу маски? windows.wndchoosesubclass.cancel=Я решу позже windows.wndchoosesubclass.are_you_sure=Вы уверены, что хотите выбрать этот подкласс? windows.wndchoosesubclass.yes=Да, я сделал выбор. windows.wndchoosesubclass.no=Нет, я решу позже. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Мастерство @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Расщепить предмет windows.wndenergizeitem.energize=Превратить в %d энергии windows.wndenergizeitem.energize_1=Превратить 1 в %d энергии windows.wndenergizeitem.energize_all=Превратить всё в %d энергии +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ОШИБКА @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Прохождения, начатые windows.wndsettings$displaytab.title=Настройки экрана windows.wndsettings$displaytab.fullscreen=Полный экран -windows.wndsettings$displaytab.saver=Энергосбережение -windows.wndsettings$displaytab.saver_desc=В режиме энергосбережения игра будет прорисована в меньшем размере, а затем подогнана под размер вашего экрана.\n\nЭто слегка ухудшит графику и увеличит интерфейс, однако повысит производительность и сэкономит заряд батареи.\n\nЧтобы изменения вступили в силу, потребуется перезапустить игру. +windows.wndsettings$displaytab.hide_navigation=Выкл. сист. панель +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Включить windows.wndsettings$displaytab.cancel=Отмена -windows.wndsettings$displaytab.portrait=Портретная ориентация -windows.wndsettings$displaytab.landscape=Альбомная ориентация +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Яркость windows.wndsettings$displaytab.dark=Темнее windows.wndsettings$displaytab.bright=Светлее @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Улучшение этого предмета так windows.wndupgrade.resin=Эта волшебная палочка была улучшена с помощью загадочной смолы, обычные улучшения заменят улучшения из смолы! windows.wndupgrade.thrown_dust=Вещи из этого набора, которые не находятся в вашем инвентаре, рассыпятся в пыль. windows.wndupgrade.damage=Урон +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Кровотечение windows.wndupgrade.blocking=Оборона windows.wndupgrade.weight=Вес windows.wndupgrade.durability=Прочность diff --git a/core/src/main/assets/messages/windows/windows_sv.properties b/core/src/main/assets/messages/windows/windows_sv.properties index 9d2d2399f..9eaafb3fd 100644 --- a/core/src/main/assets/messages/windows/windows_sv.properties +++ b/core/src/main/assets/messages/windows/windows_sv.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Jag bestämmer mig senare windows.wndchooseability.are_you_sure=Är du säker på att du vill välja denna förmåga? windows.wndchooseability.yes=Ja, jag har gjort mitt val. windows.wndchooseability.no=Nej, jag bestämmer mig senare. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=När masken täcker ditt ansikte, försvinner din syn och visioner av ny kraft strömmar in i ditt sinne. Hur kommer du att styra maskens kraft? windows.wndchoosesubclass.cancel=Jag bestämmer mig senare windows.wndchoosesubclass.are_you_sure=Är du säker på att du vill välja denna underklass? windows.wndchoosesubclass.yes=Ja, jag har gjort mitt val. windows.wndchoosesubclass.no=Nej, jag bestämmer mig senare. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Mästerskap @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Energize an Item windows.wndenergizeitem.energize=Förvandla till %d energi windows.wndenergizeitem.energize_1=Förvandla 1 till %d energi windows.wndenergizeitem.energize_all=Förvandla alla till %d energi +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=FEL @@ -80,7 +87,7 @@ windows.wndgameinprogress.str=Styrka windows.wndgameinprogress.health=Hälsa windows.wndgameinprogress.gold=Guld samlade windows.wndgameinprogress.depth=Maximalt djup -windows.wndgameinprogress.dungeon_seed=Dungeon Seed +windows.wndgameinprogress.dungeon_seed=Dungeonfrö windows.wndgameinprogress.custom_seed=_Anpassat frö_ windows.wndgameinprogress.daily_for=_Daglig för_ windows.wndgameinprogress.replay_for=_Spela om för_ @@ -100,7 +107,7 @@ windows.wndhero$statstab.str=Styrka windows.wndhero$statstab.health=Hälsa windows.wndhero$statstab.gold=Guld samlade windows.wndhero$statstab.depth=Maximalt djup -windows.wndhero$statstab.dungeon_seed=Dungeon Seed +windows.wndhero$statstab.dungeon_seed=Dungeonfrö windows.wndhero$statstab.custom_seed=_Anpassat frö_ windows.wndhero$statstab.daily_for=_Daglig för_ windows.wndhero$statstab.replay_for=_Replay För_ @@ -121,7 +128,7 @@ windows.wndinfotalent.upgrade=Uppgradera talang windows.wndinfotrap.inactive=Denna fälla är inaktiv och kan inte längre utlösas. -windows.wndjournal$guidetab.title=Dungeon Guide +windows.wndjournal$guidetab.title=Guide till fängelsehålan windows.wndjournal$alchemytab.title=Alkemiguide windows.wndjournal$guidetab.missing=sidan saknas windows.wndjournal$notestab.title=Äventyrsanteckningar @@ -233,7 +240,7 @@ windows.wndranking$statstab.str=Styrka windows.wndranking$statstab.duration=Speltid windows.wndranking$statstab.depth=Maximalt djup windows.wndranking$statstab.ascent=Högsta uppstigning -windows.wndranking$statstab.seed=Dungeon Seed +windows.wndranking$statstab.seed=Dungeonfrö windows.wndranking$statstab.custom_seed=_Anpassat frö_ windows.wndranking$statstab.daily_for=_Daglig för_ windows.wndranking$statstab.replay_for=_Spela om för_ @@ -242,12 +249,12 @@ windows.wndranking$statstab.gold=Guld samlade windows.wndranking$statstab.food=Mat uppäten windows.wndranking$statstab.alchemy=Tillverkade föremål windows.wndranking$statstab.copy_seed=Kopiera frö -windows.wndranking$statstab.copy_seed_desc=Vill du använda dungeon-fröet från denna ranking som ett anpassat frö för ett nytt spel? _Observera att spel med ett anpassat frö inte kan tjäna märken eller bidra till spelade spel, och visas längst ner på rankningssidan._\n\nOm denna ranking är för en gammal körning, observera också att olika versioner av Shattered Pixel Dungeon kan skapa olika dungeons även om fröet är detsamma. +windows.wndranking$statstab.copy_seed_desc=Vill du använda dungeonfröet från denna ranking som ett anpassat frö för ett nytt spel? _Observera att spel med ett anpassat frö inte kan tjäna märken eller bidra till spelade spel, och visas längst ner på rankningssidan._\n\nOm denna ranking är för en gammal körning, observera också att olika versioner av Shattered Pixel Dungeon kan skapa olika fängelsehålor även om fröet är detsamma. windows.wndranking$statstab.copy_seed_copy=Använd detta frö windows.wndranking$statstab.copy_seed_cancel=Avbryt windows.wndresurrect.title=Återuppståndelse -windows.wndresurrect.message=När du dör kan du känna hur din ankh leder din ande tillbaka till denna värld. Du får en ny chans att erövra dungeon!\n\nDu kan ta med dig två av dina föremål, men resten kommer att lämnas kvar där du dog. Vilka föremål väljer du? +windows.wndresurrect.message=När du dör kan du känna hur din ankh leder din ande tillbaka till denna värld. Du får en ny chans att erövra fängelsehålan!\n\nDu kan ta med dig två av dina föremål, men resten kommer att lämnas kvar där du dog. Vilka föremål väljer du? windows.wndresurrect.prompt=Välj ett föremål windows.wndresurrect.confirm=Bevara dessa föremål windows.wndresurrect.warn_title=Saknade föremål @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Spel som startades före v1.3 har färr windows.wndsettings$displaytab.title=Visningsinställningar windows.wndsettings$displaytab.fullscreen=Helskärm -windows.wndsettings$displaytab.saver=Strömsparläge -windows.wndsettings$displaytab.saver_desc=Strömsparläge visar spelet i mindre format och skalar upp det så att det passar din skärm.\n\nDetta gör grafiken mindre skarp och förstorar användargränssnittet något, men förbättrar också prestanda och batteritiden.\n\nDu kan behöva starta om spelet för att ändringarna ska träda i kraft. +windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Okej windows.wndsettings$displaytab.cancel=Avbryt -windows.wndsettings$displaytab.portrait=Växla till stående -windows.wndsettings$displaytab.landscape=Växla till liggande +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Ljusstyrka windows.wndsettings$displaytab.dark=Mörk windows.wndsettings$displaytab.bright=Ljus @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Att uppgradera detta föremål har också en %d%% chan windows.wndupgrade.resin=Denna trollstav har förbättrats med mystisk harts. Normala uppgraderingar kommer att ersätta hartsuppgraderingar! windows.wndupgrade.thrown_dust=Vapen från denna uppsättning som inte finns i ditt inventarie kommer att förvandlas till stoft. windows.wndupgrade.damage=Skada +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Blödning windows.wndupgrade.blocking=Blockering windows.wndupgrade.weight=Vikt windows.wndupgrade.durability=Hållbarhet diff --git a/core/src/main/assets/messages/windows/windows_tr.properties b/core/src/main/assets/messages/windows/windows_tr.properties index f1917bc5a..25611c62f 100644 --- a/core/src/main/assets/messages/windows/windows_tr.properties +++ b/core/src/main/assets/messages/windows/windows_tr.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Daha sonra karar vereceğim windows.wndchooseability.are_you_sure=Bu yeteneği seçmek istediğinden emin misin? windows.wndchooseability.yes=Evet, kararımı verdim. windows.wndchooseability.no=Hayır, sonra karar vereceğim. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Maske yüzüne oturdukça gözlerin kararıyor ve yeni bir gücün görüşü zihnine akıyor. Maskenin gücünü nasıl yönlendireceksin ? windows.wndchoosesubclass.cancel=Daha sonra karar vereceğim windows.wndchoosesubclass.are_you_sure=Bu alt sınıfı seçmek istediğinden emin misin? windows.wndchoosesubclass.yes=Evet, kararımı verdim. windows.wndchoosesubclass.no=Hayır, sonra karar vereceğim. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Ustalık @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Bir Eşyaya Enerji Ver windows.wndenergizeitem.energize=%d enerjiye çevir windows.wndenergizeitem.energize_1=1 tanesini %d enerjiye çevir windows.wndenergizeitem.energize_all=Hepsini %d enerjiye çevir +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=HATA @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=v1.3'ten önce başlatılan oyunlar dah windows.wndsettings$displaytab.title=Görüntü Ayarları windows.wndsettings$displaytab.fullscreen=Tam ekran -windows.wndsettings$displaytab.saver=Güç Tasarruf Modu -windows.wndsettings$displaytab.saver_desc=Güç Tasarruf modu oyunu küçültülmüş bir boyutta çizer ve boyutu ekrana sığdırmak için arttırır.\n\nBu oyunun grafiklerini daha az çekici yapar ve arayüzü hafif büyütür, ama performansı iyileştirir ve batarya ömrünü arttırır.\n\nBu değişikliklerin etkili olması için oyunu yeniden başlatmanız gerekebilir. +windows.wndsettings$displaytab.hide_navigation=Navigasyon Barını Gizle +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Evet windows.wndsettings$displaytab.cancel=İptal -windows.wndsettings$displaytab.portrait=Dikey ekrana geç -windows.wndsettings$displaytab.landscape=Yatay ekrana geç +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Parlaklık windows.wndsettings$displaytab.dark=Koyu windows.wndsettings$displaytab.bright=Parlak @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Bu öğeyi yükseltmek aynı zamanda %d%% ihtimalle se windows.wndupgrade.resin=Bu asa gizemli reçineyle geliştirildi, normal yükseltmeler reçine yükseltmelerini geçersiz kılacaktır! windows.wndupgrade.thrown_dust=Envanterinizde olmayan bu setten silahlar toza dönüşecek. windows.wndupgrade.damage=Hasar +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Kanama windows.wndupgrade.blocking=Engel windows.wndupgrade.weight=Ağırlık windows.wndupgrade.durability=Dayanıklılık diff --git a/core/src/main/assets/messages/windows/windows_uk.properties b/core/src/main/assets/messages/windows/windows_uk.properties index c5e96dfd5..2d64f4be0 100644 --- a/core/src/main/assets/messages/windows/windows_uk.properties +++ b/core/src/main/assets/messages/windows/windows_uk.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Я вирішу пізніше windows.wndchooseability.are_you_sure=Ви впевнені, що хочете обрати саме цю здібність? windows.wndchooseability.yes=Так, я зробив свій вибір. windows.wndchooseability.no=Ні, я вирішу пізніше. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Коли маска прилягає до вашого обличчя, зір затьмарюється, а видіння нової сили наповнює ваш розум. Як ви спрямуєте силу маски? windows.wndchoosesubclass.cancel=Я вирішу пізніше windows.wndchoosesubclass.are_you_sure=Ви впевнені, що хочете обрати цей підклас? windows.wndchoosesubclass.yes=Так, я зробив свій вибір. windows.wndchoosesubclass.no=Ні, я вирішу пізніше. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Майстерність @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Живити предмет windows.wndenergizeitem.energize=Перетворити в %d енергії windows.wndenergizeitem.energize_1=Перетворити 1 у %d енергії windows.wndenergizeitem.energize_all=Перетворити все у %d енергії +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=ПОМИЛКА @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Ігри, розпочаті до ве windows.wndsettings$displaytab.title=Екран windows.wndsettings$displaytab.fullscreen=На весь екран -windows.wndsettings$displaytab.saver=Енергоощадження -windows.wndsettings$displaytab.saver_desc=Режим енергоощадження зображує елементи гри у меншому розмірі та масштабує її під ваш екран.\n\nЦе зробить графіку менш чіткою і трохи збільшить розміри інтерфейсу, але також підвищить продуктивність та час роботи пристрою від батареї.\n\nВам може знадобитися перезапуск гри, щоб зміни набрали чинності. +windows.wndsettings$displaytab.hide_navigation=Сховати навігаційну панель +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Підтвердити windows.wndsettings$displaytab.cancel=Скасувати -windows.wndsettings$displaytab.portrait=Змінити на портретну -windows.wndsettings$displaytab.landscape=Змінити на альбомну +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Яскравість windows.wndsettings$displaytab.dark=Темно windows.wndsettings$displaytab.bright=Яскраво @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Покращення цього елемента та windows.wndupgrade.resin=Цю паличку було вдосконалено магічною смолою, звичайні покращення можуть замінити покращення смолою! windows.wndupgrade.thrown_dust=Зброя з цього набору, якої немає у вашому інвентарі, розсиплеться на порох. windows.wndupgrade.damage=Шкода +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Стікає кров'ю windows.wndupgrade.blocking=Оборона windows.wndupgrade.weight=Вага windows.wndupgrade.durability=Міцність diff --git a/core/src/main/assets/messages/windows/windows_vi.properties b/core/src/main/assets/messages/windows/windows_vi.properties index 2f89f46ae..db12bbfa8 100644 --- a/core/src/main/assets/messages/windows/windows_vi.properties +++ b/core/src/main/assets/messages/windows/windows_vi.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=Tôi sẽ quyết định sau windows.wndchooseability.are_you_sure=Bạn có chắc bạn muốn chọn khả năng này? windows.wndchooseability.yes=Có, tôi quyết định rồi. windows.wndchooseability.no=Không, tôi sẽ quyết định sau. +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=Khi chiếc mặt nạ vừa vào mặt bạn, tầm nhìn của bạn phai mờ đi và hình ảnh về sức mạnh mới tràn vào tâm trí bạn. Bạn sẽ điều khiển sức mạnh của chiếc mặt nạ như thế nào? windows.wndchoosesubclass.cancel=Tôi sẽ quyết định sau windows.wndchoosesubclass.are_you_sure=Bạn có chắc rằng bạn muốn chọn nghiệp phụ này không? windows.wndchoosesubclass.yes=Có, tôi quyết định rồi. windows.wndchoosesubclass.no=Không, tôi sẽ quyết định sau. +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=Thành thạo @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=Năng lượng hóa một vật phẩm windows.wndenergizeitem.energize=Chuyển thành %d năng lượng windows.wndenergizeitem.energize_1=Chuyển 1 thành %d năng lượng windows.wndenergizeitem.energize_all=Chuyển hết thành %d năng lượng +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=LỖI @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Các màn chơi trước v1.3 có ít h windows.wndsettings$displaytab.title=Cài đặt hiển thị windows.wndsettings$displaytab.fullscreen=Toàn màn hình -windows.wndsettings$displaytab.saver=Tiết kiệm pin -windows.wndsettings$displaytab.saver_desc=Chế độ Tiết kiệm pin tái kết xuất đồ họa của trò chơi ở kích thước nhỏ hơn và phóng to chúng lên để vừa với màn hình của bạn.\n\nĐiều này sẽ khiến đồ họa bớt rõ nét và làm giao diện lớn hơn một chút, nhưng cũng sẽ cải thiện hiệu suất và thời lượng pin.\n\nBạn có thể sẽ cần khởi động lại trò chơi để các thay đổi được áp dụng. +windows.wndsettings$displaytab.hide_navigation=Ẩn thanh chỉ đường +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Ok windows.wndsettings$displaytab.cancel=Huỷ bỏ -windows.wndsettings$displaytab.portrait=Chuyển sang màn hình dọc -windows.wndsettings$displaytab.landscape=Chuyển sang màn hình ngang +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=Độ sáng windows.wndsettings$displaytab.dark=Tối windows.wndsettings$displaytab.bright=Sáng @@ -373,6 +379,8 @@ windows.wndupgrade.harden=Nâng cấp vật phẩm này cũng có %d%% xác su windows.wndupgrade.resin=Cây đũa phép này đã được cường hóa với nhựa cây ma thuật, nâng cấp bình thường sẽ đè lên các nâng cấp từ nhựa cây! windows.wndupgrade.thrown_dust=Những vũ khí nào từ bộ này không nằm trong túi đồ cả bạn sẽ tan thành cát bụi. windows.wndupgrade.damage=Sát thương +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=Chảy máu windows.wndupgrade.blocking=Chặn windows.wndupgrade.weight=Trọng lượng windows.wndupgrade.durability=Độ bền diff --git a/core/src/main/assets/messages/windows/windows_zh-hant.properties b/core/src/main/assets/messages/windows/windows_zh-hant.properties index 76a90e5bc..7eb142adc 100644 --- a/core/src/main/assets/messages/windows/windows_zh-hant.properties +++ b/core/src/main/assets/messages/windows/windows_zh-hant.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=稍後決定 windows.wndchooseability.are_you_sure=確定要選擇這個技能? windows.wndchooseability.yes=沒錯,我決定好了。 windows.wndchooseability.no=呃,我再想想。 +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=面具戴上臉之後,你的眼前一黑,新力量灌入你的心靈。再張眼時,你看到未來無限多種可能。你會如何引領面具的魔力呢? windows.wndchoosesubclass.cancel=稍後決定 windows.wndchoosesubclass.are_you_sure=你確定要專精此職業? windows.wndchoosesubclass.yes=沒錯,我決定好了。 windows.wndchoosesubclass.no=呃,我再想想。 +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=專精 @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=選擇提煉物 windows.wndenergizeitem.energize=轉化成%d點能量 windows.wndenergizeitem.energize_1=把一個轉化成%d點能量 windows.wndenergizeitem.energize_all=把全部轉化成%d點能量 +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=錯誤 @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=基於V1.3之前開始的遊戲得分 windows.wndsettings$displaytab.title=顯示設置 windows.wndsettings$displaytab.fullscreen=全屏模式 -windows.wndsettings$displaytab.saver=省電模式 -windows.wndsettings$displaytab.saver_desc=省電模式會降低遊戲的解析度再將其縮放至符合你的螢幕畫面。\n\n這會稍微降低遊戲畫面的銳利度並增大使用者界面的大小,但這樣能夠提高遊戲效能和電池壽命。\n\n你可能需要重啟遊戲使此設定生效。 +windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=開啟 windows.wndsettings$displaytab.cancel=取消 -windows.wndsettings$displaytab.portrait=垂直模式 -windows.wndsettings$displaytab.landscape=水平模式 +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=亮度 windows.wndsettings$displaytab.dark=暗 windows.wndsettings$displaytab.bright=亮 @@ -373,6 +379,8 @@ windows.wndupgrade.harden=升級此裝備也有 %d%% 機率解除硬化! windows.wndupgrade.resin=由於此法杖已被奧術樹脂強化,普通升級將破壞其強化! windows.wndupgrade.thrown_dust=這組武器的四散在地下城的的其他部分也會一同崩解成塵土。 windows.wndupgrade.damage=傷害 +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=格擋 windows.wndupgrade.weight=重量 windows.wndupgrade.durability=耐久 diff --git a/core/src/main/assets/messages/windows/windows_zh.properties b/core/src/main/assets/messages/windows/windows_zh.properties index 4b687b719..8f2f18f53 100644 --- a/core/src/main/assets/messages/windows/windows_zh.properties +++ b/core/src/main/assets/messages/windows/windows_zh.properties @@ -30,12 +30,16 @@ windows.wndchooseability.cancel=朕将稍后决断 windows.wndchooseability.are_you_sure=陛下确定要选择这项技能吗? windows.wndchooseability.yes=正是,朕意已决。 windows.wndchooseability.no=不了,朕稍候再断。 +windows.wndchooseability.random_title=Random Armor Ability +windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? windows.wndchoosesubclass.message=面具激动地贴附到你的脸上。忽然,眼前的景象极速消逝,你什么都看不见了——不,是什么都看得见了,林林总总的新技巧和新能力灌入你的脑海,斑斓琳琅。您想要如何驾驭面具的魔力? windows.wndchoosesubclass.cancel=我将稍后决定 windows.wndchoosesubclass.are_you_sure=您确定要选择这条专精道路吗? windows.wndchoosesubclass.yes=是的,我决定好了。 windows.wndchoosesubclass.no=不了,我稍后决定。 +windows.wndchoosesubclass.random_title=Random Subclass +windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? windows.wndclass.mastery=专精 @@ -62,6 +66,9 @@ windows.wndenergizeitem.prompt=提炼一件物品 windows.wndenergizeitem.energize=转化为%d点能量 windows.wndenergizeitem.energize_1=转化一个为%d点能量 windows.wndenergizeitem.energize_all=转化全部为%d点能量 +windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ +windows.wndenergizeitem.trinket_yes=Yes, energize it +windows.wndenergizeitem.trinket_no=No, nevermind windows.wnderror.title=错误 @@ -285,12 +292,11 @@ windows.wndscorebreakdown.old_score_desc=在v1.3版本之前开始的游戏得 windows.wndsettings$displaytab.title=显示设置 windows.wndsettings$displaytab.fullscreen=全屏模式 -windows.wndsettings$displaytab.saver=省电模式 -windows.wndsettings$displaytab.saver_desc=省电模式会减少游戏的分辨率,同时也能使其和你的设备屏幕相衬。\n\n这会让游戏画面稍显扭曲并且增大用户界面的大小,但这样能够提高游戏效能和电池寿命。\n\n你需要重启游戏使此设定生效。 +windows.wndsettings$displaytab.hide_navigation=隐藏导航栏 +windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=开启 windows.wndsettings$displaytab.cancel=取消 -windows.wndsettings$displaytab.portrait=竖屏模式 -windows.wndsettings$displaytab.landscape=横屏模式 +windows.wndsettings$displaytab.landscape=Force landscape windows.wndsettings$displaytab.brightness=亮度 windows.wndsettings$displaytab.dark=暗 windows.wndsettings$displaytab.bright=亮 @@ -373,6 +379,8 @@ windows.wndupgrade.harden=升级这件物品还有%d%%的概率消除其硬化 windows.wndupgrade.resin=这根法杖已被奥术树脂强化,一般的升级效果将会覆盖树脂的升级效果! windows.wndupgrade.thrown_dust=这组武器不在你背包的部分将化为尘土。 windows.wndupgrade.damage=伤害 +windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=防御 windows.wndupgrade.weight=重量 windows.wndupgrade.durability=耐久度 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index 4e73d46b7..c6d4e645d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -213,7 +213,7 @@ public class WelcomeScene extends PixelScene { } - message = "Greeting Alpha Testers, welcome to an early look at v3.3!\n\nv3.3 includes a tester area for the upcoming city quest, and a bunch of smaller additions and improvements.\n\nThe update is content-complete, so I expect things will go to beta very soon. Let me know if you encounter any bugs!"; + message = "Greeting Beta Testers!\n\nv3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements.\n\nThe update is content-complete, so I expect this beta to go by fairly quickly. Let me know if you encounter any bugs!"; } else { message = Messages.get(this, "what_msg"); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index f3b1a3e03..924f449c4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -73,7 +73,7 @@ public class v3_X_Changes { public static void add_v3_3_Changes( ArrayList changeInfos ) { - ChangeInfo changes = new ChangeInfo("v3.3-ALPHA", true, ""); + ChangeInfo changes = new ChangeInfo("v3.3-BETA", true, ""); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); @@ -82,18 +82,18 @@ public class v3_X_Changes { changeInfos.add(changes); changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", - "Hey Alpha testers!\n" + + "Hey Beta testers!\n" + "\n" + - "Aside from any major bugs that might pop up v3.3 is already content-complete. I plan to put it to beta soon after a little bit of testing time, and after I've written the blog post.\n" + + "Aside from any major bugs that might pop up v3.3 is already content-complete! I plan to release it in a little under a week, once any bugs are fixed and translators have had a little time with the new text.\n" + "\n" + - "Over the beta and following the release I plan to keep improving on the new quest tester area, bringing it closer to what it'll eventually look like when the quest is complete.")); + "Over the beta and following the release I also plan to keep improving on the new quest tester area, bringing it closer to what it'll eventually look like when the quest is complete.")); changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Initial Imp Quest Tester Area", "**While v3.3 does not include the new quest, it does include a tester area for it, similar to the tester area that existed before the new caves quest!**\n" + "\n" + "This tester area can be accessed from a new room that spawns in the city, this room also contains the Imp who gives his old quest. Simply walk onto the large vault entrance to be offered a teleport into the new area." + "\n" + - "Currently the new area has fully functional storage of your current items, very basic level generation, and no quest hazards. **I intend to continue iterating on and improving this tester area during the release of v3.3 and in followup patches. The quest itself isn't coming in a patch however.**")); + "Currently the new area has fully functional storage of your current items, very basic level generation, and no quest hazards. **I intend to continue iterating on and improving this tester area during the release of v3.3 and in followup patches. The quest itself don't release in a patch however.**")); changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.ARTIFACT_KEY), "New Artifact and Trinket!", "**Two new equipment items have been added to the game!**\n" + From be70e7250d6a93625f19fd2dd8dc6edf8509a282 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 10:24:34 -0500 Subject: [PATCH 086/156] v3.3.0: updated notarize to handle new dylib signing issues --- desktop/notarize.sh | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/desktop/notarize.sh b/desktop/notarize.sh index b0b35ab5b..f65bac917 100755 --- a/desktop/notarize.sh +++ b/desktop/notarize.sh @@ -16,7 +16,19 @@ PASS="$5" TEAM="${CERT#*(}" TEAM="${TEAM%)}" -#first sign the naked dylib in /Contents/runtime/Contents/MacOS/libjli.dylib +#first sign the naked dylibs +codesign --force --options runtime --timestamp --sign "$CERT" \ + --entitlements "$PLIST" "${APP}/Contents/runtime/Contents/Home/lib/jspawnhelper" +codesign --force --options runtime --timestamp --sign "$CERT" \ + --entitlements "$PLIST" "${APP}/Contents/runtime/Contents/Home/lib/server/libjvm.dylib" +codesign --force --options runtime --timestamp --sign "$CERT" \ + --entitlements "$PLIST" "${APP}/Contents/runtime/Contents/Home/lib/server/libjsig.dylib" +pushd "${APP}/Contents/runtime/Contents/Home/lib/" + for LIB in `find . -name '*.dylib'`; do + codesign --force --options runtime --timestamp --sign "$CERT" \ + --entitlements "$PLIST" "${LIB}" + done +popd codesign --force --options runtime --timestamp --sign "$CERT" \ --entitlements "$PLIST" "${APP}/Contents/runtime/Contents/MacOS/libjli.dylib" From 0ee1a6090a20b031f0ca70cb4d5e4d3b93338b33 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 10:37:32 -0500 Subject: [PATCH 087/156] v3.3.0: reverted accidental nerf to bolas cripple duration --- .../shatteredpixeldungeon/items/weapon/missiles/Bolas.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java index 7bb756975..b749d6663 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Bolas.java @@ -52,7 +52,7 @@ public class Bolas extends MissileWeapon { @Override public int proc( Char attacker, Char defender, int damage ) { - Buff.prolong( defender, Cripple.class, 3f ); + Buff.prolong( defender, Cripple.class, Cripple.DURATION/2 ); return super.proc( attacker, defender, damage ); } } From 6458baa4d40c383ddbefe6925c05841f08405a01 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 10:38:27 -0500 Subject: [PATCH 088/156] v3.3.0: fixed new quest area not properly handing ring buffs --- .../shatteredpixeldungeon/items/quest/EscapeCrystal.java | 2 ++ .../shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java | 2 ++ 2 files changed, 4 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index 153208873..878244d9d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact; +import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring; import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; @@ -76,6 +77,7 @@ public class EscapeCrystal extends Item { for (Buff b : hero.buffs()){ if (b instanceof Wand.Charger || b instanceof Artifact.ArtifactBuff + || b instanceof Ring.RingBuff || b instanceof MeleeWeapon.Charger || b instanceof ClassArmor.Charger){ b.detach(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 362a66202..23fd0cd96 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor; import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClothArmor; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact; import com.shatteredpixel.shatteredpixeldungeon.items.quest.EscapeCrystal; +import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring; import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; @@ -160,6 +161,7 @@ public class CityLevel extends RegularLevel { for (Buff b : hero.buffs()){ if (b instanceof Wand.Charger || b instanceof Artifact.ArtifactBuff + || b instanceof Ring.RingBuff || b instanceof MeleeWeapon.Charger || b instanceof ClassArmor.Charger){ b.detach(); From 1ffafccf4289e297cf12cee553504edcab6cac0c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 10:41:58 -0500 Subject: [PATCH 089/156] v3.3.0: fixed returning beacon not working on same floor after changes --- .../shatteredpixeldungeon/items/spells/BeaconOfReturning.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java index 761216543..87c6215de 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/BeaconOfReturning.java @@ -184,7 +184,7 @@ public class BeaconOfReturning extends Spell { } } - if (ScrollOfTeleportation.teleportToLocation(hero, returnPos)){ + if (ScrollOfTeleportation.teleportToLocation(hero, tracker.returnPos)){ hero.spendAndNext( 1f ); } else { return; From eeac54aec306ac6a27ba6d2f67a9a92f6dddfd41 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 10:51:03 -0500 Subject: [PATCH 090/156] v3.3.0: hero select randomize window now remembers options --- .../scenes/HeroSelectScene.java | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java index 9dbfb6759..88d35862f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java @@ -94,6 +94,9 @@ public class HeroSelectScene extends PixelScene { private RectF insets; + private static boolean heroWasRandomized = true; + private static boolean chalWasRandomized = false; + @Override public void create() { super.create(); @@ -861,9 +864,15 @@ public class HeroSelectScene extends PixelScene { public WndRandomize(){ super(); - chkHero = new CheckBox(Messages.get(HeroSelectScene.class, "randomize_hero")); + chkHero = new CheckBox(Messages.get(HeroSelectScene.class, "randomize_hero")){ + @Override + public void checked(boolean value) { + super.checked(value); + heroWasRandomized = value; + } + }; chkHero.setRect(0, 0, 120, 16); - chkHero.checked(true); + chkHero.checked(heroWasRandomized); add(chkHero); chkChals = new CheckBox(Messages.get(HeroSelectScene.class, "randomize_chals")){ @@ -871,6 +880,7 @@ public class HeroSelectScene extends PixelScene { public void checked(boolean value) { super.checked(value); optChals.enable(value); + chalWasRandomized = value; } }; chkChals.setRect(0, 20, 120, 16); @@ -888,6 +898,8 @@ public class HeroSelectScene extends PixelScene { optChals.setRect(0, 38, 120, 22); add(optChals); + chkChals.checked(chalWasRandomized); + RedButton btnCancel = new RedButton(Messages.get(HeroSelectScene.class, "randomize_cancel")){ @Override protected void onClick() { From c9c1e941995151ba60590289ee318f9b11532acc Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 11:03:56 -0500 Subject: [PATCH 091/156] v3.3.0: fixed gnoll brutes being immortal after assassination --- .../com/shatteredpixel/shatteredpixeldungeon/actors/Char.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java index efe37ec6d..60d6253a2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java @@ -524,7 +524,7 @@ public abstract class Char extends Actor { if (enemy.isAlive() && enemy.alignment != alignment && prep != null && prep.canKO(enemy)){ enemy.HP = 0; if (enemy.buff(Brute.BruteRage.class) != null){ - enemy.buff(Brute.BruteRage.class).detach(); + enemy.buff(Brute.BruteRage.class).decShield(enemy.buff(Brute.BruteRage.class).shielding()); } if (!enemy.isAlive()) { enemy.die(this); @@ -545,7 +545,7 @@ public abstract class Char extends Actor { (enemy.HP/(float)enemy.HT) <= 0.4f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)/3f) { enemy.HP = 0; if (enemy.buff(Brute.BruteRage.class) != null){ - enemy.buff(Brute.BruteRage.class).detach(); + enemy.buff(Brute.BruteRage.class).decShield(enemy.buff(Brute.BruteRage.class).shielding()); } if (!enemy.isAlive()) { enemy.die(this); From e1f032ed1563e78a47649d0fe92fe9dbf2504b3e Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 11:04:15 -0500 Subject: [PATCH 092/156] v3.3.0: fixed a typo in new amulet text --- core/src/main/assets/messages/actors/actors.properties | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 279133169..afc072553 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=The amulet begins calling out to distant actors.buffs.ascensionchallenge.haste=The amulet begins hastening distant enemies! actors.buffs.ascensionchallenge.slow=The amulet starts to feel like a lead weight in your inventory! actors.buffs.ascensionchallenge.damage=The amulet begins radiating dark energy. It burns! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=You can feel the amulet's curse weaken slightly. actors.buffs.ascensionchallenge.break=You take a moment to catch your breath and feel your wounds begin to close! From ff3d75bab34bacf5c705e89dbb3b515e513608fa Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 11:11:29 -0500 Subject: [PATCH 093/156] v3.3.0: fixed disabled buttons in wndOptions not showing as disabled --- .../shatteredpixeldungeon/windows/WndOptions.java | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java index 65084e93b..0381e933b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndOptions.java @@ -94,7 +94,6 @@ public class WndOptions extends Window { }; if (hasIcon(i)) btn.icon(getIcon(i)); btn.multiline = true; - btn.enable(enabled(i)); add( btn ); if (!hasInfo(i)) { @@ -111,6 +110,8 @@ public class WndOptions extends Window { add(info); } + btn.enable(enabled(i)); + pos += BUTTON_HEIGHT + MARGIN; } From 16147e093eb8801a55c66d3f004e9b43cc75cf79 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 11:19:00 -0500 Subject: [PATCH 094/156] v3.3.0: fixed comodification exception in Tengu cell (hopefully) --- .../shatteredpixeldungeon/levels/PrisonBossLevel.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java index b5c72876e..98a5a0c69 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java @@ -649,7 +649,7 @@ public class PrisonBossLevel extends Level { Painter.fill(this, tenguCell, 1, Terrain.EMPTY); buildFlagMaps(); - for (CustomTilemap vis : customTiles){ + for (CustomTilemap vis : customTiles.toArray(new CustomTilemap[0])){ if (vis instanceof FadingTraps){ ((FadingTraps) vis).remove(); } From 72d659c77110bb721b90752425e293a67ea89d84 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 26 Nov 2025 11:41:08 -0500 Subject: [PATCH 095/156] v3.3.0: updated version, changelog, and translations for BETA-2 --- build.gradle | 4 +- .../messages/actors/actors_cs.properties | 20 +- .../messages/actors/actors_es.properties | 4 +- .../messages/actors/actors_fr.properties | 8 +- .../messages/actors/actors_it.properties | 18 +- .../messages/actors/actors_ko.properties | 52 +-- .../messages/actors/actors_nl.properties | 20 +- .../messages/actors/actors_pl.properties | 6 +- .../messages/actors/actors_ru.properties | 18 +- .../messages/actors/actors_sv.properties | 306 +++++++++--------- .../messages/actors/actors_tr.properties | 20 +- .../messages/actors/actors_vi.properties | 8 +- .../messages/actors/actors_zh-hant.properties | 20 +- .../messages/actors/actors_zh.properties | 24 +- .../assets/messages/items/items_cs.properties | 80 ++--- .../assets/messages/items/items_fr.properties | 10 +- .../assets/messages/items/items_it.properties | 2 +- .../assets/messages/items/items_ko.properties | 80 ++--- .../assets/messages/items/items_nl.properties | 78 ++--- .../assets/messages/items/items_ru.properties | 76 ++--- .../assets/messages/items/items_sv.properties | 182 +++++------ .../messages/items/items_zh-hant.properties | 76 ++--- .../assets/messages/items/items_zh.properties | 78 ++--- .../messages/journal/journal_sv.properties | 6 +- .../messages/levels/levels_cs.properties | 10 +- .../messages/levels/levels_it.properties | 10 +- .../messages/levels/levels_ko.properties | 10 +- .../messages/levels/levels_nl.properties | 8 + .../messages/levels/levels_sv.properties | 10 +- .../messages/levels/levels_zh-hant.properties | 8 + .../messages/levels/levels_zh.properties | 10 +- .../assets/messages/misc/misc_cs.properties | 8 +- .../assets/messages/misc/misc_it.properties | 8 +- .../assets/messages/misc/misc_ko.properties | 8 +- .../assets/messages/misc/misc_nl.properties | 8 +- .../assets/messages/misc/misc_sv.properties | 18 +- .../messages/misc/misc_zh-hant.properties | 8 +- .../assets/messages/misc/misc_zh.properties | 8 +- .../messages/plants/plants_sv.properties | 2 +- .../messages/scenes/scenes_cs.properties | 8 +- .../messages/scenes/scenes_it.properties | 8 +- .../messages/scenes/scenes_ko.properties | 8 +- .../messages/scenes/scenes_nl.properties | 8 +- .../messages/scenes/scenes_sv.properties | 8 +- .../messages/scenes/scenes_zh-hant.properties | 8 +- .../messages/scenes/scenes_zh.properties | 8 +- .../main/assets/messages/ui/ui_cs.properties | 5 + .../main/assets/messages/ui/ui_it.properties | 5 + .../main/assets/messages/ui/ui_ko.properties | 5 + .../main/assets/messages/ui/ui_nl.properties | 5 + .../main/assets/messages/ui/ui_sv.properties | 10 +- .../assets/messages/ui/ui_zh-hant.properties | 5 + .../main/assets/messages/ui/ui_zh.properties | 5 + .../messages/windows/windows_cs.properties | 20 +- .../messages/windows/windows_it.properties | 16 +- .../messages/windows/windows_ko.properties | 20 +- .../messages/windows/windows_nl.properties | 20 +- .../messages/windows/windows_sv.properties | 34 +- .../messages/windows/windows_tr.properties | 20 +- .../windows/windows_zh-hant.properties | 22 +- .../messages/windows/windows_zh.properties | 22 +- .../ui/changelist/v3_X_Changes.java | 23 ++ 62 files changed, 850 insertions(+), 773 deletions(-) diff --git a/build.gradle b/build.gradle index 971edeb58..1247abbbd 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 879 - appVersionName = '3.3.0-BETA-1' + appVersionCode = 880 + appVersionName = '3.3.0-BETA-2' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_cs.properties b/core/src/main/assets/messages/actors/actors_cs.properties index 256b8218f..0001347fd 100644 --- a/core/src/main/assets/messages/actors/actors_cs.properties +++ b/core/src/main/assets/messages/actors/actors_cs.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amulet začíná svolávat vzdálené nep actors.buffs.ascensionchallenge.haste=Amulet začíná popohánět vzdálené nepřátele! actors.buffs.ascensionchallenge.slow=Amulet ti v batohu ztěžkl jako olověné závaží! actors.buffs.ascensionchallenge.damage=Z amuletu začíná sálat temná energie. Žhne! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Pokud budeš porážet nepřátele, prokletí amuletu zeslábne! actors.buffs.ascensionchallenge.weaken=Cítíš, jak bylo prokletí amuletu částečně oslabeno. actors.buffs.ascensionchallenge.break=Na chvíli popadneš dech a cítíš, jak se tvé rány zacelují! actors.buffs.ascensionchallenge.almost=Cítíš, jak Yogova moc nad amuletem slábne, už to skoro bude! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Hoříš! actors.buffs.burning.burnsup=Hoří ti %s! actors.buffs.burning.ondeath=Umíráš na uhoření... actors.buffs.burning.rankings_desc=Spálení na popel -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Máloco je tak zneklidňující, jako když tě celého pohltí plameny.\n\nOheň způsobuje poškození každým tahem, dokud není okamžitě uhašen vodou nebo sám nepřejde. Uhašen může být vstoupením do vody nebo i roztříštěním lektvaru.\n\nNavíc může oheň zapálit hořlavé prostředí nebo předměty, které s ním přijdou do kontaktu.\n\nZbývající tahy hoření: %s actors.buffs.championenemy.warn=Cítíš přítomnost smrtícího protivníka. actors.buffs.championenemy$blazing.name=Plamenný protivník @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Mág umístí na svou lokaci _T actors.hero.abilities.mage.warpbeacon.desc=Mág umístí teleportační znak, na nějž se poté může kdykoliv teleportovat. Umístění znaku trvá 1 kolo, ovšem teleportace je okamžitá.\n\nMág se běžně nemůže teleportovat mezi podlažími nebo používat znak, aby se dostal na jinak nepřístupná místa, jako jsou zamčené místnosti. Mág se však může teleportovat do nepřátel, čímž je odsune na stranu. actors.hero.abilities.rogue.smokebomb.name=Dýmovnice -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Můžeš skočit pouze na prázdné místo ve tvém zorném poli. actors.hero.abilities.rogue.smokebomb.prompt=Vyber místo ke skoku actors.hero.abilities.rogue.smokebomb$ninjalog.name=Dřevěná návnada actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Nepřátelé jsou z nějakého důvodu přesvědčeni, že tahle dřevěná figurína je skutečný zloděj! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trojice použije efekt v actors.hero.abilities.cleric.trinity.hornofplenty_use=Trojice využije efekt tohoto artefaktu k nasvačení se za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trojice využije okrádací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trojice použije efekt zakořenění tohoto artefaktu se semínkem náhodné škodlivé rostliny za cenu _%2$s energie_. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trojice využije efekt tohoto artefaktu k vložení za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trojice použije odhalovací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trojice využije pomocí tohoto artefaktu efekt zastavení času na _%1$d_ tahů za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trojice použije efekt náhodného svitku z tohoto artefaktu s _%1$d/10_ šancí nabídnout vzácnou variantu svitku za stejnou cenu _%2$s energie_. @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Stojí nabití: %d actors.hero.spells.divinesense.name=Nadpozemský smysl actors.hero.spells.divinesense.short_desc=Poskytne dočasný efekt vidění mysli v širokém okruhu. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Klerik soustředí své smysly na své okolí, díky čemuž získá efekt vidění mysli v okruhu %d políček na 50 tahů. Toto kouzlo se sesílá okamžitě. actors.hero.spells.divinesense$divinesensetracker.name=Nadpozemský smysl actors.hero.spells.divinesense$divinesensetracker.desc=Tato postava dokáže dočasně vidět okolní stvoření svou myslí!\n\nZbývá tahů: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Něčeho si všímáš... actors.hero.hero.wait=... actors.hero.hero.search=hledáš... actors.hero.hero.search_distracted=Je těžké se soustředit, hledání je vyčerpávající. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Pohráváš si se zámkem, ale tentokrát se ti ho nedaří otevřít. actors.hero.hero.pain_resist=Bolest ti pomohla odolat spánku. actors.hero.hero.revive=Ankh explodoval životodárnou energií! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Očarování a kletby berserkrovy actors.hero.talent.cleave.title=Rozpolcení actors.hero.talent.cleave.desc=_+1:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _30 tahů_ z původních 15.\n\n_+2:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _45 tahů_ z původních 15.\n\n_+3:_ Když Gladiátor porazí nepřítele, zvyšuje se doba, než se jeho kombo resetuje, na _60 tahů_ z původních 15. actors.hero.talent.lethal_defense.title=Smrtící obrana -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 50 tahů_.\n\n_+2:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 100 tahů_.\n\n_+3:_ Když Gladiátor zabije nepřítele speciálním útokem, cooldown ochrany poskytnuté jeho pečetí se _sníží o 150 tahů_.\n\nCooldown dodatečné ochrany pečeti lze touto schopností snížit až na -150 tahů, přičemž bude okamžitě znovu dostupná, jakmile se aktivuje. actors.hero.talent.enhanced_combo.title=Vylepšené kombo actors.hero.talent.enhanced_combo.desc=_+1:_ Pokud je Gladiátorovo kombo 7 nebo více, je odhození pomocí Úderu zvýšeno na 3 pole, způsobuje závrať a může nepřátele shodit do propastí.\n\n_+2:_ Navíc k výhodám +1, pokud je Gladiátorovo kombo 9 nebo více, funguje Odražení na více útoků.\n\n_+3:_ Navíc k výhodám +2 a +3, Gladiátor může skočit až kombo/3 políček při použití Prásknutí, Rozdrcení nebo Zuřivosti. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Když Vrah zabije nepřítele připr actors.hero.talent.evasive_armor.title=Obratná zbroj actors.hero.talent.evasive_armor.desc=_+1:_ Pokud běhá, získává Běžec bonus _+1 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje.\n\n_+2:_ Pokud běhá, získává Běžec bonus _+2 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje.\n\n_+3:_ Pokud běhá, získává Běžec bonus _+3 k vyhýbání_ za každý bod síly navíc nad požadavky své zbroje. actors.hero.talent.projectile_momentum.title=Hybnost střel -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Při běhu získává Běžec _+50% přesnosti a +15% poškození_ s vrhacími zbraněmi.\n\n_+2:_ Při běhu získává Běžec _+100% přesnosti a +30% poškození_ s vrhacími zbraněmi.\n\n_+3:_ Při běhu získává Běžec _+150% přesnosti a +45% poškození_ s vrhacími zbraněmi. actors.hero.talent.speedy_stealth.title=Rychlé plížení actors.hero.talent.speedy_stealth.desc=_+1:_ Běžec získává 2 body hybnosti za tah, když je neviditelný.\n\n_+2:_ Navíc k výhodám +1, tahy běhání se již nespotřebovávají, pokud je Běžec neviditelný.\n\n_+3:_ Navíc z výhodám +1 a +2, Běžec se nyní pohybuje 2x rychleji, když je neviditelný, bez ohledu na to, zda běhá nebo ne. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=Odolné projektily actors.hero.talent.durable_projectiles.desc=_+1:_ Vrhací zbraně používané Lovkyní mají _o 50% větší výdrž_.\n\n_+2:_ Vrhací zbraně používané Lovkyní mají _o 75% větší výdrž_. actors.hero.talent.point_blank.title=Z bezprostřední blízkosti -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _-25% přesnost_, namísto obvyklých -50%.\n\n_+2:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _obvyklou přesnost_, namísto obvyklých -50%.\n\n_+3:_ Když Lovkyně použije svůj luk nebo vrhací zbraň pro útok z bezprostřední blízkosti, má _+25% přesnost_, namísto obvyklých -50%.\n\nPoznámka: Vrhací zbraně nebo Lovkynin přízračný luk mají vždy +50% přesnost, když jsou použity na dálku. actors.hero.talent.seer_shot.title=Střela věstce actors.hero.talent.seer_shot.desc=_+1:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _5 tahů_. Toto se může opakovat až po 20 tazích.\n\n_+2:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _10 tahů_. Toto se může opakovat až po 20 tazích.\n\n_+3:_ Když Lovkyně vystřelí šíp do země, umožňuje jí vidět oblast 3x3 kolem něj na dalších _15 tahů_. Toto se může opakovat až po 20 tazích. actors.hero.talent.seer_shot.meta_desc=_Pokud tuto schopnost získá jiný hrdina_, bude působit s jakoukoliv vrhací zbraní. diff --git a/core/src/main/assets/messages/actors/actors_es.properties b/core/src/main/assets/messages/actors/actors_es.properties index 0d8369e98..21e557b5f 100644 --- a/core/src/main/assets/messages/actors/actors_es.properties +++ b/core/src/main/assets/messages/actors/actors_es.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=El amuleto empieza a llamar enemigos dist actors.buffs.ascensionchallenge.haste=¡El amuleto empieza a acelerar enemigos distantes! actors.buffs.ascensionchallenge.slow=¡El amuleto empieza a sentirse como una carga en tu inventario! actors.buffs.ascensionchallenge.damage=El amuleto empieza a emanar energía maligna. ¡Te quema! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=¡Si derrotas enemigos la maldición del amuleto será debilitada! actors.buffs.ascensionchallenge.weaken=Puedes sentir que la maldición del amuleto se debilita un poco. actors.buffs.ascensionchallenge.break=¡Te tomas un momento para recuperar el aliento y sientes que tus heridas comienzan a cerrarse! actors.buffs.ascensionchallenge.almost=Sientes que la influencia de Yog sobre el amuleto comienza a debilitarse, ¡falta muy poco! diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index 9d0986b48..c279f01bf 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=L'amulette commence à en appeler aux enn actors.buffs.ascensionchallenge.haste=L'amulette commence à hâter les ennemis lointains ! actors.buffs.ascensionchallenge.slow=Vous commencez à ressentir l'amulette devenir un poids de plomb dans votre inventaire ! actors.buffs.ascensionchallenge.damage=L'amulette commence à irradier d’énergie obscure. Ça brûle ! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Si vous tuez des ennemis la malédiction de l'amulette s'affaiblira actors.buffs.ascensionchallenge.weaken=Vous pouvez ressentir la malédiction de l'amulette s'affaiblir légèrement. actors.buffs.ascensionchallenge.break=Vous prenez un moment pour reprendre votre respiration et sentez vos blessures se refermer ! actors.buffs.ascensionchallenge.almost=Vous sentez l'emprise de Yog sur l'amulette s'affaiblir, vous y êtes presque ! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La Trinité utilisera l' actors.hero.abilities.cleric.trinity.hornofplenty_use=La Trinité utilisera l'effet de cet artéfact pour vous permettre de grignoter, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La Trinité utilisera l'effet de cet artéfact pour détrousser un ennemi à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La Trinité utilisera l'effet d'enracinement de cet artéfact avec une graine nuisible aléatoire, au prix de _%2$s charges._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=La Trinité vous accordera l'effet de cet artéfact au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La Trinité utilisera l'effet de scrutation de cet artéfact à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La Trinité utilisera l'effet de cet artéfact pour arrêter le temps pendant _%1$d_ tours, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La Trinité utilisera l'effet de cet artéfact pour copier l'effet d'un parchemin aléatoire, avec _%1$d/10_ chances de proposer la variante exotique sans coût additionnel, au prix de _%2$s charges._ @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Vous remarquez quelque chose. actors.hero.hero.wait=... actors.hero.hero.search=fouiller actors.hero.hero.search_distracted=C'est difficile de se concentrer, rechercher est éreintant. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Vous essayez d'ouvrir la serrure, mais vous n'y parvenez pas cette fois-ci. actors.hero.hero.pain_resist=La douleur vous empêche de succomber à l'envie de dormir. actors.hero.hero.revive=L'ankh explose avec une énergie vitalisante et vous soigne ! diff --git a/core/src/main/assets/messages/actors/actors_it.properties b/core/src/main/assets/messages/actors/actors_it.properties index a4eaaf29d..7c35c5500 100644 --- a/core/src/main/assets/messages/actors/actors_it.properties +++ b/core/src/main/assets/messages/actors/actors_it.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=L'amuleto inizia a richiamare i nemici di actors.buffs.ascensionchallenge.haste=L'amuleto inizia a rendere più rapidi i nemici distanti! actors.buffs.ascensionchallenge.slow=L'amuleto inizia a pesare come piombo nel tuo inventario! actors.buffs.ascensionchallenge.damage=L'amuleto inizia a irradiare energia oscura. Brucia! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Sconfiggendo nemici, indebolirai la maledizione dell'amuleto! actors.buffs.ascensionchallenge.weaken=Riesci a sentire la maledizione dell'amuleto diminuire leggermente. actors.buffs.ascensionchallenge.break=Ti fermi un attimo per riprendere fiato e senti le tue ferite che si richiudono! actors.buffs.ascensionchallenge.almost=Senti la presa di Yog sull'amuleto diminuire, ci sei quasi! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Hai preso fuoco! actors.buffs.burning.burnsup=%s brucia! actors.buffs.burning.ondeath=Morte per ustione... actors.buffs.burning.rankings_desc=Ridotto in cenere -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Poche cose sono più dolorose dell'essere avvolti dalle fiamme.\n\nIl fuoco ti danneggerà ad ogni turno finché non verrà spento dall'acqua o si estingue. Il fuoco può essere estinto passando sull'acqua o dallo spruzzo di di una pozione frantumata.\n\nInoltre il fuoco può bruciare il terreno infiammabile o oggetti con cui viene in contatto.\n\nTurni di fuoco rimasti: %s. actors.buffs.championenemy.warn=Avverti una presenza mortale. actors.buffs.championenemy$blazing.name=Campione ardente @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Il Mago piazza un _Tele-faro_ n actors.hero.abilities.mage.warpbeacon.desc=Il Mago piazza un faro, e potrà teletrasportarsi lì quando vorrà. Il posizionamento del faro occupa 1 turno, ma il teletrasporto è istantaneo.\n\nIl Mago di default non può teletrasportarsi tra piani diversi o utilizzare il faro per raggiungere luoghi inaccessibili come le stanze chiuse a chiave. Il Mago può teletrasportarsi sui nemici, e ciò li spingerà da una parte. actors.hero.abilities.rogue.smokebomb.name=bomba fumogena -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Puoi saltare solo verso uno spazio libero all'interno del tuo campo visivo actors.hero.abilities.rogue.smokebomb.prompt=Scegli un luogo in cui saltare actors.hero.abilities.rogue.smokebomb$ninjalog.name=esca in legno actors.hero.abilities.rogue.smokebomb$ninjalog.desc=In qualche modo, i nemici si convincono facilmente che questa esca di legno sia il vero Ladro! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Costo: %d actors.hero.spells.divinesense.name=senso divino actors.hero.spells.divinesense.short_desc=Acquisice temporaneamente una visione mentale con un grande raggio. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Il Chierico concentra i propri sensi sull'ambiente circostante, ottenendo visione mentale con un raggio d'azione di %d caselle per 50 turni. Questo incantesimo non richiede tempo per essere lanciato. actors.hero.spells.divinesense$divinesensetracker.name=senso divino actors.hero.spells.divinesense$divinesensetracker.desc=Questo personaggio è temporaneamente capace di vedere le creature vicine con la sua mente!\n\nTurni rimanenti: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Hai notato qualcosa. actors.hero.hero.wait=... actors.hero.hero.search=ricerca actors.hero.hero.search_distracted=È difficile concentrarti e cercare... è estenuante. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Traffichi con la serratura ma non riesci ad aprirla stavolta. actors.hero.hero.pain_resist=Il dolore ti aiuta a resistere al desiderio di dormire. actors.hero.hero.revive=L'ankh esplode con un'energia rivitalizzante! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Gli incantesimi e le maledizioni actors.hero.talent.cleave.title=fendere actors.hero.talent.cleave.desc=_+1:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _30 turni_, da 15.\n\n_+2:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _45 turni_, da 15.\n\n_+3:_ Il tempo extra che il Gladiatore ottiene in seguito a una uccisione è aumentato a _60 turni_, da 15. actors.hero.talent.lethal_defense.title=difesa letale -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto di 50 turni_. \n\n_+2:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto di 100 turni_. \n\n_+3:_ Quando il Gladiatore uccide un nemico con una mossa combo, il tempo di recupero dello scudo del suo sigillo rotto è _ridotto di 150 turni_. \n\nIl tempio di recupero dello scudo può essere ridotto fino a -150 turni da questo talento, il che significa che sarà attivo subito dopo essere utilizzato. actors.hero.talent.enhanced_combo.title=combo avanzate actors.hero.talent.enhanced_combo.desc=_+1:_ Quando il Gladiatore ha almeno 7 punti combo, Spintone spinge indietro i nemici di 3 caselle in più, provoca vertigine, e può spingere i nemici nei fossi.\n\n_+2:_ Oltre ai benefici di +1, quando il Gladiatore ha almeno 9 punti combo, Parata può bloccare molteplici attacchi.\n\n_+3:_ Oltre ai benefici di +1 e +2, il Gladiatore può balzare di (punti combo)/3 caselle quando usa Assalto, Frana o Furore. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Quando l'Assassino uccide un nemico actors.hero.talent.evasive_armor.title=armatura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Mentre è in corsa libera, il Corridore ottiene un ulteriore _+1 punto evasione_ per ogni punto forza in eccesso sulla sua armatura.\n\n_+2:_ Mentre è in corsa libera, il Corridore ottiene ulteriori _+2 punti evasione_ per ogni punto forza in eccesso sulla sua armatura.\n\n_+3:_ Mentre è in corsa libera, il Corridore ottiene ulteriori _+3 punti evasione_ per ogni punto forza in eccesso sulla sua armatura. actors.hero.talent.projectile_momentum.title=slancio dei proiettili -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Mentre è in corsa libera, il Corridore ottiene _+50% di precisione e +15% di danno_ con armi da lancio.\n\n_+2:_ Mentre è in corsa libera, il Corridore ottiene _+100% di precisione e +30% di danno_ con armi da lancio.\n\n_+3:_ Mentre è in corsa libera, il Corridore ottiene _+150% di precisione e +45% di danno_ con armi da lancio. actors.hero.talent.speedy_stealth.title=rapida furtività actors.hero.talent.speedy_stealth.desc=_+1:_ Il Corridore ottiene 2 punti slancio per ogni turno in cui è invisibile.\n\n_+2:_ Oltre ai benefici del livello +1, la corsa libera non si resetta mentre il Corridore è invisibile.\n\n_+3:_ Oltre ai benefici dei livelli +1 e +2, il Corridore si muove a velocità 2x mentre è invisibile, indipendentemente dal fatto che sia in corsa libera o meno. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=proiettili durevoli actors.hero.talent.durable_projectiles.desc=_+1:_ Le armi da lancio hanno _+50% di durevolezza_ quando sono usate dalla Cacciatrice.\n\n_+2:_ Le armi da lancio hanno _+75% di durevolezza_ quando sono usate dalla Cacciatrice. actors.hero.talent.point_blank.title=a bruciapelo -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _-25% di precisione,_ invece del -50% iniziale.\n\n_+2:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _-normale precisione,_ invece del -50% iniziale.\n\n_+3:_ Quando la Cacciatrice utilizza il suo arco o delle armi da lancio in un combattimento in mischia, ha _+25% di precisione,_ invece del -50% iniziale.\n\nNota che le armi da lancio e l'arco spirituale hanno +50% di precisione quando vengono utilizzate per attacchi a distanza. actors.hero.talent.seer_shot.title=colpo del veggente actors.hero.talent.seer_shot.desc=_+1:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _5 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni.\n\n_+2:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _10 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni.\n\n_+3:_ Quando la Cacciatrice scocca una freccia sul terreno, ottiene _15 turni_ di visione in un'area 3x3 intorno al punto d'impatto. Questo talento torna disponibile dopo 20 turni. actors.hero.talent.seer_shot.meta_desc=_Se questo talento viene ottenuto da un altro eroe_ si attiverà con ogni arma da lancio. diff --git a/core/src/main/assets/messages/actors/actors_ko.properties b/core/src/main/assets/messages/actors/actors_ko.properties index 419ba3203..e456d4047 100644 --- a/core/src/main/assets/messages/actors/actors_ko.properties +++ b/core/src/main/assets/messages/actors/actors_ko.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=부적이 멀리 떨어진 적들을 부 actors.buffs.ascensionchallenge.haste=부적이 멀리 떨어진 적들을 신속화한다! actors.buffs.ascensionchallenge.slow=갑자기 부적이 너무나 무겁게 느껴진다! actors.buffs.ascensionchallenge.damage=부적이 암흑 에너지를 발한다. 너무나 고통스럽다! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=적을 쓰러뜨리면 부적의 저주가 약화될 것입니다! actors.buffs.ascensionchallenge.weaken=당신은 부적의 저주가 약해짐을 느낀다. actors.buffs.ascensionchallenge.break=잠시 숨을 돌릴 수 있게 되었다. 상처가 낫고 있음을 느낀다. actors.buffs.ascensionchallenge.almost=부적에 대한 요그제바의 집착이 약해짐을 느낀다. 거의 다 왔다! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=당신에게 불이 붙었다! actors.buffs.burning.burnsup=%s에 불이 붙었다! actors.buffs.burning.ondeath=당신은 불타 사망했다... actors.buffs.burning.rankings_desc=재가 되어버림 -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=불이 붙는 것만큼 고통스러운 것은 거의 없습니다.\n\n불이 붙으면 물에 들어가거나 꺼질 때까지 턴마다 지속적으로 피해를 줍니다. 불은 물에 들어가거나 물약을 깨트리면 끌 수 있습니다.\n\n또한, 불이 붙은 상태에서 다른 지형이나 아이템에 불을 옮겨 붙일 수도 있습니다. \n\n연소 효과의 남은 턴: %s. actors.buffs.championenemy.warn=당신은 매우 강력한 존재가 있음을 느낀다. actors.buffs.championenemy$blazing.name=불타는 강화 개체 @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=마법사는 _순간이동 신 actors.hero.abilities.mage.warpbeacon.desc=마법사는 신호기를 설치하여, 언제든지 순간이동하여 돌아갈 수 있습니다. 신호기를 설치하는 데에는 1턴을 사용하지만 순간이동은 즉시 이루어집니다.\n\n마법사는 기본적으로 층을 넘어서 순간이동할 수 없으며, 잠긴 방처럼 접근할 수 없는 곳에 가기 위하여 신호기를 사용할 수 없습니다. 마법사는 적이 있는 곳으로 순간이동할 수 있으며, 이 경우 적을 밀쳐냅니다. actors.hero.abilities.rogue.smokebomb.name=연막탄 -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=시야 안의 빈 공간으로만 이동할 수 있다. actors.hero.abilities.rogue.smokebomb.prompt=이동할 지역을 선택하세요 actors.hero.abilities.rogue.smokebomb$ninjalog.name=통나무 미끼 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=이유는 모르겠지만 적들은 이 통나무를 진짜 도적이라고 생각하는 것 같다! @@ -560,23 +560,23 @@ actors.hero.abilities.cleric.ascendedform$ascendbuff.desc=성직자의 몸에서 actors.hero.abilities.cleric.trinity.name=삼위일체 actors.hero.abilities.cleric.trinity.no_imbue=현재 삼위일체에 아무런 효과를 지정하지 않았습니다. 주문을 시전하기 위해서는 먼저 아이템 효과를 지정해야 합니다! actors.hero.abilities.cleric.trinity.no_duplicate=삼위일체는 현재 착용 중인 아이템의 효과를 불러올 수 없습니다! -actors.hero.abilities.cleric.trinity.ench_glyph_use=삼위일체가 이 효과를 _%1$d 턴_ 동안 얻으며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.rare_ench_glyph_use=삼위일체가 이 강력한 효과를 _%1$d 턴_ 동안 얻으며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.wand_use=삼위일체가 이 마법 막대를 _+%1$d 강화 효율_로 발사하며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.wand_multi_use=삼위일체가 이 _여러 번 발사 가능한_ 마법 막대를 _+%1$d 강화 효율_로 발사하며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.thrown_use=삼위일체가 이 투척 무기를 _+%1$d 강화 효율_로 투척하며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.ring_use=삼위일체가 이 반지의 효과를 20턴 동안 _+%1$d 강화 효율로_ 얻으며 _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.alchemiststoolkit_use=삼위일체가 이 유물의 원격 연금술 효과를 사용하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.chaliceofblood_use=삼위일체가 이 유물의 체력 재생 효과를 20턴 동안 _+%1$d 강화 효율로_ 얻으며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.driedrose_use=삼위일체가 이 유물의 효과로 타락한 아군 망령을 슬픈 유령의_+%1$d 강화시_ 최대 체력으로 소환하며, _성서 충전량을 %2$s 소모합니다. -actors.hero.abilities.cleric.trinity.etherealchains_use=삼위일체가 이 유물의 사슬 발사 효과를 _+%1$d 강화_시 최대 거리만큼 발사하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.hornofplenty_use=삼위일체가 이 유물의 간식 먹기 효과를 발동하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.masterthievesarmband_use=삼위일체가 이 유물의 적 전리품 훔치기 효과를 _+%1$d 강화 효율로_ 발동하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.sandalsofnature_use=삼위일체가 이 유물의 적 속박 효과를 무작위 해로운 씨앗과 함께 발동하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ -actors.hero.abilities.cleric.trinity.talismanofforesight_use=삼위일체가 이 유물의 탐색 효과를 _+%1$d 강화 효율_로 발동하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.timekeepershourglass_use=삼위일체가 이 유물의 시간 정지 효과를 _%1$d_턴 동안 발동하며, _성서 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.unstablespellbook_use=삼위일체가 이 유물의 무작위 주문서 효과를 발동하며, _%1$d/10_ 확률로 추가 비용 없이 신비한 효과를 발동합니다. 또한 _성서 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.ench_glyph_use=삼위일체가 이 효과를 _%1$d 턴_ 동안 얻으며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.rare_ench_glyph_use=삼위일체가 이 강력한 효과를 _%1$d 턴_ 동안 얻으며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.wand_use=삼위일체가 이 마법 막대를 _+%1$d 강화 효율_로 발사하며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.wand_multi_use=삼위일체가 이 _여러 번 발사 가능한_ 마법 막대를 _+%1$d 강화 효율_로 발사하며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.thrown_use=삼위일체가 이 투척 무기를 _+%1$d 강화 효율_로 투척하며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.ring_use=삼위일체가 이 반지의 효과를 20턴 동안 _+%1$d 강화 효율로_ 얻으며 _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.alchemiststoolkit_use=삼위일체가 이 유물의 원격 연금술 효과를 사용하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.chaliceofblood_use=삼위일체가 이 유물의 체력 재생 효과를 20턴 동안 _+%1$d 강화 효율로_ 얻으며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.driedrose_use=삼위일체가 이 유물의 효과로 타락한 아군 망령을 슬픈 유령의_+%1$d 강화시_ 최대 체력으로 소환하며, _갑옷 충전량을 %2$s 소모합니다. +actors.hero.abilities.cleric.trinity.etherealchains_use=삼위일체가 이 유물의 사슬 발사 효과를 _+%1$d 강화_시 최대 거리만큼 발사하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.hornofplenty_use=삼위일체가 이 유물의 간식 먹기 효과를 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.masterthievesarmband_use=삼위일체가 이 유물의 적 전리품 훔치기 효과를 _+%1$d 강화 효율로_ 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.sandalsofnature_use=삼위일체가 이 유물의 적 속박 효과를 무작위 해로운 씨앗과 함께 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.skeletonkey=삼위일체가 이 유물의 삽입 효과를 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.talismanofforesight_use=삼위일체가 이 유물의 탐색 효과를 _+%1$d 강화 효율_로 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.timekeepershourglass_use=삼위일체가 이 유물의 시간 정지 효과를 _%1$d_턴 동안 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.unstablespellbook_use=삼위일체가 이 유물의 무작위 주문서 효과를 발동하며, _%1$d/10_ 확률로 추가 비용 없이 신비한 효과를 발동합니다. 또한 _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.cost=이 능력의 충전량 소모량은 때에 따라 다르지만, 보통은 _%d_ 충전량을 소모합니다. actors.hero.abilities.cleric.trinity.short_desc=성직자가 _삼위일체_ 능력을 얻어, 지금까지 감정한 장비들의 효과를 발동할 수 있습니다. 또한 새로운 주문을 시전하여 복제할 장비의 효과를 교체할 수 있습니다. actors.hero.abilities.cleric.trinity.desc=성직자가 갑옷 능력으로 _삼위일체_를 얻습니다. 이 주문들은 세 가지 종류로 나뉘어지며, 이번 게임에서 감정한 장비의 효과를 복제하여 사용합니다. 삼위일체 주문은 성체(무기와 갑옷), 성심(마법 막대와 투척 무기), 그리고 성령(반지와 유물)의 세 종류로 제공됩니다.\n\n세 삼위일체 형상은 각각 하나씩의 효과만을 복제할 수 있으며, 성직자가 삼위일체 시전 시 원하는 효과를 고를 수 있습니다. 또한 이미 착용 중인 장비의 효과는 복제할 수 없습니다. @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=충전 소모량: %d actors.hero.spells.divinesense.name=신성한 감각 actors.hero.spells.divinesense.short_desc=잠시 동안 넓은 지역에 심안을 얻음. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=성직자가 주변에 감각을 집중하여, %d타일 범위에 50턴 동안 심안 효과를 얻습니다. 이 주문은 턴 소모 없이 시전할 수 있습니다. actors.hero.spells.divinesense$divinesensetracker.name=신성한 감각 actors.hero.spells.divinesense$divinesensetracker.desc=이 캐릭터는 마음의 눈으로 주변의 존재들을 볼 수 있게 되었습니다!\n\n남은 턴: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=당신은 무언가를 눈치챘다. actors.hero.hero.wait=... actors.hero.hero.search=탐색 actors.hero.hero.search_distracted=집중할 수 없어 탐색에 약간 시간이 걸린다. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=당신은 자물쇠를 만지작거렸지만, 이건 열리지 않는 것 같다. actors.hero.hero.pain_resist=고통으로 인해 당신은 수면 욕구에 저항했다. actors.hero.hero.revive=앙크는 부활의 에너지로 폭발했다! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ 광전사의 무기에 부여된 actors.hero.talent.cleave.title=가르기 actors.hero.talent.cleave.desc=_+1:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _30턴_으로 늘어납니다.\n\n_+2:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _45턴_으로 늘어납니다.\n\n_+3:_ 적을 처치했을 때 연속 타격이 유지되는 시간이 기존 15턴에서 _60턴_으로 늘어납니다. actors.hero.talent.lethal_defense.title=치명적인 방어 -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 재사용 대기 시간이 _50턴 감소합니다_.\n\n_+2:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 재사용 대기 시간이 _100턴 감소합니다_.\n\n_+3:_ 필살기로 적을 처치한 경우 부러진 인장 효과의 재사용 대기 시간이 _150턴 감소합니다_.\n\n이 특성으로 방어막 재사용 대기 시간이 -150 감소될 수 있으며, 이 경우 방어막이 제공된 후 곧바로 효과가 다시 준비됩니다. actors.hero.talent.enhanced_combo.title=향상된 콤보 actors.hero.talent.enhanced_combo.desc=_+1:_ 검투사의 연속 타격이 7 이상일 때, 밀쳐내기의 밀쳐내는 거리가 3칸으로 증가하고, 적을 혼란시키며, 적을 밀쳐내 낭떠러지에 떨어뜨릴 수 있습니다.\n\n_+2:_ +1의 효과에 더불어, 검투사의 연속 타격이 9 이상일 때 받아치기가 여러 번의 공격을 받아칠 수 있습니다.\n\n_+3:_ +1, +2의 효과에 더불어, 검투사는 메치기, 으깨기, 분노 폭발을 사용할 때 연속 타격/3 개의 타일을 도약할 수 있습니다. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ 암살자가 마음가짐 공격으 actors.hero.talent.evasive_armor.title=기민한 갑옷 actors.hero.talent.evasive_armor.desc=_+1:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+1 의 추가 회피_를 얻습니다.\n\n_+2:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+2 의 추가 회피_를 얻습니다.\n\n_+3:_ 프리러닝 중에, 갑옷의 힘 요구 수치를 초과한 영웅의 힘 1당 _+3 의 추가 회피_를 얻습니다. actors.hero.talent.projectile_momentum.title=발사체 가속 -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ 프리러닝 도중, 투척 무기에 _+50%의 정확성과 +15%의 피해량_을 얻습니다.\n\n_+2:_ 프리러닝 도중, 투척 무기에 _+100%의 정확성과 +30%의 피해량_을 얻습니다.\n\n_+3:_ 프리러닝 도중, 투척 무기에 _+150%의 정확성과 +45%의 피해량_을 얻습니다. actors.hero.talent.speedy_stealth.title=은신 가속 actors.hero.talent.speedy_stealth.desc=_+1:_ 프리러너는 은신 중에 매 턴마다 2의 가속력을 쌓습니다.\n\n_+2:_ +1의 효과에 더불어, 프리러너가 은신 중일 때는 프리러닝 지속 시간이 감소하지 않습니다.\n\n_+3:_ +1, +2의 효과에 더불어, 프리러너는 프리러닝에 상관없이 은신 중에 2배의 속도로 이동합니다. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=튼튼한 투척 무기 actors.hero.talent.durable_projectiles.desc=_+1:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _50%_ 증가합니다.\n\n_+2:_ 사냥꾼이 사용하는 투척 무기의 내구도가 _75%_ 증가합니다. actors.hero.talent.point_blank.title=근접 투척 -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _-25%_로 변경됩니다.\n\n_+2:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _0%_로 변경됩니다.\n\n_+3:_ 영혼의 활 또는 투척 무기의 근거리 명중률 보정이 기존 -50%에서 _+25%_로 변경됩니다.\n\n원거리에서의 투척 무기는 항상 +50%의 명중률을 얻습니다. actors.hero.talent.seer_shot.title=예지의 화살 actors.hero.talent.seer_shot.desc=_+1:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _5 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다.\n\n_+2:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _10 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다.\n\n_+3:_ 사냥꾼이 활을 바닥에 쏘면 착탄 지점을 중심으로 3x3 지역이 _15 턴_ 동안 보입니다. 20 턴의 재사용 대기시간을 가집니다. actors.hero.talent.seer_shot.meta_desc=_다른 직업이 이 특성을 얻으면,_ 모든 투척 무기에 적용됩니다. diff --git a/core/src/main/assets/messages/actors/actors_nl.properties b/core/src/main/assets/messages/actors/actors_nl.properties index 5156b408a..d7c656c2d 100644 --- a/core/src/main/assets/messages/actors/actors_nl.properties +++ b/core/src/main/assets/messages/actors/actors_nl.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Het amulet begint te roepen naar verre vi actors.buffs.ascensionchallenge.haste=Het amulet begint verre vijanden te versnellen! actors.buffs.ascensionchallenge.slow=Het amulet begint als een loden gewicht in je inventaris te voelen! actors.buffs.ascensionchallenge.damage=Het amulet begint donkere energie uit te stralen. Het brandt! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Als je vijanden verslaat, wordt de vloek van het amulet zwakker! actors.buffs.ascensionchallenge.weaken=Je voelt de vloek van het amulet iets verzwakken. actors.buffs.ascensionchallenge.break=Je komt even op adem en voelt dat je wonden beginnen te sluiten! actors.buffs.ascensionchallenge.almost=Je voelt dat de greep van Yog op het amulet begint te verzwakken, je bent er bijna! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Je vat vlam! actors.buffs.burning.burnsup=%s verbrandt! actors.buffs.burning.ondeath=Je bent doodgebrand... actors.buffs.burning.rankings_desc=Tot As Verbrand -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Weinig dingen zijn meer verontrustend dan worden verzwolgen in vlammen.\n\nVuur veroorzaakt elke beurt schade totdat het door water wordt geblust of uitgaat. Brand kan geblust worden door in water te stappen, of door de spatten van een brekende fles toverdrank.\n\nBovendien kan het vuur brandbaar terrein of voorwerpen waar het mee in contact komt ontsteken.\n\nResterende brandende beurten: %s. actors.buffs.championenemy.warn=Je voelt een dodelijke aanwezigheid. actors.buffs.championenemy$blazing.name=vlammende kampioen @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=De Magiër plaatst een _Telepor actors.hero.abilities.mage.warpbeacon.desc=De Magiër plaatst een baken, waar op elk moment naar geteleporteerd kan worden. Het plaatsen van het baken duurt 1 beurt, maar er naartoe teleporteren gebeurt ogenblikkelijk.\n\nDe Magiër kan standaard niet teleporteren tussen verdiepingen, of het baken gebruiken om in ontoegankelijke plaatsen zoals afgesloten kamers binnen te komen. De Magiër kan teleporteren in vijanden, dit duwt ze opzij. actors.hero.abilities.rogue.smokebomb.name=rookbom -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Je kan alleen naar een lege plek springen die je kan zien. actors.hero.abilities.rogue.smokebomb.prompt=Kies een plek om naartoe te springen actors.hero.abilities.rogue.smokebomb$ninjalog.name=houten lokaas actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Op de een of andere manier zijn vijanden makkelijk overtuigd dat dit houten lokaas de echte Schurk is! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Drie-eenheid zal het ket actors.hero.abilities.cleric.trinity.hornofplenty_use=Drie-eenheid zal het snackeffect van dit artefact toepassen, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Drie-eenheid zal het diefstaleffect van dit artefact toepassen bij _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Drie-eenheid zal het worteleffect van dit artefact toepassen met een willekeurig schadelijk zaadje, ten koste van _%2$s ladingen._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Drie-eenheid zal het invoeg-effect van dit artefact toepassen, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Drie-eenheid zal het kristalkijk-effect van dit artefact toepassen op _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Drie-eenheid zal het tijdbevriezingseffect van dit artefact toepassen met een _%1$d_ beurtduur, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity zal het willekeurige rol-effect van dit artefact toepassen met een kans van _%1$d/10_ om de exotische versie zonder extra kosten aan te bieden, ten koste van _%2$s ladingen._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Oplaadkosten: %d actors.hero.spells.divinesense.name=goddelijk gevoel actors.hero.spells.divinesense.short_desc=Krijg tijdelijk geestvisie in een breed bereik. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=De Geestelijke richt zijn zintuigen op zijn omgeving en krijgt geestvisie met een bereik van %d tegels voor 50 beurten. Het uitspreken van deze spreuk kost geen tijd. actors.hero.spells.divinesense$divinesensetracker.name=goddelijk gevoel actors.hero.spells.divinesense$divinesensetracker.desc=Dit personage kan tijdelijk andere wezens in de buurt zien met zijn geest!\n\nResterende beurten: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Je merkte iets op. actors.hero.hero.wait=... actors.hero.hero.search=zoeken actors.hero.hero.search_distracted=Je kunt je lastig concentreren, zoeken is vermoeiend. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Je probeert het slot open te krijgen, maar dit keer lukt het niet. actors.hero.hero.pain_resist=De pijn helpt je de drang om te slapen te weerstaan. actors.hero.hero.revive=De ankh explodeert met leven-gevende energie! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Betoveringen en vloeken op het wa actors.hero.talent.cleave.title=klieven actors.hero.talent.cleave.desc=_+1:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _30 beurten_.\n\n_+2:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _45 beurten_.\n\n_+3:_ De extra tijd die de Gladiator krijgt bij een eliminatie is verhoogd van 15 naar _60 beurten_. actors.hero.talent.lethal_defense.title=dodelijke verdediging -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 50 beurten_.\n\n_+2:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 100 beurten_.\n\n_+3:_ Wanneer de Gladiator een vijand doodt met een combo-aanval, wordt de afkoeltijd van zijn gebroken zegelschild _verminderd met 150 beurten_.\n\nDe afkoeltijd van het schild kan met dit talent worden verlaagd tot wel -150 beurten, wat betekent dat het direct weer beschikbaar is zodra het wordt geactiveerd. actors.hero.talent.enhanced_combo.title=verbeterde combo actors.hero.talent.enhanced_combo.desc=_+1:_ Wanneer de combo van de Gladiator 7 of hoger is, neemt het terugslagbereik van Afranseling toe tot 3, veroorzaakt het duizeligheid en kan het vijanden in de afgrond duwen. \n\n_+2:_ Naast de voordelen van +1, werkt Pareren bij meerdere aanvallen wanneer de combo van de Gladiator 9 of hoger is. \n\n_+3:_ Naast de voordelen van +1 en +2, kan de Gladiator toesnellen naar tegels van het comboniveau gedeeld door 3 ver bij gebruik van Harde Slag, Verplettering of Razenij. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Als de Sluipmoordenaar een vijand do actors.hero.talent.evasive_armor.title=ontwijkend harnas actors.hero.talent.evasive_armor.desc=_+1:_ Tijdens het freerunnen krijgt de Freerunner een extra _+1 ontwijking_ per overtollig krachtpunt van zijn harnas.\n\n_+2:_ Tijdens het freerunnen krijgt de Freerunner een extra _+2 ontwijking_ per overtollig krachtpunt van zijn harnas.\n\n_+3:_ Tijdens het freerunnen krijgt de Freerunner een extra _+3 ontwijking_ per overtollig krachtpunt van zijn harnas. actors.hero.talent.projectile_momentum.title=projectiel momentum -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Tijdens het freerunnen krijgt de Freerunner _+50% nauwkeurigheid en +15% schade_ met werpwapens.\n\n_+2:_ Tijdens het freerunnen krijgt de Freerunner _+100% nauwkeurigheid en +30% schade_ met werpwapens.\n\n_+3:_ Tijdens het freerunnen wint de Freerunner _+150% nauwkeurigheid en +45% schade_ met werpwapens. actors.hero.talent.speedy_stealth.title=snelle onzichtbaarheid actors.hero.talent.speedy_stealth.desc=_+1:_ De Freerunner krijgt 2 extra momentum per beurt terwijl hij onzichtbaar is.\n\n_+2:_ Naast de voordelen van +1 neemt freerunning momentum niet meer af terwijl de Freerunner onzichtbaar is.\n\n_+3:_ Naast de voordelen van +1 en +2, beweegt de Freerunner met 2x snelheid terwijl hij onzichtbaar is, ongeacht of hij aan het freerunnen is of niet. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=duurzame projectielen actors.hero.talent.durable_projectiles.desc=_+1:_ Werpwapens hebben _+50% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt.\n\n_+2:_ Werpwapens hebben _+75% duurzaamheid_ wanneer ze door de Jaagster worden gebruikt. actors.hero.talent.point_blank.title=op de man af -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _-25% nauwkeurigheid,_ in plaats van -50%.\n\n_+2:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _normale nauwkeurigheid,_ in plaats van -50%\n\n_+3:_ Wanneer de Jaagster haar boog of een werpwapen op slagbereik gebruikt, heeft het _+25% nauwkeurigheid,_ in plaats van -50%.\n\nMerk op dat werpwapens of de geestboog altijd +50% nauwkeurigheid hebben bij gebruik op afstand. actors.hero.talent.seer_shot.title=ziener schot actors.hero.talent.seer_shot.desc=_+1:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _5 beurten_. Dit heeft een afkoelperiode van 20 beurten.\n\n_+2:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _10 beurten_. Dit heeft een afkoelperiode van 20 beurten.\n\n_+3:_ Wanneer de Jaagster een pijl op de grond afvuurt, geeft het zicht in een gebied van 3x3 eromheen voor _15 beurten_. Dit heeft een afkoelperiode van 20 beurten. actors.hero.talent.seer_shot.meta_desc=_Als dit talent wordt verkregen door een andere held_ wordt het geactiveerd vanaf elk werpwapen. diff --git a/core/src/main/assets/messages/actors/actors_pl.properties b/core/src/main/assets/messages/actors/actors_pl.properties index 4b3220ab5..ca6319561 100644 --- a/core/src/main/assets/messages/actors/actors_pl.properties +++ b/core/src/main/assets/messages/actors/actors_pl.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amulet zaczyna wzywać przeciwników z od actors.buffs.ascensionchallenge.haste=Amulet zaczyna przyśpieszać oddalonych przeciwników! actors.buffs.ascensionchallenge.slow=Amulet staje się bardzo ciężki, spowalniając cię! actors.buffs.ascensionchallenge.damage=Amulet emanuje mroczną energią. Parzy! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Pokonując przeciwników możesz osłabić klątwę amuletu! actors.buffs.ascensionchallenge.weaken=Czujesz, że klątwa amuletu staje się nieco słabsza. actors.buffs.ascensionchallenge.break=Dajesz sobie chwilę na złapanie oddechu i czujesz, jak twoje rany zaczynają się zasklepiać! actors.buffs.ascensionchallenge.almost=Czujesz, że wpływ Yog-Dzewy na amulet zaczyna słabnąć, prawie dotarłeś! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Zapaliłeś się! actors.buffs.burning.burnsup=%s spala się! actors.buffs.burning.ondeath=Spłonąłeś... actors.buffs.burning.rankings_desc=Spalony Żywcem -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Jest niewiele zjawisk bardziej bolesnych niż bycie pogrązonym w płomieniach.\n\nOgień będzie zadawał obrażenia w każdej turze dopóki nie zostanie ugaszony wodą albo dopóki sam nie zgaśnie. Ogień można zgasić wxhodząc do wody, lub ochlapując się rozbitą miksturą.\n\nDodatkowo, ogień może podpalić łatwopalne otoczenie lub przedmioty z którymi wejdzie w kontakt.\n\nPozostałe tury podpalenia: %s. actors.buffs.championenemy.warn=Wyczuwasz obecność iście śmiercionośnej istoty. actors.buffs.championenemy$blazing.name=płonący czempion diff --git a/core/src/main/assets/messages/actors/actors_ru.properties b/core/src/main/assets/messages/actors/actors_ru.properties index c74c41ae8..f65d74df7 100644 --- a/core/src/main/assets/messages/actors/actors_ru.properties +++ b/core/src/main/assets/messages/actors/actors_ru.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Амулет начинает подзы actors.buffs.ascensionchallenge.haste=Амулет начинает подгонять противников вдалеке! actors.buffs.ascensionchallenge.slow=Амулет стал весить как гиря в вашем инвентаре! actors.buffs.ascensionchallenge.damage=Амулет начал испускать тёмную энергию. Горячо! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=При убийстве врагов проклятие амулета будет слабеть! actors.buffs.ascensionchallenge.weaken=Вы чувствуете, что проклятие амулета стало ослабевать. actors.buffs.ascensionchallenge.break=Вы находите время перевести дыхание, и чувствуете, как ваши раны начинают заживать! actors.buffs.ascensionchallenge.almost=Хватка Йога за амулет начинает ослабевать, вы практически добрались. @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Вы загорелись! actors.buffs.burning.burnsup=%s сгорает! actors.buffs.burning.ondeath=Вы сгорели заживо... actors.buffs.burning.rankings_desc=Сгорел -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Мало что приносит страдания большие, чем горение заживо.\n\nОгонь будет наносить урон каждый ход, пока не будет потушен водой или не потухнет сам. Потушить огонь можно зайдя в воду, или разбив зелье с жидкостью.\n\nК тому же, огонь может воспламенить огнеопасное окружение или предметы, с которыми контактирует.\n\nХодов горения осталось: %s. actors.buffs.championenemy.warn=Вы ощущаете наличие смертельной опасности. actors.buffs.championenemy$blazing.name=Пылающий чемпион @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Маг размещает _Ва actors.hero.abilities.mage.warpbeacon.desc=Маг размещает маяк, который затем может быть убран по желанию. Установка маяка занимает 1 ход, но перемещение к нему происходит мгновенно.\n\nМаг не может перемещаться между этажами или использовать маяк для достижения недоступных мест, таких как запертые комнаты. Маг может телепортироваться на клетку с врагами, тем самым оттолкнув их. actors.hero.abilities.rogue.smokebomb.name=дымовая бомба -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Прыгнуть можно только на пустую клетку в поле зрения. actors.hero.abilities.rogue.smokebomb.prompt=Выберите клетку для прыжка actors.hero.abilities.rogue.smokebomb$ninjalog.name=деревянная приманка actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Каким-то образом враги легко убеждаются, что эта деревянная приманка - настоящий Разбойник! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Стоимость заряда: %d actors.hero.spells.divinesense.name=божественное чутьё actors.hero.spells.divinesense.short_desc=Временно получает ментальное зрение в большом радиусе. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Клирик фокусирует свое восприятие на окружении, получая ментальное зрение радиусом %d клеток на 50 ходов. Это заклинание не требует времени на применение. actors.hero.spells.divinesense$divinesensetracker.name=божественное чутьё actors.hero.spells.divinesense$divinesensetracker.desc=Этот персонаж способен временно видеть других существ поблизости с помощью своего разума!\n\nХодов осталось: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Вы что-то заметили. actors.hero.hero.wait=... actors.hero.hero.search=поиск actors.hero.hero.search_distracted=Вам сложно сосредоточиться, поэтому поиск занял больше времени. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Ты возишься с замком, но не можешь открыть его в этот раз. actors.hero.hero.pain_resist=Боль помогает преодолеть тягу ко сну. actors.hero.hero.revive=Анх взрывается дарующей жизнь энергией! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Зачарования и про actors.hero.talent.cleave.title=Черепная реакция actors.hero.talent.cleave.desc=_+1:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _30 ходов_, вместо 15.\n\n_+2:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _45 ходов_, вместо 15.\n\n_+3:_ Когда Гладиатор убивает врага, перезарядка комбо до следующего удара увеличивается до _60 ходов_, вместо 15. actors.hero.talent.lethal_defense.title=Летальная защита -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Когда Гладиатор убивает врага комбо-приёмом, перезарядка щита сломанной печати _уменьшается на 50 ходов_.\n\n_+2:_ Когда Гладиатор убивает врага комбо-приёмом, перезарядка щита сломанной печати _уменьшается на 100 ходов_.\n\n_+3:_ Когда Гладиатор убивает врага комбо-приёмом, перезарядка щита сломанной печати _уменьшается на 150 ходов_.\n\nЭтот талант может уменьшить перезарядку щита вплоть до -150 ходов, что означает, что он будет готов вновь сразу после активации. actors.hero.talent.enhanced_combo.title=Улучшенное комбо actors.hero.talent.enhanced_combo.desc=_+1:_ Когда комбо Гладиатора 7 или выше, увеличивает расстояние отталкивания Тарана на 3, Таран накладывает головокружение и может столкнуть врага в яму.\n\n_+2:_ Вдобавок к бонусам от +1. когда комбо Гладиатора 9 и выше, Парирование работает на нескольких атаках.\n\n_+3:_ Вдобавок к бонусам от +1 и +2, Гладиатор может прыгать на расстояние вплоть до комбо/3, когда использует Натиск, Обрушение, или Неистовство. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Когда Убийца убивае actors.hero.talent.evasive_armor.title=Лёгкая броня actors.hero.talent.evasive_armor.desc=_+1:_ Во время бега Бродяга получает _+1 уклонение_ за каждое лишнее очко силы на вашей броне.\n\n_+2:_ Во время бега Бродяга получает _+2 уклонения_ за каждое лишнее очко силы на вашей броне.\n\n_+3:_ Во время бега Бродяга получает _+3 уклонения_ за каждое лишнее очко силы на вашей броне. actors.hero.talent.projectile_momentum.title=Инерция снаряда -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Во время свободного бега Бродяга получает _+50% точности и +15% урона_ метательным оружием. \n\n_+2:_ Во время свободного бега Бродяга получает _+100% точности и +30% урона_ метательным оружием.\n\n_+3:_ Во время свободного бега Бродяга получает _+150% точности и +45% урона_ метательным оружием. actors.hero.talent.speedy_stealth.title=Быстрая скрытность actors.hero.talent.speedy_stealth.desc=_+1:_ Бродяга получает 2 стака импульса за ход, пока он невидим.\n\n_+2:_ В дополнение к преимуществам +1, время в бегу больше не считается, пока Бродяга невидим.\n\n_+3:_ В дополнение к преимуществам +1 и +2, Бродяга движется с удвоенной скоростью, пока он невидим, независимо от того, бежит он или нет. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=прочные снаряды actors.hero.talent.durable_projectiles.desc=_+1:_ Метательное оружие, используемое Охотницей, имеет _+50% к прочности_. \n\n_+2:_ Метательное оружие, используемое Охотницей, имеет _+75% к прочности_. actors.hero.talent.point_blank.title=Cтрельба в упор -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Когда Охотница использует её лук или метательное оружие в ближнем бою, оно имеет _-25% точности_ вместо -50%.\n\n_+2:_ Когда Охотница использует её лук или метательное оружие в ближнем бою, оно имеет _нормальную точность_ вместо -50%.\n\n_+3:_ Когда Охотница использует её лук или метательное оружие в ближнем бою, оно имеет _+25% точности_ вместо -50%.\n\nМетательное оружие или Лук Духов всегда имеют +50% точности, когда использованы на дистанции. actors.hero.talent.seer_shot.title=Всевидящий выстрел actors.hero.talent.seer_shot.desc=_+1:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _5 ходов_. Талант перезаряжается 20 ходов.\n\n_+2:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _10 ходов_. Талант перезаряжается 20 ходов.\n\n_+3:_ Когда Охотница выпускает стрелу в землю, она открывает местность в области 3х3 вокруг нее на _15 ходов_. Талант перезаряжается 20 ходов. actors.hero.talent.seer_shot.meta_desc=_Если этот талант получен другим героем_, он сработает от любого метательного оружия. diff --git a/core/src/main/assets/messages/actors/actors_sv.properties b/core/src/main/assets/messages/actors/actors_sv.properties index 2b602e10a..52bb567c5 100644 --- a/core/src/main/assets/messages/actors/actors_sv.properties +++ b/core/src/main/assets/messages/actors/actors_sv.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Amuletten börjar ropa på avlägsna fien actors.buffs.ascensionchallenge.haste=Amuletten börjar påskynda avlägsna fiender! actors.buffs.ascensionchallenge.slow=Amuletten börjar kännas som en vikt av bly i din packning! actors.buffs.ascensionchallenge.damage=Amuletten börjar utstråla mörk energi. Det bränns! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Om du besegrar fiender kommer amulettens förbannelse att försvagas! actors.buffs.ascensionchallenge.weaken=Du känner hur amulettens förbannelse försvagas något. actors.buffs.ascensionchallenge.break=Du tar en stund och hämtar andan och känner hur dina sår börjar sluta sig! actors.buffs.ascensionchallenge.almost=Du känner Yogs grepp om amuletten börja försvagas, du är nästan där! @@ -139,21 +139,21 @@ actors.buffs.burning.heromsg=Du fattar eld! actors.buffs.burning.burnsup=%s brinner upp! actors.buffs.burning.ondeath=Du brann ihjäl... actors.buffs.burning.rankings_desc=Bränd till aska -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Få saker är mer plågsamma än att vara omgiven av lågor.\n\nElden orsakar skada varje tur tills den släckas med vatten eller upphör att gälla. Elden kan släckas genom att man går i vatten eller genom stänk från en krossad dryck.\n\nDessutom kan elden antända brandfarlig terräng eller föremål som den kommer i kontakt med.\n\nÅterstående brinnande turer: %s. actors.buffs.championenemy.warn=Du känner en dödlig närvaro. actors.buffs.championenemy$blazing.name=blossande kämpe actors.buffs.championenemy$blazing.desc=Blossande kämpar gör 25% mer närstridsskada, antänder fiender de attackerar, är immuna mot eld och sprider eld runtomkring sig när de dör. De kan dock inte sprida eld på vatten. -actors.buffs.championenemy$projecting.name=framskjutande kämpare -actors.buffs.championenemy$projecting.desc=Framskjutande mästare gör 25% mer närstridsskada och har +3 räckvidd. -actors.buffs.championenemy$antimagic.name=antimagisk mästare -actors.buffs.championenemy$antimagic.desc=Antimagiska hjältar tar 50% mindre skada och är helt immuna mot magiska effekter. -actors.buffs.championenemy$giant.name=jättemästare -actors.buffs.championenemy$giant.desc=Jättehjältar tar 80% mindre skada och har +1 räckvidd, men kan inte ta sig genom trånga utrymmen. -actors.buffs.championenemy$blessed.name=välsignad mästare -actors.buffs.championenemy$blessed.desc=Välsignade mästare har 4x träffsäkerhet och undvikande. -actors.buffs.championenemy$growing.name=växande mästare -actors.buffs.championenemy$growing.desc=Växande hjältar har en stadigt ökande bonus för träffsäkerhet, undvikande, fysisk skada och skadereduktion.\n\nNuvarande träff/und/ska-ökning: %1$d%%\nNuvarande skadereduktion: %2$d%% +actors.buffs.championenemy$projecting.name=projicerande kämpe +actors.buffs.championenemy$projecting.desc=Projicerande kämpar gör 25% mer närstridsskada och har +3 räckvidd. +actors.buffs.championenemy$antimagic.name=antimagisk kämpe +actors.buffs.championenemy$antimagic.desc=Antimagiska kämpar tar 50% mindre skada och är helt immuna mot magiska effekter. +actors.buffs.championenemy$giant.name=gigantkämpe +actors.buffs.championenemy$giant.desc=Gigantkämpar tar 80% mindre skada och har +1 räckvidd, men kan inte ta sig genom trånga utrymmen. +actors.buffs.championenemy$blessed.name=välsignad kämpe +actors.buffs.championenemy$blessed.desc=Välsignade kämpar har 4x träffsäkerhet och undvikande. +actors.buffs.championenemy$growing.name=växande kämpe +actors.buffs.championenemy$growing.desc=Växande kämpar har en stadigt ökande bonus för träffsäkerhet, undvikande, fysisk skada och skadereduktion.\n\nNuvarande träff/und/ska-ökning: %1$d%%\nNuvarande skadereduktion: %2$d%% actors.buffs.charm.name=förtjust actors.buffs.charm.heromsg=Du är tjusad! @@ -164,17 +164,17 @@ actors.buffs.chill.name=nedkyld actors.buffs.chill.freezes=%s frös sönder! actors.buffs.chill.desc=Inte stelfrusen, men fortfarande alldeles för nedkyld.\n\nNedkylda mål gör sina handlingar långsammare, beroende på hur många omgångar effekten består. Som värst är det likställt med att vara förslöad.\n\nOmgångar nedkyldheten består: %1$s\nHastighetsreduktion: %2$s%% -actors.buffs.combo.name=combo -actors.buffs.combo.action_name=combo attack +actors.buffs.combo.name=kombination +actors.buffs.combo.action_name=kombinationsattack actors.buffs.combo.combo=%d träffar i rad! actors.buffs.combo.bad_target=Du måste välja en fiende inom attackens räckvidd. actors.buffs.combo.prompt=Välj en måltavla att attackera. actors.buffs.combo.desc=Gladiatorn bygger upp fart när han landar framgångsrika slag. Varje attack ökar kombomätaren med ett, men om det tar för lång tid mellan slagen återställs kombomätaren till 0. Vid kombinationer kommer inte gladiatorns skydd från det brutna sigillet att börja avta.\n\nGenom att bygga upp kombinationer låses speciella kombinationer upp som inte kan missa! En ny attack låses upp vid 2, 4, 6, 8 och 10 kombinationer. Vissa rörelser återställer kombinationen och andra inte, men varje rörelse kan bara användas en gång per kombinationssession.\n\nAktuell kombination: %1$d.\n\nAntal turer tills kombinationen går förlorad: %2$s. actors.buffs.combo$combomove.clobber.name=klamp -actors.buffs.combo$combomove.clobber.desc=Slår tillbaka en fiende 2 brickor, men ger ingen skada och kan inte slå ner i gropar. Ökar combo med 1. -actors.buffs.combo$combomove.clobber.empower_desc=Slår tillbaka en fiende _3 brickor, ger yrsel och kan slå ner i gropar,_ men ger ingen skada. Ökar combo med 1. +actors.buffs.combo$combomove.clobber.desc=Slår tillbaka en fiende 2 brickor, men ger ingen skada och kan inte slå ner i gropar. Ökar kombinationen med 1. +actors.buffs.combo$combomove.clobber.empower_desc=Slår tillbaka en fiende _3 brickor, ger yrsel och kan slå ner i gropar,_ men ger ingen skada. Ökar kombinationen med 1. actors.buffs.combo$combomove.slam.name=dräm -actors.buffs.combo$combomove.slam.desc=Skadar %d%% (combo*20%%) av din skadeblockeringskraft som bonusskada. Återställer combo när den används. +actors.buffs.combo$combomove.slam.desc=Skadar %d%% (kombination*20%%) av din skadeblockeringskraft som bonusskada. Återställer kombination när den används. actors.buffs.combo$combomove.slam.empower_desc=_Hoppar upp till %1$dplattor()_ och orsakar %2$d%% (kombination*20%%) av din skadeblockeringskraft som bonusskada. Återställer kombinationen när den används. actors.buffs.combo$combomove.parry.name=parera actors.buffs.combo$combomove.parry.desc=Blockerar nästa attack inom 1 tur när den aktiveras och ger omedelbart igen. Återställer kombinationen om ingenting pareras. @@ -191,7 +191,7 @@ actors.buffs.corruption.desc=Korruption tränger sig in i varelses självaste v actors.buffs.cripple.name=förlamad actors.buffs.cripple.heromsg=Du är förlamad! -actors.buffs.cripple.desc=Du är ganska säker att ben inte ska gå att böja åt det hållet.\n\nFörlamad halverar förflyttningshastighet, vilket gör förflyttning över en ruta vanligtvis ta två rundor istället för en.\n\nRundor av förlamad som återstår: %s. +actors.buffs.cripple.desc=Du är ganska säker att ben inte ska gå att böja åt det hållet.\n\nFörlamad halverar förflyttningshastighet, vilket gör förflyttning över en ruta vanligtvis ta två turer istället för en.\n\nTurer av förlamning som återstår: %s. actors.buffs.daze.name=förvirrad actors.buffs.daze.heromsg=Du är förvirrad! @@ -205,7 +205,7 @@ actors.buffs.doom.name=dömd actors.buffs.doom.desc=Det är svårt att fortsätta när det känns som om hela universum vill se dig död.\n\nDömda karaktärer får +67 % skada från alla källor.\n\nDödsdom är permanent, dess effekter upphör först vid döden. actors.buffs.dread.name=skräck -actors.buffs.dread.desc=En skräck så stor att den får målet att fly från fängelsehålan!\n\nVarelser som drabbas av skräck flyr från sin motståndare i hög hastighet och försvinner helt från fängelsehålan när de är utom synhåll. Fiender som besegras på detta sätt ger halva erfarenhetspoängen och släpper inga föremål. Smärtchocken minskar skräckens varaktighet.\n\nÅterstående skräckrundor: %d. +actors.buffs.dread.desc=En skräck så stor att den får målet att fly från fängelsehålan!\n\nVarelser som drabbas av skräck flyr från sin motståndare i hög hastighet och försvinner helt från fängelsehålan när de är utom synhåll. Fiender som besegras på detta sätt ger halva erfarenhetspoängen och släpper inga föremål. Smärtchocken minskar skräckens varaktighet.\n\nÅterstående skräckturer: %d. actors.buffs.drowsy.name=sömnig actors.buffs.drowsy.desc=En magisk kraft gör det svårt att hålla sig vaken, efter några turer faller målet in i en djup magisk sömn.\n\nHjälten kan motstå sömnighet genom att ta skada eller genom att ha full hälsa.\n\nTurer tills sömn: %s. @@ -224,17 +224,17 @@ actors.buffs.foresight.desc=Du kan på något sätt se hur terrängen ser ut omk actors.buffs.frost.name=frusen actors.buffs.frost.freezes=%s frös sönder! -actors.buffs.frost.desc=Detta ska inte förväxlas med att frysa fast, utan är en mer ofarlig form av frysning som helt enkelt omsluter målet med is.\n\nFrysning fungerar på samma sätt som förlamning och gör det omöjligt för målet att agera. Till skillnad från förlamning upphör frysningen omedelbart om målet tar skada, eftersom isen då går sönder.\n\nÅterstående frysningsrundor: %s. +actors.buffs.frost.desc=Detta ska inte förväxlas med att frysa fast, utan är en mer ofarlig form av frysning som helt enkelt omsluter målet med is.\n\nFrysning fungerar på samma sätt som förlamning och gör det omöjligt för målet att agera. Till skillnad från förlamning upphör frysningen omedelbart om målet tar skada, eftersom isen då går sönder.\n\nÅterstående frysningsturer: %s. actors.buffs.frostimbue.name=genomsyrad av frost -actors.buffs.frostimbue.desc=Du är genomsyrad av iskall kraft!\n\nAlla fysiska attacker kommer att stadigt ackumulera kyla på fiender. Dessutom är du helt immun mot kyla.\n\nÅterstående frostrundor: %s. +actors.buffs.frostimbue.desc=Du är genomsyrad av iskall kraft!\n\nAlla fysiska attacker kommer att stadigt ackumulera kyla på fiender. Dessutom är du helt immun mot kyla.\n\nÅterstående frostturer: %s. actors.buffs.fury.name=rasande actors.buffs.fury.heromsg=Du blir rasande! actors.buffs.fury.desc=Du är arg, fiender gillar dig inte när du är arg.\n\nEn stor ilska brinner inom dig och ökar skadan du gör med fysiska attacker med 50%%.\n\nDenna ilska varar så länge du har mindre än 50%% hälsa. actors.buffs.blobimmunity.name=reningsbarriär -actors.buffs.blobimmunity.desc=En märklig kraft omsluter dig i en tunn skyddande barriär som blockerar alla skadliga effekter i luften.\n\nDu är immun mot alla områdesbundna effekter vid denna barriär.\n\nÅterstående immunitetsrundor: %s. +actors.buffs.blobimmunity.desc=En märklig kraft omsluter dig i en tunn skyddande barriär som blockerar alla skadliga effekter i luften.\n\nDu är immun mot alla områdesbundna effekter vid denna barriär.\n\nÅterstående immunitetsturer: %s. actors.buffs.gravitychaostracker.name=gravity chaos actors.buffs.gravitychaostracker.desc_intro=Varje gång det går några turer kastas alla karaktärer på den aktuella våningen i fängelsehålan i en slumpmässig riktning. @@ -255,7 +255,7 @@ actors.buffs.herodisguise.desc=Illusionsmagi har förändrat ditt utseende! Effe actors.buffs.hex.name=förtrollad actors.buffs.hex.heromsg=Du har blivit förtrollad! -actors.buffs.hex.desc=Mörk magi som försvagar koncentrationen och gör målet något desorienterat.\n\nFörbannelsen minskar träffsäkerheten och undvikandet med 20 %%, vilket gör målet mindre effektivt i strid.\n\nÅterstående förbannelser: %s. +actors.buffs.hex.desc=Mörk magi som försvagar koncentrationen och gör målet något desorienterat.\n\nFörbannelsen minskar träffsäkerheten och undvikandet med 20%%, vilket gör målet mindre effektivt i strid.\n\nÅterstående förbannelser: %s. actors.buffs.holdfast.name=hållfast actors.buffs.holdfast.desc=Krigaren behåller sin position, ökar sin rustning med %1$d-%2$d och saktar ned förfallshastigheten för vissa buffar med %3$d%%. Detta varar tills han rör sig. @@ -337,18 +337,18 @@ actors.buffs.monkenergy$monkability$dragonkick.desc=En förödande spark som ors actors.buffs.monkenergy$monkability$dragonkick.empower_desc=En förödande spark som orsakar _%1$d-%2$d skada_ och ignorerar rustning. Sparkar iväg _alla intilliggande mål_ och förlamar dem för varje ruta de korsar. actors.buffs.monkenergy$monkability$meditate.name=meditera actors.buffs.monkenergy$monkability$meditate.desc=Munken fokuserar energi i sin kropp i 5 turer. Detta rensar de flesta negativa effekter och ger henne 8 turer av laddning av trollstav och artefakt. -actors.buffs.monkenergy$monkability$meditate.empower_desc=Munken fokuserar energi i sin kropp i 5 turer. Detta rensar bort de flesta negativa effekter och ger henne 8 turer av laddning av trollstav och artefakt. Hon får också 80 % skaderesistens vid meditation och läker långsamt 20 % av sin saknade HP. +actors.buffs.monkenergy$monkability$meditate.empower_desc=Munken fokuserar energi i sin kropp i 5 turer. Detta rensar bort de flesta negativa effekter och ger henne 8 turer av laddning av trollstav och artefakt. Hon får också 80% skaderesistens vid meditation och läker långsamt 20% av sin saknade HP. actors.buffs.ooze.name=frätande gyttja actors.buffs.ooze.heromsg=Frätande syra smälter dig. Skölj av den! actors.buffs.ooze.ondeath=Du smälte bort… actors.buffs.ooze.rankings_desc=Upplöst -actors.buffs.ooze.desc=Denna klibbiga syra fastnar på köttet och smälter det långsamt bort.\n\nOoze orsakar kontinuerlig skada över tid, men kan tvättas bort omedelbart med vatten.\n\nÅterstående ooze-rundor: %s. +actors.buffs.ooze.desc=Denna klibbiga syra fastnar på köttet och smälter det långsamt bort.\n\nOoze orsakar kontinuerlig skada över tid, men kan tvättas bort omedelbart med vatten.\n\nÅterstående ooze-turer: %s. actors.buffs.paralysis.name=förlamad actors.buffs.paralysis.heromsg=Du är paralyserad! actors.buffs.paralysis.out=stod emot paralys -actors.buffs.paralysis.desc=Ofta är det värsta man kan göra att inte göra någonting alls. \n\nFörlamning stoppar alla åtgärder helt och tvingar målet att vänta tills effekten avtar. Smärtan från skadan kan få karaktärer att motstå förlamningen och bryta effekten. \n\nÅterstående förlamningsrundor: %s. +actors.buffs.paralysis.desc=Ofta är det värsta man kan göra att inte göra någonting alls. \n\nFörlamning stoppar alla åtgärder helt och tvingar målet att vänta tills effekten avtar. Smärtan från skadan kan få karaktärer att motstå förlamningen och bryta effekten. \n\nÅterstående förlamningsturer: %s. actors.buffs.physicalempower.name=fysiskt stärkt actors.buffs.physicalempower.desc=Dina slag har förstärkts, vilket ökar skadan du kan åstadkomma när du träffar fiender med fysiska attacker.\n\nBonusskada: %1$d.\nÅterstående träffar: %2$d. @@ -368,7 +368,7 @@ actors.buffs.preparation.desc=Lönnmördaren väntar tålmodigt, beredd att slå actors.buffs.preparation.desc_dmg=Hans nästa attack kommer att orsaka _%1$d%% bonusskada_ och döda vanliga fiender med mindre än _%2$d%% hälsa_ eller bossar med mindre än _%3$d%% hälsa_. actors.buffs.preparation.desc_dmg_likely=Attacken kommer också mer sannolikt göra en större mängd skada. actors.buffs.preparation.desc_blink=Han kan blinka mot en fiende innan han slår till, med en maximal avstånd på _%d._ -actors.buffs.preparation.desc_invis_time=Rundor tillbringade osynlig: _%d._ +actors.buffs.preparation.desc_invis_time=Turer tillbringade som osynlig: _%d._ actors.buffs.preparation.desc_invis_next=Runder tills starkare attack: _%d._ actors.buffs.preparation.prompt=Välj ett mål att attackera!\nMax blinkavstånd: %d actors.buffs.preparation.no_target=Det finns inget att attackera där. @@ -383,10 +383,10 @@ actors.buffs.recharging.name=uppladdning actors.buffs.recharging.desc=Energi strömmar genom dig och förbättrar laddningshastigheten för dina trollstavar och stavar.\n\nVarje tur ökar denna buff den aktuella laddningen med en fjärdedel, utöver den vanliga laddningen.\n\nÅterstående laddningsturer: %s. actors.buffs.revealedarea.name=synliggjort område -actors.buffs.revealedarea.desc=Ett område i kryptan har tillfälligt blivit synligt för hjälten. De ser det oavsett var de är.\n\nÅterstående rundor: %s. +actors.buffs.revealedarea.desc=Ett område i kryptan har tillfälligt blivit synligt för hjälten. De ser det oavsett var de är.\n\nÅterstående turer: %s. actors.buffs.revealedchar.name=synliggjord -actors.buffs.revealedchar.desc=Denna karaktären är synliggjord för hjälten. De är synliga oavsett var de är.\n\nRundor återstående: %s. +actors.buffs.revealedchar.desc=Denna karaktären är synliggjord för hjälten. De är synliga oavsett var de är.\n\nTurer återstående: %s. actors.buffs.roots.name=fastrotad actors.buffs.roots.heromsg=Du kan inte röra dig! @@ -430,14 +430,14 @@ actors.buffs.corrosion.rankings_desc=Upplöst actors.buffs.corrosion.desc=Kraftig syra smälter bort kött, metall och ben i en alarmerande takt.\n\nKorrosionsskadan ökar med tiden, i takt med att målet fortsätter att smälta bort.\n\nÅterstående turer med korrosion: %1$s.\nAktuell korrosionsskada: %2$d. actors.buffs.vertigo.name=yrsel -actors.buffs.vertigo.desc=Det kan vara svårt att gå rakt fram när hela världen snurrar.\n\nNär karaktärer är drabbade av yrsel kommer de att röra sig i slumpmässiga riktningar istället för i den riktning de avsåg att gå.\n\nÅterstående yrselrundor: %s. +actors.buffs.vertigo.desc=Det kan vara svårt att gå rakt fram när hela världen snurrar.\n\nNär karaktärer är drabbade av yrsel kommer de att röra sig i slumpmässiga riktningar istället för i den riktning de avsåg att gå.\n\nÅterstående yrselturer: %s. actors.buffs.wandempower.name=stavar stärkta actors.buffs.wandempower.desc=Dina skadegörande trollstavar har förstärkts, vilket ökar skadan de gör under några träffar.\n\nBonusskada: %1$d.\nÅterstående träffar: %2$d. actors.buffs.weakness.name=försvagad actors.buffs.weakness.heromsg=Du känner dig helt plötsligt svag! -actors.buffs.weakness.desc=Allt känns plötsligt mycket tyngre.\n\nFörsvagande magi minskar en karaktärs fysiska styrka, vilket gör att de gör 33%% mindre skada.\n\nÅterstående svaghetsrundor: %s. +actors.buffs.weakness.desc=Allt känns plötsligt mycket tyngre.\n\nFörsvagande magi minskar en karaktärs fysiska styrka, vilket gör att de gör 33%% mindre skada.\n\nÅterstående svaghetsturer: %s. actors.buffs.wellfed.name=proppmätt actors.buffs.wellfed.desc=Du känner dig ganska mätt och belåten.\n\nNär du är mätt ökar inte din hunger och du återfår extra hälsa över tid.\n\nÅterstående turer: %d. @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Magikern placerar en _Warping B actors.hero.abilities.mage.warpbeacon.desc=Magikern placerar en fyr som sedan kan användas för att teleportera sig till. Det tar 1 tur att placera fyren, men teleporteringen sker omedelbart.\n\nMagikern kan inte teleportera mellan våningar som standard, eller använda fyren för att nå otillgängliga platser som låsta rum. Magikern kan teleportera sig in i fiender, vilket kommer att knuffa dem åt sidan. actors.hero.abilities.rogue.smokebomb.name=rökbomb -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Du kan bara hoppa till en tom plats i ditt synfält. actors.hero.abilities.rogue.smokebomb.prompt=Välj en plats att hoppa till actors.hero.abilities.rogue.smokebomb$ninjalog.name=träspärr actors.hero.abilities.rogue.smokebomb$ninjalog.desc=På något sätt blir fiender helt övertygade att denna träbulvan är den riktiga Skurken! @@ -497,7 +497,7 @@ actors.hero.abilities.rogue.smokebomb.desc=Skurken kastar en rökbomb och blinka actors.hero.abilities.rogue.deathmark.name=dödsmärke actors.hero.abilities.rogue.deathmark.ally_target=Du kan endast markera fiender actors.hero.abilities.rogue.deathmark.short_desc=Skurken placerar ett _Dödsmärke_ på en vald fiende. Märkta fiender tar extra skada, men kan inte dö förrän märket upphör. -actors.hero.abilities.rogue.deathmark.desc=Skurken placerar ett märke på en vald fiende, vilket gör att de tar 25 % extra skada. Märket appliceras omedelbart och varar i 5 turer.\n\nMärkta fiender tar bonusskada men kan inte dö förrän märket upphör. Om en fiende har 0 HP när märket upphör, dör de omedelbart. +actors.hero.abilities.rogue.deathmark.desc=Skurken placerar ett märke på en vald fiende, vilket gör att de tar 25% extra skada. Märket appliceras omedelbart och varar i 5 turer.\n\nMärkta fiender tar bonusskada men kan inte dö förrän märket upphör. Om en fiende har 0 HP när märket upphör, dör de omedelbart. actors.hero.abilities.rogue.deathmark$deathmarktracker.name=märkt för att dö actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=Denna fiende har märkts, vilket gör att den tar 25%% extra skada, men också att den inte kan dö förrän märket upphör.\n\nÅterstående turer: %s. actors.hero.abilities.rogue.shadowclone.name=skuggklon @@ -557,12 +557,12 @@ actors.hero.abilities.cleric.ascendedform.short_desc=Prästen antar en _upphöjd actors.hero.abilities.cleric.ascendedform.desc=Prästen projicerar helig energi från sig själv och antar en utsträckt strålande form i 10 turer. Vid denna form kan prästen kasta nya trollformler, får 2 attackräckvidd, 30 sköld och alla ytterligare trollformler som de kastar ger 10 sköld per helig bokladd som används. Skölden från upphöjd form och dess trollformler försvinner inte normalt, men försvinner omedelbart när upphöjd form upphör. Förmågan kan återanvändas för att uppdatera upphöjd forms varaktighet. actors.hero.abilities.cleric.ascendedform$ascendbuff.name=upphöjd form actors.hero.abilities.cleric.ascendedform$ascendbuff.desc=Strålande energi strålar ut från prästens kropp. Vid denna form får prästen 2 attackräckvidd (från den heliga energi som strålar ut från dem) och 10 sköld när de använder en helig bokladdning. De kan också kasta de trollformler som låses upp via den upphöjda formens talanger.\n\nSkölden som ges av den upphöjda formen och dess trollformler försvinner inte normalt, utan försvinner omedelbart när den upphöjda formen upphör.\n\nAktuell sköld: %1$d.\nÅterstående turer: %2$d. -actors.hero.abilities.cleric.trinity.name=trinity -actors.hero.abilities.cleric.trinity.no_imbue=Trinity har för närvarande ingen effekt inställd för någon av sina former, använd en av dess besvärjelser! -actors.hero.abilities.cleric.trinity.no_duplicate=Trinity kan inte duplicera en effekt som du redan har utrustad! -actors.hero.abilities.cleric.trinity.ench_glyph_use=Trinity kommer att tillämpa denna effekt i _%1$d turer_ till en kostnad av _%2$s laddning._ -actors.hero.abilities.cleric.trinity.rare_ench_glyph_use=Trinity kommer att tillämpa denna _kraftfulla_ effekt i _%1$d turer_ till en kostnad av _%2$s laddning._ -actors.hero.abilities.cleric.trinity.wand_use=Trinity kommer att använda denna trollstav med _+%1$d_ till en kostnad av _%2$s laddning._ +actors.hero.abilities.cleric.trinity.name=treenighet +actors.hero.abilities.cleric.trinity.no_imbue=Treenighet har för närvarande ingen effekt inställd för någon av sina former, använd en av dess besvärjelser! +actors.hero.abilities.cleric.trinity.no_duplicate=Treenighet kan inte duplicera en effekt som du redan har utrustad! +actors.hero.abilities.cleric.trinity.ench_glyph_use=Treenighet kommer att tillämpa denna effekt i _%1$d turer_ till en kostnad av _%2$s laddning._ +actors.hero.abilities.cleric.trinity.rare_ench_glyph_use=Treenighet kommer att tillämpa denna _kraftfulla_ effekt i _%1$d turer_ till en kostnad av _%2$s laddning._ +actors.hero.abilities.cleric.trinity.wand_use=Treenighet kommer att zappa denna trollstav med _+%1$d_ till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.wand_multi_use=Trinity kommer att använda denna _multi-laddade_ trollstav med _+%1$d_ till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.thrown_use=Trinity kommer att kasta detta vapen för _+%1$d_ till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.ring_use=Trinity kommer att tillämpa denna rings effekt på _+%1$d_ i 20 turer, till en kostnad av _%2$s laddning._ @@ -573,18 +573,18 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity tillämpar denna actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity tillämpar denna artefakts snacking-effekt, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity tillämpar denna artefakts fiendestöldseffekt vid _+%1$d_, till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity tillämpar denna artefakts rotningseffekt med ett slumpmässigt skadligt frö, till en kostnad av _%2$s laddning. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Treenigheten kommer att tillämpa denna artefakts insatseffekt, till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity tillämpar denna artefakts spådoms effekt vid _+%1$d_, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity tillämpar denna artefakts tidsfrysningseffekt med en varaktighet på _%1$d_ turer, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity tillämpar denna artefakts slumpmässiga rullningseffekt med en chans på _%1$d/10_ att erbjuda den exotiska versionen utan extra kostnad, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.cost=Laddningskostnaden för denna förmåga varierar, men är oftast _%d._ -actors.hero.abilities.cleric.trinity.short_desc=Prästen får en _Trinity_ av förmågor som emulerar utrustning de har sett och kan tilldelas med hjälp av nya trollformler. -actors.hero.abilities.cleric.trinity.desc=Prästen får en _Trinity_ av rustningsförmågor, som kan tilldelas olika föremålseffekter med hjälp av tre nya trollformler. Var och en av dessa trollformler fokuserar på att emulera effekterna av olika typer av utrustning som prästen har identifierat under denna omgång: kroppsform (vapen och rustningar), sinnesform (trollstavar och kastvapen) och andeform (ringar och artefakter).\n\nVarje Trinity-form kan förses med en effekt åt gången, och prästen väljer vilken som ska aktiveras när Trinity används. Trinity duplicerar inte effekten av något du redan har utrustat dig med. -actors.hero.abilities.cleric.trinity$wndusetrinity.text=Välj vilken Trinity-form du vill använda. Effekterna av olika former kan vara aktiva samtidigt. +actors.hero.abilities.cleric.trinity.short_desc=Prästen får en _Treenighet_ av förmågor som emulerar utrustning de har sett och kan tilldelas med hjälp av nya trollformler. +actors.hero.abilities.cleric.trinity.desc=Prästen får en _Treenighet_ av rustningsförmågor, som kan tilldelas olika föremålseffekter med hjälp av tre nya trollformler. Var och en av dessa trollformler fokuserar på att emulera effekterna av olika typer av utrustning som prästen har identifierat under denna omgång: kroppsform (vapen och rustningar), sinnesform (trollstavar och kastvapen) och andeform (ringar och artefakter).\n\nVarje treenighetsform kan förses med en effekt åt gången, och prästen väljer vilken som ska aktiveras när treenighet används. Treenighet duplicerar inte effekten av något du redan har utrustat dig med. +actors.hero.abilities.cleric.trinity$wndusetrinity.text=Välj vilken treenighetsform du vill använda. Effekterna av olika former kan vara aktiva samtidigt. actors.hero.abilities.cleric.trinity$wndusetrinity.body=_Kroppsform: %s._ -actors.hero.abilities.cleric.trinity$wndusetrinity.mind=_Sinneform: %s._ -actors.hero.abilities.cleric.trinity$wndusetrinity.spirit=_Andlig form: %s._ -actors.hero.abilities.cleric.trinity$wnditemtypeselect.text=Välj en effekt som ska ingå i Trinity. Ytterligare information visas före bekräftelse. +actors.hero.abilities.cleric.trinity$wndusetrinity.mind=_Sinnesform: %s._ +actors.hero.abilities.cleric.trinity$wndusetrinity.spirit=_Andeform: %s._ +actors.hero.abilities.cleric.trinity$wnditemtypeselect.text=Välj en effekt som ska ingå i treenigheten. Ytterligare information visas före bekräftelse. actors.hero.abilities.cleric.trinity$wnditemconfirm.body=Tilldela till kroppsform actors.hero.abilities.cleric.trinity$wnditemconfirm.mind=Tilldela till sinnesform actors.hero.abilities.cleric.trinity$wnditemconfirm.spirit=Tilldela till andeform @@ -594,10 +594,10 @@ actors.hero.abilities.cleric.powerofmany.prompt_ally=Rikta ditt ljus mot alliera actors.hero.abilities.cleric.powerofmany.ally_exists=Du har redan en förstärkt allierad. actors.hero.abilities.cleric.powerofmany.no_vision=Du kan inte välja en plats som du inte kan se. actors.hero.abilities.cleric.powerofmany.only_allies=Du kan bara stärka allierade. -actors.hero.abilities.cleric.powerofmany.short_desc=Prästen kanaliserar _Många makt_ och ger en befintlig allierad förstärkning eller skapar en ny. -actors.hero.abilities.cleric.powerofmany.desc=Prästen kanaliserar _Mångas kraft_, som antingen ger en befintlig allierad kraft eller skapar en ny allierad med kraft i 100 turer. Om du riktar mot ett tomt fält skapas en ny allierad.\n\nMedan de är förstärkta av Många kraft gör alla allierade +25 % skada, tar -25 % skada och delar sin syn med prästen. De får också 25 i sköld när förmågan används.\n\nPrästen får också tre nya besvärjelser som bara kan användas med en förstärkt allierad. Många kraft upphör inte medan någon av dessa besvärjelser är aktiv. +actors.hero.abilities.cleric.powerofmany.short_desc=Prästen kanaliserar _Mångas makt_ och ger en befintlig allierad förstärkning eller skapar en ny. +actors.hero.abilities.cleric.powerofmany.desc=Prästen kanaliserar _Mångas kraft_, som antingen ger en befintlig allierad kraft eller skapar en ny allierad med kraft i 100 turer. Om du riktar mot ett tomt fält skapas en ny allierad.\n\nMedan de är förstärkta av Många kraft gör alla allierade +25% skada, tar -25% skada och delar sin syn med prästen. De får också 25 i sköld när förmågan används.\n\nPrästen får också tre nya besvärjelser som bara kan användas med en förstärkt allierad. Många kraft upphör inte medan någon av dessa besvärjelser är aktiv. actors.hero.abilities.cleric.powerofmany$powerbuff.name=power of many -actors.hero.abilities.cleric.powerofmany$powerbuff.desc=Denna allierade har förstärkts av Många makter, vilket ger dem +25%% skada och -25%% skada. De delar också sitt synfält med prästen och kan dra nytta av Power of Many-besvärjelser. \n\nPower of Many kvarstår när allierade som prismatiska bilder gömmer sig, men dess varaktighet räknas fortfarande ned. \n\nÅterstående turer: %s. +actors.hero.abilities.cleric.powerofmany$powerbuff.desc=Denna allierade har förstärkts av Mångas kraft, vilket ger dem +25%% skada och -25%% skada. De delar också sitt synfält med prästen och kan dra nytta av Mångas kraft-besvärjelser. \n\nMångas kraft kvarstår när allierade som prismatiska bilder gömmer sig, men dess varaktighet räknas fortfarande ned. \n\nÅterstående turer: %s. actors.hero.abilities.cleric.powerofmany$lightally.name=light ally actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=Din allierade flyttar sig till den positionen. actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=Din allierade flyttar sig för att följa dig. @@ -635,10 +635,10 @@ actors.hero.spells.blessspell.short_desc=Välsignar och skyddar präster, välsi actors.hero.spells.blessspell.desc=Prästen lägger en helig välsignelse på sig själv eller en annan karaktär som han kan se.\n\nNär den kastas på sig själv är effekten svagare och ger %1$d turer av välsignelse och %2$d barriär.\n\nNär den kastas på andra karaktärer är förtrollningen kraftfullare och ger %3$d turer av välsignelse och %4$d läkning. Överskott av läkning omvandlas till barriär. actors.hero.spells.bodyform.name=kroppsform -actors.hero.spells.bodyform.short_desc=Tilldelar Trinity en förtrollning eller glyf. -actors.hero.spells.bodyform.desc=Prästen väljer en förtrollning eller glyf som de har identifierat under denna omgång och förser Trinity med dess effekt.\n\nNär Trinity används får prästen effekten av den valda förtrollningen eller glyfen i %d turer. Denna tillfälliga förtrollning eller glyf fungerar med alla effekter som en vanlig förtrollning eller glyf skulle ha.\n\nDenna besvärjelse ersätter alla andra kroppseffekter som Trinity för närvarande är försedd med. +actors.hero.spells.bodyform.short_desc=Tilldelar treenighet en förtrollning eller glyf. +actors.hero.spells.bodyform.desc=Prästen väljer en förtrollning eller glyf som de har identifierat under denna omgång och förser treenighet med dess effekt.\n\nNär treenighet används får prästen effekten av den valda förtrollningen eller glyfen i %d turer. Denna tillfälliga förtrollning eller glyf fungerar med alla effekter som en vanlig förtrollning eller glyf skulle ha.\n\nDenna besvärjelse ersätter alla andra kroppseffekter som treenigheten för närvarande är försedd med. actors.hero.spells.bodyform$bodyformbuff.name=kroppsform -actors.hero.spells.bodyform$bodyformbuff.desc=Trinitys kroppsform ger dig för närvarande kraften från en förtrollning eller glyf, som om du hade den utrustad på ditt nuvarande vapen eller rustning. \n\nObservera att kroppsform inte kan ge en kopia av en effekt som du redan har. \n\nNuvarande effekt: %1$s. \n\nÅterstående turer: %2$s. +actors.hero.spells.bodyform$bodyformbuff.desc=Treenighetens kroppsform ger dig för närvarande kraften från en förtrollning eller glyf, som om du hade den utrustad på ditt nuvarande vapen eller rustning. \n\nObservera att kroppsform inte kan ge en kopia av en effekt som du redan har. \n\nNuvarande effekt: %1$s. \n\nÅterstående turer: %2$s. actors.hero.spells.cleanse.name=cleanse actors.hero.spells.cleanse.short_desc=Rensar debuffs och ger skydd. @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Laddningskostnad: %d actors.hero.spells.divinesense.name=gudomlig känsla actors.hero.spells.divinesense.short_desc=Få tillfällig tankesyn inom ett stort område. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Prästen fokuserar sina sinnen på omgivningen och får mental syn med en räckvidd på %d rutor under 50 turer. Denna besvärjelse tar ingen tid att kasta. actors.hero.spells.divinesense$divinesensetracker.name=gudomlig syn actors.hero.spells.divinesense$divinesensetracker.desc=Denna karaktär kan tillfälligt se andra varelser i närheten med sitt sinne!\n\nÅterstående turer: %s. @@ -729,9 +729,9 @@ actors.hero.spells.lifelinkspell.desc=Prästen stärker bandet mellan sig själv actors.hero.spells.lifelinkspell$lifelinkspellbuff.name=livslänkskydd actors.hero.spells.lifelinkspell$lifelinkspellbuff.desc=Prästen har nyligen använt Livslänk på denna allierade.\n\nUtöver Livslänks vanliga fördelar får denna karaktär också minskad skada, alla positiva prästbesvärjelser gäller både prästen och denna allierade istället för bara en, och Många makter upphör inte att gälla vid denna buff är aktiv.\n\nÅterstående turer: %s. -actors.hero.spells.mindform.name=mind form -actors.hero.spells.mindform.short_desc=Tilldelar Trinity till en trollstav eller ett kastvapen. -actors.hero.spells.mindform.desc=Prästen väljer en trollstav eller ett kastvapen som de har identifierat under denna omgång och förser Trinity med dess effekt.n\nNär Trinity används kan prästen göra en enda attack som om de använde det valda föremålet med +%d. Detta utlöser alla effekter som normalt skulle utlösas av att använda den typen av föremål.\n\nDenna besvärjelse ersätter alla andra sinnesförmågor som Trinity för närvarande är försedd med. +actors.hero.spells.mindform.name=sinnesform +actors.hero.spells.mindform.short_desc=Tilldelar treenighet till en trollstav eller ett kastvapen. +actors.hero.spells.mindform.desc=Prästen väljer en trollstav eller ett kastvapen som de har identifierat under denna omgång och förser treenigheten med dess effekt.n\nNär treenigheten används kan prästen göra en enda attack som om de använde det valda föremålet med +%d. Detta utlöser alla effekter som normalt skulle utlösas av att använda den typen av föremål.\n\nDenna besvärjelse ersätter alla andra sinnesförmågor som treenigheten för närvarande är försedd med. actors.hero.spells.mnemonicprayer.name=mnemonic prayer actors.hero.spells.mnemonicprayer.short_desc=Förlänger buffs/debuffs på en allierad/fiende och återanvänder illuminated. @@ -753,11 +753,11 @@ actors.hero.spells.shieldoflight.desc=Prästen skapar en tunn ljusbarriär mella actors.hero.spells.shieldoflight$shieldoflighttracker.name=ljussköld actors.hero.spells.shieldoflight$shieldoflighttracker.desc=Ett tunt ljussköld står mellan denna karaktär och en fiende. Den är inte tillräckligt stark för att helt blockera attacker, men dämpar dem.\n\nÅterstående turer: %s -actors.hero.spells.spiritform.name=spirit form -actors.hero.spells.spiritform.short_desc=Tilldelar Trinity en ring eller artefakt. -actors.hero.spells.spiritform.desc=Prästen väljer en ring eller artefakt som de har identifierat under denna omgång (utom den heliga boken) och förser Trinity med dess effekt.\n\nOm en ring väljs, ger Trinity ringens effekt med +%1$d i 20 turer.\n\nOm en artefakt väljs, replikerar Trinity den artefaktens effekt med +%2$d. Varje artefakt har olika specifika beteenden och rustningskostnader när den används med Trinity.\n\nDenna besvärjelse ersätter alla andra andeeffekter som Trinity för närvarande är förse -actors.hero.spells.spiritform$spiritformbuff.name=spirit form -actors.hero.spells.spiritform$spiritformbuff.desc=Trinitys andeform ger dig för närvarande kraften från ett föremål, som om du hade det utrustat.\n\nObservera att andeform inte kan ge dig ytterligare en kopia av en effekt som du redan har nytta av.\n\nNuvarande effekt: %1$s.\n\nÅterstående turer: %2$s. +actors.hero.spells.spiritform.name=andeform +actors.hero.spells.spiritform.short_desc=Tilldelar treenigheten en ring eller artefakt. +actors.hero.spells.spiritform.desc=Prästen väljer en ring eller artefakt som de har identifierat under denna omgång (utom den heliga boken) och förser treenigheten med dess effekt.\n\nOm en ring väljs, ger treenigheten ringens effekt med +%1$d i 20 turer.\n\nOm en artefakt väljs, replikerar Trinity den artefaktens effekt med +%2$d. Varje artefakt har olika specifika beteenden och rustningskostnader när den används med Trinity.\n\nDenna besvärjelse ersätter alla andra andeeffekter som treenigheten för närvarande är förse +actors.hero.spells.spiritform$spiritformbuff.name=andeform +actors.hero.spells.spiritform$spiritformbuff.desc=Treenighetens andeform ger dig för närvarande kraften från ett föremål, som om du hade det utrustat.\n\nObservera att andeform inte kan ge dig ytterligare en kopia av en effekt som du redan har nytta av.\n\nNuvarande effekt: %1$s.\n\nÅterstående turer: %2$s. actors.hero.spells.smite.name=smite actors.hero.spells.smite.short_desc=Garanterar en träff med bonusskada och förtrollningskraft. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Du märkte något. actors.hero.hero.wait=… actors.hero.hero.search=sök actors.hero.hero.search_distracted=Det är svårt att koncentrera sig, sökandet är utmattande. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Du pillar på låset men lyckas inte öppna det den här gången. actors.hero.hero.pain_resist=Smärtan hjälper dig att motstå sömnen. actors.hero.hero.revive=Ankhen exploderar med livs-givande energi! @@ -835,7 +835,7 @@ actors.hero.herosubclass.berserker=bärsärk actors.hero.herosubclass.berserker_short_desc=_Bärsärkaren_ bygger ilska allteftersom han tar skada. Ilska ökar hans skada och kan aktiveras vid 100% för extra avskärmning. actors.hero.herosubclass.berserker_desc=Berserkern får raseri när han tar fysisk skada, inklusive skada som blockeras av hans rustning! Raseriet avtar gradvis med tiden, men avtar långsammare om han har låg HP. Vid maximal raseri kan han bli berserk, få en sköld och behålla sitt raseri så länge han har sköld kvar. Skölden skalar med berserkerns rustningsnivå och kan förstärkas kraftigt om han har låg hälsa. Berserkern behöver tid för att återhämta sig efter att han blivit berserk. actors.hero.herosubclass.gladiator=gladiator -actors.hero.herosubclass.gladiator_short_desc=Gladiatorn bygger combo när han utför lyckade attacker. Han kan spendera combo för att använda unika förmågor. +actors.hero.herosubclass.gladiator_short_desc=Gladiatorn bygger kombination när han utför lyckade attacker. Han kan spendera kombination för att använda unika förmågor. actors.hero.herosubclass.gladiator_desc=Gladiatorn bygger upp en kombo-poäng varje gång han lyckas med en attack med ett närstridsvapen eller ett kastvapen. Om gladiatorn inte lyckas med en attack inom 5 turer (15 turer efter en dödande attack) återställs hans kombo.\n\nNär han bygger upp kombinationer kan gladiatorn använda en rad olika förmågor som garanterat träffar:\n2 kombinationer: slå tillbaka fienden, behåller kombinationen\n4 kombinationer: orsaka skada baserat på rustning\n6 kombinationer: parera, behåller kombinationen\n8 kombinationer: skada målet och fiender i närheten\n10 kombinationer: attackera en gång för varje kombination actors.hero.herosubclass.battlemage=stridsmagiker actors.hero.herosubclass.battlemage_short_desc=_Stridsmagikern_ frammanar bonuseffekter när han slåss i närstrid med sin stav. Dessa effekter beror på vilken trollstav hans stav är förtrollad med. @@ -855,9 +855,9 @@ actors.hero.herosubclass.sniper_desc=Snipern är en mästare på distansstrid, v actors.hero.herosubclass.warden=väktare actors.hero.herosubclass.warden_short_desc=_Väktaren_ kan se genom högt gräs och får bonuseffekter när hon planterar frön och trampar ner växter. actors.hero.herosubclass.warden_desc=Väktaren har en stark koppling till naturen som ger henne en rad bonuseffekter relaterade till gräs och växter. Hon kan se genom högt och fuktigt gräs som om det vore tomt utrymme. \n\nVäktaren får gräs att gro runt alla frön hon kastar eller planterar och får specialeffekter när hon trampar på växter. Dessa specialeffekter ersätter de vanliga växteffekterna, vilket innebär att inga växter är skadliga för henne att trampa på. -actors.hero.herosubclass.champion=mästare -actors.hero.herosubclass.champion_short_desc=Champion kan använda två vapen och får fler vapenkontakter. Hennes vanliga attacker använder hennes primära vapen, men hon kan byta vapen och använda båda vapnens förmågor. -actors.hero.herosubclass.champion_desc=Mästaren är en mästare på närstridsvapen som kan utrusta sig med ett sekundärt vapen utöver sitt primära. Hennes vanliga attacker använder hennes primära vapen, men hon kan byta primärt vapen direkt och använda båda vapnens förmågor. +actors.hero.herosubclass.champion=kämpe +actors.hero.herosubclass.champion_short_desc=_Kämpen_ kan använda två vapen och får fler vapenkontakter. Hennes vanliga attacker använder hennes primära vapen, men hon kan byta vapen och använda båda vapnens förmågor. +actors.hero.herosubclass.champion_desc=Kämpen är en mästare på närstridsvapen som kan utrusta sig med ett sekundärt vapen utöver sitt primära. Hennes vanliga attacker använder hennes primära vapen, men hon kan byta primärt vapen direkt och använda båda vapnens förmågor. actors.hero.herosubclass.monk=munk actors.hero.herosubclass.monk_short_desc=_Munken_ samlar energi under strid. Denna energi kan användas till en rad olika unika förmågor. actors.hero.herosubclass.monk_desc=Munken är en mästare på fysisk teknik. När hon besegrar fiender får hon energi som kan användas till en rad olika defensiva och användbara förmågor. Denna energi försvinner inte med tiden, men har en övre gräns baserad på munkens nivå. \n\n1 energi: slå snabbt med nävarna \n2 energi: fokusera för att undvika nästa attack \n3 energi: spring snabbt till närheten \n4 energi: sparka bort en fiende \n5 energi: meditera för att rensa statusar och återställa trollstavens och artefaktens laddning @@ -913,56 +913,56 @@ actors.hero.talent.iron_will.desc=_+1:_ Skölden som krigarens sigill ger _ökas actors.hero.talent.iron_will.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den passivt att ge en 1 eller 2 max sköldversion av krigarens trasiga sigilleffekt. actors.hero.talent.iron_stomach.title=järnmage -actors.hero.talent.iron_stomach.desc=_+1:_ Att äta mat tar krigarens 1 tur och ger honom _75 % skaderesistens_ vid ätande.\n\n_+2:_ Att äta mat tar krigarens 1 tur och ger honom _100 % skaderesistens_ vid ätande. +actors.hero.talent.iron_stomach.desc=_+1:_ Att äta mat tar krigarens 1 tur och ger honom _75% skaderesistens_ vid ätande.\n\n_+2:_ Att äta mat tar krigarens 1 tur och ger honom _100% skaderesistens_ vid ätande. actors.hero.talent.liquid_willpower.title=flytande viljestyrka -actors.hero.talent.liquid_willpower.desc=_+1:_ Krigaren får _6,5 % av sin maximala HP i sköld_ när han dricker eller kastar en dryck, brygd eller elixir.\n\n_+2:_ Krigaren får _10 % av sin maximala HP i sköld_ när han dricker eller kastar en dryck, brygd eller elixir.\n\nSköldens värde fördubblas när du använder styrkedrycker, erfarenhetsdrycker eller alkemiprodukter som måste tillverkas med hjälp av dessa drycker.\n\nFör alkemiprodukter med högre utgångsmängd (t.ex. vattenbrygd) har denna talang en chans att aktiveras beroende på hur många av den produkten som tillverkas. +actors.hero.talent.liquid_willpower.desc=_+1:_ Krigaren får _6,5% av sin maximala HP i sköld_ när han dricker eller kastar en dryck, brygd eller elixir.\n\n_+2:_ Krigaren får _10% av sin maximala HP i sköld_ när han dricker eller kastar en dryck, brygd eller elixir.\n\nSköldens värde fördubblas när du använder styrkedrycker, erfarenhetsdrycker eller alkemiprodukter som måste tillverkas med hjälp av dessa drycker.\n\nFör alkemiprodukter med högre utgångsmängd (t.ex. vattenbrygd) har denna talang en chans att aktiveras beroende på hur många av den produkten som tillverkas. actors.hero.talent.runic_transference.title=runöverföring actors.hero.talent.runic_transference.desc=_+1:_ Krigarens brutna sigill kan överföra _vanliga glyfer_ på samma sätt som det överför en uppgradering.\n\n_+2:_ Krigarens brutna sigill kan överföra _vanliga, kraftfulla och förbannade glyfer_ på samma sätt som det överför en uppgradering.\n\nSigillet kan endast överföra glyfer om de var applicerade på rustningen när sigillet fästes. actors.hero.talent.runic_transference.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att hjälpa glyfer på din rustning att motstå att tas bort av uppgraderingsrullar. Glyfer börjar gå förlorade när du uppgraderar från nivå 6 (upp från 4) vid +1 eller nivå 7 (upp från 4) vid +2. Nivån där glyfer garanterat går förlorade är oförändrad vid +8. actors.hero.talent.lethal_momentum.title=dödlig drivkraft -actors.hero.talent.lethal_momentum.desc=_+1:_ När krigaren landar ett dödande slag på en fiende med ett fysiskt vapen har den _67 % chans_ att ta 0 turer.\n\n_+2:_ När krigaren landar ett dödande slag på en fiende med ett fysiskt vapen har den _100 % chans_ att ta 0 turer. +actors.hero.talent.lethal_momentum.desc=_+1:_ När krigaren landar ett dödande slag på en fiende med ett fysiskt vapen har den _67% chans_ att ta 0 turer.\n\n_+2:_ När krigaren landar ett dödande slag på en fiende med ett fysiskt vapen har den _100% chans_ att ta 0 turer. actors.hero.talent.improvised_projectiles.title=improviserade projektiler -actors.hero.talent.improvised_projectiles.desc=_+1:_ Krigaren kan blända en fiende över _2 rundor_ genom att kasta något föremål som inte är ett kastvapen mot dem. Detta har en 50 rundors nedkylningsperiod.\n\n_+1:_ Krigaren kan blända en fiende över _3 rundor_ genom att kasta något föremål som inte är ett kastvapen mot dem. Detta har en 50 rundors nedkylningsperiod. +actors.hero.talent.improvised_projectiles.desc=_+1:_ Krigaren kan blända en fiende över _2 turer_ genom att kasta något föremål som inte är ett kastvapen mot dem. Detta har en 50 turers nedkylningsperiod.\n\n_+1:_ Krigaren kan blända en fiende över _3 turer_ genom att kasta något föremål som inte är ett kastvapen mot dem. Detta har en 50 turers nedkylningsperiod. actors.hero.talent.hold_fast.title=hållfast -actors.hero.talent.hold_fast.desc=_+1:_ När krigaren väntar får han _1-2 rustning_ och saktar ned nedbrytningen av kombo- och sköldförstärkningar med _50 %_ tills han rör sig.\n\n_+2:_ När krigaren väntar får han _2-4 rustning_ och saktar ned nedbrytningen av kombo- och sköldförstärkningar med _75 %_ tills han rör sig.\n\n_+3:_ När krigaren väntar får han _3-6 rustning_ och saktar ner avklingningen av kombo- och sköldförstärkningar med _100 %_ tills han rör sig. +actors.hero.talent.hold_fast.desc=_+1:_ När krigaren väntar får han _1-2 rustning_ och saktar ned nedbrytningen av kombo- och sköldförstärkningar med _50%_ tills han rör sig.\n\n_+2:_ När krigaren väntar får han _2-4 rustning_ och saktar ned nedbrytningen av kombo- och sköldförstärkningar med _75%_ tills han rör sig.\n\n_+3:_ När krigaren väntar får han _3-6 rustning_ och saktar ner avklingningen av kombo- och sköldförstärkningar med _100%_ tills han rör sig. actors.hero.talent.strongman.title=starkman actors.hero.talent.strongman.desc=_+1:_ Krigarens styrka _ökas med 8 %_, avrundat nedåt.\n\n_+2:_ Krigarens styrka _ökas med 13 %_, avrundat nedåt.\n\n_+3:_ Krigarens styrka _ökas med 18 %_, avrundat nedåt. actors.hero.talent.endless_rage.title=oändligt raseri -actors.hero.talent.endless_rage.desc=_+1:_ Berserkern kan nå maximalt _116 % raseri_.\n\n_+2:_ Berserkern kan nå maximalt _133 % raseri_.\n\n_+3:_ Berserkern kan nå maximalt _150 % raseri_.\n\nVarje raseripunkt över 100 % ökar berserkerskölden med 1 % och minskar nedkylningstiden med 1 %, men ökar inte skadebonusen över +50 %. +actors.hero.talent.endless_rage.desc=_+1:_ Berserkern kan nå maximalt _116 % raseri_.\n\n_+2:_ Berserkern kan nå maximalt _133 % raseri_.\n\n_+3:_ Berserkern kan nå maximalt _150% raseri_.\n\nVarje raseripunkt över 100% ökar berserkerskölden med 1 % och minskar nedkylningstiden med 1 %, men ökar inte skadebonusen över +50%. actors.hero.talent.deathless_fury.title=dödslöst ursinne -actors.hero.talent.deathless_fury.desc=_+1:_ Berserk aktiveras automatiskt om Berserkern är på väg att dö och raseriet är på eller över 100 %, men det har en nedkylningstid på _3 hjältenivåer_ när detta inträffar.\n\n_+2:_ Berserk aktiveras automatiskt om berserkern är på väg att dö och raseriet är 100 % eller högre, men har en nedkylningstid på _2 hjältenivåer_ när detta inträffar.\n\n_+3:_ Berserk aktiveras automatiskt om berserkern är på väg att dö och raseriet är 100 % eller högre, men har en nedkylningstid på _1 hjältenivå_ när detta inträffar.\n\nObservera att Berserkern fortfarande dör om han har 0 HP när berserking upphör. +actors.hero.talent.deathless_fury.desc=_+1:_ Berserk aktiveras automatiskt om Berserkern är på väg att dö och raseriet är på eller över 100%, men det har en nedkylningstid på _3 hjältenivåer_ när detta inträffar.\n\n_+2:_ Berserk aktiveras automatiskt om berserkern är på väg att dö och raseriet är 100% eller högre, men har en nedkylningstid på _2 hjältenivåer_ när detta inträffar.\n\n_+3:_ Berserk aktiveras automatiskt om berserkern är på väg att dö och raseriet är 100% eller högre, men har en nedkylningstid på _1 hjältenivå_ när detta inträffar.\n\nObservera att Berserkern fortfarande dör om han har 0 HP när berserking upphör. actors.hero.talent.enraged_catalyst.title=förargad katalyst -actors.hero.talent.enraged_catalyst.desc=_+1:_ Förtrollningar och förbannelser på Berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _15 % oftare_ vid 100 % raseri.n\n_+2:_ Förtrollningar och förbannelser på berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _30 % oftare_ vid 100 % raseri.\n\n_+3:_ Förtrollningar och förbannelser på berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _45 % oftare_ vid 100 % raseri. +actors.hero.talent.enraged_catalyst.desc=_+1:_ Förtrollningar och förbannelser på Berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _15% oftare_ vid 100% raseri.n\n_+2:_ Förtrollningar och förbannelser på berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _30% oftare_ vid 100% raseri.\n\n_+3:_ Förtrollningar och förbannelser på berserkerns vapen utlöses oftare ju mer raseri han har, upp till maximalt _45% oftare_ vid 100% raseri. actors.hero.talent.cleave.title=klyva actors.hero.talent.cleave.desc=_+1:_ Den extra tid som Gladiator får vid en död ökas till _30 turer_, från 15.\n\n_+2:_ Den extra tid som Gladiator får vid en död ökas till _45 turer_, från 15.\n\n_+3:_ Den extra tid som Gladiator får vid en död ökas till _60 turer_, från 15. actors.hero.talent.lethal_defense.title=dödligt försvar -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. -actors.hero.talent.enhanced_combo.title=förstärkt combo +actors.hero.talent.lethal_defense.desc=_+1:_ När Gladiator dödar en fiende med en kombination, minskas nedkylningstiden för hans brutna sigillskydd med 50 turer.\n\n_+2:_ När Gladiator dödar en fiende med en kombination, minskas nedkylningstiden för hans brutna sigillskydd med 100 turer.\n\n_+3:_ När Gladiatorn dödar en fiende med en kombination, minskas nedkylningstiden för hans brutna sigillskydd med 150 turer.\n\nNedkylningstiden för skölden kan minskas till så lågt som -150 turer med denna talang, vilket innebär att den omedelbart blir tillgänglig igen när den aktiveras. +actors.hero.talent.enhanced_combo.title=utökad kombination actors.hero.talent.enhanced_combo.desc=_+1:_ När gladiatorns kombination är 7 eller högre ökar Clobbars knockback-räckvidd till 3, den orsakar yrsel och kan slå fiender i gropar.\n\n_+2:_ Utöver fördelarna med +1 fungerar Parry på flera attacker när Gladiatorns kombo är 9 eller högre.\n\n_+3:_ Utöver fördelarna med +1 och +2 kan Gladiator hoppa upp till kombo/3 rutor när han använder Slam, Crush eller Fury. actors.hero.talent.body_slam.title=kropps smäll -actors.hero.talent.body_slam.desc=_+1:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _1-4 plus 25 %_ av hans skadeblockeringskraft.\n\n_+2:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _2-8 plus 50 %_ av hans skadeblockeringskraft.\n\n_+3:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _3-12 plus 75 %_ av hans skadeblockeringskraft.\n\n_+4:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _4-16 plus 100 %_ av hans skadeblockeringskraft. +actors.hero.talent.body_slam.desc=_+1:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _1-4 plus 25%_ av hans skadeblockeringskraft.\n\n_+2:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _2-8 plus 50%_ av hans skadeblockeringskraft.\n\n_+3:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _3-12 plus 75%_ av hans skadeblockeringskraft.\n\n_+4:_ När krigaren landar efter ett hopp får alla fiender i närheten skada motsvarande _4-16 plus 100%_ av hans skadeblockeringskraft. actors.hero.talent.impact_wave.title=effektvåg -actors.hero.talent.impact_wave.desc=_+1:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _2 rutor_ bakåt och har en _25% chans_ att bli sårbara i 5 rundor.\n\n_+2:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _3 rutor_ bakåt och har en _50% chans_ att bli sårbara i 5 rundor.\n\n_+3:_ När krigaren landar efter att ha hoppat knuffas alla angränsande fiender _4 rutor_ bakåt och har en _75% chans_ att bli sårbara i 5 rundor.\n\n_+4:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _5 rutor_ bakåt och har en _100% chans_ att bli sårbara i 5 rundor. +actors.hero.talent.impact_wave.desc=_+1:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _2 rutor_ bakåt och har en _25% chans_ att bli sårbara i 5 turer.\n\n_+2:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _3 rutor_ bakåt och har en _50% chans_ att bli sårbara i 5 turer.\n\n_+3:_ När krigaren landar efter att ha hoppat knuffas alla angränsande fiender _4 rutor_ bakåt och har en _75% chans_ att bli sårbara i 5 turer.\n\n_+4:_ När Krigaren landar efter att ha hoppat knuffas alla angränsande fiender _5 rutor_ bakåt och har en _100% chans_ att bli sårbara i 5 turer. actors.hero.talent.double_jump.title=dubbelhopp -actors.hero.talent.double_jump.desc=_+1:_ Om krigaren utför ett andra hopp inom 3 rundor har det hoppet en _16% minskad_ uppladdningskostnad.\n\n_+2:_ Om krigaren utför ett andra hopp inom 3 rundor har det hoppet en _30% minskad_ uppladdningskostnad.\n\n_+3:_ Om krigaren utför ett andra hopp inom 3 rundor har det hoppet en _40% minskad_ uppladdningskostnad.\n\n_+4:_ Om krigaren utför ett andra hopp inom 3 rundor har det hoppet en _50% minskad_ uppladdningskostnad. +actors.hero.talent.double_jump.desc=_+1:_ Om krigaren utför ett andra hopp inom 3 turer har det hoppet en _16% minskad_ uppladdningskostnad.\n\n_+2:_ Om krigaren utför ett andra hopp inom 3 turer har det hoppet en _30% minskad_ uppladdningskostnad.\n\n_+3:_ Om krigaren utför ett andra hopp inom 3 turer har det hoppet en _40% minskad_ uppladdningskostnad.\n\n_+4:_ Om krigaren utför ett andra hopp inom 3 turer har det hoppet en _50% minskad_ uppladdningskostnad. actors.hero.talent.expanding_wave.title=expanderande våg actors.hero.talent.expanding_wave.desc=_+1:_ Shockwave's range is increased to _6 tiles_ from 5, and its width is increased to _75 degrees_ from 60.\n\n_+2:_ Shockwave's range is increased to _7 tiles_ from 5, and its width is increased to _90 degrees_ from 60.\n\n_+3:_ Chockvågens räckvidd ökar från 5 till _8 rutor_ och dess bredd ökar från 60 till _105 grader_. \n\n_+4:_ Chockvågens räckvidd ökar från 5 till _9 rutor_ och dess bredd ökar från 60 till _120 grader_. actors.hero.talent.striking_wave.title=slagkraftig våg -actors.hero.talent.striking_wave.desc=_+1:_ Shockwave har _30 % chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+2:_ Shockwave har _60 % chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+3:_ Chockvåg har _90 % chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+4:_ Chockvåg har _100 % chans_ att även använda träffeffekter som förtrollningar och kombinationer, och ger förtrollningar _+20 % kraft_. +actors.hero.talent.striking_wave.desc=_+1:_ Shockwave har _30% chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+2:_ Shockwave har _60% chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+3:_ Chockvåg har _90% chans_ att även använda träffeffekter som förtrollningar och kombinationer.\n\n_+4:_ Chockvåg har _100% chans_ att även använda träffeffekter som förtrollningar och kombinationer, och ger förtrollningar _+20% kraft_. actors.hero.talent.shock_force.title=chockvåg -actors.hero.talent.shock_force.desc=_+1:_ Shockwave gör _20 % mer skada_ och har _25 % chans_ att bedöva istället för att förlama.\n\n_+2:_ Shockwave gör _40 % mer skada_ och har _50 % chans_ att bedöva istället för att förlama.\n\n_+3:_ Chockvåg orsakar _60 % mer skada_ och har _75 % chans_ att bedöva istället för att förlama.\n\n_+4:_ Chockvåg orsakar _80 % mer skada_ och har _100 % chans_ att bedöva istället för att förlama. +actors.hero.talent.shock_force.desc=_+1:_ Shockwave gör _20% mer skada_ och har _25% chans_ att bedöva istället för att förlama.\n\n_+2:_ Shockwave gör _40% mer skada_ och har _50% chans_ att bedöva istället för att förlama.\n\n_+3:_ Chockvåg orsakar _60% mer skada_ och har _75% chans_ att bedöva istället för att förlama.\n\n_+4:_ Chockvåg orsakar _80% mer skada_ och har _100% chans_ att bedöva istället för att förlama. actors.hero.talent.sustained_retribution.title=sustained retribution -actors.hero.talent.sustained_retribution.desc=_+1:_ Krigaren gör _115 % extra skada_ fördelat på _2 träffar_, istället för 100 % extra skada i 1 träff.\n\n_+2:_ Krigaren gör _130 % extra skada_ fördelat på _3 träffar_, istället för 100 % extra skada i 1 träff.\n\n_+3:_ Krigaren gör _145 % extra skada_ fördelat på _4 träffar_, istället för 100 % extra skada i 1 träff.\n\n_+4:_ Krigaren gör _160 % extra skada_ fördelat på _5 träffar_, istället för 100 % extra skada i 1 träff. +actors.hero.talent.sustained_retribution.desc=_+1:_ Krigaren gör _115% extra skada_ fördelat på _2 träffar_, istället för 100% extra skada i 1 träff.\n\n_+2:_ Krigaren gör _130% extra skada_ fördelat på _3 träffar_, istället för 100% extra skada i 1 träff.\n\n_+3:_ Krigaren gör _145% extra skada_ fördelat på _4 träffar_, istället för 100% extra skada i 1 träff.\n\n_+4:_ Krigaren gör _160% extra skada_ fördelat på _5 träffar_, istället för 100% extra skada i 1 träff. actors.hero.talent.shrug_it_off.title=skaka av actors.hero.talent.shrug_it_off.desc=_+1:_ Krigarens skadereduktion vid uthållighet _ökas till 60%_, från 50%.\n\n_+2:_ Krigarens skadereduktion vid uthållighet _ökas till 68%_, från 50%.\n\n_+3:_ Krigarens skadereduktion vid uthållighet _ökas till 74%_ från 50%.\n\n_+4:_ Krigarens skadereduktion vid uthållighet _ökas till 80%_ från 50%. actors.hero.talent.even_the_odds.title=utjämna oddsen -actors.hero.talent.even_the_odds.desc=_+1:_ Krigaren gör ytterligare _5 % bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+2:_ Krigaren gör ytterligare _10 % bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+3:_ Krigaren gör ytterligare _15 % bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+4:_ Krigaren gör ytterligare _20 % bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör. +actors.hero.talent.even_the_odds.desc=_+1:_ Krigaren gör ytterligare _5% bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+2:_ Krigaren gör ytterligare _10% bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+3:_ Krigaren gör ytterligare _15% bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör.\n\n_+4:_ Krigaren gör ytterligare _20% bonusskada_ för varje fiende inom 2 rutor när uthålligheten upphör. #mage actors.hero.talent.empowering_meal.title=förstärkande måltid @@ -993,18 +993,18 @@ actors.hero.talent.ally_warp.title=ally warp actors.hero.talent.ally_warp.desc=_+1:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _2 ruts radie_.\n\n_+2:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _4 ruts radie_.\n\n_+3:_ Magikern kan välja en allierad att omedelbart byta plats med, inom en _6 rutor_ radie.\n\nMagikern kan inte byta plats med orörliga allierade. actors.hero.talent.empowered_strike.title=förstärkt slag -actors.hero.talent.empowered_strike.desc=_+1:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den orsakar _+16 % skada_ och stavens bonuseffekt får _+50 % kraft_.n\n_+2:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+33 % skada_ och stavens bonuseffekt får _+100 % kraft_.n\n_+3:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+50 % skada_ och stavens bonuseffekt får _+150 % kraft_. +actors.hero.talent.empowered_strike.desc=_+1:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den orsakar _+16 % skada_ och stavens bonuseffekt får _+50% kraft_.n\n_+2:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+33 % skada_ och stavens bonuseffekt får _+100% kraft_.n\n_+3:_ Stridsmagikerns första närstridsattack med sin stav efter att ha använt den ger _+50% skada_ och stavens bonuseffekt får _+150% kraft_. actors.hero.talent.mystical_charge.title=mystisk laddning actors.hero.talent.mystical_charge.desc=_+1:_ Att slå med sin stav ger Stridsmagikern _0,5 turer_ i artefaktuppladdning.\n\n_+2:_ Att slå med sin stav ger Stridsmagikern _1 tur_ i artefaktuppladdning.\n\n_+3:_ Att slå med sin stav ger Stridsmagikern _1,5 turer_ värde av artefaktuppladdning. actors.hero.talent.excess_charge.title=överbliven laddning actors.hero.talent.excess_charge.desc=_+1:_ När Stridsmagikerns stav är fulladdad ger hans nästa zap honom _0,67 sköld_ per stavens nivå.n\n_+2:_ När Stridsmagikerns stav är fulladdad ger nästa stöt honom _1,33 sköld_ per stavens nivå.\n\n_+3:_ När Stridsmagikerns stav är fulladdad ger nästa stöt honom _2 sköld_ per stavens nivå. actors.hero.talent.soul_siphon.title=själsutvinning -actors.hero.talent.soul_siphon.desc=_+1:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _13 % effektivitet_.\n\n_+2:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _27 % effektivitet_.n\n\n_+3:_ Fysisk skada som tillfogas av andra karaktärer aktiverar Häxmästarens själsmärke med _40 % effektivitet_. +actors.hero.talent.soul_siphon.desc=_+1:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _13 % effektivitet_.\n\n_+2:_ Fysisk skada som andra karaktärer orsakar utlöser Häxmästarens själsmärke med _27 % effektivitet_.n\n\n_+3:_ Fysisk skada som tillfogas av andra karaktärer aktiverar Häxmästarens själsmärke med _40% effektivitet_. actors.hero.talent.soul_eater.title=själsslukare -actors.hero.talent.soul_eater.desc=_+1:_ Själsmärke ger _0,33 turer_ mättnad för varje fysisk skada som tillfogas. Fiender med själsmärke har _10 % chans_ att utlösa effekter vid intag när de dör.\n\n_+2:_ Själsmärke ger _0,67 turer_ mättnad för varje fysisk skada som tillfogas. Själsmärkta fiender har _20 % chans_ att utlösa effekter när de dör. \n\n_+3:_ Själsmärke ger _1 tur_ mättnad för varje fysisk skada som orsakas. Själsmärkta fiender har _30 % chans_ att utlösa effekter när de dör. +actors.hero.talent.soul_eater.desc=_+1:_ Själsmärke ger _0,33 turer_ mättnad för varje fysisk skada som tillfogas. Fiender med själsmärke har _10% chans_ att utlösa effekter vid intag när de dör.\n\n_+2:_ Själsmärke ger _0,67 turer_ mättnad för varje fysisk skada som tillfogas. Själsmärkta fiender har _20% chans_ att utlösa effekter när de dör. \n\n_+3:_ Själsmärke ger _1 tur_ mättnad för varje fysisk skada som orsakas. Själsmärkta fiender har _30% chans_ att utlösa effekter när de dör. actors.hero.talent.necromancers_minions.title=och besvärjares undersåtar -actors.hero.talent.necromancers_minions.desc=_+1:_ När en själsmärkt fiende dör har Häxmästaren _13 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+2:_ När en själsmärkt fiende dör har Häxmästaren _27 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+3:_ När en själsmärkt fiende dör har Häxmästaren _40 % chans_ att återuppväcka dem som en fördärvad vålnad. +actors.hero.talent.necromancers_minions.desc=_+1:_ När en själsmärkt fiende dör har Häxmästaren _13 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+2:_ När en själsmärkt fiende dör har Häxmästaren _27 % chans_ att återuppväcka dem som en fördärvad vålnad.\n\n_+3:_ När en själsmärkt fiende dör har Häxmästaren _40% chans_ att återuppväcka dem som en fördärvad vålnad. actors.hero.talent.blast_radius.title=sprängradie actors.hero.talent.blast_radius.desc=_+1:_ Elemental blast's radius ökas till _5 rutor_, från 4.\n\n_+2:_ Elemental blast's radius ökas till _6 rutor_, från 4.n\n_+3:_ Elemental blast's radius ökas till _7 rutor_, från 4.\n\n_+4:_ Elemental blast's radius ökas till _8 rutor_, från 4. @@ -1016,16 +1016,16 @@ actors.hero.talent.reactive_barrier.desc=_+1:_ Magikern får _2,5 sköld_ för v actors.hero.talent.wild_power.title=vild kraft actors.hero.talent.wild_power.desc=_+1:_ När vild magi används förstärks trollstavar med antingen _2 eller 3, upp till +4_.n\n_+2:_ När vild magi används förstärks trollstavar med _3, upp till +5_.\n\n_+3:_ När vild magi används förstärks trollstavar med antingen _3 eller 4, upp till +6_.\n\n_+4:_ När vild magi används förstärks trollstavar med _4, upp till +7_. actors.hero.talent.fire_everything.title=skjut allt -actors.hero.talent.fire_everything.desc=_+1:_ Vild magi avfyras nu _5 gånger_ istället för 4, och varje trollstav har _25 % chans_ att kunna användas 3 gånger.\n\n_+2:_ Vild magi avfyras nu _6 gånger_ istället för 4, och varje trollstav har _50 % chans_ att kunna användas 3 gånger.\n\n_+3:_ Vild magi avfyras nu _7 gånger_ istället för 4, och varje trollstav har _75 % chans_ att kunna användas 3 gånger.\n\n_+4:_ Vild magi avfyras nu _8 gånger_ istället för 4, och varje trollstav har _100 % chans_ att kunna användas 3 gånger. +actors.hero.talent.fire_everything.desc=_+1:_ Vild magi avfyras nu _5 gånger_ istället för 4, och varje trollstav har _25% chans_ att kunna användas 3 gånger.\n\n_+2:_ Vild magi avfyras nu _6 gånger_ istället för 4, och varje trollstav har _50% chans_ att kunna användas 3 gånger.\n\n_+3:_ Vild magi avfyras nu _7 gånger_ istället för 4, och varje trollstav har _75% chans_ att kunna användas 3 gånger.\n\n_+4:_ Vild magi avfyras nu _8 gånger_ istället för 4, och varje trollstav har _100% chans_ att kunna användas 3 gånger. actors.hero.talent.conserved_magic.title=konserverad magi -actors.hero.talent.conserved_magic.desc=_+1:_ Varje zap från vild magi använder nu _0,33 laddningar_ istället för 0,5, och vild magi har _25 % chans_ att inte använda en tur.n\n_+2:_ Varje zap från vild magi använder nu _0,225 laddningar_ istället för 0,5, och vild magi har _50 % chans_ att inte använda en tur.\n\n_+3:_ Varje zap från vild magi använder nu _0,15 laddningar_ istället för 0,5, och vild magi har _75 % chans_ att inte använda en tur.\n\n_+4:_ Varje zap från vild magi använder nu _0,1 laddningar_ istället för 0,5, och vild magi har _100 % chans_ att inte spendera en tur. +actors.hero.talent.conserved_magic.desc=_+1:_ Varje zap från vild magi använder nu _0,33 laddningar_ istället för 0,5, och vild magi har _25% chans_ att inte använda en tur.n\n_+2:_ Varje zap från vild magi använder nu _0,225 laddningar_ istället för 0,5, och vild magi har _50% chans_ att inte använda en tur.\n\n_+3:_ Varje zap från vild magi använder nu _0,15 laddningar_ istället för 0,5, och vild magi har _75% chans_ att inte använda en tur.\n\n_+4:_ Varje zap från vild magi använder nu _0,1 laddningar_ istället för 0,5, och vild magi har _100% chans_ att inte spendera en tur. actors.hero.talent.telefrag.title=Telefrag actors.hero.talent.telefrag.desc=_+1:_ Om Magikern teleporterar sig till en annan karaktär gör han _10-15 skada_ på den, men tar också _5 skada_.\n\n_+2:_ Om Magikern teleporterar sig till en annan karaktär gör han _20-30 skada_ på den, men tar också _10 skada_.\n\n_+3:_ Om Magikern teleporterar sig till en annan karaktär, gör han _30-45 skada_ på den, men tar också _15 skada_.\n\n_+4:_ Om Magikern teleporterar sig till en annan karaktär, gör han _40-60 skada_ på den, men tar också _20 skada_.\n\nHjälten kan inte dödas av denna talang, självskadan kan reduceras av magiresistenta effekter. actors.hero.talent.remote_beacon.title=Fjärrbeacon actors.hero.talent.remote_beacon.desc=_+1:_ Magikern kan placera en fyr på valfri plats inom _4 rutor_.\n\n_+2:_ Magikern kan placera en fyr på valfri plats inom _8 rutor_.\n\n_+3:_ Magikern kan placera en fyr på valfri plats inom _12 rutor_.\n\n_+4:_ Magikern kan placera en fyr på valfri plats inom _16 rutor_.\n\nMagikern kan inte placera fyrar på platser som är otillgängliga. actors.hero.talent.longrange_warp.title=Långdistansförflyttning -actors.hero.talent.longrange_warp.desc=_+1:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _150 % laddning_.\n\n_+2:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _117 % laddning_.\n\n_+3:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _83 % laddning_.\n\n_+4:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _50 % laddning_.\n\nMagikern kan inte använda långdistansförflyttning för att lämna en låst våning. +actors.hero.talent.longrange_warp.desc=_+1:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _150% laddning_.\n\n_+2:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _117 % laddning_.\n\n_+3:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _83 % laddning_.\n\n_+4:_ Magikern kan nu förflytta sig mellan våningar, till en kostnad av _50% laddning_.\n\nMagikern kan inte använda långdistansförflyttning för att lämna en låst våning. #rogue actors.hero.talent.cached_rations.title=undangömda ransoner @@ -1047,16 +1047,16 @@ actors.hero.talent.wide_search.meta_desc=_Om denna talang erhålls av en annan h actors.hero.talent.silent_steps.title=tysta fotsteg actors.hero.talent.silent_steps.desc=_+1:_ Skurken väcker inte sovande fiender vid _3 eller fler rutor från dem_.\n\n_+2:_ Skurken väcker inte sovande fiender när han _inte är intill dem_. actors.hero.talent.rogues_foresight.title=skurkens framsynthet -actors.hero.talent.rogues_foresight.desc=_+1:_ När Skurken befinner sig på en nivå med ett hemligt rum har han _75 % chans att upptäcka_ att nivån innehåller en hemlighet.\n\n_+2:_ När Skurken befinner sig på en nivå med ett hemligt rum har han _100 % chans att upptäcka_ att nivån innehåller en hemlighet. +actors.hero.talent.rogues_foresight.desc=_+1:_ När Skurken befinner sig på en nivå med ett hemligt rum har han _75% chans att upptäcka_ att nivån innehåller en hemlighet.\n\n_+2:_ När Skurken befinner sig på en nivå med ett hemligt rum har han _100% chans att upptäcka_ att nivån innehåller en hemlighet. actors.hero.talent.light_cloak.title=lätt mantel -actors.hero.talent.light_cloak.desc=_+1:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _25 % hastighet_ när den inte är utrustad.\n\n_+2:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _50 % hastighet_ när den inte är utrustad.\n\n_+3:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _75 % hastighet_ när den inte är utrustad. -actors.hero.talent.light_cloak.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att öka laddningshastigheten för alla artefakter med 7/13/20 % vid +1/+2/+3. +actors.hero.talent.light_cloak.desc=_+1:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _25% hastighet_ när den inte är utrustad.\n\n_+2:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _50% hastighet_ när den inte är utrustad.\n\n_+3:_ Skurken kan använda sin skuggmantel när den inte är utrustad, men den laddas upp med _75% hastighet_ när den inte är utrustad. +actors.hero.talent.light_cloak.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att öka laddningshastigheten för alla artefakter med 7/13/20% vid +1/+2/+3. actors.hero.talent.enhanced_rings.title=förstärkta ringar actors.hero.talent.enhanced_rings.desc=_+1:_ När Skurken använder en artefakt får hans ringar +1 uppgradering i _3 turer_.\n\n_+2:_ När Skurken använder en artefakt får hans ringar +1 uppgradering i _6 turer_.\n\n_+3:_ När Skurken använder en artefakt får hans ringar +1 uppgradering i _9 turer_. actors.hero.talent.enhanced_lethality.title=förstärkt dödlighet -actors.hero.talent.enhanced_lethality.desc=_+1:_ Lönnmördaren kan mörda fiender som har mindre än _4/13/27/67 % hälsa_ per förberedelsegrad, upp från 3/10/20/50%.\n\n_+2:_ Lönnmördaren kan mörda fiender som har mindre än _5/17/33/83 % hälsa_ per förberedelsegrad, upp från 3/10/20/50%.\n\n_+3:_ Lönnmördaren kan mörda fiender som har mindre än _6/20/40/100 % hälsa_ per förberedelsegrad, upp från 3/10/20/50 %. +actors.hero.talent.enhanced_lethality.desc=_+1:_ Lönnmördaren kan mörda fiender som har mindre än _4/13/27/67% hälsa_ per förberedelsegrad, upp från 3/10/20/50%.\n\n_+2:_ Lönnmördaren kan mörda fiender som har mindre än _5/17/33/83 % hälsa_ per förberedelsegrad, upp från 3/10/20/50%.\n\n_+3:_ Lönnmördaren kan mörda fiender som har mindre än _6/20/40/100% hälsa_ per förberedelsegrad, upp från 3/10/20/50%. actors.hero.talent.assassins_reach.title=lönnmördarens räckvidd actors.hero.talent.assassins_reach.desc=_+1:_ Lönnmördarens blinkningsräckvidd per förberedelsegrad ökas till _1/3/4/6 rutor_, från 1/2/3/4.\n\n_+2:_ Lönnmördarens blinkningsräckvidd per förberedelsegrad ökas till _2/4/6/8 rutor_, från 1/2/3/4.\n\n_+3:_ Lönnmördarens blinkningsräckvidd per förberedelsegrad ökas till _2/5/7/10 rutor_, från 1/2/3/4.\n\nDenna blinkning kan passera faror och fiender, men inte genom fast terräng som väggar. actors.hero.talent.bounty_hunter.title=bounty hunter @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ När Lönnmördaren dödar en fiende actors.hero.talent.evasive_armor.title=undvikande rustning actors.hero.talent.evasive_armor.desc=_+1:_ Vid freerunning får Freerunner ytterligare _+1 undvikande_ per överskott av styrka på sin rustning.\n\n_+2:_ Vid freerunning får Freerunner ytterligare _+2 undvikande_ per överskott av styrka på sin rustning.\n\n_+3:_ Vid freerunning får Freerunner ytterligare _+3 undvikande_ per överskjutande styrkepunkt på sin rustning. actors.hero.talent.projectile_momentum.title=projektilmoment -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Under freerunning får Freerunnern _+50% träffsäkerhet och +15% skada_ med kastvapen.\n\n_+2:_ Under freerunning får Freerunnern _+100% träffsäkerhet och +30% skada_ med kastvapen.\n\n_+3:_ Under freerunning får Freerunnern _+150% träffsäkerhet och +45% skada_ med kastvapen. actors.hero.talent.speedy_stealth.title=snabbt smygande actors.hero.talent.speedy_stealth.desc=_+1:_ Freerunner får 2 momentum per tur vid osynlighet.\n\n_+2:_ Utöver fördelarna med +1 räknas inte längre freerunning ned vid osynlighet.\n\n_+3:_ Utöver fördelarna med +1 och +2 rör sig fri löparen med 2x hastighet när han är osynlig, oavsett om han fri löper eller inte. @@ -1074,21 +1074,21 @@ actors.hero.talent.hasty_retreat.desc=_+1:_ Efter att ha blinkat får Skurken _1 actors.hero.talent.body_replacement.title=kroppsersättning actors.hero.talent.body_replacement.desc=_+1:_ Efter att ha blinkat lämnar Skurken en träattrapp efter sig som har _20 hälsa och 1-3 rustning_.\n\n_+2:_ Efter att ha blinkat lämnar Skurken en träattrapp efter sig som har _40 hälsa och 2-6 rustning_.\n\n_+3:_ Efter att ha blinkat lämnar Skurken en träattrapp efter sig som har _60 hälsa och 3-9 rustning_.\n\n_+4:_ Efter att ha blinkat lämnar Skurken en träattrapp efter sig som har _80 hälsa och 4-12 rustning_.\n\nEndast en attrapp kan vara aktiv åt gången. actors.hero.talent.shadow_step.title=skuggsteg -actors.hero.talent.shadow_step.desc=_+1:_ Om Skurken använder rökbomb medan han är osynlig, inträffar den omedelbart och har en _16 % reducerad_ laddningskostnad, men den bländar inte heller fiender eller utlöser andra talanger.\n\n_+2:_ Om Skurken använder rökbomb vid osynlighet, utlöses den omedelbart och har en _30 % reducerad_ laddningskostnad, men den bländar inte fiender och utlöser inte andra talanger.\n\n_+3:_ Om Skurken använder rökbomb vid osynlighet, utlöses den omedelbart och har en _41 % reducerad_ laddningskostnad, men den bländar inte fiender och utlöser inte andra talanger.\n\n_+4:_ Om Skurken använder rökbomb vid osynlighet, aktiveras den omedelbart och har en _50 % reducerad_ laddningskostnad, men den förblindar inte fiender och utlöser inte andra talanger. +actors.hero.talent.shadow_step.desc=_+1:_ Om Skurken använder rökbomb medan han är osynlig, inträffar den omedelbart och har en _16 % reducerad_ laddningskostnad, men den bländar inte heller fiender eller utlöser andra talanger.\n\n_+2:_ Om Skurken använder rökbomb vid osynlighet, utlöses den omedelbart och har en _30% reducerad_ laddningskostnad, men den bländar inte fiender och utlöser inte andra talanger.\n\n_+3:_ Om Skurken använder rökbomb vid osynlighet, utlöses den omedelbart och har en _41 % reducerad_ laddningskostnad, men den bländar inte fiender och utlöser inte andra talanger.\n\n_+4:_ Om Skurken använder rökbomb vid osynlighet, aktiveras den omedelbart och har en _50% reducerad_ laddningskostnad, men den förblindar inte fiender och utlöser inte andra talanger. actors.hero.talent.fear_the_reaper.title=frukta skördemannen actors.hero.talent.fear_the_reaper.desc=_+1:_ När en dödsmärkt fiende når 0 hp blir de _förlamade_.\n\n_+2:_ När en dödsmärkt fiende når 0 hp blir de _rädda och förlamade_.\n\n_+3:_ När en dödsmärkt fiende når 0 hp blir de _fruktade och förlamade_ och fiender inom 3 rutor blir _förlamade_.\n\n_+4:_ När en dödsmärkt fiende når 0 hp blir de _fruktade och förlamade_ och fiender inom 3 rutor blir _fruktade och förlamade_. actors.hero.talent.deathly_durability.title=dödlig slitstyrka -actors.hero.talent.deathly_durability.desc=_+1:_ Fiender som dödas av dödstecken ger Skurken en sköld som motsvarar _13 %_ av deras hp när de var märkta.\n\n_+2:_ Fiender som dödas av dödstecken ger Skurken en sköld som motsvarar _25 %_ av deras hp när de var märkta.\n\n_+3:_ Fiender som dödas av dödsmärket ger Skurken en sköld som motsvarar _38 %_ av deras hp när de var märkta.\n\n_+4:_ Fiender som dödas av dödsmärket ger Skurken en sköld som motsvarar _50 %_ av deras hp när de var märkta. +actors.hero.talent.deathly_durability.desc=_+1:_ Fiender som dödas av dödstecken ger Skurken en sköld som motsvarar _13 %_ av deras hp när de var märkta.\n\n_+2:_ Fiender som dödas av dödstecken ger Skurken en sköld som motsvarar _25%_ av deras hp när de var märkta.\n\n_+3:_ Fiender som dödas av dödsmärket ger Skurken en sköld som motsvarar _38%_ av deras hp när de var märkta.\n\n_+4:_ Fiender som dödas av dödsmärket ger Skurken en sköld som motsvarar _50%_ av deras hp när de var märkta. actors.hero.talent.double_mark.title=dubbelt märkt -actors.hero.talent.double_mark.desc=_+1:_ Att markera ett andra mål samtidigt som det första har en _30 % reducerad_ laddningskostnad.\n\n_+2:_ Att markera ett andra mål samtidigt som det första har en _50 % reducerad_ laddningskostnad.\n\n_+3:_ Att markera ett andra mål samtidigt som det första har en _65 % reducerad_ laddningskostnad.\n\n_+4:_ Att markera ett andra mål samtidigt som det första har en _75 % reducerad_ laddningskostnad. +actors.hero.talent.double_mark.desc=_+1:_ Att markera ett andra mål samtidigt som det första har en _30% reducerad_ laddningskostnad.\n\n_+2:_ Att markera ett andra mål samtidigt som det första har en _50% reducerad_ laddningskostnad.\n\n_+3:_ Att markera ett andra mål samtidigt som det första har en _65% reducerad_ laddningskostnad.\n\n_+4:_ Att markera ett andra mål samtidigt som det första har en _75% reducerad_ laddningskostnad. actors.hero.talent.shadow_blade.title=skuggklinga -actors.hero.talent.shadow_blade.desc=_+1:_ Skuggklonen får _8 %_ av hjältens skada per tur och har _25 % chans_ att använda förtrollningen på hjältens vapen.\n\n_+2:_ Skuggklonen får _16 %_ av hjältens skada per tur och har _50 % chans_ att använda förtrollningen på hjältens vapen.\n\n_+3:_ Skuggklonen får _24 %_ av hjältens skada per tur och har _75 % chans_ att använda förtrollningen på hjältens vapen.\n\n_+4:_ Skuggklonen får _32 %_ av hjältens skada per tur och har _100 % chans_ att använda förtrollningen på hjältens vapen. +actors.hero.talent.shadow_blade.desc=_+1:_ Skuggklonen får _8%_ av hjältens skada per tur och har _25% chans_ att använda förtrollningen på hjältens vapen.\n\n_+2:_ Skuggklonen får _16 %_ av hjältens skada per tur och har _50% chans_ att använda förtrollningen på hjältens vapen.\n\n_+3:_ Skuggklonen får _24 %_ av hjältens skada per tur och har _75% chans_ att använda förtrollningen på hjältens vapen.\n\n_+4:_ Skuggklonen får _32 %_ av hjältens skada per tur och har _100% chans_ att använda förtrollningen på hjältens vapen. actors.hero.talent.cloned_armor.title=klonad rustning -actors.hero.talent.cloned_armor.desc=_+1:_ Skuggklonen får _12 %_ av hjältens rustningsvärde och har _25 % chans_ att använda glyfen på hjältens rustning.\n\n_+2:_ Skuggklonen får _24 %_ av hjältens rustningsvärde och har _50 % chans_ att använda glyfen på hjältens rustning.\n\n_+3:_ Skuggklonen får _36 %_ av hjältens rustningsvärde och har _75 % chans_ att använda glyfen på hjältens rustning.\n\n_+4:_ Skuggklonen får _48 %_ av hjältens rustningsvärde och har _100 % chans_ att använda glyfen på hjältens rustning. +actors.hero.talent.cloned_armor.desc=_+1:_ Skuggklonen får _12 %_ av hjältens rustningsvärde och har _25% chans_ att använda glyfen på hjältens rustning.\n\n_+2:_ Skuggklonen får _24 %_ av hjältens rustningsvärde och har _50% chans_ att använda glyfen på hjältens rustning.\n\n_+3:_ Skuggklonen får _36 %_ av hjältens rustningsvärde och har _75% chans_ att använda glyfen på hjältens rustning.\n\n_+4:_ Skuggklonen får _48%_ av hjältens rustningsvärde och har _100% chans_ att använda glyfen på hjältens rustning. actors.hero.talent.perfect_copy.title=perfekt kopia -actors.hero.talent.perfect_copy.desc=_+1:_ Skuggklonen får _10 %_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _1 ruta_ bort.\n\n_+2:_ Skuggklonen får _20 %_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _2 rutor_ bort.\n\n_+3:_ Skuggklonen får _30 %_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _3 rutor_ bort.\n\n_+4:_ Skuggklonen får _40 %_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _4 rutor_ bort. +actors.hero.talent.perfect_copy.desc=_+1:_ Skuggklonen får _10%_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _1 ruta_ bort.\n\n_+2:_ Skuggklonen får _20%_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _2 rutor_ bort.\n\n_+3:_ Skuggklonen får _30%_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _3 rutor_ bort.\n\n_+4:_ Skuggklonen får _40%_ av hjältens max-HP och kan omedelbart byta plats med hjälten upp till _4 rutor_ bort. #huntress actors.hero.talent.natures_bounty.title=naturens gåvor @@ -1109,37 +1109,37 @@ actors.hero.talent.rejuvenating_steps.desc=_+1:_ När Jägarinnan trampar på ko actors.hero.talent.heightened_senses.title=förhöjda sinnen actors.hero.talent.heightened_senses.desc=_+1:_ Jägarinnan får syn på karaktärer inom _2 rutor från sin position_.\n\n_+2:_ Jägarinnan får syn på karaktärer inom _3 rutor från sin position_. actors.hero.talent.durable_projectiles.title=slitstarka projektiler -actors.hero.talent.durable_projectiles.desc=_+1:_ Kastvapen har _+50 % hållbarhet_ när de används av Huntress.\n\n_+2:_ Kastvapen har _+75 % hållbarhet_ när de används av Huntress. +actors.hero.talent.durable_projectiles.desc=_+1:_ Kastvapen har _+50% hållbarhet_ när de används av Huntress.\n\n_+2:_ Kastvapen har _+75% hållbarhet_ när de används av Huntress. actors.hero.talent.point_blank.title=på nära håll -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _-25% träffsäkerhet_ istället för -50%.\n\n_+2:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _normal träffsäkerhet_ istället för -50%.\n\n_+3:_ När Jägarinnan använder sin båge eller ett kastvapen på nära håll har det _+25% träffsäkerhet_ istället för -50%.\n\nObservera att kastvapen eller andebågen alltid har +50% träffsäkerhet när de används på avstånd. actors.hero.talent.seer_shot.title=seende skott actors.hero.talent.seer_shot.desc=_+1:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett 3x3-område runt den i _5 turer_. Detta har en nedkylningstid på 20 turer.\n\n_+2:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett 3x3-område runt den i _10 turer_. Detta har en nedkylningstid på 20 turer.\n\n_+3:_ När Jägarinnan skjuter en pil mot marken ger den syn i ett område på 3x3 runt den i _15 turer_. Detta har en nedkylningstid på 20 turer. actors.hero.talent.seer_shot.meta_desc=_Om denna talang erhålls av en annan hjälte_ aktiveras den av alla kastvapen. actors.hero.talent.farsight.title=långsikt -actors.hero.talent.farsight.desc=_+1:_ Sniperens synfält _ökas med 25 %_.\n\n_+2:_ Sniperens synfält _ökas med 50 %_.\n\n_+3:_ Sniperens synfält _ökas med 75 %_. +actors.hero.talent.farsight.desc=_+1:_ Sniperens synfält _ökas med 25%_.\n\n_+2:_ Sniperens synfält _ökas med 50%_.\n\n_+3:_ Sniperens synfält _ökas med 75%_. actors.hero.talent.shared_enchantment.title=delad förtrollning -actors.hero.talent.shared_enchantment.desc=_+1:_ Kastvapen har en _33 % chans_ att använda förtrollningen på prickskyttens båge.\n\n_+2:_ Kastvapen har en _67 % chans_ att använda förtrollningen på prickskyttens båge.\n\n_+3:_ Kastvapen har _100 % chans_ att använda förtrollningen på prickskyttens båge.\n\nBågens förtrollning kan utlösas utöver den förtrollning som kastvapnet redan har. +actors.hero.talent.shared_enchantment.desc=_+1:_ Kastvapen har en _33 % chans_ att använda förtrollningen på prickskyttens båge.\n\n_+2:_ Kastvapen har en _67% chans_ att använda förtrollningen på prickskyttens båge.\n\n_+3:_ Kastvapen har _100% chans_ att använda förtrollningen på prickskyttens båge.\n\nBågens förtrollning kan utlösas utöver den förtrollning som kastvapnet redan har. actors.hero.talent.shared_upgrades.title=delade uppgraderingar -actors.hero.talent.shared_upgrades.desc=_+1:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå varaktigheten för prickskyttens märke med 1 tur och skadan från hennes specialattack med 16 %, upp till maximalt _2 turer och +33 % skada vid +2_.\n\n_+2:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå varaktigheten för prickskyttens märke med 1 tur och skadan från hennes specialattack med 16 %, upp till maximalt _4 turer och +67 % skada vid +4_.\n\n_+3:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå prickskyttens märkes varaktighet med 1 tur och skadan från hennes specialattack med 16 %, upp till max _6 turer och +100 % skada vid +6_. +actors.hero.talent.shared_upgrades.desc=_+1:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå varaktigheten för prickskyttens märke med 1 tur och skadan från hennes specialattack med 16 %, upp till maximalt _2 turer och +33 % skada vid +2_.\n\n_+2:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå varaktigheten för prickskyttens märke med 1 tur och skadan från hennes specialattack med 16 %, upp till maximalt _4 turer och +67% skada vid +4_.\n\n_+3:_ När prickskytten attackerar med ett uppgraderat kastvapen ökar varje nivå prickskyttens märkes varaktighet med 1 tur och skadan från hennes specialattack med 16 %, upp till max _6 turer och +100% skada vid +6_. actors.hero.talent.durable_tips.title=slitstarka spetsar actors.hero.talent.durable_tips.desc=_+1:_ Dartpilar med spets har _2x hållbarhet_ när Warden använder dem.\n\n_+2:_ Dartpilar med spets har _3x hållbarhet_ när Warden använder dem.\n\n_+3:_ Dartpilar med spets har _4x hållbarhet_ när Warden använder dem. actors.hero.talent.barkskin.title=barkhud -actors.hero.talent.barkskin.desc=_+1:_ När Warden går på gräs får hon _0-50 % av sin nivå_ i barkhudspansar som försvinner varje tur.\n\n_+2:_ När Warden går i gräs får hon _0-100 % av sin nivå_ i barkhudspansar som försvinner varje tur.\n\n_+3:_ När Warden går i gräs får hon _0-150 % av sin nivå_ i barkhudspansar som försvinner varje tur. +actors.hero.talent.barkskin.desc=_+1:_ När Warden går på gräs får hon _0-50% av sin nivå_ i barkhudspansar som försvinner varje tur.\n\n_+2:_ När Warden går i gräs får hon _0-100% av sin nivå_ i barkhudspansar som försvinner varje tur.\n\n_+3:_ När Warden går i gräs får hon _0-150% av sin nivå_ i barkhudspansar som försvinner varje tur. actors.hero.talent.shielding_dew.title=beskyddande dagg -actors.hero.talent.shielding_dew.desc=_+1:_ Dagdroppar kan skydda Warden när hennes hälsa är full, upp till _20 % av hennes max HP_.n\n_+3:_ Dagdroppar kan skydda Warden när hennes hälsa är full, upp till _60 % av hennes max HP_. +actors.hero.talent.shielding_dew.desc=_+1:_ Dagdroppar kan skydda Warden när hennes hälsa är full, upp till _20% av hennes max HP_.n\n_+3:_ Dagdroppar kan skydda Warden när hennes hälsa är full, upp till _60% av hennes max HP_. actors.hero.talent.fan_of_blades.title=fläkt av klingor -actors.hero.talent.fan_of_blades.desc=_+1:_ Spektrala blad kan träffa upp till _1 ytterligare mål_ för 50 % skada. Målet måste vara synligt och inom en _30 graders_ konformad AOE.\n\n_+2:_ Spektrala blad kan träffa upp till _2 ytterligare mål_ för 50 % skada. Målen måste vara synliga och inom en _60 graders_ konformad AOE.\n\n_+3:_ Spektrala blad kan träffa upp till _3 ytterligare mål_ för 50 % skada. Målen måste vara synliga och befinna sig inom en _90 graders_ konformig AOE. \n\n_+4:_ Spektrala blad kan träffa upp till _4 ytterligare mål_ för 50 % skada. Målen måste vara synliga och befinna sig inom en _120 graders_ konformig AOE. +actors.hero.talent.fan_of_blades.desc=_+1:_ Spektrala blad kan träffa upp till _1 ytterligare mål_ för 50% skada. Målet måste vara synligt och inom en _30 graders_ konformad AOE.\n\n_+2:_ Spektrala blad kan träffa upp till _2 ytterligare mål_ för 50% skada. Målen måste vara synliga och inom en _60 graders_ konformad AOE.\n\n_+3:_ Spektrala blad kan träffa upp till _3 ytterligare mål_ för 50% skada. Målen måste vara synliga och befinna sig inom en _90 graders_ konformig AOE. \n\n_+4:_ Spektrala blad kan träffa upp till _4 ytterligare mål_ för 50% skada. Målen måste vara synliga och befinna sig inom en _120 graders_ konformig AOE. actors.hero.talent.projecting_blades.title=framskjutande klingor -actors.hero.talent.projecting_blades.desc=_+1:_ Spektrala blad har _+25 % träffsäkerhet_ och kan tränga igenom upp till _2 solida rutor_.\n\n_+2:_ Spektrala blad har _+50 % träffsäkerhet_ och kan tränga igenom upp till _4 solida rutor_.\n\n_+3:_ Spektrala blad har _+75 % träffsäkerhet_ och kan tränga igenom upp till _6 solida rutor_.\n\n_+4:_ Spektrala blad har _+100 % träffsäkerhet_ och kan tränga igenom upp till _8 solida rutor_. +actors.hero.talent.projecting_blades.desc=_+1:_ Spektrala blad har _+25% träffsäkerhet_ och kan tränga igenom upp till _2 solida rutor_.\n\n_+2:_ Spektrala blad har _+50% träffsäkerhet_ och kan tränga igenom upp till _4 solida rutor_.\n\n_+3:_ Spektrala blad har _+75% träffsäkerhet_ och kan tränga igenom upp till _6 solida rutor_.\n\n_+4:_ Spektrala blad har _+100% träffsäkerhet_ och kan tränga igenom upp till _8 solida rutor_. actors.hero.talent.spirit_blades.title=spirit blades -actors.hero.talent.spirit_blades.desc=_+1:_ Spektralblad har _30 % chans_ att även använda förtrollningen på andebågen.\n\n_+2:_ Spektralblad har _60 % chans_ att även använda förtrollningen på andebågen.\n\n_+3:_ Spektralblad har _90 % chans_ att även använda förtrollningen på andebågen.\n\n_+4:_ Spektralblad har _100 % chans_ att även använda förtrollningen på andebågen, och den ger varje förtrollning _+10 % kraft_. +actors.hero.talent.spirit_blades.desc=_+1:_ Spektralblad har _30% chans_ att även använda förtrollningen på andebågen.\n\n_+2:_ Spektralblad har _60% chans_ att även använda förtrollningen på andebågen.\n\n_+3:_ Spektralblad har _90% chans_ att även använda förtrollningen på andebågen.\n\n_+4:_ Spektralblad har _100% chans_ att även använda förtrollningen på andebågen, och den ger varje förtrollning _+10% kraft_. actors.hero.talent.growing_power.title=växande kraft -actors.hero.talent.growing_power.desc=_+1:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _38 % och 125 %_, från 33 % och 100 %.\n\n_+2:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökar till _42 % och 150 %_, från 33 % och 100 %.\n\n_+3:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _46 % och 175 %_, från 33 % och 100 %.\n\n_+4:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _50 % och 200 %_, från 33 % och 100 %. +actors.hero.talent.growing_power.desc=_+1:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _38% och 125%_, från 33 % och 100%.\n\n_+2:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökar till _42 % och 150%_, från 33 % och 100%.\n\n_+3:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _46 % och 175%_, från 33 % och 100%.\n\n_+4:_ Attack- och rörelsehastighetsförstärkningarna från naturens kraft ökas till _50% och 200%_, från 33 % och 100%. actors.hero.talent.natures_wrath.title=naturens ilska actors.hero.talent.natures_wrath.desc=_+1:_ Vid aktiv naturkraft har skott från andebågen _8 % chans_ att utlösa en slumpmässig skadlig växteffekt.\n\n_+2:_ Vid aktiv naturkraft har skott från andebågen _17 % chans_ att utlösa en slumpmässig skadlig växteffekt.\n\n_+3:_ Vid aktiv naturkraft har skott från andebågen _25 % chans_ att utlösa en slumpmässig skadlig växteffekt.\n\n_+4:_ Vid aktiv naturkraft har skott från andebågen _33 % chans_ att utlösa en slumpmässig skadlig växteffekt.\n\nDe växter som kan utlösas är: blindweed, firebloom, icecap, sorrowmoss och stormvine. actors.hero.talent.wild_momentum.title=vild drivkraft @@ -1160,7 +1160,7 @@ actors.hero.talent.adventurers_intuition.desc=_+1:_ Duellanten identifierar vape actors.hero.talent.patient_strike.title=tålmodigt slag actors.hero.talent.patient_strike.desc=_+1:_ Om Duellanten väntar innan hon utför en närstridsattack, gör hon _1-2 bonusskada_.\n\n_+2:_ Om Duellanten väntar innan hon utför en närstridsattack, gör hon _2 bonusskada_. actors.hero.talent.aggressive_barrier.title=aggressiv barriär -actors.hero.talent.aggressive_barrier.desc=_+1:_ Duellanten får _3 sköld_ när hon använder en vapenförmåga och har 50 % eller mindre hälsa.\n\n_+2:_ Duellanten får _5 sköld_ när hon använder en vapenförmåga och har 50 % eller mindre hälsa. +actors.hero.talent.aggressive_barrier.desc=_+1:_ Duellanten får _3 sköld_ när hon använder en vapenförmåga och har 50% eller mindre hälsa.\n\n_+2:_ Duellanten får _5 sköld_ när hon använder en vapenförmåga och har 50% eller mindre hälsa. actors.hero.talent.aggressive_barrier.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att ge sköld när en närstridsattack utförs vid låg hälsa, med en nedkylningstid på 50 turer. actors.hero.talent.focused_meal.title=fokuserad måltid @@ -1179,37 +1179,37 @@ actors.hero.talent.swift_equip.desc=_+1:_ Duellanten kan byta sitt utrustade vap actors.hero.talent.precise_assault.title=precis attack actors.hero.talent.precise_assault.desc=_+1:_ När Duellanten använder en vapenförmåga får hon _2x precision_ på sin nästa närstridsattack inom 5 turer.n\n_+2:_ När Duellanten använder en vapenförmåga får hon _5x precision_ på sin nästa närstridsattack inom 5 turer.\n\n_+3:_ När Duellanten använder en vapenförmåga får hon _oändlig precision_ på sin nästa närstridsattack inom 5 turer. -actors.hero.talent.precise_assault.meta_desc=_Om denna talang erhålls av en annan hjälte_ ökar istället närstrids precisionen med 10 % vid +1, 20 % vid +2 eller 30 % vid +3. +actors.hero.talent.precise_assault.meta_desc=_Om denna talang erhålls av en annan hjälte_ ökar istället närstrids precisionen med 10% vid +1, 20% vid +2 eller 30% vid +3. actors.hero.talent.deadly_followup.title=dödlig uppföljning -actors.hero.talent.deadly_followup.desc=_+1:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _10 % mer närstridsskada_ på dem i 5 turer.\n\n_+2:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _20 % mer närstridsskada_ på dem i 5 turer.\n\n_+3:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _30 % mer närstridsskada_ på dem i 5 turer. +actors.hero.talent.deadly_followup.desc=_+1:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _10% mer närstridsskada_ på dem i 5 turer.\n\n_+2:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _20% mer närstridsskada_ på dem i 5 turer.\n\n_+3:_ När Duellanten träffar en fiende med ett kastvapen, gör hon _30% mer närstridsskada_ på dem i 5 turer. actors.hero.talent.varied_charge.title=varied charge -actors.hero.talent.varied_charge.desc=_+1:_ Mästaren återfår omedelbart _0,17 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning.\n\n_+2:_ Mästaren återfår omedelbart _0,33 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning.\n\n_+3:_ Mästaren återfår omedelbart _0,5 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning. +actors.hero.talent.varied_charge.desc=_+1:_ Kämpen återfår omedelbart _0,17 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning.\n\n_+2:_ Kämpen återfår omedelbart _0,33 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning.\n\n_+3:_ Kämpen återfår omedelbart _0,5 vapenladdningar_ när hon använder två olika vapenförmågor, utan tidsbegränsning. actors.hero.talent.twin_upgrades.title=tvillinguppgraderingar -actors.hero.talent.twin_upgrades.desc=_+1:_ Om ett av mästarens två utrustade vapen har en lägre nivå och är _2 eller fler nivåer lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå.n\n_+2:_ Om ett av mästarens två utrustade vapen har en lägre nivå och är _1 eller fler nivåer lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå.\n\n_+3:_ Om ett av mästarens två utrustade vapen har en lägre nivå och är _samma nivå eller lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå. +actors.hero.talent.twin_upgrades.desc=_+1:_ Om ett av kämpens två utrustade vapen har en lägre nivå och är _2 eller fler nivåer lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå.n\n_+2:_ Om ett av kämpens två utrustade vapen har en lägre nivå och är _1 eller fler nivåer lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå.\n\n_+3:_ Om ett av kämpens två utrustade vapen har en lägre nivå och är _samma nivå eller lägre_ än det andra vapnet, kommer det att uppgraderas till det andra vapnets nivå. actors.hero.talent.combined_lethality.title=kombinerad dödlighet -actors.hero.talent.combined_lethality.desc=_+1:_ Om mästaren attackerar med ett närstridsvapen omedelbart efter att ha använt ett annat vapens förmåga, kommer den attacken att avrätta alla fiender som inte är bossar och som har _mindre än 13 % HP_ kvar.n\n_+2:_ Om mästaren attackerar med ett närstridsvapen direkt efter att ha använt en annan vapens förmåga, kommer den attacken att avliva alla fiender som inte är bossar och som har _mindre än 27 % HP_.\n\n_+3:_ Om mästaren attackerar med ett närstridsvapen direkt efter att ha använt en annan vapens förmåga, kommer den attacken att avliva alla fiender som inte är bossar och som har _mindre än 40 % HP_.\n\nDenna attack kan vara en vanlig närstridsvapenattack eller en del av en vapenfunktion. +actors.hero.talent.combined_lethality.desc=_+1:_ Om kämpen attackerar med ett närstridsvapen omedelbart efter att ha använt ett annat vapens förmåga, kommer den attacken att avrätta alla fiender som inte är bossar och som har _mindre än 13 % HP_ kvar.n\n_+2:_ Om kämpen attackerar med ett närstridsvapen direkt efter att ha använt en annan vapens förmåga, kommer den attacken att avliva alla fiender som inte är bossar och som har _mindre än 27 % HP_.\n\n_+3:_ Om kämpen attackerar med ett närstridsvapen direkt efter att ha använt en annan vapens förmåga, kommer den attacken att avliva alla fiender som inte är bossar och som har _mindre än 40% HP_.\n\nDenna attack kan vara en vanlig närstridsvapenattack eller en del av en vapenfunktion. actors.hero.talent.unencumbered_spirit.title=obehindrad ande -actors.hero.talent.unencumbered_spirit.desc=_+1:_ Munken får _50 % mer energi_ för varje utrustningsdel av _nivå 3 eller lägre_ som hon använder.\n\n_+2:_ Munken får _75 % mer energi_ för varje utrustningsdel av _nivå 2 eller lägre_ som hon använder. Fördelen med nivå 3 är oförändrad.\n\n_+3:_ Munken får _100 % mer energi_ för varje utrustningsdel av _nivå 1 eller lägre_ som hon använder. Fördelarna med nivå 2 och 3 är oförändrade. Hon får också en gratis tygrustning och spikhandskar.\n\nObservera att denna talang inte ger någon fördel om du är obeväpnad eller attackerar med en Ring of Force. +actors.hero.talent.unencumbered_spirit.desc=_+1:_ Munken får _50% mer energi_ för varje utrustningsdel av _nivå 3 eller lägre_ som hon använder.\n\n_+2:_ Munken får _75% mer energi_ för varje utrustningsdel av _nivå 2 eller lägre_ som hon använder. Fördelen med nivå 3 är oförändrad.\n\n_+3:_ Munken får _100% mer energi_ för varje utrustningsdel av _nivå 1 eller lägre_ som hon använder. Fördelarna med nivå 2 och 3 är oförändrade. Hon får också en gratis tygrustning och spikhandskar.\n\nObservera att denna talang inte ger någon fördel om du är obeväpnad eller attackerar med en Ring of Force. actors.hero.talent.monastic_vigor.title=monastic vigor -actors.hero.talent.monastic_vigor.desc=_+1:_ Om munken har _100 % energi_ blir hennes förmågor förstärkta.\n\n_+2:_ Om munken har _80 % eller mer energi_ blir hennes förmågor förstärkta.\n\n_+3:_ Om munken har _60 % eller mer energi_ blir hennes förmågor förstärkta.\n\nNär förstärkt:\n- Flurry tillämpar ditt vapens förtrollning\n- Fokus är omedelbar\n- Dash får +4 räckvidd\n- Dragon Kick gör +50 % skada och tillämpar sin knockback- och bedövningseffekt på alla intilliggande fiender\n- Meditate läker långsamt 20 % av saknad HP och ger 80 % skaderesistens. +actors.hero.talent.monastic_vigor.desc=_+1:_ Om munken har _100% energi_ blir hennes förmågor förstärkta.\n\n_+2:_ Om munken har _80% eller mer energi_ blir hennes förmågor förstärkta.\n\n_+3:_ Om munken har _60% eller mer energi_ blir hennes förmågor förstärkta.\n\nNär förstärkt:\n- Flurry tillämpar ditt vapens förtrollning\n- Fokus är omedelbar\n- Dash får +4 räckvidd\n- Dragon Kick gör +50% skada och tillämpar sin knockback- och bedövningseffekt på alla intilliggande fiender\n- Meditate läker långsamt 20% av saknad HP och ger 80% skaderesistens. actors.hero.talent.combined_energy.title=kombinerad energi actors.hero.talent.combined_energy.desc=_+1:_ Om munken använder en vapenförmåga och en _4+ energi_förmåga inom 5 turer efter varandra återfår hon 1 förbrukad energi.\n\n_+2:_ Om munken använder en vapenförmåga och en _3+ energi_förmåga inom 5 turer efter varandra återfår hon 1 förbrukad energi.\n\n_+3:_ Om munken använder en vapenförmåga och en _2+ energi_förmåga inom 5 turer efter varandra, återfår hon 1 förbrukad energi. actors.hero.talent.close_the_gap.title=close the gap actors.hero.talent.close_the_gap.desc=_+1:_ Duellanten blinkar _upp till två rutor_ mot sitt mål när hon startar en duell.\n\n_+2:_ Duellanten blinkar _upp till tre rutor_ mot sitt mål när hon startar en duell.\n\n_+3:_ Duellanten blinkar _upp till fyra rutor_ mot sitt mål när hon startar en duell.\n\n_+4:_ Duellanten blinkar _upp till fem rutor_ mot sitt mål när hon startar en duell.\n\nDenna blinkning kan passera hinder och fiender, men inte fast terräng som väggar. Blinkningen tas med i beräkningen när det avgörs om en fiende är inom räckhåll för att utmanas. actors.hero.talent.invigorating_victory.title=invigorating victory -actors.hero.talent.invigorating_victory.desc=_+1:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _5 HP plus 30 % av skadan_ hon tog under duellen.n\n\n_+2:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _10 HP plus 50 % av skadan_ hon tog under duellen.\n\n_+3:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _15 HP plus 65 % av skadan_ hon tog under duellen.n\n\n_+4:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _20 HP plus 75 % av den skada_ hon åsamkats under duellen. +actors.hero.talent.invigorating_victory.desc=_+1:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _5 HP plus 30% av skadan_ hon tog under duellen.n\n\n_+2:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _10 HP plus 50% av skadan_ hon tog under duellen.\n\n_+3:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _15 HP plus 65% av skadan_ hon tog under duellen.n\n\n_+4:_ Om Duellanten besegrar sitt mål innan duellen är över, läker hon _20 HP plus 75% av den skada_ hon åsamkats under duellen. actors.hero.talent.elimination_match.title=eliminationsmatch -actors.hero.talent.elimination_match.desc=_+1:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _16 % reducerad_ laddningskostnad.\n\n_+2:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _30 % reducerad_ laddningskostnad.\n\n_+3:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _40 % reducerad_ laddningskostnad.\n\n_+4:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _50 % reducerad_ laddningskostnad. +actors.hero.talent.elimination_match.desc=_+1:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _16 % reducerad_ laddningskostnad.\n\n_+2:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _30% reducerad_ laddningskostnad.\n\n_+3:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _40% reducerad_ laddningskostnad.\n\n_+4:_ Om Duellanten utmanar igen inom 3 turer efter att en duell har avslutats, har den utmaningen en _50% reducerad_ laddningskostnad. actors.hero.talent.elemental_reach.title=elementär räckvidd actors.hero.talent.elemental_reach.desc=_+1:_ Elemental strike's range is increased to _5 tiles_ from 4, and its width is increased to _75 degrees_ from 65.\n\n_+2:_ Elemental strike's range is increased to _6 tiles_ from 4, and its width is increased to _85 degrees_ from 65.\n\n_+3:_ Elemental strike's range is increased to _7 tiles_ from 4, and its width is increased to _95 degrees_ from 65.\n\n_+4:_ Elemental strike's range is increased to _8 tiles_ from 4, and its width is increased to _105 degrees_ from 65. actors.hero.talent.striking_force.title=slagkraft actors.hero.talent.striking_force.desc=_+1:_ Effekten av elemental strike ökar med _30%_.\n\n_+2:_ Effekten av elemental strike ökar med _60%_.\n\n_+3:_ Effekten av elemental strike ökar med _90%_.\n\n_+4:_ Effekten av elemental strike ökar med _120%_. actors.hero.talent.directed_power.title=riktad kraft -actors.hero.talent.directed_power.desc=_+1:_ Den direkta attacken från elemental strike får _+30 % förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+2:_ Den direkta attacken från elemental strike får _+60 % förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+3:_ Den direkta attacken från elemental strike får _+90 % förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+4:_ Den direkta attacken från elemental strike får _+120 % förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet. +actors.hero.talent.directed_power.desc=_+1:_ Den direkta attacken från elemental strike får _+30% förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+2:_ Den direkta attacken från elemental strike får _+60% förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+3:_ Den direkta attacken från elemental strike får _+90% förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet.\n\n_+4:_ Den direkta attacken från elemental strike får _+120% förtrollningskraft_ för varje fiende inom räckvidden för elemental strikes effekt, inklusive attackmålet. actors.hero.talent.feigned_retreat.title=feigned retreat actors.hero.talent.feigned_retreat.desc=_+1:_ Om en fiende attackerar Duellantens efterbild får hon _2 turer_ av hastighet.\n\n_+2:_ Om en fiende attackerar Duellantens efterbild får hon _4 turer_ av hastighet.\n\n_+3:_ Om en fiende attackerar Duellantens efterbild får hon _6 turer_ av hastighet.\n\n_+4:_ Om en fiende attackerar Duellantens efterbild får hon _8 turer_ av hastighet. @@ -1230,7 +1230,7 @@ actors.hero.talent.searing_light.desc=_+1:_ Prästen gör _+3 skada med sina fys actors.hero.talent.searing_light.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att ge sin bonusskada efter att en trollstav eller artefakt har använts på en fiende, med en nedkylningstid på 20 turer. actors.hero.talent.shield_of_light.title=sköld av ljus actors.hero.talent.shield_of_light.desc=_+1:_ Prästen kan kasta _Ljussköld,_ en besvärjelse som kastas omedelbart och ger dem _2-4 rustning_ mot ett mål i 5 turer till en kostnad av 1 laddning.n\n_+2:_ Prästen kan kasta _Ljussköld_, en besvärjelse som kastas omedelbart och ger dem _3-6 rustning_ mot ett mål i 5 turer till en kostnad av 1 laddning. -actors.hero.talent.shield_of_light.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att minska den fysiska skadan som din målfiende tar med 1, 33 % av tiden vid +1 eller 50 % av tiden vid +2. +actors.hero.talent.shield_of_light.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att minska den fysiska skadan som din målfiende tar med 1, 33 % av tiden vid +1 eller 50% av tiden vid +2. actors.hero.talent.enlightening_meal.title=Upplysande måltid actors.hero.talent.enlightening_meal.desc=_+1:_ Att äta mat tar 1 tur för prästen och ger dem _0,67 laddningar_ på deras heliga bok.\n\n_+2:_ Att äta mat tar 1 tur för prästen och ger dem _1 laddning_ på deras heliga bok. @@ -1238,7 +1238,7 @@ actors.hero.talent.enlightening_meal.meta_desc=_Om denna talang erhålls av en a actors.hero.talent.recall_inscription.title=Återkalla inskription actors.hero.talent.recall_inscription.refunded=Din artikel har återbetalats! actors.hero.talent.recall_inscription.desc=_+1:_ Prästen kan kasta _Återkalla inskription,_ en besvärjelse som låter dem upprepa effekten av den senaste runstenen eller skriftrullen de använde inom _10 turer._\n\n_+2:_ Prästen kan kasta _Återkalla inskription,_ en besvärjelse som låter dem upprepa effekten av den senaste runstenen eller skriftrullen de använde inom _300 turer.n\nÅterkalla inskription kan inte användas med uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilken föremål som nyligen använts: 2 för en runsten, 3 för en rulle, 4 för en exotisk rulle. Laddningskostnaden fördubblas också när den används med en transmutationsrulle eller alkemiföremål som måste tillverkas med transmutation eller uppgradering. -actors.hero.talent.recall_inscription.meta_desc=_Om denna talang erhålls av en annan hjälte_ återbetalas istället alla pergamentrullar eller runstenar 10 % av tiden vid +1 eller 15 % av tiden vid +2. Uppgraderingspergamentrullar är undantagna från denna effekt. +actors.hero.talent.recall_inscription.meta_desc=_Om denna talang erhålls av en annan hjälte_ återbetalas istället alla pergamentrullar eller runstenar 10% av tiden vid +1 eller 15% av tiden vid +2. Uppgraderingspergamentrullar är undantagna från denna effekt. actors.hero.talent.sunray.title=Solstråle actors.hero.talent.sunray.desc=_+1:_ Prästen kan kasta _Sunray,_ en besvärjelse som gör _4-8 skada_ och förblindar målet i _4 turer,_ till en kostnad av 1 laddning.\n\n_+2:_ Prästen kan kasta _Sunray,_ en besvärjelse som orsakar _6-12 skada_ och förblindar målet i _6 turer_, till en kostnad av 1 laddning.\n\nSunray kan bara förblinda varje mål en gång, men om målet redan är förblindat av Sunray förlamas det istället. Sunray orsakar alltid maximal skada på demoniska och odöda fiender. actors.hero.talent.sunray.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att göra att trollstavar och artefakter förblindar fiender i 4 turer, 15 % av tiden vid +1 eller 25 % av tiden vid +2. @@ -1251,10 +1251,10 @@ actors.hero.talent.bless.meta_desc=_Om denna talang erhålls av en annan hjälte actors.hero.talent.cleanse.title=Rensa actors.hero.talent.cleanse.desc=_+1:_ Prästen kan kasta _Rensa,_ en besvärjelse som _tar bort negativa statuseffekter_ från prästen och alla allierade i närheten och ger dem _10 sköld,_ till en kostnad av 2 laddningar.\n\n_+2:_ Prästen kan kasta _Rensa_, en besvärjelse som ger prästen och alla allierade i närheten _3 turers immunitet mot negativa statuseffekter_ och ger dem _20 sköld_, till en kostnad av 2 laddningar.n\n_+3:_ Prästen kan kasta _Cleanse,_ en besvärjelse som _ger 5 turer av immunitet mot negativa statuseffekter_ till prästen och alla allierade i närheten, och ger dem _30 sköld,_ till en kostnad av 2 laddningar. -actors.hero.talent.cleanse.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att rensa negativa statuseffekter på hjälten efter användning av en trollstav eller artefakt, 10/20/30 % av tiden vid +1/+2/+3. +actors.hero.talent.cleanse.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att rensa negativa statuseffekter på hjälten efter användning av en trollstav eller artefakt, 10/20/30% av tiden vid +1/+2/+3. actors.hero.talent.light_reading.title=Lätt läsning -actors.hero.talent.light_reading.desc=_+1:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas med _25 % hastighet_ när den inte är utrustad.\n\n_+2:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas med _50 % hastighet_ när den inte är utrustad.\n\n_+3:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas upp med _75 % hastighet_ när den inte är utrustad. -actors.hero.talent.light_reading.meta_desc=_Om denna talang erhålls av en annan hjälte_ ökar istället laddningshastigheten för alla trollstavar med 7/13/20 % vid +1/+2/+3. +actors.hero.talent.light_reading.desc=_+1:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas med _25% hastighet_ när den inte är utrustad.\n\n_+2:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas med _50% hastighet_ när den inte är utrustad.\n\n_+3:_ Prästen kan använda sin heliga bok när den inte är utrustad, men den laddas upp med _75% hastighet_ när den inte är utrustad. +actors.hero.talent.light_reading.meta_desc=_Om denna talang erhålls av en annan hjälte_ ökar istället laddningshastigheten för alla trollstavar med 7/13/20% vid +1/+2/+3. actors.hero.talent.holy_lance.title=Heliga lans actors.hero.talent.holy_lance.desc=_+1:_ Prästen kan kasta _Helig lans,_ en förödande besvärjelse som gör _30-55 skada_ till en kostnad av 4 laddningar.\n\n_+2:_ Prästen kan kasta _Helig lans,_ en förödande besvärjelse som gör _45-83 skada_ till en kostnad av 4 laddningar.\n\n_+3:_ Prästen kan kasta _Helig lans,_ en förödande besvärjelse som orsakar _60-110 skada_ till en kostnad av 4 laddningar.\n\nHoly Lance orsakar alltid maximal skada på demoniska och odöda fiender. Holy Lance har en nedkylningstid på 30 turer innan den kan kastas igen. @@ -1266,28 +1266,28 @@ actors.hero.talent.mnemonic_prayer.desc=_+1:_ Prästen kan kasta _Mnemonic Praye actors.hero.talent.lay_on_hands.title=lägg händerna på actors.hero.talent.lay_on_hands.desc=_+1:_ Paladinen kan kasta _Lay on Hands,_ en besvärjelse som omedelbart läker en närliggande karaktär med _15 HP,_ eller ger paladinen _15 sköld,_ till en kostnad av 1 laddning.n\n_+2:_ Paladinen kan använda _Lay on Hands,_ en besvärjelse som omedelbart läker en närliggande karaktär med _20 HP_ eller ger paladinen _20 i skydd_ till priset av 1 laddning.n\n_+3:_ Paladinen kan kasta _Lay on Hands_, en besvärjelse som omedelbart läker en närliggande karaktär med _25 HP_ eller ger paladinen _25 sköld_ till priset av 1 laddning.\n\nÖverskott av läkning från denna besvärjelse omvandlas till sköld. Lay on Hands kan kastas upprepade gånger, men kan inte applicera mer än tre kast värda sköld på en gång. actors.hero.talent.aura_of_protection.title=aura of protection -actors.hero.talent.aura_of_protection.desc=_+1:_ Paladinen kan kasta _Aura of Protection_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _20 % skaderesistens_ och effekten av paladinens rustningsglyf med _+50 % kraft_ i 20 turer, till en kostnad av 2 laddningar.n\n_+2:_ Paladinen kan kasta _Skyddsaura_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _30 % skaderesistens_ och effekten av paladinens rustningsglyf med _+75 % kraft_ i 20 turer, till en kostnad av 2 laddningar.\n\n_+3:_ Paladinen kan kasta _Skyddsaura_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _40 % skaderesistens_ och effekten av paladinens rustningsglyf med _+100 % kraft_ i 20 turer, till en kostnad av 2 laddningar. +actors.hero.talent.aura_of_protection.desc=_+1:_ Paladinen kan kasta _Aura of Protection_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _20% skaderesistens_ och effekten av paladinens rustningsglyf med _+50% kraft_ i 20 turer, till en kostnad av 2 laddningar.n\n_+2:_ Paladinen kan kasta _Skyddsaura_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _30% skaderesistens_ och effekten av paladinens rustningsglyf med _+75% kraft_ i 20 turer, till en kostnad av 2 laddningar.\n\n_+3:_ Paladinen kan kasta _Skyddsaura_, en besvärjelse som ger paladinen och alla allierade inom 2 rutor _40% skaderesistens_ och effekten av paladinens rustningsglyf med _+100% kraft_ i 20 turer, till en kostnad av 2 laddningar. actors.hero.talent.wall_of_light.title=wall of light actors.hero.talent.wall_of_light.desc=_+1:_ Paladinen kan kasta _Wall of Light,_ en besvärjelse som skapar en _3 rutor bred_ solid vägg framför Paladinen som stöter bort fiender och varar i 20 turer, till en kostnad av 3 laddningar.\n\n_+2:_ Paladinen kan kasta _Wall of Light,_ en besvärjelse som skapar en _5 rutor bred_ solid vägg framför paladinen som stöter bort fiender och varar i 20 turer, till en kostnad av 3 laddningar.\n\n_+3:_ Paladinen kan kasta _Wall of Light_, en besvärjelse som skapar en _7 rutor bred_ solid vägg framför paladinen som stöter bort fiender och varar i 20 turer, till en kostnad av 3 laddningar.\n\nVäggen kan placeras i kardinalriktningar eller diagonalt, och endast en vägg kan existera åt gången. actors.hero.talent.divine_intervention.title=gudomlig ingripande actors.hero.talent.divine_intervention.desc=_+1:_ Vid upphöjd form kan prästen kasta _Gudomlig ingripande_, som ger prästen och alla allierade upp till _150 sköld_ och förlänger upphöjd form med _3 turer._\n\n_+2:_ Vid upphöjd form kan prästen kasta _Gudomlig ingripande_, som ger prästen och alla allierade upp till _200 sköld_ och förlänger upphöjd form med _4 turer._\n\n_+3:_ I upphöjd form kan prästen kasta _Gudomlig ingripande_, som ger prästen och alla allierade upp till _250 sköld_ och förlänger upphöjd form med _5 turer._\n\n_+4:_ I upphöjd form kan prästen kasta _Gudomligt ingripande_, som ger prästen och alla allierade upp till _300 sköld_ och förlänger upphöjd form med _6 turer._\n\nGudomligt ingripande kostar hela 5 bokladdningar och kan bara kastas en gång i samma upphöjda form. actors.hero.talent.judgement.title=judgement -actors.hero.talent.judgement.desc=_+1:_ I upphöjd form kan prälen kasta _Dom,_ som gör _10-20 skada_ på alla synliga fiender.\n\n_+2:_ I upphöjd form kan prälen kasta _Dom,_ som gör _15-30 skada_ på alla synliga fiender.\n\n_+3:_ I upphöjd form kan prälen kasta _Judgement,_ som gör _20-40 skada_ på alla synliga fiender.\n\n_+4:_ I upphöjd form kan prälen kasta _Judgement,_ som gör _25-50 skada_ på alla synliga fiender.\n\nJudgement kostar 3 bokladdningar. Judgement orsakar +33 % skada för varje besvärjelse som prästen har kastat sedan han gick in i upphöjd form eller sedan den senaste kastningen av Judgement. +actors.hero.talent.judgement.desc=_+1:_ I upphöjd form kan prästen kasta _Domen,_ som gör _10-20 skada_ på alla synliga fiender.\n\n_+2:_ I upphöjd form kan prästen kasta _Domen,_ som gör _15-30 skada_ på alla synliga fiender.\n\n_+3:_ I upphöjd form kan prästen kasta _Domen,_ som gör _20-40 skada_ på alla synliga fiender.\n\n_+4:_ I upphöjd form kan prästen kasta _Domen,_ som gör _25-50 skada_ på alla synliga fiender.\n\nDomen kostar 3 bokladdningar. Domen orsakar +33 % skada för varje besvärjelse som prästen har kastat sedan han gick in i upphöjd form eller sedan den senaste kastningen av Domen. actors.hero.talent.flash.title=flash -actors.hero.talent.flash.desc=_+1:_ Vid upphöjd form kan prälen kasta _Flash_ för att teleportera sig upp till _3 rutor_ bort.\n\n_+2:_ Vid upphöjd form kan prälen kasta _Flash_ för att teleportera sig upp till _4 rutor_ bort.\n\n_+3:_ I upphöjd form kan prälen kasta _Flash_ för att teleportera sig upp till _5 rutor_ bort.\n\n_+4:_ I upphöjd form kan prälen kasta _Flash_ för att teleportera sig upp till _6 rutor_ bort.\n\nFlash kostar initialt 2 bokladdningar och 1 laddning för varje användning i samma upphöjda form. +actors.hero.talent.flash.desc=_+1:_ Vid upphöjd form kan prästen kasta _Blixt_ för att teleportera sig upp till _3 rutor_ bort.\n\n_+2:_ Vid upphöjd form kan prästen kasta _Blixt_ för att teleportera sig upp till _4 rutor_ bort.\n\n_+3:_ I upphöjd form kan prästen kasta _Blixt_ för att teleportera sig upp till _5 rutor_ bort.\n\n_+4:_ I upphöjd form kan prästen kasta _Blixt_ för att teleportera sig upp till _6 rutor_ bort.\n\nFlash kostar initialt 2 bokladdningar och 1 laddning för varje användning i samma upphöjda form. actors.hero.talent.body_form.title=kroppsform -actors.hero.talent.body_form.desc=Prästen kan kasta _Body Form_, som ger Trinity kraften från en förtrollning eller glyf som prästen har identifierat under denna omgång, till en kostnad av 2 laddningar.\n\n_+1:_ När Trinity används får prästen den valda effekten i _20 turer._\n\n_+2:_ När Trinity används får prästen den valda effekten i _27 turer._\n\n_+3:_ När Trinity används får prästen den valda effekten i _33 turer._\n\n_+4:_ När Trinity används får prästen den valda effekten i _40 turer._\n\nTrinity kan bara förses med en kroppseffekt åt gången. Trinitys rustningskostnad är högre om den valda glyfen är sällsynt och kraftfull. -actors.hero.talent.mind_form.title=mind form -actors.hero.talent.mind_form.desc=Prälen kan kasta _Mind Form_, som ger Trinity kraften från en trollstav eller ett kastvapen som prälen har använt under denna omgång, till en kostnad av 3 laddningar.\n\n_+1:_ När Trinity används använder prästen den valda föremålets zap- eller kasta-effekt, som om den vore _+3._\n\n_+2:_ När Trinity används använder prästen den valda föremålets zap- eller kasta-effekt, som om den vore _+4._\n\n_+3:_ När Trinity används använder prästen den valda föremålets zap- eller kasta-effekt som om den vore _+5._\n\n_+4:_ När Trinity används använder prästen den valda föremålets zap- eller kasta-effekt som om den vore _+6._\n\nTrinity kan endast förses med en sinneseffekt åt gången. -actors.hero.talent.spirit_form.title=spirit form -actors.hero.talent.spirit_form.desc=Prästen kan kasta _Spirit Form_, som förser Trinity med kraften från en ring eller artefakt som prästen har identifierat under denna omgång (förutom den heliga boken), till en kostnad av 4 laddningar.\n\n_+1:_ När Trinity används får prästen en rings effekt på _+1_ i 20 turer, eller utlöser en artefakts effekt på _+4._\n\n_+2:_ När Trinity används får prästen en rings effekt på _+2_ i 20 turer, eller utlöser en artefakts effekt på _+6._\n\n_+3:_ När Trinity används får prästen en ringeffekt på _+3_ i 20 turer, eller utlöser en artefakts effekt vid _+8._\n\n_+4:_ När Trinity används får prästen en ringeffekt på _+4_ i 20 turer, eller utlöser en artefakts effekt vid _+10.n\nTrinity kan endast förses med en andeeffekt åt gången. Artefakter har olika effekter och rustningsladdningskostnader när de utlöses av Trinity. +actors.hero.talent.body_form.desc=Prästen kan kasta _Kroppsform_, som ger treenigheten kraften från en förtrollning eller glyf som prästen har identifierat under denna omgång, till en kostnad av 2 laddningar.\n\n_+1:_ När treenigheten används får prästen den valda effekten i _20 turer._\n\n_+2:_ När treenigheten används får prästen den valda effekten i _27 turer._\n\n_+3:_ När treenigheten används får prästen den valda effekten i _33 turer._\n\n_+4:_ När treenigheten används får prästen den valda effekten i _40 turer._\n\nTreenigheten kan bara förses med en kroppseffekt åt gången. Treenighetens rustningskostnad är högre om den valda glyfen är sällsynt och kraftfull. +actors.hero.talent.mind_form.title=sinnesform +actors.hero.talent.mind_form.desc=Prästen kan kasta _Sinnesform_, som ger treenigheten kraften från en trollstav eller ett kastvapen som prästen har använt under denna omgång, till en kostnad av 3 laddningar.\n\n_+1:_ När treenigheten används använder prästen den valda föremålets zap- eller kasta-effekt, som om den vore _+3._\n\n_+2:_ När treenigheten används använder prästen den valda föremålets zap- eller kasta-effekt, som om den vore _+4._\n\n_+3:_ När treenigheten används använder prästen den valda föremålets zap- eller kasta-effekt som om den vore _+5._\n\n_+4:_ När treenigheten används använder prästen den valda föremålets zap- eller kasta-effekt som om den vore _+6._\n\nTreenigheten kan endast förses med en sinneseffekt åt gången. +actors.hero.talent.spirit_form.title=andeform +actors.hero.talent.spirit_form.desc=Prästen kan kasta _Andeform_, som förser treenigheten med kraften från en ring eller artefakt som prästen har identifierat under denna omgång (förutom den heliga boken), till en kostnad av 4 laddningar.\n\n_+1:_ När treenigheten används får prästen en rings effekt på _+1_ i 20 turer, eller utlöser en artefakts effekt på _+4._\n\n_+2:_ När treenigheten används får prästen en rings effekt på _+2_ i 20 turer, eller utlöser en artefakts effekt på _+6._\n\n_+3:_ När treenigheten används får prästen en ringeffekt på _+3_ i 20 turer, eller utlöser en artefakts effekt vid _+8._\n\n_+4:_ När treenigheten används får prästen en ringeffekt på _+4_ i 20 turer, eller utlöser en artefakts effekt vid _+10.n\n\nTreenigheten kan endast förses med en andeeffekt åt gången. Artefakter har olika effekter och rustningsladdningskostnader när de utlöses av treenigheten. actors.hero.talent.beaming_ray.title=strålande stråle -actors.hero.talent.beaming_ray.desc=Prälen kan kasta _Beaming Ray_ från en förstärkt allierad till en kostnad av 1 laddning. Denna stråle kan gå igenom väggar och teleporterar allierade till en vald plats. Om en fiende befinner sig på den platsen, dyker allierade upp bredvid fienden och riktar in sig på denne. Beaming Ray kan även teleportera allierade som normalt är orörliga, men har då halva räckvidden.n\n_+1:_ Strålande stråle har en maximal räckvidd på _4 rutor_ och ökar bonusen från Många makter till _+35 % skada_ mot närmaste fiende i 10 turer.\n\n_+2:_ Strålande stråle har en maximal räckvidd på _8 rutor_ och ökar bonusen från Många makter till _+40 % skada_ mot närmaste fiende i 10 turer.\n\n_+3:_ Beaming Ray har en maximal räckvidd på _12 rutor_ och ökar Power of Many-bonusen till _+45 % skada_ mot närmaste fiende i 10 turer.\n\n_+4:_ Beaming Ray har en maximal räckvidd på _16 rutor_ och ökar Power of Many-bonusen till _+50 % skada_ mot närmaste fiende i 10 turer. +actors.hero.talent.beaming_ray.desc=Prästen kan kasta _Strålande stråle_ från en förstärkt allierad till en kostnad av 1 laddning. Denna stråle kan gå igenom väggar och teleporterar allierade till en vald plats. Om en fiende befinner sig på den platsen, dyker allierade upp bredvid fienden och riktar in sig på denne. Strålande stråle kan även teleportera allierade som normalt är orörliga, men har då halva räckvidden.n\n_+1:_ Strålande stråle har en maximal räckvidd på _4 rutor_ och ökar bonusen från Många makter till _+35% skada_ mot närmaste fiende i 10 turer.\n\n_+2:_ Strålande stråle har en maximal räckvidd på _8 rutor_ och ökar bonusen från Mångas kraft till _+40% skada_ mot närmaste fiende i 10 turer.\n\n_+3:_ Strålande stråle har en maximal räckvidd på _12 rutor_ och ökar Mångas kraft-bonusen till _+45% skada_ mot närmaste fiende i 10 turer.\n\n_+4:_ Strålande stråle har en maximal räckvidd på _16 rutor_ och ökar Mångas kraft-bonusen till _+50% skada_ mot närmaste fiende i 10 turer. actors.hero.talent.life_link.title=livslänk -actors.hero.talent.life_link.desc=Prästen kan kasta Livslänk mellan sig själv och en förstärkt allierad till en kostnad av 2 laddningar. Denna besvärjelse gör att skada delas mellan prästen och deras allierade, och gör att fördelaktiga prästbesvärjelser av nivå 3 eller lägre gäller för båda om någon av dem påverkas.n\n_+1:_ Livslänk varar i _10 turer_ och ökar bonusen från Många makt till _-35 % skada som tas._\n\n_+2:_ Livslänk varar i _13 turer_ och ökar bonusen från Många makt till _-40 % skada som tas._\n\n_+3:_ Livslänk varar i _17 turer_ och ökar bonusen från Många makter till _-45 % skada som tas._\n\n_+4:_ Livslänk varar i _20 turer_ och ökar bonusen från Många makter till _-50 % skada som tas._ +actors.hero.talent.life_link.desc=Prästen kan kasta Livslänk mellan sig själv och en förstärkt allierad till en kostnad av 2 laddningar. Denna besvärjelse gör att skada delas mellan prästen och deras allierade, och gör att fördelaktiga prästbesvärjelser av nivå 3 eller lägre gäller för båda om någon av dem påverkas.n\n_+1:_ Livslänk varar i _10 turer_ och ökar bonusen från Många makt till _-35% skada som tas._\n\n_+2:_ Livslänk varar i _13 turer_ och ökar bonusen från Många makt till _-40% skada som tas._\n\n_+3:_ Livslänk varar i _17 turer_ och ökar bonusen från Många makter till _-45% skada som tas._\n\n_+4:_ Livslänk varar i _20 turer_ och ökar bonusen från Många makter till _-50% skada som tas._ actors.hero.talent.stasis.title=Stasis actors.hero.talent.stasis.desc=Prästen kan kasta _Stasis_ på en förstärkt allierad till en kostnad av 2 laddningar. Stasis tar tillfälligt bort allierade från fängelsehålan och bevarar den återstående tiden på alla buffar, inklusive Power of Many. Allierade återkommer bredvid dig när effekten upphör. Stasis kan kastas omedelbart och utan kostnad för att avsluta effekten i förtid. Stasis fungerar på orörliga allierade, men kan inte flytta dem mellan fängelsehålor. \n\n_+1:_ Stasis varar i max _60 turer. \n\n_+2:_ Stasis varar i max _90 turer. \n\n_+3:_ Stasis varar i max _120 turer. \n\n_+4:_ Stasis varar i max _150 turer. \n\nn\nPrästen kan också kasta Beaming Ray när en allierad är i stasis för att återkalla dem, eller kasta Life Link för att förebyggande tillämpa dess effekt. Allierade drar dock inte nytta av Life Link vid stasis. @@ -1295,14 +1295,14 @@ actors.hero.talent.stasis.desc=Prästen kan kasta _Stasis_ på en förstärkt al #universal actors.hero.talent.heroic_energy.title=heroisk energi actors.hero.talent.heroic_energy.rat_title=råtteroisk energi -actors.hero.talent.heroic_energy.desc=_+1:_ Hjältens rustningsförmåga har en _12 % reducerad_ laddningskostnad.\n\n_+2:_ Hjältens rustningsförmåga har en _23 % reducerad_ laddningskostnad.n\n_+3:_ Hjältens rustningsförmåga har en _32 % reducerad_ laddningskostnad.\n\n_+4:_ Hjältens rustningsförmåga har en _40 % reducerad_ laddningskostnad. +actors.hero.talent.heroic_energy.desc=_+1:_ Hjältens rustningsförmåga har en _12 % reducerad_ laddningskostnad.\n\n_+2:_ Hjältens rustningsförmåga har en _23 % reducerad_ laddningskostnad.n\n_+3:_ Hjältens rustningsförmåga har en _32 % reducerad_ laddningskostnad.\n\n_+4:_ Hjältens rustningsförmåga har en _40% reducerad_ laddningskostnad. actors.hero.talent.ratsistance.title=råttsistans -actors.hero.talent.ratsistance.desc=_+1:_ Fientliga fiender som har förvandlats till råttor gör _-10 % skada_.\n\n_+2:_ Fientliga fiender som har förvandlats till råttor gör _-19 % skada_.n\n_+3:_ Fientliga fiender som har förvandlats till råttor gör _-27 % skada_.\n\n_+4:_ Fientliga fiender som har förvandlats till råttor gör _-35 % skada_. +actors.hero.talent.ratsistance.desc=_+1:_ Fientliga fiender som har förvandlats till råttor gör _-10% skada_.\n\n_+2:_ Fientliga fiender som har förvandlats till råttor gör _-19 % skada_.n\n_+3:_ Fientliga fiender som har förvandlats till råttor gör _-27 % skada_.\n\n_+4:_ Fientliga fiender som har förvandlats till råttor gör _-35% skada_. actors.hero.talent.ratlomacy.title=Råttomani actors.hero.talent.ratlomacy.desc=_+1:_ Använd ratmogrify på en ratmogrifierad fiende för att göra dem vänliga och göra förvandlingen permanent.\n\n_+2:_ Använd ratmogrify på en ratmogrifierad fiende för att göra dem vänliga, göra förvandlingen permanent och ge dem _2 turer_ med adrenalin.\n\n_+3:_ Använda ratmogrify på en ratmogrifierad fiende gör dem vänliga, gör förvandlingen permanent och ger dem _4 turer_ med adrenalin.\n\n_+4:_ Använda ratmogrify på en ratmogrifierad fiende gör dem vänliga, gör förvandlingen permanent och ger dem _6 turer_ med adrenalin. actors.hero.talent.ratforcements.title=Råttstärkningar -actors.hero.talent.ratforcements.desc=_+1:_ Använd ratmogrify på dig själv _spawns 1_ allierad pungråtta bredvid dig.\n\n_+2:_ Använd ratmogrify på dig själv _spawnar 2_ allierade pungråttor bredvid dig.\n\n_+3:_ Använd ratmogrify på dig själv _spawnar 3_ allierade pungråttor bredvid dig.\n\n_+4:_ Använd ratmogrify på dig själv _spawnar 4_ allierade pungråttor bredvid dig. +actors.hero.talent.ratforcements.desc=_+1:_ Använd ratmogrify på dig själv _spawns 1_ allierad kloakråtta bredvid dig.\n\n_+2:_ Använd ratmogrify på dig själv _spawnar 2_ allierade kloakråttor bredvid dig.\n\n_+3:_ Använd ratmogrify på dig själv _spawnar 3_ allierade kloakråttor bredvid dig.\n\n_+4:_ Använd ratmogrify på dig själv _spawnar 4_ allierade kloakråttor bredvid dig. @@ -1331,9 +1331,9 @@ actors.mobs.npcs.blacksmith.exit_warn_low=Är du redan klar? Det ser inte ut som actors.mobs.npcs.blacksmith.exit_warn_med=Är du klar? Du har åtminstone lite guld, men det finns definitivt mer i gruvan. Du borde kunna få _40 stycken._\n\n_Kom ihåg att jag inte släpper in dig igen när du kommer upp._ actors.mobs.npcs.blacksmith.exit_warn_high=Är du klar? Det ser ut som om du har fått en hel del guld, men jag skulle behöva lite mer. Du borde kunna få _40 stycken._\n\n_Kom ihåg att jag inte släpper in dig igen när du kommer upp._ actors.mobs.npcs.blacksmith.exit_warn_full=Är du klar? Du har mycket guld, men se till att du inte har glömt något av din utrustning.\n\n_Kom ihåg att jag inte släpper in dig igen när du kommer upp._ -actors.mobs.npcs.blacksmith.exit_warn_crystal=Den där jätte-kristallen är fortfarande där nere. Jag betalar extra om du förstör den. +actors.mobs.npcs.blacksmith.exit_warn_crystal=Den där gigantiska kristallen är fortfarande där nere. Jag betalar extra om du förstör den. actors.mobs.npcs.blacksmith.exit_warn_gnoll=Den där gnoll-geomancer är också kvar där nere. Jag betalar extra om du dödar den. -actors.mobs.npcs.blacksmith.exit_warn_fungi=Den där jätte svampen är också kvar där nere. Jag betalar extra om du dödar den. +actors.mobs.npcs.blacksmith.exit_warn_fungi=Den där gigantiska svampen är också kvar där nere. Jag betalar extra om du dödar den. actors.mobs.npcs.blacksmith.exit_yes=Jag är klar actors.mobs.npcs.blacksmith.exit_no=Inte än actors.mobs.npcs.blacksmith.get_lost=Jag är upptagen! Stick och brinn! @@ -1362,7 +1362,7 @@ actors.mobs.npcs.imp.cya=Vi ses, %s! actors.mobs.npcs.imp.hey=Psst, %s! actors.mobs.npcs.imp.desc=Imps är mindre demoner. De är inte kända för sin styrka eller magiska talang, men de är ganska smarta och sällskapliga. Många imps föredrar att leva bland icke-demoner. -actors.mobs.npcs.impshopkeeper.name=ambitiös smådjävul +actors.mobs.npcs.impshopkeeper.name=ambitiös djävul actors.mobs.npcs.impshopkeeper.greetings=Hej, %s! actors.mobs.npcs.impshopkeeper.greetings_ascent=Vad har du gjort, %s? Handla snabbt, jag måste härifrån! actors.mobs.npcs.impshopkeeper.thief=Jag trodde jag kunde lita på dig! @@ -1391,10 +1391,10 @@ actors.mobs.npcs.ratking.crown_no=Jag vill helst inte... actors.mobs.npcs.ratking.crown_thankyou=Hehehe, tack! Gå nu och gör din kung stolt! actors.mobs.npcs.ratking.crown_fine=Okej! Jag ville ändå inte ha den... actors.mobs.npcs.ratking.crown_after=Gillar du din nya rustning? Du får inte byta! -actors.mobs.npcs.ratking.desc_crown=Den här råttan är lite större än en vanlig pungråtta. Den har en dvärgkungakrona på huvudet. -actors.mobs.npcs.ratking.desc_birthday=Den här råttan är lite större än en vanlig pungråtta. Den har en liten grön festhatt istället för sin vanliga krona. Grattis på födelsedagen, Råttkungen! -actors.mobs.npcs.ratking.desc_winter=Den här pungråttan är lite större än de andra. Istället för sin vanliga krona har den en tomteluva på sig. God jul! -actors.mobs.npcs.ratking.desc=Den här råttan är lite större än en vanlig pungråtta. Den har en liten krona på huvudet. +actors.mobs.npcs.ratking.desc_crown=Den här råttan är lite större än en vanlig kloakråtta. Den har en dvärgkungakrona på huvudet. +actors.mobs.npcs.ratking.desc_birthday=Den här råttan är lite större än en vanlig kloakråtta. Den har en liten grön festhatt istället för sin vanliga krona. Grattis på födelsedagen, Råttkungen! +actors.mobs.npcs.ratking.desc_winter=Den här kloakråttan är lite större än de andra. Istället för sin vanliga krona har den en tomteluva på sig. God jul! +actors.mobs.npcs.ratking.desc=Den här råttan är lite större än en vanlig kloakråtta. Den har en liten krona på huvudet. actors.mobs.npcs.ratking.discover_hint=Du hittar den här karaktären i slutet av en specifik region i fängelsehålan. actors.mobs.npcs.sheep.name=får @@ -1451,7 +1451,7 @@ actors.mobs.acidic.name=syra skorpion actors.mobs.acidic.desc=Dessa enorma spindelliknande demoniska varelser undviker närstrid och föredrar att avfyra förlamande taggiga spikar från långa avstånd. Den här verkar droppa av frätande slem. actors.mobs.albino.name=albinoråtta -actors.mobs.albino.desc=Den här pungråttan tillhör en sällsynt ras med helvit päls och extra vassa tänder. +actors.mobs.albino.desc=Den här kloakråttan tillhör en sällsynt ras med helvit päls och extra vassa tänder. actors.mobs.albino.discover_hint=Du kan sällan hitta denna fiende i en specifik region i fängelsehålan. actors.mobs.armoredstatue.name=pansarstaty @@ -1698,8 +1698,8 @@ actors.mobs.pylon.name=ledningsstolpe actors.mobs.pylon.desc_inactive=En kraftpylon som är avsedd att reglera elen som driver maskinerna i detta område.\n\nPylon är för närvarande inaktiv och immun mot skador. actors.mobs.pylon.desc_active=En kraftpylon som är avsedd att reglera elen som driver maskinerna i detta område. Pylon är för närvarande överladdad med elektrisk energi, det måste vara detta som överladdar DM-300!\n\nI detta tillstånd är pyloner sårbara, men kommer att leda elektricitet till närliggande celler i ett mönster medurs. På grund av sin tunga metallkonstruktion är pyloner motståndskraftiga mot stora skador. -actors.mobs.rat.name=pungråtta -actors.mobs.rat.desc=Pungråttor är aggressiva men ganska svaga invånare i kloakerna. De har ett otäckt bett, men är bara livsfarliga i stora antal. +actors.mobs.rat.name=kloakråtta +actors.mobs.rat.desc=Kloakråttor är aggressiva men ganska svaga invånare i kloakerna. De har ett otäckt bett, men är bara livsfarliga i stora antal. actors.mobs.ripperdemon.name=ripper demon actors.mobs.ripperdemon.leap=Ripper-demonen förbereder sig för att hoppa! @@ -1755,7 +1755,7 @@ actors.mobs.statue.desc_weapon=Vid statyn är gjord av sten, men _%s_ den hålle actors.mobs.statue.discover_hint=Du kan hitta denna fiende överallt i fängelsehålan. actors.mobs.succubus.name=succubus -actors.mobs.succubus.desc=Succubi är formskiftande demoner som manipulerar sina bytters sinnen. Den här har tagit formen av en blek gotisk humanoid, kanske för att locka dvärgiska häxmästare?\n\nSuccubi kan tillfälligt förtrolla sina fiender när de attackerar, vilket gör att fienderna inte kan attackera dem direkt. När succubi attackerar en förtrollad fiende stjäl de en del av deras livskraft. +actors.mobs.succubus.desc=Succubi är formskiftande demoner som manipulerar sina bytens sinnen. Den här har tagit formen av en blek gotisk humanoid, kanske för att locka dvärgiska häxmästare?\n\nSuccubi kan tillfälligt förtrolla sina fiender när de attackerar, vilket gör att fienderna inte kan attackera dem direkt. När succubi attackerar en förtrollad fiende stjäl de en del av deras livskraft. actors.mobs.swarm.name=svärm av flugor actors.mobs.swarm.desc=Den dödliga flugsvärmen surrar ilsket. Varje icke-magisk attack delar upp den i två mindre men lika farliga svärmar. diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index 00eaeea1d..b3bf4a426 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Muska uzaktaki düşmanlara seslenmeye ba actors.buffs.ascensionchallenge.haste=Muska uzaktaki düşmanları hızlandırmaya başladı! actors.buffs.ascensionchallenge.slow=Muska, envanterinde kurşundan bir ağırlık gibi hissettirmeye başladı! actors.buffs.ascensionchallenge.damage=Muska karanlık enerji yaymaya başladı. Yakıyor! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Düşmanları yenerseniz, muskanın laneti zayıflayacaktır! actors.buffs.ascensionchallenge.weaken=Muska'nın lanetinin biraz zayıfladığını hissedebiliyorsun. actors.buffs.ascensionchallenge.break=Bir dakikanı ayırıp soluklanıyor ve yaralarının kapanmaya başladığını hissediyorsun! actors.buffs.ascensionchallenge.almost=Yog'un muska üzerindeki hâkimiyetinin zayıflamaya başladığını hissediyorsun, neredeyse oradasın! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Yanmaya başladın! actors.buffs.burning.burnsup=%s yanıp gitti! actors.buffs.burning.ondeath=Yanarak öldün... actors.buffs.burning.rankings_desc=Yanıp Kül Oldu -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Alevler içinde kalmaktan daha üzücü çok az şey vardır.\n\nAteş, suyla söndürülene veya süresi dolana kadar her turda hasar verir. Ateş, suya basarak veya parçalanma iksirinin sıçramasıyla söndürülebilir.\n\nKalan yanma sırası: %s actors.buffs.championenemy.warn=Ölümcül bir varlık seziyorsun. actors.buffs.championenemy$blazing.name=alevlenmiş şampiyon @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Büyücü mevcut konumuna bir _ actors.hero.abilities.mage.warpbeacon.desc=Büyücü, istediği zaman ışınlanabileceği bir fener yerleştirir. Feneri yerleştirmek 1 tur alır, ama ışınlanmak anında gerçekleşir.\n\nBüyücü varsayılan olarak katlar arası ışınlanamaz, veya feneri ulaşılamaz yerlere, mesela kilitli odalara, ulaşmak için kullanamaz. Büyücü düşmanların içine ışınlanabilir, bu, düşmanları yana itecektir. actors.hero.abilities.rogue.smokebomb.name=Sis Bombası -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Görüş alanınızdaki yalnızca boş bir yere atlayabilirsiniz. actors.hero.abilities.rogue.smokebomb.prompt=Atlayacağın yeri seç actors.hero.abilities.rogue.smokebomb$ninjalog.name=Tahta Kukla actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Her nasılsa, düşmanlar bu tahta kuklanın gerçek Haydut olduğuna kolayca ikna oluyor! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity, _%2$s şarj_ ka actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity, _%2$s şarj_ bedeli karşılığında bu eserin atıştırma etkisini uygular. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity, bu eserin düşman soyma etkisini _%2$s şarj_ karşılığında _+%1$d_ olarak uygular. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity, bu eserin kök etkisini _%2$s şarj_ karşılığında rastgele bir zararlı tohumla uygular. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinity bu eserin ekleme etkisini _ %2$s şarj pahasına uygulayacak._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity, bu eserin kehanet etkisini _+%1$d_ menzil ile uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity, bu eserin zaman dondurma etkisini _%1$d_ tur süreyle uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity, bu eserin rastgele parşömen etkisini _%1$d/10_ ihtimalle egzotik versiyonu ek bir maliyet olmadan sunacak, karşılığında _%2$s şarj_ harcayacaktır. @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Şarj maliyeti: %d actors.hero.spells.divinesense.name=ilahi duyu actors.hero.spells.divinesense.short_desc=Geniş bir menzilde geçici zihin görüşü kazanın. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Rahip, duyularını çevresine odaklayarak 50 tur boyunca %d karo menzilinde zihin görüşü kazanır. Bu büyü kullanılması zaman almaz. actors.hero.spells.divinesense$divinesensetracker.name=ilahi duyu actors.hero.spells.divinesense$divinesensetracker.desc=Bu karakter geçici olarak yakındaki diğer yaratıkları zihniyle görebilir!\n\nKalan hamle sayısı: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Bir şey fark ettin. actors.hero.hero.wait=... actors.hero.hero.search=ara actors.hero.hero.search_distracted=Konsantre olamıyorsun, arama yapmak yorucu oluyor. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Kilitle uğraşıyorsun ama bu sefer açamıyorsun. actors.hero.hero.pain_resist=Acı, uyuma isteğini bastırıyor. actors.hero.hero.revive=Ankh iyileştiren enerji ile patlıyor! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Çılgın Savaşçı’nın silah actors.hero.talent.cleave.title=yar actors.hero.talent.cleave.desc=_+1:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _30 tura_ çıkarıldı.\n\n_+2:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _45 tura_ çıkarıldı.\n\n_+3:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _60 tura_ çıkarıldı. actors.hero.talent.lethal_defense.title=Ölümcül Savunma -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _50 tur azalır_.\n\n_+2:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _100 tur azalır_.\n\n_+3:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _150 tur azalır_.\n\nBu yetenek sayesinde kalkan bekleme süresi -150 tura kadar düşürülebilir, yani aktifleştirildiği anda tekrar kullanılabilir hale gelir. actors.hero.talent.enhanced_combo.title=Geliştirilmiş Kombo actors.hero.talent.enhanced_combo.desc=_+1:_ Gladyatörün kombosu 7 veya daha yüksek olduğunda, Clobber'ın geri itme aralığı 3'e çıkar, baş dönmesine neden olur ve düşmanları çukurlara fırlatabilir.\n\n_+2:_ +1'in faydalarına ek olarak, Gladyatörün kombosu 9 veya daha yüksek olduğunda Siper birden fazla saldırı üzerinde çalışır.\n\n_+3:_ +1 ve +2 avantajlarına ek olarak, Gladyatör Slam, Crush veya Fury kullanırken kombo/3 karoya kadar sıçrayabilir. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Haydut bir düşmanı hazırlıklı actors.hero.talent.evasive_armor.title=baştan savılmış zırh actors.hero.talent.evasive_armor.desc=_+1:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+1 kaçınma_ kazanır.\n\n_+2:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+2 kaçınma_ kazanır.\n\n_+3:_ Serbest çalışırken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+3 kaçınma_ kazanır. actors.hero.talent.projectile_momentum.title=atış momentumu -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%50 isabet ve +%15 hasar_ kazanır.\n\n_+2:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%100 isabet ve +%30 hasar_ kazanır.\n\n_+3:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%150 isabet ve +%45 hasar_ kazanır. actors.hero.talent.speedy_stealth.title=hızlı gizlilik actors.hero.talent.speedy_stealth.desc=_+1:_ Freerunner görünmezken tur başına 2 momentum yığını kazanır.\n\n_+2:_ +1'in faydalarına ek olarak, Freerunner görünmezken freerunning artık geri sayım yapmıyor.\n\n_+3:_ +1 ve +2'nin faydalarına ek olarak, Freerunner, serbest koşup koşmadığına bakılmaksızın görünmezken 2 kat hızla hareket eder. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=Dayanıklı Fırlatma Silahları actors.hero.talent.durable_projectiles.desc=_+1:_ Fırlatma silahları avcı tarafından kullanıldığında _+%50 dayanıklılık_ kazanır.\n\n_+2:_ Fırlatma silahları avcı tarafından kullanıldığında _+%75 dayanıklılık_ kazanır. actors.hero.talent.point_blank.title=bitişik atış -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Avcı, yayını veya fırlatma silahını yakın mesafede kullandığında -%50 yerine _-%25 isabet_ cezası alır.\n\n_+2:_ Avcı, yayını veya fırlatma silahını yakın mesafede kullandığında -%50 yerine _normal isabet_ oranına sahip olur.\n\n_+3:_ Avcı, yayını veya fırlatma silahını yakın mesafede kullandığında -%50 yerine _+%25 isabet_ bonusu alır.\n\nFırlatma silahları veya ruh yayı uzak mesafeden kullanıldığında her zaman +%50 isabet bonusuna sahiptir. actors.hero.talent.seer_shot.title=gören atış actors.hero.talent.seer_shot.desc=_+1:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _5 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır.\n\n_+2:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _10 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır.\n\n_+3:_ Avcı zemine bir ok attığında, etrafındaki 3x3'lük bir alanı _15 sıra_ boyunca görür. Bunun 20 sıra bekleme süresi vardır. actors.hero.talent.seer_shot.meta_desc=_Bu yetenek farklı bir kahraman tarafından kazanılırsa_ herhangi bir fırlatma silahından tetiklenir. diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index 60fd76587..cdf9cbba4 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Tấm bùa bắt đầu báo động đ actors.buffs.ascensionchallenge.haste=Tấm bùa bắt đầu thúc giục các kẻ địch xung quanh! actors.buffs.ascensionchallenge.slow=Tấm bùa bắt đầu nặng như cục tạ chì trong túi đồ của bạn! actors.buffs.ascensionchallenge.damage=Tấm bùa bắt đầu tỏa ra năng lượng hắc ám. Đau quá! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Nếu bạn đánh bại các kẻ địch, lời nguyền của tấm bùa sẽ yếu đi! actors.buffs.ascensionchallenge.weaken=Bạn cảm thấy lời nguyền của tấm bùa đã yếu đi một chút. actors.buffs.ascensionchallenge.break=Bạn dừng lại để nghỉ ngơi và cảm thấy các vết thương bắt đầu hồi phục lại! actors.buffs.ascensionchallenge.almost=Bạn cảm thấy sức mạnh của tên Yog trong lá bùa bắt đầu yếu đi, bạn sắp thoát khỏi nó rồi! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Bạn đang bị cháy! actors.buffs.burning.burnsup=%s đã bốc cháy! actors.buffs.burning.ondeath=Bạn đã bị cháy cho đến chết... actors.buffs.burning.rankings_desc=Cháy thành tro -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Trên đời này ít có thứ gì khó chịu hơn là bị nhấn chìm trong lửa.\n\nLửa sẽ gây sát thương mỗi lượt cho đến khi nó bị dập tắt hoặc tự tắt. Lửa có thể được dập bằng cách bước vào nước, hoặc từ nước bắn ra từ một lọ thuốc vỡ.\n\nThêm nữa, địa hình hoặc vật phẩm dễ cháy có thể bị đốt cháy khi tiếp xúc với lửa.\n\nLượt cháy còn lại: %s. actors.buffs.championenemy.warn=Bạn cảm thấy một sự hiện diện đầy sát khí. actors.buffs.championenemy$blazing.name=nhà vô địch rực lửa @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Pháp sư đặt một chiếc actors.hero.abilities.mage.warpbeacon.desc=Pháp sư đặt xuống một chiếc đèn hiệu, cho phép ông ấy tùy ý dịch chuyển đến nó. Việc đặt chiếc đèn hiệu sẽ tốn 1 lượt, nhưng việc dịch chuyển tới nó là ngay lập tức.\n\nTheo mặc định, pháp sư không thể dịch chuyển giữa các tầng, hoặc sử dụng chiếc đèn hiệu để đến những nơi không thể vào như các phòng bị khóa. Pháp sư có thể dịch chuyển đến các kẻ địch và sẽ đẩy chúng ra một bên. actors.hero.abilities.rogue.smokebomb.name=bom khói -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Bạn chỉ có thể nhảy đến một vị trí trống trong tầm nhìn của bạn. actors.hero.abilities.rogue.smokebomb.prompt=Chọn một vị trí để nhảy đến actors.hero.abilities.rogue.smokebomb$ninjalog.name=mồi nhử gỗ actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Vì lí do nào đó, kẻ địch dễ dàng tin rằng cái mồi nhử gỗ này là Kẻ cướp thật! diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index efefc85d2..1a854d7cb 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=護符開始呼喚遠處的敵人前來 actors.buffs.ascensionchallenge.haste=護符開始替遠處的敵人增加速度! actors.buffs.ascensionchallenge.slow=護符變得如鉛錘般沉重! actors.buffs.ascensionchallenge.damage=護符開始釋放出黑暗能量。它在灼燒你的肉體! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=擊敗敵人後,護符的詛咒就會減弱! actors.buffs.ascensionchallenge.weaken=你可以感受到護符的詛咒消退了一點。 actors.buffs.ascensionchallenge.break=你花點時間喘口氣。你感覺傷口正在癒合! actors.buffs.ascensionchallenge.almost=你感覺到古神對護符的掌控開始轉弱,地面離你不遠了! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=你著火了! actors.buffs.burning.burnsup=%s被燒毀了! actors.buffs.burning.ondeath=你被燒死了…… actors.buffs.burning.rankings_desc=燒成灰燼 -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=沒什麼能比得上被火焰吞噬更令人感到痛苦。 \n\n在其被液體撲滅或自行熄滅之前,火焰會每回合都會造成傷害。火焰在你踏入水中時會熄滅,藥瓶打碎時所產生的水花也具有同樣效果。 \n\n此外,火焰會點燃所有接觸到的易燃地形以及其上所有可燃物。 \n\n燃燒效果剩餘:%s回合 actors.buffs.championenemy.warn=你感受到強敵的氣場。 actors.buffs.championenemy$blazing.name=烈焰精英 @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=法師在原地放置_傳送信 actors.hero.abilities.mage.warpbeacon.desc=法師放置可以隨時傳送返回的信標。設置信標耗時1回合,但傳送至信標不花時間。\n\n信標與法師間不能有特殊障礙物,如上鎖的門。沒有特殊天賦時,法師無法跨樓層傳送。傳送之後,法師會擠開在信標上的敵人。 actors.hero.abilities.rogue.smokebomb.name=煙幕彈 -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=你只能跳到可視範圍內的空格子裡。 actors.hero.abilities.rogue.smokebomb.prompt=選擇要跳到的位置 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木樁替身 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=敵人就這樣笨笨地相信這就是盜賊本體! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一體會消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一體會消耗_%2$s充能_以發動該神器的淺嚐。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器對敵人的竊取。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一體會消耗_%2$s充能_以將有害種子扎根於該神器可觸及的指定地點。 -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=三位一體會消耗_%2$s充能_以發動該神器的能力。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器的探察。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一體會消耗_%2$s充能_以獲得該神器持續_%1$d_回合的時間凍結效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一體會消耗_%2$s充能_使用隨機卷軸效果,有_%1$d/10_機率改以秘卷形式施放。 @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充能消耗:%d actors.hero.spells.divinesense.name=神聖感知 actors.hero.spells.divinesense.short_desc=短時間內獲得大範圍靈視。 -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=牧師聚精會神,感受敵人的氣息,得以靈視%d格內的敵人50回合。施放此法術不耗時間。 actors.hero.spells.divinesense$divinesensetracker.name=神聖感知 actors.hero.spells.divinesense$divinesensetracker.desc=此單位暫時能用心靈感知附近的生物。\n\n效果剩餘:%s回合。 @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=你注意到了些什麼。 actors.hero.hero.wait=... actors.hero.hero.search=搜尋 actors.hero.hero.search_distracted=你沒辦法集中精力,探索周邊變得異常費力。 -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=你晃動了幾次鑰匙,能稍微轉動,但沒能解鎖。 actors.hero.hero.pain_resist=疼痛使你難以入睡。 actors.hero.hero.revive=重生十字架並裂出蘇生的能量! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂戰士有越多怒氣,手上 actors.hero.talent.cleave.title=氣勢不散 actors.hero.talent.cleave.desc=_+1:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_30回合_。\n\n_+2:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_45回合_。\n\n_+3:_當角鬥士擊殺敵人,連擊維持的有效期間從15回合延長至_60回合_。 actors.hero.talent.lethal_defense.title=攻防並濟 -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少50回合_。\n\n_+2:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少100回合_。\n\n_+3:_角鬥士以戰技擊殺敵人會使紋章效果冷卻_減少150回合_。\n\n紋章冷卻時長如果以此方式會降至0以下,使得下次護盾增益被觸發後的冷卻時間被減少。 actors.hero.talent.enhanced_combo.title=強力釋能 actors.hero.talent.enhanced_combo.desc=_+1:_當角鬥士的連擊數達到7後,過肩摔擊退距離增至3、附帶眩暈、還能把敵人打進深淵。\n\n_+2:_除+1的增益外,當角鬥士的連擊數達到9後,招架在一回合內對所有攻擊接生效。\n\n_+3:_除+1、+2的增益外,施放其它戰技前可先跳躍最多連擊數/3格以接近目標。 @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_根據準備程度,刺客成功刺 actors.hero.talent.evasive_armor.title=迴避之鎧 actors.hero.talent.evasive_armor.desc=_+1:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_1單位閃避_。\n\n_+2:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_2單位閃避_。\n\n_+3:_在逸動時,如果疾行者的力量高於身上護甲要求,每點多餘的力量讓他獲得_3單位閃避_。 actors.hero.talent.projectile_momentum.title=致命動能 -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_在逸動時,疾行者的投擲武器攻擊有額外的_50%_精準度與_15%_傷害。\n\n_+2:_在逸動時,疾行者的投擲武器攻擊有額外的_100%_精準度與_30%_傷害。\n\n_+3:_在逸動時,疾行者的投擲武器攻擊有額外的_150%_精準度與_45%_傷害。 actors.hero.talent.speedy_stealth.title=極速潛行 actors.hero.talent.speedy_stealth.desc=_+1:_疾行者在隱形時,每回合獲得2點動能。\n\n_+2:_除+1的增益外,在隱形時,疾行者的逸動效果剩餘時間不會減少。\n\n_+3_:除了+1、+2的增益外,在隱形時,疾行者以雙倍速度移動。 @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=堅固投物 actors.hero.talent.durable_projectiles.desc=_+1:_由英雄使用的投擲武器整體耐久_+50%_。\n\n_+2:_由英雄使用的投擲武器整體耐久_+75%_。 actors.hero.talent.point_blank.title=貼身射擊 -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_-30%_而非-50%。\n\n_+2:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率與使用近戰武器時相同。\n\n_+3:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_+25%_而非-50%。\n\n投擲武器和靈能弓在遠距離使用時都具有+50%的命中率。 actors.hero.talent.seer_shot.title=靈矢感知 actors.hero.talent.seer_shot.desc=_+1:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_5回合_。擁有20回合冷卻。\n\n_+2:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_10回合_。擁有20回合冷卻。\n\n_+3:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_15回合_。擁有20回合冷卻。 actors.hero.talent.seer_shot.meta_desc=_如果其他英雄獲得此天賦_,此天賦改以任意投擲武器觸發。 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index 00b223f6f..542eb7a88 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=护符开始呼唤远处的敌人前来 actors.buffs.ascensionchallenge.haste=护符开始为周遭的敌人提升移速! actors.buffs.ascensionchallenge.slow=你背包中的护符此刻恍如重逾千钧! actors.buffs.ascensionchallenge.damage=护符开始释放黑暗能量。此物灼烫难忍! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info_no_kills=如果你击败敌人,护符的诅咒就会被削弱! actors.buffs.ascensionchallenge.weaken=你能感受到护符上的诅咒正缓慢地消退。 actors.buffs.ascensionchallenge.break=你稍作喘息,感受到身上的伤口开始愈合! actors.buffs.ascensionchallenge.almost=你能感觉到古神对护符的掌控愈发微弱了起来,胜利的曙光已然在你面前! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=你着火了! actors.buffs.burning.burnsup=%s被烧毁了! actors.buffs.burning.ondeath=你被燃烧至死... actors.buffs.burning.rankings_desc=燃烧殆尽 -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=没什么比被火焰吞没更痛苦了。\n\n火焰每回合都会造成伤害,直到它被液体扑灭或者自行消散。火会在你进入水中时熄灭,打碎药瓶产生的水花也具有同样的效果。\n\n此外,火焰还会点燃所有接触到的可燃地形与可燃物。\n\n燃烧效果剩余时长:%s回合 actors.buffs.championenemy.warn=你感受到了强敌的气场。 actors.buffs.championenemy$blazing.name=烈焰精英 @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=法师在当前位置设置了 actors.hero.abilities.mage.warpbeacon.desc=法师设置了一个可以随时返回的信标。信标设置需要1回合,但传送回不消耗时间。\n\n法师在初始条件下无法传送至别的楼层,不能将其放入不可达的区域如上锁的房间。法师返回时若是目标地点有敌人,则会将其弹开。 actors.hero.abilities.rogue.smokebomb.name=烟幕爆炸 -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=你只能跳到视野范围内的空格子里。 actors.hero.abilities.rogue.smokebomb.prompt=选择要跳到的位置 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木桩替身 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=不知为何敌人坚信这就是盗贼本身。 @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体会消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体会消耗_%2$s充能_以使用该神器的小吃一口效果。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_敌人窃取效果。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体会消耗_%2$s充能_以使用该神器的随机有害种子扎根效果。 -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=三位一体会消耗_%2$s充能_以使用该神器的插入效果。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_探查效果。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体会消耗_%2$s充能_以获得该神器持续_%1$d_回合的时间冻结效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体会消耗_%2$s充能_以使用该神器_%1$d/10_无额外消耗使用秘卷概率的随机卷轴效果。 @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充能消耗:%d actors.hero.spells.divinesense.name=神圣感知 actors.hero.spells.divinesense.short_desc=短时间内获得大范围的灵视感知。 -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=牧师将其感知集中在周遭环境上,获得持续50回合,%d格范围的灵视感知。该法术施法不耗时。 actors.hero.spells.divinesense$divinesensetracker.name=神圣感知 actors.hero.spells.divinesense$divinesensetracker.desc=该单位暂时能以其灵视感知看到附近其他生物!\n\n剩余回合数:%s @@ -776,7 +776,7 @@ actors.hero.spells.sunray.desc=牧师向目标发射致盲光束,造成%1$d~%2 actors.hero.spells.walloflight.name=神圣屏障 actors.hero.spells.walloflight.short_desc=创造一面阻挡敌人的屏障。 -actors.hero.spells.walloflight.desc=圣骑士将圣光凝聚为墙壁,在自身面前创造一面1格厚,%1$d格宽,持续20回合的神圣屏障。\n\n神圣屏障除不遮挡视野外与正常墙壁无异。在屏障被创造时,屏障所困住的敌人会被短暂击晕并在条件允许的情况下被击退。屏障所卡住的任何东西都可被取出。\n\n神圣屏障可被八向施放。如果已有屏障存在,则该法术可被免费再次使用以立即驱散屏障。 +actors.hero.spells.walloflight.desc=圣骑士将圣光凝聚为墙壁,在自身面前创造一面1格厚,%1$d格宽,持续20回合的神圣屏障。\n\n神圣屏障除不遮挡视野外与正常墙壁无异。在屏障被创造时,屏障所困住的敌人会被短暂击晕并在条件允许的情况下被击退。屏障所卡住的任何东西都可被取出。\n\n神圣屏障可被正向或斜向施放。如果已有屏障存在,则该法术可被免费再次使用以立即驱散屏障。 actors.hero.spells.walloflight.early_end=你驱散了神圣屏障。 actors.hero.spells.walloflight$lightwall.desc=神圣屏障阻挡了此处的通路。 @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=你注意到了些什么。 actors.hero.hero.wait=... actors.hero.hero.search=搜索 actors.hero.hero.search_distracted=你没办法集中精力,探索周边异常费力。 -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=你摆弄了一下这把锁,却无法打开它。 actors.hero.hero.pain_resist=疼痛使你得以抵抗睡意。 actors.hero.hero.revive=重生十字章迸裂出苏生的能量! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂战士拥有越多怒气, actors.hero.talent.cleave.title=连战热忱 actors.hero.talent.cleave.desc=_+1:_当角斗士击杀一名敌人时,_30回合_内再次攻击仍继承连击数。\n\n_+2:_当角斗士击杀一名敌人时,_45回合_内再次攻击仍继承连击数。\n\n_+3:_当角斗士击杀一名敌人时,_60回合_内再次攻击仍继承连击数。 actors.hero.talent.lethal_defense.title=以战养战 -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_50回合_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_100回合_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_150回合_。\n\n该天赋可将护盾剩余冷却时间减至最低-150回合,意味着护盾可在生效之后再生效一次。 actors.hero.talent.enhanced_combo.title=战技强化 actors.hero.talent.enhanced_combo.desc=_+1:_当角斗士的连击数达到7或以上时,冲击的击退距离提升至3且附带眩晕,并可将敌人击落深渊。\n\n_+2:_除+1的增益外,当角斗士的连击数达到9或以上时,招架反击对一回合内的多次攻击有效。\n\n_+3:_除+1和+2的增益外,角斗士在使用撞击,横扫和暴雨时可跃过 连击数/3 格的地格来接近敌人。 @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_被刺客用技能斩杀的敌人 actors.hero.talent.evasive_armor.title=灵猴之护 actors.hero.talent.evasive_armor.desc=_+1:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_1点闪避_。\n\n_+2:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_2点闪避_。\n\n_+3:_处于逸动状态时,每点超出护甲需求的力量使疾行者额外获得_3点闪避_。 actors.hero.talent.projectile_momentum.title=飞速投掷 -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_处于逸动状态时,疾行者的投掷武器具有额外的_50%精准与15%伤害_。\n\n_+2:_处于逸动状态时,疾行者的投掷武器具有额外的_100%精准与30%伤害_。\n\n_+3:_处于逸动状态时,疾行者的投掷武器具有额外的_150%精准与45%伤害_。 actors.hero.talent.speedy_stealth.title=无人之境 actors.hero.talent.speedy_stealth.desc=_+1:_疾行者在隐形时,每回合获得2层动量。\n\n_+2:_除获得+1的增益外,当疾行者隐形时,逸动效果持续的回合数不会下降。\n\n_+3:_除获得+1,+2的增益外,当疾行者隐形时,不论其是否处于逸动状态,他的移动速度都会翻倍。 @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=矢石保养 actors.hero.talent.durable_projectiles.desc=_+1:_女猎手手中的投掷武器获得_50%额外耐久_。\n\n_+2:_女猎手手中的投掷武器获得_75%额外耐久_。 actors.hero.talent.point_blank.title=抵近射击 -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正从-50%提升至_-25%_。\n\n_+2:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正从-50%提升至_正常精准_。\n\n_+3:_当女猎手在近战距离使用投掷武器或灵能弓时,精准修正从-50%提升至_+25%_。\n\n注意,非近战距离使用投掷武器或灵能弓时,总是获得+50%的精准修正。 actors.hero.talent.seer_shot.title=探地之矢 actors.hero.talent.seer_shot.desc=_+1:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续5回合_。这个天赋有20回合的冷却时间。\n\n_+2:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续10回合_。这个天赋有20回合的冷却时间。\n\n_+3:_当女猎手射箭击中地面时,会提供落点周围3x3的视野,_持续15回合_。这个天赋有20回合的冷却时间。 actors.hero.talent.seer_shot.meta_desc=_如果这个天赋被其它英雄获得_,那么它可被任何投掷武器触发。 @@ -1268,7 +1268,7 @@ actors.hero.talent.lay_on_hands.desc=_+1:_圣骑士可以施放法术_圣疗 actors.hero.talent.aura_of_protection.title=守御灵光 actors.hero.talent.aura_of_protection.desc=_+1:_圣骑士可以施放法术_守御灵光_,消耗2点充能以使圣骑士与2格范围内的所有盟友获得_20%伤害减免_与圣骑士护甲_50%刻印强化_。\n\n_+2:_圣骑士可以施放法术_守御灵光_,消耗2点充能以使圣骑士与2格范围内的所有盟友获得_30%伤害减免_与圣骑士护甲_75%刻印强化_。\n\n_+3:_圣骑士可以施放法术_守御灵光_,消耗2点充能以使圣骑士与2格范围内的所有盟友获得_40%伤害减免_与圣骑士护甲_100%刻印强化_。 actors.hero.talent.wall_of_light.title=神圣屏障 -actors.hero.talent.wall_of_light.desc=_+1:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_3格宽_,可击退敌人的坚固墙壁。\n\n_+2:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_5格宽_,可击退敌人的坚固墙壁。\n\n_+3:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_7格宽_,可击退敌人的坚固墙壁。\n\n神圣屏障可被八向放置,同时只能存在一面屏障。 +actors.hero.talent.wall_of_light.desc=_+1:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_3格宽_,可击退敌人的坚固墙壁。\n\n_+2:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_5格宽_,可击退敌人的坚固墙壁。\n\n_+3:_圣骑士可以施放法术_神圣屏障_,消耗3点充能以在圣骑士面前创造一面持续20回合,_7格宽_,可击退敌人的坚固墙壁。\n\n神圣屏障可被正向或斜向施放,同时只能存在一面屏障。 actors.hero.talent.divine_intervention.title=神圣干预 actors.hero.talent.divine_intervention.desc=_+1:_开启超凡升天时,牧师可以施放法术_神圣干预_,以强化牧师与所有盟友的护盾至_150点_并延长超凡升天_3回合_。\n\n_+2:_开启超凡升天时,牧师可以施放法术_神圣干预_,以强化牧师与所有盟友的护盾至_200点_并延长超凡升天_4回合_。\n\n_+3:_开启超凡升天时,牧师可以施放法术_神圣干预_,以强化牧师与所有盟友的护盾至_250点_并延长超凡升天_5回合_。\n\n_+4:_开启超凡升天时,牧师可以施放法术_神圣干预_,以强化牧师与所有盟友的护盾至_300点_并延长超凡升天_6回合_。\n\n神圣干预消耗高达5点圣典充能,并且在同次超凡升天中只能施放一次神圣干预。 diff --git a/core/src/main/assets/messages/items/items_cs.properties b/core/src/main/assets/messages/items/items_cs.properties index e39e7be82..f33090b80 100644 --- a/core/src/main/assets/messages/items/items_cs.properties +++ b/core/src/main/assets/messages/items/items_cs.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s Nevyváženosti items.armor.curses.antientropy.desc=Prokletí nevyváženosti působí proti entropickým zákonům vesmíru, a tahá tak do nositele energii z jeho okolí. To nositele na krátkou dobu zapálí, ovšem zmrazí všechno kolem! items.armor.curses.bulk.name=%s Objemnosti -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Zbroj objemnosti vypadá větší a impozantnější, ale ve skutečnosti nemá zvýšenou obranu. Horší je, že přidaná velikost dělá procházení dveřmi velmi obtížné. items.armor.curses.corrosion.name=%s Žíravosti items.armor.curses.corrosion.desc=Zbroj žíravosti je schopna uvolnit leptavou tekutinu, která vše v oblasti pokryje lepkavým žíravým slizem. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=Kalich krve items.artifacts.chaliceofblood.ac_prick=POŘEZAT SE items.artifacts.chaliceofblood.yes=Ano, vím, co dělám items.artifacts.chaliceofblood.no=Ne, rozmýšlím si to -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Pokaždé když použiješ kalich, vysaje z tebe více tvého života, ale na oplátku posílí tvou přirozenou regeneraci zdraví.\n\nPořezání se nyní ti způsobí _%1$d-%2$d poškození_, které lze snížit _fyzickým i magickým blokováním a snižováním poškození_. Bez těchto efektů by pořezání mělo _%3$s%% šanci_ tvou životní sílu zcela vysát.\n\nJsi si jistý, že chceš kalichu nabídnout více své životní energie? items.artifacts.chaliceofblood.onprick=Ubližuješ si pořezáním a tvá krev stéká do kalichu. items.artifacts.chaliceofblood.ondeath=Kalich z tebe do sucha vysál život... items.artifacts.chaliceofblood.desc=Tento zářivý stříbrný kalich je po okraji zvláštně ozdoben ostrými drahokamy. items.artifacts.chaliceofblood.desc_cursed=Prokletý kalich se přichytil ke tvé ruce a brání tvé schopnosti regenerovat zdraví. items.artifacts.chaliceofblood.desc_1=Během toho, co kalich držíš, cítíš podivné nutkání se o ostré drahokamy pořezat. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=V kalichu je uložena trocha tvé krve a zlehka cítíš, jak tě zpátky nasycuje životní energií a posiluje tak tvou přirozenou regeneraci. Stále se chceš o kalich pořezat a víc ho naplnit, přestože víš, jak to bude bolet. items.artifacts.chaliceofblood.desc_3=Kalich je až po okraj naplněn tvou krví. Cítíš, jak z kalichu zpět do tebe proudí životní energie. items.artifacts.cloakofshadows.name=Plášť stínů @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Tvůj náramek není dost nabitý items.artifacts.masterthievesarmband.cursed=Nemůžeš používat prokletý náramek. items.artifacts.masterthievesarmband.full=Tvůj náramek je plně nabit! items.artifacts.masterthievesarmband.prompt=Vyber si nepřítele k zacílení -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Musíš zacílit nepřítele přímo vedle sebe. items.artifacts.masterthievesarmband.steal_shopkeeper=Nemůžeš krást přímo od obchodníků. items.artifacts.masterthievesarmband.no_steal=Tento nepřítel nemá nic, co bys mohl ukradnout. items.artifacts.masterthievesarmband.stole_item=Ukradl jsi předmět: %s. @@ -424,26 +424,26 @@ items.artifacts.sandalsofnature.desc_cursed=Prokletá obuv blokuje tvůj vešker items.artifacts.sandalsofnature.desc_ability=Tvoje obuv pulzuje barvami posledního semínka, kterým jsi ji vyživil. Může na malou chvíli zakořenit do země a vytvořit efekt dané rostliny kdekoliiv v dosahu 3 políček. \nSemínko: _%s_\nPotřeba nabití: _%d%%._ items.artifacts.sandalsofnature.desc_seeds=Počet semínek předaných obuvi: %d -items.artifacts.skeletonkey.name=Klíč s lebkou -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.name=Kostěný klíč +items.artifacts.skeletonkey.ac_insert=VLOŽIT +items.artifacts.skeletonkey.cursed=Nemůžeš používat prokletý kostěný klíč. items.artifacts.skeletonkey.prompt=Vyber cíl -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Není tu nic k zamčení ani odemčení. +items.artifacts.skeletonkey.lock_no_space=Nemůžeš postavu zamknout ve dveřích! +items.artifacts.skeletonkey.iron_charges=Otevření běžného zámku stojí 1 použití. +items.artifacts.skeletonkey.gold_charges=Otevření zlatého zámku stojí 2 použití. +items.artifacts.skeletonkey.lock_charges=Uzamčení dveří stojí 2 použití. +items.artifacts.skeletonkey.wall_charges=Vyvolání dočasné zdi stojí 2 použití. +items.artifacts.skeletonkey.crystal_charges=Otevření krystalového zámku stojí 5 použití. +items.artifacts.skeletonkey.wont_open=Klíč z nějakého důvodu nejde zasunout do tohoto zámku. +items.artifacts.skeletonkey.locked_with_key=Tyto dveře byly uzamčeny tvým kostěným klíčem. +items.artifacts.skeletonkey.force_lock=Zámek bez tvého kostěného klíče ochabl. Povedlo se ti ho otevřít násilím. +items.artifacts.skeletonkey.discard=Vyhazuješ přebytečné klíče. +items.artifacts.skeletonkey.levelup=Tvůj kostěný klíč nabývá na síle! +items.artifacts.skeletonkey.desc=Důležitě vypadající klíč s hlavou ve tvaru lebky. Zdá se, jako by drážky na jeho ozubí změnily tvar pokaždé, když se na něj podíváš. +items.artifacts.skeletonkey.desc_worn=Zdá se, že tento kouzelný klíč nabývá na síle tím, že ho používáš místo běžných klíčů v kobce. Lze ho vložit do jakéhokoliv zámku a tím ho odemknout nebo uzamknout, bez ohledu na to, jestli byl předtím zamčený nebo ne.\n\nKlíč lze dokonce použít i na uzamčení vzduchu na místě v tvé těěsné blízkosti, čímž vytvoří pevnou 3 políčka širokou stěnu na 10 tahů. Vytvoření této stěny odtlačí nepřátele dozadu, pokud je k tomu místo. +items.artifacts.skeletonkey.desc_cursed=Prokletý klíč se aktivně brání tomu, abys ho vsunul do jakéhokoliv zámku, a také ti znesnadňuje (ale neznemožňuje) používání všech ostatních klíčů. +items.artifacts.skeletonkey$keywall.desc=Kostěný klíč zde vytvořil dočasnou magickou zeď. items.artifacts.talismanofforesight.name=Talisman předtuchy items.artifacts.talismanofforesight.ac_scry=ODHALIT @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Jemně vybroušené plošky toho krystalového klíč items.keys.ironkey.name=Železný klíč items.keys.ironkey.desc=Výřezy na tomto starém železném klíči jsou velmi opotřebované. Stejně tak i jeho kožená šňůrka. Jaké dveře by mohl asi otevřít? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=Starý klíč +items.keys.wornkey.desc=Tento klíč je opotřebený a orezlý, ale vypadá důležitě. Nejspíš bude otevírat nějaké důležité dveře v okolí. @@ -940,9 +940,9 @@ items.quest.embers.name=Elementární uhlík items.quest.embers.desc=Speciální uhlík, který lze získat pouze z mladých ohnivých elementálů. Vyzařuje tepelnou energii. items.quest.embers.discover_hint=Tento předmět můžeš najít během jednoho z úkolů. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=Únikový krystal items.quest.escapecrystal.ac_use=POUŽÍT -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Úzký magický krystal, který v sobě skrývá teleportační kouzlo. Můžeš ho kdykoliv použít pro opuštění trpasličí pokladnice, ale nezvládneš s sebou nic vzít! items.quest.escapecrystal.discover_hint=Tento předmět můžeš najít během jednoho z úkolů. items.quest.gooblob.name=Hrudka slizu @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Po nějaké době máčení v alchymickém kot items.trinkets.chaoticcenser.typical_stats_desc=Tento doplněk obvykle způsobí to, že se poblíž objeví oblak škodlivého plynu každých _%d_ tahů. Plyn se objeví pouze v blízkosti nepřátel. Na vyšších úrovních je vyšší pravděpodobnost, že se bude jednat o vzácnější a nebezpečnější plyn. items.trinkets.chaoticcenser.stats_desc=Tento doplněk na své současné úrovni způsobí to, že se poblíž objeví oblak škodlivého plynu každých _%d_ tahů. Plyn se objeví pouze v blízkosti nepřátel. Na vyšších úrovních je vyšší pravděpodobnost, že se bude jednat o vzácnější a nebezpečnější plyn. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=Prasklý dalekohled +items.trinkets.crackedspyglass.desc=Tento ruční teleskop by byl krásnou ukázkou mistrovské řemeslné práce, nebýt dlouhé praskliny na jeho přední čočce. Zdá se, že ti pomáhá v kobce nalézt nové předměty, ale kvůli jeho poškození je těžké je spatřit. +items.trinkets.crackedspyglass.typical_stats_desc=Tento doplněk má obvykle _%1$s%% šanci_ vytvořit bonusový skrytý předmět na každém patře bez bosse. +items.trinkets.crackedspyglass.stats_desc=Tento doplněk má na své současné úrovni _%1$s%% šanci_ vytvořit bonusový skrytý předmět na každém patře bez bosse. +items.trinkets.crackedspyglass.stats_desc_upgraded=Tento doplněk má na své současné úrovni _100%% šanci_ vytvořit bonusový skrytý předmět na každém patře bez bosse, a navíc _%1$s%% šanci_ vytvořit i druhý skrytý předmět. items.trinkets.dimensionalsundial.name=Dimenzionální sluneční hodiny items.trinkets.dimensionalsundial.warning=Tvé sluneční hodiny nevrhají stín, cítíš se nesvůj. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Tento doplněk obvykle sníží tvů items.trinkets.eyeofnewt.stats_desc=Tento doplněk na své současné úrovni sníží tvůj dohled o _%1$s%%_, ovšem umožní ti vycítit mysl tvých nepřátel na vzdálenost _%2$d_ políček. items.trinkets.ferrettuft.name=Chomáč fretčí srsti -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Chomáč hebké srsti z fretky, svázaný zelenou pentlí s mašlí. Fretky jsou známé pro svou mrštnost, darebnost a rychlé reflexy, a část těchto vlastností jako by magicky vyzařovala z tohoto doplňku, zvyšujíc vyhýbání všem bytostem poblíž. items.trinkets.ferrettuft.typical_stats_desc=Obvykle tento doplněk zvýší vyhýbání všech postav o _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Tento doplněk na své současné úrovni zvýší vyhýbání všech postav o _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Šermířka může s bojovou sekerou p items.weapon.melee.battleaxe.desc=Obrovská ocelová hlava této bojové sekery vkládá do každého úderu značnou tíhu. items.weapon.melee.crossbow.name=Kuše -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Zbraň obvykle zvyšuje sílu hozených šipek na _%1$d-%2$d poškození_, a také jim poskytne své případné okouzlení. +items.weapon.melee.crossbow.stats_desc=Tato zbraň zvyšuje sílu hozených šipek na _%1$d-%2$d poškození_, a také jim poskytne své případné okouzlení. items.weapon.melee.crossbow.ability_name=Nabitá střela items.weapon.melee.crossbow.typical_ability_desc=Šermířka může _nabít_ svou kuši, čímž způsobí, že její příští útok s jistotou zasáhne a získá jeden ze 3 efektů: útok zblízka odhodí nepřátele dozadu, běžné šipky způsobí obvykle o _+%1$d poškození_ a napuštěné šipky aplikují svůj účinek v oblasti 7x7 políček a získají obvykle o _%2$d použití více_. items.weapon.melee.crossbow.ability_desc=Šermířka může _nabít_ svou kuši, čímž způsobí, že její příští útok s jistotou zasáhne a získá jeden ze 3 efektů: útok zblízka odhodí nepřátele dozadu, běžné šipky způsobí o _+%1$d poškození_ a napuštěné šipky aplikují svůj účinek v oblasti 7x7 políček a získají o _%2$d použití více_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Tato zbraň rozkládá svou sílu v o items.weapon.missiles.forcecube.desc=Tyto podivně tvarovaná magické kostky jsou dost malé na to, aby se ti vešly do dlaně, ale jsou neuvěřitelně těžké. items.weapon.missiles.heavyboomerang.name=Těžký bumerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Tato zbraň se po pěti tazích vrátí zpět na místo, odkud byla hozena. items.weapon.missiles.heavyboomerang.desc=Tento velký bumerang je těžké účinně používat, ale uděluje značné poškození. items.weapon.missiles.javelin.name=Vrhací oštěp @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Tyto kameny jsou obroušeny tak, aby mo items.weapon.missiles.throwingstone.discover_hint=S tímto předmětem začíná jeden z hrdinů. items.weapon.missiles.tomahawk.name=Tomahavk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Tato zbraň způsobuje svému cíli _%1$d-%2$d krvácení_. +items.weapon.missiles.tomahawk.typical_stats_desc=Tato zbraň obvykle způsobuje svému cíli _%1$d-%2$d krvácení_. items.weapon.missiles.tomahawk.desc=Tyto vrhací sekery mají zoubkované ostří, díky čemuž se dobře zaseknou do svého cíle. items.weapon.missiles.trident.name=Trojzubec @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=S tímto předmětem začíná jeden z hrdinů. items.brokenseal$warriorshield.name=Válečníkův štít items.brokenseal$warriorshield.desc_active=Válečníkova rozbitá pečeť mu momentálně pomáhá vytrvat a poskytuje mu dodatečné body ochrany nad jeho zdraví. Poté, co je ochrana poskytnuta, musí Válečník počkat 100 tahů, než se bude moct projevit znovu.\n\nTato ochrana časem nevyprchává, ovšem zmizí, pokud po několik tahů nejsou poblíž žádní nepřátelé. Pokud k tommu dojde, zbývající ochrana sníží cooldown jejího dalšího použití až na 50%%.\n\nZbývá ochrany: %1$d.\n\nMomentální cooldown: %2$d. items.brokenseal$warriorshield.desc_cooldown=Válečník nedávno čerpal ochranu ze své pečetě a musí počkat, než ji bude moci využít znovu.\n\nZbývá tahů: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Cooldown Válečníkovy ochrany je momentálně záporný, což znamená, že po její aktivaci bude cooldown nižší než je obvyklých 150 tahů. Cooldown lze snížit až na -150 tahů, přičemž poté bude ochrana dostupná ihned po její aktivaci.\n\nZbývá tahů: %d. items.dewdrop.name=Kapička rosy items.dewdrop.already_full=Máš plné zdraví. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=POUŽÍT items.liquidmetal.prompt=Vyber vrhací zbraň items.liquidmetal.already_fixed=Tato vrhací zbraň už je v perfektním stavu! items.liquidmetal.apply=Používáš %d tekutého kovu k opravě své vrhací zbraně. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Po nalití na vrhací zbraň nateče tato magická tekutina do všech jejích prasklin, trhlin a známek po opotřebení, čímž opraví vrhací zbraň do perfektního stavu! Pokud v sadě vrhacích zbraní nějaká chybí a zbytek je zcela opraven, může tekutý kov dokonce nahradit chybějící zbraň.\n\nZbraň 1. stupně spotřebuje 10 tekutého kovu aby byla plně opravena, zbraň 5. stupně potřebuje 30. Každé vylepšení navíc zvýší spotřebu tekutého kovu o 35%.\n\nTekutý kov nelze použít k opravě hrotů napuštěných šipek. items.liquidmetal.discover_hint=Tento předmět můžeš vyrobit pomocí alchymie. items.lostbackpack.name=Ztracený batoh diff --git a/core/src/main/assets/messages/items/items_fr.properties b/core/src/main/assets/messages/items/items_fr.properties index 12e6f275c..8f8a2e6ca 100644 --- a/core/src/main/assets/messages/items/items_fr.properties +++ b/core/src/main/assets/messages/items/items_fr.properties @@ -425,10 +425,10 @@ items.artifacts.sandalsofnature.desc_ability=Les chaussures brillent dans la cou items.artifacts.sandalsofnature.desc_seeds=Vous avez nourri les chaussures avec %d graine(s). items.artifacts.skeletonkey.name=clef squelette -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=INSERER +items.artifacts.skeletonkey.cursed=Vous ne pouvez pas utiliser une clef squelette maudite. items.artifacts.skeletonkey.prompt=Choisissez une cible -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.invalid_target=Il n'y a rien à verrouiller ou déverrouiller ici. items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Cette arme libère la force de son im items.weapon.missiles.forcecube.desc=Ces cubes magiques à la forme curieuse sont suffisamment petits pour tenir dans votre main, mais sont incroyablement lourds. items.weapon.missiles.heavyboomerang.name=gros boomerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Cette arme retournera après cinq tours à l'endroit d'où elle a été lancée. items.weapon.missiles.heavyboomerang.desc=Ce grand boomerang est difficile à manier efficacement, mais inflige des dégâts considérables. items.weapon.missiles.javelin.name=javelot @@ -2258,7 +2258,7 @@ items.weapon.missiles.throwingstone.desc=Ces pierres sont lestées pour pouvoir items.weapon.missiles.throwingstone.discover_hint=Un des héros commence avec cet objet. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Cette arme cause à sa cible un saignement égal à _%1$d-%2$d_ items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. items.weapon.missiles.tomahawk.desc=Ces haches de jets ont une lame en dents de scie qui déchire les chairs en s’accrochant aux ennemis. diff --git a/core/src/main/assets/messages/items/items_it.properties b/core/src/main/assets/messages/items/items_it.properties index b3d53400c..6666627fe 100644 --- a/core/src/main/assets/messages/items/items_it.properties +++ b/core/src/main/assets/messages/items/items_it.properties @@ -942,7 +942,7 @@ items.quest.embers.discover_hint=Puoi trovare questo oggetto durante una mission items.quest.escapecrystal.name=escape crystal items.quest.escapecrystal.ac_use=USA -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Un piccolo cristallo magico che sembra contenere magia di teletrasporto. Potrai usare il cristallo in ogni momento per uscire dalla cripta nanica, ma non potrai portare nulla con te! items.quest.escapecrystal.discover_hint=Puoi trovare questo oggetto durante una missione specifica. items.quest.gooblob.name=grumo di viscidume diff --git a/core/src/main/assets/messages/items/items_ko.properties b/core/src/main/assets/messages/items/items_ko.properties index e03d9d368..89bd1b2a5 100644 --- a/core/src/main/assets/messages/items/items_ko.properties +++ b/core/src/main/assets/messages/items/items_ko.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=반 엔트로피의 %s items.armor.curses.antientropy.desc=반 엔트로피의 저주는 우주의 법칙을 거스르며, 공격자와 그 주변으로부터 에너지를 빼앗아 착용자에게 전해줍니다. 공격자와 그 주변을 잠시 얼리고 착용자를 불태워 버립니다! items.armor.curses.bulk.name=거추장스러운 %s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=거추장스러운 갑옷은 더 크고 위협적이지만, 실제로 방어력이 강화된 것은 아닙니다. 오히려 커진 부피가 출입구에 들어서는 것을 매우 어렵게 만드는 문제점이 있습니다. items.armor.curses.corrosion.name=부식의 %s items.armor.curses.corrosion.desc=부식의 갑옷은 부식성 액체로 파열되어 해당 지역을 끈적이는 산성 점액으로 뒤덮을 수 있습니다. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=피의 성배 items.artifacts.chaliceofblood.ac_prick=찌르기 items.artifacts.chaliceofblood.yes=네. 그렇게 하겠습니다. items.artifacts.chaliceofblood.no=아니오. 생각을 바꾸었습니다. -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 댓가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입을 것입니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? items.artifacts.chaliceofblood.onprick=당신은 스스로를 찔렀고, 생명의 정수가 성배에 빨려 들어갔다. items.artifacts.chaliceofblood.ondeath=성배는 당신의 생명의 정수를 모조리 빨아들였다... items.artifacts.chaliceofblood.desc=이 빛나는 은색 성배의 테두리에는 뾰족한 보석들로 둘러져 있습니다. items.artifacts.chaliceofblood.desc_cursed=저주받은 성배가 당신 손에 들러붙어 체력을 재생하는 것을 막았습니다. items.artifacts.chaliceofblood.desc_1=성배를 잡는 순간, 이상하게도 뾰족한 보석으로 스스로를 찌르고 싶은 생각이 들었다. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=당신의 피가 성배에 흘러 들어갔다. 그 보답으로 성배가 당신에게 생명력을 제공해 주어, 자연 체력 재생을 늘려 주는 것을 느꼈다. 당신은 해가 될 걸 알면서도 여전히 성배에 더 많은 피를 주고 싶었다. items.artifacts.chaliceofblood.desc_3=성배가 끝부분까지 당신의 생명의 정수로 가득 찼습니다. 당신은 그 성배가 댓가로 생명력을 내어 주고 있는 것을 느낄 수 있습니다. items.artifacts.cloakofshadows.name=그림자의 망토 @@ -352,7 +352,7 @@ items.artifacts.holytome.name=성서 items.artifacts.holytome.ac_cast=시전 items.artifacts.holytome.no_spell=지금은 주문을 시전할 수 없다. items.artifacts.holytome.cursed=당신은 저주받은 성서를 사용할 수 없다. -items.artifacts.holytome.levelup=당신의 성서가 더욱 더 강해졌다! +items.artifacts.holytome.levelup=당신의 성서가 더욱 강해졌다! items.artifacts.holytome.desc=성직자는 성서를 매개로 신성력을 발휘합니다. 성서를 사용하면 여러 가지 마법 주문을 시전할 수 있습니다.\n\n성직자가 성서를 사용할수록 더욱 강력해집니다. 최대 충전 수가 증가하며 충전 속도가 약간 더 빨라집니다. items.artifacts.holytome.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=팔찌가 충분한 충전량을 items.artifacts.masterthievesarmband.cursed=저주받은 팔찌를 사용할 수 없다. items.artifacts.masterthievesarmband.full=당신의 팔찌가 완전히 충전되었다! items.artifacts.masterthievesarmband.prompt=목표 대상을 선택하세요 -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=근접해 있는 대상을 지정해야 한다. items.artifacts.masterthievesarmband.steal_shopkeeper=상점 주인에게 직접적으로 도둑질을 할 수는 없다. items.artifacts.masterthievesarmband.no_steal=이 적은 훔칠 것이 없다. items.artifacts.masterthievesarmband.stole_item=당신은 %s를 훔쳤다. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=신발이 마지막으로 삼킨 items.artifacts.sandalsofnature.desc_seeds=당신은 지금까지 %d 씨앗을 먹였습니다. items.artifacts.skeletonkey.name=해골 열쇠 -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=삽입 +items.artifacts.skeletonkey.cursed=당신은 저주받은 해골 열쇠를 사용할 수 없다. items.artifacts.skeletonkey.prompt=대상을 선택하세요 -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=잠그거나 열 만한 것이 없다. +items.artifacts.skeletonkey.lock_no_space=문 안에 있는 대상을 잠글 수는 없다! +items.artifacts.skeletonkey.iron_charges=일반적인 자물쇠를 여는 데에는 1의 충전량을 소모합니다. +items.artifacts.skeletonkey.gold_charges=황금 자물쇠를 여는 데에는 2의 충전량을 소모합니다. +items.artifacts.skeletonkey.lock_charges=문을 잠그는 데에는 2의 충전량을 소모합니다. +items.artifacts.skeletonkey.wall_charges=일시적인 벽을 만드는 데에는 2의 충전량을 소모합니다. +items.artifacts.skeletonkey.crystal_charges=수정 자물쇠를 여는 데에는 5의 충전량을 소모합니다. +items.artifacts.skeletonkey.wont_open=어째서인지 열쇠가 이 자물쇠에 들어가는 것을 거부했다. +items.artifacts.skeletonkey.locked_with_key=그 문은 당신의 해골 열쇠로 잠겼습니다. +items.artifacts.skeletonkey.force_lock=해골 열쇠가 없으니 자물쇠가 약해졌습니다. 어떻게든 강제로 열 수 있을 것입니다. +items.artifacts.skeletonkey.discard=필요 없는 열쇠를 버렸다. +items.artifacts.skeletonkey.levelup=당신의 해골 열쇠가 더욱 강해졌다! +items.artifacts.skeletonkey.desc=머리 부분이 해골처럼 생겨, 중요해 보이는 열쇠입니다. 당신이 열쇠 부분을 응시할 때마다 매번 모양이 바뀌는 것처럼 보입니다. +items.artifacts.skeletonkey.desc_worn=이 마법의 열쇠는 던전의 일반적인 열쇠 대신 사용할 때마다 힘을 얻습니다. 던전에 있는 거의 모든 자물쇠에 삽입이 가능하며, 잠긴 문을 열거나 잠겨 있지 않은 문을 잠글 수 있습니다.\n\n열쇠는 심지어 빈 공간에 사용하여 당신 앞에 있는 직선 및 대각선 방향의 공기를 '잠글' 수 있으며, 3타일 길이의 단단한 벽을 10턴 동안 생성할 것입니다. 잠그기는 가능한 경우 적들을 밀쳐낼 것입니다. +items.artifacts.skeletonkey.desc_cursed=저주받은 열쇠는 적극적으로 자물쇠에 들어가는 것을 회피하고 있으며, 심지어는 다른 열쇠를 사용하는 것도 어렵게(불가능하진 않습니다) 만들고 있습니다. +items.artifacts.skeletonkey$keywall.desc=해골 열쇠로 잠깐 동안 생성한 마법의 벽이다. items.artifacts.talismanofforesight.name=예지의 부적 items.artifacts.talismanofforesight.ac_scry=예지하기 @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=이 수정 열쇠의 매끈한 표면은 어둠 속 items.keys.ironkey.name=쇠 열쇠 items.keys.ironkey.desc=이 고대의 쇠 열쇠에 새겨진 눈금은 많이 닳았습니다. 열쇠를 묶어 둔 가죽끈도 세월이 흘러 닳았습니다. 어떤 문을 열 수 있을까요? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=낡은 열쇠 +items.keys.wornkey.desc=이 열쇠는 낡고 빛바랬지만, 꽤나 중요해 보입니다. 아마 근처의 어떤 중요한 문을 열 수 있을 것입니다. @@ -940,9 +940,9 @@ items.quest.embers.name=정령의 잉걸불 items.quest.embers.desc=이 특이한 잉걸불은 어린 불정령에서만 채취할 수 있습니다. 뜨거운 에너지를 발산하고 있습니다. items.quest.embers.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=탈출 수정 items.quest.escapecrystal.ac_use=사용한다 -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=모종의 공간이동 마법을 담은 것처럼 보이는, 얇은 마법의 주문 수정입니다. 이 수정을 사용해 드워프 금고에서 빠져나올 수 있지만, 아무것도 챙겨 나올 수 없을 것입니다! items.quest.escapecrystal.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. items.quest.gooblob.name=구의 점액 @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=연금술 솥에서 약간의 시간이 지난 items.trinkets.chaoticcenser.typical_stats_desc=일반적으로 이 장신구는 대략 _%d_턴마다 적이 있는 위치에 해로운 가스를 분출합니다. 가스는 적들이 주변에 있을 때만 분출할 수 있습니다. 강화 수치가 올라가면 더 신비롭고 강력한 가스가 나올 가능성이 높아집니다. items.trinkets.chaoticcenser.stats_desc=이 장신구는 현재 강화 수치에서 대략 _%d_턴마다 적이 있는 위치에 해로운 가스를 분출합니다. 가스는 적들이 주변에 있을 때만 분출할 수 있습니다. 강화 수치가 올라가면 더 신비롭고 강력한 가스가 나올 가능성이 높아집니다. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=깨진 망원경 +items.trinkets.crackedspyglass.desc=이 휴대용 망원경은 훌륭하고 정밀한 제작 기술을 보여주는 좋은 예시가 될 것입니다. 앞 부분의 렌즈가 깨져 있지만 않았다면 말이죠. 이 망원경은 던전에서 새로운 물건을 찾아내는 것을 돕는 것 같지만, 렌즈에 간 금 때문에 물건들이 잘 안 보이게 됩니다! +items.trinkets.crackedspyglass.typical_stats_desc=일반적으로 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성할 것입니다. +items.trinkets.crackedspyglass.stats_desc=현재 강화 수치에서, 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성할 것입니다. +items.trinkets.crackedspyglass.stats_desc_upgraded=현재 강화 수치에서, 이 장신구는 _100%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성하고, _%1$s%%_ 확률로 두 번째 숨겨진 추가 아이템을 생성할 것입니다. items.trinkets.dimensionalsundial.name=차원의 해시계 items.trinkets.dimensionalsundial.warning=당신의 해시계에 그림자가 드리워져 있지 않으며, 불안함이 느껴집니다. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=일반적으로 이 장신구는 당 items.trinkets.eyeofnewt.stats_desc=이 장신구는 현재 강화 수치에서 당신의 시야 범위를 _%1$s%%_만큼 줄이지만, 주변 _%2$d_타일 내에 있는 모든 적들에 대한 심안 효과를 제공합니다. items.trinkets.ferrettuft.name=족제비 터럭 -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=초록색 리본으로 묶은 부드럽고 흰 족제비의 터럭입니다. 족제비는 민첩함, 장난스러움, 그리고 낮은 집중력으로 알려져 있습니다. 이 장신구에도 그 속성이 남아 있어 주변의 모든 것의 회피를 증가시킵니다. items.trinkets.ferrettuft.typical_stats_desc=보통 이 장신구는 모든 캐릭터의 회피를 _%1$s%%_ 만큼 증가시킵니다. items.trinkets.ferrettuft.stats_desc=이 장신구는 현재 강화 수치에서 모든 캐릭터의 회피를 _%1$s%%_만큼 증가시킵니다. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=전투 도끼를 가진 결투자는 _ items.weapon.melee.battleaxe.desc=이 전투 도끼의 거대한 강철 도끼날은 매 공격마다 상당한 무게감을 줍니다. items.weapon.melee.crossbow.name=쇠뇌 -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=이 무기는 일반적으로 장착 중에 투척용 다트의 피해량을 _%1$d-%2$d_로 늘리며, 부여된 마법을 투척용 다트에 적용시킵니다. +items.weapon.melee.crossbow.stats_desc=이 무기는 장착 중에 투척용 다트의 피해량을 _%1$d-%2$d_로 늘리며, 부여된 마법을 투척용 다트에 적용시킵니다. items.weapon.melee.crossbow.ability_name=충전 사격 items.weapon.melee.crossbow.typical_ability_desc=쇠뇌를 지닌 결투자는 _충전_을 사용할 수 있으며, 이후 가하는 일반적인 공격을 항상 명중시키며 다음 세 효과 중 하나를 적용합니다. 근접 공격은 적을 밀쳐내고, 일반 다트는 일반적으로 _+%1$d_ 피해를 입히며, 특수 다트는 7x7 범위 내에 효과를 적용하며 일반적으로 _%2$d회_ 더 많이 사용할 수 있게 됩니다. items.weapon.melee.crossbow.ability_desc=쇠뇌를 지닌 결투자는 _충전_을 사용할 수 있으며, 이후 가하는 일반적인 공격을 항상 명중시키며 다음 세 효과 중 하나를 적용합니다. 근접 공격은 적을 밀쳐내고, 일반 다트는 _+%1$d_ 피해를 입히며, 특수 다트는 7x7 범위 내에 효과를 적용하며 _%2$d회_ 더 많이 사용할 수 있게 됩니다. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=이 무기는 작은 지역에 힘을 items.weapon.missiles.forcecube.desc=이 기이한 형상의 마법 큐브는 손에 들고 있기에 충분할 정도로 작지만, 정말로 무겁습니다. items.weapon.missiles.heavyboomerang.name=무거운 부메랑 -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=이 무기는 5 턴 후에 던져진 위치로 되돌아옵니다. items.weapon.missiles.heavyboomerang.desc=이 커다란 부메랑은 제대로 다루기 어렵지만, 꽤 큰 피해를 줍니다. items.weapon.missiles.javelin.name=투창 @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=이 돌멩이들은 일반적인 돌보 items.weapon.missiles.throwingstone.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. items.weapon.missiles.tomahawk.name=투척용 도끼 -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=이 무기는 대상에게 _%1$d-%2$d_의 출혈을 발생시킵니다. +items.weapon.missiles.tomahawk.typical_stats_desc=이 무기는 일반적으로 대상에게 _%1$d-%2$d_의 출혈을 발생시킵니다. items.weapon.missiles.tomahawk.desc=이 톱니 모양의 날이 달린 투척 도끼는 맞은 적을 찢어발깁니다. items.weapon.missiles.trident.name=삼지창 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=특정 영웅이 이 아이템을 가지고 시 items.brokenseal$warriorshield.name=전사의 방어막 items.brokenseal$warriorshield.desc_active=전사의 부러진 인장이 인내력을 끌어올려 현재 체력에 더하여 추가 방어막을 제공하였습니다. 방어막 소진 후 재사용 대기 시간이 있습니다.\n\n이 방어막은 서서히 사라지지 않지만, 주변에 적이 없을 시 몇턴 후 사라집니다. 소모되지 않은 방어막은 재사용 대기 시간을 최대 50%%까지 줄입니다.\n\n남은 방어막: %1$d.\n\n현재 재사용 대기 시간: %2$d. items.brokenseal$warriorshield.desc_cooldown=최근 부러진 인장으로부터 방어막을 제공받았으며, 다시 사용하기 전까지 기다려야 합니다.\n\n남은 턴 수: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=현재 전사의 방어막 재사용 대기 시간이 음수가 되었으며, 방어막이 작동할 때 재사용 대기 시간이 그만큼 감소할 것입니다. 방어막 재사용 대기 시간은 -150턴까지 줄일 수 있으며, 이 경우 방어막이 활성화되었을 때 다음 방어막이 즉시 준비됩니다.\n\n현재 재사용 대기 시간: %d. items.dewdrop.name=이슬 items.dewdrop.already_full=당신은 이미 최대 체력입니다. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=수리한다 items.liquidmetal.prompt=투척 무기를 선택하세요 items.liquidmetal.already_fixed=그 투척 무기는 손상된 부분이 없다! items.liquidmetal.apply=당신은 %d개의 액체 금속으로 투척 무기를 수리했다. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=이 마법 액체는 투척 무기의 금이 가거나 찢어진 부분에 스며들어, 투척 무기를 완벽한 상태로 복원합니다! 투척 무기 세트에 무기가 하나 없지만 다른 부분은 완전히 수리된 경우, 액체 금속을 사용하여 세트에서 누락된 무기를 교체할 수도 있습니다!\n\n1 티어 무기는 완전히 수리하기 위해 10개의 액체 금속이 필요하며, 5 티어 무기는 30개의 액체 금속이 필요합니다. 투척 무기를 강화할 때마다 필요한 액체 금속의 양이 35%씩 증가합니다.\n\n액체 금속은 특수 다트의 내구도는 수리할 수 없습니다. items.liquidmetal.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.lostbackpack.name=잃어버린 배낭 diff --git a/core/src/main/assets/messages/items/items_nl.properties b/core/src/main/assets/messages/items/items_nl.properties index caf06d60a..cfce9e300 100644 --- a/core/src/main/assets/messages/items/items_nl.properties +++ b/core/src/main/assets/messages/items/items_nl.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s van anti-entropie items.armor.curses.antientropy.desc=De vloek van anti-entropie werkt tegen de krachten van het universum, en sluist energie uit de omgeving door naar de drager. Dit zet de drager even in brand, maar bevriest alles om de drager heen! items.armor.curses.bulk.name=%s van bulk -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Een harnas van bulk lijkt groter en indrukwekkender, maar biedt geen daadwerkelijke verbeterde verdediging. Sterker nog, de extra omvang maakt het erg moeilijk om door deuropeningen te komen. items.armor.curses.corrosion.name=%s van corrosie items.armor.curses.corrosion.desc=Een harnas van corrosie kan uitbarsten met een bijtende vloeistof, dat alles in de omgeving bedekt met kleverig zuur. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kelk van bloed items.artifacts.chaliceofblood.ac_prick=PRIK items.artifacts.chaliceofblood.yes=Ja, ik weet wat ik doe items.artifacts.chaliceofblood.no=Nee, ik heb me bedacht -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Elke keer dat je de kelk gebruikt, zal deze meer levensenergie verbruiken, maar in ruil daarvoor zal je natuurlijke gezondheidsregeneratie verder toenemen.\n\nJezelf prikken zal momenteel _%1$dü%2$dschade_ aanrichten, hoewel deze schade kan worden verminderd door _zowel fysieke als magische blokkering of schadevermindering._ Zonder rekening te houden met de effecten van schadevermindering, bestaat er een _%3$s%%kans_ dat je levensenergie volledig wordt verbruikt als je jezelf prikt.\n\nWeet je zeker dat je de kelk meer levensenergie wilt geven? items.artifacts.chaliceofblood.onprick=Je prikt jezelf, en je levensessentie loopt weg in de kelk. items.artifacts.chaliceofblood.ondeath=De Kelk zuigt je levensessentie compleet op... items.artifacts.chaliceofblood.desc=Deze glanzende zilveren kelk is vreemd versierd met scherpe edelstenen aan de rand. items.artifacts.chaliceofblood.desc_cursed=Deze vervloekte kelk is vergroeid met je hand en hindert je vermogen om vanzelf gezond te worden. items.artifacts.chaliceofblood.desc_1=Terwijl je de kelk vasthoudt, voel je je vreemd genoeg gedwongen om jezelf aan de scherpe edelstenen te prikken. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Een deel van je bloed verzamelt zich in de kelk, je voelt subtiel hoe de kelk je voedt met levensenergie, wat je natuurlijke gezondheidsherstel bevordert. Je wilt jezelf nog steeds aan de kelk snijden, ook al weet je dat het pijn zal doen. items.artifacts.chaliceofblood.desc_3=De kelk is tot de rand gevuld met je levensessentie. Je kunt voelen dat de kelk de levensenergie in je laat terugstromen. items.artifacts.cloakofshadows.name=schaduwmantel @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Je armband is niet voldoende opge items.artifacts.masterthievesarmband.cursed=Je kunt geen vervloekte armband gebruiken. items.artifacts.masterthievesarmband.full=Je armband is volledig opgeladen! items.artifacts.masterthievesarmband.prompt=Kies een vijand om op te richten -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Je moet je richten op een vijand die naast je staat. items.artifacts.masterthievesarmband.steal_shopkeeper=Je kunt niet rechtstreeks van winkeliers stelen. items.artifacts.masterthievesarmband.no_steal=Die vijand heeft niets te stelen. items.artifacts.masterthievesarmband.stole_item=Je hebt een voorwerp gestolen: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Het schoeisel heeft de kleur van he items.artifacts.sandalsofnature.desc_seeds=Je hebt het schoeisel %d zaden gevoed. items.artifacts.skeletonkey.name=skelettensleutel -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=INVOEGEN +items.artifacts.skeletonkey.cursed=Je kunt geen vervloekte loper gebruiken. items.artifacts.skeletonkey.prompt=Kies een doel -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Er valt daar niets te vergrendelen of ontgrendelen. +items.artifacts.skeletonkey.lock_no_space=Je kunt een personage niet in een deur opsluiten! +items.artifacts.skeletonkey.iron_charges=Voor het openen van een normaal slot is 1 lading nodig. +items.artifacts.skeletonkey.gold_charges=Om een gouden slot te openen heb je 2 ladingen nodig. +items.artifacts.skeletonkey.lock_charges=Om een deur op slot te doen zijn 2 ladingen nodig. +items.artifacts.skeletonkey.wall_charges=Voor het maken van een tijdelijke muur zijn 2 ladingen nodig. +items.artifacts.skeletonkey.crystal_charges=Om een kristallen slot te openen heb je 5 ladingen nodig. +items.artifacts.skeletonkey.wont_open=Om één of andere reden past de sleutel niet in het slot. +items.artifacts.skeletonkey.locked_with_key=Die deur werd met jouw loper op slot gedaan. +items.artifacts.skeletonkey.force_lock=Het slot is zonder je loper kapot gegaan. Je krijgt het open met geweld. +items.artifacts.skeletonkey.discard=Je gooit je overtollige sleutels weg. +items.artifacts.skeletonkey.levelup=Je loper wordt sterker! +items.artifacts.skeletonkey.desc=Een belangrijke sleutel met een kop in de vorm van een schedel. De tanden lijken elke keer anders als je ernaar kijkt. +items.artifacts.skeletonkey.desc_worn=Deze magische sleutel lijkt aan kracht te winnen naarmate je hem gebruikt in plaats van de gewone sleutels van de kerker. Hij kan in bijna alle sloten van de kerker worden gestoken om ze te openen of te sluiten, inclusief deuren die voorheen nooit op slot zaten.\n\nDe sleutel kan zelfs op een lege ruimte in alle windrichtingen of diagonale richting worden gebruikt om de lucht voor je te 'vergrendelen', waardoor een massieve muur van 3 tegels breed ontstaat die 10 beurten meegaat. Door de sleutel te vergrendelen, worden vijanden weggeduwd als er ruimte is. +items.artifacts.skeletonkey.desc_cursed=Het lijkt erop dat de vervloekte sleutel er actief alles aan doet om niet in een slot te passen. Hij zorgt er zelfs voor dat het moeilijk (maar niet onmogelijk) is om je andere sleutels te gebruiken. +items.artifacts.skeletonkey$keywall.desc=Op deze plek is door de loper een tijdelijke magische muur geplaatst. items.artifacts.talismanofforesight.name=talisman van vooruitziende blik items.artifacts.talismanofforesight.ac_scry=Kristalkijken @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=De snijvlakken van deze kristallijne sleutel glinster items.keys.ironkey.name=ijzeren sleutel items.keys.ironkey.desc=De tanden van deze oude ijzeren sleutel zijn goed versleten; zijn leren koord is gehavend door de leeftijd. Welke deur zou het kunnen openen? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=versleten sleutel +items.keys.wornkey.desc=Deze sleutel is versleten en verkleurd, maar ziet er ernstig uit. Waarschijnlijk kan hij een serieuze deur in de buurt openen. @@ -940,9 +940,9 @@ items.quest.embers.name=elementaire sintels items.quest.embers.desc=Speciale sintels die alleen kunnen worden verkregen uit jonge vuurelementairen. Ze stralen warmte-energie uit. items.quest.embers.discover_hint=Je kunt dit item vinden tijdens een specifieke missie. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=ontsnappingskristal items.quest.escapecrystal.ac_use=GEBRUIK -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Een dun magisch spreukkristal dat teleportatiemagie lijkt te bevatten. Je kunt het kristal op elk moment gebruiken om de dwergenkluis te verlaten, maar je kunt er niets uit meenemen! items.quest.escapecrystal.discover_hint=Je kunt dit item vinden tijdens een specifieke missie. items.quest.gooblob.name=klodder smurrie @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Na enige tijd in de alchemiepot lijkt het erop items.trinkets.chaoticcenser.typical_stats_desc=Doorgaans zal deze snuisterij ongeveer elke _%d_ beurten een schadelijk gas in de buurt van een vijand voortbrengen. Het gas verschijnt alleen als er vijanden aanwezig zijn. Op hogere niveaus is de kans groter dat deze gassen exotisch en krachtig zijn. items.trinkets.chaoticcenser.stats_desc=Op zijn huidig niveau zal deze snuisterij ongeveer elke _%d_ beurten een schadelijk gas in de buurt van een vijand voortbrengen. Het gas verschijnt alleen als er vijanden aanwezig zijn. Op hogere niveaus is de kans groter dat deze gassen exotisch en krachtig zijn. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=gebarsten verrekijker +items.trinkets.crackedspyglass.desc=Deze handtelescoop zou een toonbeeld van groot en nauwkeurig vakmanschap zijn, ware het niet dat er een barst in de lens zit. De verrekijker lijkt je te helpen door nieuwe voorwerpen in de kerker te onthullen, maar door de scheur in de lens zijn de onthulde voorwerpen vrij moeilijk te zien! +items.trinkets.crackedspyglass.typical_stats_desc=Normaal gesproken heeft deze snuisterij een _%1$s%% kans_ om een extra verborgen item te creëren op elke verdieping die geen eindbaas heeft. +items.trinkets.crackedspyglass.stats_desc=Op zijn huidig niveau heeft deze snuisterij een _%1$s%% kans_ om een extra verborgen item te creëren op elke verdieping die geen eindbaas heeft. +items.trinkets.crackedspyglass.stats_desc_upgraded=Op het huidige niveau heeft dit snuisterijtje een _kans van 100%%_ om op elke verdieping die geen eindbaas is een extra verborgen voorwerp te creëren, en een _%1$s%% kans_ om een tweede extra verborgen voorwerp te creëren. items.trinkets.dimensionalsundial.name=dimensionale zonnewijzer items.trinkets.dimensionalsundial.warning=Je zonnewijzer werpt geen schaduw, je voelt je ongemakkelijk. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Doorgaans verkleint deze snuisterij items.trinkets.eyeofnewt.stats_desc=Op het huidige niveau verkleint deze snuisterij je zichtbereik met _%1$s%%_, maar geeft je ook geestvisie op vijanden binnen _%2$d_ tegels. items.trinkets.ferrettuft.name=frettenplukje -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Een plukje zachte witte frettenvacht, bij elkaar gehouden door een limoenkleurig lintje vastgebonden in een strik. Fretten staan bekend om hun behendigheid, ondeugendheid en gebrek aan integriteit. Een deel van die kracht lijkt van de snuisterij af te stralen, waardoor ontwijking van alles in de buurt verbeterd. items.trinkets.ferrettuft.typical_stats_desc=Doorgaans zal deze snuisterij de ontwijkingskans van alle personages met _%1$s%%_ verhogen. items.trinkets.ferrettuft.stats_desc=Op het huidige niveau zal deze snuisterij de ontwijkingskans van alle personages met _%1$s%%_ verhogen. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=De Duellist kan een _zware slag_ uitvo items.weapon.melee.battleaxe.desc=De enorme stalen kop van deze strijdbijl legt een aanzienlijk gewicht achter elke brede slag. items.weapon.melee.crossbow.name=kruisboog -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Normaal gesproken zorgt dit wapen ervoor dat gegooide pijlen _%1$d-%2$d schade_ aanrichten als het is uitgerust. Het wapen verleent de pijlen zelfs zijn betovering. +items.weapon.melee.crossbow.stats_desc=Dit wapen zorgt ervoor dat gegooide pijlen _%1$d-%2$d schade_ aanrichten als het is uitgerust. Het wapen verleent de pijlen zelfs zijn betovering. items.weapon.melee.crossbow.ability_name=geladen schot items.weapon.melee.crossbow.typical_ability_desc=De Duellist kan haar kruisboog _opladen_, waardoor haar volgende aanval altijd raak is en een van de drie volgende effecten heeft: slagaanvallen slaan vijanden weg, pijltjes zonder punt brengen doorgaans _+%1$d schade_ toe en pijltjes met punten hebben hun effect in een gebied van 7x7 en gaan _%2$d meer keren_ mee. items.weapon.melee.crossbow.ability_desc=De Duellist kan haar kruisboog _opladen_, waardoor haar volgende aanval altijd raak is en een van de drie volgende effecten heeft: slagaanvallen slaan vijanden weg, pijltjes zonder punt brengen _+%1$d schade_ toe en pijltjes met punten hebben hun effect in een gebied van 7x7 en gaan _%2$d meer keren_ mee. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Dit wapen verspreidt de kracht van de items.weapon.missiles.forcecube.desc=Deze wonderlijk gevormde magische kubussen zijn klein genoeg om in je hand te houden, maar ze zijn ontzettend zwaar. items.weapon.missiles.heavyboomerang.name=zware boemerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Dit wapen gaat na vijf beurten terug naar de locatie waar het vandaan werd gegooid. items.weapon.missiles.heavyboomerang.desc=Deze grote boemerang is moeilijk om effectief te hanteren, maar richt aanzienlijke schade aan. items.weapon.missiles.javelin.name=werpspies @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Deze stenen zijn geschuurd zodat ze met items.weapon.missiles.throwingstone.discover_hint=Een van de helden begint met dit voorwerp. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Dit wapen veroorzaakt _%1$d-%2$d bloeding_ bij zijn doelwit. +items.weapon.missiles.tomahawk.typical_stats_desc=Dit wapen veroorzaakt normaal gesproken _%1$d-%2$d bloeding_ bij zijn doelwit. items.weapon.missiles.tomahawk.desc=Deze werpbijlen hebben een gekartelde rand die voor scheuring zorgt als ze aan een vijand blijven plakken items.weapon.missiles.trident.name=drietand @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Een van de helden begint met dit voorwerp. items.brokenseal$warriorshield.name=Krijgersschild items.brokenseal$warriorshield.desc_active=Het gebroken zegel van de Krijger helpt hem momenteel om te volharden en geeft hem naast zijn gezondheid ook een schild. Nadat het schild voor het eerst is geactiveerd is er een afkoeltijd voordat het opnieuw kan worden gebruikt.\n\nDit schild vervalt niet na verloop van tijd, maar zal verdwijnen als er een paar beurten geen vijanden in de buurt zijn. Wanneer het verdwijnt, zal elk ongebruikt schild de afkoeltijd verkorten, tot een maximum van 50%%.\n\nResterend schild: %1$d.\n\nHuidige afkoeltijd: %2$d. items.brokenseal$warriorshield.desc_cooldown=De Krijger heeft onlangs bescherming gekregen door zijn gebroken zegel en moet wachten tot hij weer van het beschermende effect kan profiteren.\n\nResterende beurten: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=De afkoeltijd van het schild van de Krijger is momenteel negatief, wat betekent dat wanneer zijn schild wordt geactiveerd, de afkoeltijd korter zal zijn dan de gebruikelijke 150 beurten. De afkoeltijd van het schild kan worden teruggebracht tot wel -150 beurten, wat betekent dat het direct weer beschikbaar is zodra het wordt geactiveerd.\n\nHuidige afkoeltijd: %d. items.dewdrop.name=dauwdruppel items.dewdrop.already_full=Je hebt al een volledige gezondheid. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=PAS TOE items.liquidmetal.prompt=Kies een werpwapen items.liquidmetal.already_fixed=Dat werpwapen is al in perfecte staat! items.liquidmetal.apply=Je gebruikt %d vloeibaar metaal om je werpwapen te repareren. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Deze magische vloeistof kan de scheuren en barsten van een geworpen wapen opvullen en het in perfecte staat herstellen! Als een wapenset een wapen mist, maar verder volledig gerepareerd is, kan vloeibaar metaal zelfs gebruikt worden om een ontbrekend wapen uit de set te vervangen!\n\nEen wapen van niveau 1 vereist 10 vloeibaar metaal om volledig gerepareerd te worden, een wapen van niveau 5 vereist 30. Elke upgrade verhoogt ook de benodigde hoeveelheid metaal met 35%.\n\nVloeibaar metaal kan niet gebruikt worden om de punten van dartpijlen te repareren. items.liquidmetal.discover_hint=Je kunt dit voorwerp maken met behulp van alchemie. items.lostbackpack.name=verloren rugzak diff --git a/core/src/main/assets/messages/items/items_ru.properties b/core/src/main/assets/messages/items/items_ru.properties index 6f16ee99e..6e6502aae 100644 --- a/core/src/main/assets/messages/items/items_ru.properties +++ b/core/src/main/assets/messages/items/items_ru.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s анти-энтропии items.armor.curses.antientropy.desc=Проклятие анти-энтропии работает против законов вселенной, втягивая энергию в носителя из его окружения. Оно слегка поджигает носителя, но замораживает все вокруг! items.armor.curses.bulk.name=%s неповоротливости -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Доспех неповоротливости может и выглядит больше и внушительнее обычного, но защищает вовсе не лучше. Куда хуже, больший размер сильно мешает проходить через двери. items.armor.curses.corrosion.name=%s коррозии items.armor.curses.corrosion.desc=Из доспехов коррозии выделяется едкая жидкость и всё вокруг покрывается липкой кислотой. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=кровавая чаша items.artifacts.chaliceofblood.ac_prick=УКОЛОТЬСЯ items.artifacts.chaliceofblood.yes=Да, я знаю, что я делаю items.artifacts.chaliceofblood.no=Нет, я передумал -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=С каждым использованием чаши, она истощает все больше ваших жизненных сил, но взамен дарует ускоренную регенерацию здоровья.\n\nЧаша нанесет _%1$d-%2$d урона_ при уколе, хотя урон может быть уменьшен как _физическим, так и магическим блоком, или уменьшением урона._ Без учета уменьшающих урон эффектов, укол, на текущий момент, имеет _шанс в %3$s%%_ истощить ваши жизненные силы полностью. \n\nВы уверены, что хотите предложить чаше больше своих жизненных сил? items.artifacts.chaliceofblood.onprick=Вы роняете каплю своей крови в чашу, отдавая ей часть своей жизненной энергии. items.artifacts.chaliceofblood.ondeath=Чаша осушила вас до конца... items.artifacts.chaliceofblood.desc=Блестящая серебряная чаша с острыми кристаллами на кромке. items.artifacts.chaliceofblood.desc_cursed=Эта чаша проклята и не позволит выпустить себя из рук. Её влияние замедляет естественное заживление ран. items.artifacts.chaliceofblood.desc_1=Держа чашу в руках, вы чувствуете странное желание уколоть себя этими острыми кристаллами. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Часть вашей крови собралась в чаше, едва заметно можно почувствовать, как чаша питает вас жизненной силой, увеличивая естественную регенерацию здоровья. Вы все еще хотите пустить больше крови в чашу, хотя вы знаете, что это будет больно. items.artifacts.chaliceofblood.desc_3=Чаша до краёв наполнена вашей энергией. Вы чувствуете, как она возвращает её вам. items.artifacts.cloakofshadows.name=плащ теней @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=У вашего нарукавн items.artifacts.masterthievesarmband.cursed=Вы не можете использовать проклятый нарукавник. items.artifacts.masterthievesarmband.full=Ваш нарукавник полностью заряжен! items.artifacts.masterthievesarmband.prompt=Выберите врага в качестве цели -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Вы должны выбрать ближайшего к вам врага. items.artifacts.masterthievesarmband.steal_shopkeeper=Вы не можете украсть непосредственно у продавца. items.artifacts.masterthievesarmband.no_steal=У этого врага нечего украсть. items.artifacts.masterthievesarmband.stole_item=Вы украли предмет: %s. @@ -424,26 +424,26 @@ items.artifacts.sandalsofnature.desc_cursed=Проклятые сандалии items.artifacts.sandalsofnature.desc_ability=Обувь переливается цветом последнего семени, которым вы их скормили. Они могут на короткое время пустить корни в землю и произвести эффект этого растения в любом месте в радиусе 3 плиток.\nСемя:_%s_\nТребуется энергия:_%d%%_ items.artifacts.sandalsofnature.desc_seeds=Вы дали вашей обуви семена %d. -items.artifacts.skeletonkey.name=ключ-скелет -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.name=костяной ключ +items.artifacts.skeletonkey.ac_insert=ВСТАВИТЬ +items.artifacts.skeletonkey.cursed=Ты не можешь использовать проклятый костяной ключ. items.artifacts.skeletonkey.prompt=Выберите цель -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Здесь нечего запирать или отпирать. +items.artifacts.skeletonkey.lock_no_space=Ты не можешь запереть персонажа внутри двери! +items.artifacts.skeletonkey.iron_charges=Вскрытие обычного замка требует 1 заряд. +items.artifacts.skeletonkey.gold_charges=Вскрытие золотого замка требует 2 заряда. +items.artifacts.skeletonkey.lock_charges=Чтобы запереть дверь нужно 2 заряда. +items.artifacts.skeletonkey.wall_charges=Создание временной стены требует 2 заряда. +items.artifacts.skeletonkey.crystal_charges=Вскрытие хрустального замка требует 5 зарядов. +items.artifacts.skeletonkey.wont_open=По какой-то причине ключ отказывается помещаться в этот замок. +items.artifacts.skeletonkey.locked_with_key=Эта дверь была заперта вашим костяным ключом. +items.artifacts.skeletonkey.force_lock=Замок ослаб и без использования вашего костяного ключа. Вам удалось силой открыть его. +items.artifacts.skeletonkey.discard=Вы избавляетесь от лишних ключей. +items.artifacts.skeletonkey.levelup=Ваш костяной ключ становится сильнее! +items.artifacts.skeletonkey.desc=Важно выглядящий ключ с кольцом в виде черепа. Его лезвие выглядит разным каждый раз, как вы на него смотрите. +items.artifacts.skeletonkey.desc_worn=Этот магический ключ, кажется, получает силу каждый раз, как вы используете его заместо обычных ключей подземелья. Он может быть вставлен практически в каждый замок, чтобы отпереть, или запереть его, включая двери, которые никогда не были заперты до этого.\n\nКлюч даже может быть использован на пустое место в прямом или диагональном направлении, чтобы "запереть" воздух впереди вас, создавая 3 клетки широкой, плотной стены, которая существует 10 ходов. Запирание оттолкнёт врагов, если есть свободное место. +items.artifacts.skeletonkey.desc_cursed=Проклятый ключ, кажется, активно сопротивляется помещаться в любой замок и даже мешает (не до невозможности) использовать другие ключи. +items.artifacts.skeletonkey$keywall.desc=Временная магическая стена была размещена здесь костяным ключом. items.artifacts.talismanofforesight.name=талисман предвидения items.artifacts.talismanofforesight.ac_scry=ИСПОЛЬЗОВАТЬ @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Вырезанные из цельного куска items.keys.ironkey.name=железный ключ items.keys.ironkey.desc=Бородка этого ключа уже изношена, а кожаный ремешок очень старый. Интересно, какую дверь им можно открыть? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=изношенный ключ +items.keys.wornkey.desc=Этот ключ изношен и выцвел, но выглядит серьёзным. Скорее всего, он может открыть какую-нибудь серьёзную дверь неподалёку. @@ -940,9 +940,9 @@ items.quest.embers.name=пепел элементаля items.quest.embers.desc=Особый вид пепла, который можно получить только с молодых огненных элементалей. Даже сейчас он излучает тепло. items.quest.embers.discover_hint=Вы можете найти этот предмет во время определённого задания. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=кристалл побега items.quest.escapecrystal.ac_use=ПРИМЕНИТЬ -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Тонкий магический кристалл, кажется, содержит телепортационную магию. Вы можете использовать его в любое время, чтобы покинуть убежище дворфов, но вы не сможете ничего с собой забрать! items.quest.escapecrystal.discover_hint=Вы можете найти этот предмет во время определённого задания. items.quest.gooblob.name=сгусток слизи @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Побывав в котле какое-то items.trinkets.chaoticcenser.typical_stats_desc=Обычно этот аксессуар будет производить поблизости вредный газ каждые _%d_ ходов. Газ будет появляться, только когда поблизости присутствуют враги. При более высоких уровнях эти газы будут более экзотическими и мощными. items.trinkets.chaoticcenser.stats_desc=На текущем уровне этот аксессуар будет производить поблизости вредный газ каждые _%d_ ходов. Газ будет появляться, только когда поблизости присутствуют враги. При более высоких уровнях эти газы будут более экзотическими и мощными. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=сломанная подзорная труба +items.trinkets.crackedspyglass.desc=Этот ручной телескоп был бы демонстрацией великой и тонкой работы, не будь у него трещины в передней линзе. Подзорная труба, кажется, помогает, раскрывая новые предметы в подземелье. Но из-за ее изъяна, раскрытые предметы не очень просто увидеть! +items.trinkets.crackedspyglass.typical_stats_desc=Обычно этот аксессуар имеет _%1$s%% шанс_ создать дополнительный скрытый предмет на каждом этаже без босса. +items.trinkets.crackedspyglass.stats_desc=На текущем уровне этот аксессуар имеет _%1$s%% шанс_ создать дополнительный скрытый предмет на каждом этаже без босса. +items.trinkets.crackedspyglass.stats_desc_upgraded=На текущем уровне этот аксессуар имеет _100%% шанс_ создать дополнительный скрытый предмет на каждом этаже без босса, а также _%1$s%% шанс_ на создание второго дополнительного скрытого предмета. items.trinkets.dimensionalsundial.name=межпространственные солнечные часы items.trinkets.dimensionalsundial.warning=Солнечные часы перестали отбрасывать тень. Вы ощущаете тревогу. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Обычно этот аксессу items.trinkets.eyeofnewt.stats_desc=На текущем уровне этот аксессуар уменьшит дальность обзора на _%1$s%%_, но также даст возможность ментально видеть врагов в пределах _%2$d_ клеток. items.trinkets.ferrettuft.name=мех хорька -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Пучок шелковистого белого меха хорька, скреплённый лаймово-зелёной лентой, завязанной в бант. Хорьки известны своим проворством, озорством и отстутствием добросовестности. Часть этой энергии исходит от аксессуара, увеличивая уклонение всего вокруг. items.trinkets.ferrettuft.typical_stats_desc=Обычно этот аксессуар увеличивает уклонение всех персонажей на _%1$s%%_. items.trinkets.ferrettuft.stats_desc=На текущем уровне этот аксессуар увеличивает уклонение всех персонажей на _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Дуэлянт может соверш items.weapon.melee.battleaxe.desc=Огромное стальное лезвие этого топора позволяет наносить удары с устрашающей силой. items.weapon.melee.crossbow.name=арбалет -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Когда экипировано, это оружие обычно позволяет наносить дротикам на _%1$d-%2$d_ больше урона и даже наделяет их своим зачарованием. +items.weapon.melee.crossbow.stats_desc=Когда экипировано, это оружие позволяет наносить дротикам на _%1$d-%2$d_ больше урона и даже наделяет их своим зачарованием. items.weapon.melee.crossbow.ability_name=заряженный выстрел items.weapon.melee.crossbow.typical_ability_desc=Дуэлянт может _зарядить_ её арбалет, благодаря чему её следующая атака им гарантированно попадёт в цель и применит один из трёх эффектов: рукопашная атака откинет врага, несмазанные дротики обычно будут наносить на _%1$d больше_ урона, а смазанные применят их эффект на площади 7х7 и могут остаться смазанными на _%2$d больше применений_. items.weapon.melee.crossbow.ability_desc=Дуэлянт может _зарядить_ её арбалет, благодаря чему её следующая атака им гарантированно попадёт в цель и применит один из трёх эффектов: рукопашная атака откинет врага, несмазанные дротики будут наносить на _%1$d больше_ урона, а смазанные применят их эффект на площади 7х7 и останутся смазанными на _%2$d больше применений_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Это оружие распреде items.weapon.missiles.forcecube.desc=Эти странные кубики достаточно малы для того, чтобы держать их в руке, но невероятно тяжелые. items.weapon.missiles.heavyboomerang.name=тяжелый бумеранг -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Это оружие возвратится обратно туда, откуда оно было брошено, через пять ходов. items.weapon.missiles.heavyboomerang.desc=Этот увесистый бумеранг трудно использовать эффективно, однако он наносит значительный урон. items.weapon.missiles.javelin.name=пилум @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Эти камни отшлифован items.weapon.missiles.throwingstone.discover_hint=Один из героев начинает с этим предметом. items.weapon.missiles.tomahawk.name=томагавк -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Это оружие причиняет _%1$d-%2$d кровотечения_ цели. +items.weapon.missiles.tomahawk.typical_stats_desc=Это оружие обычно причиняет _%1$d-%2$d кровотечения_ цели. items.weapon.missiles.tomahawk.desc=Эти метательные топоры имеют зазубренные края, которые впиваются во врага. items.weapon.missiles.trident.name=трезубец diff --git a/core/src/main/assets/messages/items/items_sv.properties b/core/src/main/assets/messages/items/items_sv.properties index 7d215c3a9..b415e73b5 100644 --- a/core/src/main/assets/messages/items/items_sv.properties +++ b/core/src/main/assets/messages/items/items_sv.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s av anti-entropi items.armor.curses.antientropy.desc=Antientropi-förbannelsen motverkar universums krafter och drar energi till bäraren och bort från omgivningen. Detta sätter kortvarigt bäraren i brand, men fryser allt runt omkring dem! items.armor.curses.bulk.name=%s av bulk -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Armor of bulk ser större och mer imponerande ut, men har inte bättre skydd. Dessutom gör den extra storleken det mycket svårt att passera genom dörröppningar. items.armor.curses.corrosion.name=%s av korrosion items.armor.curses.corrosion.desc=Korrosionsrustning kan spricka och spruta ut frätande vätska som täcker allt i området med klibbig, sur sörja. @@ -186,18 +186,18 @@ items.artifacts.chaliceofblood.name=blodskalk items.artifacts.chaliceofblood.ac_prick=PRICK items.artifacts.chaliceofblood.yes=Ja, jag vet vad jag gör items.artifacts.chaliceofblood.no=Nej, jag ändrade mig -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Varje gång du använder kalken kommer den att tömma mer av din livsenergi, men i gengäld kommer den att ytterligare förbättra din naturliga hälsogenerering.\n\nFör närvarande kommer du att åsamkas _%1$d-%2$d skada_ när du sticker dig själv, men denna skada kan minskas genom _både fysisk och magisk blockering eller skadereduktion._ Utan att ta hänsyn till skadereduktionseffekter har du för närvarande _%3$s%% chans_ att tömma din livskraft helt när du sticker dig själv.\n\nÄr du säker på att du vill ge kalken mer livsenergi? items.artifacts.chaliceofblood.onprick=Du sticker dig själv, och din livsenergi rinner ner i kalken. items.artifacts.chaliceofblood.ondeath=Kalken suger ut din livsenergi... items.artifacts.chaliceofblood.desc=Den här silverglänsande kalken är märkligt nog utsmyckad med vassa ädelstenar på kanten. items.artifacts.chaliceofblood.desc_cursed=Den förbannade kalken har bundit sig till din hand och hämmar din förmåga att återskapa hälsa. items.artifacts.chaliceofblood.desc_1=När du håller i kalken känner du dig märkligt tvingad att sticka dig på de vassa ädelstenarna. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=En del av ditt blod samlas i kalken, och du kan känna hur kalken försörjer dig med livsenergi och ökar din naturliga hälsa och regenerering. Du vill fortfarande skära dig på kalken, även om du vet att det kommer att göra ont. items.artifacts.chaliceofblood.desc_3=Kalken är fylld till brädden med din livsessens. Du kan känna hur kalken häller tillbaka livsenergi i dig. items.artifacts.cloakofshadows.name=skuggornas mantel items.artifacts.cloakofshadows.ac_stealth=STEALTH -items.artifacts.cloakofshadows.cooldown=Din mantel behöver %d fler rundor för att återfå energi. +items.artifacts.cloakofshadows.cooldown=Din mantel behöver %d fler turer för att återfå energi. items.artifacts.cloakofshadows.cursed=Du kan inte använda en förbannad mantel. items.artifacts.cloakofshadows.no_charge=Din mantel har inte laddats tillräckligt för att vara användbar än. items.artifacts.cloakofshadows.desc=En ovärderlig magisk mantel, stulen från det kungliga vapenförrådet för många år sedan av Rogue. När den bärs kan den användas för att bli helt osynlig under en kort tid.\n\nJu mer manteln används, desto starkare blir den, vilket gör att Rogue kan bli osynlig oftare och under längre tid. @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Ditt armband har inte tillräckli items.artifacts.masterthievesarmband.cursed=Du kan inte använda ett förbannat armband. items.artifacts.masterthievesarmband.full=Ditt armband är fulladdat! items.artifacts.masterthievesarmband.prompt=Välj en fiende att rikta in dig på -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Du måste sikta på en fiende som befinner sig bredvid dig. items.artifacts.masterthievesarmband.steal_shopkeeper=Du kan inte stjäla från butiksinnehavare direkt. items.artifacts.masterthievesarmband.no_steal=Den fienden har inget att stjäla. items.artifacts.masterthievesarmband.stole_item=Du stal ett föremål: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Skorna krusar sig med färgen på d items.artifacts.sandalsofnature.desc_seeds=Du har matat skorna med %d frön. items.artifacts.skeletonkey.name=skelettnyckel -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=SÄTT IN +items.artifacts.skeletonkey.cursed=Du kan inte använda en förbannad skelettnyckel. items.artifacts.skeletonkey.prompt=Välj ett mål -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Det finns ingenting att låsa eller låsa upp där. +items.artifacts.skeletonkey.lock_no_space=Du kan inte låsa in en karaktär på insidan av en dörr! +items.artifacts.skeletonkey.iron_charges=För att öppna ett vanligt lås krävs 1 laddning. +items.artifacts.skeletonkey.gold_charges=För att öppna ett gyllene lås krävs 2 laddningar. +items.artifacts.skeletonkey.lock_charges=För att låsa en dörr krävs 2 laddningar. +items.artifacts.skeletonkey.wall_charges=För att skapa en tillfällig vägg krävs 2 laddningar. +items.artifacts.skeletonkey.crystal_charges=För att öppna ett kristallås krävs 5 laddningar. +items.artifacts.skeletonkey.wont_open=Nyckeln passar av någon anledning inte i detta lås. +items.artifacts.skeletonkey.locked_with_key=Den dörren var låst med din skelettnyckel. +items.artifacts.skeletonkey.force_lock=Låset har försvagats utan din skelettnyckel. Du lyckas tvinga upp det. +items.artifacts.skeletonkey.discard=Du kastar bort dina överflödiga nycklar. +items.artifacts.skeletonkey.levelup=Din skelettnyckel växer sig starkare! +items.artifacts.skeletonkey.desc=En viktig nyckel formad som en skalle. Dess tänder verkar vara olika varje gång man tittar på dem. +items.artifacts.skeletonkey.desc_worn=Denna magiska nyckel verkar få mer kraft ju mer du använder den istället för fängelsehålans vanliga nycklar. Den kan sättas in i nästan alla lås i fängelsehålan för att öppna eller stänga dem, inklusive dörrar som aldrig tidigare varit låsta.\n\nNyckeln kan till och med användas på tomma ytor i kardinal- eller diagonalriktning för att ”låsa” luften framför dig och skapa en 3 rutor bred solid vägg som varar i 10 turer. Låsningen kommer att stöta bort fiender om det finns utrymme för det. +items.artifacts.skeletonkey.desc_cursed=Den fördömda nyckeln verkar aktivt undvika att passa i något lås och gör det till och med svårt (men inte omöjligt) för dig att använda dina andra nycklar. +items.artifacts.skeletonkey$keywall.desc=En tillfällig magisk vägg har placerats här av skelettnyckeln. items.artifacts.talismanofforesight.name=förutseende talisman items.artifacts.talismanofforesight.ac_scry=SCRY @@ -527,7 +527,7 @@ items.bombs.bomb.snuff_fuse=Du snuffar snabbt bombens stubin. items.bombs.bomb.ondeath=Explosionen dödar dig... items.bombs.bomb.rankings_desc=Dödad av en explosion items.bombs.bomb.desc=En ganska rejäl svartkrutsbomb. En explosion från den här bomben ger _%1$d-%2$d skada_ på allt som ligger intill den, och kommer att förstöra viss intilliggande terräng eller föremål. -items.bombs.bomb.desc_fuse=Det ser ut som att stubinen kommer att ta ett par rundor att brinna ner när den väl är tänd. +items.bombs.bomb.desc_fuse=Det ser ut som att stubinen kommer att ta ett par turer att brinna ner när den väl är tänd. items.bombs.bomb.desc_burning=Bombens stubin brinner bort, håll avstånd eller släck den! items.bombs.bomb$doublebomb.name=två bomber items.bombs.bomb$doublebomb.desc=En hög med två rejäla svartkrutsbomber, det ser ut som om du får en gratis! @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=De slipade ytorna på den här kristallnyckeln skimra items.keys.ironkey.name=Järnnyckel items.keys.ironkey.desc=Skårorna på den här urgamla järnnyckeln är väl slitna; dess läderband är slitet av ålder. Vilken dörr kan den öppna? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=sliten nyckel +items.keys.wornkey.desc=Denna nyckel är sliten och missfärgad, men ser seriös ut. Förmodligen kan den öppna någon viktig dörr i närheten. @@ -940,9 +940,9 @@ items.quest.embers.name=elementär glöd items.quest.embers.desc=Särskild glöd som bara kan skördas från unga eldelementaler. De utstrålar värmeenergi. items.quest.embers.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=flyktkristall items.quest.escapecrystal.ac_use=användning -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=En tunn magisk kristall som verkar innehålla teleportationsmagi. Du kan använda kristallen när som helst för att lämna dvärgarnas valv, men du kan inte ta med dig något! items.quest.escapecrystal.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. items.quest.gooblob.name=Glob av gegga @@ -960,7 +960,7 @@ items.quest.pickaxe.upgrade_ability_stat_name=Förmågans skada items.quest.pickaxe.desc=Detta är ett robust och tungt verktyg för att bryta stenar. Du behöver inte utrusta pickaxen för att bryta sten med den, men den kan förmodligen utrustas som ett vapen i nödfall. items.quest.pickaxe.discover_hint=Du kan hitta detta föremål under ett specifikt uppdrag. -items.quest.ratskull.name=jättestor råttskalle +items.quest.ratskull.name=gigantisk råttskalle items.quest.ratskull.desc=En förvånansvärt stor råttskalle. Den skulle bli en fin jakttrofé om du hade en vägg att hänga upp den på. @@ -1422,70 +1422,70 @@ items.stones.stoneofshock.desc=Den här runstenen släpper lös en explosion av items.trinkets.chaoticcenser.name=kaotisk rökelsebrännare items.trinkets.chaoticcenser.spew=Din rökelsebrännare kommer snart att spruta: %s. items.trinkets.chaoticcenser.desc=Efter en tid i alkemigrytan verkar det här rökelsekaret producera rök helt på egen hand! Dessa gaser byggs upp och kommer att spy ut från rökelsekaret mot fiender med halvslumpmässiga intervall. Den verkar kunna producera alla möjliga gaser, men du får en liten varning strax innan rökelsekaret aktiveras. -items.trinkets.chaoticcenser.typical_stats_desc=Typiskt kommer detta smycke att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaser kommer bara att visas när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. -items.trinkets.chaoticcenser.stats_desc=På sin nuvarande nivå kommer detta smycke att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaserna kommer bara att dyka upp när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. +items.trinkets.chaoticcenser.typical_stats_desc=Typiskt kommer denna prydnadssak att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaser kommer bara att visas när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. +items.trinkets.chaoticcenser.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att skapa en skadlig gas nära en fiende ungefär var _%d_ varv. Gaserna kommer bara att dyka upp när fiender är närvarande. På högre nivåer är det mer sannolikt att dessa gaser är exotiska och kraftfulla. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=spräckt kikare +items.trinkets.crackedspyglass.desc=Denna handhållna kikare skulle vara ett exempel på fantastiskt och precist hantverk, om det inte vore för sprickan längs dess främre lins. Kikaren verkar hjälpa dig genom att avslöja nya föremål i fängelsehålan, men på grund av dess brist är de avslöjade föremålen ganska svåra att se! +items.trinkets.crackedspyglass.typical_stats_desc=Vanligtvis har denna prydnadssak en _%1$s%% chans_ att skapa ett extra dolt föremål på varje våning som inte är en bossvåning. +items.trinkets.crackedspyglass.stats_desc=På sin nuvarande nivå har denna prydnadssak en _%1$s%% chans_ att skapa ett extra gömt föremål på varje våning som inte är en bossvåning. +items.trinkets.crackedspyglass.stats_desc_upgraded=På sin nuvarande nivå har denna prydnadssak en _100%% chans_ att skapa ett extra gömt föremål på varje våning som inte är en bossvåning, och en _%1$s%% chans_ att skapa ett andra extra gömt föremål. items.trinkets.dimensionalsundial.name=dimensionellt solur items.trinkets.dimensionalsundial.warning=Ditt solur kastar ingen skugga, du känner dig illa till mods. items.trinkets.dimensionalsundial.desc=Det här lilla handhållna soluret kan på något sätt kasta en skugga i fängelsehålans djup, även om du inte håller det upprätt. Ännu märkligare är att skuggans position inte verkar ha någon relation till solen i den här världen. När ingen skugga kastas verkar soluret locka till sig faror. -items.trinkets.dimensionalsundial.typical_stats_desc=Typiskt sett kommer detta smycke att minska antalet fiender som leker med _%1$d%%_ under dagtid i verkligheten (kl. 08.00-20.00), och öka antalet fiender som leker med _%2$d%%_ under nattetid (kl. 08.00-08.00). -items.trinkets.dimensionalsundial.stats_desc=På sin nuvarande nivå kommer detta smycke att minska fiendernas lekfrekvens med _%1$d%%_ under dagtid i verkliga livet (kl. 08.00-20.00) och öka fiendernas lekfrekvens med _%2$d%%_ nattetid (kl. 20.00-08.00). +items.trinkets.dimensionalsundial.typical_stats_desc=Typiskt sett kommer denna prydnadssak att minska antalet fiender som leker med _%1$d%%_ under dagtid i verkligheten (kl. 08.00-20.00), och öka antalet fiender som leker med _%2$d%%_ under nattetid (kl. 08.00-08.00). +items.trinkets.dimensionalsundial.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att minska fiendernas spawnfrekvens med _%1$d%%_ under dagtid i verkliga livet (kl. 08.00-20.00) och öka fiendernas lekfrekvens med _%2$d%%_ nattetid (kl. 20.00-08.00). items.trinkets.exoticcrystals.name=exotiska kristaller items.trinkets.exoticcrystals.desc=De här små rosa kristallerna har samma form som kristaller av alkemisk energi. Vid sidan av att de inte kan användas för energi direkt, verkar de på något sätt påverka de drycker och skriftrullar som du hittar. items.trinkets.exoticcrystals.typical_stats_desc=Typiskt kommer denna prydnadssak att ersätta _%s%%_ av dryckes- eller skriftrullsdropparna med deras exotiska motsvarigheter. Detta påverkar inte styrkedrycker, uppgraderingsrullar eller föremål som genereras för att hjälpa till att lösa farorum. -items.trinkets.exoticcrystals.stats_desc=På sin nuvarande nivå kommer detta smycke att ersätta _%s%%_ av dryckesdropparna med deras exotiska motsvarigheter. Detta påverkar inte styrkedrycker, uppgraderingsrullar eller föremål som genereras för att hjälpa till att lösa farorum. +items.trinkets.exoticcrystals.stats_desc=På sin nuvarande nivå kommer detta prydnadssak att ersätta _%s%%_ av dryckesdropparna med deras exotiska motsvarigheter. Detta påverkar inte styrkedrycker, uppgraderingsrullar eller föremål som genereras för att hjälpa till att lösa farorum. items.trinkets.eyeofnewt.name=ögon av vattensalamander items.trinkets.eyeofnewt.desc=Detta gyllene och svarta newt-öga är en vanlig ingrediens, nu förädlad till en prydnadssak. Ögat verkar minska din syn i utbyte mot att låta dig se saker på andra sätt. -items.trinkets.eyeofnewt.typical_stats_desc=Typiskt minskar detta smycke ditt synfält med _%1$s%%_, men ger dig också mind vision på fiender inom _%2$d_ tiles. -items.trinkets.eyeofnewt.stats_desc=På sin nuvarande nivå kommer detta smycke att minska ditt synfält med _%1$s%%_, men kommer också att ge dig mind vision på fiender inom _%2$d_ brickor. +items.trinkets.eyeofnewt.typical_stats_desc=Typiskt minskar denna prydnadssak ditt synfält med _%1$s%%_, men ger dig också mind vision på fiender inom _%2$d_ tiles. +items.trinkets.eyeofnewt.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att minska ditt synfält med _%1$s%%_, men kommer också att ge dig mind vision på fiender inom _%2$d_ rutor. items.trinkets.ferrettuft.name=ferrett tuft -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. -items.trinkets.ferrettuft.typical_stats_desc=Typiskt kommer detta smycke att öka undvikandet av alla karaktärer med _%1$s%%_. -items.trinkets.ferrettuft.stats_desc=På sin nuvarande nivå kommer detta smycke att öka undvikandet av alla karaktärer med _%1$s%%_. +items.trinkets.ferrettuft.desc=En bit av silkeslen vit illerpäls, sammanhållen av ett limegrönt band knutet till en rosett. Illrar är kända för sin smidighet, busighet och brist på integritet. En del av den kraften verkar stråla ut från prydnadssaken och förstärker undvikandet av allt i närheten. +items.trinkets.ferrettuft.typical_stats_desc=Typiskt kommer denna prydnadssak att öka undvikandet av alla karaktärer med _%1$s%%_. +items.trinkets.ferrettuft.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att öka undvikandet av alla karaktärer med _%1$s%%_. items.trinkets.mimictooth.name=tandimitation items.trinkets.mimictooth.desc=Den här stora vassa tanden måste ha dragits ut från en mycket olycklig mimiker. Den verkar påverka mimikerna i fängelsehålan och göra dem mer frekventa och farliga. -items.trinkets.mimictooth.typical_stats_desc=Typiskt sett kommer detta smycke att göra alla typer av mimiker _%1$sx_ vanligare och mycket svårare att upptäcka, men det kommer också att öka mängden byte de släpper. Varje fängelsehålans golv kommer också att ha en _%2$s%%_ chans att innehålla en extra smygande ebenholtsmimik. -items.trinkets.mimictooth.stats_desc=På sin nuvarande nivå kommer denna smycke att göra alla typer av mimic _%1$sx_ vanligare och mycket svårare att upptäcka, men kommer också att öka mängden byte de släpper. Varje fängelsehålans golv kommer också att ha en _%2$s%%_ chans att innehålla en extra smygande ebenholtsmimik. +items.trinkets.mimictooth.typical_stats_desc=Typiskt sett kommer denna prydnadssak att göra alla typer av mimiker _%1$sx_ vanligare och mycket svårare att upptäcka, men det kommer också att öka mängden byte de släpper. Varje fängelsehålans golv kommer också att ha en _%2$s%%_ chans att innehålla en extra smygande ebenholtsmimik. +items.trinkets.mimictooth.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att göra alla typer av mimic _%1$sx_ vanligare och mycket svårare att upptäcka, men kommer också att öka mängden byte de släpper. Varje fängelsehålans golv kommer också att ha en _%2$s%%_ chans att innehålla en extra smygande ebenholtsmimik. items.trinkets.mossyclump.name=mossig klump items.trinkets.mossyclump.desc=Den här klumpen av våt mossa verkar behålla sin fuktighet oavsett hur hårt du klämmer på den. Den verkar vara magiskt knuten till själva fängelsehålan, vilket gör det mer troligt att gräs och vatten dyker upp. -items.trinkets.mossyclump.typical_stats_desc=Typiskt kommer detta smycke att göra att _%d%%_ av otematiserade golv fylls med antingen vatten eller gräs istället.\n\nDetta smycke kostar en större mängd energi att uppgradera. -items.trinkets.mossyclump.stats_desc=På sin nuvarande nivå kommer detta smycke att göra att _%d%%_ av otematiserade golv fylls med antingen vatten eller gräs istället.\n\nDetta smycke kostar en större mängd energi att uppgradera. +items.trinkets.mossyclump.typical_stats_desc=Typiskt kommer denna prydnadssak att göra att _%d%%_ av otematiserade golv fylls med antingen vatten eller gräs istället.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. +items.trinkets.mossyclump.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att göra att _%d%%_ av otematiserade golv fylls med antingen vatten eller gräs istället.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. items.trinkets.parchmentscrap.name=parchmentskrot items.trinkets.parchmentscrap.desc=Den här lilla pergamentbiten ser ut att komma från en skriftrulle. Den har behållit en del av sin magi, och den verkar påverka vapen och rustningar som finns i fängelsehålan. -items.trinkets.parchmentscrap.typical_stats_desc=Typiskt sett kommer denna prydnadssak att göra förtrollningar och glyfer _%dx_ lika vanliga, och förbannelser på vapen och rustningar _%sx_ lika vanliga. Förbannelser på trollstavar, ringar eller artefakter påverkas inte.\n\nDetta smycke kostar en större mängd energi att uppgradera. -items.trinkets.parchmentscrap.stats_desc=På sin nuvarande nivå kommer detta smycke att göra förtrollningar och glyfer _%dx_ lika vanliga, och förbannelser på vapen och rustningar _%sx_ lika vanliga. Förbannelser på trollstavar, ringar eller artefakter påverkas inte.\n\nDetta smycke kostar en större mängd energi att uppgradera. +items.trinkets.parchmentscrap.typical_stats_desc=Typiskt sett kommer denna prydnadssak att göra förtrollningar och glyfer _%dx_ lika vanliga, och förbannelser på vapen och rustningar _%sx_ lika vanliga. Förbannelser på trollstavar, ringar eller artefakter påverkas inte.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. +items.trinkets.parchmentscrap.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att göra förtrollningar och glyfer _%dx_ lika vanliga, och förbannelser på vapen och rustningar _%sx_ lika vanliga. Förbannelser på trollstavar, ringar eller artefakter påverkas inte.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. items.trinkets.petrifiedseed.name=petrifierat frö items.trinkets.petrifiedseed.desc=Det här fröet har fossiliserats, antingen genom långsamma geologiska processer eller genom magi. Fröet verkar på ett magiskt sätt påverka floran i fängelsehålan och ersätter ibland växtfrön med runstenar. items.trinkets.petrifiedseed.typical_stats_desc=Typiskt för denna prydnadssak är att trampat gräs släpper runstenar istället för frön _%1$s%%_ av tiden, och att högt gräs släpper föremål _%2$s%%_ oftare. -items.trinkets.petrifiedseed.stats_desc=På sin nuvarande nivå kommer detta smycke att få trampat gräs att släppa runstenar istället för frön _%1$s%%_ av tiden, och kommer också att få högt gräs att släppa föremål _%2$s%%_ oftare. +items.trinkets.petrifiedseed.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att få trampat gräs att släppa runstenar istället för frön _%1$s%%_ av tiden, och kommer också att få högt gräs att släppa föremål _%2$s%%_ oftare. items.trinkets.ratskull.name=råttskalle items.trinkets.ratskull.desc=Den här makabra prydnadssaken är inte mycket större än skallen från en vanlig råtta, som på något sätt är en sällsynthet nere i den här fängelsehålan. Skallens magiska inflytande verkar locka till sig de mer sällsynta invånarna i fängelsehålan, vilket gör att de dyker upp mycket oftare. -items.trinkets.ratskull.typical_stats_desc=Typiskt kommer detta smycke att göra sällsynta exotiska fiender _%dx_ lika benägna att dyka upp. Skallen är dock bara hälften så effektiv när det gäller att locka till sig kristallmimik och bepansrade statyer. -items.trinkets.ratskull.stats_desc=På sin nuvarande nivå kommer detta smycke att göra sällsynta exotiska fiender _%dx_ lika troliga att dyka upp. Skallen är dock bara hälften så effektiv när det gäller att locka till sig kristallmimik och bepansrade statyer. +items.trinkets.ratskull.typical_stats_desc=Typiskt kommer denna prydnadssak att göra sällsynta exotiska fiender _%dx_ lika benägna att dyka upp. Skallen är dock bara hälften så effektiv när det gäller att locka till sig kristallmimik och bepansrade statyer. +items.trinkets.ratskull.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att göra sällsynta exotiska fiender _%dx_ lika troliga att dyka upp. Skallen är dock bara hälften så effektiv när det gäller att locka till sig kristallmimik och bepansrade statyer. items.trinkets.saltcube.name=saltkub items.trinkets.saltcube.desc=Den här stora saltkristallen skars till en nästan perfekt kubform, och den lyckades på något sätt dränera halva vattnet från alkemikrukan istället för att lösas upp. Den verkar magiskt torka ut och konservera maten du äter, vilket förlänger mättnaden du får, men också minskar din hälsorestitution när du inte svälter. items.trinkets.saltcube.typical_stats_desc=Typiskt kommer denna prydnadssak att öka tiden innan du blir hungrig med _%1$s%%_, men kommer också att minska din hälsoregenerering med _%2$s%%_ om inte golvet är låst. -items.trinkets.saltcube.stats_desc=På sin nuvarande nivå kommer detta smycke att öka tiden innan du blir hungrig med _%1$s%%_, men kommer också att minska din hälsoregenerering med _%2$s%%_ om inte golvet är låst. +items.trinkets.saltcube.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att öka tiden innan du blir hungrig med _%1$s%%_, men kommer också att minska din hälsoregenerering med _%2$s%%_ om inte golvet är låst. items.trinkets.shardofoblivion.name=shard of oblivion items.trinkets.shardofoblivion.desc=Efter att ha puttrat i alkemigrytan har denna lilla skärva av förbannad metall förändrats till att vara gjord av... ingenting? Ljuset verkar böjas runt den och den svävar på plats när du inte håller i den. Skärvan verkar dra magisk kraft från din okunnighet, så det är nog bäst att inte tänka på den för mycket. -items.trinkets.shardofoblivion.typical_stats_desc=Typiskt kommer denna smyckesdetalj att öka hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål_. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. -items.trinkets.shardofoblivion.stats_desc=På sin nuvarande nivå ökar detta smycke hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. +items.trinkets.shardofoblivion.typical_stats_desc=Typiskt kommer denna prydnadssaksdetalj att öka hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål_. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. +items.trinkets.shardofoblivion.stats_desc=På sin nuvarande nivå ökar denna prydnadssak hastigheten som fiender droppar byte med 20%% för varje oidentifierad utrustning du har utrustat eller nyligen använt, till max _%d föremål. Skärvan kommer också att hindra dig från att identifiera utrustning, men kan användas för att manuellt identifiera föremål som är redo för det. items.trinkets.shardofoblivion.ac_identify=IDENTIFY items.trinkets.shardofoblivion.identify_prompt=Identifiera ett föremål items.trinkets.shardofoblivion.identify_ready=Ett föremål är redo att identifieras: %s. Använd din Shard of Oblivion på det för att identifiera det. @@ -1499,8 +1499,8 @@ items.trinkets.shardofoblivion$thrownusetracker.desc=Du har nyligen använt ett items.trinkets.thirteenleafclover.name=trettonklöver items.trinkets.thirteenleafclover.desc=På något sätt har den här klövern fått en massa extra blad av att puttra i alkemigrytan! Det är inte riktigt klart om den här prydnadssaken ger tur eller otur, kanske den här prydnadssaken gör din tur mer kaotisk? -items.trinkets.thirteenleafclover.typical_stats_desc=Typiskt kommer detta smycke att få dig att ge maximal skada _%1$d%%_ av tiden, och minimal skada _%2$d%%_ av tiden. -items.trinkets.thirteenleafclover.stats_desc=På sin nuvarande nivå kommer detta smycke att få dig att göra maximal skada _%1$d%%_ av tiden och minimal skada _%2$d%%_ av tiden. +items.trinkets.thirteenleafclover.typical_stats_desc=Typiskt kommer denna prydnadssak att få dig att ge maximal skada _%1$d%%_ av tiden, och minimal skada _%2$d%%_ av tiden. +items.trinkets.thirteenleafclover.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att få dig att göra maximal skada _%1$d%%_ av tiden och minimal skada _%2$d%%_ av tiden. items.trinkets.trapmechanism.name=fällmekanism items.trinkets.trapmechanism.desc=Kärnan i en av fängelsehålans fallgropsfällor, omsorgsfullt uthuggen ur golvet så att den kan bäras. Den verkar vara magiskt knuten till själva fängelsehålan, vilket gör farlig terräng vanligare men också ökar din affinitet mot den. @@ -1514,18 +1514,18 @@ items.trinkets.vialofblood.stats_desc=På sin nuvarande nivå kommer denna prydn items.trinkets.wondrousresin.name=wondrous harts items.trinkets.wondrousresin.desc=Den här blåskimrande kådan verkar innehålla den destillerade essensen av magin från en förbannad trollstav. Magin från alkemikrukan verkar ha stabiliserat den något, och den påverkar nu era trollstavar. -items.trinkets.wondrousresin.typical_stats_desc=Typiskt kommer detta smycke att tvinga förbannade trollstavseffekter att bli neutrala eller positiva _%1$s%%_ av tiden, och kommer att få oförbannade trollstavar att avfyra ytterligare en neutral eller positiv förbannad zap _%2$s%%_ av tiden.\n\nDetta smycke kostar en större mängd energi att uppgradera. -items.trinkets.wondrousresin.stats_desc=På sin nuvarande nivå kommer detta smycke att tvinga förbannade trollstavseffekter att bli neutrala eller positiva _%1$s%%_ av tiden, och kommer att få oförbannade trollstavar att avfyra ytterligare en neutral eller positiv förbannad zap _%2$s%%_ av tiden.\n\nDetta smycke kostar en större mängd energi att uppgradera. +items.trinkets.wondrousresin.typical_stats_desc=Typiskt kommer denna prydnadssak att tvinga förbannade trollstavseffekter att bli neutrala eller positiva _%1$s%%_ av tiden, och kommer att få oförbannade trollstavar att avfyra ytterligare en neutral eller positiv förbannad zap _%2$s%%_ av tiden.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. +items.trinkets.wondrousresin.stats_desc=På sin nuvarande nivå kommer denna prydnadssak att tvinga förbannade trollstavseffekter att bli neutrala eller positiva _%1$s%%_ av tiden, och kommer att få oförbannade trollstavar att avfyra ytterligare en neutral eller positiv förbannad zap _%2$s%%_ av tiden.\n\nDenna prydnadssak kostar en större mängd energi att uppgradera. items.trinkets.trinketcatalyst.name=magisk katalysator -items.trinkets.trinketcatalyst.window_title=skapa ett smycke -items.trinkets.trinketcatalyst.window_text=Vattnet börjar glöda när du tillsätter katalysatorn. Det finns några föremål i närheten som du kan fylla med energi för att göra ett magiskt smycke av. -items.trinkets.trinketcatalyst.desc=Den här kulan av magiskt gyllene stoft glimmar i fängelsehålans mörker. Den här katalysatorn kan användas i en alkemikruka med lite alkemisk energi för att producera ett unikt smycke.\n\nSmycken ger olika effekter som förändrar fängelsehålan eller dess invånare en aning. Smycken kan uppgraderas med mer energi för att göra deras effekt kraftfullare, eller släppas för att avstå från effekten helt och hållet. +items.trinkets.trinketcatalyst.window_title=skapa en prydnadssak +items.trinkets.trinketcatalyst.window_text=Vattnet börjar glöda när du tillsätter katalysatorn. Det finns några föremål i närheten som du kan fylla med energi för att göra en magisk prydnadssak av. +items.trinkets.trinketcatalyst.desc=Den här kulan av magiskt gyllene stoft glimmar i fängelsehålans mörker. Den här katalysatorn kan användas i en alkemikruka med lite alkemisk energi för att producera en unik prydnadssak.\n\nPrydnadssaker ger olika effekter som förändrar fängelsehålan eller dess invånare en aning. Prydnadssaker kan uppgraderas med mer energi för att göra deras effekt kraftfullare, eller släppas för att avstå från effekten helt och hållet. items.trinkets.trinketcatalyst$randomtrinket.name=randomtrinket items.trinkets.trinketcatalyst$randomtrinket.desc=Ett föremål i närheten sitter fast i en påse som du inte kan få upp.\n\nAlkemiprocessen kommer att lösa upp påsen, men du vet inte vilken prydnadssak du får förrän du gör det! -items.trinkets.trinket.discover_hint=Det här föremålet har en chans att vara ett alternativ när du tillverkar ett smycke via alkemi. -items.trinkets.trinket$placeholder.name=smycke +items.trinkets.trinket.discover_hint=Det här föremålet har en chans att vara ett alternativ när du tillverkar en prydnadssak via alkemi. +items.trinkets.trinket$placeholder.name=prydnadssak ###wands items.wands.cursedwand.ondeath=Du blev dödad av dina egna %s. @@ -1537,8 +1537,8 @@ items.wands.cursedwand.fire=Du känner lukten av bränt... items.wands.cursedwand.transmogrify_wand=Din trollstav transmogrifieras till ett annat föremål! items.wands.cursedwand.transmogrify_other=Ditt föremål transmogrifieras till något annat! items.wands.cursedwand.disguise=Ditt utseende förändras framför dina ögon! -items.wands.cursedwand.supernova=En flammande boll av energi börjar växa. Du kanske vill springa! -items.wands.cursedwand.supernova_positive=Ett flammande energiklot börjar växa, men det känns tryggt på något sätt. +items.wands.cursedwand.supernova=En blossande boll av energi börjar växa. Du kanske vill springa! +items.wands.cursedwand.supernova_positive=Ett blossande energiklot börjar växa, men det känns tryggt på något sätt. items.wands.cursedwand.sinkhole=Marken börjar ge vika runt dig! items.wands.cursedwand.sinkhole_positive=Marken börjar ge vika, men känns tillräckligt solid under dig. items.wands.cursedwand.gravity=Gravitation börjar plötsligt dra i slumpmässiga riktningar! @@ -1739,15 +1739,15 @@ items.weapon.curses.annoying.msg_11=Jag ville inte bli ett vapen, jag ville bli items.weapon.curses.annoying.msg_12=Kom ihåg att övermod är en långsam och försåtlig mördare. items.weapon.curses.annoying.msg_13=ALLA DINA BASER TILLHÖR OSS! items.weapon.curses.annoying.desc=Annoying weapons kan tala, men de är lite för energiska. De kommer ofta att observera dig utan att mena det. -items.weapon.curses.annoying.elestrike_desc=Ett elementarslag med en irriterande förbannelse har 20 % chans att göra varje fiende inom räckhåll till en amok i 6 varv. +items.weapon.curses.annoying.elestrike_desc=Ett elementarslag med en irriterande förbannelse har 20% chans att göra varje fiende inom räckhåll till en amok i 6 varv. items.weapon.curses.dazzling.name=bländande %s items.weapon.curses.dazzling.desc=Bländande vapen blinkar ibland med bländande ljus och förblindar allt som kan se dem. -items.weapon.curses.dazzling.elestrike_desc=Ett elementarslag med en bländande förbannelse har 50 % chans att göra alla fiender inom räckhåll blinda i 6 varv. +items.weapon.curses.dazzling.elestrike_desc=Ett elementarslag med en bländande förbannelse har 50% chans att göra alla fiender inom räckhåll blinda i 6 varv. items.weapon.curses.displacing.name=förskjutning %s items.weapon.curses.displacing.desc=Displacing-vapen är fyllda med kaotisk teleporteringsmagi och har förmågan att slumpmässigt förflytta fiender runt på golvet. -items.weapon.curses.displacing.elestrike_desc=Ett elementarslag med en displacing-förbannelse har 50 % chans att teleportera alla fiender inom räckhåll. +items.weapon.curses.displacing.elestrike_desc=Ett elementarslag med en displacing-förbannelse har 50% chans att teleportera alla fiender inom räckhåll. items.weapon.curses.explosive.name=explosiv %s items.weapon.curses.explosive.warm=Varm... @@ -1756,11 +1756,11 @@ items.weapon.curses.explosive.desc=Explosiva vapen bygger stadigt upp kraft och items.weapon.curses.explosive.desc_cool=Ditt vapen är för närvarande svalt vid beröring. items.weapon.curses.explosive.desc_warm=Ditt vapen bygger upp energi och blir varmt... items.weapon.curses.explosive.desc_hot=Ditt vapen är hett! Det är på väg att explodera! -items.weapon.curses.explosive.elestrike_desc=Ett elementarslag med en explosiv förbannelse har 50 % chans att orsaka en explosion på en slumpmässig fiende inom räckhåll. +items.weapon.curses.explosive.elestrike_desc=Ett elementarslag med en explosiv förbannelse har 50% chans att orsaka en explosion på en slumpmässig fiende inom räckhåll. items.weapon.curses.friendly.name=vänlig %s items.weapon.curses.friendly.desc=Vänliga vapen passar bäst för pacifister och utlöser ibland magi som gör det omöjligt att slåss. -items.weapon.curses.friendly.elestrike_desc=Ett elementarslag med en vänlig förbannelse har 50 % chans att förtrolla varje fiende inom räckhåll i 6 varv. +items.weapon.curses.friendly.elestrike_desc=Ett elementarslag med en vänlig förbannelse har 50% chans att förtrolla varje fiende inom räckhåll i 6 varv. items.weapon.curses.polarized.name=polariserad %s items.weapon.curses.polarized.desc=Ett polariserat vapen påverkas av magi som gör att dess attack antingen ger 50% mer skada eller ingen skada alls. @@ -1772,14 +1772,14 @@ items.weapon.curses.sacrificial.elestrike_desc=Ett elementarslag med en offerfö items.weapon.curses.wayward.name=wayward %s items.weapon.curses.wayward.desc=Wayward-vapen kommer ibland att bli extremt inexakta. Denna magi varar vid en liten stund när den aktiveras, men kan skingras genom att slå ett slag med wayward-vapnet. -items.weapon.curses.wayward.elestrike_desc=Ett elementarslag med en wayward-förbannelse har 50 % chans att förhäxa varje fiende inom räckhåll i 6 varv. +items.weapon.curses.wayward.elestrike_desc=Ett elementarslag med en wayward-förbannelse har 50% chans att förhäxa varje fiende inom räckhåll i 6 varv. items.weapon.curses.wayward$waywardbuff.name=wayward items.weapon.curses.wayward$waywardbuff.desc=Ditt wayward-vapens magi har aktiverats, vilket gör det extremt inexakt under en kort tid. Notera att detta inte påverkar attacker som garanterat kommer att träffa, som t.ex. överraskningsattacker. Lyckas du attackera med wayward-vapnet försvinner denna effekt omedelbart.\n\nResterande varv: %s. ###enchantments -items.weapon.enchantments.blazing.name=blazing %s +items.weapon.enchantments.blazing.name=blossande %s items.weapon.enchantments.blazing.desc=Den här förtrollningen får lågor att spruta ut från ett vapen, antända fiender och ge bonusskada på fiender som redan står i lågor. -items.weapon.enchantments.blazing.elestrike_desc=En elementarstrike med en flammande förtrollning sprider eld till alla plattor inom räckhåll, vilket varar i 8 varv. +items.weapon.enchantments.blazing.elestrike_desc=En elementarstrike med en blossande förtrollning sprider eld till alla plattor inom räckhåll, vilket varar i 8 varv. items.weapon.enchantments.blocking.name=blockering %s items.weapon.enchantments.blocking.desc=Blockerande vapen har en chans att skölda dig en kort stund efter att du attackerat med dem. @@ -1811,7 +1811,7 @@ items.weapon.enchantments.elastic.elestrike_desc=Ett elementarslag med en elasti items.weapon.enchantments.grim.name=grim %s items.weapon.enchantments.grim.desc=Den här kraftfulla förtrollningen har förmågan att omedelbart avrätta en fiende. Effekten är mer sannolik att inträffa ju svagare fienden är. -items.weapon.enchantments.grim.elestrike_desc=Ett elementarslag med en grim-förtrollning har 6-30 % chans (baserat på saknade HP) att döda alla fiender inom räckhåll, utom det primära målet. +items.weapon.enchantments.grim.elestrike_desc=Ett elementarslag med en grim-förtrollning har 6-30% chans (baserat på saknade HP) att döda alla fiender inom räckhåll, utom det primära målet. items.weapon.enchantments.lucky.name=lucky %s items.weapon.enchantments.lucky.desc=Fiender som dödas av ett lyckovapen har en chans att släppa extra byte. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duellisten kan utföra ett _hårt slag items.weapon.melee.battleaxe.desc=Det enorma stålhuvudet på denna stridsyxa ger avsevärd tyngd bakom varje brett slag. items.weapon.melee.crossbow.name=armborst -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Vanligtvis förstärker detta vapen kastade pilar så att de orsakar _%1$d-%2$d skada_ när det är utrustat, och ger dem till och med sin förtrollning. +items.weapon.melee.crossbow.stats_desc=Detta vapen förbättrar kastade pilar så att de orsakar _%1$d-%2$d skada_ när det är utrustat, och ger dem även dess förtrollning. items.weapon.melee.crossbow.ability_name=laddade skott items.weapon.melee.crossbow.typical_ability_desc=Duellisten kan _ladda_ sitt armborst, vilket gör att hennes nästa vanliga attack med det alltid träffar och ger en av tre effekter: närstridsattacker kommer att slå bort fiender, ospetsade pilar ger vanligtvis _+%1$d skada_, och spetsade pilar ger sin effekt i ett område på 7x7 och varar vanligtvis i _%2$d fler användningar_. items.weapon.melee.crossbow.ability_desc=Duellisten kan _ladda_ sitt armborst, vilket gör att hennes nästa vanliga attack med det alltid träffar och tillämpar en av tre effekter: närstridsattacker slår bort fiender, ospetsade pilar ger _+%1$d skada_ och spetsade pilar tillämpar sin effekt i ett 7x7-område och varar i _%2$d fler användningar_. @@ -1899,7 +1899,7 @@ items.weapon.melee.flail$spinabilitytracker.desc=Duellisten snurrar sin flail oc items.weapon.melee.gauntlet.name=stengauntlet items.weapon.melee.gauntlet.stats_desc=Det här är ett mycket snabbt vapen. items.weapon.melee.gauntlet.ability_name=kombo strike -items.weapon.melee.gauntlet.typical_ability_desc=Duellisten kan utföra en _combo strike_ med en stenhandske. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. +items.weapon.melee.gauntlet.typical_ability_desc=Duellisten kan utföra en _kombinationsattack_ med en stenhandske. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.gauntlet.ability_desc=Duellisten kan utföra en _komboattack_ med en stenhandske. Denna attack är garanterad att träffa och ger _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.gauntlet.desc=Den här massiva handsken är gjord av karmosinrött tyg med tung magisk sten ovanpå. Tyget stramar åt runt dig och gör de tjocka stenplattorna nästan som en andra hud. Att svinga ett så tungt vapen kräver styrka, men ger en enorm kraft till dina slag. @@ -1913,7 +1913,7 @@ items.weapon.melee.glaive.desc=Ett massivt stavvapen som består av ett svärdbl items.weapon.melee.gloves.name=Broddhandskar items.weapon.melee.gloves.stats_desc=Det här är ett mycket snabbt vapen. items.weapon.melee.gloves.ability_name=kombo-slag -items.weapon.melee.gloves.typical_ability_desc=Duellisten kan utföra en _combo strike_ med dubbade handskar. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. +items.weapon.melee.gloves.typical_ability_desc=Duellisten kan utföra en _kombinationsattack_ med dubbade handskar. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.gloves.ability_desc=Duellisten kan utföra en _komboattack_ med dubbade handskar. Denna attack är garanterad att träffa och ger _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.gloves.desc=De här dubbade handskarna ger inget riktigt skydd, men de fungerar som ett användbart vapen vid sidan av att hålla händerna fria. items.weapon.melee.gloves.discover_hint=En av hjältarna börjar med det här föremålet. @@ -2052,11 +2052,11 @@ items.weapon.melee.runicblade.desc=Ett mystiskt vapen från ett avlägset land, items.weapon.melee.sai.name=sai items.weapon.melee.sai.stats_desc=Det här är ett mycket snabbt vapen. items.weapon.melee.sai.ability_name=kombo-slag -items.weapon.melee.sai.typical_ability_desc=Duellisten kan utföra en _combo strike_ med sai. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. +items.weapon.melee.sai.typical_ability_desc=Duellisten kan utföra en _kombinationsattack_ med sai. Denna attack är garanterad att träffa och ger vanligtvis _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.sai.ability_desc=Duellisten kan utföra en _komboattack_ med sai. Denna attack är garanterad att träffa och ger _+%d skada_ för varje gång duellanten har träffat med en vanlig närstrids- eller kastvapenattack. Om du inte träffar på 5 varv återställs den här kombinationen. items.weapon.melee.sai.desc=Två tunna blad som är avsedda att hållas i en hand vardera. Utmärkt för att slita ner fiender med en ström av hugg. -items.weapon.melee.sai$combostriketracker.name=combo strike -items.weapon.melee.sai$combostriketracker.desc=Duellisten bygger en kombo som kan användas för att öka skadan med förmågan combo strike. Varje lyckad vanlig närstrids- eller kastvapenattack räknas, men om du inte lyckas attackera på 5 varv återställs den här kombinationen.\n\nRedan gjorda träffar: %1$d.\n\nTur tills träffarna förloras: %2$s. +items.weapon.melee.sai$combostriketracker.name=kombinationsattack +items.weapon.melee.sai$combostriketracker.desc=Duellisten bygger en kombo som kan användas för att öka skadan med förmågan kombinationsattack. Varje lyckad vanlig närstrids- eller kastvapenattack räknas, men om du inte lyckas attackera på 5 varv återställs den här kombinationen.\n\nRedan gjorda träffar: %1$d.\n\nTur tills träffarna förloras: %2$s. items.weapon.melee.scimitar.name=krumsabel items.weapon.melee.scimitar.stats_desc=Det här är ett ganska snabbt vapen. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Detta vapen sprider kraften från sit items.weapon.missiles.forcecube.desc=Dessa magiska kuber med udda form är tillräckligt små för att rymmas i handen, men otroligt tunga. items.weapon.missiles.heavyboomerang.name=tung bumerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Detta vapen återvänder till den plats det kastades från efter fem turer. items.weapon.missiles.heavyboomerang.desc=Denna stora bumerang är svår att hantera effektivt, men orsakar betydande skada. items.weapon.missiles.javelin.name=spjut @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Dessa stenar slipas ned så att de kan items.weapon.missiles.throwingstone.discover_hint=En av hjältarna börjar med det här föremålet. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Detta vapen orsakar _%1$d-%2$d blödning_ på sitt mål. +items.weapon.missiles.tomahawk.typical_stats_desc=Detta vapen orsakar vanligtvis _%1$d-%2$d blödning_ på sitt mål. items.weapon.missiles.tomahawk.desc=Dessa kastyxor har en tandad egg som sliter sönder när de fastnar i fienden. items.weapon.missiles.trident.name=trident @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=En av hjältarna börjar med det här föremålet items.brokenseal$warriorshield.name=Krigarsköld items.brokenseal$warriorshield.desc_active=Krigarens brutna sigill hjälper honom för närvarande att hålla ut och ger honom en sköld utöver hans hälsa. Det finns en nedkylningstid efter att skölden initialt utlösts innan den kan användas igen.\n\nDen här skölden förfaller inte över tid, men upphör om inga fiender är i närheten under några varv. När den slutar kommer oanvänd sköld att minska nedräkningen, upp till max 50%%.n\n\nResterande sköld: %1$d.\n\nAktuell nedräkning: %2$d. items.brokenseal$warriorshield.desc_cooldown=Krigaren har nyligen fått sköld från sitt brutna sigill, och måste vänta tills han kan dra nytta av dess sköldeffekt igen.\n\nÅterstående turer: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Nedkylningstiden för Krigarens sköld är för närvarande negativ, vilket innebär att när hans sköld aktiveras kommer nedkylningstiden att vara lägre än de vanliga 150 turerna. Sköldens nedkylningstid kan reduceras till så lågt som -150 turer, vilket innebär att den omedelbart blir tillgänglig igen när den har aktiverats.\n\nNuvarande nedkylningstid: %d. items.dewdrop.name=daggdroppe items.dewdrop.already_full=Du har redan full hälsa. @@ -2342,8 +2342,8 @@ items.dewdrop.desc=En kristallklar daggdroppe.\n\nPå grund av magin på denna p items.equipableitem.curse_detected=Du känner att det vilar en förbannelse över föremålet precis innan du utrustar det! items.equipableitem.unequip_cursed=Du kan inte ta bort ett förbannat föremål! -items.equipableitem.ac_equip=EQUIP -items.equipableitem.ac_unequip=UNEQUIP +items.equipableitem.ac_equip=ANVÄND +items.equipableitem.ac_unequip=ANVÄND INTE items.energycrystal.name=energikristall items.energycrystal.desc=En samling små magiska kristaller, fyllda med alkemisk energi.\n\nDessa kristaller är den vanligaste ingrediensen i alkemirecept och kan produceras i en alkemikruka genom att skrota förbrukningsvaror. @@ -2388,7 +2388,7 @@ items.kindofmisc.unequip_message=Du måste först byta ut ett av de här förem items.kindofweapon.swift_equip=Du utrustar snabbt ditt vapen. items.kindofweapon.equip_cursed=Ditt grepp stramas ofrivilligt åt runt vapnet. -items.kindofweapon.which_equip_msg=Vilken vapenplats vill du utrusta det här föremålet till?\n\nMästaren attackerar direkt med sitt primära vapen, men kan använda förmågan hos vilket som helst av vapnen. Båda vapnen har samma laddningsantal.\n\nMästaren kan också byta sitt primära och sekundära vapen direkt. +items.kindofweapon.which_equip_msg=Vilken vapenplats vill du utrusta det här föremålet till?\n\nKämpen attackerar direkt med sitt primära vapen, men kan använda förmågan hos vilket som helst av vapnen. Båda vapnen har samma laddningsantal.\n\nKämpen kan också byta sitt primära och sekundära vapen direkt. items.kindofweapon.which_equip_primary=Primär (%s) items.kindofweapon.which_equip_secondary=Sekundär (%s) items.kindofweapon.empty=tom @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=APPPLY items.liquidmetal.prompt=Välj ett kastat vapen items.liquidmetal.already_fixed=Det där kastvapnet är redan i perfekt skick! items.liquidmetal.apply=Du använder %d flytande metall för att reparera ditt kastvapen. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Denna magiska vätska kan fylla sprickor och revor på ett kastvapen och återställa det till perfekt skick! Om en vapensats saknar ett vapen men i övrigt är helt reparerad, kan flytande metall till och med användas för att ersätta ett saknat vapen i satsen!\n\nEtt vapen av nivå 1 kräver 10 flytande metall för att repareras helt, ett vapen av nivå 5 kräver 30. Varje uppgradering ökar också mängden metall som behövs med 35%.\n\nFlytande metall kan inte användas för att reparera spetsarna på spetsiga pilar. items.liquidmetal.discover_hint=Du kan tillverka detta föremål via alkemi. items.lostbackpack.name=förlorad ryggsäck diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index 19c254ea4..bb49d7817 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反熵%s items.armor.curses.antientropy.desc=反熵詛咒與宇宙法則背道而馳,將環境中的熱能轉移到穿戴者身上。這會使穿戴者燃燒起來,並立刻使其周圍陷入冰凍。 items.armor.curses.bulk.name=臃腫%s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=臃腫詛咒會讓你的護甲看起來十分結實厚壯,但它並不會因此給你增加防御力。反之,如此龐大的體型還讓你在走進門框時更加困難。 items.armor.curses.corrosion.name=腐蝕%s items.armor.curses.corrosion.desc=腐蝕護甲會噴濺出腐蝕性液體,為區域內所有東西蓋上一層黏糊糊的腐蝕淤泥。 @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=蓄血聖盃 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什麼 items.artifacts.chaliceofblood.no=不,我改變主意了 -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=每次使用聖盃都會消耗你更多的生命能量,但加快你的被動生命恢復。\n\n目前,用聖盃割傷自己時,會造成_%1$d~%2$d點傷害_,但可由_任何減傷方法_減輕。無減傷時,聖杯有_%3$s%%_機率把你的生命吸乾。\n\n你確定要給它更多的生命能量嗎? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精華流入了聖盃。 items.artifacts.chaliceofblood.ondeath=聖盃將你的生命精華吸噬殆盡了…… items.artifacts.chaliceofblood.desc=這個閃閃發光的銀質酒杯在邊沿突兀地裝飾著幾顆造型尖銳的寶石。 items.artifacts.chaliceofblood.desc_cursed=被詛咒的聖盃將自己固定在你手上,抑制著你恢復生命的能力。 items.artifacts.chaliceofblood.desc_1=握住聖盃的那一刻,你涌起一股想在那些尖銳寶石上刺傷自己的奇特衝動。 -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=你的一些血液彙集到聖盃裡,你可以隱約感受到聖盃在為你送來生命能量,加快被動生命恢復。你還想用聖盃繼續割傷自己,即便你知道那很痛。 items.artifacts.chaliceofblood.desc_3=聖盃已經被你的生命精華填滿。你可以感覺到聖盃正將生命能量傾瀉般回饋給你。 items.artifacts.cloakofshadows.name=暗影斗篷 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=你的臂章充能不足。 items.artifacts.masterthievesarmband.cursed=被詛咒的臂章使你畏懼偷竊。 items.artifacts.masterthievesarmband.full=你的臂章已經充能完畢! items.artifacts.masterthievesarmband.prompt=選擇一個敵人作為目標 -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=你必須選擇身旁的敵人為目標。 items.artifacts.masterthievesarmband.steal_shopkeeper=你不能直接從店主身上偷取物品。 items.artifacts.masterthievesarmband.no_steal=這種敵人身上什麼也沒有。 items.artifacts.masterthievesarmband.stole_item=你偷到了:%s。 @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=在你給予這雙鞋種子之後 items.artifacts.sandalsofnature.desc_seeds=自上次升級前,你已經給鞋子餵過了%d顆種子。 items.artifacts.skeletonkey.name=骷髏鑰匙 -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=使用 +items.artifacts.skeletonkey.cursed=詛咒的鑰匙毫無利用價值。 items.artifacts.skeletonkey.prompt=選擇一個目標 -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.invalid_target=你無法在此處使用你的鑰匙。 +items.artifacts.skeletonkey.lock_no_space=門被擋住了! +items.artifacts.skeletonkey.iron_charges=解開正常的鎖需要1點充能。 +items.artifacts.skeletonkey.gold_charges=解開黃金製的鎖需要2點充能。 +items.artifacts.skeletonkey.lock_charges=鎖門需要2點充能。 +items.artifacts.skeletonkey.wall_charges=製造魔法牆需要2點充能。 +items.artifacts.skeletonkey.crystal_charges=解開水晶製的鎖需要5點充能。 +items.artifacts.skeletonkey.wont_open=某些原因致使鑰匙無法解開這個鎖。 +items.artifacts.skeletonkey.locked_with_key=這道門被你的骷髏鑰匙鎖住了。 +items.artifacts.skeletonkey.force_lock=門鎖因骷髏鑰匙的遺失而被弱化,所以你試圖直接把門開撞開。 +items.artifacts.skeletonkey.discard=你丟棄了多餘的鑰匙。 +items.artifacts.skeletonkey.levelup=你的鑰匙變得更強大了! items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.desc_worn=這把魔法鑰匙似乎在你取代其它鑰匙使用時變得更強。他能插入地下城中幾乎所有的門以鎖上或解開它,即便有些門從來就沒鎖上過。\n\n這把鑰匙甚至能對八方"鎖"住那裡的空氣,創造3格寬的實心牆壁,持續10回合。如果後面有空間的話,這麼做也會將敵人推開。 +items.artifacts.skeletonkey.desc_cursed=詛咒的鑰匙似乎在使其無法解開任何鎖,它甚至使你有機會在使用其他鑰匙時開鎖失敗。 +items.artifacts.skeletonkey$keywall.desc=由骷髏鑰匙創造的臨時魔法牆。 items.artifacts.talismanofforesight.name=先見護符 items.artifacts.talismanofforesight.ac_scry=探查 @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=這把鑰匙經過精製,使其在黑暗中發出 items.keys.ironkey.name=鐵鑰匙 items.keys.ironkey.desc=這個鐵鑰匙的匙齒已經嚴重磨損;皮製繫帶也久經年歲摧殘。它對應的是哪扇門呢? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=破舊鑰匙 +items.keys.wornkey.desc=這把鑰匙磨耗嚴重,但看起來不能等閒視之。或許附近有什麼大門,只有它打得開。 @@ -940,9 +940,9 @@ items.quest.embers.name=元素餘燼 items.quest.embers.desc=只能從新生火元素身上採集到的特殊餘燼。它們散發著溫暖的能量。 items.quest.embers.discover_hint=此物品會在某任務中出現。 -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=脫逃水晶 items.quest.escapecrystal.ac_use=使用 -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=一條似乎被注入傳送魔法的水晶,你能用它離開金庫,但你拿不走其中的任何東西! items.quest.escapecrystal.discover_hint=此物品會在某任務中出現。 items.quest.gooblob.name=蝕黑黏液 @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=經過在煉金釜裡煮過一段時間後, items.trinkets.chaoticcenser.typical_stats_desc=此飾品通常會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 items.trinkets.chaoticcenser.stats_desc=以目前的等級,此飾品會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=碎裂望遠鏡 +items.trinkets.crackedspyglass.desc=要不是鏡頭上有裂痕,這台手持望遠鏡本應由完美且精湛的工藝製成。它似乎幫你從地下城中發現新物品,但它的缺陷導致這些物品更難發現! +items.trinkets.crackedspyglass.typical_stats_desc=通常此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 +items.trinkets.crackedspyglass.stats_desc=以目前的等級,此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 +items.trinkets.crackedspyglass.stats_desc_upgraded=以目前的等級,此飾品會在每個非頭目樓層生成一個隱藏的物品,且有_%1$s%%的機率_生成另一個。 items.trinkets.dimensionalsundial.name=時空日晷 items.trinkets.dimensionalsundial.warning=你的日晷上沒有影子,你開始感到不安。 @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=此飾品通常會將你的可視範 items.trinkets.eyeofnewt.stats_desc=以目前的等級而言,此飾品會將你的可視範圍減少_%1$s%%_,同時使你能以靈視看見_%2$d_格內的敵人。 items.trinkets.ferrettuft.name=雪貂絨束 -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=一簇銀白色的雪貂絨毛,以黃綠色的蝴蝶結挷成一束。雪貂因其敏捷、狡猾而聞名。此種力量從此飾品散發而出,加強角色的閃避能力。 items.trinkets.ferrettuft.typical_stats_desc=此飾品通常會使所有單位的閃避能力提升_%1$s%%_。 items.trinkets.ferrettuft.stats_desc=以目前的等級,此飾品將使所有角色的閃避能力提升_%1$s%%_。 @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=決鬥者利用戰斧寬大的斧板 items.weapon.melee.battleaxe.desc=這把有著碩大鋼製頭部的戰斧能將龐大的力量傾注在每次揮舞之中。 items.weapon.melee.crossbow.name=十字弓 -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=一般情況下裝備這件武器會使投擲飛鏢的傷害提升至_%1$d~%2$d點_, 且能把自身的附魔賦予射出去的飛鏢。 +items.weapon.melee.crossbow.stats_desc=裝備這件武器會使投擲飛鏢的傷害提升至_%1$d~%2$d點_, 且能把自身的附魔賦予射出去的飛鏢。 items.weapon.melee.crossbow.ability_name=武技 items.weapon.melee.crossbow.typical_ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害至少_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數暫時提升至少%2$d次_。 items.weapon.melee.crossbow.ability_desc=決鬥者使用十字弓的_武技_時,將視行動觸發以下效果之一:近戰擊退敵人、普通飛鏢傷害_+%1$d_、塗藥飛鏢使效果散到7x7並_使塗藥可用次數暫時提升%2$d次_。 @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=這種武器會把衝擊力發散到 items.weapon.missiles.forcecube.desc=這種奇形怪狀的武器小到可以握在掌心,但極其沉重。 items.weapon.missiles.heavyboomerang.name=重型迴力鏢 -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=此投擲武器在擲出五回合後,會飛回到扔出的地點。 items.weapon.missiles.heavyboomerang.desc=這種大型迴力鏢使用起來更困難,但能造成可觀的傷害。 items.weapon.missiles.javelin.name=標槍 @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=這種石頭被打磨過,使它們在 items.weapon.missiles.throwingstone.discover_hint=此物品是某位英雄的初始裝備。 items.weapon.missiles.tomahawk.name=投斧 -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=此種武器能使目標得到_%1$d~%2$d點的流血狀態_。 +items.weapon.missiles.tomahawk.typical_stats_desc=通常此武器會對目標造成_%1$d~%2$d點_流血傷害。 items.weapon.missiles.tomahawk.desc=這種手斧有鋸齒狀的刃。在擊中目標後能劃開血肉,並遺留在目標身上。 items.weapon.missiles.trident.name=三叉戟 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=此物品是某位英雄的初始裝備。 items.brokenseal$warriorshield.name=意念防護 items.brokenseal$warriorshield.desc_active=戰士的紋章堅定了他的意念,使他獲得了建於生命之上的護盾。這個效果在觸發後會受到冷卻。\n\n這種護盾不會被衰減,但會在附近沒有敵人的數回合後消失。消失的護盾能減少冷卻時間,至多50%%。\n\n剩餘護盾量:%1$d。\n\n目前冷卻時間:%2$d回合。 items.brokenseal$warriorshield.desc_cooldown=戰士的護盾效果剛被觸發,因此需等待一段時間後才能再次觸發防護效果。\n\n冷卻剩餘:%d回合。 -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=戰士紋章的冷卻時間目前為負數,代表它下次的觸發後的冷卻會低於150回合。此冷卻最多能降低至-150回合,代表著其下次觸發之後能再次就緒。\n\n冷卻剩餘:%d回合。 items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已滿。 @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=修復 items.liquidmetal.prompt=選擇一個投擲武器 items.liquidmetal.already_fixed=這件投擲武器已經完好無損了! items.liquidmetal.apply=你為修復該投擲武器消耗了%d瓶液態金屬。 -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=當這些金屬倒入投擲武器中,這種神奇的液體會進入他的每個因使用而產生的損傷處,讓這個投擲武器煥然一新!如果這套武器的有缺建,而其它部份是完整的,他也能為那套武器再補一件新的!\n\n完全修復1階投擲武器需要10瓶液態金屬,對於最強大的5階投擲武器則需要30瓶,且每級升級都要多耗35%。\n\n液態金屬無法恢復飛鏢上的塗藥。 items.liquidmetal.discover_hint=此物品為鍊金的產物。 items.lostbackpack.name=遺物 diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index e50114365..c7a97e84d 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反熵%s items.armor.curses.antientropy.desc=反熵诅咒与宇宙法则背道而驰,会抽离周遭的热量并汇集到穿戴者身上。这会使穿戴者短暂地燃烧,并冻结周围的一切! items.armor.curses.bulk.name=臃肿%s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=臃肿诅咒的护甲看上去更加厚重,但实际上防御力并没有增强。硕大的体积反而让使用者难以挤入门道。 items.armor.curses.corrosion.name=腐蚀%s items.armor.curses.corrosion.desc=腐蚀诅咒的护甲会喷溅出腐蚀性液体,为区域内的所有东西盖上一层黏糊糊的酸性淤泥。 @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=蓄血圣杯 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什么 items.artifacts.chaliceofblood.no=不,我改主意了 -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=每次使用圣杯都会消耗比上次更多的生命力,但作为交换,它亦会进一步强化你的自然生命回复速率。\n\n下一次用其刺伤自己时,会造成_ %1$d~%2$d _点伤害。该伤害可被_物法格挡与伤害减免_降低。不计算任何减伤效果,下一次刺伤自己会有 _%3$s%%_ 的概率将你的生命力抽取竭尽。\n\n你确定要为圣杯献上更多的生命力吗? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精华流入了圣杯。 items.artifacts.chaliceofblood.ondeath=圣杯将你的生命精华吸噬殆尽了... items.artifacts.chaliceofblood.desc=这个闪闪发光的银质圣杯在边沿突兀地装饰着几颗造型尖锐的宝石。 items.artifacts.chaliceofblood.desc_cursed=被诅咒的圣杯将自己固定在你手上,抑制着你回复生命的能力。 items.artifacts.chaliceofblood.desc_1=握住圣杯的那一刻,你涌起一股想在那些尖锐宝石上刺伤自己的奇特冲动。 -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=你的一些血液汇集到圣杯里,你可以隐约感受到杯子在为你送来生命能量,提高了你的自然生命恢复速度。你还想用圣杯继续割伤自己,即便你知道那很疼。 items.artifacts.chaliceofblood.desc_3=圣杯已经被你的生命精华填满。你可以感觉到圣杯正将生命能量倾泻般回馈给你。 items.artifacts.cloakofshadows.name=暗影斗篷 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=你的袖章充能不足。 items.artifacts.masterthievesarmband.cursed=你不能使用被诅咒的袖章。 items.artifacts.masterthievesarmband.full=你的袖章充满了能量! items.artifacts.masterthievesarmband.prompt=选择一个敌人作为目标 -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=你只能选择一个邻近你的敌人! items.artifacts.masterthievesarmband.steal_shopkeeper=你不能直接从店主那里窃取物品。 items.artifacts.masterthievesarmband.no_steal=这个敌人身上没什么好偷的。 items.artifacts.masterthievesarmband.stole_item=你偷到了:%s。 @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=鞋子泛起你喂给它们的最 items.artifacts.sandalsofnature.desc_seeds=你已经给鞋子喂食了%d粒种子。 items.artifacts.skeletonkey.name=骷髅钥匙 -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=插入 +items.artifacts.skeletonkey.cursed=你不能使用被诅咒的骷髅钥匙。 items.artifacts.skeletonkey.prompt=选择一个目标 -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=那里没有东西可上锁或解锁。 +items.artifacts.skeletonkey.lock_no_space=你不能将一个单位锁在门内! +items.artifacts.skeletonkey.iron_charges=解开一把锁需要消耗1点充能。 +items.artifacts.skeletonkey.gold_charges=解开一把金锁需要消耗2点充能。 +items.artifacts.skeletonkey.lock_charges=上锁一道门需要消耗2点充能。 +items.artifacts.skeletonkey.wall_charges=创造一面临时墙壁需要消耗2点充能。 +items.artifacts.skeletonkey.crystal_charges=解开一把水晶锁需要消耗5点充能。 +items.artifacts.skeletonkey.wont_open=钥匙出于某种原因拒绝适配这把锁。 +items.artifacts.skeletonkey.locked_with_key=这扇门已被你的骷髅钥匙上锁。 +items.artifacts.skeletonkey.force_lock=这把锁已被你的骷髅钥匙削弱。你成功将其强行解开。 +items.artifacts.skeletonkey.discard=你弃置了多余的钥匙。 +items.artifacts.skeletonkey.levelup=你的骷髅钥匙变得更强了! +items.artifacts.skeletonkey.desc=一把匙柄处塑有头骨,外观不凡的钥匙。每次你观察其齿牙时,它的样子似乎总是不一样。 +items.artifacts.skeletonkey.desc_worn=这把不同于地牢中其他钥匙的魔法钥匙似乎能在你使用它的时候获得力量。它几乎可被插到地牢的任何锁中并将其上锁或解锁,还包括先前从未被锁住的门。\n\n钥匙还可用于“锁定”你面前正向或斜向空间的空气,以创造一面持续10回合,3格宽的坚固墙壁。如果有空间可施展,锁定会将敌人击退。 +items.artifacts.skeletonkey.desc_cursed=被诅咒的钥匙似乎在全力避免适配任何一把锁,并使你更难以使用其他钥匙(但并非不能使用)。 +items.artifacts.skeletonkey$keywall.desc=一面被骷髅钥匙创造的临时魔法墙壁。 items.artifacts.talismanofforesight.name=先见护符 items.artifacts.talismanofforesight.ac_scry=探查 @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=这把水晶钥匙在黑暗中反射着光芒。或 items.keys.ironkey.name=铁钥匙 items.keys.ironkey.desc=这个铁钥匙的匙齿已经严重磨损;皮制系带也久经年岁摧残。它对应的是哪扇门呢? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=磨损钥匙 +items.keys.wornkey.desc=这把磨损而褪色的钥匙看起来非同寻常。大概它可以打开附近某道非同寻常的门。 @@ -940,9 +940,9 @@ items.quest.embers.name=元素余烬 items.quest.embers.desc=只能从新生火焰元素身上采集到的特殊余烬.。它们散发着温暖的能量。 items.quest.embers.discover_hint=你可在某个任务中找到该物品。 -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=逃逸棱晶 items.quest.escapecrystal.ac_use=使用 -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=似乎内含传送魔法的细长结晶法术。你可以随时使用法术以离开矮人宝库,但你将无法带走任何东西! items.quest.escapecrystal.discover_hint=你可在某个任务中找到该物品。 items.quest.gooblob.name=粘咕球 @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=在炼金釜内炼制一段时间后,这只 items.trinkets.chaoticcenser.typical_stats_desc=这件饰物通常会每经_%d_±回合在敌人附近生成一团有害气体。气体只会在敌人存在时生成。饰物的等级越高,稀有而强力的气体生成的可能性越高。 items.trinkets.chaoticcenser.stats_desc=在当前等级下,这件饰物会每经_%d_±回合在敌人附近生成一团有害气体。气体只会在敌人存在时生成。饰物的等级越高,稀有而强力的气体生成的可能性越高。 -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=幻象裂镜 +items.trinkets.crackedspyglass.desc=这柄手持式望远镜若其前镜头完好无损,则可称得上一件能工巧匠的伟大之作。望远镜虽然能帮助你发现地牢中的新物品,却由于其缺陷导致物品难以被看清。 +items.trinkets.crackedspyglass.typical_stats_desc=这件饰物通常会有_%1$s%%_的概率在在除Boss层以外的每层额外生成一件隐藏物品 +items.trinkets.crackedspyglass.stats_desc=在当前等级下,这件饰物会有_%1$s%%_的概率在除Boss层以外的每层额外生成一件隐藏物品。 +items.trinkets.crackedspyglass.stats_desc_upgraded=在当前等级下,这件饰物会有_100%%_的概率在除Boss层以外的每层额外生成一件隐藏物品,并有_%1$s%%_的概率生成第二件额外隐藏物品。 items.trinkets.dimensionalsundial.name=位面日晷 items.trinkets.dimensionalsundial.warning=你的日晷不再显影,这使你倍感不安。 @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=这件饰物通常会降低你_%1$s% items.trinkets.eyeofnewt.stats_desc=在当前等级下,这件饰物会降低你_%1$s%%_的视距,但也会使你获得对_%2$d_格范围内敌人的灵视感知。 items.trinkets.ferrettuft.name=雪貂绒束 -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=一簇银白色的雪貂丝绒,以黄绿色的蝴蝶结捆为一束。雪貂因其敏捷、顽皮与狡黠而闻名。这种力量似乎从这件饰物散发而出,加强了附近任何单位的闪避能力。 items.trinkets.ferrettuft.typical_stats_desc=这件饰物通常会提升所有单位_%1$s%%_的闪避。 items.trinkets.ferrettuft.stats_desc=在当前等级下,这件饰物会提升所有单位 _%1$s%%_的闪避。 @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=决斗家可以用战斧使出_重击_ items.weapon.melee.battleaxe.desc=这把有着硕大钢制头部的战斧能将庞大的力量倾注在每次挥舞之中。 items.weapon.melee.crossbow.name=十字弩 -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=通常,这件武器在被装备时会强化飞镖以造成_%1$d~%2$d_点伤害,甚至能将其附魔赋予飞镖。 +items.weapon.melee.crossbow.stats_desc=这件武器在被装备时会强化飞镖以造成_%1$d~%2$d_点伤害,甚至能将其附魔赋予飞镖。 items.weapon.melee.crossbow.ability_name=充能射击 items.weapon.melee.crossbow.typical_ability_desc=决斗家可以为十字弩_蓄势_。这个武技能使下一次攻击必定命中,并将视情况触发以下三种效果之一:近战攻击将会击退敌人;未涂药飞镖一般会造成_%1$d点额外伤害_,而涂药飞镖将会在7x7的范围内触发效果,还一般会增加_%2$d次可用次数_。 items.weapon.melee.crossbow.ability_desc=决斗家可以为十字弩_蓄势_。这个武技能使下一次攻击必定命中,并将视情况触发以下三种效果之一:近战攻击将会击退敌人;未涂药飞镖将会造成_%1$d点额外伤害_,而涂药飞镖将会在7x7的范围内触发效果,还会增加_%2$d次可用次数_。 @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=这件武器释放出一阵小范围 items.weapon.missiles.forcecube.desc=这些奇形怪状的魔力方块小到可以握在你的手里,但出乎意料地非常重。 items.weapon.missiles.heavyboomerang.name=重型回旋镖 -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=这件武器会在被掷出的五回合后旋回至原位置。 items.weapon.missiles.heavyboomerang.desc=这把大号回旋镖笨重难用,但能造成可观的伤害。 items.weapon.missiles.javelin.name=标枪 @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=这些石头被人用砂纸打磨成趁 items.weapon.missiles.throwingstone.discover_hint=某位英雄初始携带该物品。 items.weapon.missiles.tomahawk.name=飞斧 -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=这件武器对其目标施加_%1$d~%2$d点流血_。 +items.weapon.missiles.tomahawk.typical_stats_desc=这件武器通常对其目标施加_%1$d~%2$d点流血_。 items.weapon.missiles.tomahawk.desc=这些飞斧的锯刃只要卡在敌人身上就能造成流血的撕裂伤口。 items.weapon.missiles.trident.name=三叉戟 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=某位英雄初始携带该物品。 items.brokenseal$warriorshield.name=战士护盾 items.brokenseal$warriorshield.desc_active=战士的破损纹章正使他变得不屈不挠,使其获得在生命值之上的护盾。在护盾首次触发后其可被再次使用之前护盾需要进行冷却。\n\n这种护盾并不会随时间衰减,但如果附近持续几回合没有敌人则护盾会结束。当其结束时,任何未使用的护盾都会降低护盾冷却,最多降低50%%。\n\n剩余护盾:%1$d\n\n当前冷却:%2$d items.brokenseal$warriorshield.desc_cooldown=战士近期已经从他的破碎纹章获得了护盾,而他必须等待直至他可从其护盾效果中再次获益。\n\n剩余回合数:%d -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在生效之后再生效一次。\n\n剩余冷却时间:%d items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已满。 @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=修复 items.liquidmetal.prompt=选择一个投掷武器 items.liquidmetal.already_fixed=这件投掷武器已经完好无损了! items.liquidmetal.apply=你为修复该投掷武器消耗了%d滴液金。 -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=这种神奇的液体可以修补投掷武器的破损之处,使之焕然一新!若有一组武器完好无损但缺失其一,液金甚至可用于替换那件缺失的武器!\n\n完全修复一件1阶武器需要10瓶液金,而一件5阶武器需要30瓶液金。武器的每级升级还会增加35%的液金需求量。\n\n液金无法用于修复涂药飞镖的耐久度。 items.liquidmetal.discover_hint=你可通过炼金合成该物品。 items.lostbackpack.name=遗物 diff --git a/core/src/main/assets/messages/journal/journal_sv.properties b/core/src/main/assets/messages/journal/journal_sv.properties index bb1ac873a..8abc9a5b1 100644 --- a/core/src/main/assets/messages/journal/journal_sv.properties +++ b/core/src/main/assets/messages/journal/journal_sv.properties @@ -16,7 +16,7 @@ journal.catalog.thrown_weapons.title=kastvapen journal.catalog.wands.title=trollspön journal.catalog.rings.title=ringar journal.catalog.artifacts.title=artefakter -journal.catalog.trinkets.title=smycken +journal.catalog.trinkets.title=prydnadssaker journal.catalog.misc_equipment.title=diverse utrustning journal.catalog.potions.title=drycker @@ -44,8 +44,8 @@ journal.document.adventurers_guide.identifying.title=Identifiering av föremål journal.document.adventurers_guide.identifying.body=Färgerna på drycker och symboler på rullarna är olika i varje fängelsehåla. Oidentifierad utrustning kan uppgraderas eller förtrollas om du har tur, eller så kan den vara förbannad!\n\nRullar för identifiering, uppgradering eller borttagning av förbannelser är mycket användbara om du vill minska risken med att använda oidentifierad utrustning.\n\n(Du hittar en lista över alla föremål du har identifierat i katalogen i din dagbok.) journal.document.adventurers_guide.food.title=Hantering av hunger journal.document.adventurers_guide.food.body=Att ransonera effektivt är ett av de bästa sätten att förbättra dina överlevnadschanser. Du behöver inte alltid äta direkt när du blir hungrig!\n\nNär du inte är utsvulten återhämtar du dig långsamt, så om du äter när du är helt frisk går den återhämtningen till spillo!\n\nOm du anpassar dina måltider efter din hälsa räcker maten mycket längre. -journal.document.adventurers_guide.alchemy.title=Alkemi & smycken -journal.document.adventurers_guide.alchemy.body=Om du inte tycker att en förbrukningsvara är användbar kan du använda den som en alkemisk ingrediens eller omvandla den till allsidig alkemisk energi. Energigivande drycker och rullar identifierar dem också!\n\nSmycken är en unik typ av utrustning som skapas och uppgraderas med hjälp av alkemin. De tillverkas med en magisk smyckeskatalysator och lite alkemisk energi.\n\n(Den första alkemikrukan finns på tredje eller fjärde våningen i fängelsehålan. Det finns också sidor ur alkemireceptboken nära dessa krukor.) +journal.document.adventurers_guide.alchemy.title=Alkemi & prydnadssaker +journal.document.adventurers_guide.alchemy.body=Om du inte tycker att en förbrukningsvara är användbar kan du använda den som en alkemisk ingrediens eller omvandla den till allsidig alkemisk energi. Energigivande drycker och rullar identifierar dem också!\n\nPrydnadssaker är en unik typ av utrustning som skapas och uppgraderas med hjälp av alkemin. De tillverkas med en magisk prydnadssakskatalysator och lite alkemisk energi.\n\n(Den första alkemikrukan finns på tredje eller fjärde våningen i fängelsehålan. Det finns också sidor ur alkemireceptboken nära dessa krukor.) journal.document.adventurers_guide.dieing.title=Hantering av nederlag journal.document.adventurers_guide.dieing.body=Utforska fängelsehålor är farligt och de flesta äventyrare möter så småningom sin död.\n\nTur hjälper, men de bästa äventyrarna använder varje liten knep för att förbättra sina chanser.\n\n(Bli inte upprörd om du dör ofta, det här spelet är svårt! Fokusera på att lära dig spelet och förbättra dig stadigt, inte på att vinna direkt.) journal.document.adventurers_guide.searching.title=Söker diff --git a/core/src/main/assets/messages/levels/levels_cs.properties b/core/src/main/assets/messages/levels/levels_cs.properties index bda0b9fb8..d7e9ac396 100644 --- a/core/src/main/assets/messages/levels/levels_cs.properties +++ b/core/src/main/assets/messages/levels/levels_cs.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Nějaký nepozorný dobrodruh m levels.rooms.special.weakfloorroom$hiddenwell.name=Vzdálená studna levels.rooms.special.weakfloorroom$hiddenwell.desc=Dokážeš v hlubinách rozeznat obrysy studny. Co když tam dole něco je? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Vstup do pokladnice +levels.rooms.quest.ambitiousimproom$questentrance.desc=Tato zlověstně vypadající jáma je vstupem do trpasličí pokladnice. Magická bariéra ti brání vstoupit, a můžeš po ní chodit, jako by to byla pevná zem. levels.rooms.quest.blacksmithroom$questentrance.name=Vstup do dolů levels.rooms.quest.blacksmithroom$questentrance.desc=Tento žebřík vede do starého dolu přímo pod kovářovou dílnou. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Planoucí podstavec levels.citylevel.region_deco_desc=Vyzdvihnutý kamenný podstavec s jasně zeleným magickýým plamenem na vrchu. Plamen je tak hustý, že se zdá být skoro pevným. levels.citylevel.upcoming_quest_intro_title=Zpráva od vývojáře -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Další velký update Shattered Pixel Dungeonu přinese velkou změnu úkolu od ambiciózního impa! Ten pověří hráče vyloupením prastaré trpasličí pokladnice, u jejíhož vstupu se právě nacházíte.\n\nNyní je tato oblast vesměs prázdná, ale můžete tam vsoupit, porozhlédnout se tam, otestovat ji a poskytnout případnou zpětnou vazbu!\n\nJedním z principů úkolu bude to, že si s sebou nebudete moct vzít své předměty, takže před vstupem o ně dočasně přijdete a _dostanete únikový krystal, který vám umožní návrat_. Hlad a regenerace se zde také pozastaví.\n\n-Evan +levels.citylevel.upcoming_quest_intro_yes=Sestoupit do pokladnice +levels.citylevel.upcoming_quest_intro_no=Zůstat zde levels.hallslevel.water_name=Chladná láva levels.hallslevel.grass_name=Žhavý mech diff --git a/core/src/main/assets/messages/levels/levels_it.properties b/core/src/main/assets/messages/levels/levels_it.properties index 1521f6c32..e6c1933a6 100644 --- a/core/src/main/assets/messages/levels/levels_it.properties +++ b/core/src/main/assets/messages/levels/levels_it.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un avventuriero spericolato dev levels.rooms.special.weakfloorroom$hiddenwell.name=Pozzo distante levels.rooms.special.weakfloorroom$hiddenwell.desc=Puoi a malapena scorgere un pozzo nelle profondità sottostanti, c'è forse qualcosa laggiù? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Entrata della Cripta +levels.rooms.quest.ambitiousimproom$questentrance.desc=Questo sinistro baratro sembra essere l'entrata ad una sorta di antica cripta nanica. Poiché una barriera magica proibisce l'ingresso, puoi camminarci sopra come se ci fosse del suolo. levels.rooms.quest.blacksmithroom$questentrance.name=Ingresso miniera levels.rooms.quest.blacksmithroom$questentrance.desc=Questa scala conduce ad una vecchia miniera proprio sotto l'officina del fabbro. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Piedistallo infiammato levels.citylevel.region_deco_desc=Un piedistallo sopraelevato con una brillante fiamma magica verde in cima. La fiamma è così densa che potrebbe anche essere solida. levels.citylevel.upcoming_quest_intro_title=Messaggio dello Sviluppatore -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Il prossimo aggiornamento maggiore a Shattered Pixel Dungeon conterrà un rifacimento alla missione data dal Diavoletto Ardito! Questa missione ti porterà ad invadere un'antica cripta nanica, la cui entrata è sotto di te. \n\nAl momento la nuova area della missione è abbastanza vuota, ma sei il benvenuto a scendere e guardarti intorno, sia per provare la nuova area, sia per dare i primi commenti! \n\nUna delle meccaniche della missione consiste nel fatto che nessuno dei tuoi oggetti sarà con te, quindi, scendendo, dovrai temporaneamente perdere tutti i tuoi oggetti e _ti sarà dato un cristallo di fuga che ti permetterà di tornare._ Effetti di fame e rigenerazione inoltre saranno messi in pausa. \n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Calati nella cripta +levels.citylevel.upcoming_quest_intro_no=Rimani qui levels.hallslevel.water_name=Lava fredda levels.hallslevel.grass_name=Muschiobrace diff --git a/core/src/main/assets/messages/levels/levels_ko.properties b/core/src/main/assets/messages/levels/levels_ko.properties index 3173f5337..442fbd698 100644 --- a/core/src/main/assets/messages/levels/levels_ko.properties +++ b/core/src/main/assets/messages/levels/levels_ko.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=몇 년 전에 부주의한 모 levels.rooms.special.weakfloorroom$hiddenwell.name=멀리 떨어진 우물 levels.rooms.special.weakfloorroom$hiddenwell.desc=아래층의 우물로 빠져 나올 수 있을 것으로 보인다. 아마 밑에 무언가가 있을지도? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=금고 입구 +levels.rooms.quest.ambitiousimproom$questentrance.desc=이 불길한 구멍은 어떤 고대 드워프 금고로 이어지는 입구인 것 같습니다. 마법의 보호막이 접근을 막고 있으며, 마치 바닥이 있는 것처럼 그 위를 걸어다닐 수 있습니다. levels.rooms.quest.blacksmithroom$questentrance.name=광산 입구 levels.rooms.quest.blacksmithroom$questentrance.desc=이 사다리는 대장장이의 공방 바로 밑에 위치한 오래된 광산과 이어져 있다. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=불타는 제단 levels.citylevel.region_deco_desc=초록색 마법의 불꽃이 타오르고 있는 높게 솟은 제단이다. 불길이 너무 거세서 마치 고체인 것처럼 보인다. levels.citylevel.upcoming_quest_intro_title=개발자의 말 -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=섀터드 픽셀 던전의 다음 메이저 업데이트는 야심만만한 임프 퀘스트에 대한 전면 수정입니다! 이 퀘스트는 고대 드워프 금고를 습격하도록 지시하며, 당신이 지금 서 있는 그 곳이 입구입니다.\n\n현재 새 퀘스트 지역은 거의 비어 있지만, 얼마든지 내려가서 구경해도 좋습니다. 새로운 지역에 대한 테스트나 피드백 모두 환영입니다!\n\n퀘스트 작동 방식 중 하나는 어떤 아이템도 가져올 수 없다는 것입니다. 따라서 내려갈 때에는 당신이 가진 모든 아이템을 일시적으로 잃을 것이며, _탈출에 사용할 수 있는 탈출 수정을 제공할 것입니다._ 허기와 재생 효과는 중지됩니다.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=금고로 내려간다 +levels.citylevel.upcoming_quest_intro_no=여기 있는다 levels.hallslevel.water_name=차가운 용암 levels.hallslevel.grass_name=잉걸불이끼 diff --git a/core/src/main/assets/messages/levels/levels_nl.properties b/core/src/main/assets/messages/levels/levels_nl.properties index f8f09db38..f245949a6 100644 --- a/core/src/main/assets/messages/levels/levels_nl.properties +++ b/core/src/main/assets/messages/levels/levels_nl.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Een onvoorzichtige avonturier m levels.rooms.special.weakfloorroom$hiddenwell.name=Verre put levels.rooms.special.weakfloorroom$hiddenwell.desc=Je kunt in de diepte net een put zien, misschien is er iets daar beneden? +levels.rooms.quest.ambitiousimproom$questentrance.name=Kluis Ingang +levels.rooms.quest.ambitiousimproom$questentrance.desc=Deze onheilspellende kuil lijkt de ingang te zijn van een eeuwenoude dwergenkluis. Een magische barrière verhindert de toegang, je kunt eroverheen lopen alsof er een vloer is. + levels.rooms.quest.blacksmithroom$questentrance.name=Ingang van de mijn levels.rooms.quest.blacksmithroom$questentrance.desc=Deze ladder leidt naar een oude mijn net onder de werkplaats van de smid. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=De rijen boeken over verschillende disciplines v levels.citylevel.region_deco_name=Vlammende sokkel levels.citylevel.region_deco_desc=Een verhoogd voetstuk met een felgroene magische vlam erop. De vlam is zo compact dat hij net zo goed massief zou kunnen zijn. +levels.citylevel.upcoming_quest_intro_title=Bericht van de ontwikkelaar +levels.citylevel.upcoming_quest_intro_body=De volgende grote update voor Shattered Pixel Dungeon bevat een revisie van de quest van de Ambitieuze Kobold! Deze quest geeft je de opdracht een eeuwenoude dwergenkluis te plunderen, waar je momenteel boven op de ingang staat. \n\nHet nieuwe questgebied is momenteel vrij leeg, maar je bent van harte welkom om naar beneden te gaan en rond te kijken, zowel om het nieuwe gebied te testen als om alvast feedback te geven! \n\nEen van de mechanismen van de quest is dat geen van je items met je meekomt, dus als je afdaalt, verlies je tijdelijk je items en _krijg je een ontsnappingskristal waarmee je terug kunt keren._ Honger- en regeneratie-effecten worden ook gepauzeerd. \n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Daal af in de kluis +levels.citylevel.upcoming_quest_intro_no=Blijf hier + levels.hallslevel.water_name=Koude lava levels.hallslevel.grass_name=Sintelmos levels.hallslevel.high_grass_name=Sintelfungi diff --git a/core/src/main/assets/messages/levels/levels_sv.properties b/core/src/main/assets/messages/levels/levels_sv.properties index 337b66491..c86cbe349 100644 --- a/core/src/main/assets/messages/levels/levels_sv.properties +++ b/core/src/main/assets/messages/levels/levels_sv.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=En oförsiktig äventyrare mås levels.rooms.special.weakfloorroom$hiddenwell.name=Fjärran brunn levels.rooms.special.weakfloorroom$hiddenwell.desc=Du kan precis urskilja en brunn i djupet under dig, kanske finns det något där nere? +levels.rooms.quest.ambitiousimproom$questentrance.name=Kammarens ingång +levels.rooms.quest.ambitiousimproom$questentrance.desc=Denna olycksbådande grop verkar vara ingången till någon forntida dvärgkammare. En magisk barriär hindrar inträde, men du kan gå över den som om det vore ett golv. + levels.rooms.quest.blacksmithroom$questentrance.name=Gruvans ingång levels.rooms.quest.blacksmithroom$questentrance.desc=Den här stegen leder till en gammal gruva strax nedanför smedjan. @@ -38,7 +41,7 @@ levels.traps.alarmtrap.name=larmfälla levels.traps.alarmtrap.alarm=Fällan avger ett genomträngande ljud som ekar genom hela fängelsehålan! levels.traps.alarmtrap.desc=Den här fällan verkar vara kopplad till en högljudd larmmekanism. Om den utlöses kommer den troligen att varna alla på nivån. -levels.traps.blazingtrap.name=brännande fälla +levels.traps.blazingtrap.name=blossande fälla levels.traps.blazingtrap.desc=Om du trampar på den här fällan antänds en kraftfull kemisk blandning som sätter eld på ett stort område. levels.traps.burningtrap.name=brinnande fälla @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Bokhyllan är fylld med rader av böcker om olik levels.citylevel.region_deco_name=Flamande piedestal levels.citylevel.region_deco_desc=En upphöjd piedestal med en ljusgrön magisk flamma ovanpå. Flamman är så tät att den lika gärna skulle kunna vara fast. +levels.citylevel.upcoming_quest_intro_title=Meddelande från utvecklaren +levels.citylevel.upcoming_quest_intro_body=Nästa stora uppdatering av Shattered Pixel Dungeon kommer att innehålla en översyn av uppdraget som ges av Ambitiös djävul! I detta uppdrag får du i möjlighet att plundra ett gammalt dvärgvalv, som du just nu står ovanpå ingången till.\n\nFör närvarande är det nya uppdragsområdet ganska tomt, men du är välkommen att gå ner och titta runt, både för att testa det nya området och ge tidig återkoppling!\n\nEn av uppdragets mekanismer är att du inte får ta med dig några av dina föremål, så när du går ner kommer du tillfälligt att förlora dina föremål och få en flyktkristall som låter dig återvända. Hungerkänslor och regenereringseffekter kommer också att pausas.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Stig ner i kammaren +levels.citylevel.upcoming_quest_intro_no=Stanna här + levels.hallslevel.water_name=Kall lava levels.hallslevel.grass_name=Embbermoss levels.hallslevel.high_grass_name=Embersvamp diff --git a/core/src/main/assets/messages/levels/levels_zh-hant.properties b/core/src/main/assets/messages/levels/levels_zh-hant.properties index 0c2649feb..19b1cd12e 100644 --- a/core/src/main/assets/messages/levels/levels_zh-hant.properties +++ b/core/src/main/assets/messages/levels/levels_zh-hant.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=一定是一個莽撞的冒險 levels.rooms.special.weakfloorroom$hiddenwell.name=遠處的井 levels.rooms.special.weakfloorroom$hiddenwell.desc=你隱約可以看到深處有一口井,也許這下面有些什麼? +levels.rooms.quest.ambitiousimproom$questentrance.name=金庫入口 +levels.rooms.quest.ambitiousimproom$questentrance.desc=這個洞似乎是進入某個古老矮人金庫的入口。某個魔法屏障堵在入口上,你能直接走過去。 + levels.rooms.quest.blacksmithroom$questentrance.name=礦坑入口 levels.rooms.quest.blacksmithroom$questentrance.desc=這架梯子通往鐵匠鋪下方的一座老舊礦坑。 @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=不同學科的書排滿了書架。 levels.citylevel.region_deco_name=靈火基座 levels.citylevel.region_deco_desc=一個凸起的基座,上面有一道綠色的魔法火焰。火焰不燙,卻旺到像是一面牆壁一樣。 +levels.citylevel.upcoming_quest_intro_title=開發者留言 +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=進入金庫 +levels.citylevel.upcoming_quest_intro_no=待在這裡 + levels.hallslevel.water_name=低溫岩漿 levels.hallslevel.grass_name=灰燼苔蘚 levels.hallslevel.high_grass_name=灰燼真菌 diff --git a/core/src/main/assets/messages/levels/levels_zh.properties b/core/src/main/assets/messages/levels/levels_zh.properties index 380f6da2c..7295305d2 100644 --- a/core/src/main/assets/messages/levels/levels_zh.properties +++ b/core/src/main/assets/messages/levels/levels_zh.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=一定是一个莽撞的冒险 levels.rooms.special.weakfloorroom$hiddenwell.name=远处的井 levels.rooms.special.weakfloorroom$hiddenwell.desc=你隐约可以看到深处有一口井,也许这下面有些什么? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=宝库入口 +levels.rooms.quest.ambitiousimproom$questentrance.desc=这个不详的巨坑似乎就是某个远古的矮人宝库。魔法屏障封印了入口,而你可以在其上行走自如,如同此处正有地面一般。 levels.rooms.quest.blacksmithroom$questentrance.name=矿井入口 levels.rooms.quest.blacksmithroom$questentrance.desc=这架梯子通往铁匠铺下方的一座旧矿井。 @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=长明基座 levels.citylevel.region_deco_desc=一个在其上燃有明亮的绿色魔法火焰的凸起基座。火焰是如此致密,好似固化了一般。 levels.citylevel.upcoming_quest_intro_title=开发者留言 -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=破碎的像素地牢的下次重要更新将着力于全面重做“野心勃勃的小恶魔”所给予的任务!重做后的任务将指示你突袭一处古代矮人保险库,而这处保险库的入口就在你的脚底下。\n\n当前,新任务的场地还很空旷,但欢迎你提前进去转转,测试新场地并给出早期反馈意见!\n\n重做后任务的机制之一,便是你将不携带自己的物品进入其中,这意味着进入保险库时,你将暂时失去你的所有物品,_但会获得一个能够使你返回此处的逃逸棱晶。_在保险库当中时,你不会饥饿,你的生命值也无法自然恢复。\n\n-Evan +levels.citylevel.upcoming_quest_intro_yes=降入宝库 +levels.citylevel.upcoming_quest_intro_no=留在原地 levels.hallslevel.water_name=低温岩浆 levels.hallslevel.grass_name=余烬苔藓 diff --git a/core/src/main/assets/messages/misc/misc_cs.properties b/core/src/main/assets/messages/misc/misc_cs.properties index 336ffa4cd..720d887b8 100644 --- a/core/src/main/assets/messages/misc/misc_cs.properties +++ b/core/src/main/assets/messages/misc/misc_cs.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Poraž bosse ve vězení aniž bys byl zasaž badges$badge.boss_challenge_3.title=Vymanévrován badges$badge.boss_challenge_3.desc=Poraž bosse v jeskyních, aniž by na tebe zaútočil nebo bys byl zraněn zatímco je nabitý badges$badge.boss_challenge_4.title=Žádné zbraně v Jeho přítomnosti -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Poraž bosse ve městě aniž bys na něj přímo zaútočil zbraní, prstenem, hůlkou nebo zraňujícími kouzly. badges$badge.boss_challenge_5.title=Zkázobijec badges$badge.boss_challenge_5.desc=Poraž posledního bosse, aniž by byly zničeny jakékoliv líhně démonů a se zapnutou výzvou 'Horší bossové' badges$badge.games_played_1.title=Průzkumník Kobek - Začátečník @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Mírumilovný vzestup badges$badge.pacifist_ascent.desc=Vynes Amulet Yendoru na povrch, aniž bys kdy oslabil jeho kletbu badges$badge.taking_the_mick.title=Chop se krumpáče badges$badge.taking_the_mick.desc=Zasaď poslední ránu konečnému bossovi krumpáčem na úrovni +20 nebo víc -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Náhodné vítězství! +badges$badge.victory_random.desc=Získej Amulet Yendoru s náhodným hrdinou, náhodnými body schopností, náhodnou podtřídou a náhodnou schopností zbroje. challenges.no_food=Na dietě challenges.no_food_desc=Jídla je už tak málo, ale teď musíš počítat každou porci!\n\n- Původní efektivita jídla a rohu hojnosti je snížena na jednu třetinu\n- Další zdroje nasycení nejsou ovlivněny @@ -228,7 +228,7 @@ challenges.darkness_desc=Přeci jen je to kobka!\n\n- Běžná viditelná vzdál challenges.no_scrolls=Zapomenuté runy challenges.no_scrolls_desc=Určitá runa se hledá hůř. Bohužel je to vždy ta nejužitečnější.\n\n- Polovina svitků vylepšení z kobky je odstraněna challenges.champion_enemies=Zákeřní protivníci -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Nejsi to pouze ty, kdo se může stát silnější!\n\nBěžní nepřátelé mají na poschodí 1 šanci 1/8, že se objeví se speciálním posilujícím efektem. Tato šance se postupně zvyšuje až na 1/6 na poschodí 21.\n\n- Posílení nepřátelé se okamžitě vzbudí, jakmile se v kobce objeví\n- Hrdina se dozví, když se posílený protivník někde objeví\n- Posílené protivníky nelze přeměnit ve spojence\n\nMůžeš narazit na 6 typů posílených protivníků:\n_Plamenný (oranžový):_ uděluje +25% poškození na blízko, při útoku zapaluje, imunní vůči ohni, po smrti okolo rozšíří oheň, nemůže zapálit políčka s vodou\n_Dálkový (fialový):_ uděluje +25% poškození na blízko, útoky na blízko mají +3 dosah\n_Anti-magický (zelený):_ -50% z obdrženého poškození, imunní vůči magickým efektům\n_Obří (modrý):_ -80% z obdrženého poškození, útoky na blízko mají +1 dosah, nevleze se do úzkých prostorů\n_Požehnaný (žlutý):_ 4x vyšší přesnost a vyhýbání\n_Sílící (červený):_ o +20% větší přesnost, vyhýbání, poškození a efektivní HP. Tyto vlastnosti se každé 4 tahy zvyšují o 1%. challenges.stronger_bosses=Težší bossové challenges.stronger_bosses_desc=Bossové jsou s touhle výzvou o dost tužší sousto!\n\n_Goo:_ +20% životů\n_-_ Léčení ve vodě se zvyšuje na 3/tah\n_-_ Nafukování se trvá 1 tah namísto 2\n_Tengu:_ +25% životů\n_-_ V 1. fázi jsou pasti mnohem smrtelnější\n_-_ V 2. fázi používá svoje schopnosti mnohem častěji\n_DM-300:_ +33% životů\n_-_ Pylony jsou odolnější a aktivují se 3\n_-_ Schopnosti jsou častější a silnější\n_-_ DM-300 je rychlejší, když je nabit\n_-_ Odhalené dráty jsou dvakrát častější\n_Král trpaslíků:_ +50% životů\n_-_ Služebníci jsou ve všech fázích silnější\n_-_ V 1. fázi častěji používá své schopnosti a přivolává služebníky\n_-_ V 2. fázi přivolá dvakrát tolik služebníků s každým kolem\n_-_ Ve 3. fázi má dvojnásobek životů a přivolává služebníky rychleji\n_Yog-Dzewa:_ \n_-_ Vždy dvě pěsti jsou vyvolány naráz!\n_-_ Poškození laserem zvýšeno o +60%\n_-_ Silnější služebníci diff --git a/core/src/main/assets/messages/misc/misc_it.properties b/core/src/main/assets/messages/misc/misc_it.properties index 6b54c380f..9349d79c8 100644 --- a/core/src/main/assets/messages/misc/misc_it.properties +++ b/core/src/main/assets/messages/misc/misc_it.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Sconfiggi il boss della prigione senza venire badges$badge.boss_challenge_3.title=Manovre Evasive badges$badge.boss_challenge_3.desc=Sconfiggi il boss delle caverne senza venire attaccato o danneggiato mentre è supercaricato badges$badge.boss_challenge_4.title=Niente Armi in Sua Presenza -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Sconfiggi il boss della città senza mai attaccarlo direttamente con armi, anelli, bacchette o incantesimi dannosi badges$badge.boss_challenge_5.title=Assassino di Divinità badges$badge.boss_challenge_5.desc=Sconfiggi il boss finale con tutti i generatori di demoni attivi e la sfida "boss più tosti" abilitata badges$badge.games_played_1.title=Esploratore Novizio @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Ascesa Pacifista badges$badge.pacifist_ascent.desc=Porta l'Amuleto di Yendor fino alla superficie senza ridurre la forza della sua maledizione badges$badge.taking_the_mick.title=Presa in Giro badges$badge.taking_the_mick.desc=Esegui il colpo decisivo sul boss finale con un piccone di livello +20 o più alto -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Vittoria Casuale! +badges$badge.victory_random.desc=Ottieni l'Amuleto di Yendor con eroe, talenti, sottoclasse e abilità dell'armatura casuali. challenges.no_food=A dieta challenges.no_food_desc=Il cibo scarseggia come sempre, ma ora dovrai anche utilizzare con attenzione le porzioni!\n\n- Il cibo e la cornucopia riescono a soddisfare un terzo della fame rispetto al solito\n- Le altre fonti di sazietà rimangono inalterate @@ -228,7 +228,7 @@ challenges.darkness_desc=È un dungeon dopo tutto!\n\n- Raggio di visione standa challenges.no_scrolls=Rune proibite challenges.no_scrolls_desc=Una certa runa è più difficile da trovare. Purtroppo è sempre la più utile.\n\n- La metà delle pergamene di potenziamento del dungeon viene rimossa challenges.champion_enemies=Campioni ostili -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Non sei l'unico che può aumentare di livello!\n\n- I nemici comuni hanno 1/8 di possibilità, al piano 1 fino ad arrivare ad 1/6 al piano 21, di essere dei Campioni, dotati di uno speciale potere\n\n- I Campioni si svegliano se vengono generati da addormentati\n- L'eroe percepisce quando viene generato un Campione \n- I Campioni sono immuni alla corruzione\n\nCi sono sei tipi di Campioni nemici:\n_Ardente (arancione):_ +25% danno corpo a corpo, si accende quando viene colpito, diffonde fiamme alla morte, non può incendiare le tessere d'acqua\n_Aggressivo (viola):_ +25% danno corpo a corpo, +3 portata corpo a corpo\n_Antimagico (verde):_ -50% danni subiti, immune agli effetti magici\n- _Gigante (blu):_ -80% danni subiti, +1 portata in mischia, non può muoversi attraverso i tunnel\n- _Benedetto (giallo):_ 4x di precisione ed evasione\n- _Crescente (rosso):_ +20% precisione, evasione, danni e HP effettivi. Aumenta dell'1% ogni 4 turni challenges.stronger_bosses=Boss più tosti challenges.stronger_bosses_desc=I boss sono molto più ostici con questa sfida!\n\n_Goo: _ +20% di salute\n_-_ La guarigione in acqua aumenta, è pari a 3 HP per turno\n_-_ Si gonfia in 1 turno invece di 2\n_Tengu: _ +25% di salute\n_-_ Fase 1: le trappole sono molto più letali\n_-_ Fase 2: le abilità sono più frequenti\n_DM-300: _ +33% di salute\n_-_ I piloni sono più resistenti e si attivano 3 volte\n_-_ Le abilità sono più potenti e più frequenti\n_-_ DM-300 è più veloce quando è sovralimentato\n_-_ I cavi scoperti sono due volte più frequenti\n_Re dei Nani: _ +50% di salute\n_-_ I servitori sono più forti in tutte le fasi\n_-_ Fase 1: abilità ed evocazioni più veloci\n_-_ Fase 2: 2 servitori in più per round\n_-_ Fase 3: salute doppia, evocazioni più veloci\n_Yog-Dzewa: _\n_-_ Vengono evocati due pugni alla volta!\n_-_ +60% danno del laser\n_-_ Servitori più forti diff --git a/core/src/main/assets/messages/misc/misc_ko.properties b/core/src/main/assets/messages/misc/misc_ko.properties index eb6802604..ba33d554b 100644 --- a/core/src/main/assets/messages/misc/misc_ko.properties +++ b/core/src/main/assets/messages/misc/misc_ko.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=감옥 보스를 함정과 폭탄에 걸리 badges$badge.boss_challenge_3.title=탁월한 조종술 badges$badge.boss_challenge_3.desc=동굴 보스가 과충전된 동안 피해를 입지 않고 처치 badges$badge.boss_challenge_4.title=알현실엔 무기 엄금 -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=드워프 도시 보스를 무기, 마법 막대, 반지, 주문 피해로 직접 공격하지 않고 처치 badges$badge.boss_challenge_5.title=파멸의 학살자 badges$badge.boss_challenge_5.desc=더 악랄한 보스들 도전을 활성화한 상태로, 악마 소환수를 하나도 처치하지 않고 최종 보스 처치 badges$badge.games_played_1.title=초보 모험가 @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=평화주의자의 역행 badges$badge.pacifist_ascent.desc=역행 중 아뮬렛의 저주를 한 번도 약화하지 않고 지상으로 나오기 badges$badge.taking_the_mick.title=굴욕기 badges$badge.taking_the_mick.desc=+20 강화 이상의 곡괭이로 최종 보스에게 마지막 일격 가하기 -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=랜덤화된 승리! +badges$badge.victory_random.desc=무작위로 생성된 영웅, 특성 업그레이드, 보조 직업, 갑옷 능력을 가지고 옌더의 아뮬렛 획득 challenges.no_food=다이어트 중 challenges.no_food_desc=음식은 이미 부족하지만, 양 또한 주의해야 합니다!\n\n- 음식과 풍요의 뿔이 1/3의 허기만을 회복시켜 줍니다.\n- 허기를 채우는 다른 수단은 기존과 같습니다. @@ -228,7 +228,7 @@ challenges.darkness_desc=모름지기 던전이 어두워야 던전이라 할 challenges.no_scrolls=금지된 룬 challenges.no_scrolls_desc=몇몇 주문서가 희귀해졌습니다. 네, 당신이 가장 필요로 하는 그 주문서입니다.\n\n- 던전에서 생성되는 강화의 주문서가 절반으로 줄어듭니다. challenges.champion_enemies=적대적인 강화 개체들 -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=당신만 레벨 업을 할 수 있는 게 아닙니다!\n\n보통 적들이 확률적으로 특별한 강화 개체 버프를 얻은 채 등장하며, 확률은 1층에서 1/8로 시작해 점진적으로 증가하다가 21층에서 1/6이 됩니다.\n- 강화 개체는 깨어 있는 상태로 등장합니다.\n- 영웅은 강화 개체의 등장을 알 수 있습니다.\n- 강화 개체는 아군이 되지 않습니다.\n\n강화 개체에는 6가지의 종류가 있습니다.\n_불타는 강화 개체 (주황색):_ 근접 공격 데미지 +25%, 공격 시 대상에게 불을 붙이며, 불에 면역이고, 죽을 때 물 위를 제외한 주변 타일에 불을 흩뿌립니다.\n_도달의 강화 개체 (보라색):_ 근접 공격 데미지 +25%, 근접 공격 범위가 3타일 증가합니다.\n_항마의 강화 개체 (초록색):_ 받는 데미지 -50%, 모든 마법 효과에 대해 면역입니다.\n_거대한 강화 개체 (파란색):_ 받는 데미지-80%, 근접 공격 범위가 +1 타일 증가하지만, 좁은 통로를 지날 수 없습니다.\n_축복받은 강화 개체 (노란색):_ 정확성 및 회피가 4배 증가합니다.\n_성장하는 강화 개체 (붉은색):_ 정확성, 회피, 공격력, 최대 체력 +20%, 4턴마다 효과가 1%씩 증가합니다. challenges.stronger_bosses=더 악랄한 보스들 challenges.stronger_bosses_desc=이 도전에서는, 보스들이 훨씬 더 어려워질 것입니다!\n\n_구:_ 체력 20% 증가\n_-_ 물 위에서의 체력 회복량이 점점 증가하며, 최대 매 턴 3까지 증가합니다.\n_-_ 몸집 불리기 공격의 준비 시간이 기존 2턴에서 1턴으로 감소합니다.\n_텐구 암살자:_ 체력 25% 증가\n_-_ 1 페이즈에서, 함정이 더욱 치명적이게 됩니다.\n_-_ 2 페이즈에서, 특수 능력을 더 자주 사용합니다.\n_DM-300:_ 체력 33% 증가\n_-_ 전력탑이 더욱 강력해지고, 3개가 활성화됩니다.\n_-_ 특수 능력이 더욱 강력해지며 더 자주 사용합니다.\n_-_ DM-300이 과충전 상태일 때, 더욱 빨라집니다.\n_-_ 노출된 전력관의 수가 기존의 두 배가 됩니다.\n_드워프 제왕:_ 체력 50% 증가\n_-_ 모든 페이즈에서, 소환수들이 더 강력해집니다.\n_-_ 1 페이즈에서, 특수 능력과 소환의 속도가 빨라집니다.\n_-_ 2 페이즈에서, 매 라운드마다 소환되는 소환수의 수가 2체 증가합니다.\n_-_ 3 페이즈에서, 체력이 2배가 되고 소환 속도가 빨라집니다.\n_요그제바:_\n_-_ 한 번에 주먹이 둘 소환됩니다!\n_-_ 레이저의 피해량이 60% 증가합니다.\n_-_ 소환수들이 더 강력해집니다. diff --git a/core/src/main/assets/messages/misc/misc_nl.properties b/core/src/main/assets/messages/misc/misc_nl.properties index 037bc6add..09fd22630 100644 --- a/core/src/main/assets/messages/misc/misc_nl.properties +++ b/core/src/main/assets/messages/misc/misc_nl.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Versla de gevangenisbaas zonder geraakt te wo badges$badge.boss_challenge_3.title=Te Slim Af badges$badge.boss_challenge_3.desc=Versla de grottenbaas zonder aangevallen of beschadigd te worden terwijl hij is opgeladen badges$badge.boss_challenge_4.title=Geen Wapens In Zijn Aanwezigheid -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Versla de stadsbaas zonder hem ooit rechtstreeks aan te vallen met wapens, ringen, toverstokken of schadelijke spreuken badges$badge.boss_challenge_5.title=Onheil Slachter badges$badge.boss_challenge_5.desc=Versla de eindbaas met alle levende demonenoproepers en de Slechtere Bazen-uitdaging ingeschakeld badges$badge.games_played_1.title=Beginnende Avonturier @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifistisch Omhooggaan badges$badge.pacifist_ascent.desc=Breng het Amulet van Yendor naar de oppervlakte zonder ooit de hevigheid van zijn vloek te verminderen. badges$badge.taking_the_mick.title=In de Maling Nemen badges$badge.taking_the_mick.desc=Geef de eindbaas de genadeslag met een houweel van niveau +20 of hoger -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Willekeurige overwinning! +badges$badge.victory_random.desc=Ontvang het Amulet van Yendor met een willekeurige held, talentupgrades, subklasse en pantservermogen. challenges.no_food=Op dieet challenges.no_food_desc=Voedsel is al schaars, maar nu moet je ook op je porties letten!\n\n- Voedsel en de Hoorn des Overvloeds zijn een derde effectief in het stillen van honger\n- Andere bronnen van verzadiging zijn onaangetast @@ -228,7 +228,7 @@ challenges.darkness_desc=Het is tenslotte een kerker!\n\n- Normale zichtbare afs challenges.no_scrolls=Verboden runen challenges.no_scrolls_desc=Een bepaalde rune is moeilijker te vinden. Helaas is dit altijd de meest bruikbare.\n\n- De helft van de rollen van opwaardering zijn uit de kerker verwijderd challenges.champion_enemies=Vijandelijke kampioenen -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Je bent niet de enige die kan levelen!\n\nGewone vijanden hebben een kans van 1/8 om te spawnen met een speciale kampioensverbetering op verdieping 1, en dit loopt op tot 1/6 op verdieping 21.\n\n- Kampioenen worden wakker als ze slapend spawnen\n- De held weet wanneer een kampioen spawnt\n- Kampioenen kunnen niet in bondgenoten worden veranderd\n\nEr zijn zes soorten kampioensvijanden:\n_Vlammend (oranje):_ +25% contactschade, ontbrandt bij een treffer, verspreidt vlammen bij overlijden, kan geen watertegels ontsteken\n_Projecteren (paars):_ +25% contactschade, +3 bereik\n_Antimagie (groen):_ -50% schade opgelopen, immuun voor magische effecten\n_Reus (blauw):_ -80% schade opgelopen, +1 bereik, kan niet door tunnels bewegen\n_Gezegend (geel):_ 4x nauwkeurigheid en ontwijking\n_Groeiend (rood):_ +20% nauwkeurigheid, ontwijking, schade en effectieve HP. Verhoogt met 1% elke 4 beurten. challenges.stronger_bosses=Slechtere bazen challenges.stronger_bosses_desc=Bazen zijn veel moeilijker in deze uitdaging!\n\n_Smurrie:_ +20% gezondheid\n_-_ Genezing in water verhoogt tot 3/beurt\n_-_ Pompt op in 1 beurt in plaats van 2\n_Tengu:_ +25% gezondheid\n_-_ Fase 1: vallen zijn veel dodelijker\n_-_ Fase 2: speciale krachten komen vaker voor\n_DM-300:_ +33% gezondheid\n_-_ Masten zijn sterker en met z'n 3en actief\n_-_ Speciale krachten zijn sterker en komen vaker voor\n_-_ DM-300 is sneller als hij is opgeladen\n_-_ Blootliggende draden komen 2 keer zo vaak voor\n_Dwergenkoning:_ +50% gezondheid\n_-_ Volgelingen zijn sterker in alle fases\n_-_ Fase 1: Snellere speciale krachten en oproepingen\n_-_ Fase 2: 2 extra volgelingen per ronde\n_-_ Fase 3: 2x gezondheid, snellere oproepingen\n_Yog-Dzewa:_\n_-_ Twee vuisten worden tegelijk opgeroepen!\n_-_ +60% laser schade\n_-_ Sterkere volgelingen diff --git a/core/src/main/assets/messages/misc/misc_sv.properties b/core/src/main/assets/messages/misc/misc_sv.properties index 39d669446..9066d0a12 100644 --- a/core/src/main/assets/messages/misc/misc_sv.properties +++ b/core/src/main/assets/messages/misc/misc_sv.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Besegra fängelsechefen utan att träffas av badges$badge.boss_challenge_3.title=Utmanövrerad badges$badge.boss_challenge_3.desc=Besegra grottbossarna utan att bli attackerad eller skadad vid superladdning. badges$badge.boss_challenge_4.title=Inga vapen i hans närvaro -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Besegra stadens boss utan att någonsin attackera honom direkt med vapen, ringar, trollstavar eller skadliga trollformler. badges$badge.boss_challenge_5.title=Dödsmördaren badges$badge.boss_challenge_5.desc=Besegra slutbossen med alla demonspawnare vid liv och utmaningen med de tuffare bossarna aktiverad badges$badge.games_played_1.title=Nybörjare i grottutforskning @@ -186,11 +186,11 @@ badges$badge.happy_end.title=Lyckligt slut badges$badge.happy_end.desc=Ta Amuletten av Yendor till ytan badges$badge.happy_end_remains.title=Du klarade det också badges$badge.happy_end_remains.desc=Ta upp en fallen hjältes signaturföremål till ytan -badges$badge.champion_1.title=Bronsmästare +badges$badge.champion_1.title=Bronskämpe badges$badge.champion_1.desc=Klara av spelet med 1 eller fler utmaningar aktiverade -badges$badge.champion_2.title=Silvermästare +badges$badge.champion_2.title=Silverkämpe badges$badge.champion_2.desc=Klara av spelet med 3 eller fler utmaningar aktiverade -badges$badge.champion_3.title=Guldmästare +badges$badge.champion_3.title=Guldkämpe badges$badge.champion_3.desc=Klara av spelet med 6 eller fler utmaningar aktiverade badges$badge.unlock_mage.title=Magikern upplåst! badges$badge.unlock_mage.desc=Lås upp Magikern genom att använda en uppgraderingsrulle @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifistisk uppgång badges$badge.pacifist_ascent.desc=Ta Amuletten av Yendor till ytan utan att någonsin minska dess förbannelses styrka. badges$badge.taking_the_mick.title=Driv med någon badges$badge.taking_the_mick.desc=Ge slutgiltiga slaget mot slutbossen med en hacka som är +20 eller högre. -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Slumpmässig seger! +badges$badge.victory_random.desc=Skaffa Yendors amulett med en slumpmässig hjälte, talanguppgraderingar, underklass och rustningsförmåga. challenges.no_food=Fastar challenges.no_food_desc=Maten är redan knapp, men du måste också passa på portionerna!\n\n- Mat och överflödshorn är en tredjedel så effektiva när det gäller att stilla hungern\n- Andra källor till mättnad påverkas inte @@ -227,10 +227,10 @@ challenges.darkness=In i mörkret challenges.darkness_desc=Det är ju trots allt en fängelsehåla!\n\n- Den normala synvidden minskas dramatiskt\n- En fackla dyker upp på varje våning\n- Andra ljuskällor är 1/5 så effektiva challenges.no_scrolls=Förbjudna runor challenges.no_scrolls_desc=En viss runa är svårare att hitta. Tyvärr är det alltid den mest användbara.\n\n- Hälften av fängelsehålans uppgraderingsrullar har tagits bort. -challenges.champion_enemies=Fientliga mästare -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies=Fientliga kämpar +challenges.champion_enemies_desc=Du är inte den enda som kan gå upp i nivå!\n\nVanliga fiender har 1/8 chans att spawna med en speciell kämpebuff på våning 1, vilket ökar till 1/6 på våning 21.\n\n- Kämpar vaknar om de spawnar sovandes\n- Hjälten vet när en kämpe spawnar\n- Kämpar kan inte förvandlas till allierade\n\nDet finns sex typer av kämpefiender:\n_Blossande (orange):_ +25% närstridsskada, antänder vid träff, sprider lågor vid död, kan inte antända vattenplattor\n_Projicerande (lila):_ +25% närstridsskada, +3 närstridsräckvidd\n_Antimagisk (grön):_ -50% skada, immun mot magiska effekter\n_Gigant (blå):_ -80% skada, +1 närstridsräckvidd, kan inte röra sig i tunnlar\n_Välsignad (gul):_ 4x precision och undvikande\n_Växande (röd):_ +20% precision, undvikande, skada och effektiv HP. Ökar med 1 % var fjärde tur. challenges.stronger_bosses=Tuffare bossar -challenges.stronger_bosses_desc=Bossarna är mycket tuffare i den här utmaningen!\n\n_Goo:_ +20 % hälsa\n_-_ Läkningsförmågan i vatten ökar till 3/tur\n_-_ Pumpas upp på 1 tur istället för 2\n_-_ Tengu:_ +25 % hälsa\n_-_ Fas 1: fällorna är mycket dödligare\n_-_ Fas 2: förmågor är mer frekventa\n_DM-300:_ +33 % hälsa\n_-_ Pyloner är tuffare och 3 aktiveras\n_-_ Förmågor är kraftfullare och mer frekventa\n_-_ DM-300 är snabbare när den är superladdad\n_-_ Exponerade kablar är dubbelt så vanliga\n_Dvärgkungen:_ +50 % hälsa\n_-_ Minions är starkare i alla faser\n_-_ Fas 1: snabbare förmågor och besvärjelser\n_-_ Fas 2: 2 fler minions per runda\n_-_ Fas 3: 2x hälsa, snabbare besvärjelser\n_Yog-Dzewa:_\n_-_ Två nävar besvärjs samtidigt!\n_-_ +60 % laserskada\n_-_ Starkare minioner +challenges.stronger_bosses_desc=Bossarna är mycket tuffare i den här utmaningen!\n\n_Goo:_ +20% hälsa\n_-_ Läkningsförmågan i vatten ökar till 3/tur\n_-_ Pumpas upp på 1 tur istället för 2\n_-_ Tengu:_ +25% hälsa\n_-_ Fas 1: fällorna är mycket dödligare\n_-_ Fas 2: förmågor är mer frekventa\n_DM-300:_ +33 % hälsa\n_-_ Pyloner är tuffare och 3 aktiveras\n_-_ Förmågor är kraftfullare och mer frekventa\n_-_ DM-300 är snabbare när den är superladdad\n_-_ Exponerade kablar är dubbelt så vanliga\n_Dvärgkungen:_ +50% hälsa\n_-_ Minioner är starkare i alla faser\n_-_ Fas 1: snabbare förmågor och besvärjelser\n_-_ Fas 2: 2 fler minioner per tur\n_-_ Fas 3: 2x hälsa, snabbare besvärjelser\n_Yog-Dzewa:_\n_-_ Två nävar besvärjs samtidigt!\n_-_ +60% laserskada\n_-_ Starkare minioner rankings$record.something=Dödad av någonting rankings$record.won=Fick Yendors amulett diff --git a/core/src/main/assets/messages/misc/misc_zh-hant.properties b/core/src/main/assets/messages/misc/misc_zh-hant.properties index e188ba3d6..d806fc814 100644 --- a/core/src/main/assets/messages/misc/misc_zh-hant.properties +++ b/core/src/main/assets/messages/misc/misc_zh-hant.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=在沒被陷阱及道具暗算下擊敗監獄 badges$badge.boss_challenge_3.title=碰都碰不到 badges$badge.boss_challenge_3.desc=擊敗洞穴的頭目,且在敵方為無敵狀態時,英雄沒受到任何攻擊 badges$badge.boss_challenge_4.title=奸臣作祟 -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=不利用武器、戒指、法杖及攻擊性法術直接攻擊都城的頭目的情況下使其死亡 badges$badge.boss_challenge_5.title=制霸狂魔 badges$badge.boss_challenge_5.desc=開始"絶命頭目"挑戰,並在所有惡魔血巢存活的情況下,擊敗最終頭目 badges$badge.games_played_1.title=新秀 @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=心無旁鶩,逃出生天 badges$badge.pacifist_ascent.desc=在不削弱護符詛咒的情況下帶著護符歸返 badges$badge.taking_the_mick.title=愛現鬼 badges$badge.taking_the_mick.desc=以20級以上的礦鎬了結最終頭目 -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=混亂勝利! +badges$badge.victory_random.desc=透過完全隨機選擇的英雄,專精,天賦與護甲能力取得Yendor護符 challenges.no_food=縮餐節食 challenges.no_food_desc=食物本就稀缺,而你還需要注意節食!\n\n-食用各類食物與使用豐饒之角所帶來的飽食效果降為原本的三分之一\n-其它恢復飽食度的機制不受影響 @@ -228,7 +228,7 @@ challenges.darkness_desc=歡迎來到真正的地下城,冒險家。\n\n-可 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=某種法咒將更稀有,但總是最有用的那種。\n\n-升級卷軸生成減半 challenges.champion_enemies=精英強敵 -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=別以為只有你可以變得更強!\n\n普通敵人可能有特別的強大屬性。在1F時,生成機率為 1/8,逐層緩升,在21F時,機率為 1/6。\n\n- 生成時立刻清醒\n- 生成時你會感知到\n- 無法轉化為盟友\n\n精英共有六種不同屬性:\n_烈焰(橘光):_造成25%額外近戰傷害,會點燃攻擊目標,免疫火焰,在死亡會引燃周遭,但無法散佈火焰到水上\n_索敵(紫光):_25%額外近戰傷害,+3近戰距離\n_敵法(綠光):_50%傷害減免,完全免疫所有魔法效果\n_巨型(藍光):_80%傷害減免,+1近戰範圍,無法進入狹窄的空間\n_天佑(黃光):_+300%額外精準與閃避\n_成長(紅光):_+20%精準、閃避、傷害及目前生命,每4回合再+1% challenges.stronger_bosses=絕命頭目 challenges.stronger_bosses_desc=開啟此挑戰後,頭目戰會難打許多!\n\n_黏咕:_+20%總生命\n_-_ 水中回復的生命會遞增,最高3點\n_-_ 招式蓄力只需一回合\n_天狗:_+25%總生命\n_-_ 第一階段:陷阱更為致命\n_-_ 第二階段:出招更為頻繁\n_DM-300:_+33%總生命\n_-_ 共啟用三隻電塔,電塔的攻擊也更為花俏\n_-_ 出招更為頻繁,出手也更重\n_-_ 裸露電線數量加倍\n_矮人國王:_+50%總生命\n_-_ 更強的手下\n_-_ 第一階段:出招、召喚更為頻繁\n_-_ 第二階段:每波多兩隻敵人\n_-_ 第三階段:血量加倍,召喚更為頻繁\n_Yog-Dzewa:_\n_-_ 兩顆拳頭同時出現\n_-_ 死光雷射+60%傷害\n_-_ 更強的手下 diff --git a/core/src/main/assets/messages/misc/misc_zh.properties b/core/src/main/assets/messages/misc/misc_zh.properties index 1a92926eb..f19e1bd2e 100644 --- a/core/src/main/assets/messages/misc/misc_zh.properties +++ b/core/src/main/assets/messages/misc/misc_zh.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=在不被任何机关陷阱击中的情况下 badges$badge.boss_challenge_3.title=疾行无影 badges$badge.boss_challenge_3.desc=在过载期间完全规避所有攻击和伤害来源的情况下,击败洞穴区域Boss badges$badge.boss_challenge_4.title=掣君无刃 -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=不使用武器、戒指、法杖或伤害性法术进行直接攻击,击败都城区域Boss badges$badge.boss_challenge_5.title=制霸无敌 badges$badge.boss_challenge_5.desc=在开启“绝命头目”挑战、且所有恶魔血巢存活的情况下击败最终Boss badges$badge.games_played_1.title=新晋地牢人 @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=兵不血刃 badges$badge.pacifist_ascent.desc=将其诅咒未曾减弱的Yendor护符带出地牢 badges$badge.taking_the_mick.title=适才相戏耳 badges$badge.taking_the_mick.desc=以一把至少20级的镐子对最终boss打出致命一击 -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=随机化获胜! +badges$badge.victory_random.desc=以随机英雄、随机天赋、随机专精与随机护甲技能获得Yendor护符。 challenges.no_food=缩餐节食 challenges.no_food_desc=食物本就稀缺,但你还需要注意节食!\n\n-使用各类食物与丰饶之角的饱腹效果为原本的三分之一\n-其他恢复饥饿的机制不受影响 @@ -228,7 +228,7 @@ challenges.darkness_desc=地牢毕竟是在地下嘛!\n\n-正常视野范围 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=一种卷轴会变得更稀有。不幸的是,总是最有用的那一种。\n\n-移除地牢中半数的升级卷轴 challenges.champion_enemies=精英强敌 -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=道高一尺魔高一丈,变强可不是你的特权!\n\n普通敌人刷出时有概率拥有特殊的精英强化,概率会从1层的1/8增长至21层的1/6。\n\n-精英敌人刷出时会立即醒来\n-英雄会感知到精英敌人的出现\n-精英敌人免疫腐化效果\n\n精英敌人有六种:\n_烈焰(橙):_近战伤害+25%且带有点燃效果,死亡时引燃周围,无法点燃含水地块\n_索敌(紫):_近战伤害+25%,近战范围+3\n_敌法(绿):_受到伤害-50%,拥有魔法免疫\n_巨型(蓝):_受到伤害-80%,近战范围+1,无法进入门与过道\n_天佑(黄):_精准与闪避x4\n_成长(红):_精准、闪避、攻击伤害与有效生命值+20%,且每过4回合会再增长1% challenges.stronger_bosses=绝命头目 challenges.stronger_bosses_desc=这项挑战会让所有Boss都更具挑战性!\n\n_粘咕:_生命值+20%\n_-_持续处于水中时,生命回复量递增,最高至每回合3点\n_-_爆发攻击蓄力时间由2回合缩短至1回合\n_天狗:_生命+25%\n_-_第一阶段:陷阱更加致命\n_-_第二阶段:技能频率更高\n_DM-300:_生命+33%\n_-_能量塔更坚固,并且需要击毁3座\n_-_技能频率更高,威力也更强大\n_-_超载时移动速度更高\n_-_地表导线数量为原先的两倍\n_矮人国王:_生命+50%\n_-_所有阶段中都会召唤更多强力随从\n_-_第一阶段:更高的技能与召唤频率\n_-_第二阶段:每轮额外召唤两名随从\n_-_第三阶段:生命值+100%,进一步提高召唤频率\n_Yog-Dzewa:_\n_-_同时召唤两个古神之拳!\n_-_激光攻击伤害+60%\n_-_召唤更强大的随从 diff --git a/core/src/main/assets/messages/plants/plants_sv.properties b/core/src/main/assets/messages/plants/plants_sv.properties index 809b534c3..20e70e8cc 100644 --- a/core/src/main/assets/messages/plants/plants_sv.properties +++ b/core/src/main/assets/messages/plants/plants_sv.properties @@ -77,4 +77,4 @@ plants.swiftthistle.desc=När den trampas på, kommer kvicktisteln kort att acce plants.swiftthistle.warden_desc=Förutom att få omedelbara handlingar, kommer _the Warden_ också att få en kort hastighetshöjning när hon trampar på kvicktisteln. plants.swiftthistle$seed.name=frö från kvicktistel plants.swiftthistle$timebubble.name=tidsbubbla -plants.swiftthistle$timebubble.desc=En liten bubbla av accelererad tid som tillåter handlingar att utföras omedelbart. Attackerande eller användning av magi bryter dock denna effekten.\n\nÅterstående rundor: %s. +plants.swiftthistle$timebubble.desc=En liten bubbla av accelererad tid som tillåter handlingar att utföras omedelbart. Attackerande eller användning av magi bryter dock denna effekten.\n\nÅterstående turer: %s. diff --git a/core/src/main/assets/messages/scenes/scenes_cs.properties b/core/src/main/assets/messages/scenes/scenes_cs.properties index c0f4fe797..96c14a0ba 100644 --- a/core/src/main/assets/messages/scenes/scenes_cs.properties +++ b/core/src/main/assets/messages/scenes/scenes_cs.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Hra využívá ke generaci podzemí kó scenes.heroselectscene.custom_seed_set=Uložit scenes.heroselectscene.custom_seed_clear=Zrušit scenes.heroselectscene.challenges_nowin=Výzvy jsou dobrovolné úpravy, které různými způsoby záměrně ztěžují hru. Některé výzvy činí kobku nebezpečnější, jiné oslabují sílu tvého vybavení či schopností.\n\n_Musíš vyhrát alespoň jednu hru pro odemčení výzev._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Náhodně +scenes.heroselectscene.randomize_hero=Náhodný hrdina +scenes.heroselectscene.randomize_chals=Náhodné výzvy scenes.heroselectscene.randomize_chals_title=Výzvy scenes.heroselectscene.randomize_confirm=Potvrdit scenes.heroselectscene.randomize_cancel=Zrušit @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon je hra zcela zdarma, což scenes.titlescene.patreon_button=Patreon stránka scenes.welcomescene.update_intro=Shattered Pixel Dungeon byl aktualizován! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 představuje testovací prostory pro nový úkol ve městě, nové předměty a několik menších úprav a zlepšení. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon byl opatchován! scenes.welcomescene.patch_bugfixes=Tento patch obsahuje opravy drobných chyb. scenes.welcomescene.patch_translations=Tento patch obsahuje aktualizace jazykových překladů. diff --git a/core/src/main/assets/messages/scenes/scenes_it.properties b/core/src/main/assets/messages/scenes/scenes_it.properties index 020d4b298..9c0790f72 100644 --- a/core/src/main/assets/messages/scenes/scenes_it.properties +++ b/core/src/main/assets/messages/scenes/scenes_it.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Il gioco utilizza un codice seed per la scenes.heroselectscene.custom_seed_set=Imposta scenes.heroselectscene.custom_seed_clear=Rimuovi scenes.heroselectscene.challenges_nowin=Le sfide sono modificatori opzionali che rendono il gioco più difficile. Alcune sfide rendono il dungeon più pericoloso, altre riducono la potenza delle tue abilità o dei tuoi oggetti.\n\n_Devi vincere almeno una partita prima di poter abilitare le sfide._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Rendi casuale +scenes.heroselectscene.randomize_hero=Scegli un Eroe casuale +scenes.heroselectscene.randomize_chals=Rendi casuali le Sfide scenes.heroselectscene.randomize_chals_title=Sfide scenes.heroselectscene.randomize_confirm=Conferma scenes.heroselectscene.randomize_cancel=Annulla @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon è un gioco totalmente gr scenes.titlescene.patreon_button=Pagina Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon è stato aggiornato! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=La versione 3.3 include un'area di prova per l'imminente revisione della missione della città, nuovi oggetti e qualche altro minore cambiamento e miglioramento. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon è stato modificato! scenes.welcomescene.patch_bugfixes=Questa modifica contiene la correzione di bug. scenes.welcomescene.patch_translations=Questa modifica contiene aggiornamenti alle traduzioni. diff --git a/core/src/main/assets/messages/scenes/scenes_ko.properties b/core/src/main/assets/messages/scenes/scenes_ko.properties index dad3dfc1b..c0fde8d25 100644 --- a/core/src/main/assets/messages/scenes/scenes_ko.properties +++ b/core/src/main/assets/messages/scenes/scenes_ko.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=게임은 던전 생성에 시드 코 scenes.heroselectscene.custom_seed_set=시드 지정 scenes.heroselectscene.custom_seed_clear=초기화 scenes.heroselectscene.challenges_nowin=도전 항목은 게임을 더 어렵게 만들기 위한 선택 사항입니다. 몇몇 도전 항목은 던전을 더욱 위험하게 만들며, 다른 것들은 당신의 능력이나 아이템의 성능을 낮춥니다.\n\n_도전 항목을 활성화하기 위해서는 적어도 게임을 한 번 이상 승리해야 합니다._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=랜덤화 +scenes.heroselectscene.randomize_hero=영웅 랜덤화 +scenes.heroselectscene.randomize_chals=도전 랜덤화 scenes.heroselectscene.randomize_chals_title=도전 항목 scenes.heroselectscene.randomize_confirm=확인 scenes.heroselectscene.randomize_cancel=취소 @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon은 완전히 무료인 scenes.titlescene.patreon_button=Patreon 페이지로 이동 scenes.welcomescene.update_intro=Shattered Pixel Dungeon이 업데이트되었습니다! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3에서는 앞으로 진행될 드워프 도시 퀘스트 개편에 대한 테스트 지역과 신규 아이템, 그리고 작은 변화와 개선들이 많이 있습니다. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon이 패치되었습니다! scenes.welcomescene.patch_bugfixes=버그 수정이 있습니다. scenes.welcomescene.patch_translations=번역 업데이트가 있습니다. diff --git a/core/src/main/assets/messages/scenes/scenes_nl.properties b/core/src/main/assets/messages/scenes/scenes_nl.properties index 844ca9e4b..ee4ce4650 100644 --- a/core/src/main/assets/messages/scenes/scenes_nl.properties +++ b/core/src/main/assets/messages/scenes/scenes_nl.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Het spel gebruikt een sleutelcode voor scenes.heroselectscene.custom_seed_set=Instellen scenes.heroselectscene.custom_seed_clear=Leegmaken scenes.heroselectscene.challenges_nowin=Uitdagingen zijn optionele aanpassingen die het spel moeilijker maken. Sommige uitdagingen maken de dungeon gevaarlijker, andere verminderen de kracht van je vaardigheden of items.\n\n_Je moet minstens één spel winnen voordat je uitdagingen kunt inschakelen._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Willekeurig maken +scenes.heroselectscene.randomize_hero=Willekeurige Held +scenes.heroselectscene.randomize_chals=Willekeurige Uitdagingen scenes.heroselectscene.randomize_chals_title=Uitdagingen scenes.heroselectscene.randomize_confirm=Bevestig scenes.heroselectscene.randomize_cancel=Annuleren @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon is een compleet gratis sp scenes.titlescene.patreon_button=Patreon Pagina scenes.welcomescene.update_intro=Shattered Pixel Dungeon is bijgewerkt. -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 bevat een testergedeelte voor de aankomende revisie van de stadsmissie, nieuwe items en een aantal kleinere aanpassingen en verbeteringen. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon is gepatcht. scenes.welcomescene.patch_bugfixes=Deze patch bevat bugfixes. scenes.welcomescene.patch_translations=Deze patch bevat vertaling updates. diff --git a/core/src/main/assets/messages/scenes/scenes_sv.properties b/core/src/main/assets/messages/scenes/scenes_sv.properties index 07b4daf6f..9d64062d6 100644 --- a/core/src/main/assets/messages/scenes/scenes_sv.properties +++ b/core/src/main/assets/messages/scenes/scenes_sv.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Spelet använder en frökod för att ge scenes.heroselectscene.custom_seed_set=Ställ in scenes.heroselectscene.custom_seed_clear=Töm scenes.heroselectscene.challenges_nowin=Utmaningar är valfria modifierare som gör spelet svårare. Vissa utmaningar gör fängelsehålan farligare, andra minskar kraften i dina förmågor eller föremål.\n\n_Du måste vinna minst ett spel innan du kan aktivera utmaningar._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Slumpa +scenes.heroselectscene.randomize_hero=Slumpa hjälte +scenes.heroselectscene.randomize_chals=Slumpa utmaningar scenes.heroselectscene.randomize_chals_title=Utmaningar scenes.heroselectscene.randomize_confirm=Bekräfta scenes.heroselectscene.randomize_cancel=Avbryt @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon är ett helt gratis spel, scenes.titlescene.patreon_button=Patreon-sida scenes.welcomescene.update_intro=Shattered Pixel Dungeon har uppdaterats! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 innehåller ett testområde för den kommande översynen av stadsuppdraget, nya föremål och en rad mindre justeringar och förbättringar. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon har patchats! scenes.welcomescene.patch_bugfixes=Denna patch innehåller buggfixar. scenes.welcomescene.patch_translations=Denna patch innehåller översättningsuppdateringar. diff --git a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties index 4c297992e..e413bc86e 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=本遊戲使用種子碼生成地下城 scenes.heroselectscene.custom_seed_set=設定 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=開始挑戰之後,遊戲會更加困難。某些挑戰使地下城變的更危險,其他的則會削弱英雄或者物品的力量。\n\n_破關一次之後,才能開啓挑戰。_ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=隨機選項 +scenes.heroselectscene.randomize_hero=隨選英雄 +scenes.heroselectscene.randomize_chals=隨選挑戰 scenes.heroselectscene.randomize_chals_title=挑戰 scenes.heroselectscene.randomize_confirm=確定 scenes.heroselectscene.randomize_cancel=取消 @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地城》是一款完全免費的 scenes.titlescene.patreon_button=Patreon贊助頁面 scenes.welcomescene.update_intro=破碎像素地城已更新! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3加入了即將到來的都城任務重做、新物品、以及大量的小型改動。 scenes.welcomescene.patch_intro=破碎像素地城的微型更新已成功安裝! scenes.welcomescene.patch_bugfixes=本次更新修復了一些Bug。 scenes.welcomescene.patch_translations=本次更新包含翻譯更新。 diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index cde9ccd85..22b21cc00 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=游戏通过使用种子来生成地牢 scenes.heroselectscene.custom_seed_set=设置 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=挑战是一类为游戏增添难度的设置选项,可自行选择开启与否。其中的一些会使地牢变得更加危险,另一些则会削弱角色本身或其他物品的力量。\n\n_你必须先正常通关至少一次,才能开启挑战进行游玩。_ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=随机化 +scenes.heroselectscene.randomize_hero=随机英雄 +scenes.heroselectscene.randomize_chals=随机挑战 scenes.heroselectscene.randomize_chals_title=挑战 scenes.heroselectscene.randomize_confirm=确定 scenes.heroselectscene.randomize_cancel=取消 @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地牢》是一款完全免费的 scenes.titlescene.patreon_button=Patreon赞助页面 scenes.welcomescene.update_intro=破碎的像素地牢已经更新! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3版本包含了一个对即将到来的都城区域任务优化的测试区域,全新道具,与一系列小型改动与改善。 scenes.welcomescene.patch_intro=破碎的像素地牢补丁已经成功安装! scenes.welcomescene.patch_bugfixes=本次补丁包含少量Bug修复。 scenes.welcomescene.patch_translations=本次补丁包含翻译文本更新。 diff --git a/core/src/main/assets/messages/ui/ui_cs.properties b/core/src/main/assets/messages/ui/ui_cs.properties index 8a7330989..c358a7ab6 100644 --- a/core/src/main/assets/messages/ui/ui_cs.properties +++ b/core/src/main/assets/messages/ui/ui_cs.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d. stupeň ui.talentspane.unlock_tier2=Pro více schopností dosáhni 6. úrovně hrdiny. ui.talentspane.unlock_tier3=Dosáhni úrovně 12 a použij předmět druhého bosse pro odemčení dalších schopností. ui.talentspane.unlock_tier4=Dosáhni úrovně 20 a použij předmět čtvrtého bosse pro odemčení dalších schopností. +ui.talentspane.random_title=Náhodné schopnosti +ui.talentspane.random_sure=Jsi si jistý, že chceš své body schopností rozdělit náhodně? +ui.talentspane.random_yes=Ano, všechny. +ui.talentspane.random_one=Jen jeden. +ui.talentspane.random_no=Rozhodnu se později. ui.toolbar.quickslot_prompt=Vyber rychlý slot ui.toolbar.quickslot_select=Vyber rychlý slot diff --git a/core/src/main/assets/messages/ui/ui_it.properties b/core/src/main/assets/messages/ui/ui_it.properties index a89c63c23..af1d1b7d6 100644 --- a/core/src/main/assets/messages/ui/ui_it.properties +++ b/core/src/main/assets/messages/ui/ui_it.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=Categoria %d ui.talentspane.unlock_tier2=Raggiungi il livello 6 per sbloccare ulteriori talenti. ui.talentspane.unlock_tier3=Raggiungi il livello 12 e usa l'oggetto del secondo boss per sbloccare altri talenti. ui.talentspane.unlock_tier4=Raggiungi il livello 20 e usa l'oggetto del quarto boss per sbloccare altri talenti. +ui.talentspane.random_title=Talenti Casuali +ui.talentspane.random_sure=Sei sicuro di voler spendere casualmente questi punti talento? +ui.talentspane.random_yes=Sì, spendili tutti. +ui.talentspane.random_one=Spendine solo uno casualmente. +ui.talentspane.random_no=Deciderò più tardi. ui.toolbar.quickslot_prompt=Seleziona uno Slot Rapido ui.toolbar.quickslot_select=Seleziona Slot Rapido diff --git a/core/src/main/assets/messages/ui/ui_ko.properties b/core/src/main/assets/messages/ui/ui_ko.properties index 5a7a0a887..5e7964385 100644 --- a/core/src/main/assets/messages/ui/ui_ko.properties +++ b/core/src/main/assets/messages/ui/ui_ko.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d 티어 ui.talentspane.unlock_tier2=6레벨에 도달하면 2티어 특성을 해금할 수 있습니다. ui.talentspane.unlock_tier3=12레벨에 도달하고 두 번째 보스에게서 얻을 수 있는 아이템을 사용하여 더 많은 특성을 해금하십시오. ui.talentspane.unlock_tier4=20레벨에 도달하고 네 번째 보스에게서 얻을 수 있는 아이템을 사용하여 더 많은 특성을 해금하십시오. +ui.talentspane.random_title=무작위 특성 +ui.talentspane.random_sure=정말로 이 특성 포인트를 무작위로 사용하시겠습니까? +ui.talentspane.random_yes=전부 사용한다 +ui.talentspane.random_one=하나만 무작위로 사용한다 +ui.talentspane.random_no=나중에 결정 ui.toolbar.quickslot_prompt=퀵슬롯을 선택하세요 ui.toolbar.quickslot_select=퀵슬롯 선택 diff --git a/core/src/main/assets/messages/ui/ui_nl.properties b/core/src/main/assets/messages/ui/ui_nl.properties index 627245fa6..116055f8f 100644 --- a/core/src/main/assets/messages/ui/ui_nl.properties +++ b/core/src/main/assets/messages/ui/ui_nl.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=klasse %d ui.talentspane.unlock_tier2=Bereik niveau 6 om meer talenten te ontgrendelen ui.talentspane.unlock_tier3=Bereik niveau 12 en gebruik het item van de tweede baas, om meer talenten te ontgrendelen. ui.talentspane.unlock_tier4=Bereik niveau 20 en gebruik het item van de vierde baas, om meer talenten te ontgrendelen. +ui.talentspane.random_title=Willekeurige Talenten +ui.talentspane.random_sure=Weet je zeker dat je deze talentpunten willekeurig wilt uitgeven? +ui.talentspane.random_yes=Ja, geef ze allemaal uit. +ui.talentspane.random_one=Geef er maar eentje willekeurig uit. +ui.talentspane.random_no=Ik beslis later. ui.toolbar.quickslot_prompt=Kies een Snelslot ui.toolbar.quickslot_select=Kies Snelslot diff --git a/core/src/main/assets/messages/ui/ui_sv.properties b/core/src/main/assets/messages/ui/ui_sv.properties index 65e891570..966f79458 100644 --- a/core/src/main/assets/messages/ui/ui_sv.properties +++ b/core/src/main/assets/messages/ui/ui_sv.properties @@ -26,11 +26,11 @@ ui.talentspane.tier=kvalitet %d ui.talentspane.unlock_tier2=Nå nivå 6 för att låsa upp fler förmågor. ui.talentspane.unlock_tier3=Nå nivå 12 och använd föremålet från den andra bossen för att låsa upp fler talanger. ui.talentspane.unlock_tier4=Nå nivå 20 och använd föremålet från den fjärde bossen för att låsa upp fler talanger. -ui.talentspane.random_title=Random Talents -ui.talentspane.random_sure=Are you sure you want to spend these talent points randomly? -ui.talentspane.random_yes=Yes, spend them all. -ui.talentspane.random_one=Just spend one randomly. -ui.talentspane.random_no=I'll decide later. +ui.talentspane.random_title=Slumpa talanger +ui.talentspane.random_sure=Är du säker på att du vill spendera dessa talangpoäng slumpmässigt? +ui.talentspane.random_yes=Ja, spendera allt. +ui.talentspane.random_one=Spendera bara en slumpmässigt. +ui.talentspane.random_no=Jag bestämmer mig senare. ui.toolbar.quickslot_prompt=Välj en snabbknapp ui.toolbar.quickslot_select=Välj snabbknapp diff --git a/core/src/main/assets/messages/ui/ui_zh-hant.properties b/core/src/main/assets/messages/ui/ui_zh-hant.properties index 1e5dba1d5..4a6da324d 100644 --- a/core/src/main/assets/messages/ui/ui_zh-hant.properties +++ b/core/src/main/assets/messages/ui/ui_zh-hant.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d層 ui.talentspane.unlock_tier2=升級至等級6以解鎖更多天賦 ui.talentspane.unlock_tier3=升級至等級12並使用第二個頭目掉落的物品以解鎖更多天賦 ui.talentspane.unlock_tier4=升級至等級20並使用第四個頭目掉落的物品以解鎖更多天賦 +ui.talentspane.random_title=隨選天賦 +ui.talentspane.random_sure=你確定要隨機分配現有天賦點嗎? +ui.talentspane.random_yes=是的,通通分掉。 +ui.talentspane.random_one=使用一點就好。 +ui.talentspane.random_no=我稍後決定。 ui.toolbar.quickslot_prompt=選擇一個快捷欄 ui.toolbar.quickslot_select=選擇快捷欄 diff --git a/core/src/main/assets/messages/ui/ui_zh.properties b/core/src/main/assets/messages/ui/ui_zh.properties index 654c2879a..905e43acd 100644 --- a/core/src/main/assets/messages/ui/ui_zh.properties +++ b/core/src/main/assets/messages/ui/ui_zh.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d层 ui.talentspane.unlock_tier2=升到6级以解锁更多天赋 ui.talentspane.unlock_tier3=升到12级并使用第二个Boss的掉落物以解锁更多天赋。 ui.talentspane.unlock_tier4=升到20级并使用第四个Boss的掉落物以解锁更多天赋。 +ui.talentspane.random_title=随机天赋 +ui.talentspane.random_sure=你确定要随机消耗这些天赋点吗? +ui.talentspane.random_yes=是,消耗全部天赋点 +ui.talentspane.random_one=只随机消耗1点天赋点 +ui.talentspane.random_no=稍后决定 ui.toolbar.quickslot_prompt=选择一个快捷栏 ui.toolbar.quickslot_select=选择快捷栏 diff --git a/core/src/main/assets/messages/windows/windows_cs.properties b/core/src/main/assets/messages/windows/windows_cs.properties index fd054cbd8..783fa6512 100644 --- a/core/src/main/assets/messages/windows/windows_cs.properties +++ b/core/src/main/assets/messages/windows/windows_cs.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Rozhodnu se později windows.wndchooseability.are_you_sure=Jsi si jist, že si chceš vybrat tuto schopnost? windows.wndchooseability.yes=Ano, je to má volba. windows.wndchooseability.no=Ne, ještě se rozmyslím. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Náhodná schopnost zbroje +windows.wndchooseability.random_sure=Jsi si jist, že si chceš vybrat schopnost zbroje náhodně? windows.wndchoosesubclass.message=Jak maska dosedá na tvou tvář, tvůj zrak slábe a zjevují se ti v mysli nové síly. Jak chceš použít moc masky? windows.wndchoosesubclass.cancel=Rozhodnu se později windows.wndchoosesubclass.are_you_sure=Jsi si jistý, že si chceš zvolit tuto podtřídu? windows.wndchoosesubclass.yes=Ano, je to má volba. windows.wndchoosesubclass.no=Ne, ještě se rozmyslím. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Náhodná podtřída +windows.wndchoosesubclass.random_sure=Jsi si jist, že si chceš vybrat podtřídu náhodně? windows.wndclass.mastery=Podtřídy @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Energizovat předmět windows.wndenergizeitem.energize=Převést v %d energie windows.wndenergizeitem.energize_1=Převést 1 v %d energie windows.wndenergizeitem.energize_all=Převést vše v %d energie -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Opravdu chceš energizovat svůj doplněk? Získáš zpět 5 energie, ale _doplněk tím bude navždy ztracen!_ +windows.wndenergizeitem.trinket_yes=Ano, energizuj ho +windows.wndenergizeitem.trinket_no=Ne, nechci windows.wnderror.title=CHYBA @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Hry zahájené před verzí 1.3 mají m windows.wndsettings$displaytab.title=Nastavení obrazu windows.wndsettings$displaytab.fullscreen=Celá obrazovka windows.wndsettings$displaytab.hide_navigation=Skrýt navigační panel -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Skrýt panel gest windows.wndsettings$displaytab.okay=Dobře windows.wndsettings$displaytab.cancel=Zrušit -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Přepnout na šířku windows.wndsettings$displaytab.brightness=Jas windows.wndsettings$displaytab.dark=Tmavý windows.wndsettings$displaytab.bright=Světlý @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Vylepšení tohoto předmětu má %d%% šanci vymazat windows.wndupgrade.resin=Tato hůlka byla vylepšena kouzelnou pryskyřicí, normální vylepšení vymaže vylepšení pryskyřicí! windows.wndupgrade.thrown_dust=Zbraně z této sady, které nemáš ve svém inventáři, se rozpadnou v prach. windows.wndupgrade.damage=Poškození -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Poškození šipek windows.wndupgrade.bleeding=Krvácení windows.wndupgrade.blocking=Blokování windows.wndupgrade.weight=Váha diff --git a/core/src/main/assets/messages/windows/windows_it.properties b/core/src/main/assets/messages/windows/windows_it.properties index 578c02887..763e5b8b8 100644 --- a/core/src/main/assets/messages/windows/windows_it.properties +++ b/core/src/main/assets/messages/windows/windows_it.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Deciderò più tardi windows.wndchooseability.are_you_sure=Sei sicuro di voler scegliere quest'abilità? windows.wndchooseability.yes=Si, ho preso la mia decisione. windows.wndchooseability.no=No, deciderò più tardi. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Abilità dell'Armatura casuale +windows.wndchooseability.random_sure=Sei sicuro di voler scegliere un'abilità dell'armatura casuale? windows.wndchoosesubclass.message=Quando la maschera si adatta al tuo viso, la tua vista svanisce e visioni di un nuovo potere inondano la tua mente. Come dirigerai il potere della maschera? windows.wndchoosesubclass.cancel=Deciderò più tardi windows.wndchoosesubclass.are_you_sure=Sei sicuro di voler scegliere questa sottoclasse? windows.wndchoosesubclass.yes=Si, ho preso la mia decisione. windows.wndchoosesubclass.no=No, deciderò dopo. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Sottoclasse Casuale +windows.wndchoosesubclass.random_sure=Sei sicuro di voler scegliere una sottoclasse casuale? windows.wndclass.mastery=Competenza @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Energizza un Oggetto windows.wndenergizeitem.energize=Trasforma in %d di energia windows.wndenergizeitem.energize_1=Trasforma 1 in %d di energia windows.wndenergizeitem.energize_all=Trasforma tutto in %d energia -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Sei sicuro di voler energizzare il tuo gingillo? Otterrai 5 di energia ma _il gingillo sarà perso per sempre!_ +windows.wndenergizeitem.trinket_yes=Sì, energizzalo +windows.wndenergizeitem.trinket_no=No, non importa windows.wnderror.title=ERRORE @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Migliorando questo oggetto c'è %d%% di possibilità d windows.wndupgrade.resin=Questa bacchetta è stata potenziata con resina arcana, i normali aggiornamenti annulleranno gli aggiornamenti della resina! windows.wndupgrade.thrown_dust=Armi di questo set che non sono nel tuo inventario si diventeranno polvere. windows.wndupgrade.damage=Danno -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Danno da Dardo windows.wndupgrade.bleeding=Sanguinante windows.wndupgrade.blocking=Bloccante windows.wndupgrade.weight=Peso diff --git a/core/src/main/assets/messages/windows/windows_ko.properties b/core/src/main/assets/messages/windows/windows_ko.properties index 0c199385b..c4c0d5476 100644 --- a/core/src/main/assets/messages/windows/windows_ko.properties +++ b/core/src/main/assets/messages/windows/windows_ko.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=나중에 결정 windows.wndchooseability.are_you_sure=정말로 이 능력을 선택하시겠습니까? windows.wndchooseability.yes=예, 결정했습니다. windows.wndchooseability.no=아니요, 나중에 결정하겠습니다. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=무작위 갑옷 능력 +windows.wndchooseability.random_sure=갑옷 능력을 무작위로 선택하시겠습니까? windows.wndchoosesubclass.message=얼굴에 가면을 쓰자, 당신은 앞을 볼 수 없게 되고 새로운 힘의 비전이 당신의 마음 속으로 밀려듭니다. 가면의 힘을 어떤 방향으로 사용하시겠습니까? windows.wndchoosesubclass.cancel=나중에 결정 windows.wndchoosesubclass.are_you_sure=정말로 이 보조 직업을 선택하시겠습니까? windows.wndchoosesubclass.yes=예, 결정했습니다. windows.wndchoosesubclass.no=아니요, 나중에 결정하겠습니다. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=무작위 보조 직업 +windows.wndchoosesubclass.random_sure=보조 직업을 무작위로 선택하시겠습니까? windows.wndclass.mastery=마스터리 @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=에너지로 만들 아이템 선택 windows.wndenergizeitem.energize=%d에너지로 전환한다 windows.wndenergizeitem.energize_1=하나를 %d에너지로 전환한다 windows.wndenergizeitem.energize_all=전부 %d에너지로 전환한다 -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=정말로 장신구를 에너지로 변환하시겠습니까? 5의 에너지를 돌려받지만, _장신구는 영원히 사라집니다!_ +windows.wndenergizeitem.trinket_yes=에너지로 변환 +windows.wndenergizeitem.trinket_no=그만둔다 windows.wnderror.title=오류 @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=v1.3 이전에 시작한 게임은 더 windows.wndsettings$displaytab.title=화면 설정 windows.wndsettings$displaytab.fullscreen=전체화면 windows.wndsettings$displaytab.hide_navigation=네비게이션 바 숨기기 -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=제스쳐 바 숨기기 windows.wndsettings$displaytab.okay=좋습니다. windows.wndsettings$displaytab.cancel=취소 -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=가로 화면 고정 windows.wndsettings$displaytab.brightness=밝기 windows.wndsettings$displaytab.dark=어두움 windows.wndsettings$displaytab.bright=밝음 @@ -379,7 +379,7 @@ windows.wndupgrade.harden=이 아이템을 강화하면 동시에 %d%% 확률로 windows.wndupgrade.resin=이 마법 막대는 신비한 송진으로 강화되어 있으며, 일반적인 강화는 송진의 강화 효과를 없애 버릴 것입니다! windows.wndupgrade.thrown_dust=이 세트에 포함되지만 현재 가지고 있지 않은 무기는 먼지가 되어 버릴 것입니다. windows.wndupgrade.damage=공격력 -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=다트 피해량 windows.wndupgrade.bleeding=출혈 windows.wndupgrade.blocking=방어 windows.wndupgrade.weight=무게 diff --git a/core/src/main/assets/messages/windows/windows_nl.properties b/core/src/main/assets/messages/windows/windows_nl.properties index c9a347926..4f3021dec 100644 --- a/core/src/main/assets/messages/windows/windows_nl.properties +++ b/core/src/main/assets/messages/windows/windows_nl.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Ik beslis later windows.wndchooseability.are_you_sure=Weet je zeker dat je deze vaardigheid wil kiezen? windows.wndchooseability.yes=Ja, dat weet ik zeker. windows.wndchooseability.no=Nee, ik bepaal dat later. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Willekeurige harnasvaardigheid +windows.wndchooseability.random_sure=Weet je zeker dat je jouw harnasvermogen willekeurig wilt kiezen? windows.wndchoosesubclass.message=Zodra je het masker op zet, vervaagt je gezichtsvermogen en visioenen van nieuwe krachten razen door je hoofd. Hoe wil je krachten van dit masker sturen? windows.wndchoosesubclass.cancel=Ik beslis later windows.wndchoosesubclass.are_you_sure=Weet je zeker dat je deze subklasse wilt kiezen? windows.wndchoosesubclass.yes=Ja, dat weet ik zeker. windows.wndchoosesubclass.no=Nee, ik bepaal dat later. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Willekeurige Subklasse +windows.wndchoosesubclass.random_sure=Weet je zeker dat je een subklasse willekeurig wilt kiezen? windows.wndclass.mastery=Meesterschap @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Voorwerp naar Energie windows.wndenergizeitem.energize=Verander in %d energie windows.wndenergizeitem.energize_1=Verander 1 in %d energie windows.wndenergizeitem.energize_all=Zet alles om in %d energie -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Weet u zeker dat je jouw snuisterij wilt voorzien van energie? Je krijgt 5 energie terug, maar _de snuisterij zal permanent verloren zijn_! +windows.wndenergizeitem.trinket_yes=Ja, geef het energie +windows.wndenergizeitem.trinket_no=Nee, laat maar zitten windows.wnderror.title=FOUT @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Spellen die vóór v1.3 zijn gestart, h windows.wndsettings$displaytab.title=Scherminstellingen windows.wndsettings$displaytab.fullscreen=Volledig Scherm windows.wndsettings$displaytab.hide_navigation=Verberg Navigatie Balk -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Navigatiebalk verbergen windows.wndsettings$displaytab.okay=Oké windows.wndsettings$displaytab.cancel=Annuleren -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Landschapsmodus windows.wndsettings$displaytab.brightness=Helderheid windows.wndsettings$displaytab.dark=Donker windows.wndsettings$displaytab.bright=Helder @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Als je dit item opwaardeert, bestaat er een %d%% kans windows.wndupgrade.resin=Deze toverstaf is verbeterd met mysterieus hars. Normale opwaarderingen hebben voorrang op hars-opwaarderingen! windows.wndupgrade.thrown_dust=Wapens uit deze set die niet in je inventaris zitten, vergaan tot stof. windows.wndupgrade.damage=Schade -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Pijltjesschade windows.wndupgrade.bleeding=Bloedend windows.wndupgrade.blocking=Blokkeren windows.wndupgrade.weight=Gewicht diff --git a/core/src/main/assets/messages/windows/windows_sv.properties b/core/src/main/assets/messages/windows/windows_sv.properties index 9eaafb3fd..f119fbcf0 100644 --- a/core/src/main/assets/messages/windows/windows_sv.properties +++ b/core/src/main/assets/messages/windows/windows_sv.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Jag bestämmer mig senare windows.wndchooseability.are_you_sure=Är du säker på att du vill välja denna förmåga? windows.wndchooseability.yes=Ja, jag har gjort mitt val. windows.wndchooseability.no=Nej, jag bestämmer mig senare. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Slumpmässig rustningsförmåga +windows.wndchooseability.random_sure=Är du säker på att du vill välja din rustningsförmåga slumpmässigt? windows.wndchoosesubclass.message=När masken täcker ditt ansikte, försvinner din syn och visioner av ny kraft strömmar in i ditt sinne. Hur kommer du att styra maskens kraft? windows.wndchoosesubclass.cancel=Jag bestämmer mig senare windows.wndchoosesubclass.are_you_sure=Är du säker på att du vill välja denna underklass? windows.wndchoosesubclass.yes=Ja, jag har gjort mitt val. windows.wndchoosesubclass.no=Nej, jag bestämmer mig senare. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Slumpmässig underklass +windows.wndchoosesubclass.random_sure=Är du säker på att du vill välja en slumpmässig underklass? windows.wndclass.mastery=Mästerskap @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Energize an Item windows.wndenergizeitem.energize=Förvandla till %d energi windows.wndenergizeitem.energize_1=Förvandla 1 till %d energi windows.wndenergizeitem.energize_all=Förvandla alla till %d energi -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Är du säker på att du vill ladda din prydnadssak med energi? Du får tillbaka 5 energi, men _prydnadssaken kommer att gå förlorad för alltid!_ +windows.wndenergizeitem.trinket_yes=Ja, ladda den med energi +windows.wndenergizeitem.trinket_no=Nej, glöm det windows.wnderror.title=FEL @@ -140,10 +140,10 @@ windows.wndjournal$catalogtab.title_equipment=Utrustning windows.wndjournal$catalogtab.title_consumables=Förbrukningsvaror windows.wndjournal$catalogtab.title_bestiary=Bestiarium windows.wndjournal$catalogtab.title_lore=Lore -windows.wndjournal$catalogtab.not_seen_item=Du har ännu inte hittat och identifierat det föremålet i någon av dina rundor. -windows.wndjournal$catalogtab.not_seen_enchantment=Du har ännu inte hittat och identifierat ett vapen med den förtrollningen i någon av dina rundor. -windows.wndjournal$catalogtab.not_seen_glyph=Du har ännu inte hittat och identifierat en rustning med den glyfen i någon av dina rundor. -windows.wndjournal$catalogtab.not_seen_enemy=Du har ännu inte besegrat denna fiende i någon av dina rundor. +windows.wndjournal$catalogtab.not_seen_item=Du har ännu inte hittat och identifierat det föremålet i någon av dina turer. +windows.wndjournal$catalogtab.not_seen_enchantment=Du har ännu inte hittat och identifierat ett vapen med den förtrollningen i någon av dina turer. +windows.wndjournal$catalogtab.not_seen_glyph=Du har ännu inte hittat och identifierat en rustning med den glyfen i någon av dina turer. +windows.wndjournal$catalogtab.not_seen_enemy=Du har ännu inte besegrat denna fiende i någon av dina turer. windows.wndjournal$catalogtab.not_seen_ally=Du har ännu inte stött på den här karaktären i något av dina spel. windows.wndjournal$catalogtab.not_seen_trap=Du har ännu inte undersökt eller utlöst denna fälla i något av dina spel. windows.wndjournal$catalogtab.not_seen_plant=Du har ännu inte undersökt eller trampat på denna växt i något av dina spel. @@ -288,15 +288,15 @@ windows.wndscorebreakdown.quests_desc=Baserat på slutförda uppdrag. Minskas ge windows.wndscorebreakdown.win_multiplier=Vinstmultiplikator windows.wndscorebreakdown.challenge_multiplier=Utmaningsmultiplikator windows.wndscorebreakdown.total=Total poäng -windows.wndscorebreakdown.old_score_desc=Spel som startades före v1.3 har färre poängkategorier, men framstegen är cirka 50 % större och skattens maximala värde är högre +windows.wndscorebreakdown.old_score_desc=Spel som startades före v1.3 har färre poängkategorier, men framstegen är cirka 50% större och skattens maximala värde är högre windows.wndsettings$displaytab.title=Visningsinställningar windows.wndsettings$displaytab.fullscreen=Helskärm -windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_navigation=Dölj navigeringsfält +windows.wndsettings$displaytab.hide_gesture=Dölj gestfält windows.wndsettings$displaytab.okay=Okej windows.wndsettings$displaytab.cancel=Avbryt -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Tvinga liggande windows.wndsettings$displaytab.brightness=Ljusstyrka windows.wndsettings$displaytab.dark=Mörk windows.wndsettings$displaytab.bright=Ljus @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Att uppgradera detta föremål har också en %d%% chan windows.wndupgrade.resin=Denna trollstav har förbättrats med mystisk harts. Normala uppgraderingar kommer att ersätta hartsuppgraderingar! windows.wndupgrade.thrown_dust=Vapen från denna uppsättning som inte finns i ditt inventarie kommer att förvandlas till stoft. windows.wndupgrade.damage=Skada -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Pilskada windows.wndupgrade.bleeding=Blödning windows.wndupgrade.blocking=Blockering windows.wndupgrade.weight=Vikt @@ -397,7 +397,7 @@ windows.wndvictorycongrats.title=Seger! windows.wndvictorycongrats.start_text=Grattis till att du har erövrat fängelsehålan! Du har låst upp några nya funktioner som är tillgängliga när du väljer en hjälte: windows.wndvictorycongrats.challenges=Du kan nu aktivera _utmaningar!_ Dessa är valfria modifierare som gör spelet svårare på olika sätt. windows.wndvictorycongrats.custom_seeds=Du kan nu ange _anpassade frön!_ Samma frö och spelversion ger alltid samma fängelsehåla. -windows.wndvictorycongrats.dailies=Nu kan du delta i _dagliga rundor!_ Varje dag finns det en ny daglig runda som är densamma för alla spelare! +windows.wndvictorycongrats.dailies=Nu kan du delta i _dagliga turer!_ Varje dag finns det en ny daglig tur som är densamma för alla spelare! windows.wndvictorycongrats.thank_you=Tack så mycket för att du spelade Shattered Pixel Dungeon! windows.wndvictorycongrats.support_prompt=Om du inte redan har gjort det, överväg att stödja spelet. Stöd från engagerade spelare gör att utvecklaren kan fortsätta förbättra spelet! windows.wndvictorycongrats.support=Support diff --git a/core/src/main/assets/messages/windows/windows_tr.properties b/core/src/main/assets/messages/windows/windows_tr.properties index 25611c62f..a71ffb0a2 100644 --- a/core/src/main/assets/messages/windows/windows_tr.properties +++ b/core/src/main/assets/messages/windows/windows_tr.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Daha sonra karar vereceğim windows.wndchooseability.are_you_sure=Bu yeteneği seçmek istediğinden emin misin? windows.wndchooseability.yes=Evet, kararımı verdim. windows.wndchooseability.no=Hayır, sonra karar vereceğim. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Rastgele Zırh Yeteneği +windows.wndchooseability.random_sure=Zırh yeteneğini rastgele seçmek istediğinden emin misin? windows.wndchoosesubclass.message=Maske yüzüne oturdukça gözlerin kararıyor ve yeni bir gücün görüşü zihnine akıyor. Maskenin gücünü nasıl yönlendireceksin ? windows.wndchoosesubclass.cancel=Daha sonra karar vereceğim windows.wndchoosesubclass.are_you_sure=Bu alt sınıfı seçmek istediğinden emin misin? windows.wndchoosesubclass.yes=Evet, kararımı verdim. windows.wndchoosesubclass.no=Hayır, sonra karar vereceğim. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Rastgele alt sınıf +windows.wndchoosesubclass.random_sure=Alt sınıfı rastgele seçmek istediğinizden emin misiniz? windows.wndclass.mastery=Ustalık @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Bir Eşyaya Enerji Ver windows.wndenergizeitem.energize=%d enerjiye çevir windows.wndenergizeitem.energize_1=1 tanesini %d enerjiye çevir windows.wndenergizeitem.energize_all=Hepsini %d enerjiye çevir -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Tılsımınızı enerjilendirmek istediğinizden emin misiniz? 5 enerji geri kazanacaksınız, ancak _tılsım kalıcı olarak kaybolacak!_ +windows.wndenergizeitem.trinket_yes=Evet, enerjilendir +windows.wndenergizeitem.trinket_no=Hayır, boşver windows.wnderror.title=HATA @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=v1.3'ten önce başlatılan oyunlar dah windows.wndsettings$displaytab.title=Görüntü Ayarları windows.wndsettings$displaytab.fullscreen=Tam ekran windows.wndsettings$displaytab.hide_navigation=Navigasyon Barını Gizle -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Hareket Çubuğunu Gizle windows.wndsettings$displaytab.okay=Evet windows.wndsettings$displaytab.cancel=İptal -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Yataya zorla windows.wndsettings$displaytab.brightness=Parlaklık windows.wndsettings$displaytab.dark=Koyu windows.wndsettings$displaytab.bright=Parlak @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Bu öğeyi yükseltmek aynı zamanda %d%% ihtimalle se windows.wndupgrade.resin=Bu asa gizemli reçineyle geliştirildi, normal yükseltmeler reçine yükseltmelerini geçersiz kılacaktır! windows.wndupgrade.thrown_dust=Envanterinizde olmayan bu setten silahlar toza dönüşecek. windows.wndupgrade.damage=Hasar -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Ok Hasarı windows.wndupgrade.bleeding=Kanama windows.wndupgrade.blocking=Engel windows.wndupgrade.weight=Ağırlık diff --git a/core/src/main/assets/messages/windows/windows_zh-hant.properties b/core/src/main/assets/messages/windows/windows_zh-hant.properties index 7eb142adc..d3f1170fd 100644 --- a/core/src/main/assets/messages/windows/windows_zh-hant.properties +++ b/core/src/main/assets/messages/windows/windows_zh-hant.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=稍後決定 windows.wndchooseability.are_you_sure=確定要選擇這個技能? windows.wndchooseability.yes=沒錯,我決定好了。 windows.wndchooseability.no=呃,我再想想。 -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=隨選護甲能力 +windows.wndchooseability.random_sure=是否要隨機決定護甲技能? windows.wndchoosesubclass.message=面具戴上臉之後,你的眼前一黑,新力量灌入你的心靈。再張眼時,你看到未來無限多種可能。你會如何引領面具的魔力呢? windows.wndchoosesubclass.cancel=稍後決定 windows.wndchoosesubclass.are_you_sure=你確定要專精此職業? windows.wndchoosesubclass.yes=沒錯,我決定好了。 windows.wndchoosesubclass.no=呃,我再想想。 -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=隨選專精職業 +windows.wndchoosesubclass.random_sure=是否要隨機決定職業專精? windows.wndclass.mastery=專精 @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=選擇提煉物 windows.wndenergizeitem.energize=轉化成%d點能量 windows.wndenergizeitem.energize_1=把一個轉化成%d點能量 windows.wndenergizeitem.energize_all=把全部轉化成%d點能量 -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=你確定要提煉你的飾品嗎?你能得到5點能量,_但飾品會永久消失!_ +windows.wndenergizeitem.trinket_yes=是的,提煉它 +windows.wndenergizeitem.trinket_no=不,還是算了 windows.wnderror.title=錯誤 @@ -292,11 +292,11 @@ windows.wndscorebreakdown.old_score_desc=基於V1.3之前開始的遊戲得分 windows.wndsettings$displaytab.title=顯示設置 windows.wndsettings$displaytab.fullscreen=全屏模式 -windows.wndsettings$displaytab.hide_navigation=Hide Navigation Bar -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_navigation=隱藏導覽列 +windows.wndsettings$displaytab.hide_gesture=隱藏手勢條 windows.wndsettings$displaytab.okay=開啟 windows.wndsettings$displaytab.cancel=取消 -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=水平模式 windows.wndsettings$displaytab.brightness=亮度 windows.wndsettings$displaytab.dark=暗 windows.wndsettings$displaytab.bright=亮 @@ -379,7 +379,7 @@ windows.wndupgrade.harden=升級此裝備也有 %d%% 機率解除硬化! windows.wndupgrade.resin=由於此法杖已被奧術樹脂強化,普通升級將破壞其強化! windows.wndupgrade.thrown_dust=這組武器的四散在地下城的的其他部分也會一同崩解成塵土。 windows.wndupgrade.damage=傷害 -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=飛鏢傷害 windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=格擋 windows.wndupgrade.weight=重量 diff --git a/core/src/main/assets/messages/windows/windows_zh.properties b/core/src/main/assets/messages/windows/windows_zh.properties index 8f2f18f53..014aed171 100644 --- a/core/src/main/assets/messages/windows/windows_zh.properties +++ b/core/src/main/assets/messages/windows/windows_zh.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=朕将稍后决断 windows.wndchooseability.are_you_sure=陛下确定要选择这项技能吗? windows.wndchooseability.yes=正是,朕意已决。 windows.wndchooseability.no=不了,朕稍候再断。 -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=随机护甲技能 +windows.wndchooseability.random_sure=你确定要选择随机一个护甲技能吗? windows.wndchoosesubclass.message=面具激动地贴附到你的脸上。忽然,眼前的景象极速消逝,你什么都看不见了——不,是什么都看得见了,林林总总的新技巧和新能力灌入你的脑海,斑斓琳琅。您想要如何驾驭面具的魔力? windows.wndchoosesubclass.cancel=我将稍后决定 windows.wndchoosesubclass.are_you_sure=您确定要选择这条专精道路吗? windows.wndchoosesubclass.yes=是的,我决定好了。 windows.wndchoosesubclass.no=不了,我稍后决定。 -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=随机专精 +windows.wndchoosesubclass.random_sure=你确定要选择随机一个专精吗? windows.wndclass.mastery=专精 @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=提炼一件物品 windows.wndenergizeitem.energize=转化为%d点能量 windows.wndenergizeitem.energize_1=转化一个为%d点能量 windows.wndenergizeitem.energize_all=转化全部为%d点能量 -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=你确定要炼化你的饰物吗?你会获得5点炼金能量返还,但_饰物将会永远消失!_ +windows.wndenergizeitem.trinket_yes=是的,将其炼化 +windows.wndenergizeitem.trinket_no=不,算了 windows.wnderror.title=错误 @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=在v1.3版本之前开始的游戏得 windows.wndsettings$displaytab.title=显示设置 windows.wndsettings$displaytab.fullscreen=全屏模式 windows.wndsettings$displaytab.hide_navigation=隐藏导航栏 -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=隐藏手势栏 windows.wndsettings$displaytab.okay=开启 windows.wndsettings$displaytab.cancel=取消 -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=强制横屏 windows.wndsettings$displaytab.brightness=亮度 windows.wndsettings$displaytab.dark=暗 windows.wndsettings$displaytab.bright=亮 @@ -379,7 +379,7 @@ windows.wndupgrade.harden=升级这件物品还有%d%%的概率消除其硬化 windows.wndupgrade.resin=这根法杖已被奥术树脂强化,一般的升级效果将会覆盖树脂的升级效果! windows.wndupgrade.thrown_dust=这组武器不在你背包的部分将化为尘土。 windows.wndupgrade.damage=伤害 -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=飞镖伤害 windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=防御 windows.wndupgrade.weight=重量 @@ -393,7 +393,7 @@ windows.wndupgrade.ring_boost=戒指加成 windows.wndupgrade.upgrade=升级 windows.wndupgrade.back=返回 -windows.wndvictorycongrats.title=通关! +windows.wndvictorycongrats.title=获胜! windows.wndvictorycongrats.start_text=恭喜您征服了这座地牢!新的游戏选项已经解锁,你可以在选择英雄时查看并设置: windows.wndvictorycongrats.challenges=您现在可以开启_挑战_功能了!挑战是一类通过各种方式为游戏增添难度的设置选项。 windows.wndvictorycongrats.custom_seeds=您现在可以使用_自定义种子_进行游戏了!在版本不变的情况下,使用同一个种子将总是生成相同的地牢。 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 924f449c4..7502f02ce 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -77,6 +77,29 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes = new ChangeInfo("", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes = new ChangeInfo("BETA-2", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**-** Randomize menu in hero select now remembers which options were just used.\n\n" + + "**-** Updated translations")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Caused by BETA-1:**\n" + + "**-** Boosts provided by rings not being properly cleared by the new quest area\n" + + "**-** Gnoll brutes becoming immortal if killed via assassination\n" + + "**-** Crashes at the end of Tengu phase 1 (hopefully)\n" + + "**-** Beacon of Returning not functioning properly when returning to the same floor\n" + + "**-** Bolas inflicting 3 turns of cripple instead of 5\n" + + "**-** Disabled buttons in options windows not showing as disabled\n" + + "**-** Minor textual errors")); + changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); From 1f5c4a187afcd49c00f49bf384db5bff68056bbf Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 12:08:26 -0500 Subject: [PATCH 096/156] v3.3.0: fixed further cases of brutes becoming immortal --- .../actors/buffs/Berserk.java | 3 +++ .../shatteredpixeldungeon/actors/mobs/Brute.java | 15 ++++++++++----- 2 files changed, 13 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Berserk.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Berserk.java index 7a2450a7e..a86c1c2ea 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Berserk.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/Berserk.java @@ -159,6 +159,9 @@ public class Berserk extends ShieldBuff implements ActionIndicator.Action { @Override public void detach() { super.detach(); + if (state == State.BERSERK) { + state = State.RECOVERING; + } ActionIndicator.clearAction(this); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java index 3493550fb..8ee0ae238 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java @@ -80,7 +80,7 @@ public class Brute extends Mob { } } - //cache this buff to prevent having to call buff(...) a bunch. + //cache this buff to prevent having to call buff(...) a bunch in isAlive private BruteRage rage; @Override @@ -92,16 +92,15 @@ public class Brute extends Mob { triggerEnrage(); } if (rage == null){ - for (BruteRage b : buffs(BruteRage.class)){ - rage = b; - } + rage = buff(BruteRage.class); } return rage != null && rage.shielding() > 0; } } protected void triggerEnrage(){ - Buff.affect(this, BruteRage.class).setShield(HT/2 + 4); + rage = Buff.affect(this, BruteRage.class); + rage.setShield(HT/2 + 4); sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2 + 4), FloatingText.SHIELDING ); if (Dungeon.level.heroFOV[pos]) { SpellSprite.show( this, SpellSprite.BERSERK); @@ -149,6 +148,12 @@ public class Brute extends Mob { return true; } + @Override + public void detach() { + super.detach(); + decShield(shielding()); //clear shielding to track that this was detached + } + @Override public int icon () { return BuffIndicator.FURY; From 144fb80dc2b87735129c276bd8f1e40daebbf8d4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 12:09:07 -0500 Subject: [PATCH 097/156] v3.3.0: fixed further cases of tengu crashes too =S --- .../shatteredpixeldungeon/levels/PrisonBossLevel.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java index 98a5a0c69..b9322bdce 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java @@ -369,7 +369,7 @@ public class PrisonBossLevel extends Level { addVisuals(); //this also resets existing visuals traps.clear(); - for (CustomTilemap t : customTiles){ + for (CustomTilemap t : customTiles.toArray(new CustomTilemap[0])){ if (t instanceof FadingTraps){ ((FadingTraps) t).remove(); } From 527883990376abd335f30a7a00146ca76816b267 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 12:26:02 -0500 Subject: [PATCH 098/156] v3.3.0: added a catch to name/desc of afterimage --- .../actors/hero/abilities/duelist/Feint.java | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java index df5045e6e..6c3949acd 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java @@ -172,6 +172,16 @@ public class Feint extends ArmorAbility { actPriority = Actor.HERO_PRIO+1; } + @Override + public String name() { + return ""; //shouldn't be examinable + } + + @Override + public String description() { + return ""; //shouldn't be examinable + } + @Override public boolean canInteract(Char c) { return false; From 5591ab1ddbdd71923aa1dc7f253e1b1aba8312bf Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 12:44:51 -0500 Subject: [PATCH 099/156] v3.3.0: fixed recall inscription triggering on-scroll fx (inc. itself!) --- .../actors/hero/spells/RecallInscription.java | 1 + 1 file changed, 1 insertion(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/RecallInscription.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/RecallInscription.java index 2a3ab966a..5fe947307 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/RecallInscription.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/spells/RecallInscription.java @@ -75,6 +75,7 @@ public class RecallInscription extends ClericSpell { if (item instanceof Scroll){ ((Scroll) item).anonymize(); + ((Scroll) item).talentChance = 0; //does not trigger on-scroll effects ((Scroll) item).doRead(); } else if (item instanceof Runestone){ ((Runestone) item).anonymize(); From ff5df21562b22ca94af0d2c80e88b0659c20ff38 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 13:12:07 -0500 Subject: [PATCH 100/156] v3.3.0: reverted earlier fix for brutes now that other code is better --- .../com/shatteredpixel/shatteredpixeldungeon/actors/Char.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java index 60d6253a2..efe37ec6d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java @@ -524,7 +524,7 @@ public abstract class Char extends Actor { if (enemy.isAlive() && enemy.alignment != alignment && prep != null && prep.canKO(enemy)){ enemy.HP = 0; if (enemy.buff(Brute.BruteRage.class) != null){ - enemy.buff(Brute.BruteRage.class).decShield(enemy.buff(Brute.BruteRage.class).shielding()); + enemy.buff(Brute.BruteRage.class).detach(); } if (!enemy.isAlive()) { enemy.die(this); @@ -545,7 +545,7 @@ public abstract class Char extends Actor { (enemy.HP/(float)enemy.HT) <= 0.4f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)/3f) { enemy.HP = 0; if (enemy.buff(Brute.BruteRage.class) != null){ - enemy.buff(Brute.BruteRage.class).decShield(enemy.buff(Brute.BruteRage.class).shielding()); + enemy.buff(Brute.BruteRage.class).detach(); } if (!enemy.isAlive()) { enemy.die(this); From 4bedc9753b8f566dde93235ef0ccf3238dbc1d6c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 13:46:25 -0500 Subject: [PATCH 101/156] v3.3.0: fixed a couple visual quirks with randomize window --- .../scenes/HeroSelectScene.java | 24 ++++++++++++------- 1 file changed, 15 insertions(+), 9 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java index 88d35862f..2123ee58e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/HeroSelectScene.java @@ -626,6 +626,8 @@ public class HeroSelectScene extends PixelScene { private ArrayList buttons; private ArrayList spacers; + protected StyledButton challengeButton; + @Override protected void createChildren() { @@ -793,7 +795,7 @@ public class HeroSelectScene extends PixelScene { add(dailyButton); buttons.add(dailyButton); - StyledButton challengeButton = new StyledButton(Chrome.Type.BLANK, Messages.get(WndChallenges.class, "title"), 6){ + challengeButton = new StyledButton(Chrome.Type.BLANK, Messages.get(WndChallenges.class, "title"), 6){ @Override protected void onClick() { if (!Badges.isUnlocked(Badges.Badge.VICTORY) && !DeviceCompat.isDebug()){ @@ -915,14 +917,6 @@ public class HeroSelectScene extends PixelScene { protected void onClick() { super.onClick(); hide(); - if (chkHero.checked()){ - HeroClass randomCls; - do { - randomCls = Random.oneOf(HeroClass.values()); - } while (!randomCls.isUnlocked()); - setSelectedHero(randomCls); - GamesInProgress.randomizedClass = true; - } if (chkChals.checked()){ int chals = optChals.getSelectedValue(); @@ -936,8 +930,20 @@ public class HeroSelectScene extends PixelScene { mask += chalMasks.remove(0); } SPDSettings.challenges(mask); + challengeButton.icon(Icons.get(SPDSettings.challenges() > 0 ? Icons.CHALLENGE_COLOR : Icons.CHALLENGE_GREY)); ShatteredPixelDungeon.scene().addToFront(new WndChallenges(mask, false)); } + + if (chkHero.checked()){ + HeroClass randomCls; + do { + randomCls = Random.oneOf(HeroClass.values()); + } while (!randomCls.isUnlocked()); + setSelectedHero(randomCls); + GamesInProgress.randomizedClass = true; + } else { + setSelectedHero(GamesInProgress.selectedClass); + } } }; btnConfirm.setRect(0, 64, 60, 16); From e2c1c821d6cebaef4b5e734d88586bc340d2e81f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 27 Nov 2025 13:58:32 -0500 Subject: [PATCH 102/156] v3.3.0: updated version, changelog, and translations for BETA-3! --- build.gradle | 4 +-- .../messages/actors/actors_fr.properties | 14 ++++----- .../messages/actors/actors_hu.properties | 14 ++++----- .../messages/actors/actors_ja.properties | 20 ++++++------- .../messages/actors/actors_pt.properties | 20 ++++++------- .../messages/actors/actors_ru.properties | 4 +-- .../messages/actors/actors_sv.properties | 2 +- .../messages/actors/actors_uk.properties | 2 +- .../messages/actors/actors_vi.properties | 10 +++---- .../messages/actors/actors_zh-hant.properties | 4 +-- .../messages/actors/actors_zh.properties | 4 +-- .../assets/messages/items/items_fr.properties | 22 +++++++------- .../assets/messages/items/items_hu.properties | 10 +++---- .../assets/messages/items/items_ja.properties | 8 ++--- .../assets/messages/items/items_pt.properties | 30 +++++++++---------- .../assets/messages/items/items_ru.properties | 2 +- .../assets/messages/items/items_uk.properties | 2 +- .../assets/messages/items/items_vi.properties | 2 +- .../messages/items/items_zh-hant.properties | 10 +++---- .../assets/messages/items/items_zh.properties | 12 ++++---- .../journal/journal_zh-hant.properties | 2 +- .../messages/levels/levels_hu.properties | 2 +- .../messages/levels/levels_ru.properties | 6 ++-- .../messages/levels/levels_zh-hant.properties | 8 ++--- .../messages/levels/levels_zh.properties | 2 +- .../assets/messages/misc/misc_hu.properties | 2 +- .../assets/messages/misc/misc_ru.properties | 6 ++-- .../assets/messages/misc/misc_zh.properties | 2 +- .../messages/scenes/scenes_fr.properties | 6 ++-- .../messages/scenes/scenes_hu.properties | 8 ++--- .../messages/scenes/scenes_ru.properties | 6 ++-- .../messages/scenes/scenes_zh-hant.properties | 4 +-- .../messages/scenes/scenes_zh.properties | 4 +-- .../main/assets/messages/ui/ui_zh.properties | 2 +- .../messages/windows/windows_hu.properties | 4 +-- .../messages/windows/windows_ru.properties | 6 ++-- .../messages/windows/windows_uk.properties | 2 +- .../windows/windows_zh-hant.properties | 2 +- .../messages/windows/windows_zh.properties | 2 +- .../ui/changelist/v3_X_Changes.java | 13 +++++++- 40 files changed, 148 insertions(+), 137 deletions(-) diff --git a/build.gradle b/build.gradle index 1247abbbd..2b6c24bfe 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 880 - appVersionName = '3.3.0-BETA-2' + appVersionCode = 881 + appVersionName = '3.3.0-BETA-3' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index c279f01bf..d3233491c 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=L'amulette commence à en appeler aux enn actors.buffs.ascensionchallenge.haste=L'amulette commence à hâter les ennemis lointains ! actors.buffs.ascensionchallenge.slow=Vous commencez à ressentir l'amulette devenir un poids de plomb dans votre inventaire ! actors.buffs.ascensionchallenge.damage=L'amulette commence à irradier d’énergie obscure. Ça brûle ! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=La malédiction de l'amulette peut être affaiblie en abattant plus d'ennemis. actors.buffs.ascensionchallenge.weaken_info_no_kills=Si vous tuez des ennemis la malédiction de l'amulette s'affaiblira actors.buffs.ascensionchallenge.weaken=Vous pouvez ressentir la malédiction de l'amulette s'affaiblir légèrement. actors.buffs.ascensionchallenge.break=Vous prenez un moment pour reprendre votre respiration et sentez vos blessures se refermer ! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Vous prenez feu ! actors.buffs.burning.burnsup=%s brûle ! actors.buffs.burning.ondeath=Vous mourez brûlé vif... actors.buffs.burning.rankings_desc=Réduit en cendres -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Peu de choses sont aussi éprouvantes que de se retrouver enveloppé de flammes.\n\nLe feu cause des dégâts chaque tour jusqu'à ce qu'il s'éteigne ou que vous l'éteignez dans l'eau. Le feu peut être éteint en marchant dans l'eau ou par les projections d'une potion brisée.\n\nD'autre part, le feu se propage à tout terrain ou objet inflammable qu'il touche. \n\nTours de feu restants : %s. actors.buffs.championenemy.warn=Vous sentez une présence mortelle. actors.buffs.championenemy$blazing.name=champion flamboyant @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Le Mage a placé une _Balise de actors.hero.abilities.mage.warpbeacon.desc=Le Mage place une balise vers laquelle il peut se téléporter à volonté. Placer la balise prend 1 tour, mais s'y téléporter est instantané.\n\nPar défaut, le Mage ne peut pas se téléporter entre différents étages. Il ne peut pas utiliser la balise pour atteindre des lieux inaccessibles comme les pièces fermées à clef. Le Mage peut se téléporter à l'emplacement des ennemis, ce qui les pousse sur le coté. actors.hero.abilities.rogue.smokebomb.name=bombe fumigène -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Vous ne pouvez sauter qu'à un emplacement libre dans votre champ de vision. actors.hero.abilities.rogue.smokebomb.prompt=Choisissez un endroit où sauter actors.hero.abilities.rogue.smokebomb$ninjalog.name=leurre en bois actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Étrangement, les ennemis sont persuadés que ce leurre est bien le Voleur ! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Coût de charges : %d actors.hero.spells.divinesense.name=sens divin actors.hero.spells.divinesense.short_desc=Donne temporairement une vision spirituelle dans un large rayon. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Le Clerc concentre ses sens sur son environnement, lui donnant 50 tours de vision spirituelle dans un rayon de %d cases. Ce sort se lance instantanément. actors.hero.spells.divinesense$divinesensetracker.name=sens divin actors.hero.spells.divinesense$divinesensetracker.desc=Ce personnage est momentanément capable de voir les autres créatures avec son esprit !\n\nTours restants : %s. @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Les enchantements et les malédic actors.hero.talent.cleave.title=fendre actors.hero.talent.cleave.desc=_+1:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _30 tours_ au lieu de 15.\n\n_+2:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _45 tours_ au lieu de 15.\n\n_+3:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _60 tours_ au lieu de 15. actors.hero.talent.lethal_defense.title=défense mortelle -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 50 tours_.\n\n_+2:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 100 tours_.\n\n_+3:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 150 tours_.\n\nLe temps de rechargement de la protection peut être réduit jusqu'à -150 tours de cette manière, ce qui signifie qu'elle prendra effet dès que ses conditions d'activation sont réunies. actors.hero.talent.enhanced_combo.title=combo amélioré actors.hero.talent.enhanced_combo.desc=_+1 :_ Lorsque le combo du Gladiateur est à 7 ou plus, la portée de la manœuvre Cogner passe à 3, il inflige l'état vertige, et il peut faire tomber les ennemis dans des fosses.\n\n_+2 :_ En plus des avantages de +1, lorsque le combo du gladiateur est de 9 ou plus, la manœuvre Parade fonctionne sur plusieurs attaques.\n\n_+3:_ En plus des avantages de +1 et +2, le gladiateur peut sauter jusqu'à combo/3 tuiles lorsqu'il utilise les manœuvres Claquer, Écrasement ou Fureur. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1 :_ Quand l'Assassin tue un ennemi avec actors.hero.talent.evasive_armor.title=armure d'évasion actors.hero.talent.evasive_armor.desc=_+1 :_ En course libre, le Traceur gagne _+1 évasion_ par point de force excédentaire sur son armure.\n\n_+2 :_ En course libre, le Traceur gagne _+2 évasion_ par point de force excédentaire sur son armure.\n\n_+3 :_ En course libre, le Traceur gagne _+3 évasion_ par point de force excédentaire sur son armure. actors.hero.talent.projectile_momentum.title=élan des projectiles -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1 :_ En sprintant, le Traceur gagne _+50% de précision et +15% de dégâts_ avec les armes de jet.\n\n_+2 :_ En sprintant, le Traceur gagne _+100% de précision et +30% de dégâts_ avec les armes de jet.\n\n_+3 :_ En sprintant, le Traceur gagne _+150% de précision et +45% de dégâts_ avec les armes de jet. actors.hero.talent.speedy_stealth.title=furtivité rapide actors.hero.talent.speedy_stealth.desc=_+1 :_ Le Traceur gagne 2 points d'élan par tour lorsqu'il est invisible.\n\n_+2 :_ En plus du bénéfice du rang +1, la jauge de course libre ne descend plus lorsque le Traceur est invisible.\n\n_+3 :_ En plus du bénéfice du rang +1 et +2, le Traceur se déplace à 2x sa vitesse lorsqu'il est invisible, qu'il soit en course libre ou non. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=projectiles durables actors.hero.talent.durable_projectiles.desc=_+1 :_ Les armes lancées ont une durabilité de _+50%_ lorsqu'elles sont utilisées par la Chasseresse.\n\n_+2 :_ Les armes lancées ont une durabilité de _+75%_ lorsqu'elles sont utilisées par la Chasseresse. actors.hero.talent.point_blank.title=à bout portant -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _-25% de précision_, au lieu de -50%.\n\n_+2 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _une précision normale_, au lieu de -50%.\n\n_+3 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _+25% de précision_, au lieu de -50%.\n\nNotez que les armes de lancer et son arc ont toujours une précision de +50% lorsqu'elles sont utilisées à distance. actors.hero.talent.seer_shot.title=tir visionnaire actors.hero.talent.seer_shot.desc=_+1 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _5 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours.\n\n_+2 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _10 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours.\n\n_+3 :_ Quand la Chasseresse tire une flèche au sol, cela lui accorde une vision dans une zone 3x3 sur l'endroit ciblé pendant _15 tours_. Ce pouvoir peut être réutilisé au bout de 20 tours. actors.hero.talent.seer_shot.meta_desc=_Si ce talent est gagné par un héros différent_ il se déclenchera avec n'importe quelle arme de jet. diff --git a/core/src/main/assets/messages/actors/actors_hu.properties b/core/src/main/assets/messages/actors/actors_hu.properties index 12cc642a0..595cc4b24 100644 --- a/core/src/main/assets/messages/actors/actors_hu.properties +++ b/core/src/main/assets/messages/actors/actors_hu.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Az amulett nekiáll hívogatni a távoli actors.buffs.ascensionchallenge.haste=Az amulett nekiáll sürgetni a távoli ellenségeket! actors.buffs.ascensionchallenge.slow=Az amulett kezd ólomsúlynak tűnni a hátizsákodban! actors.buffs.ascensionchallenge.damage=Az amulett nekiáll sötét energiát sugározni. Éget! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Ahhoz, hogy gyengítsd az amulett átkát, ellenfeleket kell legyőznöd! actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Érzed, hogy az amulett átka kissé gyengül. actors.buffs.ascensionchallenge.break=Egy pillanatra megállsz, hogy kifújd magad, és érzed, hogy a sebeid kezdenek összezáródni! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Meggyulladtál! actors.buffs.burning.burnsup=Meggyulladt egy %s! actors.buffs.burning.ondeath=Halálra égtél... actors.buffs.burning.rankings_desc=Hamuvá égett -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Kevés borzasztóbb dolog van annál, mint amikor az embert elborítják a lángok.\n\nA tűz minden körben sebez, amíg ki nem alszik, vagy vízzel el nem oltják. A tüzet elolthatod úgy is, hogy vízbe lépsz, vagy széttörsz egy varázsitalt úgy, hogy lefröcsköld magad vele.\n\nEzen kívül a tűz a közelében lévő éghető térelemeket és tárgyakat is meggyújthatja.\n\nAz égés még %s körig tart. actors.buffs.championenemy.warn=Halálos lény jelenlétét érzed. actors.buffs.championenemy$blazing.name=lángoló bajnok @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=A mágus egy _térváltó jelz actors.hero.abilities.mage.warpbeacon.desc=A mágus elhelyez egy jelzőfényt, amelyhez tetszés szerint visszatérhet. A jelzőfény elhelyezése 1 kört vesz igénybe, de a visszatérés azonnal megtörténik.\n\nA mágus eredendően nem tud másik emeletre ugrani, sem elérhetetlen helyekre, például zárt kamrákba jutni a jelzőfény segítségével. A mágus teleportálhat olyan mezőre, amelyen ellenség áll, akit ez félrelök. actors.hero.abilities.rogue.smokebomb.name=füstbomba -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Csak üres helyre ugorhatsz, látótávolságon belül. actors.hero.abilities.rogue.smokebomb.prompt=Válaszd ki, hova ugrasz actors.hero.abilities.rogue.smokebomb$ninjalog.name=fa hasonmás actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Valamiért az ellenséget könnyedén becsapja ez a fából készült hasonmás, amiről azt gondolják, hogy az igazi zsivány! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=%d töltésbe kerül actors.hero.spells.divinesense.name=isteni sugallat actors.hero.spells.divinesense.short_desc=Átmenetileg nagy hatósugarú belső látásod lesz. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=A térítő a környezetére összpontosítja az érzékeit, amitől 50 körig %d mező hatósugarú belső látása lesz. Ennek a varázsigének az elmondása nem vesz igénybe időt. actors.hero.spells.divinesense$divinesensetracker.name=isteni sugallat actors.hero.spells.divinesense$divinesensetracker.desc=Ez a karakter átmenetileg képes lett a közelében lévő lényeket érzékelni az elméjével!\n\nHátralévő körök: %s. @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Minél dühösebb a vérengző, a actors.hero.talent.cleave.title=hasítás actors.hero.talent.cleave.desc=_+1:_ A gladiátornak a gyilkosság után járó extra idő 15-ről _30 körre_ nő.\n\n_+2:_ A gladiátornak a gyilkosság után járó extra idő 15-rőll _45 körre_ nő.\n\n_+3:_ A gladiátornak a gyilkosság után járó extra idő 15-ről _60 körre_ nő. actors.hero.talent.lethal_defense.title=halálos védelem -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _50%-kal_ csökken.\n\n_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _100%-kal_ csökken.\n\n_+1:_ Amikor a gladiátor egy kombómozdulattal megöl egy ellenséget, a törött pecsét védőburkának várakozási ideje _150%-kal_ csökken.\n\nA védőburok várakozási ideje akár -150%-ra is csökkenthető ezzel a tehetséggel, ami azt jelenti, hogy azonnal újra elérhető lesz, amint aktiválják. actors.hero.talent.enhanced_combo.title=fokozott kombó actors.hero.talent.enhanced_combo.desc=_+1:_ amikor a gladiátor 7 vagy több kombópontot gyűjtött, a Maflás hátralökésének hossza 3 mezőre nő, szédülést okoz és vermekbe is taszíthatja az ellenfelet.\n\n_+2:_ a +1 szint hozadékai mellett, amikor a gladiátor 9 vagy több kombópontot gyűjtött, a Hárítás több támadás ellen is véd.\n\n_+3:_ a +1 és +2 szintek hozadékai mellett, a gladiátor képes kombó/3 mezőt ugrani a Lecsapás, a Zúzás vagy a Dühöngés használatakor. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Amikor az orgyilkos rajtaütéssel actors.hero.talent.evasive_armor.title=kijátszásnövelő páncél actors.hero.talent.evasive_armor.desc=_+1:_ Szerfutás közben a szerfutó további _+1 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik.\n\n_+2:_ Szerfutás közben a szerfutó további _+2 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik.\n\n_+3:_ Szerfutás közben a szerfutó további _+3 kijátszást_ kap minden erőpontja után, amellyel a páncéljához szükséges erőszinten túl rendelkezik. actors.hero.talent.projectile_momentum.title=dobófegyver-lendület -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Szerfutás közben a szerfutó _+50% pontossággal és +15% sebzéssel_ használhatja a dobófegyvereket.\n\n_+2:_ Szerfutás közben a szerfutó _+100% pontossággal és +30% sebzéssel_ használhatja a dobófegyvereket.\n\n_+3:_ Szerfutás közben a szerfutó _+150% pontossággal és +45% sebzéssel_ használhatja a dobófegyvereket. actors.hero.talent.speedy_stealth.title=sebes lopakodás actors.hero.talent.speedy_stealth.desc=_+1:_ Ha a szerfutó láthatatlan, 2 egység lendületet szerez körönként.\n\n_+2:_ A +1 szint hozadékai mellett a szerfutás nem csillapodik, amíg a szerfutó láthatatlan.\n\n_+3:_ A +1 és +2 szintek hozadékai mellett a szerfutó 2x olyan gyorsan mozog, amíg láthatatlan, függetlenül attól, hogy szerfutás közben van-e vagy nem. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=tartós dobófegyverek actors.hero.talent.durable_projectiles.desc=_+1:_ A dobófegyverek _+50%-kal tartósabbak_, ha a vadásznő használja.\n\n_+2:_ A dobófegyverek _+75%-kal tartósabbak_, ha a vadásznő használja. actors.hero.talent.point_blank.title=közvetlen közeli célpont -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _-25% lesz annak pontossága_.\n\n_+2:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _normál lesz annak pontossága_.\n\n_+3:_ Ha a vadásznő az íját vagy egy dobófegyvert használ közelharci hatótávolságban, akkor -50% helyett _+25% lesz annak pontossága_.\n\nNe feledd, hogy a dobófegyverek és a lélekíj pontossága +50%, ha nagyobb távolságból használod. actors.hero.talent.seer_shot.title=látnoki lövés actors.hero.talent.seer_shot.desc=_+1:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _5 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet.\n\n_+2:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _10 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet.\n\n_+3:_ Amikor a vadásznő nyilat lő a földbe, akkor a becsapódás helye körüli 3x3 területet _15 körig_ látni fogja. 20 kör múlva használhatod újra ezt a képességet. actors.hero.talent.seer_shot.meta_desc=_Ha ezt a tehetséget egy másik hős kapja meg_, akkor bármelyik dobófegyverrel kiváltható. diff --git a/core/src/main/assets/messages/actors/actors_ja.properties b/core/src/main/assets/messages/actors/actors_ja.properties index 84a2260f8..992631c6d 100644 --- a/core/src/main/assets/messages/actors/actors_ja.properties +++ b/core/src/main/assets/messages/actors/actors_ja.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=魔除けは遠くの敵へ呼びかけ actors.buffs.ascensionchallenge.haste=魔除けは遠くの敵を加速させ始めている! actors.buffs.ascensionchallenge.slow=魔除けが荷物の中で最も重く感じ始めた! actors.buffs.ascensionchallenge.damage=魔除けは陰陰滅滅たるエネルギーを放射し始めている。焼ける! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=敵を倒して魔除けの呪いを弱めろ! +actors.buffs.ascensionchallenge.weaken_info_no_kills=敵を倒せば、魔除けの呪いは弱まる! actors.buffs.ascensionchallenge.weaken=魔除けの呪いが僅かに弱まったと感じる。 actors.buffs.ascensionchallenge.break=あなたは一息ついて、傷口がふさがり始めるのを感じる! actors.buffs.ascensionchallenge.almost=ヨグの魔除けを支配しようとする力が弱まり始めたのを感じる。あと少しだ! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=発火した! actors.buffs.burning.burnsup=%sが燃えだした! actors.buffs.burning.ondeath=燃え尽きて死んでしまった… actors.buffs.burning.rankings_desc=焼死 -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=体が燃えている状態ほど怖いことはない。\n\n炎が自然に消えるか液体で消すまで毎ターンダメージを受ける。水に入ったり、ポーションを割って中身を浴びたりすれば炎を消せるだろう。\n\nさらに、炎は隣接している可燃物や草木などを発火させることがある。\n\n燃焼が終わるまで: %s ターン actors.buffs.championenemy.warn=死の気配を感じる。 actors.buffs.championenemy$blazing.name=火焔の猛者 @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=魔術師は現在地に_ワー actors.hero.abilities.mage.warpbeacon.desc=魔術師は標識を設置し、その標識に自由にワープすることができる。標識を設置するには1ターンかかるが、標識へのワープは瞬時に行われる。\n\n初期状態では、階層間のワープできず、鍵のかかった部屋などの立ち入れない場所には標識が届かない。魔術師は敵の中に瞬間移動して、敵を押し退けることができる。 actors.hero.abilities.rogue.smokebomb.name=煙玉 -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=視界内の空いている場所にしか跳べない。 actors.hero.abilities.rogue.smokebomb.prompt=跳ぶ場所を選択 actors.hero.abilities.rogue.smokebomb$ninjalog.name=木製の囮 actors.hero.abilities.rogue.smokebomb$ninjalog.desc=なぜか敵は、この木製の囮を本物の盗賊だと簡単に思い込んでしまう。 @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体はこのア actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体はこのアーティファクトの食料を一口食べる効果を、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体はこのアーティファクトの敵に対しての盗みの効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体はこのアーティファクトのランダムな有害の種の植物を根付かせる効果を、_充填を%2$s消費_して発動する。 -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=三位一体はこのアーティファクトの差し込む効果を、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体はこのアーティファクトの占う効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体はこのアーティファクトの時間を止める効果を_%1$dターンの間_、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体は_充填を%2$s消費_して、このアーティファクトのランダムな巻物の効果を得られ、_%1$d/10_の確率で追加消費なしで奇抜なものを選べる。 @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=充填消費量: %d actors.hero.spells.divinesense.name=聖なる感知 actors.hero.spells.divinesense.short_desc=一時的に広範囲の天眼を得る。 -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=聖職者は周囲に感覚を集中させ、50ターンの間、%dタイルの範囲の天眼を得る。この呪文を唱えるのに時間は掛からない。 actors.hero.spells.divinesense$divinesensetracker.name=聖なる感知 actors.hero.spells.divinesense$divinesensetracker.desc=このキャラクターは一時的に付近の他の生物を心で見ることができる!\n\n残り: %sターン @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=何かに気がついた。 actors.hero.hero.wait=… actors.hero.hero.search=探索中 actors.hero.hero.search_distracted=集中することが難しく、探索はとても疲れる。 -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=鍵をいじくり回すが、今回はどうしても開けられない。 actors.hero.hero.pain_resist=激痛のおかげで眠気を我慢できた。 actors.hero.hero.revive=アンクは爆発して生命力を注いでくれた! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ 狂戦士の武器のエンチャ actors.hero.talent.cleave.title=進撃 actors.hero.talent.cleave.desc=_+1:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_30ターン_に増加する。\n\n_+2:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_45ターン_に増加する。\n\n_+3:_ 剣闘士が敵を倒したときに得られるコンボの持続時間が15ターンから_60ターン_に増加する。 actors.hero.talent.lethal_defense.title=致死の防御 -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_50ターン短縮される_。\n\n_+2:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_100ターン短縮される_。\n\n_+3:_ 剣闘士がコンボ技で敵を殺したとき、壊れた印章によるシールドのクールダウンが_150ターン短縮される_。\n\nシールドのクールダウンは、この天賦によって150ターンまで短縮することができる。つまり、一度発動した後すぐに再発動可能な状態になる。 actors.hero.talent.enhanced_combo.title=強化されたコンボ actors.hero.talent.enhanced_combo.desc=_+1:_ 剣闘士のコンボが7以上の場合、打ち倒しのノックバック距離が3に増加し、目眩を与え、敵を穴の中へ突き落とすことができる。\n\n_+2:_ +1の効果に加え、剣闘士のコンボが9以上の場合、受け流しは複数の攻撃を防ぐことができる。\n\n_+3:_ +1と+2の効果に加え、剣闘士は叩きつけ、粉砕、狂暴の使用時に コンボ/3 タイルまで跳躍することができる。 @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ 暗殺者が準備した襲撃で敵 actors.hero.talent.evasive_armor.title=回避鎧 actors.hero.talent.evasive_armor.desc=_+1:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+1_される。\n\n_+2:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+2_される。\n\n_+3:_ 忍者は影走り中、筋力が鎧の重さを1超えるごとに_回避力が+3_される。 actors.hero.talent.projectile_momentum.title=投射の勢い -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ 忍者は影走り中、投擲武器の_正確性は+50%、ダメージは+15%_増加する。\n\n_+2:_ 忍者は影走り中、投擲武器の_正確性は+100%、ダメージは+30%_増加する。\n\n_+3:_ 忍者は影走り中、投擲武器の_正確性は+150%、ダメージは+45%_増加する。 actors.hero.talent.speedy_stealth.title=迅速な隠密 actors.hero.talent.speedy_stealth.desc=_+1:_ 忍者は不可視のとき、1ターンにつき2の助走量を得る。\n\n_+2:_ +1の効果に加え、忍者は不可視のとき、影走りのターンを消費しない。\n\n_+3:_ +1と+2の効果に加え、忍者は不可視のとき、影走りかどうかに関係なく2倍の速度で移動できる。 @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=丈夫な飛び道具 actors.hero.talent.durable_projectiles.desc=_+1:_ 女猟師の投擲武器の_耐久性が50%上昇_する。\n\n_+2:_ 女猟師の投擲武器の_耐久性が75%上昇_する。 actors.hero.talent.point_blank.title=至近距離の直射 -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ 女猟師が精霊の弓または投擲武器を近接時に使うとき、正確性のペナルティが50%減少から_25%減少_に軽減される。\n\n_+2:_ 女猟師が精霊の弓または投擲武器を近接時に使うとき、正確性の_ペナルティを受けなくなる。_\n\n_+3:_ 女猟師が精霊の弓または投擲武器を近接時に使うとき、正確性が_25%上昇_する。\n\n注意:投擲武器や精霊の弓は遠距離で使用した場合、天賦に関係なく常に正確性が50%上昇する。 actors.hero.talent.seer_shot.title=先見者の発射 actors.hero.talent.seer_shot.desc=_+1:_ 女猟師が地上に矢を放つと、_5ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。\n\n_+2:_ 女猟師が地上に矢を放つと、_10ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。\n\n_+3:_ 女猟師が地上に矢を放つと、_15ターンの間_、周囲3×3に視界を得ることができる。20ターンのクールダウンがある。 actors.hero.talent.seer_shot.meta_desc=_この天賦が異なる勇士によって得られた場合_、どの投擲武器からも発動することができる。 diff --git a/core/src/main/assets/messages/actors/actors_pt.properties b/core/src/main/assets/messages/actors/actors_pt.properties index 918332f8b..a846fa36c 100644 --- a/core/src/main/assets/messages/actors/actors_pt.properties +++ b/core/src/main/assets/messages/actors/actors_pt.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=O amuleto começa a chamar pelos inimigos actors.buffs.ascensionchallenge.haste=O amuleto começa a apressar inimigos distantes! actors.buffs.ascensionchallenge.slow=O amuleto começa a parecer um peso de chumbo em seu inventário! actors.buffs.ascensionchallenge.damage=O amuleto começa a irradiar energia escura. Está Queimando! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=A maldição do amuleto pode ser enfraquecida por derrotar mais inimigos. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Derrotando os inimigos, a maldição do amuleto enfraquecerá! actors.buffs.ascensionchallenge.weaken=Você pode sentir a maldição do amuleto enfraquecer um pouco. actors.buffs.ascensionchallenge.break=Você toma um momento para recuperar o fôlego e sente suas feridas começarem a fechar! actors.buffs.ascensionchallenge.almost=Você sente a ligação de Yog ao amuleto começar a enfraquecer, você está quase lá! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Você está pegando fogo! actors.buffs.burning.burnsup=%s queimou! actors.buffs.burning.ondeath=Você queimou até a morte... actors.buffs.burning.rankings_desc=Queimado às Cinzas -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Poucas coisas são mais angustiantes do que ser envolvido por chamas.\n\nO fogo causa dano a cada turno até que seja apagado por água ou até que expire. O fogo pode ser apagado ao pisar na água ou a partir do respingo de uma poção estilhaçada.\n\nAlém disso, o fogo pode queimar terrenos inflamáveis ou itens com que entrar em contato.\n\nTurnos de queima restante :%s. actors.buffs.championenemy.warn=Você sente uma presença mortal. actors.buffs.championenemy$blazing.name=Campeão flamejante @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=O Mago coloca um _Farol de Tele actors.hero.abilities.mage.warpbeacon.desc=O Mago coloca um farol, para o qual é possível se teletransportar à vontade. Colocar o farol demora 1 rodada, mas teletransportar-se até ele é instantâneo.\n\nO Mago não pode teletransportar entre andares por padrão ou usar o farol para alcançar lugares inacessíveis, como salas trancadas. O Mago pode teletransportar-se em cima de inimigos, o que os empurrará para o lado. actors.hero.abilities.rogue.smokebomb.name=Bomba de fumaça -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Você só pode saltar para um local vazio em seu campo de visão. actors.hero.abilities.rogue.smokebomb.prompt=Escolha um local para pular actors.hero.abilities.rogue.smokebomb$ninjalog.name=Boneco de madeira actors.hero.abilities.rogue.smokebomb$ninjalog.desc=De algum jeito, os inimigos são facilmente convencidos de que esse boneco de madeira é o Ladino real! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A Trindade aplicará o e actors.hero.abilities.cleric.trinity.hornofplenty_use=A Trindade aplicará o efeito de lanche deste artefato, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A Trindade aplicará o efeito de roubo de inimigos deste artefato com _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=A Trindade aplicará o efeito de enraizar deste artefato com uma semente prejudicial aleatória, ao custo de _%2$s de cargas._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trindade aplicará o efeito de inserção deste artefato, ao custo de carga em_%2$s._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=A Trindade aplicará o efeito de revelar deste artefato em _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A Trindade aplicará o efeito de congelamento de tempo deste artefato com uma duração de turno de _%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=A Trindade aplicará o efeito de pergaminho aleatório deste artefato, com uma chance de _%1$d/10_ de oferecer a versão exótica sem custo adicional, ao custo de _%2$s de cargas._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Custo de carga: %d actors.hero.spells.divinesense.name=Sentido divino actors.hero.spells.divinesense.short_desc=Ganha temporariamente visão mental em um amplo alcance. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=O Clérigo concentra seus sentidos no ambiente ao seu redor, ganhando visão mental com um alcance de %d espaços por 50 turnos. Esta magia não leva tempo para ser lançada. actors.hero.spells.divinesense$divinesensetracker.name=Sentido divino actors.hero.spells.divinesense$divinesensetracker.desc=Este personagem é capaz, temporariamente, de ver outras criaturas próximas com a mente!\n\nTurnos restantes: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Você percebeu algo. actors.hero.hero.wait=... actors.hero.hero.search=procurar actors.hero.hero.search_distracted=É difícil se concentrar, procurar é exaustivo. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Você tenta abrir a fechadura, mas desta vez não consegue. actors.hero.hero.pain_resist=A dor ajuda você a resistir a vontade de dormir. actors.hero.hero.revive=O ankh explode com energia vital! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Encantamentos e maldições na ar actors.hero.talent.cleave.title=próximo actors.hero.talent.cleave.desc=_+1:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _30 turnos_.\n\n_+2:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _45 turnos_.\n\n_+3:_ O tempo extra que o Gladiador ganha em uma morte é aumentado de 15 para _60 turnos_. actors.hero.talent.lethal_defense.title=Defesa Letal -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 50 turnos_.\n\n_+2:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 100 turnos_.\n\n_+3:_ Quando o Gladiador mata um inimigo com um ataque de combo, o tempo de recarga da blindagem do selo quebrado é _reduzido em 150 turnos_.\n\nO tempo de recarga da blindagem pode ser reduzido para até -150 turnos com este talento, o que significa que ele estará disponível novamente imediatamente após ser ativado. actors.hero.talent.enhanced_combo.title=Combo melhorado actors.hero.talent.enhanced_combo.desc=_+1:_ Quando o combo do Gladiador é 7 ou maior, a distância de Surrar aumenta em 3, causa vertigem e pode derrubar os inimigos em abismos.\n\n_+2:_ Além dos benefícios do +1, quando o combo do Gladiador é 9 ou maior Bloquear funciona em múltiplos ataques.\n\n_+3:_ Além dos benefícios de +1 e +2, O Gladiador pode saltar até 3 espaços para combar quando usar Trombar, Esmagar ou Fúria. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Quando o Assassino mata um inimigo c actors.hero.talent.evasive_armor.title=Armadura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Enquanto correndo, o Corredor ganha _+1 de evasão_ adicional por excesso de pontos de força em sua armadura.\n\n_+2:_ Enquanto correndo, o Corredor ganha _+2 de evasão_ adicionais por excesso de pontos de força em sua armadura.\n\n_+3:_ Enquanto correndo, o Corredor ganha _+3 de evasão_ adicionais por excesso de pontos de força em sua armadura. actors.hero.talent.projectile_momentum.title=Impulso de projétil -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Enquanto está correndo, o Corredor ganha _+50% de precisão e +15% de dano_ com armas de arremesso.\n\n_+2:_ Enquanto está correndo, o Corredor ganha _+100% de precisão e +30% de dano_ com armas de arremesso.\n\n_+3:_ Enquanto está correndo, o Corredor ganha _+150% de precisão e +45% de dano_ com armas de arremesso. actors.hero.talent.speedy_stealth.title=Rapidez furtiva actors.hero.talent.speedy_stealth.desc=_+1:_ O Corredor ganha 2 unidades de impulso por turno enquanto está invisível.\n\n_+2:_ Além do benefício do +1, o Corredor não gasta mais impulso enquanto está invisível.\n\n_+3:_ Além dos benefícios do +1 e +2, o Corredor se move 2X mais rápido enquanto está invisível, independente se ele está correndo ou não. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=projéteis duráveis actors.hero.talent.durable_projectiles.desc=_+1:_ Armas de arremesso têm _+50% de durabilidade_ quando usadas pela Caçadora.\n\n_+2:_ Armas de arremesso têm _+75% de durabilidade_ quando usadas pela Caçadora. actors.hero.talent.point_blank.title=À queima roupa -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _-25% de precisão_ em vez de -50%.\n\n_+2:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _precisão normal_ em vez de -50%.\n\n_+3:_ Quando a Caçadora usa uma arma de arremesso ou seu arco a uma distância corpo a corpo, ela tem _+25% de precisão_ em vez de -50%.\n\nObserve que seu arco espiritual ou armas de arremesso sempre têm +50% de precisão quando usadas a distância. actors.hero.talent.seer_shot.title=Tiro de vidência actors.hero.talent.seer_shot.desc=_+1:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _5 turnos_. Tem 20 turnos de recarga.\n\n_+2:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _10 turnos_. Tem 20 turnos de recarga.\n\n_+3:_ Quando a Caçadora atira uma flecha no chão, ela concede visão em uma área de 3x3 ao seu redor por _15 turnos_. Tem 20 turnos de recarga. actors.hero.talent.seer_shot.meta_desc=Se este talento for ganho por um herói diferente, ele será desencadeado por qualquer arma de arremesso. diff --git a/core/src/main/assets/messages/actors/actors_ru.properties b/core/src/main/assets/messages/actors/actors_ru.properties index f65d74df7..3fe4f68b1 100644 --- a/core/src/main/assets/messages/actors/actors_ru.properties +++ b/core/src/main/assets/messages/actors/actors_ru.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Амулет начинает подзы actors.buffs.ascensionchallenge.haste=Амулет начинает подгонять противников вдалеке! actors.buffs.ascensionchallenge.slow=Амулет стал весить как гиря в вашем инвентаре! actors.buffs.ascensionchallenge.damage=Амулет начал испускать тёмную энергию. Горячо! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Убийство врагов ослабит проклятие амулета. actors.buffs.ascensionchallenge.weaken_info_no_kills=При убийстве врагов проклятие амулета будет слабеть! actors.buffs.ascensionchallenge.weaken=Вы чувствуете, что проклятие амулета стало ослабевать. actors.buffs.ascensionchallenge.break=Вы находите время перевести дыхание, и чувствуете, как ваши раны начинают заживать! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Троица приме actors.hero.abilities.cleric.trinity.hornofplenty_use=Троица применит эффект перекуса этого артефакта, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Троица применит эффект обкрадывающий врага, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Троица применит эффект опутывания со случайным вредоносным семенем, как у этого артефакта, используя _%2$s заряда._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Троица применит эффект отмычки, как у этого артефакта, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Троица применит эффект предвидения, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Троица применит эффект заморозки времени, как у этого артефакта с длительностью в _%1$d_ ходов, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Троица применит эффект случайного свитка или с _%1$d/10_ шансом предложить особый вариант свитка, как у этого артефакта, используя _%2$s заряда._ diff --git a/core/src/main/assets/messages/actors/actors_sv.properties b/core/src/main/assets/messages/actors/actors_sv.properties index 52bb567c5..9a3acd4dc 100644 --- a/core/src/main/assets/messages/actors/actors_sv.properties +++ b/core/src/main/assets/messages/actors/actors_sv.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Amuletten börjar ropa på avlägsna fien actors.buffs.ascensionchallenge.haste=Amuletten börjar påskynda avlägsna fiender! actors.buffs.ascensionchallenge.slow=Amuletten börjar kännas som en vikt av bly i din packning! actors.buffs.ascensionchallenge.damage=Amuletten börjar utstråla mörk energi. Det bränns! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Amulettens förbannelse kan försvagas genom att besegra fler fiender. actors.buffs.ascensionchallenge.weaken_info_no_kills=Om du besegrar fiender kommer amulettens förbannelse att försvagas! actors.buffs.ascensionchallenge.weaken=Du känner hur amulettens förbannelse försvagas något. actors.buffs.ascensionchallenge.break=Du tar en stund och hämtar andan och känner hur dina sår börjar sluta sig! diff --git a/core/src/main/assets/messages/actors/actors_uk.properties b/core/src/main/assets/messages/actors/actors_uk.properties index dcfb2798b..91a39fdbb 100644 --- a/core/src/main/assets/messages/actors/actors_uk.properties +++ b/core/src/main/assets/messages/actors/actors_uk.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Амулет починає заклик actors.buffs.ascensionchallenge.haste=Амулет починає квапити віддалених ворогів. actors.buffs.ascensionchallenge.slow=Амулет починає відчуватися як свинцева гиря у вашому інвентарі! actors.buffs.ascensionchallenge.damage=Амулет починає випромінювати темну енергію. Він горить! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! actors.buffs.ascensionchallenge.weaken=Ви відчуваєте як прокляття амулета трохи ослабло. actors.buffs.ascensionchallenge.break=Ви знайшли хвилинку перевести подих, і відчуваєте як ваші рани загоюються! diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index cdf9cbba4..4b9e8a767 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Tấm bùa bắt đầu báo động đ actors.buffs.ascensionchallenge.haste=Tấm bùa bắt đầu thúc giục các kẻ địch xung quanh! actors.buffs.ascensionchallenge.slow=Tấm bùa bắt đầu nặng như cục tạ chì trong túi đồ của bạn! actors.buffs.ascensionchallenge.damage=Tấm bùa bắt đầu tỏa ra năng lượng hắc ám. Đau quá! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Lời nguyền của tấm bùa có thể được làm yếu đi bằng cách đánh bại thêm kẻ địch. actors.buffs.ascensionchallenge.weaken_info_no_kills=Nếu bạn đánh bại các kẻ địch, lời nguyền của tấm bùa sẽ yếu đi! actors.buffs.ascensionchallenge.weaken=Bạn cảm thấy lời nguyền của tấm bùa đã yếu đi một chút. actors.buffs.ascensionchallenge.break=Bạn dừng lại để nghỉ ngơi và cảm thấy các vết thương bắt đầu hồi phục lại! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Chi phí năng lượng: %d actors.hero.spells.divinesense.name=giác quan thần thánh actors.hero.spells.divinesense.short_desc=Nhận được tâm nhãn tạm thời trong một phạm vi rộng. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Giáo sĩ tập trung các giác quan của mình vào môi trường xung quanh và nhận được tâm nhãn với phạm vi %d ô trong 50 lượt. Thần chú này không mất thời gian để thực hiện. actors.hero.spells.divinesense$divinesensetracker.name=giác quan thần thánh actors.hero.spells.divinesense$divinesensetracker.desc=Nhân vật này tạm thời có thể nhìn thấy các sinh vật khác ở gần bằng tâm trí của mình!\n\nLượt còn lại: %s. @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Các phù phép và lời nguyề actors.hero.talent.cleave.title=chẻ đôi actors.hero.talent.cleave.desc=_+1:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _30 lượt_.\n\n_+2:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _45 lượt_.\n\n_+3:_ Thời gian bổ sung Đấu sĩ nhận được khi giết một kẻ địch được tăng từ 15 lên _60 lượt_. actors.hero.talent.lethal_defense.title=phòng thủ tuyệt đối -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc= _+1:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi của khiên chắn từ con dấu vỡ của anh ấy được _giảm 50 lượt_.\n\n_+2:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi của khiên chắn từ con dấu vỡ của anh ấy được _giảm 100 lượt_.\n\n_+3:_ Khi Đấu sĩ giết 1 kẻ địch với một đòn đánh combo, thời gian hồi của khiên chắn từ con dấu vỡ của anh ấy được _giảm 150 lượt_.\n\nThời gian hồi khiên chắn có thể được giảm tới thấp nhất là -150 lượt theo cách này, tức là nó sẽ ngay lập tức hồi lại sau khi được kích hoạt. actors.hero.talent.enhanced_combo.title=đòn combo nâng cao actors.hero.talent.enhanced_combo.desc=_+1:_ Khi chuỗi combo của Đấu sĩ là 7 hoặc cao hơn, tầm đẩy lùi của Đánh đẩy lùi tăng lên 3, gây chóng mặt và có thể đẩy kẻ địch vào hố.\n\n_+2:_ Đi kèm với hiệu ứng của +1, khi chuỗi combo của Đấu sĩ là 9 hoặc cao hơn, Phản đòn sẽ hoạt động trên nhiều đòn tấn công.\n\n_+3:_ Bên cạnh hiệu ứng của +1 và +2, Đấu sĩ có thể bật nhảy đến 3 ô khi sử dụng combo Đập, Nghiền nát hay Cuồng bạo. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Khi Sát thủ giết một kẻ đ actors.hero.talent.evasive_armor.title=bộ giáp tránh né actors.hero.talent.evasive_armor.desc=_+1:_ Khi đang chạy, Vận động viên nhận thêm _+1 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy.\n\n_+2:_ Khi đang chạy, Vận động viên nhận thêm _+2 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy.\n\n_+3:_ Khi đang chạy, Vận động viên nhận thêm _+3 né tránh_ tương ứng với mỗi điểm sức mạnh thừa từ áo giáp của anh ấy. actors.hero.talent.projectile_momentum.title=truyền động vật ném -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Khi đang chạy, Vận động viên nhận _+50% độ chính xác và +15% sát thương_ cho các vũ khí ném.\n\n_+2:_ Khi đang chạy, Vận động viên nhận _+100% độ chính xác và +30% sát thương_ cho các vũ khí ném.\n\n_+3_ Khi đang chạy, Vận động viên nhận _+150% độ chính xác và +45% sát thương_ cho các vũ khí ném. actors.hero.talent.speedy_stealth.title=tàng hình nhanh nhẹn actors.hero.talent.speedy_stealth.desc=_+1:_ Vận động viên nhận 2 điểm động lượng mỗi lượt khi anh ấy đang vô hình.\n\n_+2:_ Bên cạnh lợi ích của +1, chạy sẽ không đếm ngược khi Vận động viên đang vô hình.\n\n_+3:_ Bên cạnh lợi ích của +1 và +2, Vận động viên di chuyển nhanh gấp 2 lần khi đang vô hình, bất kể anh ấy có đang chạy hay không. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=cường hóa vật ném actors.hero.talent.durable_projectiles.desc=_+1:_ Các vũ khí ném có _+50% độ bền_ khi được sử dụng bởi Nữ thợ săn.\n\n_+2:_ Các vũ khí ném có _+75% độ bền_ khi được sử dụng bởi Nữ thợ săn. actors.hero.talent.point_blank.title=bắn sát -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần, nó bị giảm _25% độ chính xác,_ thay vì -50%.\n\n_+2:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần, nó có _độ chính xác bình thường,_ thay vì -50%.\n\n_+3:_ Khi Nữ thợ săn sử dụng cung của cô ấy hay một vũ khí ném ở tầm gần, nó được tăng _25% độ chính xác,_ thay vì -50%.\n\nLưu ý rằng các vũ khí ném hay cung tâm linh luôn được tăng 50% độ chính xác khi được dùng ở khoảng cách xa. actors.hero.talent.seer_shot.title=bắn dò đường actors.hero.talent.seer_shot.desc=_+1:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _5 lượt_. Nó có thời gian chờ là 20 lượt.\n\n_+2:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _10 lượt_. Nó có thời gian chờ là 20 lượt.\n\n_+3:_ Khi Nữ thợ săn bắn một mũi tên vào mặt đất, nó cho tầm nhìn trong một vùng 3x3 xung quanh nó trong _15 lượt_. Nó có thời gian chờ là 20 lượt. actors.hero.talent.seer_shot.meta_desc=_Nếu tài năng này được nhận bởi một người hùng khác_, nó sẽ kích hoạt từ bất kì vũ khí ném nào. diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index 1a854d7cb..7cb71c77f 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=護符開始呼喚遠處的敵人前來 actors.buffs.ascensionchallenge.haste=護符開始替遠處的敵人增加速度! actors.buffs.ascensionchallenge.slow=護符變得如鉛錘般沉重! actors.buffs.ascensionchallenge.damage=護符開始釋放出黑暗能量。它在灼燒你的肉體! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=護符的詛咒可以透過擊敗敵人減弱。 actors.buffs.ascensionchallenge.weaken_info_no_kills=擊敗敵人後,護符的詛咒就會減弱! actors.buffs.ascensionchallenge.weaken=你可以感受到護符的詛咒消退了一點。 actors.buffs.ascensionchallenge.break=你花點時間喘口氣。你感覺傷口正在癒合! @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=堅固投物 actors.hero.talent.durable_projectiles.desc=_+1:_由英雄使用的投擲武器整體耐久_+50%_。\n\n_+2:_由英雄使用的投擲武器整體耐久_+75%_。 actors.hero.talent.point_blank.title=貼身射擊 -actors.hero.talent.point_blank.desc=_+1:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_-30%_而非-50%。\n\n_+2:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率與使用近戰武器時相同。\n\n_+3:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_+25%_而非-50%。\n\n投擲武器和靈能弓在遠距離使用時都具有+50%的命中率。 +actors.hero.talent.point_blank.desc=_+1:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_-25%_而非-50%。\n\n_+2:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率與使用近戰武器時相同。\n\n_+3:_當英雄對相鄰敵人使用弓或投擲武器時,其命中率為_+25%_而非-50%。\n\n投擲武器和靈能弓在遠距離使用時都具有+50%的命中率。 actors.hero.talent.seer_shot.title=靈矢感知 actors.hero.talent.seer_shot.desc=_+1:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_5回合_。擁有20回合冷卻。\n\n_+2:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_10回合_。擁有20回合冷卻。\n\n_+3:_當獵人以靈能弓射向地面,會使落點及附近範圍加入可視範圍_15回合_。擁有20回合冷卻。 actors.hero.talent.seer_shot.meta_desc=_如果其他英雄獲得此天賦_,此天賦改以任意投擲武器觸發。 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index 542eb7a88..43873a170 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=护符开始呼唤远处的敌人前来 actors.buffs.ascensionchallenge.haste=护符开始为周遭的敌人提升移速! actors.buffs.ascensionchallenge.slow=你背包中的护符此刻恍如重逾千钧! actors.buffs.ascensionchallenge.damage=护符开始释放黑暗能量。此物灼烫难忍! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=护符的诅咒可通过击败更多敌人来削弱。 actors.buffs.ascensionchallenge.weaken_info_no_kills=如果你击败敌人,护符的诅咒就会被削弱! actors.buffs.ascensionchallenge.weaken=你能感受到护符上的诅咒正缓慢地消退。 actors.buffs.ascensionchallenge.break=你稍作喘息,感受到身上的伤口开始愈合! @@ -1105,7 +1105,7 @@ actors.hero.talent.invigorating_meal.desc=_+1:_女猎手进食只花费1回合 actors.hero.talent.liquid_nature.title=液蕴自然 actors.hero.talent.liquid_nature.desc=_+1:_当女猎手饮用或投掷一瓶药剂、魔药或秘药时,周围会生出_最多4格高草丛_,且周围的敌人会被缠绕_1回合_。\n\n_+2:_当女猎手饮用或投掷一瓶药剂、魔药或秘药时,周围会生出_最多6格高草丛_,且周围的敌人会被缠绕_2回合_。\n\n如果使用的是力量药剂、经验药剂或须用前述药剂炼制的炼金物品,则高草丛的生长量和缠绕的时长均翻倍。\n\n对产量较高的炼金物品(如水爆魔药),这项天赋会基于制成该物品的多少而有概率触发。 actors.hero.talent.rejuvenating_steps.title=复春步伐 -actors.hero.talent.rejuvenating_steps.desc=_+1:_当女猎手踏上矮草或余烬时,它们会复生为高草,并立即被女猎手踩踏。这个天赋_有10回合的冷却时间_。\n\n_+2:_当女猎手踏上矮草或余烬时,它们会复生为高草,并立即被女猎手踩踏。这个天赋_有5回合的冷却时间_。\n\n若被动恢复效果被禁用或着英雄长时间内没有获得经验,此天赋只会生出枯草。 +actors.hero.talent.rejuvenating_steps.desc=_+1:_当女猎手踏上矮草或余烬时,它们会复生为高草,并立即被女猎手踩踏。这个天赋_有10回合的冷却时间_。\n\n_+2:_当女猎手踏上矮草或余烬时,它们会复生为高草,并立即被女猎手踩踏。这个天赋_有5回合的冷却时间_。\n\n若被动恢复效果被禁用或者英雄长时间内没有获得经验,此天赋只会生出枯草。 actors.hero.talent.heightened_senses.title=敏锐感知 actors.hero.talent.heightened_senses.desc=_+1:_女猎手能获得对_她周围2格范围内_所有单位的灵视感知。\n\n_+2:_女猎手能获得对_她周围3格范围内_所有单位的灵视感知。 actors.hero.talent.durable_projectiles.title=矢石保养 diff --git a/core/src/main/assets/messages/items/items_fr.properties b/core/src/main/assets/messages/items/items_fr.properties index 8f8a2e6ca..9ab398801 100644 --- a/core/src/main/assets/messages/items/items_fr.properties +++ b/core/src/main/assets/messages/items/items_fr.properties @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=calice sanglant items.artifacts.chaliceofblood.ac_prick=PIQUER items.artifacts.chaliceofblood.yes=Oui, je sais ce que je fais items.artifacts.chaliceofblood.no=Non, j'ai changé d'avis -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Chaque fois que vous utilisez le calice, celui-ci va aspirer de votre énergie en échange d'une amélioration de votre capacité de régénération naturelle.\n\nVous piquer vous infligera _%1$d-%2$d dégâts_, mais ils peuvent être réduits _par une armure physique ou magique et d'autres effets de réduction de dégâts._ Sans prendre en compte de réduction de dégâts, vous piquer maintenant a _%3$s%% de chances_ d'aspirer complètement votre énergie vitale.\n\nÊtes vous sûr de vouloir lui offrir plus d'énergie ? items.artifacts.chaliceofblood.onprick=Vous vous êtes piqué, et votre essence de vie coule dans le calice. items.artifacts.chaliceofblood.ondeath=Le Calice absorbe complètement votre essence vitale... items.artifacts.chaliceofblood.desc=Ce calice d'argent brillant est étrangement paré de gemmes coupantes sur les bords. items.artifacts.chaliceofblood.desc_cursed=Le calice maudit s'est lié à votre main et il entrave votre capacité à régénérer votre santé. items.artifacts.chaliceofblood.desc_1=Alors que vous tenez le calice entre vos mains, vous vous sentez étrangement obligé de vous piquer sur les gemmes pointues. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Un peu de votre sang baigne dans le calice, vous sentez subtilement le calice alimenter votre énergie vitale et améliorer votre régénération naturelle. Vous voulez continuer à vous couper sur le calice, même si vous savez que cela va vous blesser. items.artifacts.chaliceofblood.desc_3=Le calice est plein à ras bord de votre énergie vitale. Vous sentez qu'il vous en redonne. items.artifacts.cloakofshadows.name=cape des ombres @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Votre brassard n'a pas assez de c items.artifacts.masterthievesarmband.cursed=Vous ne pouvez pas utiliser un brassard maudit. items.artifacts.masterthievesarmband.full=Votre brassard est totalement chargé ! items.artifacts.masterthievesarmband.prompt=Choisissez un ennemi à cibler -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Vous devez cibler un ennemi adjacent à vous. items.artifacts.masterthievesarmband.steal_shopkeeper=Vous ne pouvez pas voler le marchant directement. items.artifacts.masterthievesarmband.no_steal=Cet ennemi ne possède rien à voler. items.artifacts.masterthievesarmband.stole_item=Vous volez un objet : %s. @@ -429,14 +429,14 @@ items.artifacts.skeletonkey.ac_insert=INSERER items.artifacts.skeletonkey.cursed=Vous ne pouvez pas utiliser une clef squelette maudite. items.artifacts.skeletonkey.prompt=Choisissez une cible items.artifacts.skeletonkey.invalid_target=Il n'y a rien à verrouiller ou déverrouiller ici. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.lock_no_space=Vous ne pouvez pas bloquer un personnage à l'intérieur d'une porte ! +items.artifacts.skeletonkey.iron_charges=Ouvrir une serrure normale demande 1 charge. +items.artifacts.skeletonkey.gold_charges=Ouvrir une serrure dorée demande 2 charges. +items.artifacts.skeletonkey.lock_charges=Verrouiller une porte demande 2 charges. +items.artifacts.skeletonkey.wall_charges=Créer un mur temporaire coûtera deux charges. +items.artifacts.skeletonkey.crystal_charges=Ouvrir une serrure en cristal demande 5 charges. +items.artifacts.skeletonkey.wont_open=Étrangement, la clé ne rentre pas dans ce verrou. +items.artifacts.skeletonkey.locked_with_key=Cette porte a été verrouillée par votre clé squelette. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! diff --git a/core/src/main/assets/messages/items/items_hu.properties b/core/src/main/assets/messages/items/items_hu.properties index 61ac93d15..52785bda0 100644 --- a/core/src/main/assets/messages/items/items_hu.properties +++ b/core/src/main/assets/messages/items/items_hu.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=Antientropikus %s items.armor.curses.antientropy.desc=Az antientrópia-átok az univerzum erői ellen hat, energiát vonva el a környezetétől, amelyet átad a viselőjének. Ez rövid időre lángra lobbantja viselőjét, de mindent megfagyaszt körülötte! items.armor.curses.bulk.name= Terebélyes %s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=A terebélyes páncél nagyobbnak és impozánsabbnak tűnik, de valójában nem nyújt erősebb védelmet. A legrosszabb viszont az, hogy a nagyobb méret megnehezíti az ajtókon való áthaladást. items.armor.curses.corrosion.name=maró %s items.armor.curses.corrosion.desc=A marópáncél időnként maró váladékot spriccel, és mindent ragacsos, savas lével terít be a területen. @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=A karszalagodnak nincs elég töl items.artifacts.masterthievesarmband.cursed=Nem tudod használni az átkozott karszalagot. items.artifacts.masterthievesarmband.full=A karszalagod teljesen fel van töltve! items.artifacts.masterthievesarmband.prompt=Válassz célpontnak egy ellenséget -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Egy olyan ellenséget kell megcéloznod, amelyik a közvetlen közeledben van. items.artifacts.masterthievesarmband.steal_shopkeeper=Nem lophatsz közvetlenül a boltosoktól. items.artifacts.masterthievesarmband.no_steal=Ettől az ellenségtől nincs mit ellopni. items.artifacts.masterthievesarmband.stole_item=Elloptál valamit: %s. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Ez a kabala jellemzően _%1$s%%-kal_ items.trinkets.eyeofnewt.stats_desc=Jelenlegi szintjén ez a kabala _%1$s%%-kal_ csökkenti a látótávolságodat, viszont lehetővé teszi, hogy a belső szemeddel lásd az ellenségeket _%2$d_ mező távolságból. items.trinkets.ferrettuft.name=vadászgörénybojt -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Selymes, fehér vadászgörénybojt, amelyet egy Lime zöld szalag tart össze, masnira kötve. A görények mozgékonyságukról, pajkosságukról és feddhetetlenségükről ismertek. Ennek az erőnek egy része mintha kisugárzana a kabalából, fokozva a közelükben tartózkodók kitérését. items.trinkets.ferrettuft.typical_stats_desc=Jellemzően ez a kabala ennyivel növeli az összes karakter kijátszását: _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Jelenlegi szintjén ez a kabala ennyivel növeli az összes karakter kijátszását: _%1$s%%_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Ez a fegyver a becsapódás erejét k items.weapon.missiles.forcecube.desc=Ez a furcsán kialakított mágikus kocka elég kicsi, hogy a kezedben tartsd, de hihetetlenül nehéz. items.weapon.missiles.heavyboomerang.name=nehéz bumeráng -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Ez a fegyver 5 kör múlva visszatér arra a helyre, ahonnan eldobták. items.weapon.missiles.heavyboomerang.desc=Ezt a nagy bumerángot nehéz jól kezelni, de számottevő sebzést okoz. items.weapon.missiles.javelin.name=gerely @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=BEVON items.liquidmetal.prompt=Válassz egy dobófegyvert items.liquidmetal.already_fixed=Ez a dobófegyver már tökéletes állapotban van! items.liquidmetal.apply=%d folyékony fémet használsz a dobófegyvered javításához. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Ez a mágikus folyadék kitölti a használat során keletkezett repedéseket és kopásokat egy dobófegyveren, és tökéletes állapotba hozza a fegyvert! Ha egy fegyverkészletnek hiányzik egy darabja, de egyébként teljesen megjavított, akkor a folyékony fém akár a készletből hiányzó fegyver pótlására is használható!\n\nEgy 1-es követelményszintű fegyver teljes javításához 10 folyékony fémre van szükség, egy 5-ös szintű fegyverhez 30-ra. Minden egyes fejlesztés 35%-kal növeli a szükséges fém mennyiségét.\n\nA folyékony fém nem használható a bevonatos dárdák hegyeinek javítására. items.liquidmetal.discover_hint=Ezt a tárgyat alkímia segítségével készítheted el. items.lostbackpack.name=elveszett hátizsák diff --git a/core/src/main/assets/messages/items/items_ja.properties b/core/src/main/assets/messages/items/items_ja.properties index e719d6231..8e276bade 100644 --- a/core/src/main/assets/messages/items/items_ja.properties +++ b/core/src/main/assets/messages/items/items_ja.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=反エントロピーの%s items.armor.curses.antientropy.desc=反エントロピーの呪いは世界の力に抗うようにして働き、周囲のエネルギーを奪い、装備者に流し込ませる。これにより着用者は一時的に炎に包まれるが、周囲全てを凍らせる。 items.armor.curses.bulk.name=嵩張る%s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=嵩張る鎧は見た目には大きく強力に見えるが、実際には防御力が向上しているわけではない。さらに悪いことに、その大きさが原因で扉を通るのが非常に困難になる。 items.armor.curses.corrosion.name=腐食の%s items.armor.curses.corrosion.desc=腐食の鎧は腐食性の液体を撒き散らす可能性があり、その周辺全てを酸性の粘液で覆う。 @@ -192,7 +192,7 @@ items.artifacts.chaliceofblood.ondeath=聖杯によって生命力が干から items.artifacts.chaliceofblood.desc=輝く銀色の聖杯の縁は尖った宝石で奇妙に飾られている。 items.artifacts.chaliceofblood.desc_cursed=聖杯の呪いはあなたの手を拘束し、回復能力を阻害している。 items.artifacts.chaliceofblood.desc_1=聖杯を握ると、尖った宝石で自身を傷つけねばならないような感覚に襲われた。 -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=あなたの血の一部が聖杯に溜まり、聖杯が生命力をあなたへと注ぎ込まれ、自然治癒力が高まっているのを微かに感じ取れる。苦痛を伴うと分かっていながらも、なお聖杯で自らを傷つけたい衝動に駆られてしまう。 items.artifacts.chaliceofblood.desc_3=聖杯は血液で縁まで一杯だ。聖杯に与えた生命力が自身に注ぎ込まれているようだ。 items.artifacts.cloakofshadows.name=影の外套 @@ -424,8 +424,8 @@ items.artifacts.sandalsofnature.desc_cursed=呪われたサンダルは自然と items.artifacts.sandalsofnature.desc_ability=最後に与えた種の色で足元が波打つ。地面に短時間根を張り、半径3タイル内であればどこでもその植物の効果を発揮することができる。\n\n現在の種の効果: _%s_\n必要なチャージ量: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=履物に%d粒の種を与えた。 -items.artifacts.skeletonkey.name=骸骨の鍵 -items.artifacts.skeletonkey.ac_insert=INSERT +items.artifacts.skeletonkey.name=骸骨の万能鍵 +items.artifacts.skeletonkey.ac_insert=差し込む items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. items.artifacts.skeletonkey.prompt=対象を選択 items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. diff --git a/core/src/main/assets/messages/items/items_pt.properties b/core/src/main/assets/messages/items/items_pt.properties index 75366cc25..c7e9e06ac 100644 --- a/core/src/main/assets/messages/items/items_pt.properties +++ b/core/src/main/assets/messages/items/items_pt.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de antientropia items.armor.curses.antientropy.desc=A maldição antientropia funciona contra as forças do universo, puxando energia para o usuário e de seus arredores. Isso incendeia brevemente o usuário, mas congela tudo ao seu redor! items.armor.curses.bulk.name=%s volumosa -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Armaduras volumosas parecem maiores e mais imponentes, mas na verdade não oferecem defesa aprimorada. Pior ainda, o tamanho excessivo dificulta bastante a passagem por portas. items.armor.curses.corrosion.name=%s de corrosão items.armor.curses.corrosion.desc=Uma armadura de corrosão é capaz de expelir violentamente um líquido corrosivo, cobrindo tudo na área com um muco ácido pegajoso. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=cálice de sangue items.artifacts.chaliceofblood.ac_prick=FURAR items.artifacts.chaliceofblood.yes=Sim, sei o que faço items.artifacts.chaliceofblood.no=Não, eu mudei de ideia -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=A cada vez que usa o cálice, ele drena mais da sua energia vital, mas, em troca, potencializa mais sua regeneração natural de vida.\n\nAtualmente, espetar-se causará _%1$d-%2$d de dano_, embora esse dano possa ser reduzido por _bloqueios tanto físicos quanto mágicos, ou por redução de dano. Sem considerar os efeitos de redução de dano, espetar-se tem uma chance de _%3$s%%_ de drenar completamente sua energia vital.\n\nTem certeza de que deseja oferecer mais energia vital ao cálice? items.artifacts.chaliceofblood.onprick=Você se fura e sua essência vital é drenada para dentro do cálice. items.artifacts.chaliceofblood.ondeath=O Cálice drenou completamente a sua essência vital... items.artifacts.chaliceofblood.desc=Este reluzente cálice de prata é estranhamente adornado com gemas preciosas afiadas na borda. items.artifacts.chaliceofblood.desc_cursed=O cálice amaldiçoado se prendeu à sua mão e está inibindo a sua habilidade de regenerar vida. items.artifacts.chaliceofblood.desc_1=Enquanto segura o cálice, você se sente estranhamente compelido a se furar nas gemas afiadas. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Um pouco do seu sangue está acumulado dentro do cálice, você sente o cálice sutilmente nutrindo você com energia vital, potencializando sua regeneração natural de vida. Você ainda quer se cortar no cálice, mesmo sabendo que irá doer. items.artifacts.chaliceofblood.desc_3=O cálice está cheio até a borda com a sua essência vital. Você pode sentir o cálice transbordando energia vital de volta para você. items.artifacts.cloakofshadows.name=capa das sombras @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Sua braçadeira não tem carga o items.artifacts.masterthievesarmband.cursed=Você não pode usar uma braçadeira amaldiçoada. items.artifacts.masterthievesarmband.full=Sua braçadeira está totalmente carregada! items.artifacts.masterthievesarmband.prompt=Escolha um inimigo como alvo -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Você deve escolher um inimigo que esteja adjacente a você. items.artifacts.masterthievesarmband.steal_shopkeeper=Você não pode roubar diretamente dos lojistas. items.artifacts.masterthievesarmband.no_steal=Não há nada para roubar deste inimigo. items.artifacts.masterthievesarmband.stole_item=Você roubou um item: %s. @@ -425,18 +425,18 @@ items.artifacts.sandalsofnature.desc_ability=Linhas onduladas surgem nos calçad items.artifacts.sandalsofnature.desc_seeds=Você já alimentou os calçados com %d sementes. items.artifacts.skeletonkey.name=chave de crânio -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=INSERIR +items.artifacts.skeletonkey.cursed=Você não pode usar uma chave de crânio amaldiçoada. items.artifacts.skeletonkey.prompt=Escolha um alvo -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.invalid_target=Não há nada para trancar ou destrancar aqui. +items.artifacts.skeletonkey.lock_no_space=Você não pode trancar um personagem dentro de uma porta! +items.artifacts.skeletonkey.iron_charges=Abrir uma fechadura comum requer 1 carga. +items.artifacts.skeletonkey.gold_charges=Abrir uma fechadura dourada requer 2 cargas. +items.artifacts.skeletonkey.lock_charges=Trancar uma porta requer 2 cargas. +items.artifacts.skeletonkey.wall_charges=Criar uma parede temporária requer 2 cargas. +items.artifacts.skeletonkey.crystal_charges=Abrir uma fechadura de cristal requer 5 cargas. +items.artifacts.skeletonkey.wont_open=A chave se recusa a entrar nesta fechadura por algum motivo. +items.artifacts.skeletonkey.locked_with_key=Esta porta foi trancada pela sua chave de crânio. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! diff --git a/core/src/main/assets/messages/items/items_ru.properties b/core/src/main/assets/messages/items/items_ru.properties index 6e6502aae..46f9a4b94 100644 --- a/core/src/main/assets/messages/items/items_ru.properties +++ b/core/src/main/assets/messages/items/items_ru.properties @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=ИСПОЛЬЗОВАТЬ items.liquidmetal.prompt=Выберите метательное оружие items.liquidmetal.already_fixed=Это метательное оружие уже в превосходном состоянии! items.liquidmetal.apply=Вы используете %d жидкого металла для починки вашего метательного оружия. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Эта магическая жидкость заглаживает трещины и просечки, возникшие от использования, и метательное оружие восстанавливается до идеального состояния! Если комплект оружия полностью восстановлен, но в нём недостаёт оружия, то жидкий металл может восстановить недостающее оружие из комплекта!\n\nДля оружия с редкостью 1 уровня потребуется 10 жидкого металла для полного восстановления, для оружия с редкостью 5 уровня потребуется 30. Каждое улучшение увеличивает требуемое количество металла на 35%.\n\nЖидкий металл нельзя использовать для починки наконечников на дротиках. items.liquidmetal.discover_hint=Вы можете создать этот предмет с помощью алхимии. items.lostbackpack.name=потерянный рюкзак diff --git a/core/src/main/assets/messages/items/items_uk.properties b/core/src/main/assets/messages/items/items_uk.properties index 75cf22906..584493702 100644 --- a/core/src/main/assets/messages/items/items_uk.properties +++ b/core/src/main/assets/messages/items/items_uk.properties @@ -424,7 +424,7 @@ items.artifacts.sandalsofnature.desc_cursed=Прокляті сандалі бл items.artifacts.sandalsofnature.desc_ability=Взуття переливається кольором останнього насіння, яким ви його нагодували. Вони можуть ненадовго вкорінитися в землю і створити ефект цієї рослини будь-де в радіусі 3-х плиток.\nНасіння: _%s_\nНеобхідно заряду: _%d%%_ items.artifacts.sandalsofnature.desc_seeds=Ви нагодували взуття насіниною %d. -items.artifacts.skeletonkey.name=Скелетний ключ +items.artifacts.skeletonkey.name=скелетний ключ items.artifacts.skeletonkey.ac_insert=INSERT items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. items.artifacts.skeletonkey.prompt=Виберіть ціль diff --git a/core/src/main/assets/messages/items/items_vi.properties b/core/src/main/assets/messages/items/items_vi.properties index 15809970c..8208aa824 100644 --- a/core/src/main/assets/messages/items/items_vi.properties +++ b/core/src/main/assets/messages/items/items_vi.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s của sự hấp thụ nhiệt items.armor.curses.antientropy.desc=Lời nguyền của sự hấp thụ nhiệt chống lại sức mạnh của vũ trụ, hút lấy năng lượng từ xung quanh và truyền vào người mặc. Điều này tạm thời khiến người mặc bốc cháy, nhưng đóng băng mọi thứ xung quanh họ! items.armor.curses.bulk.name=%s của sự cồng kềnh -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Áo giáp cồng kềnh trông lớn hơn và oai nghiêm hơn, nhưng không thực sự tăng khả năng phòng thủ. Tệ hơn nữa, kích thước tăng thêm khiến việc di chuyển vào các ô cửa rất khó khăn. items.armor.curses.corrosion.name=%s của sự ăn mòn items.armor.curses.corrosion.desc=Áo giáp của sự ăn mòn có khả năng bắn ra chất lỏng có tính ăn mòn, bao phủ mọi thứ trong khu vực bằng chất nhầy dính có tính axit. diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index bb49d7817..f6ba2de64 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -436,11 +436,11 @@ items.artifacts.skeletonkey.lock_charges=鎖門需要2點充能。 items.artifacts.skeletonkey.wall_charges=製造魔法牆需要2點充能。 items.artifacts.skeletonkey.crystal_charges=解開水晶製的鎖需要5點充能。 items.artifacts.skeletonkey.wont_open=某些原因致使鑰匙無法解開這個鎖。 -items.artifacts.skeletonkey.locked_with_key=這道門被你的骷髏鑰匙鎖住了。 -items.artifacts.skeletonkey.force_lock=門鎖因骷髏鑰匙的遺失而被弱化,所以你試圖直接把門開撞開。 +items.artifacts.skeletonkey.locked_with_key=這道門已被被你的骷髏鑰匙鎖上。 +items.artifacts.skeletonkey.force_lock=門鎖因骷髏鑰匙的遺失而被弱化,所以你直接把門撞開。 items.artifacts.skeletonkey.discard=你丟棄了多餘的鑰匙。 items.artifacts.skeletonkey.levelup=你的鑰匙變得更強大了! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc=一把頭形像頭骨的鑰匙。每次看著它時,它的牙齒似乎都長得不太一樣。 items.artifacts.skeletonkey.desc_worn=這把魔法鑰匙似乎在你取代其它鑰匙使用時變得更強。他能插入地下城中幾乎所有的門以鎖上或解開它,即便有些門從來就沒鎖上過。\n\n這把鑰匙甚至能對八方"鎖"住那裡的空氣,創造3格寬的實心牆壁,持續10回合。如果後面有空間的話,這麼做也會將敵人推開。 items.artifacts.skeletonkey.desc_cursed=詛咒的鑰匙似乎在使其無法解開任何鎖,它甚至使你有機會在使用其他鑰匙時開鎖失敗。 items.artifacts.skeletonkey$keywall.desc=由骷髏鑰匙創造的臨時魔法牆。 @@ -942,7 +942,7 @@ items.quest.embers.discover_hint=此物品會在某任務中出現。 items.quest.escapecrystal.name=脫逃水晶 items.quest.escapecrystal.ac_use=使用 -items.quest.escapecrystal.desc=一條似乎被注入傳送魔法的水晶,你能用它離開金庫,但你拿不走其中的任何東西! +items.quest.escapecrystal.desc=一條似乎被注入傳送魔法的水晶,你能用它離開寶庫,但你拿不走其中的任何東西! items.quest.escapecrystal.discover_hint=此物品會在某任務中出現。 items.quest.gooblob.name=蝕黑黏液 @@ -1291,7 +1291,7 @@ items.spells.beaconofreturning.desc=這種複雜的晶住給予了使用者無 items.spells.curseinfusion.name=強力詛咒菱晶 items.spells.curseinfusion.inv_title=詛咒一件物品 -items.spells.curseinfusion.desc=這種菱晶會為裝備賦予和在DM-300內找到的邪惡能量一樣的魔法。對任一裝備使用時,該物品將會被詛咒,且將失去其原本的附加魔法特性。\n\n對武器、護甲及法杖使用時,它們會在被詛咒的同時獲得升級,但升級效果不會多次疊加。詛咒帶來的負面效果解除時,此種升級效果也隨之消散。\n\n也可以對已詛咒的武器或護甲使用來變更上面的詛咒效果。 +items.spells.curseinfusion.desc=這種菱晶會為裝備賦予和在DM-300內找到的邪惡能量一樣的魔法。對任一裝備使用時,該裝備即受詛咒,且將失去其原本的附加魔法特性。\n\n對武器、護甲及法杖使用時,它們會在被詛咒的同時獲得升級。裝備原始等級愈高,升級愈多。然而,多次施於同一裝備上時,僅能更換詛咒類型,且詛咒帶來的負面效果解除時,菱晶帶來的升級效果也隨之消散。 items.spells.spell.ac_cast=施放 items.spells.spell.no_magic=你無法在魔法免疫的情況下使用法術結晶。 diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index c7a97e84d..2dfe230ac 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -56,7 +56,7 @@ items.armor.glyphs.stone.name=磐岩%s items.armor.glyphs.stone.desc=这个刻印使用沉重的魔法石包裹了整个铠甲让使用者无法闪避,但会根据原有的闪避能力吸收伤害。 items.armor.glyphs.swiftness.name=迅捷%s -items.armor.glyphs.swiftness.desc=这个刻印会在近范围内没有敌人时使提高使用者的移动速度。 +items.armor.glyphs.swiftness.desc=这个刻印会在近范围内没有敌人时提高使用者的移动速度。 items.armor.glyphs.thorns.name=荆棘%s items.armor.glyphs.thorns.desc=这个强力的刻印会伤害那些攻击穿戴者的敌人,使它们缓慢流血。 @@ -826,7 +826,7 @@ items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.name=水灵治疗 items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.desc=你暂时获得了如同粘咕一样的恢复能力。\n\n当站在水面上时,你每回合都能够恢复少量生命值。生命值全满或离开水面时会暂停该效果。\n\n剩余的恢复量:%d items.potions.elixirs.elixirofdragonsblood.name=龙血秘药 -items.potions.elixirs.elixirofdragonsblood.desc=饮用后,这瓶秘药会使饮用者的血管里充斥着烈焰的力量。这个效果能让引用者对火焰完全免疫,并且还能通过物理攻击点燃敌人。 +items.potions.elixirs.elixirofdragonsblood.desc=饮用后,这瓶秘药会使饮用者的血管里充斥着烈焰的力量。这个效果能让饮用者对火焰完全免疫,并且还能通过物理攻击点燃敌人。 items.potions.elixirs.elixiroffeatherfall.name=羽落秘药 items.potions.elixirs.elixiroffeatherfall.light=你觉得自己身轻如燕! @@ -1427,9 +1427,9 @@ items.trinkets.chaoticcenser.stats_desc=在当前等级下,这件饰物会每 items.trinkets.crackedspyglass.name=幻象裂镜 items.trinkets.crackedspyglass.desc=这柄手持式望远镜若其前镜头完好无损,则可称得上一件能工巧匠的伟大之作。望远镜虽然能帮助你发现地牢中的新物品,却由于其缺陷导致物品难以被看清。 -items.trinkets.crackedspyglass.typical_stats_desc=这件饰物通常会有_%1$s%%_的概率在在除Boss层以外的每层额外生成一件隐藏物品 +items.trinkets.crackedspyglass.typical_stats_desc=这件饰物通常会有_%1$s%%_的概率在除Boss层以外的每层额外生成一件隐藏物品。 items.trinkets.crackedspyglass.stats_desc=在当前等级下,这件饰物会有_%1$s%%_的概率在除Boss层以外的每层额外生成一件隐藏物品。 -items.trinkets.crackedspyglass.stats_desc_upgraded=在当前等级下,这件饰物会有_100%%_的概率在除Boss层以外的每层额外生成一件隐藏物品,并有_%1$s%%_的概率生成第二件额外隐藏物品。 +items.trinkets.crackedspyglass.stats_desc_upgraded=在当前等级下,这件饰物会有_100%%_的概率在除Boss层以外的每层额外生成一件隐藏物品,并有_%1$s%%_的概率再额外生成一件隐藏物品。 items.trinkets.dimensionalsundial.name=位面日晷 items.trinkets.dimensionalsundial.warning=你的日晷不再显影,这使你倍感不安。 @@ -1479,8 +1479,8 @@ items.trinkets.ratskull.stats_desc=在当前等级下,这件饰物会使稀有 items.trinkets.saltcube.name=盐晶立方 items.trinkets.saltcube.desc=这块巨大的盐晶被切割成近乎完美的立方体,而不知为何盐晶成功吸收了炼金釜中一半的水分而非溶解于其中。它似乎通过魔法脱水并保存了你所吃的食物,延长了你所得的饱腹感,但也减少了你不空腹时的生命回复。 -items.trinkets.saltcube.typical_stats_desc=这件饰物通常会增加你_%1$s%%_的饥饿所需时间,但也会降低你_%2$s%%_的生命回复速率,若楼层封锁则无效。 -items.trinkets.saltcube.stats_desc=在当前等级下,这件饰物会增加你_%1$s%%_的饥饿所需时间,但也会降低你_%2$s%%_的生命回复速率,若楼层封锁则无效。 +items.trinkets.saltcube.typical_stats_desc=这件饰物通常会增加你_%1$s%%_的饥饿所需时间,但也会降低你_%2$s%%_的生命回复速率,若楼层已被封锁则上述效果无效。 +items.trinkets.saltcube.stats_desc=在当前等级下,这件饰物会增加你_%1$s%%_的饥饿所需时间,但也会降低你_%2$s%%_的生命回复速率,若楼层已被封锁则上述效果无效。 items.trinkets.shardofoblivion.name=遗忘碎片 items.trinkets.shardofoblivion.desc=经过炼金釜的烹煮,这一小块邪能碎片已经化为了...一片虚空?光线似乎在碎片边缘发生了弯曲,而只要你不握住它,它就会悬停在原地。碎片似乎通过魔法从你的无知中获得力量,所以对此最好不要想太多。 diff --git a/core/src/main/assets/messages/journal/journal_zh-hant.properties b/core/src/main/assets/messages/journal/journal_zh-hant.properties index 473f24ebe..ed992909f 100644 --- a/core/src/main/assets/messages/journal/journal_zh-hant.properties +++ b/core/src/main/assets/messages/journal/journal_zh-hant.properties @@ -65,7 +65,7 @@ journal.document.adventurers_guide.magic.body=魔法攻擊能夠無視目標的 journal.document.alchemy_guide.title=鍊金指南 journal.document.alchemy_guide.potions.title=引言與藥劑釀造 -journal.document.alchemy_guide.potions.body=歡迎來到《鍊金術的實際應用》! 這是業餘鍊金愛好者和冒險家們的鍊金配方參考書。\n\n我們將從最經典的配方開始: 藥劑!\n\n往鍊金釜隨意放置三個種子來釀造一瓶藥劑! 每類種子都有著與之對應的藥劑。釀造的藥劑可能與原料種子相關,但也可能完全隨機。 使用更多相同種類的種子能夠減少出現隨機藥劑的機率。 +journal.document.alchemy_guide.potions.body=歡迎來到《鍊金術的實際應用》! 這是業餘鍊金愛好者和冒險家們的鍊金配方參考書。\n\n我們將從最經典的配方開始: 藥劑!\n\n往鍊金釜隨意放置三個種子來釀造一瓶隨機藥劑! 每類種子都有著與之對應的藥劑。釀造的藥劑可能與原料種子相關,但也可能完全隨機。 使用更多相同種類的種子能夠減少出現隨機藥劑的機率。 journal.document.alchemy_guide.stones.title=鍛造符石 journal.document.alchemy_guide.stones.body=在鍊金釜中放入一張卷軸,就能使捲軸的魔力注入到兩塊石頭中。 就能鍛造出符石,你也能得知卷軸上文字的意思! journal.document.alchemy_guide.energy_food.title=鍊金能量與食物烹飪 diff --git a/core/src/main/assets/messages/levels/levels_hu.properties b/core/src/main/assets/messages/levels/levels_hu.properties index 63b9fcec3..fc613b5b5 100644 --- a/core/src/main/assets/messages/levels/levels_hu.properties +++ b/core/src/main/assets/messages/levels/levels_hu.properties @@ -194,7 +194,7 @@ levels.citylevel.bookshelf_desc=Különféle tudományos könyvek sora tölti me levels.citylevel.region_deco_name=Lángoló lábazat levels.citylevel.region_deco_desc=Egy megemelt lábazat, tetején élénkzöld varázslánggal. A láng olyan sűrű, hogy akár szilárd is lehetne. -levels.citylevel.upcoming_quest_intro_title=Üzenet a Fejlesztőtöl +levels.citylevel.upcoming_quest_intro_title=Fejlesztői üzenet levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan levels.citylevel.upcoming_quest_intro_yes=Descend into the vault levels.citylevel.upcoming_quest_intro_no=Stay here diff --git a/core/src/main/assets/messages/levels/levels_ru.properties b/core/src/main/assets/messages/levels/levels_ru.properties index 844526f9c..b1e0a66c7 100644 --- a/core/src/main/assets/messages/levels/levels_ru.properties +++ b/core/src/main/assets/messages/levels/levels_ru.properties @@ -21,7 +21,7 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Должно быть, бесп levels.rooms.special.weakfloorroom$hiddenwell.name=Отдалённый колодец levels.rooms.special.weakfloorroom$hiddenwell.desc=Вы еле-еле можете разглядеть внизу колодец. Может быть, там что-то есть? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.name=Вход в хранилище levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. levels.rooms.quest.blacksmithroom$questentrance.name=Вход в шахту @@ -196,8 +196,8 @@ levels.citylevel.region_deco_desc=Возвышающийся пьедестал levels.citylevel.upcoming_quest_intro_title=Сообщение от Разработчика levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_yes=Спустится в хранилище +levels.citylevel.upcoming_quest_intro_no=Остаться здесь levels.hallslevel.water_name=Холодная лава levels.hallslevel.grass_name=Тлеющий мох diff --git a/core/src/main/assets/messages/levels/levels_zh-hant.properties b/core/src/main/assets/messages/levels/levels_zh-hant.properties index 19b1cd12e..589108259 100644 --- a/core/src/main/assets/messages/levels/levels_zh-hant.properties +++ b/core/src/main/assets/messages/levels/levels_zh-hant.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=一定是一個莽撞的冒險 levels.rooms.special.weakfloorroom$hiddenwell.name=遠處的井 levels.rooms.special.weakfloorroom$hiddenwell.desc=你隱約可以看到深處有一口井,也許這下面有些什麼? -levels.rooms.quest.ambitiousimproom$questentrance.name=金庫入口 -levels.rooms.quest.ambitiousimproom$questentrance.desc=這個洞似乎是進入某個古老矮人金庫的入口。某個魔法屏障堵在入口上,你能直接走過去。 +levels.rooms.quest.ambitiousimproom$questentrance.name=寶庫入口 +levels.rooms.quest.ambitiousimproom$questentrance.desc=這個洞似乎是進入某個古老矮人藏寶庫的入口。某個魔法屏障堵在入口上,你能直接走過去。 levels.rooms.quest.blacksmithroom$questentrance.name=礦坑入口 levels.rooms.quest.blacksmithroom$questentrance.desc=這架梯子通往鐵匠鋪下方的一座老舊礦坑。 @@ -195,8 +195,8 @@ levels.citylevel.region_deco_name=靈火基座 levels.citylevel.region_deco_desc=一個凸起的基座,上面有一道綠色的魔法火焰。火焰不燙,卻旺到像是一面牆壁一樣。 levels.citylevel.upcoming_quest_intro_title=開發者留言 -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=進入金庫 +levels.citylevel.upcoming_quest_intro_body=《破碎像素地城》下次主更新將完全改造小惡魔給予的任務!小惡魔會要你掃蕩古老的矮人藏寶庫,而藏寶庫的入口就在你腳下。\n\n可惜,藏寶庫現在還很空曠,但你還是可以下去逛逛,測試穏定性,並給點意見。\n\n新任務的特色在於,你無法將身上的裝備攜入寶庫。_不過,你也會得到脫逃水晶,用以脫身。_除此之外,你背包內會空空如也。在藏寶庫內,生命值不自然恢復,但飢餓不增長。\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=進入寶庫 levels.citylevel.upcoming_quest_intro_no=待在這裡 levels.hallslevel.water_name=低溫岩漿 diff --git a/core/src/main/assets/messages/levels/levels_zh.properties b/core/src/main/assets/messages/levels/levels_zh.properties index 7295305d2..613e87b64 100644 --- a/core/src/main/assets/messages/levels/levels_zh.properties +++ b/core/src/main/assets/messages/levels/levels_zh.properties @@ -195,7 +195,7 @@ levels.citylevel.region_deco_name=长明基座 levels.citylevel.region_deco_desc=一个在其上燃有明亮的绿色魔法火焰的凸起基座。火焰是如此致密,好似固化了一般。 levels.citylevel.upcoming_quest_intro_title=开发者留言 -levels.citylevel.upcoming_quest_intro_body=破碎的像素地牢的下次重要更新将着力于全面重做“野心勃勃的小恶魔”所给予的任务!重做后的任务将指示你突袭一处古代矮人保险库,而这处保险库的入口就在你的脚底下。\n\n当前,新任务的场地还很空旷,但欢迎你提前进去转转,测试新场地并给出早期反馈意见!\n\n重做后任务的机制之一,便是你将不携带自己的物品进入其中,这意味着进入保险库时,你将暂时失去你的所有物品,_但会获得一个能够使你返回此处的逃逸棱晶。_在保险库当中时,你不会饥饿,你的生命值也无法自然恢复。\n\n-Evan +levels.citylevel.upcoming_quest_intro_body=破碎的像素地牢的下次重要更新将着力于全面重做“野心勃勃的小恶魔”所给予的任务!重做后的任务将指示你突袭一处远古的矮人宝库,而这处保险库的入口就在你的脚底下。\n\n当前,新任务的场地还很空旷,但欢迎你提前进去转转,测试新场地并给出早期反馈意见!\n\n重做后任务的机制之一,便是你将不携带自己的物品进入其中,这意味着进入宝库时,你将暂时失去你的所有物品,_不过还会获得一个能让你从中撤离的逃逸棱晶。_同时,饥饿增长与生命回复也都会被暂停。\n\n-Evan levels.citylevel.upcoming_quest_intro_yes=降入宝库 levels.citylevel.upcoming_quest_intro_no=留在原地 diff --git a/core/src/main/assets/messages/misc/misc_hu.properties b/core/src/main/assets/messages/misc/misc_hu.properties index 6b74e7792..1e4e23a6d 100644 --- a/core/src/main/assets/messages/misc/misc_hu.properties +++ b/core/src/main/assets/messages/misc/misc_hu.properties @@ -210,7 +210,7 @@ badges$badge.pacifist_ascent.title=Békés felemelkedés badges$badge.pacifist_ascent.desc=Vidd a felszínre Yendor amulettjét anélkül, hogy az átkának súlyosságát csökkentenéd badges$badge.taking_the_mick.title=A Mick elvétele badges$badge.taking_the_mick.desc=Mérj gyilkost csapást az utolsó főellenségre egy +20-as vagy nagyobb szintű csákánnyal -badges$badge.victory_random.title=Randomized Victory! +badges$badge.victory_random.title=Véletlenszerű győzelem! badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. challenges.no_food=Fogyókúrán diff --git a/core/src/main/assets/messages/misc/misc_ru.properties b/core/src/main/assets/messages/misc/misc_ru.properties index 8f098eac9..e03a95e9b 100644 --- a/core/src/main/assets/messages/misc/misc_ru.properties +++ b/core/src/main/assets/messages/misc/misc_ru.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Победите босса в тюрьме, badges$badge.boss_challenge_3.title=Разъехались badges$badge.boss_challenge_3.desc=Победите босса в пещерах, не подвергшись атаке или не понеся урон от него, когда он сверх-заряжен badges$badge.boss_challenge_4.title=Никакого Оружия в Его Присутствии -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Победите босса города дворфов без прямой атаки на него оружием, кольцами, палочками или заклинаниями badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Победите финального босса при всех живых рассадниках демонов при прохождении испытания Злые боссы badges$badge.games_played_1.title=Начинающий спелеолог @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Мирное Восхождение badges$badge.pacifist_ascent.desc=Достаньте на поверхность Амулет Индора ни разу не уменьшая тяжесть его проклятия badges$badge.taking_the_mick.title=Шалость удалась badges$badge.taking_the_mick.desc=Добейте финального босса ударом кирки +20 или выше. -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Победа в Рандомайзере! +badges$badge.victory_random.desc=Получите Амулет Индора с случайным героем, прокаченным талантом, подклассом и способностью брони. challenges.no_food=На диете challenges.no_food_desc=Еды и так мало, а вам надо еще и следить за вашими порциями питания!\n\n- Еда и рог изобилия имеют лишь треть голодоутоляющего эффекта.\n- Другие источники насыщения работают без изменений. diff --git a/core/src/main/assets/messages/misc/misc_zh.properties b/core/src/main/assets/messages/misc/misc_zh.properties index f19e1bd2e..03268e207 100644 --- a/core/src/main/assets/messages/misc/misc_zh.properties +++ b/core/src/main/assets/messages/misc/misc_zh.properties @@ -210,7 +210,7 @@ badges$badge.pacifist_ascent.title=兵不血刃 badges$badge.pacifist_ascent.desc=将其诅咒未曾减弱的Yendor护符带出地牢 badges$badge.taking_the_mick.title=适才相戏耳 badges$badge.taking_the_mick.desc=以一把至少20级的镐子对最终boss打出致命一击 -badges$badge.victory_random.title=随机化获胜! +badges$badge.victory_random.title=随机模式获胜! badges$badge.victory_random.desc=以随机英雄、随机天赋、随机专精与随机护甲技能获得Yendor护符。 challenges.no_food=缩餐节食 diff --git a/core/src/main/assets/messages/scenes/scenes_fr.properties b/core/src/main/assets/messages/scenes/scenes_fr.properties index 2fafd6694..02469659b 100644 --- a/core/src/main/assets/messages/scenes/scenes_fr.properties +++ b/core/src/main/assets/messages/scenes/scenes_fr.properties @@ -74,8 +74,8 @@ scenes.heroselectscene.custom_seed_set=Choisir scenes.heroselectscene.custom_seed_clear=Effacer scenes.heroselectscene.challenges_nowin=Les défis sont des modifications optionnelles qui rendent le jeu plus difficile. Certains rendent le donjon plus dangereux, d'autres réduisent la puissance de vos capacités ou des objets.\n\n_Vous devez remporter au moins une partie avant de pouvoir activer des défis._ scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize_hero=Héro aléatoire +scenes.heroselectscene.randomize_chals=Défis aléatoires scenes.heroselectscene.randomize_chals_title=Défis scenes.heroselectscene.randomize_confirm=Confirmer scenes.heroselectscene.randomize_cancel=Annuler @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon est un jeu entièrement g scenes.titlescene.patreon_button=Page Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon à été mis à jour ! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=La version v.3.3 contient une zone de test pour la future zone de quête, de nouveaux objets ainsi que quelques modifications. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon a bénéficié d'un correctif logiciel ! scenes.welcomescene.patch_bugfixes=Ce correctif contient des corrections de bugs. scenes.welcomescene.patch_translations=Ce correctif contient des mises à jour de traductions. diff --git a/core/src/main/assets/messages/scenes/scenes_hu.properties b/core/src/main/assets/messages/scenes/scenes_hu.properties index eecb30cd7..d6b223fc6 100644 --- a/core/src/main/assets/messages/scenes/scenes_hu.properties +++ b/core/src/main/assets/messages/scenes/scenes_hu.properties @@ -73,11 +73,11 @@ scenes.heroselectscene.custom_seed_nowin=A játék egy számkódot használt a k scenes.heroselectscene.custom_seed_set=Választ scenes.heroselectscene.custom_seed_clear=Töröl scenes.heroselectscene.challenges_nowin=A kihívások választható módosítások, amelyek megnehezítik a játékot. Egyes kihívások veszélyesebbé teszik a kazamatát, mások csökkentik a képességeid vagy a tárgyaid erejét.\n\n_Meg kell nyerned legalább egy játékot, mielőtt kihívásokat állíthatnál be._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Véletlenszerű +scenes.heroselectscene.randomize_hero=Véletlenszerű hős +scenes.heroselectscene.randomize_chals=Véletlenszerű kihívások scenes.heroselectscene.randomize_chals_title=Kihívások -scenes.heroselectscene.randomize_confirm=Jóváhagyás +scenes.heroselectscene.randomize_confirm=Megerősítés scenes.heroselectscene.randomize_cancel=Mégse scenes.interlevelscene$mode.descend=Lemész diff --git a/core/src/main/assets/messages/scenes/scenes_ru.properties b/core/src/main/assets/messages/scenes/scenes_ru.properties index 7f850371d..20e860bf6 100644 --- a/core/src/main/assets/messages/scenes/scenes_ru.properties +++ b/core/src/main/assets/messages/scenes/scenes_ru.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Игра генерирует подз scenes.heroselectscene.custom_seed_set=Установить scenes.heroselectscene.custom_seed_clear=Очистить scenes.heroselectscene.challenges_nowin=Испытания — это опциональные модификаторы, которые усложняют забеги. Одни делают подземелье опаснее, другие ослабляют вас и предметы.\n\n_Вам нужно одержать победу как минимум один раз, чтобы применять испытания._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Рандомайзер +scenes.heroselectscene.randomize_hero=Случайный герой +scenes.heroselectscene.randomize_chals=Случайные испытания scenes.heroselectscene.randomize_chals_title=Испытания scenes.heroselectscene.randomize_confirm=Подтвердить scenes.heroselectscene.randomize_cancel=Отменить diff --git a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties index e413bc86e..78d1a0d05 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties @@ -76,7 +76,7 @@ scenes.heroselectscene.challenges_nowin=開始挑戰之後,遊戲會更加困 scenes.heroselectscene.randomize=隨機選項 scenes.heroselectscene.randomize_hero=隨選英雄 scenes.heroselectscene.randomize_chals=隨選挑戰 -scenes.heroselectscene.randomize_chals_title=挑戰 +scenes.heroselectscene.randomize_chals_title=挑戰數量 scenes.heroselectscene.randomize_confirm=確定 scenes.heroselectscene.randomize_cancel=取消 @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地城》是一款完全免費的 scenes.titlescene.patreon_button=Patreon贊助頁面 scenes.welcomescene.update_intro=破碎像素地城已更新! -scenes.welcomescene.update_msg=v3.3加入了即將到來的都城任務重做、新物品、以及大量的小型改動。 +scenes.welcomescene.update_msg=v3.3加入了即將到來的新都城任務測試區域、新物品、以及大量的小型改動。 scenes.welcomescene.patch_intro=破碎像素地城的微型更新已成功安裝! scenes.welcomescene.patch_bugfixes=本次更新修復了一些Bug。 scenes.welcomescene.patch_translations=本次更新包含翻譯更新。 diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index 22b21cc00..6cae72b9c 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -73,10 +73,10 @@ scenes.heroselectscene.custom_seed_nowin=游戏通过使用种子来生成地牢 scenes.heroselectscene.custom_seed_set=设置 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=挑战是一类为游戏增添难度的设置选项,可自行选择开启与否。其中的一些会使地牢变得更加危险,另一些则会削弱角色本身或其他物品的力量。\n\n_你必须先正常通关至少一次,才能开启挑战进行游玩。_ -scenes.heroselectscene.randomize=随机化 +scenes.heroselectscene.randomize=随机模式 scenes.heroselectscene.randomize_hero=随机英雄 scenes.heroselectscene.randomize_chals=随机挑战 -scenes.heroselectscene.randomize_chals_title=挑战 +scenes.heroselectscene.randomize_chals_title=挑战开启数 scenes.heroselectscene.randomize_confirm=确定 scenes.heroselectscene.randomize_cancel=取消 diff --git a/core/src/main/assets/messages/ui/ui_zh.properties b/core/src/main/assets/messages/ui/ui_zh.properties index 905e43acd..e78688fe9 100644 --- a/core/src/main/assets/messages/ui/ui_zh.properties +++ b/core/src/main/assets/messages/ui/ui_zh.properties @@ -30,7 +30,7 @@ ui.talentspane.random_title=随机天赋 ui.talentspane.random_sure=你确定要随机消耗这些天赋点吗? ui.talentspane.random_yes=是,消耗全部天赋点 ui.talentspane.random_one=只随机消耗1点天赋点 -ui.talentspane.random_no=稍后决定 +ui.talentspane.random_no=我将稍后决定 ui.toolbar.quickslot_prompt=选择一个快捷栏 ui.toolbar.quickslot_select=选择快捷栏 diff --git a/core/src/main/assets/messages/windows/windows_hu.properties b/core/src/main/assets/messages/windows/windows_hu.properties index 83239c970..1687636d4 100644 --- a/core/src/main/assets/messages/windows/windows_hu.properties +++ b/core/src/main/assets/messages/windows/windows_hu.properties @@ -292,11 +292,11 @@ windows.wndscorebreakdown.old_score_desc=A v1.3 előtt megkezdett játékokban k windows.wndsettings$displaytab.title=Kijelzőbeállítások windows.wndsettings$displaytab.fullscreen=Teljes képernyő -windows.wndsettings$displaytab.hide_navigation=Navigációs Sáv Eltüntetése +windows.wndsettings$displaytab.hide_navigation=Navigációs sáv elrejtése windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Rendben windows.wndsettings$displaytab.cancel=Mégse -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Fekvő mód kényszerítése windows.wndsettings$displaytab.brightness=Fényerő windows.wndsettings$displaytab.dark=Sötét windows.wndsettings$displaytab.bright=Világos diff --git a/core/src/main/assets/messages/windows/windows_ru.properties b/core/src/main/assets/messages/windows/windows_ru.properties index e7a7f84c7..6993d2c7c 100644 --- a/core/src/main/assets/messages/windows/windows_ru.properties +++ b/core/src/main/assets/messages/windows/windows_ru.properties @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Расщепить предмет windows.wndenergizeitem.energize=Превратить в %d энергии windows.wndenergizeitem.energize_1=Превратить 1 в %d энергии windows.wndenergizeitem.energize_all=Превратить всё в %d энергии -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Вы уверены, что хотите расщепить свой аксессуар? Вы получите 5 энергии, но _уничтожите свой аксессуар навсегда!_ +windows.wndenergizeitem.trinket_yes=Да, расщепить его +windows.wndenergizeitem.trinket_no=Нет, не надо windows.wnderror.title=ОШИБКА diff --git a/core/src/main/assets/messages/windows/windows_uk.properties b/core/src/main/assets/messages/windows/windows_uk.properties index 2d64f4be0..a688aa735 100644 --- a/core/src/main/assets/messages/windows/windows_uk.properties +++ b/core/src/main/assets/messages/windows/windows_uk.properties @@ -380,7 +380,7 @@ windows.wndupgrade.resin=Цю паличку було вдосконалено windows.wndupgrade.thrown_dust=Зброя з цього набору, якої немає у вашому інвентарі, розсиплеться на порох. windows.wndupgrade.damage=Шкода windows.wndupgrade.dart_damage=Dart Damage -windows.wndupgrade.bleeding=Стікає кров'ю +windows.wndupgrade.bleeding=Кровоточить windows.wndupgrade.blocking=Оборона windows.wndupgrade.weight=Вага windows.wndupgrade.durability=Міцність diff --git a/core/src/main/assets/messages/windows/windows_zh-hant.properties b/core/src/main/assets/messages/windows/windows_zh-hant.properties index d3f1170fd..f54acf1ae 100644 --- a/core/src/main/assets/messages/windows/windows_zh-hant.properties +++ b/core/src/main/assets/messages/windows/windows_zh-hant.properties @@ -296,7 +296,7 @@ windows.wndsettings$displaytab.hide_navigation=隱藏導覽列 windows.wndsettings$displaytab.hide_gesture=隱藏手勢條 windows.wndsettings$displaytab.okay=開啟 windows.wndsettings$displaytab.cancel=取消 -windows.wndsettings$displaytab.landscape=水平模式 +windows.wndsettings$displaytab.landscape=強制橫屏 windows.wndsettings$displaytab.brightness=亮度 windows.wndsettings$displaytab.dark=暗 windows.wndsettings$displaytab.bright=亮 diff --git a/core/src/main/assets/messages/windows/windows_zh.properties b/core/src/main/assets/messages/windows/windows_zh.properties index 014aed171..1a73718de 100644 --- a/core/src/main/assets/messages/windows/windows_zh.properties +++ b/core/src/main/assets/messages/windows/windows_zh.properties @@ -67,7 +67,7 @@ windows.wndenergizeitem.energize=转化为%d点能量 windows.wndenergizeitem.energize_1=转化一个为%d点能量 windows.wndenergizeitem.energize_all=转化全部为%d点能量 windows.wndenergizeitem.trinket_warn=你确定要炼化你的饰物吗?你会获得5点炼金能量返还,但_饰物将会永远消失!_ -windows.wndenergizeitem.trinket_yes=是的,将其炼化 +windows.wndenergizeitem.trinket_yes=是,将其炼化 windows.wndenergizeitem.trinket_no=不,算了 windows.wnderror.title=错误 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 7502f02ce..26c6582ca 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -77,10 +77,21 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("", false, null); + changes = new ChangeInfo("BETA-3", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**-** Updated translations")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Caused by BETA-2:**\n" + + "**-** Gnoll brutes becoming immortal in more cases\n" + + "**-** Further crashes at the end of Tengu phase 1\n" + + "**-** Recall Inscription spell being castable repeatedly\n" + + "**-** Minor visual errors")); + changes = new ChangeInfo("BETA-2", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); From 80aa9816bd786b33427dea33f22a7a22b9f5cac2 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 11:00:59 -0500 Subject: [PATCH 103/156] v3.3.0: updated various libraries: - Gradle: 9.1.0 -> 9.2.1 - AGP: 1.13.0 -> 1.13.1 (also fixes an R8 issue so optimize is back) - Mobivm: 2.3.23 -> 2.3.24 - Desktop build JDK: 17.0.16+8 -> 17.0.17+10 - Desktop badass runtime: 2.0.0 -> 2.0.1 --- android/build.gradle | 2 +- build.gradle | 4 ++-- desktop/build.gradle | 20 ++++++++++---------- gradle/wrapper/gradle-wrapper.jar | Bin 45457 -> 45633 bytes gradle/wrapper/gradle-wrapper.properties | 2 +- 5 files changed, 14 insertions(+), 14 deletions(-) diff --git a/android/build.gradle b/android/build.gradle index 0c715a507..e829d1dd9 100644 --- a/android/build.gradle +++ b/android/build.gradle @@ -37,7 +37,7 @@ android { //See here: https://developer.android.com/studio/build/shrink-code#decode-stack-trace shrinkResources true minifyEnabled true - proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' + proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro' dependencies { releaseImplementation project(':services:updates:githubUpdates') diff --git a/build.gradle b/build.gradle index 2b6c24bfe..465ab99c9 100644 --- a/build.gradle +++ b/build.gradle @@ -4,7 +4,7 @@ buildscript { mavenCentral() } dependencies { - classpath 'com.android.tools.build:gradle:8.13.0' + classpath 'com.android.tools.build:gradle:8.13.1' } } @@ -25,7 +25,7 @@ allprojects { gdxVersion = '1.14.0' gdxControllersVersion = '2.2.4' - robovmVersion = '2.3.23' + robovmVersion = '2.3.24' } version = appVersionName diff --git a/desktop/build.gradle b/desktop/build.gradle index b91c6cd40..8856feda4 100644 --- a/desktop/build.gradle +++ b/desktop/build.gradle @@ -1,5 +1,5 @@ plugins { - id 'org.beryx.runtime' version '2.0.0' + id 'org.beryx.runtime' version '2.0.1' } [compileJava, compileTestJava]*.options*.encoding = 'UTF-8' @@ -70,10 +70,10 @@ runtime { if (osName.contains('windows')) { //May work on Windows 7 (2009), but that's old enough that I'm only officially supporting Windows 10 (2015) targetPlatform("win") { - jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_windows_hotspot_17.0.16_8.zip") - javaHome = file("./build/jdks/win/jdk-17.0.16+8").getAbsolutePath() + jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.17%2B10/OpenJDK17U-jdk_x64_windows_hotspot_17.0.17_10.zip") + javaHome = file("./build/jdks/win/jdk-17.0.17+10").getAbsolutePath() jpackage { - jpackageHome = file("./build/jdks/win/jdk-17.0.16+8") + jpackageHome = file("./build/jdks/win/jdk-17.0.17+10") imageOptions = ["--icon", file("./src/main/assets/icons/windows.ico"), "--java-options", "-XX:+IgnoreUnrecognizedVMOptions"] } @@ -81,10 +81,10 @@ runtime { } else if (osName.contains('linux')) { //May work on glibc 2.12 (2010), but that's old enough that I'm only officially supporting glibc 2.17 (2012) targetPlatform("linux") { - jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_linux_hotspot_17.0.16_8.tar.gz") - javaHome = file("./build/jdks/linux/jdk-17.0.16+8").getAbsolutePath() + jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.17%2B10/OpenJDK17U-jdk_x64_linux_hotspot_17.0.17_10.tar.gz") + javaHome = file("./build/jdks/linux/jdk-17.0.17+10").getAbsolutePath() jpackage { - jpackageHome = file("./build/jdks/linux/jdk-17.0.16+8") + jpackageHome = file("./build/jdks/linux/jdk-17.0.17+10") imageOptions = ["--icon", file("./src/main/assets/icons/icon_256.png"), "--java-options", "-XX:+IgnoreUnrecognizedVMOptions"] } @@ -92,10 +92,10 @@ runtime { } else if (osName.contains('mac')) { //This JDK officially supports MacOS 12 (2021), but internals suggest support for 10.12 (2016) targetPlatform("mac") { - jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.16%2B8/OpenJDK17U-jdk_x64_mac_hotspot_17.0.16_8.tar.gz") - javaHome = file("./build/jdks/mac/jdk-17.0.16+8/Contents/Home/").getAbsolutePath() + jdkHome = jdkDownload("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.17%2B10/OpenJDK17U-jdk_x64_mac_hotspot_17.0.17_10.tar.gz") + javaHome = file("./build/jdks/mac/jdk-17.0.17+10/Contents/Home/").getAbsolutePath() jpackage { - jpackageHome = file("./build/jdks/mac/jdk-17.0.16+8/Contents/Home/") + jpackageHome = file("./build/jdks/mac/jdk-17.0.17+10/Contents/Home/") imageOptions = ["--icon", file("./src/main/assets/icons/mac.icns"), "--java-options", "-XstartOnFirstThread", "--java-options", "-XX:+IgnoreUnrecognizedVMOptions", diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar index 8bdaf60c75ab801e22807dde59e12a8735a34077..f8e1ee3125fe0768e9a76ee977ac089eb657005e 100644 GIT binary patch delta 36466 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+distributionUrl=https\://services.gradle.org/distributions/gradle-9.2.1-bin.zip networkTimeout=10000 validateDistributionUrl=true zipStoreBase=GRADLE_USER_HOME From 90f4ec3ef5fcf1377d8e6fcd896a38db2f7ae9ae Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 11:17:02 -0500 Subject: [PATCH 104/156] v3.3.0: fixed door locking's interactions with large and immobile chars --- .../items/artifacts/SkeletonKey.java | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index b5d93b5b9..670d3775f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -213,21 +213,23 @@ public class SkeletonKey extends Artifact { //attempt to knock back char if (Actor.findChar(target) != null){ + Char toMove = Actor.findChar(target); + int pushCell = -1; //push to the closest open cell that's further than the door for (int i : PathFinder.NEIGHBOURS8){ - if (!Dungeon.level.solid[target+i] && Actor.findChar(target+i) == null){ - if (Dungeon.level.trueDistance(curUser.pos, target+i) > Dungeon.level.trueDistance(curUser.pos, target)) { - if (pushCell == -1 || Dungeon.level.trueDistance(curUser.pos, pushCell) > Dungeon.level.trueDistance(curUser.pos, target + i)){ - pushCell = target + i; - } - } + if (!Dungeon.level.solid[target+i] + && Actor.findChar(target+i) == null + && (Dungeon.level.openSpace[target+i] || !Char.hasProp(toMove, Char.Property.LARGE)) + && Dungeon.level.trueDistance(curUser.pos, target+i) > Dungeon.level.trueDistance(curUser.pos, target) + && (pushCell == -1 || Dungeon.level.trueDistance(curUser.pos, pushCell) > Dungeon.level.trueDistance(curUser.pos, target + i))){ + pushCell = target + i; } } - if (pushCell != -1){ + if (pushCell != -1 && !Char.hasProp(toMove, Char.Property.IMMOVABLE)){ Ballistica push = new Ballistica(target, pushCell, Ballistica.PROJECTILE); - WandOfBlastWave.throwChar(Actor.findChar(target), push, 1, false, false, this); + WandOfBlastWave.throwChar(toMove, push, 1, false, false, this); } else { GLog.w(Messages.get(SkeletonKey.class, "lock_no_space")); return; From 6fa7182d7bf95468eb873f7ac4ca7aa711ff122c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 11:18:32 -0500 Subject: [PATCH 105/156] v3.3.0: fixed skeleton key upgrades not counting in catalog --- .../shatteredpixeldungeon/items/artifacts/SkeletonKey.java | 2 ++ 1 file changed, 2 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 670d3775f..2f9407975 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -41,6 +41,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; +import com.shatteredpixel.shatteredpixeldungeon.journal.Catalog; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; @@ -119,6 +120,7 @@ public class SkeletonKey extends Artifact { exp -= 4+level(); upgrade(); GLog.p(Messages.get(this, "levelup")); + Catalog.countUse(SkeletonKey.class); } } From ee14ea836055212f6e4c3d1912f2287a7580d661 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 11:50:43 -0500 Subject: [PATCH 106/156] v3.3.0: fixed ring of force not working with spirit form --- .../items/rings/RingOfForce.java | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfForce.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfForce.java index 8aaf19a2a..930ef1f15 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfForce.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfForce.java @@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MonkEnergy; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.SpiritForm; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; @@ -79,8 +80,16 @@ public class RingOfForce extends Ring { } public static int damageRoll( Hero hero ){ - if (hero.buff(Force.class) != null - && hero.buff(MonkEnergy.MonkAbility.UnarmedAbilityTracker.class) == null) { + //level can be 0 while still using a ring, so we specifically check for the presence of a ring of force + boolean usingForce = hero.buff(Force.class) != null; + if (hero.buff(SpiritForm.SpiritFormBuff.class) != null && hero.buff(SpiritForm.SpiritFormBuff.class).ring() instanceof RingOfForce){ + usingForce = true; + } + //and ignore that presence if using monk abilities + if (hero.buff(MonkEnergy.MonkAbility.UnarmedAbilityTracker.class) != null){ + usingForce = false; + } + if (usingForce) { int level = getBuffedBonus(hero, Force.class); float tier = tier(hero.STR()); int dmg = Hero.heroDamageIntRange(min(level, tier), max(level, tier)); From 472137b18dab47a373ac360f5ee71edfc4850581 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 11:56:42 -0500 Subject: [PATCH 107/156] v3.3.0: items now get pushed out of locked doors --- .../items/artifacts/SkeletonKey.java | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 2f9407975..dfe94e3f7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -55,6 +55,7 @@ import com.watabou.noosa.audio.Sample; import com.watabou.utils.Bundle; import com.watabou.utils.Callback; import com.watabou.utils.PathFinder; +import com.watabou.utils.Random; import java.util.ArrayList; import java.util.Arrays; @@ -248,6 +249,22 @@ public class SkeletonKey extends Artifact { gainExp(2); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); + + //throw items inside the door in random directions + if (Dungeon.level.heaps.get(target) != null){ + ArrayList candidates = new ArrayList<>(); + for (int n : PathFinder.NEIGHBOURS8){ + if (Dungeon.level.passable[target+n]){ + candidates.add(target+n); + } + } + if (!candidates.isEmpty()){ + Heap heap = Dungeon.level.heaps.get(target); + while (!heap.isEmpty()) { + Dungeon.level.drop(heap.pickUp(), Random.element(candidates)).sprite.drop(target); + } + } + } } }); curUser.busy(); From e9dca7480b8040377035f591245f41b523511c3c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 12:22:32 -0500 Subject: [PATCH 108/156] v3.3.0: fixed lock usage not being tracked when normal keys are used --- .../shatteredpixeldungeon/actors/hero/Hero.java | 14 ++++++++++++++ .../items/artifacts/SkeletonKey.java | 2 +- 2 files changed, 15 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index f8273d1b9..174a00d78 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -2348,6 +2348,7 @@ public class Hero extends Char { int door = Dungeon.level.map[doorCell]; SkeletonKey.keyRecharge skele = buff(SkeletonKey.keyRecharge.class); + SkeletonKey.KeyReplacementTracker keyUseTrack = buff(SkeletonKey.KeyReplacementTracker.class); if (skele != null && skele.isCursed() && Random.Int(6) != 0){ GLog.n(Messages.get(this, "key_distracted")); @@ -2358,6 +2359,9 @@ public class Hero extends Char { if (door == Terrain.LOCKED_DOOR) { hasKey = Notes.remove(new IronKey(Dungeon.depth)); if (hasKey) { + if (keyUseTrack != null){ + keyUseTrack.processIronLockOpened(); + } Level.set(doorCell, Terrain.DOOR); } } else if (door == Terrain.HERO_LKD_DR) { @@ -2367,6 +2371,9 @@ public class Hero extends Char { } else if (door == Terrain.CRYSTAL_DOOR) { hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); if (hasKey) { + if (keyUseTrack != null){ + keyUseTrack.processCrystalLockOpened(); + } Level.set(doorCell, Terrain.EMPTY); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( doorCell ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); @@ -2389,6 +2396,7 @@ public class Hero extends Char { Heap heap = Dungeon.level.heaps.get( ((HeroAction.OpenChest)curAction).dst ); SkeletonKey.keyRecharge skele = buff(SkeletonKey.keyRecharge.class); + SkeletonKey.KeyReplacementTracker keyUseTrack = buff(SkeletonKey.KeyReplacementTracker.class); if (skele != null && skele.isCursed() && (heap.type == Type.LOCKED_CHEST || heap.type == Type.CRYSTAL_CHEST) @@ -2402,8 +2410,14 @@ public class Hero extends Char { Sample.INSTANCE.play( Assets.Sounds.BONES ); } else if (heap.type == Type.LOCKED_CHEST){ hasKey = Notes.remove(new GoldenKey(Dungeon.depth)); + if (hasKey && keyUseTrack != null){ + keyUseTrack.processGoldLockOpened(); + } } else if (heap.type == Type.CRYSTAL_CHEST){ hasKey = Notes.remove(new CrystalKey(Dungeon.depth)); + if (hasKey && keyUseTrack != null){ + keyUseTrack.processCrystalLockOpened(); + } } if (hasKey) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index dfe94e3f7..fbf9844ea 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -632,7 +632,7 @@ public class SkeletonKey extends Artifact { } if (removed){ GameScene.updateKeyDisplay(); - GLog.i("You discard your excess keys."); + GLog.i(Messages.get(SkeletonKey.class, "discard")); } } From 1e17a264f9af4dd930a5f03e32305e0ba184a2c2 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 14:01:24 -0500 Subject: [PATCH 109/156] v3.3.0: fixed allies coming with you into new quest area --- .../items/artifacts/DriedRose.java | 2 ++ .../scenes/InterlevelScene.java | 14 ++++++++++++-- 2 files changed, 14 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java index 24fe5d28d..f3f593ee0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java @@ -581,6 +581,8 @@ public class DriedRose extends Artifact { private void updateRose(){ if (rose == null) { rose = Dungeon.hero.belongings.getItem(DriedRose.class); + rose.ghost = this; + rose.ghostID = id(); } //same dodge as the hero diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java index 1221b955a..61dff51ef 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java @@ -645,7 +645,12 @@ public class InterlevelScene extends PixelScene { Level level = Dungeon.newLevel(); Dungeon.switchLevel( level, -1 ); } else { - Mob.holdAllies( Dungeon.level ); + if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) { + //FIXME avoids holding allies when entering city quest area, this is very sloppy though + // perhaps holding allies could be a property of the transition? + } else { + Mob.holdAllies(Dungeon.level); + } Dungeon.saveAll(); Level level; @@ -684,7 +689,12 @@ public class InterlevelScene extends PixelScene { } private void ascend() throws IOException { - Mob.holdAllies( Dungeon.level ); + if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) { + //FIXME avoids holding allies when entering city quest area, this is very sloppy though + // perhaps holding allies could be a property of the transition? + } else { + Mob.holdAllies(Dungeon.level); + } Dungeon.saveAll(); Level level; From 1dcb63ef110b25ca0319e752876caea7471d8e1d Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 14:04:54 -0500 Subject: [PATCH 110/156] v3.3.0: fixed a typo in quester tester area entrance --- core/src/main/assets/messages/levels/levels.properties | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/levels/levels.properties b/core/src/main/assets/messages/levels/levels.properties index 94b803352..0e096faf1 100644 --- a/core/src/main/assets/messages/levels/levels.properties +++ b/core/src/main/assets/messages/levels/levels.properties @@ -195,7 +195,7 @@ levels.citylevel.region_deco_name=Flaming pedestal levels.citylevel.region_deco_desc=A raised pedestal with a bright green magical flame atop. The flame is so dense it might as well be solid. levels.citylevel.upcoming_quest_intro_title=Developer Message -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're currently standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan levels.citylevel.upcoming_quest_intro_yes=Descend into the vault levels.citylevel.upcoming_quest_intro_no=Stay here From 823f6fa87a49e19d4129318c68e5a4777764eef4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 14:12:54 -0500 Subject: [PATCH 111/156] v3.3.0: fixed armored brutes not benefitting from enrage shield --- .../shatteredpixeldungeon/actors/mobs/ArmoredBrute.java | 2 +- .../shatteredpixeldungeon/actors/mobs/Brute.java | 6 ++++-- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/ArmoredBrute.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/ArmoredBrute.java index baad7aa29..96e0207c2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/ArmoredBrute.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/ArmoredBrute.java @@ -52,7 +52,7 @@ public class ArmoredBrute extends Brute { @Override protected void triggerEnrage () { Buff.affect(this, ArmoredRage.class).setShield(HT/2 + 1); - sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2 + 1), FloatingText.SHIELDING ); + sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2), FloatingText.SHIELDING ); if (Dungeon.level.heroFOV[pos]) { sprite.showStatus( CharSprite.WARNING, Messages.get(this, "enraged") ); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java index 8ee0ae238..79b14d489 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Brute.java @@ -92,7 +92,9 @@ public class Brute extends Mob { triggerEnrage(); } if (rage == null){ - rage = buff(BruteRage.class); + for (BruteRage b : buffs(BruteRage.class)){ + rage = b; + } } return rage != null && rage.shielding() > 0; } @@ -101,7 +103,7 @@ public class Brute extends Mob { protected void triggerEnrage(){ rage = Buff.affect(this, BruteRage.class); rage.setShield(HT/2 + 4); - sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2 + 4), FloatingText.SHIELDING ); + sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2), FloatingText.SHIELDING ); if (Dungeon.level.heroFOV[pos]) { SpellSprite.show( this, SpellSprite.BERSERK); } From 92324143c6f4564ebe6a8309f5fcdd16c6dcbcec Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 30 Nov 2025 15:26:50 -0500 Subject: [PATCH 112/156] v3.3.0: updated version, changelog, and translations for BETA-4 --- build.gradle | 4 +- .../messages/actors/actors_cs.properties | 2 +- .../messages/actors/actors_de.properties | 16 +- .../messages/actors/actors_eo.properties | 22 +-- .../messages/actors/actors_es.properties | 18 +- .../messages/actors/actors_fr.properties | 2 +- .../messages/actors/actors_hu.properties | 6 +- .../messages/actors/actors_in.properties | 8 +- .../messages/actors/actors_ko.properties | 162 +++++++++--------- .../messages/actors/actors_nl.properties | 2 +- .../messages/actors/actors_pt.properties | 2 +- .../messages/actors/actors_sv.properties | 42 ++--- .../messages/actors/actors_tr.properties | 22 +-- .../messages/actors/actors_vi.properties | 12 +- .../messages/actors/actors_zh-hant.properties | 6 +- .../messages/actors/actors_zh.properties | 4 +- .../assets/messages/items/items_de.properties | 2 +- .../assets/messages/items/items_eo.properties | 80 ++++----- .../assets/messages/items/items_es.properties | 78 ++++----- .../assets/messages/items/items_fr.properties | 44 ++--- .../assets/messages/items/items_hu.properties | 68 ++++---- .../assets/messages/items/items_ja.properties | 10 +- .../assets/messages/items/items_ko.properties | 6 +- .../assets/messages/items/items_pt.properties | 52 +++--- .../assets/messages/items/items_tr.properties | 78 ++++----- .../assets/messages/items/items_vi.properties | 90 +++++----- .../messages/items/items_zh-hant.properties | 4 +- .../messages/journal/journal_ko.properties | 10 +- .../messages/levels/levels_eo.properties | 10 +- .../messages/levels/levels_es.properties | 10 +- .../messages/levels/levels_fr.properties | 10 +- .../messages/levels/levels_hu.properties | 10 +- .../messages/levels/levels_nl.properties | 2 +- .../messages/levels/levels_pt.properties | 10 +- .../messages/levels/levels_tr.properties | 10 +- .../messages/levels/levels_vi.properties | 10 +- .../assets/messages/misc/misc_eo.properties | 6 +- .../assets/messages/misc/misc_es.properties | 8 +- .../assets/messages/misc/misc_fr.properties | 8 +- .../assets/messages/misc/misc_hu.properties | 6 +- .../assets/messages/misc/misc_nl.properties | 2 +- .../assets/messages/misc/misc_pt.properties | 8 +- .../assets/messages/misc/misc_tr.properties | 10 +- .../assets/messages/misc/misc_vi.properties | 8 +- .../messages/misc/misc_zh-hant.properties | 2 +- .../messages/plants/plants_eo.properties | 2 +- .../messages/scenes/scenes_eo.properties | 8 +- .../messages/scenes/scenes_es.properties | 8 +- .../messages/scenes/scenes_fr.properties | 2 +- .../messages/scenes/scenes_hu.properties | 2 +- .../messages/scenes/scenes_pt.properties | 8 +- .../messages/scenes/scenes_tr.properties | 8 +- .../messages/scenes/scenes_vi.properties | 8 +- .../messages/scenes/scenes_zh.properties | 2 +- .../main/assets/messages/ui/ui_eo.properties | 5 + .../main/assets/messages/ui/ui_es.properties | 5 + .../main/assets/messages/ui/ui_fr.properties | 5 + .../main/assets/messages/ui/ui_hu.properties | 5 + .../main/assets/messages/ui/ui_in.properties | 5 + .../main/assets/messages/ui/ui_pt.properties | 7 +- .../main/assets/messages/ui/ui_tr.properties | 5 + .../main/assets/messages/ui/ui_vi.properties | 7 +- .../messages/windows/windows_eo.properties | 22 +-- .../messages/windows/windows_es.properties | 20 +-- .../messages/windows/windows_fr.properties | 22 +-- .../messages/windows/windows_hu.properties | 18 +- .../messages/windows/windows_nl.properties | 2 +- .../messages/windows/windows_pt.properties | 18 +- .../messages/windows/windows_vi.properties | 24 +-- .../messages/Languages.java | 18 +- .../ui/changelist/v3_X_Changes.java | 29 +++- .../windows/WndSettings.java | 11 +- 72 files changed, 664 insertions(+), 594 deletions(-) diff --git a/build.gradle b/build.gradle index 465ab99c9..c3bd4f757 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 881 - appVersionName = '3.3.0-BETA-3' + appVersionCode = 882 + appVersionName = '3.3.0-BETA-4' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_cs.properties b/core/src/main/assets/messages/actors/actors_cs.properties index 0001347fd..8d9a427bb 100644 --- a/core/src/main/assets/messages/actors/actors_cs.properties +++ b/core/src/main/assets/messages/actors/actors_cs.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Amulet začíná svolávat vzdálené nep actors.buffs.ascensionchallenge.haste=Amulet začíná popohánět vzdálené nepřátele! actors.buffs.ascensionchallenge.slow=Amulet ti v batohu ztěžkl jako olověné závaží! actors.buffs.ascensionchallenge.damage=Z amuletu začíná sálat temná energie. Žhne! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Prokletí amuletu lze oslabit porážením nepřátel. actors.buffs.ascensionchallenge.weaken_info_no_kills=Pokud budeš porážet nepřátele, prokletí amuletu zeslábne! actors.buffs.ascensionchallenge.weaken=Cítíš, jak bylo prokletí amuletu částečně oslabeno. actors.buffs.ascensionchallenge.break=Na chvíli popadneš dech a cítíš, jak se tvé rány zacelují! diff --git a/core/src/main/assets/messages/actors/actors_de.properties b/core/src/main/assets/messages/actors/actors_de.properties index 3f8f57a97..8d40f70a1 100644 --- a/core/src/main/assets/messages/actors/actors_de.properties +++ b/core/src/main/assets/messages/actors/actors_de.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Das Amulett ruft nun weit entfernte Gegne actors.buffs.ascensionchallenge.haste=Das Amulett beschleunigt nun weit entfernte Gegner! actors.buffs.ascensionchallenge.slow=Das Amulett fühlt sich in deinen Habseligkeiten nun an wie ein bleiernes Gewicht! actors.buffs.ascensionchallenge.damage=Das Amulett beginnt, dunkle Energie auszustrahlen. Es brennt! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=Der Fluch des Amuletts kann geschwächt werden, indem mehr Feinde besiegt werden. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Wenn du Feinde besiegst, wird sich der Fluch des Amuletts abschwächen! actors.buffs.ascensionchallenge.weaken=Du spürst, wie der Fluch des Amuletts etwas nachlässt. actors.buffs.ascensionchallenge.break=Du nimmst dir etwas Zeit, um Atem zu schöpfen, und spürst, wie deine Wunden zu heilen beginnen! actors.buffs.ascensionchallenge.almost=Du spürst, wie Yog-Dzewas Macht über das Amulett schwächer wird, du hast es fast geschafft! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Du hast Feuer gefangen! actors.buffs.burning.burnsup=%s verbrennt! actors.buffs.burning.ondeath=Du bist verbrannt... actors.buffs.burning.rankings_desc=Zu Asche verbrannt -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Nur wenige Dinge sind besorgniserregender, als von Flammen verschlungen zu werden.\n\nFeuer richtet jeden Zug Schaden an, bis es durch Wasser gelöscht wird oder abklingt. Auch das Zerschmettern eines Trankes in unmittelbarer Nähe kann Feuer löschen.\n\nSolange man brennt, besteht die Gefahr, dass entflammbare Gegenstände oder Terrain entzündet werden, sobald man mit diesem in Berührung kommt.\n\nVerbleibende Züge in Flammen: %s. actors.buffs.championenemy.warn=Du spürst eine tödliche Gegenwart. actors.buffs.championenemy$blazing.name=Flammen-Champion @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Der Magier platziert eine _Spru actors.hero.abilities.mage.warpbeacon.desc=Der Magier platziert eine Sprungmarke, zu der er sich auf Wunsch teleportieren kann. Die Platzierung einer Sprungmarke benötigt einen Zug, aber das Teleportieren passiert augenblicklich.\n\nDer Magier kann normalerweise nicht zwischen verschiedenen Ebenen teleportieren oder unerreichbare Orte, wie verschlossene Räume, erreichen. Der Magier kann in Gegner hinein teleportieren, wodurch sie beiseite geschoben werden. actors.hero.abilities.rogue.smokebomb.name=Rauchbombe -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Du kannst nur zu einem leeren Feld in deinem Sichtfeld springen. actors.hero.abilities.rogue.smokebomb.prompt=Wähle, wohin du springen möchtest actors.hero.abilities.rogue.smokebomb$ninjalog.name=hölzerner Köder actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Irgendwie sind Gegner einfach davon überzeugt, dass dieser hölzerne Köder der echte Schurke ist! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Ladungskosten: %d actors.hero.spells.divinesense.name=göttlicher Sinn actors.hero.spells.divinesense.short_desc=Erhalte zeitweilig übersinnliche Wahrnehmung in einem weiten Umkreis. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Der Kleriker fokussiert seine Sinne auf seiner Umgebung und erhält für 50 Züge übersinnliche Wahrnehmung in einem Umkreis von %d Feldern. Dieser Spruch benötigt keine Zeit, wenn er gewirkt wird. actors.hero.spells.divinesense$divinesensetracker.name=göttlicher Sinn actors.hero.spells.divinesense$divinesensetracker.desc=Dieser Charakter ist vorübergehend in der Lage, andere nahe Kreaturen mit seinem Verstand wahrzunehmen!\n\nVerbleibende Züge: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Du bemerkst etwas. actors.hero.hero.wait=... actors.hero.hero.search=suchen actors.hero.hero.search_distracted=Es fällt schwer sich zu konzentrieren, das Suchen ist ermüdend. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Du fummelst an dem Schloss herum, kannst es aber momentan nicht öffnen. actors.hero.hero.pain_resist=Die Schmerzen helfen dir deinem Drang nach Schlaf zu widerstehen. actors.hero.hero.revive=Das Anch explodiert mit lebenspendender Energie! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Verzauberungen und Flüche auf de actors.hero.talent.cleave.title=Durchschneiden actors.hero.talent.cleave.desc=_+1:_ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _30_.\n\n_+2:_ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _45_.\n\n_+3 _ Die Extra-Zeit, die der Gladiator für das Töten eines Gegners erhält, erhöht sich von 15 Zügen auf _60_. actors.hero.talent.lethal_defense.title=tödliche Abwehr -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Wenn der Gladiator einen Gegner mit einem Kombo-Angriff tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 50 Züge reduziert_.\n\n_+2:_ Wenn der Gladiator einen Gegner mit einem Kombo-Angriff tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 100 Züge reduziert_.\n\n_+3:_ Wenn der Gladiator einen Gegner mit einem Kombo-Angriff tötet, wird die Abklingzeit vom Schild des zerbrochenen Siegels des Kriegers _um 150 Züge reduziert_.\n\nDie Schild-Abklingzeit kann durch dieses Talent um bis zu -150 Züge reduziert werden, was bedeutet, dass es bei einer Aktivierung sofort wieder verfügbar ist. actors.hero.talent.enhanced_combo.title=verbesserte Kombi actors.hero.talent.enhanced_combo.desc=_+1:_ Wenn der Kombiwert des Gladiators 7 oder mehr beträgt, erhöht sich der Rückstoß des Schlags auf 3, er verursacht Schwindel, und er kann Feinde in Gruben stoßen.\n\n_+2:_ Zusätzlich zu den Vorteilen von +1 funktioniert die Parade bei mehreren Angriffen, wenn der Kombiwert 9 oder höher beträgt.\n\n_+3:_ Zusätzlich zu den Vorteilen von +1 und +2 kann der Gladiator bis zu Kombiwert/3 Felder hervorspringen, wenn er Slam, Crush, oder Wut einsetzt. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Wenn der Attentäter einen Gegner mi actors.hero.talent.evasive_armor.title=ausweichende Rüstung actors.hero.talent.evasive_armor.desc=_+1:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+1 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt.\n\n_+2:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+2 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt.\n\n_+3:_ Beim Freilaufen erhält der Freiläufer zusätzlich _+3 Ausweichen_ pro bezüglich seiner Rüstung überschüssigem Stärkepunkt. actors.hero.talent.projectile_momentum.title=Projektilschwung -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Beim Freilaufen erhält der Freiläufer _+50% Genauigkeit und +15% Schaden_ mit Wurfwaffen.\n\n_+2:_ Beim Freilaufen erhält der Freiläufer _+100% Genauigkeit und +30% Schaden_ mit Wurfwaffen.\n\n_+3:_ Beim Freilaufen erhält der Freiläufer _+150% Genauigkeit und +45% Schaden_ mit Wurfwaffen. actors.hero.talent.speedy_stealth.title=schnelle Heimlichkeit actors.hero.talent.speedy_stealth.desc=_+1:_ Der Freiläufer erhält pro Zug 2 Stöße Schwung, solange er unsichtbar ist.\n\n_+2:_ Zusätzlich zu den Vorteilen von +1 zählt Freilaufen nicht mehr herunter, solange der Freiläufer unsichtbar ist.\n\n_+3:_ Zusätzlich zu den Vorteilen von +1 und +2 bewegt sich der Freiläufer mit 2-facher Geschwindigkeit, wenn er unsichtbar ist, egal ob er frei läuft oder nicht. diff --git a/core/src/main/assets/messages/actors/actors_eo.properties b/core/src/main/assets/messages/actors/actors_eo.properties index 06aeede44..a8418f848 100644 --- a/core/src/main/assets/messages/actors/actors_eo.properties +++ b/core/src/main/assets/messages/actors/actors_eo.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=La amuleto ekigis alvoki malproksimajn mo actors.buffs.ascensionchallenge.haste=La amuleto ekigis plirapidigi malproksimajn monstrojn! actors.buffs.ascensionchallenge.slow=La amuleto en via dorsosako ekigis pezi kiel plumba balasto! actors.buffs.ascensionchallenge.damage=La amuleto ekigis radii malluman energion. Ĝi ekflamis! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=Eblas malfortigi la malbenon de la amuleto per venki pliajn monstrojn. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Se vi venkos malamikojn, la malbeno de la amuleto malfortiĝos! actors.buffs.ascensionchallenge.weaken=Vi sentas, ke malbeno de la amuleto iomete malfortiĝis. actors.buffs.ascensionchallenge.break=Vi prenis profundan spiron kaj sentas, ke viaj vundoj komenciĝis saniĝi! actors.buffs.ascensionchallenge.almost=Vi sentas, ke influo de Jog-Dzeva sur la amuleto malaperas, vi preskaŭ atingis la supraĵon! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Vi flamas! actors.buffs.burning.burnsup=%s ekflamis! actors.buffs.burning.ondeath=Vi flamadis ĝis la morto… actors.buffs.burning.rankings_desc=Forbruligita ĝis cindro -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Nur kelkaj aferoj estas pli malplaĉaj ol esti brulanta kun flamo.\n\nFajro vundos vin ĉiumove ĝis ĝi estos estingita per akvo aŭ ĝi estingiĝos per si mem. Fajro povas esti estingita per enpaŝi akvon, aŭ per elŝpruco de disrompita eliksiro.\n\nKrom tio, la fajro povas ekbruligi bruligeblan teraĵon kaj aĵojn en kontakto kun ĝi.\n\nPliaj temperoj de flamado: %s. actors.buffs.championenemy.warn=Vi sentas ĉeeston de morto. actors.buffs.championenemy$blazing.name=majstro de fajro @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Magiisto povas loki _teleport-m actors.hero.abilities.mage.warpbeacon.desc=Magiisto lokas teleport-markon al kiu li poste povas laŭvole teleportiĝi. Lokado de marko okupas 1 temperon, tamen teleportiĝi al ĝi estas senprokrasta.\n\nMagiisto norme ne povas teleportiĝi inter keletaĝoj aŭ uzi la markon por aliri nealireblajn lokojn – kiel ŝlositajn ĉambrojn. La heroo povas teleportiĝi super kontraŭuloj kaj forpuŝi ilin. actors.hero.abilities.rogue.smokebomb.name=fumbombo -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Vi nur povas salti al malplena loko en via vidatingo. actors.hero.abilities.rogue.smokebomb.prompt=Elektu kien ensalti actors.hero.abilities.rogue.smokebomb$ninjalog.name=ligna kvazaŭhomo actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Ial kontraŭuloj pensas, ke tiu ĉi ligna kvazaŭhomo estas la vera fripono! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La triunuo utiligos efik actors.hero.abilities.cleric.trinity.hornofplenty_use=La triunuo utiligos manĝetan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La triunuo utiligos malamik-priŝtelantan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La triunuo utiligos efikon de tiu ĉi antikvaĵo por enradikigi malamikon kun hazarda minaca semo uzante _%2$s ŝargojn._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=La triunuo utiligos ŝloshokan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La triunuo utiligos antaŭvidan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La triunuo utiligos temp-haltiigan efikon de tiu ĉi antikvaĵo por _%1$d temperoj_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La triunuo utiligos efikon de hazarda skribrulaĵo de tiu ĉi antikvaĵo – kun _%1$d/10_ ŝanco por ebligi ekzotan version – uzante _%2$s ŝargojn._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Necesaj ŝargoj: %d actors.hero.spells.divinesense.name=dia senco actors.hero.spells.divinesense.short_desc=Liveras portempan ampleksan mensvidon. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Kleriko streĉas siajn sencojn sur la ĉirkaŭaĵo, akirante %d-kahelan mensvidon por 50 temperoj. Ĵeti tiun sorĉon daŭras neniun temperon. actors.hero.spells.divinesense$divinesensetracker.name=dia senco actors.hero.spells.divinesense$divinesensetracker.desc=Tiu ĉi ulo povas portempe vidi aliajn proksimajn estaĵojn per sia menso!\n\n\nPliaj temperoj: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Vi rimarkis ion. actors.hero.hero.wait=… actors.hero.hero.search=priserĉi actors.hero.hero.search_distracted=Malfacilas koncentriĝi, priserĉado estas laciga. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Vi turnis la ŝlosilon, sed ne povas malfermi la seruron nun. actors.hero.hero.pain_resist=La sufero kaŭzas vin rezisti la deziron de dormo. actors.hero.hero.revive=La anĥo eksplodas ellasante vivigan energion! @@ -833,7 +833,7 @@ actors.hero.heroclass.cleric_unlock=Por malŝlosi Klerikon, _plene forigu malben actors.hero.herosubclass.berserker=berserko actors.hero.herosubclass.berserker_short_desc=_Berserko_ akiras “koleron” proporcie al ricevataj vundoj. Kolero igas lin pli forta kaj povas aktiviĝi je 100% donante kroman ŝirmon. -actors.hero.herosubclass.berserker_desc=Berserko akiras “koleron” dum vundiĝi pro korpaj atakoj, vundoj sorbitaj de defendaĵo ankaŭ al tio enkalkuliĝas! Kolero malaperas laŭtempe kaj malaperas malpli rapide je malmulte da sano.\n\nKolero pliigas vundpovon de Berserko maksimume je +50%. Je plena kolero li povas “berserki” – akirante subitan ŝirmon kaj estante kolera tiel longe, kiel tiu ŝirmo estas aktiva. La ŝirmo estas proporcia al nivelo de defendaĵo de Berserko kaj signife plipoviĝas je malmulte da sano. Berserko devos ripozi antaŭ kiam li povos berserki ree. +actors.hero.herosubclass.berserker_desc=Berserko akiras “koleron” dum vundiĝi pro korpaj atakoj, vundoj sorbitaj de defendaĵo ankaŭ al tio enkalkuliĝas! Kolero malaperas laŭtempe kaj malaperas malpli rapide je malmulte da sano.\n\nKolero pliigas vundpovon de Berserko maksimume je +50%. Je plena kolero li povas “berserki” – akirante subitan ŝirmon kaj estante kolera tiel longe, kiel tiu ŝirmo estas aktiva. La ŝirmo estas proporcia al nivelo de defendaĵo de Berserko kaj signife plipoviĝas je malmulte da sano. Berserko devos ripozi antaŭ ol li povos berserki ree. actors.hero.herosubclass.gladiator=gladiatoro actors.hero.herosubclass.gladiator_short_desc=_Gladiatoro_ pliigas “fraparon” post ĉiu sukcesa frapo. Li povas uzi akiritan fraparon por fari specialajn atakojn. actors.hero.herosubclass.gladiator_desc=Gladiatoro akiras po unu poento da “fraparo” post ĉiu sukcesa atako per permana aŭ ĵeta armilo. Kiam Gladiatoro ne faras sukcesan atakon dum 5 temperoj (15 temperoj post mortigo), la fraparo perdiĝas.\n\nAkiritajn frapar-poentojn Gladiatoro povas uzi por plenumi diversajn neeviteblajn atakojn:\n2-obla fraparo: forpuŝas malamikon, konservas fraparon;\n4-obla fraparo: vundas proporcie al defendaĵo;\n6-bola fraparo: blokas kontraŭfrapon, konservas fraparon;\n8-obla fraparo: vundas viktimon kaj proksimajn malamikojn;\n10-obla fraparo: atakas po unu frapo por ĉiu frapar-poento. @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ ensorĉoj kaj malbenoj sur armilo actors.hero.talent.cleave.title=disrompigisto actors.hero.talent.cleave.desc=_+1:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _30 temperoj_ (norme 15).\n\n_+2:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _45 temperoj_ (norme 15).\n\n_+3:_ tempo por pluigi fraparon post mortigi kontraŭulon pliiĝas al _60 temperoj_ (norme 15). actors.hero.talent.lethal_defense.title=defendo de morto -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 50 temperoj_.\n\n_+2:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 100 temperoj_.\n\n_+3:_ kiam Gladiatoro mortigas malamikon per fraparo, la tempo necesa por atendi ĝis reakiri ŝirmon de lia rompita sigelo estas _etigita je 150 temperoj_.\n\nTiu atenda tempo – por reuzi la rompitan sigelon – povas esti reduktita al 150 temperoj per tiu ĉi talento, tio signifas, ke ĝi estas reakirebla tuj post aktivigo. actors.hero.talent.enhanced_combo.title=plilertigita fraparo actors.hero.talent.enhanced_combo.desc=_+1:_ kiam Gladiatoro plenumas 7- aŭ pli-opan fraparon, la ”surdigfrapo” forbatas malamikon je 3 kaheloj, igas ĝin ebria kaj povas forbati ĝin abismen.\n\n_+2:_ aldone al efikoj de +1, kiam la fraparo estas 9- aŭ pli-opa la ”repuŝo“ agas dum pluraj frapoj.\n\n_+3:_ aldone al efikoj de +1 kaj +2, Gladiatoro povas salti trans 3 kaheloj post fari “krakigon”, “frakason” aŭ “furiozon”. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ kiam Kaŝmortigisto mortigas kontra actors.hero.talent.evasive_armor.title=lerta defendaĵo actors.hero.talent.evasive_armor.desc=_+1:_ dum sprinti Sprintisto akiras _po 1 aldona poento da evito_ por ĉiu superflua poento da povo de lia defendaĵo.\n\n_+2:_ dum sprinti Sprintisto akiras _po 2 aldonaj poentoj da evito_ por ĉiu superflua poento da povo de lia defendaĵo.\n\n_+3:_ dum sprinti Sprintisto akiras _po 3 aldonaj poentoj da evito_ por ĉiu superflua poento da povo de lia defendaĵo. actors.hero.talent.projectile_momentum.title=kuranta ĵetisto -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ dum sprinti Sprintisto akiras _+50% al precizo kaj +15% al vundpovo_ per ĵetarmiloj.\n\n_+2:_ dum sprinti Sprintisto akiras _+100% al precizo kaj +30% al vundpovo_ per ĵetarmiloj.\n\n_+3:_ dum sprinti Sprintisto akiras _+150% al precizo kaj +45% al vundpovo_ per ĵetarmiloj. actors.hero.talent.speedy_stealth.title=rapida ŝteliro actors.hero.talent.speedy_stealth.desc=_+1:_ Sprintisto akiras po 2 poentoj da movizo por tempero kiam li estas nevidebla.\n\n_+2:_ aldone al efikoj de +1, tempmezurilo de la efiko “sprinto” estas haltigita kiam Sprintisto estas nevidebla.\n\n_+3:_ aldone al efikoj de +1 kaj +2, Sprintisto moviĝas kun duobla rapido dum esti nevidebla – sendepende ĉu sprinti ĉu ne. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=firmaj ĵetarmiloj actors.hero.talent.durable_projectiles.desc=_+1:_ ĵetarmiloj uzataj de Ĉasistino estas je _+50% pli firmaj_.\n\n_+2:_ ĵetarmiloj uzataj de Ĉasistino estas je _+75% pli firmaj_. actors.hero.talent.point_blank.title=proksima celo -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-30% al precizo_, anstataŭ -50%.\n\n_+2:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-20% al precizo_, anstataŭ -50%.\n\n_+3:_ kiam Ĉasistino uzas la spiritan pafarkon aŭ ĵetarmilon je permana atingo, ĝi havas _-10% al precizo_, anstataŭ -50%.\n\nRimarku, ke la spirita pafarko kaj ĵetarmiloj ĉiam havas +50% al precizo dum uzo je distanco. actors.hero.talent.seer_shot.title=aŭgura pafo actors.hero.talent.seer_shot.desc=_+1:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _5 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon.\n\n_+2:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _10 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon.\n\n_+3:_ kiam Ĉasistino pafas sagon teren, ŝi povas vidi la areon 3×3 ĉirkaŭ la pafloko por _15 temperoj_. Necesas atendi 20 temperoj antaŭ ol reuzi tiun ĉi artifikon. actors.hero.talent.seer_shot.meta_desc=_Se tiu ĉi talento estos akirita de alia heroo_, ĝi aktiviĝos dum uzi ĉiun ĵetarmilon. diff --git a/core/src/main/assets/messages/actors/actors_es.properties b/core/src/main/assets/messages/actors/actors_es.properties index 21e557b5f..e2a9b10c9 100644 --- a/core/src/main/assets/messages/actors/actors_es.properties +++ b/core/src/main/assets/messages/actors/actors_es.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=El amuleto empieza a llamar enemigos dist actors.buffs.ascensionchallenge.haste=¡El amuleto empieza a acelerar enemigos distantes! actors.buffs.ascensionchallenge.slow=¡El amuleto empieza a sentirse como una carga en tu inventario! actors.buffs.ascensionchallenge.damage=El amuleto empieza a emanar energía maligna. ¡Te quema! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=La maldición del amuleto puede ser debilitada derrotando más enemigos. actors.buffs.ascensionchallenge.weaken_info_no_kills=¡Si derrotas enemigos la maldición del amuleto será debilitada! actors.buffs.ascensionchallenge.weaken=Puedes sentir que la maldición del amuleto se debilita un poco. actors.buffs.ascensionchallenge.break=¡Te tomas un momento para recuperar el aliento y sientes que tus heridas comienzan a cerrarse! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=¡Te quemas! actors.buffs.burning.burnsup=¡%s se quema! actors.buffs.burning.ondeath=Te has quemado hasta la muerte... actors.buffs.burning.rankings_desc=Quemado en Cenizas -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Pocas cosas son más angustiosas que estar envuelto en llamas.\n\nEl fuego causará daño cada turno hasta que se apague con agua o expire. El fuego puede ser extinguido entrando en el agua, o con la salpicadura provocada al romper una poción.\n\nAdicionalmente, el fuego puede quemar el terreno flamable o ítems con los que tenga contacto.\n\nTurnos en llamas restantes: %s. actors.buffs.championenemy.warn=Sientes una presencia mortal. actors.buffs.championenemy$blazing.name=campeón flameante @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=El Mago coloca una _Baliza de T actors.hero.abilities.mage.warpbeacon.desc=El Mago coloca una baliza, a la que luego puede teletransportarse a voluntad. Colocar la baliza toma 1 turno, pero volver a esta es instantáneo.\n\nEl Mago no puede teletransportarse entre pisos de forma predeterminada, ni usar la baliza para llegar a lugares inaccesibles, como habitaciones cerradas. El Mago puede teletransportarse sobre enemigos, a los que hará a un lado. actors.hero.abilities.rogue.smokebomb.name=bomba de humo -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Solo puedes saltar a una ubicación vacía en tu campo de visión. actors.hero.abilities.rogue.smokebomb.prompt=Elige una ubicación hacia donde saltar actors.hero.abilities.rogue.smokebomb$ninjalog.name=señuelo de madera actors.hero.abilities.rogue.smokebomb$ninjalog.desc=¡De alguna manera, los enemigos están convencidos de que este señuelo de madera es realmente el Pícaro! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinidad aplicará el ef actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinidad aplicará el efecto de bocadillo de este artefacto, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinidad aplicará el efecto de robar a los enemigos de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinidad aplicará el efecto de enraizamiento de este artefacto con una semilla dañina aleatoria, a costa de _%2$s cargas._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Trinidad aplicará el efecto de insertar de este artefacto, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinidad aplicará el efecto de adivinación de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinidad aplicará el efecto de congelar el tiempo de este artefacto con una duración de _%1$d_ turnos, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinidad aplicará el efecto de un pergamino aleatorio con una probabilidad de _%1$d/10_ de ofrecer la versión exótica sin coste adicional, a costa de _%2$s cargas._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Coste de carga: %d actors.hero.spells.divinesense.name=sentido divino actors.hero.spells.divinesense.short_desc=Gana visión mental temporal en un amplio rango. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=El Clérigo enfoca sus sentidos en su entorno, obteniendo visión mental con un rango de %d casillas durante 50 turnos. Este hechizo no requiere tiempo para usarse. actors.hero.spells.divinesense$divinesensetracker.name=sentido divino actors.hero.spells.divinesense$divinesensetracker.desc=¡Este personaje puede ver temporalmente a otras criaturas cercanas con su mente!\n\nTurnos restantes: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Has notado algo. actors.hero.hero.wait=... actors.hero.hero.search=buscar actors.hero.hero.search_distracted=Es difícil concentrarse, buscar es agotador. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=intentas manipular la cerradura pero no pudiste abrirla esta vez. actors.hero.hero.pain_resist=El dolor te ayuda a resistir la urgencia por dormir. actors.hero.hero.revive=¡El ankh explota con energía revitalizante! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Encantamientos y maldiciones en e actors.hero.talent.cleave.title=adherirse actors.hero.talent.cleave.desc=_+1:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _30 turnos_, en lugar de 15.\n\n_+2:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _45 turnos_, en lugar de 15.\n\n_+3:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _60 turnos_, en lugar de 15. actors.hero.talent.lethal_defense.title=defensa letal -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en 50 turnos_.\n\n_+2:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 100 turnos_.\n\n_+3:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 150 turnos_.\n\nLa recarga del blindaje puede ser reducida hasta -150 turnos por este talento, lo cual significa que estará inmediatamente disponible de nuevo una vez que se active. actors.hero.talent.enhanced_combo.title=combo mejorado actors.hero.talent.enhanced_combo.desc=_+1:_ Cuando el combo del Gladiador es de 7 o más, el rango de empuje de Derribar aumenta en 3, inflige vértigo y puede tirar enemigos en fosas.\n\n_+2:_ Además de los beneficios de +1, cuando el combo del Gladiador es de 9 o más, Desviar funciona en múltiples ataques.\n\n_+3:_ Además de los beneficios de +1 y +2, el Gladiador puede dar un salto de combo/3 casillas al usar Embate, Aplastar o Furia. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Cuando el Asesino mata a un enemigo actors.hero.talent.evasive_armor.title=armadura evasiva actors.hero.talent.evasive_armor.desc=_+1:_ Mientras esté en carrera, el Acróbata gana _+1 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura.\n\n_+2:_ Mientras esté en carrera, el Acróbata gana _+2 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura.\n\n_+3:_ Mientras esté en carrera, el Acróbata gana _+3 de evasión_ adicional por cada punto de fuerza que exceda al requerido por su armadura. actors.hero.talent.projectile_momentum.title=impulso de proyectil -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Mientras esté en carrera, el Acróbata gana _+50% de precisión y +15% de daño_ con armas arrojadizas.\n\n_+2:_ Mientras esté en carrera, el Acróbata gana _+100% de precisión y +30% de daño_ con armas arrojadizas.\n\n_+3:_ Mientras esté en carrera, el Acróbata gana _+150% de precisión y +45% de daño_ con armas arrojadizas. actors.hero.talent.speedy_stealth.title=sigilo veloz actors.hero.talent.speedy_stealth.desc=_+1:_ El Acróbata gana 2 cargas de impulso por cada turno que esté invisible.\n\n_+2:_ Además de los beneficios de +1, estar en carrera no disminuye mientras el Acróbata esté invisible.\n\n_+3:_ Además de los beneficios de +1 y +2, el Acróbata se mueve el doble de rápido mientras esté invisible, independientemente de si está en carrera o no. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=Proyectiles duraderos actors.hero.talent.durable_projectiles.desc=_+1:_ Las armas arrojadizas duran un _50% más_ cuando son usadas por la Cazadora.\n\n_+2:_ Las armas arrojadizas duran un _75% más_ cuando son usadas por la Cazadora. actors.hero.talent.point_blank.title=a quema ropa -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _-25% de precisión_ en vez de -50%.\n\n_+2:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _precisión normal_ en vez de -50%.\n\n_+3:_ Cuando la Cazadora usa su arco o armas arrojadizas cuerpo a cuerpo tienen _+25% de precisión_ en vez de -50%.\n\nTenga en cuenta que las armas arrojadizas o el arco espiritual siempre tienen +50% de precisión al ser usados a distancia. actors.hero.talent.seer_shot.title=disparo vidente actors.hero.talent.seer_shot.desc=_+1:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _5 turnos_. Tiene un tiempo de recarga de 20 turnos.\n\n_+2:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _10 turnos_. Tiene un tiempo de recarga de 20 turnos.\n\n_+3:_ Cuando la Cazadora dispara al suelo con su arco, obtiene visión alrededor de ese punto en un área de 3x3 durante _15 turnos_. Tiene un tiempo de recarga de 20 turnos. actors.hero.talent.seer_shot.meta_desc=_Si este talento lo obtiene otro héroe_ se activará mediante cualquier arma arrojadiza. diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index d3233491c..a4595c7ec 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -94,7 +94,7 @@ actors.buffs.ascensionchallenge.haste=L'amulette commence à hâter les ennemis actors.buffs.ascensionchallenge.slow=Vous commencez à ressentir l'amulette devenir un poids de plomb dans votre inventaire ! actors.buffs.ascensionchallenge.damage=L'amulette commence à irradier d’énergie obscure. Ça brûle ! actors.buffs.ascensionchallenge.weaken_info=La malédiction de l'amulette peut être affaiblie en abattant plus d'ennemis. -actors.buffs.ascensionchallenge.weaken_info_no_kills=Si vous tuez des ennemis la malédiction de l'amulette s'affaiblira +actors.buffs.ascensionchallenge.weaken_info_no_kills=Si vous tuez des ennemis la malédiction de l'amulette s'affaiblira ! actors.buffs.ascensionchallenge.weaken=Vous pouvez ressentir la malédiction de l'amulette s'affaiblir légèrement. actors.buffs.ascensionchallenge.break=Vous prenez un moment pour reprendre votre respiration et sentez vos blessures se refermer ! actors.buffs.ascensionchallenge.almost=Vous sentez l'emprise de Yog sur l'amulette s'affaiblir, vous y êtes presque ! diff --git a/core/src/main/assets/messages/actors/actors_hu.properties b/core/src/main/assets/messages/actors/actors_hu.properties index 595cc4b24..2768013bd 100644 --- a/core/src/main/assets/messages/actors/actors_hu.properties +++ b/core/src/main/assets/messages/actors/actors_hu.properties @@ -94,7 +94,7 @@ actors.buffs.ascensionchallenge.haste=Az amulett nekiáll sürgetni a távoli el actors.buffs.ascensionchallenge.slow=Az amulett kezd ólomsúlynak tűnni a hátizsákodban! actors.buffs.ascensionchallenge.damage=Az amulett nekiáll sötét energiát sugározni. Éget! actors.buffs.ascensionchallenge.weaken_info=Ahhoz, hogy gyengítsd az amulett átkát, ellenfeleket kell legyőznöd! -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info_no_kills=Ha legyőzöd az ellenségeket, az amulett átka gyengülni fog! actors.buffs.ascensionchallenge.weaken=Érzed, hogy az amulett átka kissé gyengül. actors.buffs.ascensionchallenge.break=Egy pillanatra megállsz, hogy kifújd magad, és érzed, hogy a sebeid kezdenek összezáródni! actors.buffs.ascensionchallenge.almost=Érzed, hogy Yog szorítása az amuletten kezd gyengülni, már majdnem kint vagy! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A szentháromság ennek actors.hero.abilities.cleric.trinity.hornofplenty_use=A szentháromság ennek az ereklyének a majszolást lehetővé tevő hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A szentháromság ennek az ereklyének az ellenségek _+%1$d_ töltéssel való kirablását biztosító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.sandalsofnature_use=A szentháromság ennek az ereklyének valamilyen ártalmas maggal kiváltott meggyökerezési hatását fogja érvényesíteni, _%2$s töltés_ árán. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=A szentháromság ezeknek a tárgyaknak a behelyezési hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.talismanofforesight_use=A szentháromság ennek az ereklyének a _+%1$d_ töltéssel való fürkészési hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A szentháromság ennek az ereklyének _%1$d_ körig tartó időmegállító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.unstablespellbook_use=A szentháromság ennek az ereklyének egy véletlenszerű tekercset, illetve _%1$d/10_ eséllyel annak egzotikus változatát kiváltó hatását fogja érvényesíteni, _%2$s töltés_ árán. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Észrevettél valamit. actors.hero.hero.wait=... actors.hero.hero.search=keresés actors.hero.hero.search_distracted=Nehezen koncentrálsz, így fárasztó a keresés. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=A zárral babrálsz, de ezúttal nem sikerül kinyitnod. actors.hero.hero.pain_resist=A fájdalom segít, hogy ellenállj az álmosságnak. actors.hero.hero.revive=Az ankh éltető energiával robban szét! diff --git a/core/src/main/assets/messages/actors/actors_in.properties b/core/src/main/assets/messages/actors/actors_in.properties index 85631984e..6c5c31410 100644 --- a/core/src/main/assets/messages/actors/actors_in.properties +++ b/core/src/main/assets/messages/actors/actors_in.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Jimat tersebut mulai memanggil musuh yang actors.buffs.ascensionchallenge.haste=Jimat tersebut mulai menambah kecepatan musuh yang jauh! actors.buffs.ascensionchallenge.slow=Jimat tersebut mulai terasa seperti beban di inventaris kamu! actors.buffs.ascensionchallenge.damage=Jimat tersebut mulai memancarkan energi gelap. Itu membara! -actors.buffs.ascensionchallenge.weaken_info=The amulets curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=Kutukan jimat dapat dilemahkan dengan mengalahkan lebih banyak musuh. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Jika Kamu mengalahkan musuh, kutukan jimat akan melemahkan! actors.buffs.ascensionchallenge.weaken=Kamu bisa merasakan kutukan jimat sedikit melemah. actors.buffs.ascensionchallenge.break=Kamu meluangkan waktu untuk mengatur nafas dan merasakan bahwa lukamu mulai tertutup! actors.buffs.ascensionchallenge.almost=Kamu merasa cengkraman Yog pada jimat mulai melemah, kamu hampir sampai! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Kamu terbakar! actors.buffs.burning.burnsup=%s terbakar! actors.buffs.burning.ondeath=Kamu terbakar sampai mati... actors.buffs.burning.rankings_desc=Terbakar sampai menjadi Abu -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Hanya sedikit hal yang lebih memakan daripada dilalap api. \n\nApi akan memberikan kerusakan setiap putaran hingga padam oleh udara atau habis. Api dapat dipadamkan dengan melangkah ke dalam udara, atau dengan cipratan ramuan penghancur. \n\nSelain itu, api dapat menyulut medan atau benda mudah terbakar yang bersentuhan dengannya. \n\nGiliran pembakaran yang tersisa:1%s. actors.buffs.championenemy.warn=Kamu merasakan keberadaan yang mematikan. actors.buffs.championenemy$blazing.name=jagoan berkobar @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Penyihir menempatkan _Suar Tran actors.hero.abilities.mage.warpbeacon.desc=Penyihir dapat menempatkan sebuah suar, yang membuatnya dapat berteleportasi ke suar itu sesuka hati. Menempatkan suar itu membutuhkan 1 giliran, tapi teleportasinya itu sendiri tidak memakan waktu.\n\nPenyihir dapat berteleportasi antar lantai, atau bisa menggunakan suar itu untuk pergi tempat yang tidak bisa diraih seperti ruangan terkunci. Penyihir juga dapat teleportasi langsung ke musuh yang mana akan mendorong mereka ke belakang. actors.hero.abilities.rogue.smokebomb.name=bom asap -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Kamu hanya dapat melompat ke lokasi kosong pada jarak pandanganmu. actors.hero.abilities.rogue.smokebomb.prompt=Pilih lokasi untuk lompat actors.hero.abilities.rogue.smokebomb$ninjalog.name=umpan kayu actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Entah bagaimana, musuh dengan mudah tertipu bahwa umpan kayu ini adalah Pengembara yang asli! diff --git a/core/src/main/assets/messages/actors/actors_ko.properties b/core/src/main/assets/messages/actors/actors_ko.properties index e456d4047..c3fdd6b02 100644 --- a/core/src/main/assets/messages/actors/actors_ko.properties +++ b/core/src/main/assets/messages/actors/actors_ko.properties @@ -17,10 +17,10 @@ actors.blobs.foliage.name=낙엽 actors.blobs.foliage.desc=지하 정원의 어둠에 한 줄기 빛이 내리쬔다. actors.blobs.freezing.name=차가운 공기 -actors.blobs.freezing.desc=여기의 공기는 유난히 추운 것 같다. +actors.blobs.freezing.desc=여기의 공기는 유난히 차갑다. actors.blobs.goowarn.name=어두운 에너지 -actors.blobs.goowarn.desc=여기에 어두운 에너지가 도사리고 있는 것 같다! +actors.blobs.goowarn.desc=여기에 어두운 에너지가 도사리고 있다! actors.blobs.inferno.name=지옥불 actors.blobs.inferno.desc=여기에 용암이 들끓고 있다. @@ -59,16 +59,16 @@ actors.blobs.waterofawareness.desc=지식의 힘이 이 우물의 물에서 뿜 actors.blobs.waterofhealth.name=회복의 우물물 actors.blobs.waterofhealth.procced=한 모금을 마시는 순간, 당신의 모든 상처가 완전히 나았다. -actors.blobs.waterofhealth.desc=회복의 힘이 이 우물의 물에서 뿜어져 나오고 있습니다. 우물의 물을 마시면 그 순간 당신의 모든 상처가 치유되고 배고픔도 완전히 사라지며, 착용 중인 아이템의 저주도 모두 제거될 것입니다. +actors.blobs.waterofhealth.desc=회복의 힘이 이 우물의 물에서 뿜어져 나오고 있습니다. 우물의 물을 마시면 그 순간 당신의 모든 상처가 치유되고 배고픔도 완전히 사라지며, 착용 중인 아이템의 저주도 모두 사라지게 됩니다. actors.blobs.web.name=거미줄 -actors.blobs.web.desc=모든 것이 굵은 거미줄로 뒤덮혀 있다. 무언가가 거미줄을 건드리거나 거미줄에 던져진다면 거미줄이 끊어지지만, 그 대상은 거미줄에 걸려 꼼짝도 못 할 것이다. +actors.blobs.web.desc=모든 것이 굵은 거미줄로 뒤덮혀 있다. 무언가가 거미줄을 건드리거나 거미줄에 던져진다면 거미줄이 끊어지지만, 그 대상은 거미줄에 걸려 꼼짝도 못하게 된다. ###buffs actors.buffs.adrenaline.name=아드레날린 -actors.buffs.adrenaline.desc=물리적인 힘이 솟아나게 하는 아드레날린이 공격과 이동속도를 향상시켰습니다.\n\n아드레날린은 그것의 목표를 2배 빠르게 달리게 하고, 1.5배 빠르게 공격하게 합니다.\n\n아드레날린은 %s 턴 동안 지속됩니다. +actors.buffs.adrenaline.desc=물리적인 힘이 솟아나게 하는 아드레날린이 공격과 이동속도를 향상시켰습니다.\n\n아드레날린은 대상을 2배 빠르게 달리게 하고, 1.5배 빠르게 공격하게 합니다.\n\n아드레날린은 %s 턴 동안 지속됩니다. actors.buffs.adrenalinesurge.name=힘 증폭 actors.buffs.adrenalinesurge.desc=강력한 힘의 흐름이 느껴집니다. 아쉽게도 잠깐만 지속됩니다.\n\n힘 증가: +%d\n%s턴 후에 강화 효과가 약해집니다. @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=부적이 멀리 떨어진 적들을 부 actors.buffs.ascensionchallenge.haste=부적이 멀리 떨어진 적들을 신속화한다! actors.buffs.ascensionchallenge.slow=갑자기 부적이 너무나 무겁게 느껴진다! actors.buffs.ascensionchallenge.damage=부적이 암흑 에너지를 발한다. 너무나 고통스럽다! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=부적의 저주는 더 많은 적을 쓰러뜨려 약화시킬 수 있습니다. actors.buffs.ascensionchallenge.weaken_info_no_kills=적을 쓰러뜨리면 부적의 저주가 약화될 것입니다! actors.buffs.ascensionchallenge.weaken=당신은 부적의 저주가 약해짐을 느낀다. actors.buffs.ascensionchallenge.break=잠시 숨을 돌릴 수 있게 되었다. 상처가 낫고 있음을 느낀다. @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=당신에게 불이 붙었다! actors.buffs.burning.burnsup=%s에 불이 붙었다! actors.buffs.burning.ondeath=당신은 불타 사망했다... actors.buffs.burning.rankings_desc=재가 되어버림 -actors.buffs.burning.desc=불이 붙는 것만큼 고통스러운 것은 거의 없습니다.\n\n불이 붙으면 물에 들어가거나 꺼질 때까지 턴마다 지속적으로 피해를 줍니다. 불은 물에 들어가거나 물약을 깨트리면 끌 수 있습니다.\n\n또한, 불이 붙은 상태에서 다른 지형이나 아이템에 불을 옮겨 붙일 수도 있습니다. \n\n연소 효과의 남은 턴: %s. +actors.buffs.burning.desc=몸에 불이 붙는 것만큼 고통스러운 게 또 있을까요?\n\n불이 붙으면 물에 들어가거나 꺼질 때까지 턴마다 지속적으로 피해를 줍니다. 불은 물에 들어가거나 물약을 깨트리면 끌 수 있습니다.\n\n또한, 불이 붙은 상태에서 다른 지형이나 아이템에 불을 옮겨 붙일 수도 있습니다. \n\n연소 효과의 남은 턴: %s. actors.buffs.championenemy.warn=당신은 매우 강력한 존재가 있음을 느낀다. actors.buffs.championenemy$blazing.name=불타는 강화 개체 @@ -158,11 +158,11 @@ actors.buffs.championenemy$growing.desc=성장하는 강화 개체는 지속적 actors.buffs.charm.name=매혹 actors.buffs.charm.heromsg=당신은 매혹에 걸렸다! actors.buffs.charm.cant_attack=당신은 그 적에게 매혹되어 있어 공격할 수 없다. -actors.buffs.charm.desc=매혹 효과는 적들을 서로 일시적으로 사랑에 빠지게 하는 조작 마법입니다.\n\n매혹에 걸린 대상들은 같이 매혹에 걸린 적들을 직접적으로 공격하는 것이 불가능해집니다. 하지만 다른 적을 공격하는 것은 가능합니다. 대상이 피해를 받으면 효과의 지속시간이 감소합니다.\n\n매혹 효과의 남은 턴: %s. +actors.buffs.charm.desc=매혹 효과는 적들을 서로 일시적으로 사랑에 빠지게 하는 조작 마법입니다.\n\n매혹에 걸린 대상들은 같이 매혹에 걸린 적들을 직 공격하는 것이 불가능해집니다. 하지만 다른 적을 공격하는 것은 가능합니다. 대상이 피해를 받으면 효과의 지속시간이 감소합니다.\n\n매혹 효과의 남은 턴: %s. actors.buffs.chill.name=한기 actors.buffs.chill.freezes=%s이(가) 얼어붙었다! -actors.buffs.chill.desc=완전히 얼진 않았지만, 그래도 여전히 너무 춥습니다.\n\n한기에 걸린 대상은 모든 행동을 더 느리게 수행하며, 남은 효과 시간에 비례하여 느려집니다. 최대 한기 상태는 둔화 효과에 걸린 것과 동일합니다.\n\n한기는 %1$s 턴 동안 유지되며,\n속도를 %2$s%%만큼 감소시킵니다. +actors.buffs.chill.desc=완전히 얼진 않았지만, 그래도 여전히 너무 춥습니다.\n\n한기에 걸린 대상은 모든 행동을 더 느리게 수행하며, 남은 효과 시간에 비례하여 느려집니다. 최대 한기 상태는 둔화 효과와 동일하게 느려집니다..\n\n한기는 %1$s 턴 동안 유지되며,\n속도를 %2$s%%만큼 감소시킵니다. actors.buffs.combo.name=연속 타격 actors.buffs.combo.action_name=연속 타격 @@ -191,14 +191,14 @@ actors.buffs.corruption.desc=타락 마법은 존재의 근원을 조작하여, actors.buffs.cripple.name=불구 actors.buffs.cripple.heromsg=당신은 불구가 되었다! -actors.buffs.cripple.desc=다리가 잘못된 방향으로 꺾인 것 같습니다.\n\n불구 상태가 되면 이동 속도가 절반으로 줄어, 일반적으로 한칸을 움직이는 데 두 턴이 걸리게 됩니다.\n\n불구 효과는 %s턴 동안 지속됩니다. +actors.buffs.cripple.desc=다리가 잘못된 방향으로 꺾였습니다.\n\n불구 상태가 되면 이동 속도가 절반으로 줄어, 일반적으로 한칸을 움직이는 데 두 턴이 걸리게 됩니다.\n\n불구 효과는 %s턴 동안 지속됩니다. actors.buffs.daze.name=멍해짐 actors.buffs.daze.heromsg=당신은 멍해졌다! actors.buffs.daze.desc=귀의 울림과 시야의 흐려짐은 싸움을 어렵게 합니다.\n\n멍해진 상태에서는 명중률과 회피가 50%% 감소하며, 공격을 맞히고 피하기 훨씬 어려워집니다.\n\n멍해짐 효과의 남은 턴: %s. actors.buffs.degrade.name=장비 약화 -actors.buffs.degrade.heromsg=당신의 장비가 약해진 것 같다! +actors.buffs.degrade.heromsg=장비가 약해진 느낌을 받았다! actors.buffs.degrade.desc=강력한 어둠의 마법이 당신의 장비에 깃든 강화의 주문서의 힘을 빨아들이고 있습니다! \n\n장비 약화가 적용되는 동안 강화된 장비는 제 성능을 온전히 발휘하지 못합니다. _+3 이후의 모든 강화 효율이 큰 폭으로 감소합니다._ 장비의 설명이 감소한 수치를 반영하여 표시됩니다.\n\n장비 약화는 힘 요구량, 마법 막대의 충전량, 투척 무기의 내구도, 그리고 유물 효과에는 영향을 주지 않습니다.\n\n장비 약화의 남은 턴: %s. 강화의 주문서를 사용하면 장비 약화 효과를 즉시 끝낼 수 있습니다. actors.buffs.doom.name=파멸 @@ -208,10 +208,10 @@ actors.buffs.dread.name=두려움 actors.buffs.dread.desc=대상의 공포가 극에 달해 던전으로부터 도망치려 합니다!\n\n두려움에 떠는 대상은 적으로부터 빠른 속도로 도망치며, 시야에서 벗어난 순간 던전에서 완전히 사라집니다. 이러한 방식으로 처치한 적은 절반의 경험치를 주며, 전리품을 떨어뜨리지 않습니다. 피해를 입으면 두려움의 지속 시간이 줄어듭니다.\n\n두려움은 %d턴 동안 지속됩니다. actors.buffs.drowsy.name=졸림 -actors.buffs.drowsy.desc=마법의 힘이 대상의 정신을 몽롱하게 만들며, 몇 턴 후에 깊은 마법의 수면에 빠지게 할 것입니다.\n\n영웅은 피해를 입거나 체력이 최대일 때 졸음에 저항할 수 있습니다.\n\n잠에 들기까지 남은 턴: %s. +actors.buffs.drowsy.desc=마법의 힘이 대상의 정신을 몽롱하게 만들며, 몇 턴 후에 깊은 마법의 수면에 빠지게 만듭니다.\n\n영웅은 피해를 입거나 체력이 최대일 때 졸음에 저항할 수 있습니다.\n\n잠에 들기까지 남은 턴: %s. actors.buffs.earthimbue.name=대지와 동화함 -actors.buffs.earthimbue.desc=당신은 대지의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 적이 밟고 있는 땅을 흔들어, 일시적으로 대상을 속박할 것입니다.\n\n대지와 동화함 효과는 %s턴 동안 지속됩니다. +actors.buffs.earthimbue.desc=당신은 대지의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 적이 밟고 있는 땅을 흔들어, 일시적으로 대상을 속박합니다.\n\n대지와 동화함 효과는 %s턴 동안 지속됩니다. actors.buffs.enhancedrings.name=향상된 반지 actors.buffs.enhancedrings.desc=도적이 최근에 사용한 유물이 반지를 +1 만큼 강화하고 있습니다.\n\n남은 턴: %s. @@ -220,35 +220,35 @@ actors.buffs.fireimbue.name=화염과 동화함 actors.buffs.fireimbue.desc=당신은 불의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 확률적으로 적에게 불을 붙입니다. 또한 당신은 불에 면역이 됩니다.\n\n화염과 동화함 효과는 %s턴 동안 지속됩니다. actors.buffs.foresight.name=예지 -actors.buffs.foresight.desc=당신은 어떻게든 주변 지형의 생김새를 볼 수 있게 되었습니다. 예지 효과가 지속되는 동안 넓은 범위에 있는 숨겨진 문이나 함정을 포함한 모든 지역이 드러날 것입니다.\n\n예지는 %s턴 동안 지속됩니다. +actors.buffs.foresight.desc=당신은 어떻게든 주변 지형의 생김새를 볼 수 있게 되었습니다. 예지 효과가 지속되는 동안 넓은 범위에 있는 숨겨진 문이나 함정을 포함한 모든 지역이 드러납니다.\n\n예지는 %s턴 동안 지속됩니다. actors.buffs.frost.name=빙결 actors.buffs.frost.freezes=%s이(가) 얼어붙었다! -actors.buffs.frost.desc=빙결은 상대를 완전히 동태로 만드는 것이 아니라, 그저 얼음으로 감쌀 뿐입니다.\n\n빙결은 마비와 비슷하게 대상이 아무 행동도 하지 못하게 합니다. 하지만 대상이 피해를 입으면 얼음이 깨져 즉시 효과가 끝납니다.\n\n빙결 효과는 %s턴 동안 지속됩니다. +actors.buffs.frost.desc=빙결은 상대를 뼛속까지 얼려버리는 대신, 단순히 얼음으로 감싸 버립니다.\n\n빙결은 마비와 비슷하게 대상이 아무 행동도 하지 못하게 합니다. 하지만 대상이 피해를 입으면 얼음이 깨져 즉시 효과가 끝납니다.\n\n빙결 효과는 %s턴 동안 지속됩니다. actors.buffs.frostimbue.name=냉기와 동화함 -actors.buffs.frostimbue.desc=당신은 차가운 힘과 하나가 되었습니다!\n\n모든 물리적 공격은 적을 점점 얼려갈 것이며, 추가적으로 당신은 추위에 면역을 가지게 됩니다.\n\n효과가 끝나기까지 %s턴 남았습니다. +actors.buffs.frostimbue.desc=당신은 차가운 힘과 하나가 되었습니다!\n\n모든 물리 공격은 적을 점점 얼려버리며, 추가로 당신은 냉기에 면역을 가지게 됩니다.\n\n효과가 끝나기까지 %s턴 남았습니다. actors.buffs.fury.name=격노 actors.buffs.fury.heromsg=당신은 분노에 휩싸였다! -actors.buffs.fury.desc=당신은 화가 났습니다. 그리고 적들은 화가 난 당신에게서 도망치는게 좋을 것입니다.\n\n거대한 분노가 당신 속에서 타오르며, 당신이 가하는 물리 공격력을 50%% 만큼 증가시킵니다.\n\n분노 효과는 당신의 체력이 50%% 이하로 떨어지면 항상 발동합니다. +actors.buffs.fury.desc=당신은 화가 났습니다. 그리고 적들은 당신에게서 도망치는게 좋을 겁니다.\n\n거대한 분노가 당신 속에서 타오르며, 당신이 가하는 물리 공격력을 50%% 만큼 증가시킵니다.\n\n분노 효과는 당신의 체력이 50%% 이하로 떨어지면 항상 발동합니다. actors.buffs.blobimmunity.name=정화의 보호막 actors.buffs.blobimmunity.desc=어떤 기묘한 힘이 당신을 얇은 보호막으로 둘러싸, 공기 중의 모든 해로운 효과를 막아내고 있습니다.\n\n이 보호막이 유지되는 동안 모든 지역 효과를 받지 않습니다.\n\n보호막은 %s턴 동안 유지됩니다. actors.buffs.gravitychaostracker.name=중력 혼돈 actors.buffs.gravitychaostracker.desc_intro=몇 턴 마다 현재 층의 모든 캐릭터들을 무작위 방향으로 날려 버립니다. -actors.buffs.gravitychaostracker.desc_positive=당신과 아군들은 이 효과에 면역인 것 처럼 보입니다. +actors.buffs.gravitychaostracker.desc_positive=당신과 아군들은 이 효과에 면역입니다. actors.buffs.gravitychaostracker.desc_duration=이 효과가 언제까지 지속될진 알 수 없으나, 영구히 지속되지 않는 것은 확실합니다. actors.buffs.greaterhaste.name=초신속 actors.buffs.greaterhaste.desc=믿을 수 없을 정도로 빨라져, 잠시 동안 다른 모든 것이 제자리에 멈춰선 것처럼 느껴집니다.\n\n초신속의 효과 도중 이동에 시간이 전혀 들지 않습니다, 하지만 다른 행동은 여전히 기본 속도로 이루어집니다. 이동에 한 칸 움직일 때마다 초신속의 지속 시간이 소모됩니다.\n\n초신속 효과의 남은 턴: %d. actors.buffs.haste.name=신속 -actors.buffs.haste.desc=에너지가 당신의 근육을 따라 흐르며, 당신이 믿을 수 없는 속도로 달리는 것을 가능하게 합니다!\n\n신속 효과가 적용되는 동안 당신은 3배 빠르게 달릴 수 있지만, 다른 행동들은 보통의 속도로 수행합니다.\n\n신속 효과는 %s턴 동안 적용됩니다. +actors.buffs.haste.desc=에너지가 당신의 근육을 따라 흐르며, 믿을 수 없는 속도로 달릴 수 있게 되었습니다!\n\n신속 효과가 적용되는 동안 당신은 3배 빠르게 달릴 수 있지만, 다른 행동들은 보통의 속도로 수행합니다.\n\n신속 효과는 %s턴 동안 적용됩니다. actors.buffs.healing.name=치유 중 -actors.buffs.healing.desc=마법의 치유력이 상처를 치유하고 살을 꿰매고 있습니다.\n\n치유 효과가 사라지기 전까지 매 턴마다 체력을 꾸준히 회복합니다. 매 턴마다 치유량은 조금씩 줄어들 수 있습니다.\n\n다음 턴에 %d의 체력을 회복할 것입니다.\n\n남은 총 회복량은 %d입니다. +actors.buffs.healing.desc=마법의 치유력이 상처를 치유하고 살을 꿰매고 있습니다.\n\n치유 효과가 사라지기 전까지 매 턴마다 체력을 꾸준히 회복합니다. 매 턴마다 치유량은 조금씩 줄어들 수 있습니다.\n\n다음 턴에 %d의 체력을 회복합니다.\n\n남은 총 회복량은 %d입니다. actors.buffs.herodisguise.name=변장 actors.buffs.herodisguise.desc=환상 마법이 당신의 외형을 바꾸어 놓았습니다! 순전히 외형의 변화만 있을 뿐인 효과이지만, 어쨌든 기분이 매우 이상하게 느껴집니다.\n\n변장 효과의 남은 턴: %s. @@ -300,7 +300,7 @@ actors.buffs.magicalsleep.name=마법의 수면 actors.buffs.magicalsleep.toohealthy=너무 건강한 당신은 수면의 욕구에 저항했다. actors.buffs.magicalsleep.fallasleep=당신은 깊은 마법의 잠에 빠졌다. actors.buffs.magicalsleep.wakeup=당신은 생기있고 건강한 기분으로 깨어났다. -actors.buffs.magicalsleep.desc=이 캐릭터는 깊은 마법의 수면에 빠져 자연적으로는 일어날 수 없습니다.\n\n마법의 수면은 일반 수면과 다를 것이 없지만, 오직 피해를 입어야만 깨어날 수 있다는 것이 차이점입니다.\n\n영웅과 아군에게 걸린 마법 수면은 치유의 힘이 깃들어 있어, 자는 동안 체력을 빠른 속도로 회복시킵니다. +actors.buffs.magicalsleep.desc=이 캐릭터는 깊은 마법의 수면에 빠져 자연적으로는 일어날 수 없습니다.\n\n마법의 수면은 일반 수면과 크게 다르지 않지만, 오직 피해를 입어야만 깨어날 수 있습니다.\n\n영웅과 아군에게 걸린 마법 수면은 치유의 힘이 깃들어 있어, 자는 동안 체력을 빠른 속도로 회복시킵니다. actors.buffs.magicimmune.name=마법 면역 actors.buffs.magicimmune.desc=모든 마법이 당신에게 미치는 효력을 잃어, 당신은 어떠한 마법 효과도 받지 않습니다.\n\n마법 면역 상태에서 당신은 저주, 마법 부여, 마법 막대, 주문서, 반지, 유물 등을 포함한 모든 해롭거나 이로운 마법 효과를 받지 않습니다. 영웅의 갑옷 능력은 이 효과를 무시할 정도로 강력하기 때문에, 사용이 가능합니다.\n\n효과가 끝나기까지 %s 턴 남았습니다. @@ -319,7 +319,7 @@ actors.buffs.momentum.resting_desc=프리러너는 달리면서 프리러닝을 actors.buffs.monkenergy.name=에너지 actors.buffs.monkenergy.action=수도사 능력 actors.buffs.monkenergy.desc=수도사는 적을 처치할 때 다양한 능력에 사용 가능한 에너지를 얻습니다. 대부분의 적들은 처치했을 때 1의 에너지를 제공하며, 시간이 지나도 이 에너지는 사라지지 않습니다.\n\n현재 에너지: %1$d/%2$d. -actors.buffs.monkenergy.desc_cooldown=당신은 최근에 능력을 사용하여, 다른 것을 사용하기 위해서는 시간이 필요합니다.\n\n남은 턴: %d. +actors.buffs.monkenergy.desc_cooldown=당신은 최근에 능력을 사용하여, 다른 능력을 사용하기 위해서는 시간이 필요합니다.\n\n남은 턴: %d. actors.buffs.monkenergy$monkability$flurry.name=휘몰아치는 타격 actors.buffs.monkenergy$monkability$flurry.desc=수도사가 즉시 %1$d-%2$d의 피해를 입히며 방어구를 관통하는 2번의 공격을 합니다. 이 능력은 반복해서 사용할 수 없습니다. actors.buffs.monkenergy$monkability$flurry.empower_desc=%1$d-%2$d의 피해를 입히며 방어구를 무시하고, _무기에 부여된 마법을 발동시킬 수 있는_ 공격을 턴 소모 없이 2회 합니다. 이 능력은 반복해서 사용할 수 없습니다. @@ -348,7 +348,7 @@ actors.buffs.ooze.desc=이 끈적한 산성 점액이 살에 달라붙어 서서 actors.buffs.paralysis.name=마비 actors.buffs.paralysis.heromsg=당신은 마비되었다! actors.buffs.paralysis.out=마비 저항 -actors.buffs.paralysis.desc=때로는 아무것도 하지 않는 것이 최악입니다.\n\n마비는 모든 행동을 완전히 멈추어 대상이 지속 시간동안 가만히 있게 합니다. 마비 중인 대상은 피해를 입으면 그 고통으로 인해 마비에서 즉시 벗어날 수도 있습니다.\n\n마비 효과는 %s턴 동안 지속됩니다. +actors.buffs.paralysis.desc=아무 것도 할 수 없는 상황이 최악의 상황이라고 할 수 있습니다.\n\n마비는 대상의 모든 행동을 완전히 멈추어 지속 시간동안 가만히 있게 합니다. 마비 중인 대상은 피해를 입으면 그 고통으로 인해 마비에서 즉시 벗어날 수도 있습니다.\n\n마비 효과는 %s턴 동안 지속됩니다. actors.buffs.physicalempower.name=물리 공격 강화 actors.buffs.physicalempower.desc=당신의 일격이 강화되어 물리 공격으로 적을 맞추었을 때 더 많은 피해를 줍니다.\n\n추가 피해량: %1$d.\n남은 타격 횟수: %2$d. @@ -365,7 +365,7 @@ actors.buffs.poison.desc=독이 당신의 피를 타고 흘러가 내부 장기 actors.buffs.preparation.name=마음가짐 actors.buffs.preparation.action_name=암살 공격 actors.buffs.preparation.desc=암살자는 그림자 속에서 침착하게 기다리며, 치명적인 일격을 준비합니다. -actors.buffs.preparation.desc_dmg=다음 공격 시 _%1$d%%의 추가 피해_를 주며, 체력이 _%2$d%%미만_인 일반적인 적 또는 체력이 _%3$d%%미만_인 보스를 일격에 처치할 것입니다. +actors.buffs.preparation.desc_dmg=다음 공격 시 _%1$d%%의 추가 피해_를 주며, 체력이 _%2$d%%미만_인 일반적인 적 또는 체력이 _%3$d%%미만_인 보스를 일격에 처치합니다. actors.buffs.preparation.desc_dmg_likely=이 공격은 또한 더 높은 피해를 입힐 경우가 많습니다. actors.buffs.preparation.desc_blink=적을 공격하기 전에 대상 위치로 점멸할 수 있습니다. 최대 점멸 거리는 _%d_ 칸 입니다. actors.buffs.preparation.desc_invis_time=투명화를 지속한 턴: _%d._ @@ -376,7 +376,7 @@ actors.buffs.preparation.out_of_reach=사정거리 바깥의 적을 공격할 actors.buffs.preparation.assassinated=암살당함 actors.buffs.prismaticguard.name=프리즘 수호 -actors.buffs.prismaticguard.desc=당신은 현재 비활성화된 프리즈마 거울상에게 보호되고 있으며, 적이 등장하면 튀어나와 당신을 보호해 줄 것입니다!\n\n비활성화된 동안, 프리즈마 거울상은 받은 피해를 천천히 회복할 것입니다.\n\n현재 체력은 %d이며, 최대 체력은 %d입니다. +actors.buffs.prismaticguard.desc=비활성화된 프리즈마 거울상이 당신을 지키고 있으며, 적이 등장하면 튀어나와 당신을 보호해 줄 것입니다!\n\n비활성화된 동안, 프리즈마 거울상은 받은 피해를 천천히 회복합니다.\n\n현재 체력은 %d이며, 최대 체력은 %d입니다. actors.buffs.prismaticguard.desc_many=프리즈마 거울상 또한 집단의 힘의 효과를 받고 있습니다. 남은 턴: %d. actors.buffs.recharging.name=충전 @@ -396,7 +396,7 @@ actors.buffs.scrollempower.name=주문서 강화 actors.buffs.scrollempower.desc=마법사가 최근에 읽은 주문서의 에너지가 마법 막대에 힘을 전달하고 있습니다!\n\n강화 수치 증가량: +%1$d\n남은 발사 횟수: %2$d actors.buffs.shadows.name=그림자 숨기 -actors.buffs.shadows.desc=당신은 주변의 그림자에 동화되어, 투명해졌으며 느린 신진대사를 가지게 되었습니다.\n\n투명화가 적용되는 동안, 적들은 당신을 공격하거나 따라올 수 없습니다. 대부분의 물리적인 공격이나 마법 효과(주문서나 마법 막대 등)는 즉시 투명화를 취소합니다. 또한, 그림자에 숨는 동안에는 덜 배고파집니다.\n\n직접 그림자에서 빠져나오거나, 적이 당신에게 다가오기 전까지는 계속 그림자에 숨게될 것입니다. +actors.buffs.shadows.desc=당신은 주변의 그림자에 동화되어, 투명해졌으며 느린 신진대사를 가지게 되었습니다.\n\n투명화가 적용되는 동안, 적들은 당신을 공격하거나 따라올 수 없습니다. 대부분의 물리적인 공격이나 마법 효과(주문서나 마법 막대 등)는 즉시 투명화를 취소합니다. 또한, 그림자에 숨는 동안에는 덜 배고파집니다.\n\n직접 그림자에서 빠져나오거나, 적이 당신에게 다가오기 전까지는 계속 그림자에 숨어 있게 됩니다. actors.buffs.slow.name=감속 actors.buffs.slow.desc=둔화 마법은 대상의 시간의 흐름에 영향을 주어, 다른 모든 것이 매우 빠르게 움직이는 것처럼 보이게 합니다.\n\n느려진 캐릭터는 모든 행동을 취하는 데에 두 배의 시간이 듭니다.\n\n느려짐 효과는 %s턴 동안 지속됩니다. @@ -414,23 +414,23 @@ actors.buffs.stamina.name=지구력 actors.buffs.stamina.desc=끝없는 지구력으로 더 빠르게 움직일 수 있게 되었습니다!\n\n효과 중에는 50%% 더 빠르게 이동하지만, 다른 행동은 정상적인 속도로 실행합니다.\n\n지구력 효과는 %s턴 동안 지속됩니다. actors.buffs.vulnerable.name=취약 -actors.buffs.vulnerable.heromsg=당신은 연약해진 것 같다! +actors.buffs.vulnerable.heromsg=연약해진 느낌이 들었다! actors.buffs.vulnerable.desc=취약 마법은 대상이 받는 모든 물리적 피해를 33%%만큼 늘립니다. 이 효과는 갑옷에 의한 피해 경감을 계산한 다음 적용됩니다.\n\n남은 취약 효과 시간: %s actors.buffs.terror.name=공포 actors.buffs.terror.desc=공포 효과는 대상의 정신을 조작하여 주체할 수 없는 공황 상태로 몰아넣는 마법입니다.\n\n공포에 질린 캐릭터들은 대상의 적들로부터 멀리 도망치며, 최대한 많은 벽과 문을 사이에 두려고 합니다. 하지만 고통의 충격은 이 효과를 중단시킵니다.\n\n공포 효과는 %s턴 동안 지속됩니다. actors.buffs.toxicimbue.name=맹독과 동화함 -actors.buffs.toxicimbue.desc=당신은 독성 에너지와 하나가 되었습니다!\n\n당신이 움직일 때마다 독성 가스가 피어오를 것이며, 이 가스는 적들을 중독시키지만 당신은 효과가 끝날 때까지, 그리고 효과가 끝나고 나서도 몇 턴 동안 독가스와 맹독 효과에 면역이 됩니다.\n\n맹독과 동화됨 효과의 남은 턴: %s +actors.buffs.toxicimbue.desc=당신은 독성 에너지와 하나가 되었습니다!\n\n당신이 움직일 때마다 적들을 중독시키는 독가스가 피어오릅니다. 당신은 효과가 끝날 때까지, 그리고 효과가 끝나고 나서도 몇 턴 동안 독가스와 맹독 효과에 면역이 됩니다.\n\n맹독과 동화됨 효과의 남은 턴: %s actors.buffs.corrosion.name=부식 actors.buffs.corrosion.heromsg=당신의 몸이 녹고 있다! actors.buffs.corrosion.ondeath=당신은 녹아버렸다... actors.buffs.corrosion.rankings_desc=산성에 의해 녹아버림 -actors.buffs.corrosion.desc=강력한 산은 살, 금속, 그리고 뼈와 같은 것들을 빠르게 녹여버립니다.\n\n대상이 계속 녹아 내림에 따라 부식 피해가 증가합니다.\n\n부식 지속 턴: %1$s.\n현재 부식 피해: %2$d. +actors.buffs.corrosion.desc=강력한 산은 살, 금속, 그리고 뼈 등등을 빠르게 녹여 버립니다.\n\n대상이 계속 녹아 내림에 따라 부식 피해가 증가합니다.\n\n부식 지속 턴: %1$s.\n현재 부식 피해: %2$d. actors.buffs.vertigo.name=현기증 -actors.buffs.vertigo.desc=온 세상이 빙빙 돌아가며 일직선으로 걷는 것이 힘들 수 있습니다.\n\n현기증 효과를 받는 동안 움직이려는 캐릭터는 의도한 방향 대신 무작위 방향으로 움직이게 됩니다.\n\n현기증 효과는 %s턴 동안 지속됩니다. +actors.buffs.vertigo.desc=온 세상이 빙빙 돌아가며 일직선으로 걷기조차 힘들어집니다.\n\n현기증 효과를 받는 동안 움직이려는 캐릭터는 의도한 방향 대신 무작위 방향으로 움직이게 됩니다.\n\n현기증 효과는 %s턴 동안 지속됩니다. actors.buffs.wandempower.name=마법 막대 강화 actors.buffs.wandempower.desc=피해를 주는 마법 막대에 힘이 깃들어, 몇 번의 발사 동안 공격의 피해량이 증가합니다.\n\n추가 피해량: %1$d.\n남은 타격 횟수: %2$d. @@ -440,7 +440,7 @@ actors.buffs.weakness.heromsg=당신은 약해진 기분이 든다! actors.buffs.weakness.desc=모든 것이 갑작스레 훨씬 무겁게 느껴집니다.\n\n약화 마법은 대상의 물리적 힘을 약화시켜, 주는 피해량을 33%% 줄입니다.\n\n약화 효과의 남은 턴: %s. actors.buffs.wellfed.name=배부름 -actors.buffs.wellfed.desc=당신은 매우 배부르며, 만족감을 느끼고 있습니다.\n\n배부른 상태에서, 당신은 허기가 지지 않을 것이며, 일정 시간동안 추가적인 체력을 회복할 것입니다.\n\n배부름을 느끼지 않기까지 %d 턴 남았습니다. +actors.buffs.wellfed.desc=당신은 매우 배부르며, 만족감을 느끼고 있습니다.\n\n배부른 상태에서, 당신은 허기가 지지 않으며, 일정 시간 동안 체력을 추가로 회복합니다.\n\n남은 턴: %d. @@ -469,11 +469,11 @@ actors.hero.abilities.mage.elementalblast.name=원소 폭발 actors.hero.abilities.mage.elementalblast.no_staff=지팡이가 없으면 이 능력을 사용할 수 없다. actors.hero.abilities.mage.elementalblast.short_desc=마법사는 자신의 지팡이에서 _원소 폭발_을 일으켜 자신 주변의 넓은 공간을 지팡이에 융합한 마법 막대에 따른 효과로 뒤덮습니다. actors.hero.abilities.mage.elementalblast.desc=마법사는 반지름 4칸의 원형 범위에 마법 폭발을 일으켜 최대 15-25의 피해를 입힙니다. 원소 폭발의 특수 효과는 마법사의 지팡이에 융합된 마법 막대의 종류에 따라 달라집니다. -actors.hero.abilities.mage.elementalblast.generic_desc=원소 폭발의 특수 효과는 해당 마법 막대를 적이나 아군에게 사용했을 때의 효과와 비슷할 것입니다. +actors.hero.abilities.mage.elementalblast.generic_desc=원소 폭발의 특수 효과는 해당 마법 막대를 적이나 아군에게 사용했을 때의 효과와 비슷합니다. actors.hero.abilities.mage.wildmagic.name=격렬한 마법 actors.hero.abilities.mage.wildmagic.no_wands=발사할 마법 막대가 없다! actors.hero.abilities.mage.wildmagic.short_desc=마법사는 그가 가지고 있는 마법 막대들에 깃든 _격렬한 마법_을 해방하여 한 턴만에 대상에게 무작위의 마법을 여러 발 발사합니다. -actors.hero.abilities.mage.wildmagic.desc=마법사는 그가 가진 마법 막대들의 힘을 해방하여 그것들을 한 턴에 최대 4번까지 무작위로 발사할 수 있습니다. 마법사의 지팡이는 이 효과에 해당하지 않습니다. \n\n발사 중인 마법 막대는 +2만큼 강화되며, 최대 +3까지 강화됩니다. 이 능력으로 발사된 마법 막대는 절반의 충전량을 소모하며, 각각의 마법 막대는 최대 두 번까지만 발사됩니다. +actors.hero.abilities.mage.wildmagic.desc=마법사는 그가 가진 마법 막대들의 힘을 해방하여 그 마법을 한 턴에 최대 4번까지 무작위로 발사할 수 있습니다. 마법사의 지팡이는 이 효과에 해당하지 않습니다. \n\n발사 중인 마법 막대는 +2만큼 강화되며, 최대 +3까지 강화됩니다. 이 능력으로 발사된 마법 막대는 절반의 충전량을 소모하며, 각각의 마법 막대는 최대 두 번까지만 발사됩니다. actors.hero.abilities.mage.warpbeacon.name=순간이동 신호기 actors.hero.abilities.mage.warpbeacon.depths=층을 넘어서 순간이동을 할 수는 없다! actors.hero.abilities.mage.warpbeacon.locked_floor=잠겨 있는 층을 벗어날 수는 없다! @@ -502,12 +502,12 @@ actors.hero.abilities.rogue.deathmark$deathmarktracker.name=죽음의 표식 actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=이 적은 표식이 새겨져 있어 25%%의 추가 피해를 받지만, 표식이 사라지기 전까지는 절대 죽지 않습니다.\n\n남은 턴: %s actors.hero.abilities.rogue.shadowclone.name=그림자 분신 actors.hero.abilities.rogue.shadowclone.short_desc=도적은 _그림자 분신_을 소환해, 전투를 돕도록 지시할 수 있습니다. -actors.hero.abilities.rogue.shadowclone.desc=도적은 자신을 흉내내는 그림자를 소환해, 전투를 돕도록 지시할 수 있습니다. 그림자 분신에게 지시를 내리는 것은 충전량을 소모하지 않습니다.\n\n분신은 80 체력을 가지고 있고, 방어력은 없으며, 10-20의 피해를 입힙니다. 특성을 통해 영웅이 가진 장비의 효과를 얻는 등의 방식으로 분신을 강화할 수 있습니다. +actors.hero.abilities.rogue.shadowclone.desc=도적은 자신을 흉내내는 그림자를 소환해, 전투를 돕도록 지시할 수 있습니다. 그림자 분신에게 지시를 내리는 행동은 충전량을 소모하지 않습니다.\n\n분신은 80 체력을 가지고 있고, 방어력은 없으며, 10-20의 피해를 입힙니다. 특성을 통해 영웅이 가진 장비의 효과를 얻는 등의 방식으로 분신을 강화할 수 있습니다. actors.hero.abilities.rogue.shadowclone$shadowally.name=도적의 그림자 분신 actors.hero.abilities.rogue.shadowclone$shadowally.direct_defend=분신이 해당 방향으로 이동했다. actors.hero.abilities.rogue.shadowclone$shadowally.direct_follow=분신이 당신을 따라오고 있다. actors.hero.abilities.rogue.shadowclone$shadowally.direct_attack=분신이 공격하기 위해 움직이고 있다! -actors.hero.abilities.rogue.shadowclone$shadowally.desc=어둠의 그림자로 만들어진, 도적의 분신입니다. 이것은 공허한 눈을 가지고 가만히 서 있으며, 작은 어둠의 불꽃이 증기처럼 피어오르고 있습니다. \n\n이 분신은 도적의 완벽한 복제는 아니지만 여전히 훌륭한 투사이며, 적절한 특성을 갖춘 도적의 장비에 따른 이점을 얻을 수 있습니다. +actors.hero.abilities.rogue.shadowclone$shadowally.desc=어둠의 그림자로 만들어진, 도적의 분신입니다. 공허한 눈을 가지고 가만히 서 있으며, 작은 어둠의 불꽃이 증기처럼 피어오르고 있습니다. \n\n이 분신은 도적의 완벽한 복제는 아니지만 여전히 훌륭한 투사이며, 적절한 특성을 갖춘 도적의 장비에 따른 이점을 얻을 수 있습니다. actors.hero.abilities.rogue.shadowclone$shadowally.discover_hint=이 캐릭터는 특정한 갑옷 능력의 효과로 등장합니다. actors.hero.abilities.huntress.spectralblades.name=유령 칼날 @@ -549,7 +549,7 @@ actors.hero.abilities.duelist.feint.name=눈속임 actors.hero.abilities.duelist.feint.prompt=이동할 지역을 선택하세요 actors.hero.abilities.duelist.feint.too_far=그 위치는 당신과 근접한 곳이 아니다. actors.hero.abilities.duelist.feint.bad_location=그 곳으로 이동할 수 없다. -actors.hero.abilities.duelist.feint.short_desc=결투자는 _눈속임_을 사용해, 근처 1칸으로 이동함과 동시에 받는 공격을 속일 수 있습니다. 적들은 잔상을 공격할 것이며, 동시에 반격에 노출되게 됩니다. +actors.hero.abilities.duelist.feint.short_desc=결투자는 _눈속임_을 사용해, 근처 1칸으로 이동함과 동시에 받는 공격을 속일 수 있습니다. 적들은 잔상을 공격하며, 그로 인해 반격에 노출됩니다. actors.hero.abilities.duelist.feint.desc=결투자는 근처 1칸으로 이동함과 동시에 순간적인 잔상을 남겨 적들의 공격을 속일 수 있습니다. 결투자를 공격하던 적들은 대신 잔상을 공격하게 됩니다.\n\n잔상을 공격한 적들은 혼란스러워하며, 다음 행동을 취소하고 기습에 취약해집니다. actors.hero.abilities.cleric.ascendedform.name=승천자의 형상 @@ -638,7 +638,7 @@ actors.hero.spells.bodyform.name=성체 형상 actors.hero.spells.bodyform.short_desc=삼위일체로 이전 마법 부여 또는 상형문자를 불러냄 actors.hero.spells.bodyform.desc=성직자가 이번 게임에서 식별한 무기 마법 부여 또는 방어구 상형문자를 삼위일체에 불러내어 그 효과를 다시 누릴 수 있습니다.\n\n성직자는 삼위일체를 시전하여 선택한 마법 부여 또는 상형문자의 효과를 %d 턴 동안 얻습니다. 이렇게 불러낸 효과는 기존 마법 부여 또는 상형문자의 효과와 동일하게 작동합니다.\n\n이 주문은 현재 삼위일체로 불러낸 다른 성체 효과를 덮어씁니다. actors.hero.spells.bodyform$bodyformbuff.name=성체 형상 -actors.hero.spells.bodyform$bodyformbuff.desc=현재 삼위일체의 성체 형상이 무기의 마법 또는 상형문자의 효과를 해당 장비를 착용하고 있는 것과 같이 제공하고 있습니다.\n\n성체 형상은 현재 장착 중인 장비의 효과를 제공하지 않음에 주의하십시오.\n\n현재 효과: %1$s.\n\n남은 턴: %2$s. +actors.hero.spells.bodyform$bodyformbuff.desc=현재 삼위일체의 성체 형상이 무기의 마법 또는 상형문자의 효과를 해당 장비를 착용하고 있는 것처럼 제공하고 있습니다.\n\n성체 형상은 현재 장착 중인 장비의 효과를 제공하지 않음에 주의하십시오.\n\n현재 효과: %1$s.\n\n남은 턴: %2$s. actors.hero.spells.cleanse.name=정화 actors.hero.spells.cleanse.short_desc=디버프를 정화하고 방어막을 얻음. @@ -684,7 +684,7 @@ actors.hero.spells.hallowedground$hallowedterrain.desc=이 땅은 축성되었 actors.hero.spells.holyintuition.name=신성한 직감 actors.hero.spells.holyintuition.prompt=아이템을 선택하세요 -actors.hero.spells.holyintuition.cursed=당신은 악의로 가득 찬 마법이 아이템에 깃든 것을 느낍니다. +actors.hero.spells.holyintuition.cursed=당신은 악의로 가득 찬 마법이 아이템에 깃들었음을 느낍니다. actors.hero.spells.holyintuition.uncursed=이 아이템에는 악의적인 마법이 없습니다. actors.hero.spells.holyintuition.short_desc=아이템의 저주 여부를 확인. actors.hero.spells.holyintuition.desc=성직자가 아이템에 감각을 집중하여 착용하지 않고도 저주 유무를 확인할 수 있습니다. @@ -717,7 +717,7 @@ actors.hero.spells.holyweapon$holywepbuff.desc_paladin=성기사가 현재 착 actors.hero.spells.judgement.name=심판 actors.hero.spells.judgement.short_desc=시야 내 모든 적에게 피해를 입힘. -actors.hero.spells.judgement.desc=성직자가 주먹을 바닥에 내려쳐, 빛을 분출시켜 사야 내 모든 적에게 피해를 입힙니다. 이 공격은 기본적으로 %1$d-%2$d 피해를 입히며, 승천자의 형상 시전 후(또는 지난 번 심판 시전 후) 시전한 주문마다 33%%피해를 추가로 입힙니다.\n\n현재 심판은 %3$d-%4$d의 피해를 입힐 것입니다. +actors.hero.spells.judgement.desc=성직자가 주먹을 바닥에 내려쳐, 빛을 분출시켜 사야 내 모든 적에게 피해를 입힙니다. 이 능력은 기본적으로 %1$d-%2$d 피해를 입히며, 승천자의 형상 시전 후(또는 지난 번 심판 시전 후) 시전한 주문마다 33%%피해를 추가로 입힙니다.\n\n현재 심판은 %3$d-%4$d의 피해를 입힙니다. actors.hero.spells.layonhands.name=안수기도 actors.hero.spells.layonhands.short_desc=주변의 캐릭터를 즉시 회복하거나 성기사에게 방어막 부여 @@ -757,7 +757,7 @@ actors.hero.spells.spiritform.name=성령 형상 actors.hero.spells.spiritform.short_desc=삼위일체로 이전 반지 또는 유물을 불러냄. actors.hero.spells.spiritform.desc=성직자가 이번 게임에서 식별한 반지 또는 마법 유물(성서 제외)을 삼위일체에 불러내어 그 효과를 다시 누릴 수 있습니다.\n\n반지를 선택할 시, 삼위일체는 20턴 동안 해당 반지를 +%1$d 강화한 효과를 제공합니다.\n\n유물을 선택할 시, 삼위일체는 해당 유물을 +%2$d 강화한 효과를 제공합니다. 유물마다 삼위일체로 시전 시 사용 효과 및 갑옷 충전 사용량이 달라집니다.\n\n이 주문은 현재 삼위일체로 불러낸 다른 성령 효과를 덮어씁니다. actors.hero.spells.spiritform$spiritformbuff.name=성령 형상 -actors.hero.spells.spiritform$spiritformbuff.desc=현재 삼위일체의 성령 형상이 아이템의 효과를 해당 장비를 착용하고 있는 것과 같이 제공하고 있습니다.\n\n성령 형상은 현재 착용 중인 장비의 효과를 제공하지 않음에 주의하십시오.\n\n현재 효과: %1$s.\n\n남은 턴: %2$s. +actors.hero.spells.spiritform$spiritformbuff.desc=현재 삼위일체의 성령 형상이 아이템의 효과를 해당 장비를 착용하고 있는 것처럼 제공하고 있습니다.\n\n성령 형상은 현재 착용 중인 장비의 효과를 제공하지 않음에 주의하십시오.\n\n현재 효과: %1$s.\n\n남은 턴: %2$s. actors.hero.spells.smite.name=천벌 actors.hero.spells.smite.short_desc=반드시 적중하며 추가 피해와 마법 위력을 가지는 공격을 함. @@ -842,10 +842,10 @@ actors.hero.herosubclass.battlemage_short_desc=_전투 마법사_는 자신의 actors.hero.herosubclass.battlemage_desc=전투 마법사는 그의 지팡이로 근접 공격을 할 때, 마치 지팡이에 추가적인 마법이 부여된 것처럼 추가 효과를 얻습니다. 이 효과는 지팡이에 융합되어 있는 마법 막대에 따라 달라지며, 각각의 마법 막대는 고유한 효과를 가지고 있습니다. 마법 막대의 효과 외에도, 전투 마법사의 지팡이는 성공적인 공격을 가할 때마다 0.5의 충전량을 얻습니다. actors.hero.herosubclass.warlock=흑마법사 actors.hero.herosubclass.warlock_short_desc=_흑마법사_는 마법 막대로 적들에게 영혼 표식을 새길 확률이 있습니다. 흑마법사는 표식이 새겨진 적에게 물리 피해를 입힐때마다 체력을 회복합니다. -actors.hero.herosubclass.warlock_desc=흑마법사는 대상에게 마법 막대를 사용할 때 영혼 표식을 새길 확률이 있습니다. 영혼 표식을 새길 확률과 지속 시간은 막대의 강화수치에 따라 증가합니다.\n\n적에게 영혼의 표식이 새겨진 경우, 흑마법사는 그들에게 입히는 매 5의 피해 당 2의 체력을 회복할 것입니다. 그러나 오직 근접 공격 혹은 투척 무기로 입히는 피해만 해당되며, 마법 막대는 해당하지 않습니다! +actors.hero.herosubclass.warlock_desc=흑마법사는 대상에게 마법 막대를 사용할 때 영혼 표식을 새길 확률이 있습니다. 영혼 표식을 새길 확률과 지속 시간은 막대의 강화수치에 따라 증가합니다.\n\n적에게 영혼의 표식이 새겨진 경우, 흑마법사는 그들에게 입히는 매 5의 피해 당 2의 체력을 회복합니다. 그러나 오직 근접 공격 혹은 투척 무기로 입히는 피해만 해당되며, 마법 막대는 해당하지 않습니다! actors.hero.herosubclass.assassin=암살자 -actors.hero.herosubclass.assassin_short_desc=_암살자_는 투명한 상태에서 치명적인 일격을 준비할 수 있습니다. 투명화한 상태로 오래 기다릴수록, 일격이 더욱 강력해질 것입니다. -actors.hero.herosubclass.assassin_desc=암살자는 투명화 상태가 되면 다음 공격을 더욱 신중하게 준비합니다. 준비한 시간이 길어질수록, 다음 공격이 더욱 강력해질 것입니다. 마음가짐은 최대 9 턴까지 쌓을 수 있습니다.\n\n마음가짐 이후 암살자는 다음 공격에 더 큰 피해를 주고, 대상에게 점멸하여 접근할 수 있으며 심지어는 약해진 적을 일격에 처치할 수도 있습니다. +actors.hero.herosubclass.assassin_short_desc=_암살자_는 투명한 상태에서 치명적인 일격을 준비할 수 있습니다. 투명화한 상태로 오래 기다릴수록, 일격이 더욱 강력해집니다. +actors.hero.herosubclass.assassin_desc=암살자는 투명화 상태가 되면 다음 공격을 더욱 신중하게 준비합니다. 준비한 시간이 길어질수록, 다음 공격이 더욱 강력해집니다. 마음가짐은 최대 9 턴까지 쌓을 수 있습니다.\n\n마음가짐 이후 암살자는 다음 공격에 더 큰 피해를 주고, 대상에게 점멸하여 접근할 수 있으며 심지어는 약해진 적을 일격에 처치할 수도 있습니다. actors.hero.herosubclass.freerunner=프리러너 actors.hero.herosubclass.freerunner_short_desc=_프리러너_는 이동할 때마다 가속력을 쌓고, 프리러닝 상태에 돌입하는 데에 사용할 수 있습니다. 프리러닝 상태가 되면 짧은 시간 동안 추가적인 이동 속도와 회피를 얻습니다. actors.hero.herosubclass.freerunner_desc=프리러너는 이동함에 따라 가속력을 쌓습니다. 10턴 동안 이동함으로써 최대 10의 가속력을 쌓을 수 있지만, 이동을 멈추면 가속력은 빠르게 사라집니다. 프리러너는 가속력을 모두 사용해, 가속력 1당 2턴의 프리러닝 상태에 돌입할 수 있습니다.\n\n프리러닝 도중 프리러너는 2배의 속도로 이동하며, 레벨에 비례하여 추가 회피를 얻습니다. 프리러닝이 끝나면, 다시 가속력을 쌓기 위한 재사용 대기 시간이 존재합니다. @@ -854,7 +854,7 @@ actors.hero.herosubclass.sniper_short_desc=_저격수_는 원거리 공격으로 actors.hero.herosubclass.sniper_desc=저격수는 원거리 전투의 숙련자로, 원거리 공격이 적의 방어를 관통합니다. 투척 무기를 적에게 명중시켰을 때, 대상에게 저격수의 표식을 새겨 이후 활을 이용해 특별한 공격을 사용할 수 있습니다. 이 특별한 공격은 저격수의 활이 어떻게 증강되었는지에 따라 달라집니다.\n\n증강되지 않은 활은 적은 피해를 주지만 턴 소모가 없는 스냅 샷을 발사합니다. 공격 속도를 증강한 활은 1턴을 소모해 적은 피해를 주지만 활에 부여된 마법을 발동할 수 있는 3발의 화살을 일제 사격합니다. 공격력을 증강한 활은 2턴을 소모해 반드시 명중하고 거리에 비례한 추가 피해를 주는 저격탄을 발사합니다. actors.hero.herosubclass.warden=숲지기 actors.hero.herosubclass.warden_short_desc=_숲지기_는 길게 자란 풀 너머를 볼 수 있으며, 씨앗을 심거나 식물을 밟을 때 추가 효과를 얻습니다. -actors.hero.herosubclass.warden_desc=숲지기는 자연과의 강한 유대로 풀과 식물로부터 다양한 추가 효과를 얻을 수 있습니다. 또한 그녀는 길게 자란 풀과 헤쳐나간 풀이 없는 것과 마찬가지로 주변을 볼 수 있습니다.\n\n숲지기는 씨앗을 던지거나 심을 때 근처에 풀을 자라나게 하며, 식물을 밟을 때 특별한 효과를 얻습니다. 이 특별한 효과는 기존 식물의 효과를 대체하며, 밟는 식물로부터 어떠한 피해도 받지 않게 합니다. +actors.hero.herosubclass.warden_desc=숲지기는 자연과의 강한 유대로 풀과 식물로부터 다양한 추가 효과를 얻을 수 있습니다. 또한 길게 자란 풀과 헤쳐나간 풀에 시야가 방해받지 않고 그 너머를 볼 수 있습니다.\n\n숲지기는 씨앗을 던지거나 심을 때 근처에 풀을 자라나게 하며, 식물을 밟을 때 특별한 효과를 얻습니다. 이 특별한 효과는 기존 식물의 효과를 대체하며, 밟는 식물로부터 어떠한 피해도 받지 않게 합니다. actors.hero.herosubclass.champion=챔피언 actors.hero.herosubclass.champion_short_desc=_챔피언_은 두 개의 무기를 착용할 수 있으며, 더 많은 무기 충전량을 얻게 됩니다. 일반적인 공격은 주 무기로 하지만, 주 무기를 두 번째 무기와 즉시 바꿀 수 있으며 두 무기의 능력을 모두 사용할 수 있습니다. actors.hero.herosubclass.champion_desc=챔피언은 근접 무기에 통달하여 주 무기 이외에 보조 무기 하나를 더 착용할 수 있습니다. 일반적인 공격은 주 무기로 하지만, 언제든지 주 무기를 즉시 교체할 수 있으며 두 무기의 능력 모두 사용할 수 있습니다.\n\n챔피언은 또한 최대 무기 능력 충전량을 2만큼 추가로 얻으며 무기 능력 충전 속도가 +50% 증가합니다. @@ -917,7 +917,7 @@ actors.hero.talent.iron_stomach.desc=_+1:_ 식사 시 1 턴만 소모되며 식 actors.hero.talent.liquid_willpower.title=액체로 이루어진 의지 actors.hero.talent.liquid_willpower.desc=_+1:_ 물약, 혼합물, 영약을 마시거나 던진 이후 _최대 체력의 6.5%에 해당하는 방어막_을 즉시 회복합니다.\n\n_+2:_ 물약, 혼합물, 영약을 마시거나 던진 이후 _최대 체력의 10%에 해당하는 방어막_을 즉시 회복합니다.\n\n방어막 재생 효과는 힘의 물약, 경험의 물약 및 이 물약을 재료로 사용하여 만든 연금술 아이템을 사용했을 때 2배가 됩니다.\n\n사용한 물약의 수보다 많은 양의 결과물을 제작하는 연금술 아이템(예: 물 혼합물)의 경우, 이 특성은 그 결과물의 개수에 따라 발동할 확률이 달라집니다. actors.hero.talent.runic_transference.title=상형문자 전이 -actors.hero.talent.runic_transference.desc=_+1:_ 전사의 부러진 인장이 강화수치를 옮길 때와 같은 방식으로 _평범한 상형문자_를 옮길 수 있습니다.\n\n_+2:_ 전사의 부러진 인장이 강화수치를 옮길 때와 같은 방식으로 _평범한, 강력한, 저주 상형문자_를 옮길 수 있습니다.\n\n상형문자는 전사의 인장이 갑옷에 붙어 있을 때 그 갑옷에 부여한 것만 인장으로 옮길 수 있습니다. +actors.hero.talent.runic_transference.desc=_+1:_ 전사의 부러진 인장이 강화수치를 옮길 때와 같은 방식으로 _평범한 상형문자_를 옮길 수 있습니다.\n\n_+2:_ 전사의 부러진 인장이 강화수치를 옮길 때와 같은 방식으로 _평범한, 강력한, 저주 상형문자_를 옮길 수 있습니다.\n\n인장이 갑옷에 붙어 있는 동안 부여된 상형문자만 옮길 수 있습니다. actors.hero.talent.runic_transference.meta_desc=_다른 직업이 이 특성을 얻으면,_ 강화의 주문서로 갑옷을 강화할 때 상형문자가 확률적으로 사라지기 시작하는 최소 강화 수치가 +1에서 4 -> 6으로, +2에서 4 -> 7로 증가합니다. 강화 수치 8 이상의 갑옷을 강화할 때는 여전히 상형문자가 확정으로 사라지게 됩니다. actors.hero.talent.lethal_momentum.title=치명적인 관성 actors.hero.talent.lethal_momentum.desc=_+1:_ 적을 처치하는 마지막 물리 공격이 _67% 확률_로 턴을 소모하지 않습니다.\n\n_+2:_ 적을 처치하는 마지막 물리 공격이 _100% 확률_로 턴을 소모하지 않습니다. @@ -1058,7 +1058,7 @@ actors.hero.talent.enhanced_rings.desc=_+1:_ 도적이 유물을 사용했을 actors.hero.talent.enhanced_lethality.title=향상된 치사율 actors.hero.talent.enhanced_lethality.desc=_+1:_ 암살자의 마음가짐 단계에 따라 체력이 _4/13/27/67%_ 미만인 적을 일격에 처치할 수 있게 됩니다.\n\n_+2:_ 암살자의 마음가짐 단계에 따라 체력이 _5/17/33/83%_ 미만인 적을 일격에 처치할 수 있게 됩니다.\n\n_+3:_ 암살자의 마음가짐 단계에 따라 체력이 _6/20/40/100%_ 미만인 적을 일격에 처치할 수 있게 됩니다.\n\n암살자는 기본적으로 마음가짐 단계에 따라 체력이 3/10/20/50% 미만인 적을 일격에 처치할 수 있습니다. actors.hero.talent.assassins_reach.title=암살자의 접근 -actors.hero.talent.assassins_reach.desc=_+1:_ 암살자의 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _1/3/4/6 타일_로 증가합니다.\n\n_+2:_ 암살자의 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _2/4/6/8 타일_로 증가합니다.\n\n_+3:_ 암살자가 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _2/5/7/10 타일_로 증가합니다.\n\n암살자는 함정과 적을 넘어서 점멸할 수 있지만, 벽처럼 단단한 것들은 뚫지 못합니다. +actors.hero.talent.assassins_reach.desc=_+1:_ 암살자의 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _1/3/4/6 타일_로 증가합니다.\n\n_+2:_ 암살자의 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _2/4/6/8 타일_로 증가합니다.\n\n_+3:_ 암살자가 마음가짐 단계에 따라 점멸할 수 있는 거리가 기존 1/2/3/4 타일에서 _2/5/7/10 타일_로 증가합니다.\n\n암살자는 함정과 적을 넘어서 점멸할 수 있지만, 벽처럼 단단한 지형 등은 뚫지 못합니다. actors.hero.talent.bounty_hunter.title=현상금 사냥꾼 actors.hero.talent.bounty_hunter.desc=_+1:_ 암살자가 마음가짐 공격으로 처치한 적이 아이템을 떨어트릴 확률이 그 단계에 따라 _2/4/8/16%_ 증가합니다.\n\n_+2:_ 암살자가 마음가짐 공격으로 처치한 적이 아이템을 떨어트릴 확률이 그 단계에 따라 _4/8/16/32%_ 증가합니다.\n\n_+3:_ 암살자가 마음가짐 공격으로 처치한 적이 아이템을 떨어트릴 확률이 그 단계에 따라 _6/12/24/48%_ 증가합니다. @@ -1175,7 +1175,7 @@ actors.hero.talent.lethal_haste.title=치명적인 신속 actors.hero.talent.lethal_haste.desc=_+1:_ 무기 능력으로 적을 처치하면 _3턴_ 분량만큼 즉시 움직일 수 있게 됩니다.\n\n_+2:_ 무기 능력으로 적을 처치하면 _5턴_ 분량만큼 즉시 움직일 수 있게 됩니다. actors.hero.talent.lethal_haste.meta_desc=_다른 직업이 이 특성을 얻으면,_ 대신 일반 무기 공격으로 신속을 얻을 수 있습니다. 100턴의 재사용 대기 시간이 있습니다. actors.hero.talent.swift_equip.title=재빠른 장착 -actors.hero.talent.swift_equip.desc=_+1:_ 20턴마다 무기를 턴 소모 없이 _한 번_ 바꿀 수 있게 됩니다.\n\n_+2:_ 20턴마다 무기를 턴 소모 없이 _두 번_ 바꿀 수 있게 됩니다.\n\n결투자가 이 특성을 가지고 있고, 재사용 대기 중이 아닐 때 장착하지 않은 무기의 능력을 사용하면 해당 무기를 즉시 장착할 것입니다. +actors.hero.talent.swift_equip.desc=_+1:_ 20턴마다 무기를 턴 소모 없이 _한 번_ 바꿀 수 있게 됩니다.\n\n_+2:_ 20턴마다 무기를 턴 소모 없이 _두 번_ 바꿀 수 있게 됩니다.\n\n결투자가 이 특성을 가지고 있고, 재사용 대기 중이 아닐 때 장착하지 않은 무기의 능력을 사용하면 해당 무기를 즉시 장착합니다. actors.hero.talent.precise_assault.title=정확한 일격 actors.hero.talent.precise_assault.desc=_+1:_ 무기 능력을 발동한 후, 5턴 이내의 다음 근접 공격이 _2배의 정확성_을 얻습니다.\n\n_+2:_ 무기 능력을 발동한 후, 5턴 이내의 다음 근접 공격이 _5배의 정확성_을 얻습니다.\n\n_+3:_ 무기 능력을 발동한 후, 5턴 이내의 다음 근접 공격이 _반드시 명중합니다._ @@ -1198,7 +1198,7 @@ actors.hero.talent.combined_energy.title=복합적인 에너지 actors.hero.talent.combined_energy.desc=_+1:_ 무기 능력과 _4 이상의 에너지_를 사용하는 수도사 능력을 5턴 이내에 사용하면 1의 에너지를 돌려받습니다.\n\n_+2:_ 무기 능력과 _3 이상의 에너지_를 사용하는 수도사 능력을 5턴 이내에 사용하면 1의 에너지를 돌려받습니다.\n\n_+3:_ 무기 능력과 _2 이상의 에너지_를 사용하는 수도사 능력을 5턴 이내에 사용하면 1의 에너지를 돌려받습니다. actors.hero.talent.close_the_gap.title=파고들기 -actors.hero.talent.close_the_gap.desc=_+1:_ 결투를 시작할 때 대상을 향해 _2타일_까지 점멸할 수 있습니다.\n\n_+2:_ 결투를 시작할 때 대상을 향해 _3타일_까지 점멸할 수 있습니다.\n\n_+3:_ 결투를 시작할 때 대상을 향해 _4타일_까지 점멸할 수 있습니다.\n\n_+4:_ 결투를 시작할 때 대상을 향해 _5타일_까지 점멸할 수 있습니다.\n\n이 점멸은 적들과 함정를 무시할 수 있지만, 벽처럼 단단한 것들은 뚫을 수 없습니다. 점멸은 적이 결투를 받아드릴 수 있는 곳으로만 갈 수 있습니다. +actors.hero.talent.close_the_gap.desc=_+1:_ 결투를 시작할 때 대상을 향해 _2타일_까지 점멸할 수 있습니다.\n\n_+2:_ 결투를 시작할 때 대상을 향해 _3타일_까지 점멸할 수 있습니다.\n\n_+3:_ 결투를 시작할 때 대상을 향해 _4타일_까지 점멸할 수 있습니다.\n\n_+4:_ 결투를 시작할 때 대상을 향해 _5타일_까지 점멸할 수 있습니다.\n\n이 점멸은 적들과 함정를 무시할 수 있지만, 벽처럼 단단한 지형 등은 뚫을 수 없습니다. 점멸은 적이 결투를 받아드릴 수 있는 곳으로만 갈 수 있습니다. actors.hero.talent.invigorating_victory.title=활기 넘치는 승리 actors.hero.talent.invigorating_victory.desc=_+1:_ 결투가 끝나기 전 적을 처치할 경우 결투 동안 받은 총 피해의 _30% + 5_ 만큼의 체력을 회복합니다.\n\n_+2:_ 결투가 끝나기 전 적을 처치할 경우 결투 동안 받은 총 피해의 _50% + 10_ 만큼의 체력을 회복합니다.\n\n_+3:_ 결투가 끝나기 전 적을 처치할 경우 결투 동안 받은 총 피해의 _65% + 15_ 만큼의 체력을 회복합니다.\n\n_+4:_ 결투가 끝나기 전 적을 처치할 경우 결투 동안 받은 총 피해의 _75% + 20_ 만큼의 체력을 회복합니다. actors.hero.talent.elimination_match.title=예선전 @@ -1316,7 +1316,7 @@ actors.mobs.npcs.blacksmith.intro_quest_duelist=이봐, 인간! 용감하게 생 actors.mobs.npcs.blacksmith.intro_quest_cleric=이봐, 인간! 중요한 인물처럼 생기셨구만. actors.mobs.npcs.blacksmith.intro_quest_start=날 도와줄 수 있다고? 좋아, 네가 할 만한 일이 있지. 난 이 공방을 오래된 광산 위에 지었어. 바로 저 사다리 아래라고. 이 곡괭이를 가지고 _어두운 금 원석을 좀 캐와. 40개_면 충분할 거야. 아래에 있는 벽은 부술 수 있으니, 잘 사용해 보라고.\n\n뭐, 보수? 이 탐욕스러운 인간 같으니라고...\n\n알았어, 알았다고. 재련 정도는 해 줄 수 있어. 운 좋은 줄 알아. 이 주변 대장장이는 나 뿐이니까. actors.mobs.npcs.blacksmith.intro_quest_crystal=조심하는 게 좋을 거야. 그 광산은 너 같이 작은 인간한테는 위협적이니까. 버려진 지 오랜 시간이 지난 광산이라, 많은 수정들이 자라나기 시작했어. 그 수정들은 반짝거려서 겉보기엔 좋아 보여도, 값을 매기기엔 너무 깨지기 쉬운 물건이라 쓸모없는데다, 스스로를 지키려고 마법 같은 것도 쓴다니까. 꽤나 강력하단 말이지. 그러니까 _어디에서 채굴하든 간에, 긴장을 늦추지 않는 게 좋을 거야_. 그렇지 않으면 그것들의 주의를 끌 테니까.\n\n광산 어딘가에 커다란 수정도 있을 텐데, 그건 훨씬 위험하니까, 그걸 부술 거라면 준비 단단히 하는 게 좋을 거야. 일단 부수기만 한다면 다른 수정들을 느려지게 만드니까, 만약 그걸 부순다면 보수를 추가로 주도록 하지. -actors.mobs.npcs.blacksmith.intro_quest_gnoll=조심하는 게 좋을 거야. 그 광산은 너 같이 작은 인간한테는 위협적이니까. 몇몇 놀 놈들이 골드에 미친 나머지 거기를 부숴 버리기 시작했어. 단순하고 멍청한 놈들이라서, 그따구로 채굴하고 있으니 온갖 붕괴란 붕괴는 다 일으켜서 있던 통로도 없애고 있단 말이지. 그것들 사이에서 금을 캐 와야 할 거야. 그러니 _최근에 떨어진 바위들을 찾아 보라고_.\n\n그 놈들 중에 한 놈이 유독 말썽인 것 같아. 아마도 _흙점쟁이 주술사_나 그런 비슷한 놈이겠지. 만약 그 놈을 찾아내서 처리해 준다면, 보수를 더 주도록 하지. 하지만 장담하건대 그 놈도 쉽게 죽어 주진 않을 거야. +actors.mobs.npcs.blacksmith.intro_quest_gnoll=조심하는 게 좋을 거야. 그 광산은 너 같이 작은 인간한테는 위협적이니까. 몇몇 놀 놈들이 골드에 미친 나머지 거기를 부숴 버리기 시작했어. 단순하고 멍청한 놈들이라서, 그 따위로 채굴하고 있으니 온갖 붕괴란 붕괴는 다 일으켜서 있던 통로도 없애고 있단 말이지. 그 녀석들 사이에서 금을 캐 와야 할 거야. 그러니 _최근에 떨어진 바위들을 찾아 보라고_.\n\n그 놈들 중에 한 놈이 유독 말썽인 것 같아. 아마도 _흙점쟁이 주술사_나 그런 비슷한 놈이겠지. 만약 그 놈을 찾아내서 처리해 준다면, 보수를 더 주도록 하지. 하지만 장담하건대 그 놈도 쉽게 죽어 주진 않을 거야. actors.mobs.npcs.blacksmith.intro_quest_fungi=조심하는 게 좋을 거야. 그 광산은 너 같이 작은 인간한테는 위협적이니까. 거기엔 일종의 버섯 괴물 같은 게 자라나고 있어. 심지어 그건 버섯 포탑 같은 게 달려 있어서, 들키면 상당히 치명적일 거야. 그 놈들은 일어날 순 없어도, 적어도 널 추적하는건 가능하니까, 살고 싶다면 가능한 한 그 놈들의 _시야 밖에 있는 게 좋을 거라고_.\n\n만약 어떻게든 거기 있는 _가장 큰 버섯_을 해치워 준다면, 보수를 더 주도록 하지. 다만 진짜 힘들긴 할 거야. 그건 벽 안에 숨겨진 수많은 균사 마디에 연결되어 있어서, 실제로 피해를 주려면 그것들을 싸그리 다 부숴 버려야 할 거라고. actors.mobs.npcs.blacksmith.reminder=내 시간 뺏는 건 이제 끝낸 거야? 광산 입구는 저쪽이니까 잘 해 보라고. actors.mobs.npcs.blacksmith.reminder_crystal=너가 할 수 있는 만큼 많은 금을 가져와줘, 그리고 큰 크리스탈도 깨려고 해봐. @@ -1328,7 +1328,7 @@ actors.mobs.npcs.blacksmith.enter_yes=준비됐다 actors.mobs.npcs.blacksmith.enter_no=아직이다 actors.mobs.npcs.blacksmith.exit_warn_none=벌써 끝냈어? 뭐야, 금을 하나도 가지고 있질 않잖아! _40개_는 가져올 수 있을 거라고.\n\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ actors.mobs.npcs.blacksmith.exit_warn_low=벌써 끝냈어? 그렇게 많은 금을 가지고 있는 것처럼 보이진 않는데. _40개_는 가져올 수 있을 거라고.\n\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ -actors.mobs.npcs.blacksmith.exit_warn_med=끝났어? 적어도 금을 가지고 있는 것 같긴 하지만, 아직 광산엔 확실히 많은 금이 남아 있을 텐데. _40개_는 가져올 수 있을 거라고.\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ +actors.mobs.npcs.blacksmith.exit_warn_med=끝났어? 적어도 금을 좀 가지고 있는 것 같긴 하지만, 아직 광산엔 확실히 많은 금이 남아 있을 텐데. _40개_는 가져올 수 있을 거라고.\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ actors.mobs.npcs.blacksmith.exit_warn_high=끝났어? 꽤 많은 금을 가지고 온 것 같은데, 그래도 난 아직 좀 더 사용할 수 있다고. _40개_는 가져올 수 있을 거라고.\n\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ actors.mobs.npcs.blacksmith.exit_warn_full=끝났어? 상당한 금을 들고 온 것 같구만. 나오기 전에 빠뜨린 거 없나 잘 확인하라고.\n\n_기억하라고, 한 번 올라오면 다시 안 들여보내 줄 거니까._ actors.mobs.npcs.blacksmith.exit_warn_crystal=그 거대 수정이 여전히 아래에 남아 있어. 그걸 부수면 보수를 더 주지. @@ -1355,7 +1355,7 @@ actors.mobs.npcs.ghost.desc=이 유령은 거의 보이지 않습니다. 슬픈 actors.mobs.npcs.imp.name=야심만만한 임프 actors.mobs.npcs.imp.intro=너 혹시 모험가니? 난 모험가가 좋아! 뭔가 없애버리고 싶은 게 있으면 그들한테 부탁하면 되거든. 약간의 보상과 함께 말이야. 그렇지? ;) actors.mobs.npcs.imp.golems_1=내가 없애버리고 싶은 건 _골렘들_이야. 보다시피 난 여기서 작은 사업을 시작할 예정인데, 저 멍청한 골렘들이 내 사업을 망치고 있어서 말야! 저 대가리까지 돌덩어리인 녀석들과 협상하는 게 여간 쉬운 일이 아니야! 저 돌대가리들! 그래서 말인데... 얘네를 한 _4기 정도_만 없애 주면 보상을 줄게. -actors.mobs.npcs.imp.monks_1=내가 없애버리고 싶은 건 _드워프 수도승들_이야. 보다시피 난 여기서 작은 사업을 시작하려고 하는데, 저 미친 놈들은 아무것도 사지 않는 데다 다른 손님들을 겁줘서 쫓아내거든. 그래서 말인데... 그 녀석들을 한 _5명 정도_만 없애 주면 보상을 줄게. +actors.mobs.npcs.imp.monks_1=내가 없애버리고 싶은 건 _드워프 수도승들_이야. 보다시피 난 여기서 작은 사업을 시작하려고 하는데, 저 미친 놈들은 아무 것도 사지 않는 데다 다른 손님들을 겁줘서 쫓아내거든. 그래서 말인데... 그 녀석들을 한 _5명 정도_만 없애 주면 보상을 줄게. actors.mobs.npcs.imp.golems_2=골렘 사파리는 잘 되어 가니? 토큰 주워 오는 거 잊지 말고. actors.mobs.npcs.imp.monks_2=오, 아직 안 죽었구나! 역시 네 무술이 더 강할 줄 알았다니까! ;) 아 참, 수도승이 떨어트린 토큰을 잊지 말라고. actors.mobs.npcs.imp.cya=이따 봐, %s! @@ -1370,13 +1370,13 @@ actors.mobs.npcs.impshopkeeper.buyback=임프가 흔쾌히 당신에게 아이 actors.mobs.npcs.impshopkeeper.desc=임프는 전당 입구에 작은 가게를 세웠습니다. 친근한 얼굴을 보니 반갑지만 그의 가격은 확실히 친근하다고 하기엔 어려워 보입니다. actors.mobs.npcs.mirrorimage.name=거울상 -actors.mobs.npcs.mirrorimage.desc=이 환영은 당신과 닮아 있으며, 당신이 쓰는 무기와 방어구도 복제하였습니다.\n\n거울상은 자신이 가진 무기를 들고 적들을 찾아 전투를 벌이나, 당신보다 피해를 적게 입힙니다. 환영은 투명한 상태로 생성되지만, 적들을 공격한 후에는 투명화가 풀리게 됩니다.\n\n적당한 공격 수단이 될 수 있지만, 환영은 내구력이 매우 약해 피해를 입으면 즉시 사라질 것입니다. +actors.mobs.npcs.mirrorimage.desc=이 환영은 당신과 닮아 있으며, 당신이 쓰는 무기와 방어구도 복제하였습니다.\n\n거울상은 자신이 가진 무기를 들고 적들을 찾아 전투를 벌이나, 당신보다 피해를 적게 입힙니다. 환영은 투명한 상태로 생성되지만, 적들을 공격한 후에는 투명화가 풀리게 됩니다.\n\n적당한 공격 수단이 될 수 있지만, 환영은 내구력이 매우 약해 피해를 입으면 즉시 사라져 버립니다. actors.mobs.npcs.mirrorimage.discover_hint=이 캐릭터는 특정한 주문서의 효과로 등장합니다. actors.mobs.npcs.npc.discover_hint=이 캐릭터는 던전의 특정한 장소에서 등장합니다. actors.mobs.npcs.prismaticimage.name=프리즈마 거울상 -actors.mobs.npcs.prismaticimage.desc=이 빛나는 환영은 당신과 매우 유사한 외형을 띠고 있으며, 당신이 장비한 갑옷과 무기까지도 복제한 것으로 보입니다.\n\n프리즈마 거울상은 적을 탐색하는 데 온 힘을 기울이며, 향상된 방어력과 체력을 이용하여 당신을 지키기 위해 노력할 것입니다. 비록 거울상만큼의 공격력을 지니지는 않지만, 당신의 갑옷으로부터 얻는 방어력을 포함하여 더욱 향상된 내구력을 가지고 있습니다.\n\n체력이 0이 될 경우, 프리즈마 거울상은 몇 턴 후 사라지게 되며, 사라지기 전까지는 체력을 회복할 수 있습니다. 시야 내에 적이 없는 경우, 프리즈마 거울상은 그 몸을 감추고 당신의 곁을 맴돌 것입니다. 적이 나타날 때까지 말이죠. +actors.mobs.npcs.prismaticimage.desc=이 빛나는 환영은 당신과 매우 유사한 외형을 띠고 있으며, 당신이 장비한 갑옷과 무기까지도 복제한 것으로 보입니다.\n\n프리즈마 거울상은 적을 탐색하는 데 온 힘을 기울이며, 향상된 방어력과 체력을 이용하여 당신을 지키기 위해 노력할 것입니다. 비록 거울상만큼의 공격력을 지니지는 않지만, 당신의 갑옷으로부터 얻는 방어력을 포함하여 더욱 향상된 내구력을 가지고 있습니다.\n\n체력이 0이 될 경우, 프리즈마 거울상은 몇 턴 후 사라지게 되며, 사라지기 전까지는 체력을 회복할 수 있습니다. 시야 내에 적이 없는 경우, 프리즈마 거울상은 그 몸을 감추고 당신의 곁을 맴돕니다. 적이 나타날 때까지 말이죠. actors.mobs.npcs.prismaticimage.discover_hint=이 캐릭터는 특정한 주문서의 효과로 등장합니다. actors.mobs.npcs.ratking.name=쥐 대왕 @@ -1433,11 +1433,11 @@ actors.mobs.npcs.wandmaker.intro_mage=오, 반갑네 %s(이)여! 자네에 대 actors.mobs.npcs.wandmaker.intro_huntress=오, 반갑네, 여인이여! 이런 곳에서 우호적인 이를 만나다니 놀랍군 그래. 사실 자네를 어디선가 본 적이 있는 것 같은데, 확실하지는 않군... 뭐, 어쨌든, 모험을 하러 온 겐가? 그럼 부탁할 게 있다네. actors.mobs.npcs.wandmaker.intro_duelist=오, 반갑네, 여인이여! 이 우울한 곳을 찾는 영웅이 있다니 얼마나 놀라운 기쁨인가! 이 늙은이를 돕고 싶으면, 여기 부탁이 있네. actors.mobs.npcs.wandmaker.intro_cleric=오, 반갑소, 귀족 나리! 이 우울한 장소에 한 줄기 빛과 같은 분이시구먼! 굳이 폐를 끼치고 싶진 않지만, 그래도 한 가지 부탁 하나만 해도 괜찮을까 하네. -actors.mobs.npcs.wandmaker.intro_1=\n\n난 마법 막대를 만들 희귀한 재료를 찾으러 왔네, 하지만 여기서 길을 잃었고, 마법 보호막도 점점 힘을 잃어가는구먼. 곧 여길 떠야할 것 같지만, 그 물건을 못 얻고 그냥 갈 수는 없어서 말야. +actors.mobs.npcs.wandmaker.intro_1=\n\n난 마법 막대를 만들 희귀한 재료를 찾으러 왔네, 하지만 여기서 길을 잃었고, 마법 보호막도 점점 힘을 잃어가는구먼. 곧 여길 떠야하기는 한데, 그 물건을 못 얻고 그냥 갈 수는 없어서 말야. actors.mobs.npcs.wandmaker.intro_dust=내가 필요한 건 _시체 먼지_일세. 이러한 장소에서만 나온다는 특별한 종류의 저주 받은 뼛가루지. 여기 어딘가에 나무로 막힌 문이 있을 건대, 그 문 너머에 있을 거라고 확신하지. 하지만 주의하게나. 그 먼지가 가진 저주는 꽤 강력하거든, _먼지를 얻었으면 최대한 빨리 나에게로 돌아와 주게._ 그 저주를 정화해 줄 테니 말야. actors.mobs.npcs.wandmaker.intro_ember=내가 필요한 건 갓 소환된 불정령에서 얻을 수 있는 _신선한 잉걸불_일세. 정령은 조정되지 않은 소환 의식으로 쉽게 부를 수 있으니, 의식의 제단에 양초를 몇 개 가져가면 하나 소환할 수 있을 걸세. 불정령과 싸우면서 _갇히게 되는 상황을 최대한 피하게_. 아니면 _얼음을 일으키는 물건을 들고 있는 편이 좋다네_. 갓 소환된 불정령들은 꽤 강력하고 혼란스럽지만, 차가운 건 못 견디니까 말이야. actors.mobs.npcs.wandmaker.intro_berry=예전에 이 감옥의 한 간수는 _썩은열매 식물_을 키웠다고 하더군, 그리고 난 그 씨앗을 필요로 한다네. 하지만 지금쯤 그 식물은 통제불능으로 자랐을 것이고, 씨앗을 쉽게 얻을 수는 없을 것일세. 썩은열매가 만든 정원은 여기 근처에 있을 걸세. 살고 싶으면 _덩굴에 묶이지 않게 주의_하게나. 불을 쓰고 싶겠지만, 불을 이용하면 식물과 함께 씨앗을 태워 버리니 _불은 절대로 사용하면 안 된다네._ -actors.mobs.npcs.wandmaker.intro_2=\n\n그 물건을 내게 가져오면 특별히 이 늙은이가 정성스레 만든 마법 막대를 보답으로 주지! 나 한테 두 개가 있으니, 둘 중 하나 원하는 것을 가져가면 된다네. +actors.mobs.npcs.wandmaker.intro_2=\n\n그 물건을 내게 가져오면 특별히 이 늙은이가 정성스레 만든 마법 막대를 보답으로 주지! 나 한테 두 개가 있으니, 둘 중 하나 원하는 걸 가져가면 된다네. actors.mobs.npcs.wandmaker.reminder_dust=시체 먼지는 아직인가, %s(이)여? 나무로 막힌 곳을 찾아보게나. actors.mobs.npcs.wandmaker.reminder_ember=잉걸불은 아직인가, %s(이)여? 양초 4개를 찾아 의식의 제단으로 가게나. actors.mobs.npcs.wandmaker.reminder_berry=썩은열매 씨앗은 아직인가, %s(이)여? 식물로 가득 찬 방을 찾아 보게나. @@ -1455,18 +1455,18 @@ actors.mobs.albino.desc=주머니쥐의 특별한 개체로써, 순백의 털과 actors.mobs.albino.discover_hint=이 적은 던전의 특정한 장소에서 희귀한 확률로 등장합니다. actors.mobs.armoredstatue.name=갑옷 입은 석상 -actors.mobs.armoredstatue.desc=단순히 봐서는 던전의 다른 움직임 없는 석상들과 다를 것 없다고 느낄 것입니다. 하지만 붉게 빛나는 눈은 전혀 그렇지 않다고 말합니다.\n\n석상에 입혀진 갑옷 덕분에 꽤 괜찮은 상태를 유지하고 있는 것처럼 보이며, 죽이기 매우 힘들 것 같습니다. +actors.mobs.armoredstatue.desc=단순히 봐서는 던전의 다른 움직임 없는 석상들과 별반 다르지 않아 보입니다만, 붉게 빛나는 눈은 전혀 그렇지 않다고 말합니다.\n\n석상에 입혀진 갑옷 덕분에 꽤 괜찮은 상태를 유지하고 있으며, 파괴하기도 매우 어렵습니다. actors.mobs.armoredstatue.desc_arm_wep=이 석상은 돌로 만들어져 있지만, 석상에 장착된 _%1$s_와 _%2$s_ 만큼은 진짜처럼 보입니다. actors.mobs.bandit.name=미치광이 강도 -actors.mobs.bandit.desc=돋보이는 보라색 로브를 입은 정예 도둑입니다. 뛰어난 능력을 가지고 있었습니다만, 지금은 다른 도둑들처럼 이성을 잃어버리고 말았습니다.\n\n미치광이 강도는 당신에게서 아이템을 훔치는 것에 더하여 실명, 불구, 중독을 부여합니다! 그렇지만 일반 도둑들보다는 더 나은 전리품을 들고 있을 가능성이 높습니다. +actors.mobs.bandit.desc=돋보이는 보라색 로브를 입은 정예 도둑입니다. 뛰어난 능력을 가지고 있었습니다만, 지금은 다른 도둑들처럼 이성을 잃어버리고 말았습니다.\n\n미치광이 강도는 당신에게서 아이템을 훔칠 뿐만 아니라 실명, 불구, 중독을 부여합니다! 그렇지만 일반 도둑들보다는 더 나은 전리품을 들고 있을 가능성이 높습니다. actors.mobs.bat.name=흡혈 박쥐 actors.mobs.bat.desc=이 작고 끈질긴 동굴의 서식자들은 보이는 것보다 훨씬 더 위험합니다. 그들은 공격에 성공할 때마다 스스로의 체력을 회복하여, 자신보다 훨씬 큰 적을 제압합니다. actors.mobs.bee.name=황금 벌 actors.mobs.bee.desc_honey=황금 벌들은 작은 몸집에도 불구하고 그들의 집을 맹렬하게 지키려고 합니다. 이 녀석은 진정되었으며, 당신을 따라가고 싶어하는 것처럼 보입니다. -actors.mobs.bee.desc=황금 벌들은 작은 몸집에도 불구하고 그들의 집을 맹렬하게 지키려고 합니다. 이 녀석은 매우 화가 나 있는 상태이니, 가까이 다가가지 않는 것이 좋겠습니다. +actors.mobs.bee.desc=황금 벌들은 작은 몸집에도 불구하고 그들의 집을 맹렬하게 지키려고 합니다. 이 녀석은 매우 화가 나 있는 상태이니, 가까이 다가가지 않는 게 좋겠습니다. actors.mobs.bee.discover_hint=이 캐릭터는 특정한 아이템의 효과로 등장합니다. actors.mobs.brute.name=놀 병정 @@ -1474,7 +1474,7 @@ actors.mobs.brute.enraged=분노 actors.mobs.brute.def_verb=방어 actors.mobs.brute.desc=놀 병정은 모든 놀 중 가장 크고, 강력하며, 터프한 녀석들입니다. 치명적인 피해를 입을 경우, 그들은 격노하여 일시적인 보호막과 강력한 공격력을 갖게 됩니다. actors.mobs.brute$bruterage.name=병정의 광포화 -actors.mobs.brute$bruterage.desc=이 놀 병정은 죽어가고 있지만, 당신을 길동무로 데려가려 합니다!\n\n시간이 흐르거나 피해를 받는 등의 이유로 놀 병정에게 둘러진 보호막이 모두 사라진다면 놀 병정은 죽을 것입니다. 그러나 보호막이 남아있는 동안 가하는 피해가 엄청나게 증가하므로 주의하십시오!\n\n이 병정에게 아직 %d의 보호막이 남아있습니다. +actors.mobs.brute$bruterage.desc=이 놀 병정은 죽어가고 있지만, 당신을 길동무로 데려가려 합니다!\n\n시간이 흐르거나 피해를 받는 등의 이유로 놀 병정에게 둘러진 보호막이 모두 사라진다면 놀 병정은 죽습니다. 그러나 보호막이 남아있는 동안 가하는 피해가 엄청나게 증가하므로 주의하십시오!\n\n이 병정에게 아직 %d의 보호막이 남아있습니다. actors.mobs.causticslime.name=산성 슬라임 actors.mobs.causticslime.desc=이 슬라임은 아래층에서 올라오는 어두운 마법에 오염되었습니다. 이 슬라임은 원래의 녹색 빛을 잃었으며, 산성 점액을 뚝뚝 흘리고 있습니다. @@ -1485,18 +1485,18 @@ actors.mobs.crab.desc=이 커다란 게는 하수구 먹이사슬의 최상위 actors.mobs.crystalguardian.name=수정 수호자 actors.mobs.crystalguardian.def_verb=방어 -actors.mobs.crystalguardian.desc=이 거대한 결정체 수호자들은, 이들의 밝게 빛나는 눈만 제외하면 거의 조각상 같습니다. 경화된 수정들로 인해 매우 둔하지만 강력하므로, _가능한 한 오래 그들의 수정 둥지에서 잠들어 있도록 내버려두는 것이 최선입니다._\n\n수정 수호자들은 매우 크기에, 협소한 공간에서 훨씬 느리게 움직입니다. 또한 이들은 너무나도 튼튼하기에, 완전히 처치하는 것이 불가능할 정도입니다. 이들을 제압하여 일시적으로 비활성화시킬 수는 있겠지만, 금세 다시 일어날 것입니다. +actors.mobs.crystalguardian.desc=이 거대한 결정체 수호자들은, 이들의 밝게 빛나는 눈만 제외하면 거의 조각상 같습니다. 경화된 수정들로 인해 매우 둔하지만 강력하므로, _가능한 한 오래 그들의 수정 둥지에서 잠들어 있도록 내버려두는 것이 최선입니다._\n\n수정 수호자들은 매우 크기에, 협소한 공간에서 훨씬 느리게 움직입니다. 또한 이들은 너무나도 튼튼하기에, 완전히 처치할 수 없습니다. 이들을 제압하여 일시적으로 비활성화시킬 수는 있겠지만, 금세 다시 일어납니다. actors.mobs.crystalguardian.discover_hint=이 적은 특정한 퀘스트에서 등장합니다. actors.mobs.crystalmimic.name=수정 미믹 actors.mobs.crystalmimic.ate=미믹이 당신의 %s를 삼켜버렸다! actors.mobs.crystalmimic.escaped=수정 미믹이 탈출했다! -actors.mobs.crystalmimic.desc=미믹은 그들이 원하는 어떤 모양의 물체로도 변할 수 있는 마법 생명체입니다. 던전에서 그들은 대부분 상자 모양을 하고 있는데, 이는 아무것도 모르는 모험가들을 끌어들이기 위함으로 보입니다.\n\n수정 미믹은 다른 일반적인 미믹들보다 까다로우며, 전리품을 훔치는 동안은 전투를 피하려 듭니다. 그들은 발견되는 즉시 전력질주로 도주할 것이며, 자신을 공격하려는 적들을 다른 위치로 옮길 수 있습니다. +actors.mobs.crystalmimic.desc=미믹은 그들이 원하는 어떤 모양의 물체로도 변할 수 있는 마법 생명체입니다. 던전에서 그들은 대부분 상자 모양을 하고 있는데, 이는 아무 것도 모르는 모험가들을 끌어들이기 위함으로 보입니다.\n\n수정 미믹은 다른 일반적인 미믹들보다 까다로우며, 전리품을 훔치는 동안은 전투를 피하려 듭니다. 그들은 발견되는 즉시 전력질주로 도주하며, 자신을 공격하려는 적들을 다른 위치로 옮길 수 있습니다. actors.mobs.crystalspire.name=수정 첨탑 -actors.mobs.crystalspire.warning=당신이 공격함에 따라 수정이 진동합니다. 이를 계속한다면 당신에게 주의가 끌릴 수밖에 없을 것입니다... +actors.mobs.crystalspire.warning=당신이 공격함에 따라 수정이 진동합니다. 계속한다면 당신에게 주의가 끌릴 수밖에 없을 것입니다... actors.mobs.crystalspire.alert=진동이 커져 온 동굴이 울리고 있습니다! -actors.mobs.crystalspire.desc=이 거대한 초경화 수정은 아마 이 동굴에 사는 기이한 결정 생물체들의 근원일 것입니다. 당신의 일반적인 무기는 이들에게 효과적이지 않으므로, 파괴하고 싶다면 곡괭이를 사용해야 할 것입니다.\n\n_파괴하기 전에 충분히 준비하십시오._ 이런 거대한 수정을 채광하는 것은 꽤 시간이 걸릴 것이고, 그 동안 방해받게 될 것입니다. 이 첨탑 자체로도 자기보호를 위한 수단들을 갖추고 있을 수도 있습니다. _어쩌면 그것의 하수인들을 대적하는 데 첨탑의 공격을 이용할 수도 있을 것 같습니다._ +actors.mobs.crystalspire.desc=이 거대한 초경화 수정은 아마 이 동굴에 사는 기이한 결정 생물체들의 근원일 것입니다. 당신의 일반적인 무기는 이들에게 효과적이지 않으므로, 파괴하고 싶다면 곡괭이를 사용해야 합니다.\n\n_수정을 파괴하기 전에 충분히 준비하십시오._ 이런 거대한 수정을 채광하는 것은 꽤 시간이 걸릴 것이고, 그 동안 방해받게 될 것입니다. 이 첨탑 자체로도 자기 보호를 위한 수단들을 갖추고 있을 수도 있습니다. _어쩌면 그것의 하수인들을 대적하는 데 첨탑의 공격을 이용할 수도 있을 것 같습니다._ actors.mobs.crystalspire.discover_hint=이 적은 특정한 퀘스트에서 등장합니다. actors.mobs.crystalwisp.name=수정 위습 @@ -1505,7 +1505,7 @@ actors.mobs.crystalwisp.desc=매우 화가 난, 떠다니는 경화된 수정 actors.mobs.crystalwisp.discover_hint=이 적은 특정한 퀘스트에서 등장합니다. actors.mobs.demonspawner.name=악마 소환수 -actors.mobs.demonspawner.on_death=소환수가 죽으면서, 이곳에 있는 악마의 기운이 감소한 것 같다. +actors.mobs.demonspawner.on_death=소환수가 죽으면서, 이곳에 있는 악마의 기운이 감소한 느낌이 든다. actors.mobs.demonspawner.desc=이 드워프들의 살가죽이 뭉진 융합체는 이 지역에서 죽은 드워프들의 시체로부터 리퍼 악마들을 소환하는 역할을 담당하고 있습니다. 악마들은 그들의 적을 상대하기 위해 가능한 모든 자원을 사용하는 것임이 분명해 보입니다.\n\n굉장히 끔찍한 외형을 가지고 있긴 하지만, 악마 소환수들은 움직이거나 스스로를 직접 방어할 능력이 없습니다. 다만 소환수는 거대한 몸집을 가지고 있어 빠르게 처치하기가 어려우며, 또한 위협받고 있는 소환수는 더욱 빠른 속도로 리퍼 악마를 소환합니다.\n\n_악마 소환수들은 어떠한 악마적 힘을 주는 존재에 연결되어 있는 것 같습니다. 악마 소환수를 죽이면 그 존재를 약화시킬 수 있을 것 같습니다._ actors.mobs.dm100.name=DM-100 @@ -1514,7 +1514,7 @@ actors.mobs.dm100.desc=DM-100은 동굴에 있는 드워프 광부들을 보호 actors.mobs.dm200.name=DM-200 actors.mobs.dm200.vent=DM-200이 유독성 배기 가스를 방출했다! -actors.mobs.dm200.desc=DM-200은 드워프제 '방어 기기'의 2세대 모델로, 동굴과 도시에 머무는 드워프 광부들을 보호하기 위하여 제작되었습니다. 이들은 이전 세대 모델보다 더욱 크고 거대하며, 위협적인 유압식 주먹으로 적들을 공격합니다.\n\n그들의 가장 큰 약점은 거대해진 크기로, 이 때문에 던전의 조그만 통로나 문을 지나갈 수 없습니다. 드워프들은 이러한 DM-200의 부족한 기동성을 그들과 너무 멀거나 다가갈 수 없는 적들에게 유독성 배기 가스를 분출하는 것으로 보완했습니다. +actors.mobs.dm200.desc=DM-200은 드워프제 '방어 기기'의 2세대 모델로, 동굴과 도시에 머무는 드워프 광부들을 보호하기 위하여 제작되었습니다. 이들은 이전 세대 모델보다 더욱 크고 거대하며, 위협적인 유압식 주먹으로 적들을 공격합니다.\n\n그들의 가장 큰 약점은 거대해진 크기로, 이 때문에 던전의 조그만 통로나 문을 지나갈 수 없습니다. 드워프들은 이러한 DM-200의 부족한 기동성을 너무 멀거나 다가갈 수 없는 적들에게 유독성 배기 가스를 분출하는 것으로 보완했습니다. actors.mobs.dm201.name=DM-201 actors.mobs.dm201.vent=DM-201이 부식성 수류탄을 던졌다! @@ -1532,7 +1532,7 @@ actors.mobs.dm300.rankings_desc=DM-300에게 박살남 actors.mobs.dm300.def_verb=방어 actors.mobs.dm300.defeated=치명적인 피해 발생! 장비를 정지합니... actors.mobs.dm300.desc=DM-300은 드워프가 제작한 '방어 기계'들 중 가장 크고 강력한 것입니다. 이토록 강력한 기계는 양산이 어려웠기 때문에, 단 몇 기만 드워프 지하 대도시를 방어하기 위해 제작되었습니다.\n\nDM-300은 유독성 배기 가스를 방출할 수 있고, 강력한 드릴로 공격을 하거나 지반을 흔들 수 있습니다. 또한 전력망에 연결되어 출력을 더욱 증폭시킬 수 있습니다. -actors.mobs.dm300.desc_supercharged=DM-300이 전력을 가득 충전했습니다. 이 상태에서는 피해를 입지 않으며 두 배의 속도로 움직입니다! 게다가 드릴의 위력 또한 _벽을 뚫고 나갈 정도로 증가_했습니다만, 벽을 파는 중에는 훨씬 느려질 것입니다.\n\n초강력 충전된 DM-300을 직접 공격하는 것은 소용이 없습니다. 하지만 _지역 어딘가에 전력을 공급하는 것_이 있을 것입니다. 그것을 파괴하면 충전이 약해질 것입니다. +actors.mobs.dm300.desc_supercharged=DM-300이 전력을 가득 충전했습니다. 이 상태에서는 피해를 입지 않으며 두 배의 속도로 움직입니다! 게다가 드릴의 위력 또한 _벽을 뚫고 나갈 정도로 증가_했습니다만, 벽을 파는 중에는 훨씬 느려집니다.\n\n초강력 충전된 DM-300을 직접 공격해도 소용이 없습니다. 하지만 _지역 어딘가에 전력을 공급하는 원천_이 있을 것입니다. 그것을 파괴하면 충전이 약해질 것입니다. actors.mobs.dwarfking.name=드워프 제왕 actors.mobs.dwarfking.notice=무엄하도다! 네놈이 감히 누구한테 덤비는가! @@ -1561,42 +1561,42 @@ actors.mobs.ebonymimic.desc=미믹은 그들이 원하는 어떤 형태든 취 actors.mobs.ebonymimic.discover_hint=이 적은 특정한 장신구의 효과로 등장합니다. actors.mobs.elemental$fireelemental.name=화염 정령 -actors.mobs.elemental$fireelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것입니다.\n\n화염 정령은 화염 마법으로 적들을 공격하는 흔한 종류의 정령입니다. 화염 정령은 자신이 근접 공격한 대상을 불태우며, 그리고 때때로 불꽃 화살을 발사합니다. +actors.mobs.elemental$fireelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것으로 한정됩니다.\n\n화염 정령은 화염 마법으로 적들을 공격하는 흔한 종류의 정령입니다. 화염 정령은 자신이 근접 공격한 대상을 불태우며, 그리고 때때로 불꽃 화살을 발사합니다. actors.mobs.elemental$newbornfireelemental.name=갓 소환된 화염 정령 actors.mobs.elemental$newbornfireelemental.charging=정령이 힘을 모으고 있다! -actors.mobs.elemental$newbornfireelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것입니다.\n\n이 불의 정령은 갓 소환되었지만, 그래도 위험한 건 마찬가지입니다! +actors.mobs.elemental$newbornfireelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것으로 한정됩니다.\n\n이 불의 정령은 갓 소환되었지만, 그래도 위험한 건 마찬가지입니다! actors.mobs.elemental$newbornfireelemental.desc_boss=소환의 혼란스러운 환경 때문에, 이 정령은 한 턴 동안 힘을 모은 후 빗나가기 쉬운 불의 폭발을 흩뿌릴 수 있습니다. actors.mobs.elemental$newbornfireelemental.desc_ally=이 정령은 주문에 의해 소환되었기 때문에, 불꽃을 조금 더 잘 다룰 수 있습니다. 원거리 공격은 불가능하지만, 근접 공격 시 적을 불태울 수 있습니다. actors.mobs.elemental$newbornfireelemental.discover_hint=이 캐릭터는 특정한 퀘스트에서 등장합니다. actors.mobs.elemental$frostelemental.name=서리 정령 -actors.mobs.elemental$frostelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것입니다.\n\n서리 정령은 차가운 마법을 사용하여 적들을 약화시키는 흔한 종류의 정령입니다. 서리 정령은 자신의 근접 공격과 가끔씩 사용하는 원거리 공격에 맞은 대상을 얼어붙게 하며, 이들의 마법은 물 속에 있는 대상에게 특히나 더 효과적입니다. +actors.mobs.elemental$frostelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것으로 한정됩니다.\n\n서리 정령은 차가운 마법을 사용하여 적들을 약화시키는 흔한 종류의 정령입니다. 서리 정령은 자신의 근접 공격과 가끔씩 사용하는 원거리 공격에 맞은 대상을 얼어붙게 하며, 이들의 마법은 물 속에 있는 대상에게 특히나 더 효과적입니다. actors.mobs.elemental$shockelemental.name=전기 정령 -actors.mobs.elemental$shockelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것입니다.\n\n전기 정령은 전기와 섬광을 사용하여 적들을 방해하는 비교적 차가운 마법을 사용하여 적들을 약화시키는 비교적 덜 흔한 종류의 정령입니다. 전기 정령은 근접 공격을 할 때 전기를 주변의 적들에게 방출하며, 공격의 주 목표가 물 속에 있다면 더 많은 피해를 줍니다. 또한 이들은 때때로 원거리에서 공격 대상에게 광선을 쏘아 일시적으로 실명시킬 수 있습니다. +actors.mobs.elemental$shockelemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것으로 한정됩니다.\n\n전기 정령은 전기와 섬광을 사용하여 적들을 방해하는 비교적 차가운 마법을 사용하여 적들을 약화시키는 비교적 덜 흔한 종류의 정령입니다. 전기 정령은 근접 공격을 할 때 전기를 주변의 적들에게 방출하며, 공격의 주 목표가 물 속에 있다면 더 많은 피해를 줍니다. 또한 이들은 때때로 원거리에서 공격 대상에게 광선을 쏘아 일시적으로 실명시킬 수 있습니다. actors.mobs.elemental$chaoselemental.name=혼돈 정령 -actors.mobs.elemental$chaoselemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것입니다.\n\n혼돈 정령은 특정한 원소로 안정화되지 않은 위험하고 희귀한 종류의 정령입니다. 혼돈 정령은 공격할 때마다 예측 불가능한 마법을 방출할 것입니다. +actors.mobs.elemental$chaoselemental.desc=정령들은 강력한 초자연적 마법을 제대로 제어하지 못했을 때 만들어지는 혼돈의 생물체입니다. 정령들은 최소한의 지능만을 가지고 있으며, 이는 보통 특정한 종류의 마법에 관한 것으로 한정됩니다..\n\n혼돈 정령은 특정한 원소로 안정화되지 않은 위험하고 희귀한 종류의 정령입니다. 혼돈 정령은 공격할 때마다 예측 불가능한 마법을 방출합니다. actors.mobs.eye.name=악마의 눈 actors.mobs.eye.deathgaze_kill=죽음의 눈길에 의해 사망했다... -actors.mobs.eye.desc=악마의 눈은 악마의 에너지로 가득 찬 떠다니는 구체입니다. 근접 공격도 충분히 강력하지만, 진정한 무서움은 그것이 사용하는 마법에서 나옵니다.\n\n짧은 시간 동안 에너지를 충전한 악마의 눈은 _죽음의 시선_이라는 강력한 에너지 광선을 발사합니다. 악마의 눈의 시야에 든 모든 것들은 커다란 피해를 입게 되니, 현명한 모험가들은 사각으로 도망쳐서 피합니다. +actors.mobs.eye.desc=악마의 눈은 악마의 에너지로 가득 찬 떠다니는 구체입니다. 근접 공격도 충분히 강력하지만, 진정한 무서움은 그것이 사용하는 마법에서 나옵니다.\n\n짧은 시간 동안 에너지를 충전한 악마의 눈은 _죽음의 시선_이라는 강력한 에너지 광선을 발사합니다. 악마의 눈의 시야에 든 모든 존재는 커다란 피해를 입게 되니, 현명한 모험가들은 사각으로 도망쳐서 피합니다. actors.mobs.fetidrat.name=악취나는 쥐 -actors.mobs.fetidrat.desc=이 쥐는 분명히 무언가 잘못되었습니다. 기름진 검은 털과 썩어가는 피부는 이전에 보았던 건강한 쥐들과는 매우 다릅니다. 창백한 녹색 눈은 유달리 위협적으로 보입니다.\n\n이 쥐는 끔찍한 악취를 풍기며, 가까이에서 매우 강렬합니다.\n\n검은 점액이 쥐의 입에서 뚝뚝 떨어지며 바닥을 녹이지만 물에서는 사라지는 것 같습니다. +actors.mobs.fetidrat.desc=이 쥐는 분명히 무언가 잘못되었습니다. 기름진 검은 털과 썩어가는 피부는 이전에 보았던 건강한 쥐들과는 매우 다릅니다. 창백한 녹색 눈은 유달리 위협적으로 보입니다.\n\n이 쥐는 끔찍한 악취를 풍기며, 가까이에서 매우 강렬합니다.\n\n검은 점액이 쥐의 입에서 뚝뚝 떨어지며 바닥을 녹이지만 물에서는 녹아서 없어집니다. actors.mobs.fetidrat.discover_hint=이 캐릭터는 특정한 퀘스트에서 등장합니다. actors.mobs.fungalcore.name=균사 핵 -actors.mobs.fungalcore.desc=이 거대한 버섯은 이 동굴의 모든 균사 활동의 원천일 것입니다. +actors.mobs.fungalcore.desc=이 거대한 버섯은 이 동굴의 모든 균사 활동의 원천인게 확실합니다. actors.mobs.fungalsentry.name=균사 포탑 -actors.mobs.fungalsentry.desc=이 특히 큰 버섯은 이 동굴에 사는 더 큰 균사 네트워크의 방어의 핵심으로 작용니다.\n\n이 버섯은 움직이지 않지만, 시야 내에 들어오는 어떤 것이든 독을 정확하게 발사합니다. 이러한 독의 충격은 상당히 약하지만, _독은 매우 빠르게 중첩됩니다._ 이 버섯은 죽일 수는 있지만, 아마도 피하는 것이 가장 좋습니다. +actors.mobs.fungalsentry.desc=이 특히 큰 버섯은 이 동굴에 사는 더 큰 균사 네트워크의 방어의 핵심으로 작용니다.\n\n이 버섯은 움직이지 않지만, 시야 내에 들어오는 어떤 것이든 독을 정확하게 발사합니다. 이러한 독의 충격은 상당히 약하지만, _독은 매우 빠르게 중첩됩니다._ 이 버섯은 죽일 수는 있지만, 아마도 피하는 게 가장 좋습니다. actors.mobs.fungalspinner.name=균사 거미 -actors.mobs.fungalspinner.desc=이 동굴 거미는 기생 균사에 의해 조종되는 것으로 보입니다. 균사는 또한 그의 능력을 변경하여 거미줄과 독 주머니를 균사 성장물로 대체했습니다.\n\n균사 거미는 거미줄 대신 생명의 힘을 뱉어내어 균사 식물을 퍼뜨리고 당신을 속박할 수 있습니다. 균사 거미는 독을 줄 수는 없지만, 만약 어떤 버섯과 인접해 있다면 상당한 피해 저항력을 얻을 것입니다. +actors.mobs.fungalspinner.desc=이 동굴 거미는 기생 균사에 의해 조종되는 것으로 보입니다. 균사는 또한 그의 능력을 변경하여 거미줄과 독 주머니를 균사 성장물로 대체했습니다.\n\n균사 거미는 거미줄 대신 생명의 힘을 뱉어내어 균사 식물을 퍼뜨리고 당신을 속박할 수 있습니다. 균사 거미는 독을 줄 수는 없지만, 만약 어떤 버섯과 인접해 있다면 상당한 피해 저항력을 얻습니다. actors.mobs.ghoul.name=드워프 구울 -actors.mobs.ghoul.desc=드워프 사회가 서서히 무너지기 시작하고, 현재의 드워프 왕이 절대 권력을 장악하면서 약하거나 그에게 저항하는 자들은 좋은 대우를 받지 못했습니다. 왕이 암흑 마법을 마음대로 휘두르는 것에 더 능숙해지자, 그는 드워프들을 그의 뜻대로 세뇌했고, 이제 그들은 그의 군대의 보병 역할을 하고 있습니다.\n\n구울은 그 자체로 특별히 강하지는 않지만 항상 무리를 지어 활동하며, 많은 숫자로 상대방을 압도하려고 합니다. _하나의 구울이 쓰러지면, 다른 구울이 주변이 있는 한 계속해서 몇 턴 후에 부활할 것입니다._ +actors.mobs.ghoul.desc=드워프 사회가 서서히 무너지기 시작하고, 현재의 드워프 왕이 절대 권력을 장악하면서 약하거나 그에게 저항하는 자들은 좋은 대우를 받지 못했습니다. 왕이 암흑 마법을 더욱 능숙하게 휘두를 수 있게 되자, 그는 드워프들을 그의 뜻대로 세뇌했고, 이제 그들은 그의 군대의 보병 역할을 하고 있습니다.\n\n구울은 그 자체로 특별히 강하지는 않지만 항상 무리를 지어 활동하며, 많은 숫자로 상대방을 압도하려고 합니다. _하나의 구울이 쓰러지면, 다른 구울이 주변이 있는 한 계속해서 몇 턴 후에 부활하게 됩니다._ actors.mobs.gnoll.name=놀 정찰병 -actors.mobs.gnoll.desc=놀은 사람의 몸에 하이에나의 얼굴을 달아놓은 것처럼 생겼습니다. 주로 하수구와 던전에 살며, 가끔 지상으로 침공을 가하기도 합니다. 놀 정찰병은 무리의 대부분을 구성하지만, 병정 계급만큼 강하지도 않고, 주술사 계급만큼 똑똑하지도 않습니다. +actors.mobs.gnoll.desc=놀은 사람의 몸에 하이에나의 얼굴을 달아놓은 모습을 하고 있습니다. 주로 하수구와 던전에 살며, 가끔 지상으로 침공을 가하기도 합니다. 놀 정찰병은 무리의 대부분을 구성하지만, 병정 계급만큼 강하지도 않고, 주술사 계급만큼 똑똑하지도 않습니다. actors.mobs.gnollexile.name=놀 추방자 actors.mobs.gnollexile.desc=이 회색 털을 가진 놀은 어깨에 커다란 추방자의 낙인이 찍혀 있습니다. 아마도 명령이나 규칙을 따르지 않아서 공동체에서 추방된 것 같습니다. 추방자가 살아남기 위해서는 싸움 실력도 뛰어나고 생존 감각이 남달라야 합니다. 이 녀석이 창을 드는 모습을 보면 알 수 있지요. @@ -1607,10 +1607,10 @@ actors.mobs.gnollexile.seen_aggro=창을 든 놀이 당신을 공격하려고 actors.mobs.gnollgeomancer.name=놀 흙점쟁이 actors.mobs.gnollgeomancer.warning=흙점쟁이가 뒤척이기 시작합니다. 계속하기 전에 당신이 준비가 되어 있는지 확인하세요! -actors.mobs.gnollgeomancer.alert=흙점쟁이가 깨어났습니다! 전체 동굴이 미친듯이 웃으며 뛰어나가는 것처럼 변하는 것 같습니다! +actors.mobs.gnollgeomancer.alert=흙점쟁이가 깨어났습니다! 전체 동굴이 미친듯이 웃으며 뛰어나가는 것처럼 변하고 있습니다! actors.mobs.gnollgeomancer.rock_kill=날아오는 바위에 맞아 사망했다... actors.mobs.gnollgeomancer.rockfall_kill=떨어지는 바위에 맞아 사망했다... -actors.mobs.gnollgeomancer.desc=이 인상적으로 커다란 상급 놀은 이곳 주변의 다양한 대지 이동 마법의 원천이자 모든 놀 활동의 책임자일 것입니다. 놀 공병과는 달리, 흙점쟁이는 마법에 꽤 능숙하며, 날아오거나 떨어지는 돌에 의해 피해를 받지 않습니다. 그렇지만 근접한 거리에선 전혀 싸울 수 없습니다. +actors.mobs.gnollgeomancer.desc=이 인상적으로 커다란 상급 놀은 이 구역의 다양한 대지 이동 마법의 원천일 뿐만 아니라, 이 일대에서 벌어지는 놀 활동의 책임자이기도 합니다. 놀 공병과는 달리, 흙점쟁이는 마법에 꽤 능숙하며, 날아오거나 떨어지는 돌에 의해 피해를 받지 않습니다. 그렇지만 근접한 거리에선 전혀 싸울 수 없습니다. actors.mobs.gnollgeomancer.desc_armor=지금은 흙점쟁이가 바위 갑옷으로 감싸여 있습니다. _흙점쟁이를 공격하기 전에 근접해서 곡괭이로 갑옷을 부수어야 합니다._ actors.mobs.gnollgeomancer.desc_armor_sapper=_근처의 놀 공병이 흙점쟁이의 바위 갑옷을 강화하는 장치를 들고 있습니다. 지금은 전혀 피해를 입힐 수 없습니다!_ actors.mobs.gnollgeomancer.desc_sleeping=이 인상적으로 커다란 놀 주술사는 암석층으로 둘러싸여 조각상과도 같은 모습입니다. 자세히 보면 바위가 상급 놀의 숨결과 함께 마법처럼 움직이는 것을 볼 수 있습니다. 이렇게 바위에 둘러싸여 있으면 피해를 입지 않고, 말 그대로 흙 낮잠을 즐기는 것처럼 보입니다.\n\n곡괭이로 암석층을 뚫을 수 있을 것입니다. 하지만 _그렇게 할 때 싸울 준비가 되어 있는지 꼭 확인하세요._ 여기에 있는 다양한 대지 이동 마법의 원천은 흙점쟁이며, 모든 놀 활동의 책임자입니다. _싸우기 전에 주위에 흩어져 있는 놀들을 물리치는 것이 좋은 생각일 것입니다._ @@ -1691,7 +1691,7 @@ actors.mobs.phantompiranha.teleport_away=유령 피라냐는 다른 곳으로 actors.mobs.phantompiranha.desc=유령 피라냐는 피라냐의 희귀한 변종으로, 마법 능력과 불길한 투명색 몸을 가지고 있습니다. 공격받는 즉시 다른 곳으로 순간이동하며, 적에게서 도망치거나 재빨리 접근할 수 있습니다!\n\n싸우기엔 무척 성가신 존재지만, 유령 피라냐 고기는 아주 뛰어난 마법 효능을 가지고 있는 것으로 알려져 있습니다. actors.mobs.piranha.name=거대 피라냐 -actors.mobs.piranha.desc=이 육식성 물고기들은 침수 지역을 지키기 위해 특별히 사육되었습니다. 물리게 되면 치명적이며, 직접적으로 맞서기보단 피하는 편이 좋을 것입니다. +actors.mobs.piranha.desc=이 육식성 물고기들은 침수 지역을 지키기 위해 특별히 사육되었습니다. 침입자를 잔인하게 물어뜯으므로, 직접적으로 맞서기보단 피하는 편이 좋을 것입니다. actors.mobs.piranha.discover_hint=이 적은 던전의 어느 장소에서나 등장합니다. actors.mobs.pylon.name=전력탑 diff --git a/core/src/main/assets/messages/actors/actors_nl.properties b/core/src/main/assets/messages/actors/actors_nl.properties index d7c656c2d..0b781ba55 100644 --- a/core/src/main/assets/messages/actors/actors_nl.properties +++ b/core/src/main/assets/messages/actors/actors_nl.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Het amulet begint te roepen naar verre vi actors.buffs.ascensionchallenge.haste=Het amulet begint verre vijanden te versnellen! actors.buffs.ascensionchallenge.slow=Het amulet begint als een loden gewicht in je inventaris te voelen! actors.buffs.ascensionchallenge.damage=Het amulet begint donkere energie uit te stralen. Het brandt! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=De vloek van het amulet kan worden verzwakt door meer vijanden te verslaan. actors.buffs.ascensionchallenge.weaken_info_no_kills=Als je vijanden verslaat, wordt de vloek van het amulet zwakker! actors.buffs.ascensionchallenge.weaken=Je voelt de vloek van het amulet iets verzwakken. actors.buffs.ascensionchallenge.break=Je komt even op adem en voelt dat je wonden beginnen te sluiten! diff --git a/core/src/main/assets/messages/actors/actors_pt.properties b/core/src/main/assets/messages/actors/actors_pt.properties index a846fa36c..7bede15d8 100644 --- a/core/src/main/assets/messages/actors/actors_pt.properties +++ b/core/src/main/assets/messages/actors/actors_pt.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=O amuleto começa a chamar pelos inimigos actors.buffs.ascensionchallenge.haste=O amuleto começa a apressar inimigos distantes! actors.buffs.ascensionchallenge.slow=O amuleto começa a parecer um peso de chumbo em seu inventário! actors.buffs.ascensionchallenge.damage=O amuleto começa a irradiar energia escura. Está Queimando! -actors.buffs.ascensionchallenge.weaken_info=A maldição do amuleto pode ser enfraquecida por derrotar mais inimigos. +actors.buffs.ascensionchallenge.weaken_info=A maldição do amuleto pode ser enfraquecida ao se derrotar mais inimigos. actors.buffs.ascensionchallenge.weaken_info_no_kills=Derrotando os inimigos, a maldição do amuleto enfraquecerá! actors.buffs.ascensionchallenge.weaken=Você pode sentir a maldição do amuleto enfraquecer um pouco. actors.buffs.ascensionchallenge.break=Você toma um momento para recuperar o fôlego e sente suas feridas começarem a fechar! diff --git a/core/src/main/assets/messages/actors/actors_sv.properties b/core/src/main/assets/messages/actors/actors_sv.properties index 9a3acd4dc..7de4e1e1b 100644 --- a/core/src/main/assets/messages/actors/actors_sv.properties +++ b/core/src/main/assets/messages/actors/actors_sv.properties @@ -79,7 +79,7 @@ actors.buffs.amok.desc=Amok orsakar ett tillstånd av oerhört raseri och förvi actors.buffs.arcanearmor.name=magisk rustning actors.buffs.arcanearmor.desc=En tunn sköld omger dig och blockerar en del skada från magiska attacker.\n\nDin magiska rustning är förstärkt med: 0-%d.\n\nAntal turer till skölden avtar: %s. -actors.buffs.artifactrecharge.name=artefaktladdning +actors.buffs.artifactrecharge.name=uppladdning av artefakt actors.buffs.artifactrecharge.desc=Energi strömmar genom dig och ökar laddhastigheten artefakterna du bär.\n\nVarje artefakt påverkas annorlunda, men de kommer alla att laddas mycket snabbare än normalt.\n\nAntal turer kvar: %s. actors.buffs.ascensionchallenge.name=amulettens förbannelse @@ -161,12 +161,12 @@ actors.buffs.charm.cant_attack=Du är förtjusad i fienden och kan inte attacker actors.buffs.charm.desc=En tjusning är en manipulativ magi som temporärt får levande ting att attraheras av varandra.\n\nDrabbade ting kan attackerar inte den som förtjuser. Det är dock möjligt att attackera andra. Förtjusningar försvagas av att ta skada.\n\nOmgångar förtjusningen består: %s. actors.buffs.chill.name=nedkyld -actors.buffs.chill.freezes=%s frös sönder! +actors.buffs.chill.freezes=%s fryser! actors.buffs.chill.desc=Inte stelfrusen, men fortfarande alldeles för nedkyld.\n\nNedkylda mål gör sina handlingar långsammare, beroende på hur många omgångar effekten består. Som värst är det likställt med att vara förslöad.\n\nOmgångar nedkyldheten består: %1$s\nHastighetsreduktion: %2$s%% actors.buffs.combo.name=kombination actors.buffs.combo.action_name=kombinationsattack -actors.buffs.combo.combo=%d träffar i rad! +actors.buffs.combo.combo=%d träffkombination! actors.buffs.combo.bad_target=Du måste välja en fiende inom attackens räckvidd. actors.buffs.combo.prompt=Välj en måltavla att attackera. actors.buffs.combo.desc=Gladiatorn bygger upp fart när han landar framgångsrika slag. Varje attack ökar kombomätaren med ett, men om det tar för lång tid mellan slagen återställs kombomätaren till 0. Vid kombinationer kommer inte gladiatorns skydd från det brutna sigillet att börja avta.\n\nGenom att bygga upp kombinationer låses speciella kombinationer upp som inte kan missa! En ny attack låses upp vid 2, 4, 6, 8 och 10 kombinationer. Vissa rörelser återställer kombinationen och andra inte, men varje rörelse kan bara användas en gång per kombinationssession.\n\nAktuell kombination: %1$d.\n\nAntal turer tills kombinationen går förlorad: %2$s. @@ -223,7 +223,7 @@ actors.buffs.foresight.name=framsynthet actors.buffs.foresight.desc=Du kan på något sätt se hur terrängen ser ut omkring dig med ditt sinne.\n\nVid förutseende avslöjas alla rutor inom en stor radie för dig, inklusive hemliga fällor och dörrar.\n\nÅterstående förutseendeturer: %s. actors.buffs.frost.name=frusen -actors.buffs.frost.freezes=%s frös sönder! +actors.buffs.frost.freezes=%s fryser! actors.buffs.frost.desc=Detta ska inte förväxlas med att frysa fast, utan är en mer ofarlig form av frysning som helt enkelt omsluter målet med is.\n\nFrysning fungerar på samma sätt som förlamning och gör det omöjligt för målet att agera. Till skillnad från förlamning upphör frysningen omedelbart om målet tar skada, eftersom isen då går sönder.\n\nÅterstående frysningsturer: %s. actors.buffs.frostimbue.name=genomsyrad av frost @@ -236,15 +236,15 @@ actors.buffs.fury.desc=Du är arg, fiender gillar dig inte när du är arg.\n\nE actors.buffs.blobimmunity.name=reningsbarriär actors.buffs.blobimmunity.desc=En märklig kraft omsluter dig i en tunn skyddande barriär som blockerar alla skadliga effekter i luften.\n\nDu är immun mot alla områdesbundna effekter vid denna barriär.\n\nÅterstående immunitetsturer: %s. -actors.buffs.gravitychaostracker.name=gravity chaos +actors.buffs.gravitychaostracker.name=gravitetskaos actors.buffs.gravitychaostracker.desc_intro=Varje gång det går några turer kastas alla karaktärer på den aktuella våningen i fängelsehålan i en slumpmässig riktning. actors.buffs.gravitychaostracker.desc_positive=Du och dina allierade verkar dock vara immuna. actors.buffs.gravitychaostracker.desc_duration=Det är oklart hur länge effekten kommer att vara, men den kan inte vara för evigt. -actors.buffs.greaterhaste.name=greater haste +actors.buffs.greaterhaste.name=otrolig hastighet actors.buffs.greaterhaste.desc=En otrolig hastighetsökning, för ett ögonblick känns det som om allt annat står stilla.\n\nUnder effekten av större hastighet tar rörelser ingen tid alls, men andra åtgärder utförs fortfarande i normal hastighet. Varje steg i rörelsen förbrukar en tur av större hastighet.\n\nÅterstående turer av större hastighet: %d. -actors.buffs.haste.name=hast +actors.buffs.haste.name=snabbhet actors.buffs.haste.desc=Energi strömmar genom dina muskler, vilket gör att du kan springa i otroliga hastigheter!\n\nMedan effekten av hastighet är aktiv springer du i 3x hastighet, men utför alla andra åtgärder i normal hastighet.\n\nÅterstående turer med hast: %s. actors.buffs.healing.name=läkande @@ -261,7 +261,7 @@ actors.buffs.holdfast.name=hållfast actors.buffs.holdfast.desc=Krigaren behåller sin position, ökar sin rustning med %1$d-%2$d och saktar ned förfallshastigheten för vissa buffar med %3$d%%. Detta varar tills han rör sig. actors.buffs.hunger.hungry=hungrig -actors.buffs.hunger.starving=svältande +actors.buffs.hunger.starving=svälter actors.buffs.hunger.onhungry=Du är hungrig. actors.buffs.hunger.onstarving=Du är utsvulten! actors.buffs.hunger.ondeath=Du svalt till döds… @@ -277,7 +277,7 @@ actors.buffs.invisibility.desc=Du smälter helt in i omgivningen, vilket gör di actors.buffs.invulnerability.name=osårbar actors.buffs.invulnerability.desc=Denna karaktär är genomsyrad av en stark skyddande kraft som ger dem en kort period av osårbarhet! \n\nÅterstående turer: %s. -actors.buffs.levitation.name=svävande +actors.buffs.levitation.name=svävar actors.buffs.levitation.desc=En magisk kraft får dig att sväva över marken, så att du känner dig viktlös.\n\nSvävande karaktärer rör sig ljudlöst och ignorerar alla markbaserade effekter. Fällor utlöses inte, vatten släcker inte eld, växter trampas inte ner, rötter missar och gropar svävar över. Var försiktig, eftersom alla dessa saker kan träda i kraft så fort levitationen upphör!\n\nÅterstående levitationsturer: %s. actors.buffs.lifelink.name=livslänk @@ -308,13 +308,13 @@ actors.buffs.magicimmune.desc=Alla magiska effekter har förlorat sin verkan på actors.buffs.mindvision.name=sinnesyn actors.buffs.mindvision.desc=På något sätt har dina sinnen utökats så att du kan se andra varelsers sinnen. Det känns lite konstigt.\n\nMedan sinnessinnet varar kan du se alla varelser på planet. Magi som påverkar alla varelser som syns eller är i närheten påverkar också de som syns genom sinnessinnet. \n\nSinnessinnet kommer att vara i %s turer till. -actors.buffs.momentum.momentum=samlande fart +actors.buffs.momentum.momentum=samlar fart actors.buffs.momentum.running=frilöpning -actors.buffs.momentum.resting=återhämtas +actors.buffs.momentum.resting=återhämtar actors.buffs.momentum.action_name=frilopp -actors.buffs.momentum.momentum_desc=När han rör sig bygger Freerunner upp fart, som han kan använda för att börja freerunning.\n\nVarje laddning av fart ger två turer av freerunning, och Freerunner kan bygga upp till 10 laddningar. Farten förloras snabbt när Freerunner slutar röra sig.\n\nAktuell fartladdning: %d. -actors.buffs.momentum.running_desc=När han rör sig bygger Freerunner upp momentum, som han kan använda för att börja freerunning.\n\nUnder freerunning rör sig Freerunner dubbelt så fort och får bonusundvikande baserat på sin nivå.\n\nÅterstående turer: %d. -actors.buffs.momentum.resting_desc=När han rör sig bygger Freerunner upp momentum, som han kan använda för att börja freerunna.\n\nFreerunner behöver tid för att återfå sin uthållighet innan han kan bygga upp momentum igen.\n\nÅterstående turer: %d. +actors.buffs.momentum.momentum_desc=När han rör sig bygger Frilöparen upp fart, som han kan använda för att börja frilöpning.\n\nVarje laddning av fart ger två turer av frilöpning, och Frilöparen kan bygga upp till 10 laddningar. Farten förloras snabbt när Frilöparen slutar röra sig.\n\nAktuell momentumladdning: %d. +actors.buffs.momentum.running_desc=När han rör sig bygger Frilöparen upp momentum, som han kan använda för att börja frilöpning.\n\nUnder frilöpning rör sig Frilöparen dubbelt så fort och får bonusundvikande baserat på sin nivå.\n\nÅterstående turer: %d. +actors.buffs.momentum.resting_desc=När han rör sig bygger Frilöparen upp momentum, som han kan använda för att börja frilöpa.\n\nFrilöparen behöver tid för att återfå sin uthållighet innan han kan bygga upp momentum igen.\n\nÅterstående turer: %d. actors.buffs.monkenergy.name=energi actors.buffs.monkenergy.action=Munk Förmågor @@ -846,9 +846,9 @@ actors.hero.herosubclass.warlock_desc=Häxmästaren har en chans att sätta ett actors.hero.herosubclass.assassin=lönnmördare actors.hero.herosubclass.assassin_short_desc=_Lönnmördaren_ kan förbereda ett dödligt slag medan han är osynlig. Ju längre han väntar, ju starkare är attacken. actors.hero.herosubclass.assassin_desc=Lönnmördaren förbereder sitt nästa slag när han blir osynlig. Ju längre han förbereder sig, desto kraftfullare blir hans nästa attack. Förberedelsen pågår i upp till 9 turer.\n\nEfter förberedelsen gör Lönnmördaren bonusskada vid sin nästa attack, kan blinka till sitt mål och kan till och med omedelbart döda fiender som är tillräckligt svaga. -actors.hero.herosubclass.freerunner=traceur -actors.hero.herosubclass.freerunner_short_desc=Freerunner bygger upp fart när han springer, vilket kan användas för att starta freerunning. Detta ger honom bonus i hastighet och undvikande under en kort stund. -actors.hero.herosubclass.freerunner_desc=När Freerunner rör sig bygger han upp momentum. Han kan få upp till 10 momentum efter att ha sprungit i 10 turer, men förlorar det snabbt om han slutar röra sig. Freerunner kan använda sin fart för att börja freerunning, 2 turer per fartpoäng. När han freerunning rör sig Freerunner med 2x hastighet och får bonus undvikande i proportion till sin nivå. När freerunning slutar finns det en cooldown innan fart kan byggas upp igen. +actors.hero.herosubclass.freerunner=frilöpare +actors.hero.herosubclass.freerunner_short_desc=Frilöparen bygger upp momentum när han springer, vilket kan användas för att starta frilöpning. Detta ger honom bonus i hastighet och undvikande under en kort stund. +actors.hero.herosubclass.freerunner_desc=När Frilöparen rör sig bygger han upp momentum. Han kan få upp till 10 momentum efter att ha sprungit i 10 turer, men förlorar det snabbt om han slutar röra sig. Frilöparen kan använda sin fart för att börja frilöpning, 2 turer per fartpoäng.\n\nNär han frilöper rör sig Frilöparen med 2x hastighet och får bonus undvikande i proportion till sin nivå. När frilöpningen slutar finns det en nedkylningstid innan fart kan byggas upp igen. actors.hero.herosubclass.sniper=krypskytt actors.hero.herosubclass.sniper_short_desc=Skytten kan genomtränga rustning med sina avståndsattacker. Hon kan även följa upp med en speciell attack från sin pilbåge efter en träff med kastvapen. actors.hero.herosubclass.sniper_desc=Snipern är en mästare på distansstrid, vars distansattacker genomtränger fiendens rustning. När hon attackerar en fiende med ett kastvapen placerar hon en prickskyttemärke på dem, vilket låter henne följa upp med en specialattack från sin båge. Denna specialattack varierar beroende på hur hennes båge är förstärkt. En oförstärkt båge avfyrar ett skott som gör mindre skada men avfyras omedelbart. En snabb båge avfyrar en salva med tre pilar som gör mindre skada, men som fortfarande kan aktivera förtrollningar och tar 1 tur att avfyra. En skadebåge avfyrar ett prickskott som garanterat träffar, gör bonusskada baserat på avstånd och tar 2 turer att avfyra. @@ -1063,11 +1063,11 @@ actors.hero.talent.bounty_hunter.title=bounty hunter actors.hero.talent.bounty_hunter.desc=_+1:_ När Lönnmördaren dödar en fiende med ett förberett slag ökar deras chans att tappa föremål med _2/4/8/16 %_ per förberedelsegrad.\n\n_+2:_ När Lönnmördaren dödar en fiende med ett förberett slag ökar deras chans att tappa föremål med _4/8/16/32 %_ per förberedelsegrad.\n\n_+3:_ När Lönnmördaren dödar en fiende med ett förberett slag ökar deras chans att tappa föremål med _6/12/24/48 %_ per förberedelsegrad. actors.hero.talent.evasive_armor.title=undvikande rustning -actors.hero.talent.evasive_armor.desc=_+1:_ Vid freerunning får Freerunner ytterligare _+1 undvikande_ per överskott av styrka på sin rustning.\n\n_+2:_ Vid freerunning får Freerunner ytterligare _+2 undvikande_ per överskott av styrka på sin rustning.\n\n_+3:_ Vid freerunning får Freerunner ytterligare _+3 undvikande_ per överskjutande styrkepunkt på sin rustning. -actors.hero.talent.projectile_momentum.title=projektilmoment -actors.hero.talent.projectile_momentum.desc=_+1:_ Under freerunning får Freerunnern _+50% träffsäkerhet och +15% skada_ med kastvapen.\n\n_+2:_ Under freerunning får Freerunnern _+100% träffsäkerhet och +30% skada_ med kastvapen.\n\n_+3:_ Under freerunning får Freerunnern _+150% träffsäkerhet och +45% skada_ med kastvapen. +actors.hero.talent.evasive_armor.desc=_+1:_ Vid frilöpning får Frilöparen ytterligare _+1 undvikande_ per överskott av styrka på sin rustning.\n\n_+2:_ Vid frilöpning får Frilöparen ytterligare _+2 undvikande_ per överskott av styrka på sin rustning.\n\n_+3:_ Vid frilöpning får Frilöparen ytterligare _+3 undvikande_ per överskjutande styrkepunkt på sin rustning. +actors.hero.talent.projectile_momentum.title=projektilmomentum +actors.hero.talent.projectile_momentum.desc=_+1:_ Under frilöpning får Frilöparen _+50% träffsäkerhet och +15% skada_ med kastvapen.\n\n_+2:_ Under frilöpning får Frilöparen _+100% träffsäkerhet och +30% skada_ med kastvapen.\n\n_+3:_ Under frilöparen får Frilöparen _+150% träffsäkerhet och +45% skada_ med kastvapen. actors.hero.talent.speedy_stealth.title=snabbt smygande -actors.hero.talent.speedy_stealth.desc=_+1:_ Freerunner får 2 momentum per tur vid osynlighet.\n\n_+2:_ Utöver fördelarna med +1 räknas inte längre freerunning ned vid osynlighet.\n\n_+3:_ Utöver fördelarna med +1 och +2 rör sig fri löparen med 2x hastighet när han är osynlig, oavsett om han fri löper eller inte. +actors.hero.talent.speedy_stealth.desc=_+1:_ Frilöparen får 2 momentum per tur vid osynlighet.\n\n_+2:_ Utöver fördelarna med +1 räknas inte längre frilöpning ned vid osynlighet.\n\n_+3:_ Utöver fördelarna med +1 och +2 rör sig frilöparen med 2x hastighet när han är osynlig, oavsett om han frilöper eller inte. actors.hero.talent.hasty_retreat.title=hastad reträtt actors.hero.talent.hasty_retreat.desc=_+1:_ Efter att ha blinkat får Skurken _1 tur_ med hastighet och osynlighet.n\n\n_+2:_ Efter att ha blinkat får Skurken _2 turer_ av hastighet och osynlighet.\n\n_+3:_ Efter att ha blinkat får Skurken _3 turer_ av hastighet och osynlighet.\n\n_+4:_ Efter att ha blinkat får Skurken _4 turer_ av hastighet och osynlighet. diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index b3bf4a426..b3e4b3d31 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Muska uzaktaki düşmanlara seslenmeye ba actors.buffs.ascensionchallenge.haste=Muska uzaktaki düşmanları hızlandırmaya başladı! actors.buffs.ascensionchallenge.slow=Muska, envanterinde kurşundan bir ağırlık gibi hissettirmeye başladı! actors.buffs.ascensionchallenge.damage=Muska karanlık enerji yaymaya başladı. Yakıyor! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=Düşmanları yenerseniz, muskanın laneti zayıflayacaktır! +actors.buffs.ascensionchallenge.weaken_info=Daha fazla düşmanı yenerek muska laneti zayıflatılabilir. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Düşmanları yenerseniz, muska laneti zayıflayacaktır! actors.buffs.ascensionchallenge.weaken=Muska'nın lanetinin biraz zayıfladığını hissedebiliyorsun. actors.buffs.ascensionchallenge.break=Bir dakikanı ayırıp soluklanıyor ve yaralarının kapanmaya başladığını hissediyorsun! actors.buffs.ascensionchallenge.almost=Yog'un muska üzerindeki hâkimiyetinin zayıflamaya başladığını hissediyorsun, neredeyse oradasın! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Yanmaya başladın! actors.buffs.burning.burnsup=%s yanıp gitti! actors.buffs.burning.ondeath=Yanarak öldün... actors.buffs.burning.rankings_desc=Yanıp Kül Oldu -actors.buffs.burning.desc=Alevler içinde kalmaktan daha üzücü çok az şey vardır.\n\nAteş, suyla söndürülene veya süresi dolana kadar her turda hasar verir. Ateş, suya basarak veya parçalanma iksirinin sıçramasıyla söndürülebilir.\n\nKalan yanma sırası: %s +actors.buffs.burning.desc=Alevlerin içinde kalmaktan daha üzücü çok az şey vardır.\n\nAteş, suyla söndürülene veya süresi dolana kadar her turda hasar verir. Ateş, suya girerek veya parçalanan bir iksirin sıçramasıyla söndürülebilir.\n\nAyrıca ateş, temas ettiği yanıcı zeminleri veya öğeleri tutuşturabilir.\n\nKalan yanma turları: %s. actors.buffs.championenemy.warn=Ölümcül bir varlık seziyorsun. actors.buffs.championenemy$blazing.name=alevlenmiş şampiyon @@ -432,8 +432,8 @@ actors.buffs.corrosion.desc=Güçlü asit eti, metali ve kemiği endişelendiric actors.buffs.vertigo.name=Baş Dönmesi actors.buffs.vertigo.desc=Düz bir yolda yürümek tüm dünya dönerken zor olabilir.\n\nBaş dönmesinin etkisi altında olan bir karakter gitmeye çalıştığı yer yerine rastgele başka bir yere gidecektir.\n\nBaş dönmesinin geçmesine kalan sıra: %s. -actors.buffs.wandempower.name=Asalsr Güçlendi -actors.buffs.wandempower.desc=Hasar veren asaların güçlendirildi, bir kaç vuruş için verilen hasar miktarı arttı.\n\nEk hasar:%1$d.\nKalan vuruşlar:%2$d. +actors.buffs.wandempower.name=Asalar Güçlendi +actors.buffs.wandempower.desc=Hasar veren asaların güçlendirildi, birkaç vuruş için verilen hasar miktarı arttı.\n\nEk hasar: %1$d.\nKalan vuruşlar: %2$d. actors.buffs.weakness.name=Güçsüzleşmiş actors.buffs.weakness.heromsg=Zayıflamış hissediyorsun! @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Şarj maliyeti: %d actors.hero.spells.divinesense.name=ilahi duyu actors.hero.spells.divinesense.short_desc=Geniş bir menzilde geçici zihin görüşü kazanın. -actors.hero.spells.divinesense.desc=Rahip, duyularını çevresine odaklayarak 50 tur boyunca %d karo menzilinde zihin görüşü kazanır. Bu büyü kullanılması zaman almaz. +actors.hero.spells.divinesense.desc=Rahip, duyularını çevresine odaklayarak 50 tur boyunca %d karo menzilinde akıl görüşü kazanır. Bu büyüyu yapmak zaman almaz actors.hero.spells.divinesense$divinesensetracker.name=ilahi duyu actors.hero.spells.divinesense$divinesensetracker.desc=Bu karakter geçici olarak yakındaki diğer yaratıkları zihniyle görebilir!\n\nKalan hamle sayısı: %s. @@ -1308,14 +1308,14 @@ actors.hero.talent.ratforcements.desc=_+1:_ Ratmogrify'ı kendi üzerinizde kull ###npcs actors.mobs.npcs.blacksmith.name=demirci troll -actors.mobs.npcs.blacksmith.intro_quest_warrior=Hey insan! Zor birine benziyorsun. +actors.mobs.npcs.blacksmith.intro_quest_warrior=Hey insan! Sağlam birine benziyorsun. actors.mobs.npcs.blacksmith.intro_quest_mage=Hey insan! Zeki birine benziyorsun. actors.mobs.npcs.blacksmith.intro_quest_rogue=Hey insan! Sinsi birine benziyorsun. -actors.mobs.npcs.blacksmith.intro_quest_huntress=Hey insan! Hızlı birine benziyorsun. +actors.mobs.npcs.blacksmith.intro_quest_huntress=Hey insan! Çevik birine benziyorsun. actors.mobs.npcs.blacksmith.intro_quest_duelist=Hey insan! Cesur birine benziyorsun. actors.mobs.npcs.blacksmith.intro_quest_cleric=Hey insan! Önemli birine benziyorsun. -actors.mobs.npcs.blacksmith.intro_quest_start=Faydalı olmak ister misin? Evet, yapabileceğin bir şey var. Bu atölyeyi eski bir madenin üstüne inşa ettim, merdivenin hemen aşağısında. Kazmayı al ve bana biraz _kara altın cevheri çıkar. 40 parça_ yeterli olur. Aşağıdaki kaya güzel ve yumuşaktır, bu yüzden _biraz çabayla duvarlardan maden çıkarabilirsin._\n\nNe demek istiyorsun, nasıl ödeyeceğim? Seni açgözlü.\n\nTamam, tamam, senin için biraz demircilik yapabilirim. Kendini şanslı say, etraftaki tek demirci benim. -actors.mobs.npcs.blacksmith.intro_quest_crystal=Dikkatli ol, maden senin gibi küçük bir insan için tehlikeli. Bir süredir terk edilmiş ve bir sürü kristal büyümeye başlamış. Parlaklar ama bir işe yaramayacak kadar kırılganlar ve onları koruyan bazı sihirli şeyler var. Oldukça güçlüler, _bu yüzden nerede maden çıkardığınıza dikkat edin_ yoksa dikkatlerini çekersiniz.\n\nBir yerlerde _dev bir kristal_ de var. Çok daha serttir, o yüzden kırmaya başlarsan kavgaya hazırlıklı ol. Bahse girerim onu kırmak tüm kristallerin büyümesini yavaşlatacaktır, bu yüzden bunu yapabilirsen fazladan ödeme yaparım. +actors.mobs.npcs.blacksmith.intro_quest_start=Yararlı olmak mı istiyorsun? Evet, sana yapabileceğin bir iş var. Bu atölyeyi eski bir madenin üzerine kurdum, merdivenin aşağısında. Bu kazmayı al ve bana biraz _kara altın cevheri çıkar. 40 parça_ yeterli olur. Oradaki kaya yumuşak ve güzel, _biraz çaba sarf ederek duvarları kazabilirsin._\n\nNe demek nasıl ödeyeceğim? Seni açgözlü...\n\nTamam, tamam, senin için demircilik yapabilirim. Kendini şanslı say, buralarda tek demirci benim. +actors.mobs.npcs.blacksmith.intro_quest_crystal=Dikkatli ol, maden senin gibi küçük bir insan için tehlikeli. Bir süredir terk edilmiş ve bir sürü kristal büyümeye başlamış. Parlaklar ama bir işe yaramayacak kadar kırılganlar ve onları koruyan bazı sihirli şeyler var. Oldukça güçlüler, _bu yüzden nereyi kazdığına dikkat et_ yoksa dikkatlerini çekersin.\n\nBir yerlerde _dev bir kristal_ de var. Çok daha serttir, o yüzden kırmaya başlarsan karmaşaya hazırlıklı ol. Bahse girerim onu kırmak tüm kristallerin büyümesini yavaşlatır, bu yüzden bunu yapabilirsen fazladan ödeme yaparım. actors.mobs.npcs.blacksmith.intro_quest_gnoll=Dikkatli ol, maden senin gibi küçük bir insan için tehlikeli. Bazı gnolllar da altını istiyor ve şimdi burayı mahvediyorlar. Onlar aptal şeyler, bu yüzden madencilikleri her türlü çöküşe ve göçüğe neden oldu. İçinden maden çıkarmanız gerekecek, bu yüzden _yakın zamanda bozulmuş kaya arayın._\n\nSanırım sorunların çoğuna gnoll'lardan biri neden oluyor, muhtemelen bir _yer büyücüsü şamanı_ ya da öyle bir şey. Onu bulup öldürebilirsen fazladan ödeme yaparım ama eminim karşılık verecektir. actors.mobs.npcs.blacksmith.intro_quest_fungi=Dikkatli ol, maden senin gibi küçük bir insan için tehlikeli. Aşağıda büyüyen bir çeşit mantar canavarı var. Seni görürlerse gerçekten ölümcül olan mantar nöbetçileri var, ama en azından kalkıp seni kovalayamazlar. Hayatta kalmak istiyorsan _gözden uzak dur._\n\n_En büyük mantarı_ indirmeyi başarabilirsen fazladan ödeme yapacağım ama gerçekten çaba sarf etmen gerekecek. Duvarlara gizlenmiş bir grup miselyum düğümüne bağlı. Ona gerçekten zarar vermeden önce çoğunu kırmanız gerekecek. actors.mobs.npcs.blacksmith.reminder=Zamanımı boşa mı harcıyorsun? Maden girişi şurada. @@ -1323,7 +1323,7 @@ actors.mobs.npcs.blacksmith.reminder_crystal=Bana getirebildiğin kadar altın g actors.mobs.npcs.blacksmith.reminder_gnoll=Bana getirebildiğin kadar altın getir ve gnoll geomancer'ı da öldürmeye çalış. actors.mobs.npcs.blacksmith.reminder_fungi=Bana getirebildiğin kadar altın getir ve dev mantarı da öldürmeye çalış. actors.mobs.npcs.blacksmith.lost_pick=Benimle dalga mı geçiyorsun? Kazmam nerde?! -actors.mobs.npcs.blacksmith.quest_start_prompt=Aşağı inmeye hazır mısın? Altın için biraz boş yeriniz olduğundan emin olun.\n\n_Seni sadece bir kez hayal kırıklığına uğratacağım!_ +actors.mobs.npcs.blacksmith.quest_start_prompt=Aşağı inmeye hazır mısın? Altın için biraz boş yerin olduğundan emin ol.\n\n_Aşağı sadece bir kere inmene izin verecem!_ actors.mobs.npcs.blacksmith.enter_yes=Ben hazırım. actors.mobs.npcs.blacksmith.enter_no=Henüz değil actors.mobs.npcs.blacksmith.exit_warn_none=Çoktan bitirdin mi? Neredeyse hiç altının yok! _40 parça_ toplayabiliyor olmalısın.\n\n_Unutma, bir kere yukarı çıkınca tekrar girmene izin vermiycem._ diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index 4b9e8a767..0145308d5 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -371,7 +371,7 @@ actors.buffs.preparation.desc_blink=Hắn có thể dịch chuyển về phía k actors.buffs.preparation.desc_invis_time=Số lượt đã tàng hình: _%d._ actors.buffs.preparation.desc_invis_next=Lượt còn lại để đòn tấn công mạnh hơn: _%d._ actors.buffs.preparation.prompt=Chọn một mục tiêu để tấn công!\nKhoảng cách dịch chuyển tối đa: %d -actors.buffs.preparation.no_target=Ở đó không có gì để tấn công cả. +actors.buffs.preparation.no_target=Không có gì để tấn công ở đó cả. actors.buffs.preparation.out_of_reach=Mục tiêu đó ở ngoài tầm với. actors.buffs.preparation.assassinated=Bị ám sát @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Bộ ba sẽ trao hiệu actors.hero.abilities.cleric.trinity.hornofplenty_use=Bộ ba sẽ trao hiệu ứng ăn vặt của cổ vật này, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Bộ ba sẽ trao hiệu ứng cướp kẻ địch của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Bộ ba sẽ trao hiệu ứng bám rễ của cổ vật này với một hạt giống có hại ngẫu nhiên, với chi phí _%2$s năng lượng._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey=Bộ ba sẽ trao hiệu ứng đút của cổ vật này, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Bộ ba sẽ trao hiệu ứng soi của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Bộ ba sẽ trao hiệu ứng ngưng đọng thời gian của cổ vật này với thời lượng _%1$d_ lượt, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Bộ ba sẽ trao hiệu ứng cuộn giấy ngẫu nhiên của cổ vật này với _%1$d/10_ tỉ lệ cung cấp phiên bản kì lạ mà không mất thêm chi phí, với chi phí _%2$s năng lượng._ @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Bạn nhận ra có thứ gì đó. actors.hero.hero.wait=... actors.hero.hero.search=tìm kiếm actors.hero.hero.search_distracted=Rất khó để tập trung, việc tìm kiếm rất mệt. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Bạn táy máy với ổ khoá nhưng chưa thể mở được nó lần này. actors.hero.hero.pain_resist=Cơn đau giúp bạn chống lại sự buồn ngủ. actors.hero.hero.revive=Cây ankh phát nổ với năng lượng tái sinh! @@ -921,7 +921,7 @@ actors.hero.talent.runic_transference.desc=_+1:_ Con dấu hỏng của Chiến actors.hero.talent.runic_transference.meta_desc=_Nếu tài năng này được nhận bởi một người hùng khác_, nó sẽ giúp các ký tự trên áo giáp của bạn chống lại việc bị loại bỏ bởi cuộn giấy nâng cấp. Các ký tự sẽ bắt đầu bị mất khi nâng cấp từ cấp 6 (nâng lên từ 4) ở +!, hoặc cấp 7 (nâng lên từ 4) ở +2. Cấp độ mà các ký tự chắc chắn bị mất vẫn là +8, không đổi. actors.hero.talent.lethal_momentum.title=xung lực chí tử actors.hero.talent.lethal_momentum.desc=_+1:_ Khi Chiến binh ra đòn kết liễu lên kẻ địch với một vũ khí vật lí, nó có _67% cơ hội_ tốn 0 lượt.\n\n_+2:_ Khi Chiến binh ra đòn kết liễu lên kẻ địch với một vũ khí vật lí, nó có _100% cơ hội_ tốn 0 lượt. -actors.hero.talent.improvised_projectiles.title=ứng biến hóa vật ném +actors.hero.talent.improvised_projectiles.title=vật phóng ứng biến actors.hero.talent.improvised_projectiles.desc=_+1:_ Chiến binh có thể làm mù kẻ địch trong _2 lượt_ bằng cách ném một vật phẩm mà không phải là vũ khí ném vào chúng. Kĩ năng này có thời gian hồi năng là 50 lượt.\n\n_+2:_ Chiến binh có thể làm mù kẻ địch trong _3 lượt_ bằng cách ném một vật phẩm mà không phải là vũ khí ném vào chúng. Kĩ năng này có thời gian hồi năng là 50 lượt. actors.hero.talent.hold_fast.title=đứng vững @@ -1352,7 +1352,7 @@ actors.mobs.npcs.ghost.crab_2=Làm ơn... Giúp tôi... Giết con giáp xác đ actors.mobs.npcs.ghost.find_me=Cảm ơn bạn... hãy đến tìm tôi... actors.mobs.npcs.ghost.desc=Hồn ma này khá là lu mờ. Nó trông giống một vệt sáng mờ không hình dáng cụ thể với một khuôn mặt chứa đầy nỗi đau buồn. -actors.mobs.npcs.imp.name=Quỷ imp tham lam +actors.mobs.npcs.imp.name=imp tham vọng actors.mobs.npcs.imp.intro=Ngươi là một nhà thám hiểm? Ta thích các nhà thám hiểm! Ngươi luôn có thể dựa vào họ nếu có thứ gì đó cần phải giết, ta nói đúng chứ? Tất nhiên là với thù lao rồi ;) actors.mobs.npcs.imp.golems_1=Trong trường hợp của ta thì lũ _golem_ là thứ cần phải giết. Ngươi biết không, ta sắp bắt đầu kinh doanh một chút ở đây, nhưng lũ golem ngu ngốc ấy có hại cho việc kinh doanh của ta! Rất khó để đàm phán với mấy đống đá granite đi lang thang, chết tiệt! Nên xin hãy giúp ta giết... _4 con_ đi, và sẽ có một phần thưởng cho ngươi. actors.mobs.npcs.imp.monks_1=Trong trường hợp của ta thì mấy tên _tu sĩ_ là kẻ cần phải giết. Ngươi biết không, ta sắp bắt đầu kinh doanh một chút ở đây, nhưng lũ điên ấy chẳng mua gì cả và sẽ doạ những khách hàng khác của ta đi mất. Nên xin hãy giúp ta giết... _5 tên_ đi, và sẽ có một phần thưởng cho ngươi. @@ -1362,7 +1362,7 @@ actors.mobs.npcs.imp.cya=Gặp sau. %s! actors.mobs.npcs.imp.hey=Suyỵt, %s! actors.mobs.npcs.imp.desc=Imp là những con quỷ cấp thấp. Chúng nổi bật không phải vì sức mạnh hay tài năng ma thuật, mà bởi vì chúng khá thông minh và dễ gần. Nhiều con imp thích sống cùng những loài không phải quỷ hơn. -actors.mobs.npcs.impshopkeeper.name=quỷ imp tham vọng +actors.mobs.npcs.impshopkeeper.name=imp tham vọng actors.mobs.npcs.impshopkeeper.greetings=Xin chào, %s! actors.mobs.npcs.impshopkeeper.greetings_ascent=Ngươi đã làm gì vậy %s? Mua hàng nhanh lên, ta phải thoát khỏi đây! actors.mobs.npcs.impshopkeeper.thief=Ta tưởng ta có thể tin tưởng ngươi! diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index 7cb71c77f..21dfa0195 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -1543,11 +1543,11 @@ actors.mobs.dwarfking.teleport_2=奴隸,給我包圍他! actors.mobs.dwarfking.wave_1=夠了!挺身而戰!奴隸們! actors.mobs.dwarfking.wave_2=輪到你們了! 統統給我上! actors.mobs.dwarfking.wave_3=一群廢物!來人!把他的頭給我拿來! -actors.mobs.dwarfking.enraged=你殺不死我,%s。\n 我! 是! 永生者! +actors.mobs.dwarfking.enraged=你殺不死我,%s。\n 我! 是! 永生者! actors.mobs.dwarfking.losing=不!你不可以這樣做……你不知道下面藏著什麼…… actors.mobs.dwarfking.defeated=你……把我們滅了會…… actors.mobs.dwarfking.rankings_desc=跪倒在矮人國王御前 -actors.mobs.dwarfking.desc=許多年前,矮人議會中一名最強的巫師洞察了凌駕於生死之上的秘術。很快他就藉助這種強大的力量,控制、腐化了王室與整個議會,並將魔爪伸向王國中的每一名矮人。現在他成為了矮人國的國王,統領著數量龐大的死靈。\n\n矮人國王是極度激進的強敵,他會試圖利用其手下的死靈大軍壓制入侵者。 +actors.mobs.dwarfking.desc=許多年前,矮人議會中一名最強的巫師洞察了凌駕於生死之上的秘術。很快他就藉助這種強大的力量,控制、腐化了王室與整個議會,並將魔爪伸向王國中的每一名矮人。現在他成為了矮人都城的國王,統領著數量龐大的死靈。\n\n矮人國王是極度激進的強敵,他會試圖利用其手下的死靈大軍壓制入侵者。 actors.mobs.dwarfking$dkghoul.rankings_desc=跪倒在矮人國王御前 actors.mobs.dwarfking$dkmonk.rankings_desc=跪倒在矮人國王御前 actors.mobs.dwarfking$dkwarlock.rankings_desc=跪倒在矮人國王御前 @@ -1618,7 +1618,7 @@ actors.mobs.gnollgeomancer.discover_hint=此敵人在特定任務中出現。 actors.mobs.gnollguard.name=豺狼衛兵 actors.mobs.gnollguard.def_verb=格擋 -actors.mobs.gnollguard.spear_warn=豺狼用其長矛尖端擊出凶狠的一擊! +actors.mobs.gnollguard.spear_warn=豺狼人用其長矛尖端擊出凶狠的一擊! actors.mobs.gnollguard.desc=一隻長的又大又兇狠的豺狼,兩手各拿著一隻長矛和一個盾牌,但沒帶頭盔。這些豺狼大概是正在受訓中的暴徒,被派來幫忙自周遭的野生動物中保護礦坑。\n\n豺狼衛兵雖然強壯到能一隻手拿著長矛,但沒辦法好好使用。_牠需要夠空曠的地方才能遠距離攻擊,而且近戰時能造成的傷害會明顯減少。_ actors.mobs.gnollguard.desc_armor=附近有一位工兵持有能賦予這隻衛兵大地護甲的裝置,大幅減少其受到的傷害。 actors.mobs.gnollguard.discover_hint=此敵人在特定任務中出現。 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index 43873a170..4acf4941f 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -258,7 +258,7 @@ actors.buffs.hex.heromsg=你的精神受到了魔法的干扰! actors.buffs.hex.desc=干扰集中力的黑暗魔法,使目标无法准确地判断方位。\n\n幻惑状态会降低目标20%%的精准与闪避属性,使其在战斗中更容易处于下风。\n\n幻惑效果剩余时长:%s回合 actors.buffs.holdfast.name=不动如山 -actors.buffs.holdfast.desc=战士正在据守此处,提升他%1$d~%2$d点护甲并将连击与护盾的衰减速度减缓%3$d%%,直至他移动为止。 +actors.buffs.holdfast.desc=战士正在据守此处,提升其%1$d~%2$d点护甲并将连击与护盾的衰减速度减缓%3$d%%,直至他移动为止。 actors.buffs.hunger.hungry=饥饿 actors.buffs.hunger.starving=极度饥饿 @@ -1691,7 +1691,7 @@ actors.mobs.phantompiranha.teleport_away=幻影食人鱼传送走了... actors.mobs.phantompiranha.desc=幻影食人鱼是巨型食人鱼的一个罕见变种,具有诡异的半透明身体和魔法能力。它能够在受到攻击时传送,依此能力进可攻、退可逃!\n\n虽然很难对付,但它们的肉也因具有魔力而备受珍视。 actors.mobs.piranha.name=巨型食人鱼 -actors.mobs.piranha.desc=这些肉食性的鱼类被专门培育用于保护水淹的储藏室。它们的撕咬相当致命,避免与它们正面对峙为上。 +actors.mobs.piranha.desc=这些肉食性的鱼类被专门培育用于保护水下的储藏室。它们的撕咬相当致命,避免与它们正面对峙为上。 actors.mobs.piranha.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.pylon.name=能量塔 diff --git a/core/src/main/assets/messages/items/items_de.properties b/core/src/main/assets/messages/items/items_de.properties index 630b22669..5fe987f1a 100644 --- a/core/src/main/assets/messages/items/items_de.properties +++ b/core/src/main/assets/messages/items/items_de.properties @@ -440,7 +440,7 @@ items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleto items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. +items.artifacts.skeletonkey.desc=Ein wichtig aussehender Schlüssel, dessen Reide wie ein Schädel geformt ist. Jedes mal, wenn du darauf schaust, scheinen die Zähne anders angeordnet zu sein. items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. diff --git a/core/src/main/assets/messages/items/items_eo.properties b/core/src/main/assets/messages/items/items_eo.properties index 3512226a5..e252b7092 100644 --- a/core/src/main/assets/messages/items/items_eo.properties +++ b/core/src/main/assets/messages/items/items_eo.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de malentropio items.armor.curses.antientropy.desc=Malbono de malentropio agas kontraŭ fortoj de la universo, puŝante energion al la portanto el lia ĉirkaŭaĵo. Tio por momente fajrigas la portanton kaj glacigas ĉion ĉirkaŭ li! items.armor.curses.bulk.name=%s de dikeco -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Defendaĵoj de dikeco ŝajnas pli grande kaj masive, tamen ili ne karakterizas per pli bona defendo. Tio ĉi eĉ pli aĉas: la pliigita grando malfaciligas movadon trans pordoj. items.armor.curses.corrosion.name=%s de acidrustado items.armor.curses.corrosion.desc=Defendaĵo de acidrustado kapablas elŝpruci mordan likvon, kiu kovras ĉiun proksime per glueca morda acido. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kaliko de sango items.artifacts.chaliceofblood.ac_prick=PIKIĜI items.artifacts.chaliceofblood.yes=Jes, mi certas pri tio items.artifacts.chaliceofblood.no=Ne, mi ŝanĝis mian volon -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Ĉiufoje kiam vi uzas la kalikon, ĝi elsuĉos pli da via vivenergio, sed kompense pro tio ĝi estontece pliigos vian naturan regeneradon de sano.\n\nLa sekva pikiĝo kaŭzos _%1$d-%2$d vundpoentojn_, sed tiu ĉi vundo povas esti etigita de _korpa kaj magia ŝirmo, kaj aliaj vund-etigantaj efikoj._ Sen konsideri vund-etigantaj efikoj, la sekva pikiĝo havas _%3$s%% ŝancon_ por plene elsuĉi vian vivenergion.\n\nĈu vi certe volas oferi al la kaliko pli da via vivenergio? items.artifacts.chaliceofblood.onprick=Vi pikis vin kaj via esenco de vivo fluas en la kalikon. items.artifacts.chaliceofblood.ondeath=La kaliko elsuĉis el vi ĉiun esencon de vivo… items.artifacts.chaliceofblood.desc=Tiu ĉi brileta arĝenta kaliko estas kurioze ornamita per akraj juvelŝtonoj ĉe rando. items.artifacts.chaliceofblood.desc_cursed=La malbenita kaliko alteniĝis al via mano kaj malpermesas al vi resanigi. items.artifacts.chaliceofblood.desc_1=Kiam vi tenas kalikon, vi sentas kuriozan emon por piki vin per akraj juvelŝtonoj. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Iom da via sango estas verŝita en la kalikon, vi subtile sentas, ke la kaliko nutras vin per vivenergio, pliigante vian naturan regeneradon de sano.. Vi plue volas piki vin per la kaliko, malgraŭ konscio, ke tio ĉi vin doloros. items.artifacts.chaliceofblood.desc_3=La kaliko estas plenigita ĝis la rando per via esenco de vivo. Vi sentas, ke la kaliko verŝas vivenergion en vin. items.artifacts.cloakofshadows.name=mantelo de ombroj @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Via brakbendo ne ŝargiĝis sufi items.artifacts.masterthievesarmband.cursed=Vi ne povas uzi malbenitan brakbendon. items.artifacts.masterthievesarmband.full=Via brakbendo ŝargiĝis! items.artifacts.masterthievesarmband.prompt=Elektu malamikon por priŝteli -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Vi devas elekti malamikon apud vi. items.artifacts.masterthievesarmband.steal_shopkeeper=Vi ne povas senpere priŝteli la komerciston. items.artifacts.masterthievesarmband.no_steal=Tiu ĉi malamiko havas nenion ŝteleblan. items.artifacts.masterthievesarmband.stole_item=Vi ŝtelis aĵon: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=La piedvestaĵo subtile briletas pe items.artifacts.sandalsofnature.desc_seeds=Vi nutris la piedvestaĵon per %d semoj. items.artifacts.skeletonkey.name=skeleta ŝlosilo -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=ENMETI +items.artifacts.skeletonkey.cursed=Vi ne povas uzi malbenitan skeletan ŝlosilon. items.artifacts.skeletonkey.prompt=Elektu celon -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Tie estas nenio por ŝlosi aŭ malŝlosi. +items.artifacts.skeletonkey.lock_no_space=Vi ne povas bloki ulon ene pordo! +items.artifacts.skeletonkey.iron_charges=1 ŝargo necesas por malŝlosi norman seruron. +items.artifacts.skeletonkey.gold_charges=2 ŝargoj necesas por malŝlosi oran seruron. +items.artifacts.skeletonkey.lock_charges=2 ŝargoj necesas por ŝlosi pordon. +items.artifacts.skeletonkey.wall_charges=2 ŝargoj necesas por krei portempan muron. +items.artifacts.skeletonkey.crystal_charges=5 ŝargoj necesas por malŝlosi kristalan seruron. +items.artifacts.skeletonkey.wont_open=La ŝlosilo iel rifuzas malŝlosi tiun ĉi seruron. +items.artifacts.skeletonkey.locked_with_key=Tiu pordo estas ŝlosita per via skeleta ŝlosilo. +items.artifacts.skeletonkey.force_lock=La seruro malfortiĝis sen uzi vian skeletan ŝlosilon. Vi sukcese malfermis ĝin. +items.artifacts.skeletonkey.discard=Vi forĵetis malnecesajn ŝlosilojn. +items.artifacts.skeletonkey.levelup=Via skeleta ŝlosilo iĝas pli pova! +items.artifacts.skeletonkey.desc=Impone aspektanta ŝlosilo kun kapo en la formo de kranio. Ĝiaj randodentoj ŝajnas ŝanĝiĝi ĉiufoje, kiam vi rigardas ilin. +items.artifacts.skeletonkey.desc_worn=Tiu ĉi magia ŝlosilo ŝajnas plipoviĝi dum uzado, malsame al kutimaj ŝlosiloj de la labirinto. Vi povas enigi ĝin al preskaŭ ĉiu seruro por ŝlosi aŭ malŝlosi ĝin, inkluzivante pordojn, kiuj ne estis ŝlositaj antaŭe.\n\nTiu ĉi ŝlosilo eĉ povas esti uzita sur malplena spaco vertikale, horizontale aŭ diagonale por “ŝlosi” aeron apud vi, formigante 3-kahelan muron, kiu daŭros por 10 temperoj. Dum ŝlosi, kontraŭuloj estos forpuŝitaj (se estos spaco). +items.artifacts.skeletonkey.desc_cursed=La malbenita skeleta ŝlosilo ŝajnas malkongrui kun ĉiu seruro, kaj eĉ malhelpas (sed ne malebligas) uzi viajn aliajn ŝlosilojn. +items.artifacts.skeletonkey$keywall.desc=Portempa magia muro estas starigita tie ĉi kun uzo de via skeleta ŝlosilo. items.artifacts.talismanofforesight.name=talismano de prudento items.artifacts.talismanofforesight.ac_scry=RIGARDI @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=La surfacoj de tajlo de tiu ĉi kristala ŝlosilo tre items.keys.ironkey.name=fera ŝlosilo items.keys.ironkey.desc=Randodentoj sur tiu ĉi antikva ŝlosilo estas eluzitaj, ĝia leda breloko detruiĝis pro aĝo. Kiun pordon ĝi povas malŝlosi? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=eluzita ŝlosilo +items.keys.wornkey.desc=Tiu ĉi ŝlosilo ŝajnas esti eluzita kaj fendetita, sed aspektas grave. Probable ĝi povas malfermi iun seriozan pordon proksime. @@ -940,10 +940,10 @@ items.quest.embers.name=ardaĵo items.quest.embers.desc=Tiu ĉi ardaĵo povas esti ricevita nur el junaj fajridoj. Ĝi radias varmalan energion. items.quest.embers.discover_hint=Vi povas trovi tian aĵon dum la specifa misio. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=kristalo de eskapo items.quest.escapecrystal.ac_use=UZI -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! -items.quest.escapecrystal.discover_hint=Vi povas trovi tian semon dum la specifa misio. +items.quest.escapecrystal.desc=Maldika magia sorĉkristalo, kiu ŝajnas enhavi teleportantan magion. Vi ĉiam povas uzi la kristalon por eliri la gnoman trezorejon, sed ne povos preni ion ajn kun vi! +items.quest.escapecrystal.discover_hint=Vi povas trovi tian aĵon dum la specifa misio. items.quest.gooblob.name=restaĵo de ŝmiraĵo items.quest.gooblob.desc=Glueca kaj glita substanco, kiu disiĝis de ŝmiraĵ(eg)o je ĝia morto. Ĝi ŝajnas kiel granda gelatenaĵo, sed vi certege ne manĝos ĝin.\n\nĜi estas senutila per si mem, sed eble oni povas kombini ĝin kun iuj eliksiroj aŭ bombo. En ekstrema okazo vi povas konverti ĝin al iom da energio. @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Post resti kelkan tempon en la alĥemia kuirpo items.trinkets.chaoticcenser.typical_stats_desc=Kutime tiu ĉi brilaĵo elŝprucigos minacajn gasojn proksime malamikoj je pli malpli _%d_ temperoj. Gasoj aperos nur en ĉeesto de malamikoj. Plibonigita incensilo elŝprucigos pli ekzotajn kaj pli danĝerajn gasojn. items.trinkets.chaoticcenser.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo elŝprucigos minacajn gasojn proksime malamikoj je pli malpli _%d_ temperoj. Gasoj aperos nur en ĉeesto de malamikoj. Plibonigita incensilo elŝprucigos pli ekzotajn kaj pli danĝerajn gasojn. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=rompita lorneto +items.trinkets.crackedspyglass.desc=Tiu ĉi mana lorneto estus ekzemplo de preciza kaj impona metiaĵo, se ĝia antaŭa lenso ne estus rompita. La lorneto ŝajnas helpi al vi malkaŝi novajn aĵojn en la labirinto, sed pro ĝia difekto la malkaŝitaj trezoroj estas tre malfacile videblaj! +items.trinkets.crackedspyglass.typical_stats_desc=Kutime tiu ĉi brilaĵo havas _%1$s%% ŝancon_ por krei aldonan kaŝitan aĵon en ĉiu keletaĝo (escepte de tiuj kun supermonstroj). +items.trinkets.crackedspyglass.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo havas _%1$s%% ŝancon_ por krei aldonan kaŝitan aĵon en ĉiu keletaĝo (escepte de tiuj kun supermonstroj). +items.trinkets.crackedspyglass.stats_desc_upgraded=Je la nuna nivelo tiu ĉi brilaĵo havas _100%% ŝancon_ por krei aldonan kaŝitan aĵon en ĉiu keletaĝo (escepte de tiuj kun supermonstroj) kaj _%1$s%% ŝancon_ por krei alian kaŝitan aĵon. items.trinkets.dimensionalsundial.name=dimensia sunhorloĝo items.trinkets.dimensionalsundial.warning=Via sunhorloĝo ne ĵetas ombron, vi sentiĝas malcerte. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Kutime tiu ĉi brilaĵo malpliigos v items.trinkets.eyeofnewt.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo malpliigos vian vidatingon je _%1$s%%_ kaj ebligos al vi mensvidi malamikojn ene _%2$d_ kaheloj. items.trinkets.ferrettuft.name=hartufo de ĉasputoro -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Tufo de glataj blankaj haroj de ĉasputoro, kunligitaj per verda rubando de lime-monstro kaj binditaj formante kokardon. Ĉasputoroj estas konataj pro sia lerteco, petolemo kaj manko de reguloj. Iom da tiuj ecoj ŝajnas radii el la brilaĵo, pliigante evitpovon de ĉiuj proksimuloj. items.trinkets.ferrettuft.typical_stats_desc=Kutime tiu ĉi brilaĵo pliigos evitpovon de ĉiuj uloj je _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo pliigos evitpovon de ĉiuj uloj je _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duelistino povas plenumi _frapegon_ pe items.weapon.melee.battleaxe.desc=Granda stala klingo de tiu ĉi batalhakilo kaŭzas seriozan inerton je ĉiu larĝa svingo. items.weapon.melee.crossbow.name=pafarko -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Kutime tiu ĉi armilo – kiam surmetita – igas ĵetsagetojn kaŭzi _%1$d-%2$d vundpoentojn_ kaj eĉ transdonas sian ensorĉon al ili. +items.weapon.melee.crossbow.stats_desc=Tiu ĉi armilo – kiam surmetita – igas ĵetsagetojn kaŭzi _%1$d-%2$d vundpoentojn_ kaj eĉ transdonas sian ensorĉon al ili. items.weapon.melee.crossbow.ability_name=plipovigita pafo items.weapon.melee.crossbow.typical_ability_desc=Duelistino povas prepari _plipovigitan pafon_ per pafarko. Ŝia sekva norma atako per ĝi certe trafos kaj aktivigos unu el la tri efikoj: permanaj atakoj forbatos kontraŭulojn, netrempitaj sagetoj kaŭzos probable _+%1$d vundpoentojn_, trempitaj sagetoj kaŭzos frap-efikojn ene la areo 7×7 kaj havos probable _%2$d pliajn uzojn._ items.weapon.melee.crossbow.ability_desc=Duelistino povas prepari _plipovigitan pafon_ per pafarko. Ŝia sekva norma atako per ĝi certe trafos kaj aktivigos unu el la tri efikoj: permanaj atakoj forbatos kontraŭulojn, netrempitaj sagetoj kaŭzos +%1$d vundpoentojn_, trempitaj sagetoj kaŭzos frap-efikojn ene la areo 7×7 kaj havos _%2$d pliajn uzojn._ @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Tiu ĉi ĵetarmilo disigas forton de items.weapon.missiles.forcecube.desc=Tiuj ĉi strangformaj magiaj kuboj estas sufiĉe kompaktaj por via mano, tamen samtempe ili estas neimageble pezaj. items.weapon.missiles.heavyboomerang.name=peza bumerango -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Tiu ĉi ĵetarmilo revenas al la loko el kiu ĝi estis ĵetita post kvin temperoj. items.weapon.missiles.heavyboomerang.desc=Estas malfacile efike teni tiun ĉi grandan bumerangon, tamen ĝi kaŭzos signifajn vundojn. items.weapon.missiles.javelin.name=ĵetlancego @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Tiuj ĉi ŝtonoj estas glatigitaj por e items.weapon.missiles.throwingstone.discover_hint=Iu el la herooj komencas kun tiu ĉi aĵo. items.weapon.missiles.tomahawk.name=ĵethakilo -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Tiu ĉi armilo igas viktimon _sangadi kun %1$d-%2$d vundpoentoj_. +items.weapon.missiles.tomahawk.typical_stats_desc=Tiu ĉi armilo igas viktimon _sangadi kutime kun %1$d-%2$d vundpoentoj_. items.weapon.missiles.tomahawk.desc=Tiuj ĉi ĵethakiloj karakterizas per segformaj dentoj, kiuj eluziĝas je alkroĉiĝi al kontraŭulo. items.weapon.missiles.trident.name=tridento @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Iu el la herooj komencas kun tiu ĉi aĵo. items.brokenseal$warriorshield.name=Batalista ŝirmo items.brokenseal$warriorshield.desc_active=La rompita sigelo helpas al Batalisto travivi, liverante al li ŝirmon super lia sano. Necesas atendi – post la unua aktivigo de ŝirmo – antaŭ ol povi reuzi ĝin.\n\nTiu ĉi ŝirmo ne etiĝas laŭtempe, sed finos, kiam neniu amiko ĉeestos Bataliston dum kelkaj temperoj. Kiam ĝi finos, ĉiu neuzita ŝirm-poento etigos la tempon necesan por atendi, sed maksimume je 50%%.\n\nPlia ŝirmo: %1$d.\n\nNecesa tempo por atendi: %2$d. items.brokenseal$warriorshield.desc_cooldown=Batalisto lastatempe akiris ŝirmon de sia rompita sigelo kaj nun devas atendi antaŭ ol povi profiti de tiu ŝirma efiko.\n\nPliaj temperoj por atendi: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=La trankvil-tempo de rompita sigelo estas nuntempe negative, tio signifas, ke kiam lia ŝirmo aktiviĝos, necesos atendi malpli ol 150 temperojn. La trankvil-tempo de rompita sigelo povas esti etigita maksimume al -150 temperoj, tio signifas, ke ĝi estos akireble tuj post aktiviĝo.\n\nPliaj temperoj por atendi: %d. items.dewdrop.name=rosero items.dewdrop.already_full=Vi jam estas sana. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=APLIKI items.liquidmetal.prompt=Elektu ĵetarmilon items.liquidmetal.already_fixed=Tiu ĉi ĵetarmilo estas nune en perfekta stato! items.liquidmetal.apply=Vi uzis %d gutojn da likva metalo por ripari vian ĵetarmilon. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Tiu ĉi magia likvo povas plenigi krevojn kaj skrap-difektojn de ĵetarmilo, restarigante ĝin al perfekta stato! Se unu ekzemplero mankas al ĵetarmilaro – sed la aliaj estas plene riparitaj – la likva metalo povas eĉ anstataŭigi la mankantan ĵetarmilon de la aro!\n\nPor plene ripari 1-supernivelan ĵetarmilon necesas uzi 10 gutojn da metalo, por ripari 5-supernivelan necesas uzi 30 gutojn. Ĉiu plibonigo pliigas necesan kvanton da metalo je 35%.\n\nOni ne povas uzi la likvan metalon por ripari finaĵojn de trempitaj sagetoj. items.liquidmetal.discover_hint=Vi povas kuiri tian aĵon per alĥemio. items.lostbackpack.name=perdita dorsosako diff --git a/core/src/main/assets/messages/items/items_es.properties b/core/src/main/assets/messages/items/items_es.properties index 24cb01ea6..531c8f593 100644 --- a/core/src/main/assets/messages/items/items_es.properties +++ b/core/src/main/assets/messages/items/items_es.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s de anti-entropía items.armor.curses.antientropy.desc=La maldición de anti-entropía va en contra de las fuerzas del universo, extrayendo energía de su alrededor hacia el portador. Esto enciende brevemente en llamas al portador, ¡pero congela todo a su alrededor! items.armor.curses.bulk.name=%s de grandeza -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=La armadura de grandeza se ve más grande e imponente, pero en realidad no mejora la defensa. Peor aún, el tamaño añadido hace que el movimiento dentro de las puertas sea muy difícil. items.armor.curses.corrosion.name=%s de corrosión items.armor.curses.corrosion.desc=La armadura de corrosión es capaz de estallar con líquido corrosivo, cubriendo todo en la zona con cieno ácido y pegajoso. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=cáliz de sangre items.artifacts.chaliceofblood.ac_prick=PINCHAZO items.artifacts.chaliceofblood.yes=Si, sé lo que hago items.artifacts.chaliceofblood.no=No, he cambiado de idea -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Cada vez que uses el cáliz drenará más energía vital, pero mejorará aún más tu regeneración natural de salud a cambio.\n\nActualmente pincharte a ti mismo hará _%1$d-%2$d de daño_, aunque este daño puede ser reducido tanto por _bloqueo o reducción de daño físico y mágico._ Sin tener en cuenta los efectos de reducción de daño, pincharte a ti mismo actualmente tiene un _%3$s%% de probabilidades_ de drenar tu fuerza vital completamente.\n\n¿Estás seguro que quieres ofrecerle al cáliz más energía vital? items.artifacts.chaliceofblood.onprick=Te pinchas a ti mismo, y tu esencia vital se drena hacia el interior del cáliz. items.artifacts.chaliceofblood.ondeath=El cáliz succiona tu esencia vital... items.artifacts.chaliceofblood.desc=Este cáliz brillante de plata está extrañamente adornado con gemas afiladas en el borde. items.artifacts.chaliceofblood.desc_cursed=El cáliz maldito se ha unido a tu mano y está inhibiendo tu habilidad para regenerar salud. items.artifacts.chaliceofblood.desc_1=Mientras sostienes el cáliz, te sientes extrañamente obligado a pincharte con las gemas afiladas. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Algo de tu sangre cae en el cáliz, puedes sentir sutilmente al cáliz otorgándote energía vital, aumentando tu regeneración de salud natural. Todavía quieres cortarte con el cáliz, incluso cuando sabes que te lastimará. items.artifacts.chaliceofblood.desc_3=El cáliz está lleno hasta el borde de tu esencia vital. Puedes sentir el cáliz vertiendo energía vital de nuevo en ti. items.artifacts.cloakofshadows.name=manto de sombras @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Tu brazalete no tiene carga sufic items.artifacts.masterthievesarmband.cursed=No puedes usar un brazalete maldito. items.artifacts.masterthievesarmband.full=¡Tu brazalete esta completamente cargado! items.artifacts.masterthievesarmband.prompt=Elige un enemigo -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Debes seleccionar un enemigo adyacente a ti. items.artifacts.masterthievesarmband.steal_shopkeeper=No puedes robar al tendero directamente. items.artifacts.masterthievesarmband.no_steal=Ese enemigo no tiene nada para robar. items.artifacts.masterthievesarmband.stole_item=Has robado un ítem: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=El calzado brilla con el color de l items.artifacts.sandalsofnature.desc_seeds=Has nutrido tu calzado con %d semillas. items.artifacts.skeletonkey.name=llave maestra -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=INSERTAR +items.artifacts.skeletonkey.cursed=No puedes usar una llave maestra maldita. items.artifacts.skeletonkey.prompt=Elige un objetivo -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=No hay nada que bloquear o desbloquear ahí. +items.artifacts.skeletonkey.lock_no_space=¡No puedes bloquear a un personaje dentro de una puerta! +items.artifacts.skeletonkey.iron_charges=Abrir una cerradura regular requiere 1 carga. +items.artifacts.skeletonkey.gold_charges=Abrir una cerradura dorada requiere 2 cargas. +items.artifacts.skeletonkey.lock_charges=Bloquear una puerta requiere 2 cargas. +items.artifacts.skeletonkey.wall_charges=Crear una pared temporal requiere 2 cargas. +items.artifacts.skeletonkey.crystal_charges=Abrir una cerradura de cristal requiere 5 cargas. +items.artifacts.skeletonkey.wont_open=La llave se rehúsa a entrar en esta cerradura por alguna razón. +items.artifacts.skeletonkey.locked_with_key=Esa puerta fue bloqueada por tu llave maestra. +items.artifacts.skeletonkey.force_lock=La cerradura fue debilitada sin tu llave maestra. Consigues forzarla a que se abra. +items.artifacts.skeletonkey.discard=Descartas tu exceso de llaves. +items.artifacts.skeletonkey.levelup=¡Tu llave maestra crece más fuerte! +items.artifacts.skeletonkey.desc=Una llave que parece importante con una cabeza con forma de calavera. Sus dientes parecen ser diferentes cada vez que los miras. +items.artifacts.skeletonkey.desc_worn=Esta llave mágica parece ganar poder a medida que la usas en lugar de las llaves regulares de la mazmorra. Puede ser insertada en casi cualquiera de las cerraduras de la mazmorra para abrirlas o cerrarlas, incluyendo puertas que nunca estuvieron bloqueadas anteriormente.\n\nLa llave puede incluso ser usada sobre un espacio vacío en una dirección cardinal o diagonal para 'bloquear' el aire in frente de ti, creando una pared solida de 3 casillas de ancho que dura 10 turnos. Bloquear empujará lejos enemigos si hay espacio para hacerlo. +items.artifacts.skeletonkey.desc_cursed=La llave maldita parece estar activamente evitando entrar en cualquier cerradura, y está incluso haciendo más difícil (pero no imposible) para ti usar tus otras llaves. +items.artifacts.skeletonkey$keywall.desc=Una pared mágica temporal ha sido colocada acá por la llave maestra. items.artifacts.talismanofforesight.name=talismán de previsión items.artifacts.talismanofforesight.ac_scry=ADIVINAR @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Las superficies de esta llave cristalina brillan en l items.keys.ironkey.name=llave de acero items.keys.ironkey.desc=Las muescas en esta antigua llave de hierro están bien gastadas; Su cordón de cuero está maltratado por la edad. ¿Qué puerta podría abrir? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=llave desgastada +items.keys.wornkey.desc=Esta llave está desgasta y descolorada, pero parece importante. Probablemente puede abrir alguna puerta importante cercana. @@ -940,9 +940,9 @@ items.quest.embers.name=ascuas elementales items.quest.embers.desc=Ascuas especiales que sólo pueden obtenerse de elementales de fuego jóvenes. Irradian energía térmica. items.quest.embers.discover_hint=Puedes encontrar a este ítem durante una misión especifica. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=Cristal de escape items.quest.escapecrystal.ac_use=USAR -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Un delgado cristal de hechizo mágico que parece contener magia de teletransportación. Puedes usar el cristal en cualquier momento para dejar la bóveda enana, ¡pero no serás capaz de trae nada contigo! items.quest.escapecrystal.discover_hint=Puedes encontrar a este ítem durante una misión especifica. items.quest.gooblob.name=gota de Gú @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=¡Tras un tiempo en el caldero de alquimia, es items.trinkets.chaoticcenser.typical_stats_desc=Típicamente este ornamento genera un gas dañino cerca de un enemigo aproximadamente cada _%d_ turnos. Los gases solo aparecen cuando hay enemigos presentes. A niveles más altos, estos gases tienen más probabilidades de ser exóticos y potentes. items.trinkets.chaoticcenser.stats_desc=En su nivel actual este ornamento generará un gas dañino cerca de un enemigo aproximadamente cada _%d_ turnos. Los gases solo aparecen cuando hay enemigos presentes. A niveles más altos, estos gases tienen más probabilidades de ser exóticos y potentes. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=catalejo agrietado +items.trinkets.crackedspyglass.desc=Este telescopio de mano sería una genial y precisa demostración de manufacturación, si no fuera por la grieta a lo largo de su lente frontal. El catalejo parece estar ayudándote al revelar nuevos ítems en la mazmorra, ¡pero debido a su defecto los ítems revelados son un poco difíciles de ver! +items.trinkets.crackedspyglass.typical_stats_desc=Normalmente este ornamento tiene un _%1$s%% de probabilidades_ de crear un ítem escondido adicional en cada piso sin jefe. +items.trinkets.crackedspyglass.stats_desc=En su nivel actual, este ornamento tiene un _%1$s%% de probabilidades_ de crear un ítem escondido adicional en cada piso sin jefe. +items.trinkets.crackedspyglass.stats_desc_upgraded=En su nivel actual, este ornamento tiene un _100%% de probabilidades_ de crear un objeto ítem adicional en cada piso sin jefe, y un _%1$s%% de probabilidades_ de crear un segundo ítem escondido adicional. items.trinkets.dimensionalsundial.name=reloj de sol dimensional items.trinkets.dimensionalsundial.warning=Tu reloj de sol no proyecta ninguna sombra, te sientes inquieto. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Típicamente este ornamento reduce t items.trinkets.eyeofnewt.stats_desc=En su nivel actual este ornamento reducirá tu rango de visión en _%1$s%%_, pero también te otorgará visión mental sobre los enemigos dentro de un rango de _%2$d_ casillas. items.trinkets.ferrettuft.name=mechón de hurón -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Un mechón de pelaje de hurón blanco y sedoso, unido por una cinta Verde lima atada en forma de lazo. Los hurones son conocidos por su agilidad, travesuras y falta de integridad. Algo de ese poder parece irradiar del ornamento, mejorando la evasión de cualquier cosa cercana. items.trinkets.ferrettuft.typical_stats_desc=Típicamente este ornamento incrementa la evasión de todos los personajes en _%1$s%%_. items.trinkets.ferrettuft.stats_desc=En su nivel actual este ornamento incrementará la evasión de todos los personajes en _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=La Duelista puede realizar un _golpe f items.weapon.melee.battleaxe.desc=La enorme cabeza de acero de esta hacha de batalla pone un peso considerable detrás de cada golpe. items.weapon.melee.crossbow.name=ballesta -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Normalmente este arma mejora a los dardos lanzados para que hagan _%1$d-%2$d de daño_ cuando esté equipado, e incluso otorga su encantamiento a estos. +items.weapon.melee.crossbow.stats_desc=Este arma mejora a los dardos lanzados para que hagan _%1$d-%2$d de daño_ cuando esté equipado, e incluso otorga su encantamiento a estos. items.weapon.melee.crossbow.ability_name=disparo cargado items.weapon.melee.crossbow.typical_ability_desc=La Duelista _carga_ su ballesta, haciendo que su siguiente ataque con la misma siempre acierte y aplique uno de tres efectos: ataques cuerpo a cuerpo empujan enemigos, dardos sin reforzar normalmente causarían _+%1$d de daño_, y dardos reforzados aplican su efecto en un área de 7x7 y normalmente durarían _%2$d usos adicionales_. items.weapon.melee.crossbow.ability_desc=La Duelista _carga_ su ballesta, haciendo que su siguiente ataque con la misma siempre acierte y aplique uno de tres efectos: ataques cuerpo a cuerpo empujan enemigos, dardos sin reforzar causan _+%1$d de daño_, y dardos reforzados aplican su efecto en un área de 7x7 y duran _%2$d usos adicionales_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Esta arma distribuye la fuerza de su items.weapon.missiles.forcecube.desc=Estos cubos mágicos de formas extrañas son lo suficientemente pequeños para sostenerlos en la mano, pero son increíblemente pesados. items.weapon.missiles.heavyboomerang.name=búmeran pesado -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Esta arma regresa a la ubicación desde la cual fue lanzada después de cinco turnos. items.weapon.missiles.heavyboomerang.desc=Este bumerán pesado es difícil de manejar con eficacia, pero causará un daño considerable a su objetivo. items.weapon.missiles.javelin.name=jabalina @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Estas piedras están lijadas para que p items.weapon.missiles.throwingstone.discover_hint=Uno de los héroes empieza con este ítem. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Este arma inflige _%1$d-%2$d de sangrado_ a su objetivo. +items.weapon.missiles.tomahawk.typical_stats_desc=Este arma normalmente inflige _%1$d-%2$d de sangrado_ a su objetivo. items.weapon.missiles.tomahawk.desc=Estas hachas arrojadizas tienen un filo dentado que desgarra al clavarse en un enemigo. items.weapon.missiles.trident.name=tridente @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Uno de los héroes empieza con este ítem. items.brokenseal$warriorshield.name=Blindaje del Guerrero. items.brokenseal$warriorshield.desc_active=El sello roto del Guerrero está le ayudando a perseverar, otorgándole blindaje sobre su salud. Tiene un tiempo de recarga desde que el blindaje se haya activado antes de que pueda usarse otra vez.\n\nEste blindaje no decae con el tiempo, pero se perderá si no hay enemigos cercanos por algunos turnos. Cuando esto ocurra, cualquier cantidad de blindaje restante reducirá su recarga, hasta un máximo de 50%%.\n\nBlindaje restante: %1$d.\n\nRecarga actual: %2$d. items.brokenseal$warriorshield.desc_cooldown=El Guerrero ha ganado blindaje de su sello roto recientemente y debe esperar hasta que pueda beneficiarse de su efecto de blindaje otra vez.\n\nTurnos Restantes: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=El tiempo de recarga del blindaje del Guerrero es actualmente negativo, lo que significa que cuando su escudo se active el tiempo de recarga se puede reducir hasta -150 turnos, lo que significa que inmediatamente estará disponible otra vez una vez se haya activado.\n\nTiempo de recarga actual: %d. items.dewdrop.name=gota de rocío items.dewdrop.already_full=Ya tienes la salud llena. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=APLICAR items.liquidmetal.prompt=Selecciona un arma arrojadiza items.liquidmetal.already_fixed=¡Esa arma arrojadiza ya está en perfectas condiciones! items.liquidmetal.apply=Usas %d de metal liquido para reparar tu arma arrojadiza. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Este líquido mágico puede rellenar las grietas y gastaduras de un arma arrojadiza, ¡dejándola en perfectas condiciones! Si a un conjunto de armas le falta una pieza, pero está completamente reparado, ¡entonces se puede usar metal líquido para reemplazar el arma faltante!\n\nUn arma de tier 1 requiere 10 de metal liquido para repararse por completo, un arma de tier 5 requiere 30. Además cada mejora aumenta la cantidad de metal necesario en un 35%.\n\nEl metal liquido no puede usarse para reparar dardos reforzados. items.liquidmetal.discover_hint=Puedes crear este ítem por medio de alquimia. items.lostbackpack.name=mochila perdida diff --git a/core/src/main/assets/messages/items/items_fr.properties b/core/src/main/assets/messages/items/items_fr.properties index 9ab398801..7fde28124 100644 --- a/core/src/main/assets/messages/items/items_fr.properties +++ b/core/src/main/assets/messages/items/items_fr.properties @@ -437,13 +437,13 @@ items.artifacts.skeletonkey.wall_charges=Créer un mur temporaire coûtera deux items.artifacts.skeletonkey.crystal_charges=Ouvrir une serrure en cristal demande 5 charges. items.artifacts.skeletonkey.wont_open=Étrangement, la clé ne rentre pas dans ce verrou. items.artifacts.skeletonkey.locked_with_key=Cette porte a été verrouillée par votre clé squelette. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.force_lock=Le verrou est affaibli sans votre clef squelette. Vous parvenez à l'ouvrir. +items.artifacts.skeletonkey.discard=Vous jetez vos clés en trop. +items.artifacts.skeletonkey.levelup=Votre clef squelette se renforce ! +items.artifacts.skeletonkey.desc=Une clef remarquable avec une tête en forme de crane. Ses dents semblent différentes à chaque fois que vous les regardez. +items.artifacts.skeletonkey.desc_worn=Cette clef magique semble gagner en puissance quand vous l'utilisez à la place des clés habituelles du donjon. Elle s'adapte à presque toutes les serrures du donjon et peut tout aussi bien les ouvrir que les fermer. Cela fonctionne même avec les portes qui n'ont jamais été verrouillées auparavant.\n\nCette clef peut aussi être utilisée sur un emplacement libre dans une direction cardinale ou diagonale pour "verrouiller" l'air devant vous, créant un mur de 3 cases de large pendant 10 tours. Le verrouillage repoussera les ennemis s'il y a de la place pour le faire. +items.artifacts.skeletonkey.desc_cursed=La clef maudite semble tout faire pour ne pas rentrer dans les serrures, et rend difficile (mais pas impossible) l'utilisation de vos autres clés. +items.artifacts.skeletonkey$keywall.desc=Un mur magique temporaire a été placé ici grâce à la clef squelette. items.artifacts.talismanofforesight.name=talisman de prescience items.artifacts.talismanofforesight.ac_scry=VOIR @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Les surfaces taillées de cette clé cristalline scin items.keys.ironkey.name=clef en fer items.keys.ironkey.desc=Les rainures sur cette vieille clef en fer sont bien usées ; le cuir recouvrant sa tête se décompose avec l'âge. Quelle porte pourrait-elle bien ouvrir ? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=clef usée +items.keys.wornkey.desc=Malgré son aspect usé et décoloré, cette clef semble importante. Elle ouvrira probablement une porte importante à proximité. @@ -940,9 +940,9 @@ items.quest.embers.name=braises élémentales items.quest.embers.desc=Des braises spéciales qui ne peuvent être collectées que sur de jeunes élémentaires de feu. Elles diffusent une énergie réchauffante. items.quest.embers.discover_hint=Vous pouvez trouver cet objet durant une quête. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=cristal de sortie items.quest.escapecrystal.ac_use=UTILISER -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Un mince cristal de sort qui semble renfermer une magie de téléportation. Vous pouvez utiliser le cristal à tout moment pour quitter le coffre-fort nain, mais vous ne pourrez rien emporter avec vous ! items.quest.escapecrystal.discover_hint=Vous pouvez trouver cet objet durant une quête. items.quest.gooblob.name=goutte de Goo @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Après quelques temps dans le chaudron d'alchi items.trinkets.chaoticcenser.typical_stats_desc=Cette babiole produit généralement des gaz nocifs en direction d'un ennemi tous les _%d_ tours en moyenne. Les gaz n'apparaissent que si des ennemis sont présents. Aux plus hauts niveaux ces gaz seront plus souvent exotiques et puissants. items.trinkets.chaoticcenser.stats_desc=Cette babiole produit au niveau actuel des gaz nocifs en direction d'un ennemi tous les _%d_ tours en moyenne. Les gaz n'apparaissent que si des ennemis sont présents. Aux plus hauts niveaux ces gaz seront plus souvent exotiques et puissants. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=longue-vue ébréchée +items.trinkets.crackedspyglass.desc=Ce télescope portable serait un bel ouvrage de précision, si ce n'est la fissure qu'il a sur sa lentille frontale. La longue-vue semble vous aider à repérer de nouveaux objets dans le donjon, mais à cause de son défaut ces objets sont difficiles à distinguer ! +items.trinkets.crackedspyglass.typical_stats_desc=Cette babiole a généralement _%1$s%% de chances_ de créer un objet caché supplémentaire dans chaque étage qui n'abrite pas un boss. +items.trinkets.crackedspyglass.stats_desc=Au niveau actuel, cette babiole a _%1$s%% de chances_ de créer un objet caché supplémentaire dans chaque étage qui n'abrite pas un boss. +items.trinkets.crackedspyglass.stats_desc_upgraded=Au niveau actuel, cette babiole a _100%% de chances_ de créer un objet caché supplémentaire dans chaque étage qui n'abrite pas un boss, et _%1$s%% de chances_ d'en créer un second. items.trinkets.dimensionalsundial.name=cadran solaire dimensionnel items.trinkets.dimensionalsundial.warning=Votre cadran solaire ne projette aucune ombre, vous vous sentez mal à l'aise. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=La Duelliste peut effectuer un _coup l items.weapon.melee.battleaxe.desc=L'énorme lame en acier de cette hache de guerre ajoute un élan considérable à chacun de vos coups. items.weapon.melee.crossbow.name=arbalète -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Cette arme renforce les fléchettes lancées quand elle est équipée, leur faisant généralement infliger _%1$d-%2$d dégâts_ et leur accordant son enchantement. +items.weapon.melee.crossbow.stats_desc=Cette arme renforce les fléchettes lancées quand elle est équipée, leur faisant infliger _%1$d-%2$d dégâts_ et leur accordant son enchantement. items.weapon.melee.crossbow.ability_name=tir chargé items.weapon.melee.crossbow.typical_ability_desc=La Duelliste peut _charger_ son arbalète, ce qui garantit que sa prochaine attaque normale touchera et appliquera un de ces trois effets : les attaques de mêlée éjectent les ennemis, les fléchettes non-enduites infligent typiquement _+%1$d dégâts_, ou les fléchettes enduites appliquent leur effet dans une zone de 7x7 et ont typiquement _%2$d utilisations supplémentaires_. items.weapon.melee.crossbow.ability_desc=La Duelliste peut _charger_ son arbalète, ce qui garantit que sa prochaine attaque normale touchera et appliquera un de ces trois effets : les attaques de mêlée éjectent les ennemis, les fléchettes non-enduites infligent _+%1$d dégâts_, ou les fléchettes enduites appliquent leur effet dans une zone de 7x7 et ont _%2$d utilisations supplémentaires_. @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ces pierres sont lestées pour pouvoir items.weapon.missiles.throwingstone.discover_hint=Un des héros commence avec cet objet. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=Cette arme cause à sa cible un saignement égal à _%1$d-%2$d_ -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Cette arme cause à sa cible un saignement égal à _%1$d-%2$d._ +items.weapon.missiles.tomahawk.typical_stats_desc=Cette arme cause à sa cible un saignement généralement égal à _%1$d-%2$d._ items.weapon.missiles.tomahawk.desc=Ces haches de jets ont une lame en dents de scie qui déchire les chairs en s’accrochant aux ennemis. items.weapon.missiles.trident.name=trident @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Un des héros commence avec cet objet. items.brokenseal$warriorshield.name=Bouclier de Guerrier items.brokenseal$warriorshield.desc_active=Le sceau brisé du Guerrier l'aide à persévérer, et lui accorde une protection qui s'ajoute à sa santé. Après apparition de la protection, un temps de rechargement doit s'écouler avant que cet effet puisse être réutilisé.\n\nCette protection ne se dissipe pas avec le temps, mais elle disparaitra s'il s'écoule quelques tours sans que vous ne soyez proches d'ennemis. Lors de sa disparition, la protection restante servira à réduire le temps de rechargement, jusqu'à un maximum de 50%%.\n\nProtection restante : %1$d.\n\nTemps de rechargement actuel : %2$d. items.brokenseal$warriorshield.desc_cooldown=Le Guerrier a récemment gagné une protection de son sceau brisée, et doit attendre avant de pouvoir en bénéficier à nouveau.\n\nTours restants : %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Le temps de rechargement de la protection du Guerrier est négatif, ce qui signifie que lors de sa prochaine activation son temps de rechargement sera inférieur aux 150 tours habituels. Le temps de rechargement de la protection peut être réduit jusqu'à -150 tours, ce qui signifie qu'elle sera à nouveau disponible dès son activation.\n\nTemps de rechargement actuel : %d. items.dewdrop.name=perle de rosée items.dewdrop.already_full=Votre santé est déjà pleine. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=APPLIQUER items.liquidmetal.prompt=Sélectionnez une arme de jet items.liquidmetal.already_fixed=Cette arme de jet est déjà en parfait état ! items.liquidmetal.apply=Vous utilisez %d métal liquide pour réparer votre arme de jet. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Ce liquide magique colmatera les fissures et réparera l'usure d'une arme de jet, la remettant en parfait état ! Si un ensemble d'armes est entièrement réparé mais manque une arme, le métal magique peut même la remplacer !\n\nUne arme de rang 1 demande 10 doses de métal liquide, une arme de rang 5 en demande 30. Chaque amélioration augmente également la quantité de métal nécessaire de 35%.\n\nLe métal liquide ne peut pas être utilisé pour réparer l'enduit des fléchettes enduites. items.liquidmetal.discover_hint=Vous pouvez fabriquer cet objet via l'alchimie. items.lostbackpack.name=sac à dos perdu diff --git a/core/src/main/assets/messages/items/items_hu.properties b/core/src/main/assets/messages/items/items_hu.properties index 52785bda0..8ac768321 100644 --- a/core/src/main/assets/messages/items/items_hu.properties +++ b/core/src/main/assets/messages/items/items_hu.properties @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=vérkehely items.artifacts.chaliceofblood.ac_prick=MEGSZÚRÁS items.artifacts.chaliceofblood.yes=Igen, tudom, mit csinálok items.artifacts.chaliceofblood.no=Nem, meggondoltam magam -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Minden alkalommal, amikor a kelyhet használod, az több életenergiádat vonja el, de cserébe tovább javítja természetes életregeneráló képességedet.\n\nJelenleg a szúrás _%1$d-%2$d sebzést_ okoz, bár ez a sebzés _fizikai és mágikus blokkolással vagy sebzéscsökkentéssel csökkenthető. A sebzéscsökkentő hatások figyelembevétele nélkül a szúrás jelenleg _%3$s%% eséllyel_ teljesen elszívja az életerőd.\n\nBiztosan több életenergiát akarsz felajánlani a kehelynek? items.artifacts.chaliceofblood.onprick=Megszúrod magad, az életerőd a kehelybe vándorol. items.artifacts.chaliceofblood.ondeath=A kehely minden életerődet elszívja... items.artifacts.chaliceofblood.desc=A csillogó ezüstkehely szélét különleges, éles drágakövek díszítik. items.artifacts.chaliceofblood.desc_cursed=A megátkozott kehely a kezedhez ragad, és meggátolja a természetes gyógyulást. items.artifacts.chaliceofblood.desc_1=A kelyhet tartva különös kényszert érzel arra, hogy az éles drágakövekkel megszúrd magad. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=A véred egy része a kehelybe gyűlik, és enyhén érzed, ahogyan a kehely életenergiát táplál beléd, fokozva a természetes regenerálódási képességedet. Még mindig meg akarod vágni magad a kehellyel, annak ellenére, hogy tudod, hogy fájni fog. items.artifacts.chaliceofblood.desc_3=A kehely színültig megtelt az életesszenciáddal. Érzed, ahogy a kehely életerőt áraszt vissza beléd. items.artifacts.cloakofshadows.name=árnyékköpeny @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=A lábbelid színe az utoljára elf items.artifacts.sandalsofnature.desc_seeds=A lábbelit egy %d magjával etetted meg. items.artifacts.skeletonkey.name=csontvázkulcs -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=BEHELYEZÉS +items.artifacts.skeletonkey.cursed=Megátkozott csontvázkulcsot nem tudsz használni. items.artifacts.skeletonkey.prompt=Válassz célpontot -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Nem lehet semmit sem bezárni vagy kinyitni ott. +items.artifacts.skeletonkey.lock_no_space=Nem zárhatsz be egy karaktert egy ajtóba! +items.artifacts.skeletonkey.iron_charges=Egy hagyományos zár kinyitásához 1 töltés szükséges. +items.artifacts.skeletonkey.gold_charges=Egy aranyzár kinyitásához 2 töltés szükséges. +items.artifacts.skeletonkey.lock_charges=Egy ajtó bezárásához 2 töltés szükséges. +items.artifacts.skeletonkey.wall_charges=Egy ideiglenes fal létrehozásához 2 töltés szükséges. +items.artifacts.skeletonkey.crystal_charges=Egy kristályzár kinyitásához 5 töltés szükséges. +items.artifacts.skeletonkey.wont_open=A kulcs valamilyen okból nem illik ebbe a zárba. +items.artifacts.skeletonkey.locked_with_key=Az ajtót a csontvázkulccsoddal zártad be. +items.artifacts.skeletonkey.force_lock=A zár meggyengült a csontvázkulcsod nélkül. Sikerül egy kis erőszakkal kinyitnod. +items.artifacts.skeletonkey.discard=Eldobtad a felesleges kulcsokat. +items.artifacts.skeletonkey.levelup=A csontvázkulcsod erősebb lett! +items.artifacts.skeletonkey.desc=Egy fontosnak tűnő kulcs, amelynek a feje koponya alakú. A fogai minden alkalommal máshogy néznek ki, amikor ránézel. +items.artifacts.skeletonkey.desc_worn=Ez a mágikus kulcs úgy tűnik, hogy minél többet használod a kazamata szokásos kulcsai helyett, annál erősebb lesz. Szinte minden kazamatazárba behelyezhető, hogy kinyissa vagy bezárja azokat, beleértve azokat az ajtókat is, amelyek korábban soha nem voltak bezárva.\n\nA kulcs akár üres térben is használható, kardinális vagy átlós irányban, hogy „bezárja” az előtted lévő teret, és egy 3 mező széles, szilárd falat hozzon létre, amely 10 körig tart. A bezárás eltaszítja az ellenségeket, ha van elég hely. +items.artifacts.skeletonkey.desc_cursed=Az átkozott kulcs úgy tűnik, hogy aktívan kerüli, hogy bármelyik zárba is behelyezd, és még a többi kulcsod használatát is megnehezíti (de nem teszi lehetetlenné). +items.artifacts.skeletonkey$keywall.desc=Egy ideiglenes, mágikus fal lett téve ide a csontvázkulccsal. items.artifacts.talismanofforesight.name=betekintés talizmánja items.artifacts.talismanofforesight.ac_scry=FÜRKÉSZ @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=E kristályos kulcs csiszolt felületei csillognak a items.keys.ironkey.name=vaskulcs items.keys.ironkey.desc=Az ősrégi vaskulcs fogazata eléggé elhasználódott, a rajta csüngő bőrszíj is ütött-kopott. Milyen ajtót nyithat? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=kopott kulcs +items.keys.wornkey.desc=Ez a kulcs kopott és elszíneződött, de fontasnak tűnik. Valószínűleg valami fontos ajtót nyithat a közelben. @@ -940,9 +940,9 @@ items.quest.embers.name=elementálparázs items.quest.embers.desc=Ezt a különleges parazsat csak fiatal tűzelementálokból lehet begyűjteni. Hőenergiát sugároz magából. items.quest.embers.discover_hint=Ezt a tárgyat egy bizonyos küldetés során találhatod meg. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=szabaduló kristály items.quest.escapecrystal.ac_use=HASZNÁL -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Egy vékony, mágikus varázskristály, amelyben teleportációs varázslat rejlik. A kristályt bármikor használhatod, hogy elhagyd a törpék kincstárát, de semmit sem vihetsz magaddal! items.quest.escapecrystal.discover_hint=Ezt a tárgyat egy bizonyos küldetés során találhatod meg. items.quest.gooblob.name=ragacspaca @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Az alkimista üstben eltöltött idő után ez items.trinkets.chaoticcenser.typical_stats_desc=Ez a kabala jellemzően körülbelül _%d_ körönként ártalmas gázt bocsát ki egy ellenség közelében. A gáz csak ellenségek jelenlétében jön elő. Magasabb szinteken ezek a gázok nagyobb valószínűséggel lesznek egzotikusak és erősek. items.trinkets.chaoticcenser.stats_desc=Jelenlegi szintjén ez a kabala körülbelül _%d_ körönként ártalmas gázt bocsát ki egy ellenség közelében. A gáz csak ellenségek jelenlétében jön elő. Magasabb szinteken ezek a gázok nagyobb valószínűséggel lesznek egzotikusak és erősek. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=repedt távcső +items.trinkets.crackedspyglass.desc=Ez a kézre álló távcső remek és precíz kivitelezésű lenne, ha nem lenne repedés az elülső lencséjén. A távcső úgy tűnik, hogy segít neked, mert új tárgyakat mutat meg a barlangban, de a hibája miatt a feltárt tárgyakat elég nehéz látni! +items.trinkets.crackedspyglass.typical_stats_desc=Általában ez a kabala _%1$s%% eséllyel_ hoz létre egy extra rejtett tárgyat minden nem-főellenséges szinten. +items.trinkets.crackedspyglass.stats_desc=Jelenlegi szintjén ez a kabala _%1$s%% eséllyel_ hoz létre egy extra rejtett tárgyat minden nem-főellenséges szinten. +items.trinkets.crackedspyglass.stats_desc_upgraded=Jelenlegi szintjén ez a kabala _100%% eséllyel_ hoz létre egy extra rejtett tárgyat minden nem-főellenséges szinten, és _%1$s%% eséllyel_ hoz létre egy második extra rejtett tárgyat. items.trinkets.dimensionalsundial.name=dimenzionális napóra items.trinkets.dimensionalsundial.warning=A napórád nem vet árnyékot, nyugtalannak érzed magad. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=A párbajhős képes _súlyos csapást items.weapon.melee.battleaxe.desc=A csatabárd roppant acélfeje minden suhintásnak tekintélyes súlyt ad. items.weapon.melee.crossbow.name=íjpuska -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Általában ez a fegyver, ha fel van szerelve a dobott dárdákat _%1$d-%2$d sebzéssel_ erősíti, és még a bűvöletét is átadja nekik. +items.weapon.melee.crossbow.stats_desc=Ez a fegyver a felszerelésekor a dobott dárdákat _%1$d-%2$d sebzéssel_ erősíti, és még a bűvöletét is is átadja nekik. items.weapon.melee.crossbow.ability_name=feltöltött lövés items.weapon.melee.crossbow.typical_ability_desc=A párbajhős _feltöltheti_ az íjpuskáját, miáltal az íjpuskával végrehajtott következő közönséges támadása mindig betalál, és a következő három hatás közül kiváltja az egyiket: közelharci támadásoknál visszalöki az ellenségeket, a bevonat nélküli hegyű dárdák jellemzően _+%1$d sebzést_ okoznak, illetve a bevonatos dárdák 7x7 mezőnyi területen fejtik ki hatásukat, és jellemzően _%2$d használattal tovább_ bírják. items.weapon.melee.crossbow.ability_desc=A párbajhős _feltöltheti_ az íjpuskáját, miáltal az íjpuskával végrehajtott következő közönséges támadása mindig betalál, és a következő három hatás közül kiváltja az egyiket: közelharci támadásoknál visszalöki az ellenségeket, a bevonat nélküli hegyű dárdák _+%1$d sebzést_ okoznak, illetve a bevonatos dárdák 7x7 mezőnyi területen fejtik ki hatásukat, és _%2$d használattal tovább_ bírják. @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ezeket a köveket lecsiszolták, hogy n items.weapon.missiles.throwingstone.discover_hint=Az egyik hős ezzel a tárggyal indul. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Ez a fegyver _%1$d-%2$d vérzést_ okoz a célpontnak. +items.weapon.missiles.tomahawk.typical_stats_desc=Ez a fegyver általában _%1$d-%2$d vérzést_ okoz a célpontnak. items.weapon.missiles.tomahawk.desc=Ezek a dobófejszék fogazott éllel rendelkeznek, így az ellenségbe tapadnak. items.weapon.missiles.trident.name=háromágú szigony @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Az egyik hős ezzel a tárggyal indul. items.brokenseal$warriorshield.name=Harcos védőburok items.brokenseal$warriorshield.desc_active=A harcos törött pecsétje jelenleg segít neki kitartani, az életereje mellett védőburkot is biztosít neki. A védőburok aktiválódása után van egy várakozási idő, mielőtt újra használható lenne.\n\nEz a védőburok nem gyengül idővel, de megszűnik, ha néhány körig nincsenek ellenségek a közelben. Amikor véget ér, a fel nem használt pajzs csökkenti a várakozási időt, maximum 50%%-ig.\n\nMegmaradt védőburok : %1$d.\n\nJelenlegi várakozási idő: %2$d. items.brokenseal$warriorshield.desc_cooldown=A harcos nemrégiben védőburkot kapott a törött pecsétjétől, ezért várnia kell, amíg újra élvezheti annak védő hatását.\n\nHátralévő körök: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=A harcos pajzsának várakozási ideje jelenleg negatív, ami azt jelenti, hogy amikor a pajzs aktiválódik, a várakozási idő a szokásos 150 fordulónál rövidebb lesz. A pajzs várakozási ideje akár -150 fordulóra is csökkenthető, ami azt jelenti, hogy aktiválása után azonnal ismét használhatóvá válik.\n\nJelenlegi várakozási idő: %d. items.dewdrop.name=harmatcsepp items.dewdrop.already_full=Teljesen egészséges vagy! diff --git a/core/src/main/assets/messages/items/items_ja.properties b/core/src/main/assets/messages/items/items_ja.properties index 8e276bade..74940e3b8 100644 --- a/core/src/main/assets/messages/items/items_ja.properties +++ b/core/src/main/assets/messages/items/items_ja.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=血の聖杯 items.artifacts.chaliceofblood.ac_prick=刺す items.artifacts.chaliceofblood.yes=このまま続ける items.artifacts.chaliceofblood.no=気が変わった -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=聖杯を使うたびに生命力が吸い上げられるが、代わりに自然回復力が強化される。\n\n現在、自身を刺すと _%1$dから%2$dのダメージ_ を受けることになるが、このダメージは_物理・魔法防御またはダメージ軽減効果_によって軽減可能だ。ダメージ軽減効果を考慮しない場合、自身を刺すと_%3$s%%_の確率で_生命力が完全に尽きてしまう。\n\n聖杯にさらなる生命力を捧げるか? items.artifacts.chaliceofblood.onprick=自身をちくりと指し、生命力が聖杯に吸収された。 items.artifacts.chaliceofblood.ondeath=聖杯によって生命力が干からびてしまった… items.artifacts.chaliceofblood.desc=輝く銀色の聖杯の縁は尖った宝石で奇妙に飾られている。 @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=腕章は十分に充填されて items.artifacts.masterthievesarmband.cursed=呪われた腕章は使用できない。 items.artifacts.masterthievesarmband.full=腕章が十分に充填された! items.artifacts.masterthievesarmband.prompt=対象とする敵を選択 -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=隣接する敵を対象にしてください。 items.artifacts.masterthievesarmband.steal_shopkeeper=小売店主から直接盗むことはできません。 items.artifacts.masterthievesarmband.no_steal=その敵には盗めるものがありません。 items.artifacts.masterthievesarmband.stole_item=%sを盗んだ。 @@ -426,10 +426,10 @@ items.artifacts.sandalsofnature.desc_seeds=履物に%d粒の種を与えた。 items.artifacts.skeletonkey.name=骸骨の万能鍵 items.artifacts.skeletonkey.ac_insert=差し込む -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.cursed=呪われた骸骨の万能鍵は使用する事ができない。 items.artifacts.skeletonkey.prompt=対象を選択 -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.invalid_target=そこに施錠・開錠するものは何もない。 +items.artifacts.skeletonkey.lock_no_space=キャラクターを扉の中に閉じ込めることはできない! items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. diff --git a/core/src/main/assets/messages/items/items_ko.properties b/core/src/main/assets/messages/items/items_ko.properties index 89bd1b2a5..c40d79a32 100644 --- a/core/src/main/assets/messages/items/items_ko.properties +++ b/core/src/main/assets/messages/items/items_ko.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=반 엔트로피의 %s items.armor.curses.antientropy.desc=반 엔트로피의 저주는 우주의 법칙을 거스르며, 공격자와 그 주변으로부터 에너지를 빼앗아 착용자에게 전해줍니다. 공격자와 그 주변을 잠시 얼리고 착용자를 불태워 버립니다! items.armor.curses.bulk.name=거추장스러운 %s -items.armor.curses.bulk.desc=거추장스러운 갑옷은 더 크고 위협적이지만, 실제로 방어력이 강화된 것은 아닙니다. 오히려 커진 부피가 출입구에 들어서는 것을 매우 어렵게 만드는 문제점이 있습니다. +items.armor.curses.bulk.desc=거추장스러운 갑옷은 더 크고 위협적이지만, 실제로 방어력이 강화되거나 하진 않습니다. 오히려 갑옷의 더 커진 부피가 출입구에 들어서기 더욱 어렵게 만드는 문제가 있습니다. items.armor.curses.corrosion.name=부식의 %s items.armor.curses.corrosion.desc=부식의 갑옷은 부식성 액체로 파열되어 해당 지역을 끈적이는 산성 점액으로 뒤덮을 수 있습니다. @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=피의 성배 items.artifacts.chaliceofblood.ac_prick=찌르기 items.artifacts.chaliceofblood.yes=네. 그렇게 하겠습니다. items.artifacts.chaliceofblood.no=아니오. 생각을 바꾸었습니다. -items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 댓가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입을 것입니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? +items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 대가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입을 것입니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? items.artifacts.chaliceofblood.onprick=당신은 스스로를 찔렀고, 생명의 정수가 성배에 빨려 들어갔다. items.artifacts.chaliceofblood.ondeath=성배는 당신의 생명의 정수를 모조리 빨아들였다... items.artifacts.chaliceofblood.desc=이 빛나는 은색 성배의 테두리에는 뾰족한 보석들로 둘러져 있습니다. @@ -441,7 +441,7 @@ items.artifacts.skeletonkey.force_lock=해골 열쇠가 없으니 자물쇠가 items.artifacts.skeletonkey.discard=필요 없는 열쇠를 버렸다. items.artifacts.skeletonkey.levelup=당신의 해골 열쇠가 더욱 강해졌다! items.artifacts.skeletonkey.desc=머리 부분이 해골처럼 생겨, 중요해 보이는 열쇠입니다. 당신이 열쇠 부분을 응시할 때마다 매번 모양이 바뀌는 것처럼 보입니다. -items.artifacts.skeletonkey.desc_worn=이 마법의 열쇠는 던전의 일반적인 열쇠 대신 사용할 때마다 힘을 얻습니다. 던전에 있는 거의 모든 자물쇠에 삽입이 가능하며, 잠긴 문을 열거나 잠겨 있지 않은 문을 잠글 수 있습니다.\n\n열쇠는 심지어 빈 공간에 사용하여 당신 앞에 있는 직선 및 대각선 방향의 공기를 '잠글' 수 있으며, 3타일 길이의 단단한 벽을 10턴 동안 생성할 것입니다. 잠그기는 가능한 경우 적들을 밀쳐낼 것입니다. +items.artifacts.skeletonkey.desc_worn=이 마법의 열쇠는 던전의 일반적인 열쇠 대신 사용할 수 있으며, 사용할 때마다 힘을 얻습니다. 던전에 있는 거의 모든 자물쇠에 삽입이 가능하며, 잠긴 문을 열거나 잠겨 있지 않은 문을 잠글 수 있습니다.\n\n열쇠는 심지어 빈 공간에 사용하여 당신 앞에 있는 직선 및 대각선 방향의 공기를 '잠글' 수 있으며, 3타일 길이의 단단한 벽을 10턴 동안 생성할 것입니다. 잠그기는 가능한 경우 적들을 밀쳐낼 것입니다. items.artifacts.skeletonkey.desc_cursed=저주받은 열쇠는 적극적으로 자물쇠에 들어가는 것을 회피하고 있으며, 심지어는 다른 열쇠를 사용하는 것도 어렵게(불가능하진 않습니다) 만들고 있습니다. items.artifacts.skeletonkey$keywall.desc=해골 열쇠로 잠깐 동안 생성한 마법의 벽이다. diff --git a/core/src/main/assets/messages/items/items_pt.properties b/core/src/main/assets/messages/items/items_pt.properties index c7e9e06ac..c8a7136e1 100644 --- a/core/src/main/assets/messages/items/items_pt.properties +++ b/core/src/main/assets/messages/items/items_pt.properties @@ -386,7 +386,7 @@ items.artifacts.lloydsbeacon.return=O Transmissor de Lloyd está marcado na sua items.artifacts.lloydsbeacon.desc=O Transmissor de Lloyd é um complexo dispositivo mágico que dá ao usuário o controle da magia de transmitir sua matéria. O transmissor pode ser usado para retornar a um local marcado, mas também pode atirar rajadas mágicas de teletransporte aleatórias se for devidamente equipado e carregado. Essa magia pode ser direcionada para um alvo ou para o próprio usuário. items.artifacts.lloydsbeacon.desc_set=Este transmissor foi marcado em algum lugar no %d andar da masmorra. -items.artifacts.masterthievesarmband.name=braçadeira do mestres dos ladrões +items.artifacts.masterthievesarmband.name=braçadeira do mestre dos ladrões items.artifacts.masterthievesarmband.ac_steal=ROUBAR items.artifacts.masterthievesarmband.no_charge=Sua braçadeira não tem carga o suficiente. items.artifacts.masterthievesarmband.cursed=Você não pode usar uma braçadeira amaldiçoada. @@ -437,13 +437,13 @@ items.artifacts.skeletonkey.wall_charges=Criar uma parede temporária requer 2 c items.artifacts.skeletonkey.crystal_charges=Abrir uma fechadura de cristal requer 5 cargas. items.artifacts.skeletonkey.wont_open=A chave se recusa a entrar nesta fechadura por algum motivo. items.artifacts.skeletonkey.locked_with_key=Esta porta foi trancada pela sua chave de crânio. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.force_lock=A fechadura ficou mais frágil sem a sua chave de crânio. Você consegue forçá-la para abrir. +items.artifacts.skeletonkey.discard=Você descarta as chaves em excesso. +items.artifacts.skeletonkey.levelup=Sua chave de crânio cresce em força! +items.artifacts.skeletonkey.desc=Uma chave de aparência importante, com a cabeça em formato de crânio. Seus dentes parecem diferentes a cada vez que olha para ela. +items.artifacts.skeletonkey.desc_worn=Esta chave mágica parece ganhar poder conforme você a usa em vez de usar as chaves comuns da masmorra. Ela pode ser inserida em quase todas as fechaduras da masmorra para abri-las ou fechá-las, incluindo portas que nunca foram trancadas antes.\n\nA chave pode até ser usada em um espaço vazio em uma direção cardinal ou diagonal para "trancar" o ar à sua frente, criando uma parede sólida de 3 quadrados de largura que dura 10 turnos. Travar o ar repelirá os inimigos se houver espaço para isso. +items.artifacts.skeletonkey.desc_cursed=A chave amaldiçoada parece estar deliberadamente evitando entrar em qualquer fechadura, e até mesmo dificultando (mas não impossibilitando) o uso de suas outras chaves. +items.artifacts.skeletonkey$keywall.desc=Uma parede mágica temporária foi colocada aqui pela chave de crânio. items.artifacts.talismanofforesight.name=talismã da vidência items.artifacts.talismanofforesight.ac_scry=REVELAR @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=As superfícies cortadas desta chave cristalina brilh items.keys.ironkey.name=chave de ferro items.keys.ironkey.desc=Os entalhes nesta chave de ferro antiga estão bem desgastados; seu cordão de couro está desgastado pela idade. Que porta poderia abrir? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=chave desgastada +items.keys.wornkey.desc=Esta chave está gasta e desbotada, mas parece importante. Provavelmente consegue abrir alguma porta importante por perto. @@ -940,9 +940,9 @@ items.quest.embers.name=brasas elementais items.quest.embers.desc=Brasas especiais que só podem ser obtidas de um elemental de fogo jovem. Elas irradiam energia térmica. items.quest.embers.discover_hint=Você pode encontrar este item durante uma missão especifica. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=cristal de escape items.quest.escapecrystal.ac_use=USAR -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Um fino cristal mágico que parece conter magia de teletransporte. Você pode usar o cristal a qualquer momento para sair do cofre dos anões, mas não poderá levar nada consigo! items.quest.escapecrystal.discover_hint=Você pode encontrar este item durante uma missão específica. items.quest.gooblob.name=bolha de gosma @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Depois de algum tempo no pote de alquimia, est items.trinkets.chaoticcenser.typical_stats_desc=Normalmente, este acessório gerará um gás nocivo próximo a um inimigo a cada _%d_ turnos. O gás apenas aparece quando inimigos estão presentes. Em níveis mais altos, os gases têm mais probabilidade de serem exóticos e poderosos. items.trinkets.chaoticcenser.stats_desc=No nível atual, este acessório gerará um gás nocivo próximo a um inimigo a cada _%d_ turnos. O gás apenas aparece quando inimigos estão presentes. Em níveis mais altos, os gases têm mais probabilidade de serem exóticos e poderosos. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=luneta trincada +items.trinkets.crackedspyglass.desc=Este telescópio de mão seria a demonstração de um formidável e preciso trabalho artesanal, não fosse sua lente frontal trincada. A luneta parece estar ajudando você, revelando novos itens na masmorra, mas devido à sua falha, os itens revelados são bastante difíceis de enxergar! +items.trinkets.crackedspyglass.typical_stats_desc=Normalmente, este acessório tem uma _chance de %1$s%%_ de criar um item oculto extra em cada andar que não seja de chefe. +items.trinkets.crackedspyglass.stats_desc=No nível atual, este acessório tem uma _chance de %1$s%%_ de criar um item oculto extra em cada andar que não seja de chefe. +items.trinkets.crackedspyglass.stats_desc_upgraded=No nível atual, este acessório tem _100%%_ de chance de criar um item oculto extra em cada andar que não seja de chefe, e _%1$s%% de chance_ de criar um segundo item oculto extra. items.trinkets.dimensionalsundial.name=relógio de sol dimensional items.trinkets.dimensionalsundial.warning=Seu relógio de sol não está projetando sombra, você se sente apreensivo. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Normalmente, este acessório reduzir items.trinkets.eyeofnewt.stats_desc=No nível atual, este acessório reduzirá seu alcance de visão em _%1$s%%_, mas também lhe concederá visão mental de inimigos dentro de _%2$d_ quadrados. items.trinkets.ferrettuft.name=tufo de furão -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Um tufo de pelo branco e sedoso de furão, preso por uma fita verde-limão amarrada em um laço. Os furões são conhecidos por sua agilidade, travessura e falta de integridade. Parte desse poder parece irradiar do acessório, aumentando a capacidade de evasão de qualquer coisa por perto. items.trinkets.ferrettuft.typical_stats_desc=Normalmente, este acessório aumentará a evasão de todos os personagens em _%1$s%%_. items.trinkets.ferrettuft.stats_desc=No seu nível atual, este acessório aumentará a evasão de todos os personagens em _%1$s%%_. @@ -1702,7 +1702,7 @@ items.wands.wandofwarding.stats_desc=Em vez de causar danos diretos a um inimigo items.wands.wandofwarding.upgrade_stat_name_1=Dano da guarda items.wands.wandofwarding.upgrade_stat_name_2=Energia da guarda items.wands.wandofwarding.bmage_desc=Quando _o Mago de Batalha_ atinge um inimigo com um cajado da proteção, todas as guardas e sentinelas ativas têm uma chance de serem curadas. -items.wands.wandofwarding.eleblast_desc=Uma explosão elementar com o cajado de proteção cura todas os guardas e sentinelas na área da explosão. +items.wands.wandofwarding.eleblast_desc=Uma explosão elementar com o cajado de proteção cura todas as guardas e sentinelas na área da explosão. items.wands.wandofwarding$ward.desc_generic_ward=Esta guarda irá automaticamente disparar em qualquer inimigo que entre em seu alcance de visão.\n\nDisparar nesta guarda com sua varinha da proteção irá aprimorá-la.\n\nAs guardas têm um número limitado de disparos antes de se dissiparem. items.wands.wandofwarding$ward.desc_generic_sentry=Esta sentinela tem o mesmo poder de fogo de uma guarda, mas tem vida em vez de um determinado número de cargas. Assemelha-se à gema na ponta da sua varinha de proteção.\n\nAtirar nesta sentinela com sua varinha da proteção irá aprimorá-la e curá-la.\n\nEsta sentinela gastará um pouco de vida cada vez que atingir um inimigo, mas pode ser curada usando sua varinha de proteção nela. items.wands.wandofwarding$ward.name_1=guarda menor @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=A Duelista pode realizar um _golpe pes items.weapon.melee.battleaxe.desc=A cabeça de aço enorme deste machado de combate confere imenso peso a cada golpe amplo. items.weapon.melee.crossbow.name=besta -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Normalmente, esta arma aumenta a potência dos dardos arremessados para causar _%1$d-%2$d de dano_ quando equipada, e até mesmo concede seu encantamento a eles. +items.weapon.melee.crossbow.stats_desc=Esta arma aumenta a potência dos dardos arremessados para causar _%1$d-%2$d de dano_ quando equipada, e ainda concede seu encantamento a eles. items.weapon.melee.crossbow.ability_name=tiro carregado items.weapon.melee.crossbow.typical_ability_desc=A Duelista pode _carregar_ sua besta, fazendo com que seu próximo ataque regular sempre acerte e aplique um dos três efeitos: ataques corpo a corpo lançarão os inimigos para trás, dardos não embebidos normalmente causarão _+%1$d de dano_ e dardos embebidos aplicarão seus efeitos em um formato 7x7 de área e normalmente duram por _mais %2$d usos_. items.weapon.melee.crossbow.ability_desc=A Duelista pode _carregar_ sua besta, fazendo com que seu próximo ataque regular sempre acerte e aplique um dos três efeitos: ataques corpo a corpo lançarão inimigos para trás, dardos não embebidos causarão _+%1$d de dano_ e dardos embebidos aplicarão seu efeito em uma área de 7x7 e durarão por _mais %2$d usos _. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Esta arma espalha a força do seu imp items.weapon.missiles.forcecube.desc=Estes cubos mágicos de formato estranho são pequenos o suficiente para segurar na mão, mas são incrivelmente pesados. items.weapon.missiles.heavyboomerang.name=bumerangue pesado -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Esta arma retorna ao local de onde foi arremessada após cinco turnos. items.weapon.missiles.heavyboomerang.desc=Este bumerangue grande é difícil de manejar efetivamente, mas causará danos consideráveis. items.weapon.missiles.javelin.name=javelin @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Estas pedras são lixadas para que poss items.weapon.missiles.throwingstone.discover_hint=Um dos heróis inicia com este item. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Esta arma causa _%1$d-%2$d de sangramento_ ao seu alvo. +items.weapon.missiles.tomahawk.typical_stats_desc=Esta arma normalmente causa _%1$d-%2$d de sangramento_ ao seu alvo. items.weapon.missiles.tomahawk.desc=Estes machados de arremesso têm lâminas serrilhadas que vão rasgando o inimigo quando se cravam nele. items.weapon.missiles.trident.name=tridente @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Um dos heróis inicia com este item. items.brokenseal$warriorshield.name=Blindagem do Guerreiro items.brokenseal$warriorshield.desc_active=O selo quebrado do Guerreiro está atualmente ajudando-o a perseverar, concedendo-lhe escudo além de sua vida. Antes de poder ser usado novamente, há um tempo de recarga após a blindagem ter sido inicialmente ativada.\n\nEsta blindagem não se deteriora com o tempo, mas terminará se não houver inimigos por perto por alguns turnos. Quando acabar, qualquer unidade de blindagem não utilizada reduzirá o tempo de recarga, até um máximo de 50%%.\n\nBlindagem restante: %1$d.\n\nTempo de recarga atual: %2$d. items.brokenseal$warriorshield.desc_cooldown=O Guerreiro ganhou recentemente blindagem de seu selo quebrado e deve esperar até que possa se beneficiar de seu efeito de proteção novamente.\n\nTurnos restantes: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=O tempo de recarga de blindagem do Guerreiro está atualmente negativo, significando que, quando seu escudo é ativado, o tempo de recarga será menor que os 150 turnos usuais. O tempo de recarga de blindagem pode ser reduzido para até -150 turnos, o que significa que estará disponível imediatamente após ser ativada.\n\nTempo de recarga atual: %d. items.dewdrop.name=gota de orvalho items.dewdrop.already_full=Você já está com a vida cheia. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=APLICAR items.liquidmetal.prompt=Selecione uma arma de arremesso items.liquidmetal.already_fixed=Esta arma de arremesso já está em perfeitas condições! items.liquidmetal.apply=Você utiliza %d metal líquido para reparar sua arma de arremesso. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Este líquido mágico pode preencher rachaduras e trincados em uma arma de arremesso, restaurando-a à condição perfeita! Se um conjunto de armas estiver com armas a menos, mas totalmente reparado, o metal líquido pode até ser usado para substituir uma arma faltante do conjunto!\n\nUma arma de tier 1 requer 10 de metal líquido para ser totalmente reparada, uma arma de tier 5 requer 30. Cada aprimoramento também aumenta a quantidade de metal necessária em 35%.\n\nO metal líquido não pode ser usado para reparar as pontas de dardos embebidos. items.liquidmetal.discover_hint=Você pode fabricar este item através de alquimia. items.lostbackpack.name=mochila perdida diff --git a/core/src/main/assets/messages/items/items_tr.properties b/core/src/main/assets/messages/items/items_tr.properties index 348dc9a32..69cccefe9 100644 --- a/core/src/main/assets/messages/items/items_tr.properties +++ b/core/src/main/assets/messages/items/items_tr.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=Anti entropi %s items.armor.curses.antientropy.desc=Anti-entropi laneti, evrenin güçlerine karşı çalışır, enerjiyi kullanıcıya çeker ve çevresinden uzaklaştırır. Bu, kullanıcıyı kısaca ateşe verir, ancak etrafındaki her şeyi dondurur! items.armor.curses.bulk.name=Yığın %s -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Büyük zırhlar daha büyük ve daha heybetli görünür, ancak aslında savunma gücünü artırmaz. Daha da kötüsü, ek boyut kapı aralıklarından geçmeyi çok zorlaştırır. items.armor.curses.corrosion.name=Korozif %s items.armor.curses.corrosion.desc=Korozif zırhlar etrafa aşındırıcı bir sıvı saçarak bölgedeki her şeyi yapışkan, asidik bir çamurla kaplayabilir. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kan kadehi items.artifacts.chaliceofblood.ac_prick=BATIR items.artifacts.chaliceofblood.yes=Evet, ne yaptığımı biliyorum items.artifacts.chaliceofblood.no=Hayır, fikrimi değiştirdim -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Kadehi her kullandığınızda, yaşam enerjiniz daha fazla azalacak, ancak bunun karşılığında doğal sağlık yenilenme yeteneğiniz daha da artacaktır.\n\nŞu anda kendinizi iğnelediğinizde _%1$d-%2$d hasar_ alırsınız, ancak bu hasar _fiziksel ve büyülü engelleme veya hasar azaltma ile azaltılabilir._ Hasar azaltma etkilerini dikkate almadan, kendinizi iğnelediğinizde şu anda yaşam gücünüzün tamamen tükenme -%%%3$s olasılığı_ vardır.\n\nKadehe daha fazla yaşam enerjisi sunmak istediğinizden emin misiniz? items.artifacts.chaliceofblood.onprick=Elini kestin ve yaşam özün kadehin içine doğru emildi. items.artifacts.chaliceofblood.ondeath=Kadeh tüm yaşam enerjini emdi... items.artifacts.chaliceofblood.desc=Bu parlak gümüş kadeh ilginç bir şekilde kenarında keskin mücevherlerle donatılmış. items.artifacts.chaliceofblood.desc_cursed=Lanetli kadeh kendini sıkıca eline tutturdu ve sağlığını yenileme yeteneğini baskılıyor. items.artifacts.chaliceofblood.desc_1=Kadehi elinde tutarken içinde garip bir şekilde kendini o keskin mücevherlerle kesme isteği duyuyorsun. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Kanınızın bir kısmı kadehe akıyor, kadehin size yaşam enerjisi verdiğini ve doğal sağlık yenilenmenizi artırdığını hafifçe hissedebiliyorsunuz. Acı vereceğini bilseniz de yine de kadehle kendinizi kesmek istiyorsunuz. items.artifacts.chaliceofblood.desc_3=Kadeh yaşam özünle ağzına kadar doldu. Kadehin sana yaşam enerjisini geri verdiğini hissediyorsun. items.artifacts.cloakofshadows.name=gölgelerin pelerini @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Kolluğunun yeterince şarjı yok items.artifacts.masterthievesarmband.cursed=Lanetli bir kolluğu kullanamazsın. items.artifacts.masterthievesarmband.full=Kolluğun tamamen şarj oldu! items.artifacts.masterthievesarmband.prompt=Hedeflemek için bir düşman seç -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Yanında bulunan bir düşmanı hedef almalısın. items.artifacts.masterthievesarmband.steal_shopkeeper=Doğrudan satıcıdan çalamazsın. items.artifacts.masterthievesarmband.no_steal=O düşmanın çalacağı bir şey yok. items.artifacts.masterthievesarmband.stole_item=Bir eşyayı çaldın: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Ayakkabılar, onları beslediğiniz items.artifacts.sandalsofnature.desc_seeds=Ayakkabılara %d tohumu yedirdin. items.artifacts.skeletonkey.name=iskelet anahtar -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=EKLE +items.artifacts.skeletonkey.cursed=Lanetli bir iskelet anahtarı kullanamazsın. items.artifacts.skeletonkey.prompt=Hedef seçin -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Orada kilitlenecek veya açılacak bir şey yok. +items.artifacts.skeletonkey.lock_no_space=Bir karakteri kapının arkasında kilitleyemezsin! +items.artifacts.skeletonkey.iron_charges=Normal bir kilidi açmak için 1 şarj gerekir. +items.artifacts.skeletonkey.gold_charges=Altın kilidi açmak için 2 şarj gerekir. +items.artifacts.skeletonkey.lock_charges=Bir kapıyı kilitlemek için 2 şarj gerekir. +items.artifacts.skeletonkey.wall_charges=Geçici bir duvar oluşturmak için 2 şarj gerekir. +items.artifacts.skeletonkey.crystal_charges=Kristal kilidi açmak için 5 şarj gerekir. +items.artifacts.skeletonkey.wont_open=Anahtar nedense bu kilide girmiyor. +items.artifacts.skeletonkey.locked_with_key=O kapı senin iskelet anahtarınla kilitlenmişti. +items.artifacts.skeletonkey.force_lock=İskelet anahtarınız olmadan kilit zayıflamıştır. Zorlayarak açmayı başarabilirsiniz. +items.artifacts.skeletonkey.discard=Fazla anahtarlarınızı atabilirsiniz. +items.artifacts.skeletonkey.levelup=İskelet anahtarınız güçleniyor! +items.artifacts.skeletonkey.desc=Kafatası şeklinde bir başı olan önemli görünümlü bir anahtar. Dişleri her baktığınızda farklı görünüyor. +items.artifacts.skeletonkey.desc_worn=Bu sihirli anahtar, zindanın normal anahtarları yerine kullandıkça güç kazanıyor gibi görünüyor. Zindandaki neredeyse tüm kilitlere takılarak, daha önce hiç kilitlenmemiş kapılar da dahil olmak üzere, kilitleri açabilir veya kapatabilir.\n\nAnahtar, önünüzdeki havayı “kilitlemek” için boş bir alanda dikey veya çapraz yönde bile kullanılabilir ve 10 tur boyunca 3 karo genişliğinde sağlam bir duvar oluşturur. Kilitleme, yeterli alan varsa düşmanları uzaklaştırır. +items.artifacts.skeletonkey.desc_cursed=Lanetli anahtar, herhangi bir kilide uymaktan aktif olarak kaçınıyor gibi görünüyor ve diğer anahtarlarınızı kullanmanızı zorlaştırıyor (ancak imkansız hale getirmiyor). +items.artifacts.skeletonkey$keywall.desc=Buraya iskelet anahtarı tarafından geçici bir sihirli duvar yerleştirilmiştir. items.artifacts.talismanofforesight.name=öngörü tılsımı items.artifacts.talismanofforesight.ac_scry=ÖNGÖRÜ @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Bu kristal anahtarın kesik yüzeyleri karanlıkta pa items.keys.ironkey.name=demir anahtar items.keys.ironkey.desc=Bu anahtarın üzerindeki çentikler aşınmış; üzerindeki deri kordon yıllar geçtikçe çürümüş. Acaba bu anahtar ile hangi kapı açılabilir? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=aşınmış anahtar +items.keys.wornkey.desc=Bu anahtar aşınmış ve rengi solmuş, ama ciddi görünüyor. Muhtemelen yakındaki önemli bir kapıyı açabilir. @@ -940,9 +940,9 @@ items.quest.embers.name=elementer köz items.quest.embers.desc=Sadece genç ateş elementallerinden elde edilebilen özel közler. Termal enerji yayıyorlar. items.quest.embers.discover_hint=Bu eşyayı belirli bir görev esnasında bulabilirsin. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=kaçış kristali items.quest.escapecrystal.ac_use=KULLAN -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Işınlanma büyüsü içeren ince bir sihirli büyü kristali. Kristali istediğiniz zaman cüce mahzeninden çıkmak için kullanabilirsiniz, ancak yanınızda hiçbir şey götüremezsiniz! items.quest.escapecrystal.discover_hint=Bu eşyayı belirli bir görev esnasında bulabilirsin. items.quest.gooblob.name=yapışkan çamur damlası @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Simya kazanında biraz zaman geçirdikten sonr items.trinkets.chaoticcenser.typical_stats_desc=Genellikle bu tılsım, her _%d_ turda bir düşmanın yakınında zararlı bir gaz oluşturur. Gazlar yalnızca düşmanlar bulunduğunda görünür. Yüksek seviyelerde bu gazlar daha egzotik ve güçlü olma olasılığına sahiptir. items.trinkets.chaoticcenser.stats_desc=Mevcut seviyesinde, bu tılsım yaklaşık her _%d_ turda bir düşmanın yakınında zararlı bir gaz ortaya çıkarır. Gazlar yalnızca düşmanlar mevcut olduğunda ortaya çıkar. Yüksek seviyelerde bu gazlar daha egzotik ve güçlü olma olasılığına sahiptir. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=çatlak dürbün +items.trinkets.crackedspyglass.desc=Bu el dürbünü, ön merceğindeki çatlak olmasaydı, mükemmel ve hassas işçiliğin bir örneği olurdu. Dürbün, zindandaki yeni öğeleri ortaya çıkararak size yardımcı oluyor gibi görünüyor, ancak kusuru nedeniyle ortaya çıkan öğeleri görmek oldukça zor! +items.trinkets.crackedspyglass.typical_stats_desc=Genellikle bu tılsım, patron olmayan her katta _%%%1$s şansla_ ekstra bir gizli öğe yaratır. +items.trinkets.crackedspyglass.stats_desc=Mevcut seviyesinde, bu tılsım her patron olmayan katta _%%%1$s şansla_ ekstra bir gizli öğe yaratır. +items.trinkets.crackedspyglass.stats_desc_upgraded=Mevcut seviyesinde, bu tılsım her patron olmayan katta _%%100 şansla_ ekstra bir gizli öğe ve _%%%1$s şansla_ ikinci bir ekstra gizli öğe yaratır. items.trinkets.dimensionalsundial.name=boyutlu güneş saati items.trinkets.dimensionalsundial.warning=Güneş saatin bir gölge düşürmüyor, tedirgin hissediyorsun. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Tipik olarak bu tılsım, görüş m items.trinkets.eyeofnewt.stats_desc=Bu seviyede iken bu tılsım senin görüş seviyeni _%1$s%%_ arttırır, ama ayrıca senin düşmanlar üzerindeki akıl okuma genişliğini _%2$d_ yapar. items.trinkets.ferrettuft.name=Gelincik püskülü -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Limon yeşili bir kurdeleyle bağlanmış, ipeksi beyaz gelincik kürkünden yapılmış bir tutam. Gelincikler çeviklikleri, yaramazlıkları ve dürüstlükten yoksun olmalarıyla bilinirler. Bu gücün bir kısmı, bu tılsımdan yayılıyor gibi görünüyor ve yakınındaki her şeyden kaçmayı kolaylaştırıyor. items.trinkets.ferrettuft.typical_stats_desc=Tipik olarak bu tılsım tüm karakterlerin kaçışını _%%%1$s_ artırır. items.trinkets.ferrettuft.stats_desc=Mevcut seviyesinde bu tılsım tüm karakterlerin kaçışını _%%%1$s_ artırır. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Düellocu savaş baltasıyla _ağır b items.weapon.melee.battleaxe.desc=Bu savaş baltasının devasa çelik başı her geniş savurmaya ağırlığını veriyor. items.weapon.melee.crossbow.name=arbalet -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Genellikle bu silah, donatıldığında fırlatılan dartların _%1$d-%2$d hasar_ vermesini sağlar ve hatta onlara büyüsünü de aktarır. +items.weapon.melee.crossbow.stats_desc=Bu silah, donatıldığında fırlatılan dartların verdiği _%1$d-%2$d hasar_ vermesini sağlar ve hatta onlara büyüsünü de aktarır. items.weapon.melee.crossbow.ability_name=ücretli atış items.weapon.melee.crossbow.typical_ability_desc=Düellocu arbaletini _kurar_ ve sonraki normal saldırısının her zaman isabet etmesini ve üç etkiden birinin gerçekleşmesini sağlar: Yakın saldırılar düşmanları iter, Uçsuz dartlar _+%1$d hasar_ verir ve uçlu dartlar etkilerini 7x7 büyüklüğünde bir alana gösterirler ve _%2$d kadar fazla kullanılabilirler_. items.weapon.melee.crossbow.ability_desc=Düellocu arbaletini _kurar_ ve sonraki normal saldırısının her zaman isabet etmesini ve üç etkiden birinin gerçekleşmesini sağlar: Yakın saldırılar düşmanları iter, Uçsuz dartlar _+%1$d hasar_ verir ve uçlu dartlar etkilerini 7x7 büyüklüğünde bir alana gösterirler ve _%2$d kadar fazla kullanılabilirler_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Bu silah darbesinin gücünü küçü items.weapon.missiles.forcecube.desc=Bu tuhaf şekilli büyülü küpler elinizde tutabileceğiniz kadar küçüktür, ancak inanılmaz derecede ağırdır. items.weapon.missiles.heavyboomerang.name=ağır bumerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Bu silah, beş tur sonra atıldığı yere geri döner. items.weapon.missiles.heavyboomerang.desc=Bu silah birkaç tur sonra fırlatıldığı yere geri döner. items.weapon.missiles.javelin.name=cirit @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Bu taşlar, normal bir taştan daha faz items.weapon.missiles.throwingstone.discover_hint=Kahramanlardan birisi bu eşyayla başlar. items.weapon.missiles.tomahawk.name=kızılderili baltası -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Bu silah, hedefine _%1$d-%2$d kanama_ uygular. +items.weapon.missiles.tomahawk.typical_stats_desc=Bu silah genellikle hedefine _%1$d-%2$d kanama_ uygular. items.weapon.missiles.tomahawk.desc=Bu fırlatma baltalarının, saplandıklarında yırtıcı bir etki yaratan tırtıklı kenarları vardır. items.weapon.missiles.trident.name=çatal mızrak @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Kahramanlardan birisi bu eşyayla başlar. items.brokenseal$warriorshield.name=Savaşçı Kalkanı items.brokenseal$warriorshield.desc_active=Savaşçının kırık mührü şu anda ona direnç kazandırıyor ve sağlığına ek olarak kalkan sağlıyor. Kalkan devreye girdikten sonra, yeniden kullanılmadan önce bir bekleme süresi başlar.\n\nBu kalkan zamanla azalmaz, ancak birkaç tur boyunca yakında düşman yoksa sona erer. Kalkan sona erdiğinde, kullanılmamış kalkan miktarı bekleme süresini azaltır, en fazla %%50 oranında.\n\nKalan kalkan: %1$d.\n\nMevcut bekleme süresi: %2$d. items.brokenseal$warriorshield.desc_cooldown=Savaşçı kısa süre önce kırılan mühründen kalkan kazanmıştır ve kalkan etkisinden tekrar yararlanana kadar beklemelidir.\n\nKalan hamle sayısı: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Savaşçının kalkanının bekleme süresi şu anda negatiftir, yani kalkanı etkinleştiğinde bekleme süresi normalde 150 turdan daha az olacaktır. Kalkanın bekleme süresi -150 tura kadar düşürülebilir, bu da kalkan etkinleştirildiğinde hemen tekrar kullanılabilir hale geleceği anlamına gelir.\n\nMevcut bekleme süresi: %d. items.dewdrop.name=çiy damlası items.dewdrop.already_full=Sağlığın zaten tamamen dolu. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=ÜZERİNDE KULLAN items.liquidmetal.prompt=Atılan bir silah seçin items.liquidmetal.already_fixed=O fırlatılan silah zaten mükemmel durumda! items.liquidmetal.apply=Fırlattığınız silahı onarmak için %d sıvı metal kullanıyorsunuz. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Bu sihirli sıvı, fırlatılan bir silahın çatlak ve kırıklarına dolarak onu mükemmel duruma geri getirebilir! Bir silah setinde bir silah eksikse ancak diğerleri tamamen onarılmışsa, sıvı metal setten eksik olan silahı değiştirmek için bile kullanılabilir!\n\n1. seviye bir silahın tamamen onarılması için 10 sıvı metal, 5. seviye bir silahın onarılması için ise 30 sıvı metal gerekir. Her yükseltme, gereken metal miktarını %35 artırır.\n\nSıvı metal, uçlu dartların uçlarını onarmak için kullanılamaz. items.liquidmetal.discover_hint=Bu eşyayı simya ile üretebilirsin. items.lostbackpack.name=kayıp sırt çantası diff --git a/core/src/main/assets/messages/items/items_vi.properties b/core/src/main/assets/messages/items/items_vi.properties index 8208aa824..85abf690c 100644 --- a/core/src/main/assets/messages/items/items_vi.properties +++ b/core/src/main/assets/messages/items/items_vi.properties @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=chén máu thánh items.artifacts.chaliceofblood.ac_prick=ĐÂM items.artifacts.chaliceofblood.yes=Có, tôi biết tôi đang làm gì items.artifacts.chaliceofblood.no=Không, tôi đổi ý rồi -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Mỗi lần bạn dùng chiếc chén thánh nó sẽ hút nhiều năng lượng sống của bạn hơn, nhưng đổi lại sẽ tăng cường sự hồi phục sinh lực tự nhiên của bạn. \n\nHiện tại, tự đâm bản thân sẽ gây _%1$d-%2$d sát thương_, tuy nhiên sát thương này có thể được giảm bởi _cả hiệu ứng chặn sát thương vật lí và phép thuật hoặc giảm sát thương._ Nếu không tính các hiệu ứng giảm sát thương, tự đâm bản thân hiện tại có _%3$s%%_ khả năng sẽ hút cạn sức sống của bạn.\n\nBạn có chắc bạn muốn hiến cho chiếc chén thánh thêm năng lượng sống? items.artifacts.chaliceofblood.onprick=Bạn đâm chính mình, và năng lượng sống của bạn bị hút vào chiếc chén thánh. items.artifacts.chaliceofblood.ondeath=Chiếc chén thánh hút cạn năng lượng sống của bạn ... items.artifacts.chaliceofblood.desc=Chiếc chén thánh bằng bạc sáng bóng này được trang trí một cách kì lạ với những viên đá quý sắc nhọn ở vành. items.artifacts.chaliceofblood.desc_cursed=Chiếc chén thánh bị nguyền đã ràng buộc chính nó vào bàn tay bạn, và đang ức chế khả năng hồi phục sinh lực của bạn. items.artifacts.chaliceofblood.desc_1=Khi bạn cầm chiếc chén thánh, bạn cảm thấy bị bắt buộc một cách kì lạ, rằng bạn phải đâm những viên đá quý sắc nhọn vào chính mình. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Một chút máu của bạn được thu vào trong chiếc chén thánh, bạn có thể nhẹ nhàng cảm nhận được chiếc chén thánh đang truyền năng lượng sống vào trong bạn, tăng cường sự hồi phục sinh lực tự nhiên của bạn. Bạn vẫn muốn cắt chính mình trên chiếc chén thánh, mặc dù bạn biết nó sẽ đau. items.artifacts.chaliceofblood.desc_3=Chiếc chén thánh được làm đầy đến miệng bằng năng lượng sống của bạn. Bạn có thể cảm thấy chiếc chén thánh đổ ngược năng lượng sống lại vào trong bạn. items.artifacts.cloakofshadows.name=áo choàng bóng tối @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Băng đeo tay của bạn không items.artifacts.masterthievesarmband.cursed=Bạn không thể sử dụng một cái băng đeo tay bị nguyền rủa. items.artifacts.masterthievesarmband.full=Băng đeo tay của bạn đã được sạc đầy! items.artifacts.masterthievesarmband.prompt=Chọn một kẻ thù để nhắm vào -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Bạn phải chọn một kẻ địch đang ở gần kề bạn. items.artifacts.masterthievesarmband.steal_shopkeeper=Bạn không thể cướp trực tiếp từ chủ cửa hàng items.artifacts.masterthievesarmband.no_steal=Kẻ địch đó không có gì để cướp. items.artifacts.masterthievesarmband.stole_item=Bạn đã trộm được: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Đôi giày tỏa ra màu sắc c items.artifacts.sandalsofnature.desc_seeds=Bạn đã cho đôi giầy ăn hạt giống %d. items.artifacts.skeletonkey.name=chìa khoá xương -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=ĐÚT +items.artifacts.skeletonkey.cursed=Bạn không thể sử dụng một chiếc chìa khoá xương bị nguyền rủa. items.artifacts.skeletonkey.prompt=Chọn một mục tiêu -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Không có gì để khoá hoặc mở khoá ở đó cả. +items.artifacts.skeletonkey.lock_no_space=Bạn không thể khoá một nhân vật bên trong một cánh cửa! +items.artifacts.skeletonkey.iron_charges=Mở một ổ khoá bình thường cần 1 năng lượng. +items.artifacts.skeletonkey.gold_charges=Mở một ổ khoá vàng cần 2 năng lượng. +items.artifacts.skeletonkey.lock_charges=Khoá một cánh cửa cần 2 năng lượng. +items.artifacts.skeletonkey.wall_charges=Tạo ra một bức tường tạm thời cần 2 năng lượng. +items.artifacts.skeletonkey.crystal_charges=Mở một ổ khoá pha lê cần 5 năng lượng. +items.artifacts.skeletonkey.wont_open=Chiếc chìa không chịu vừa vào ổ khoá này vì lí do nào đó. +items.artifacts.skeletonkey.locked_with_key=Cánh cửa đó đã bị khoá bởi chìa khoá xương của bạn. +items.artifacts.skeletonkey.force_lock=Ổ khoá đã yếu đi khi không có chiếc chìa khoá xương của bạn. Bạn cố mở nó và thành công. +items.artifacts.skeletonkey.discard=Bạn vứt chìa khoá thừa của mình đi. +items.artifacts.skeletonkey.levelup=Chiếc chìa khoá xương của bạn trở nên mạnh hơn! +items.artifacts.skeletonkey.desc=Một chiếc chìa khoá trông có vẻ quan trọng với phần đầu được tạo hình giống một chiếc đầu lâu. Các răng của nó có vẻ khác đi mỗi lần bạn nhìn vào chúng. +items.artifacts.skeletonkey.desc_worn=Chiếc chìa khoá phép thuật này có vẻ mạnh hơn khi bạn dùng nó thay cho các chìa khoá thông thường của hầm ngục. Nó có thể được đút vào gần như bất cứ ổ khoá nào của hầm ngục để mở hoặc khoá chúng, bao gồm các cánh cửa chưa từng bị khoá trước đó.\n\nChiếc chìa còn có thể được sử dụng vào không gian trống theo một hướng chính hoặc hướng chéo để "khoá" không khí đằng trước bạn, tạo ra một bức tường rắn rộng 3 ô kéo dài trong 10 lượt. Việc khoá sẽ đẩy kẻ địch đi nếu có khoảng trống để làm vậy. +items.artifacts.skeletonkey.desc_cursed=Chiếc chìa khoá bị nguyền có vẻ đang chủ động không vừa vào bất cứ ổ khoá nào, và thậm chí còn đang khiến bạn khó dùng các chìa khoá khác của bạn (nhưng không phải bất khả thi). +items.artifacts.skeletonkey$keywall.desc=Một bức tường phép thuật tạm thời đã được đặt ở đây bởi chiếc chìa khoá xương. items.artifacts.talismanofforesight.name=bùa tiên tri items.artifacts.talismanofforesight.ac_scry=SOI @@ -484,7 +484,7 @@ items.artifacts.unstablespellbook.ac_read=ĐỌC items.artifacts.unstablespellbook.ac_add=THÊM items.artifacts.unstablespellbook.blinded=Bạn không thể đọc từ sách khi bị mù. items.artifacts.unstablespellbook.no_charge=Sách phép của bạn hiện đã hết năng lượng. -items.artifacts.unstablespellbook.cursed=Bạn không thể đọc một cuốn sách phép bị nguyền. +items.artifacts.unstablespellbook.cursed=Bạn không thể đọc một cuốn sách phép bị nguyền rủa. items.artifacts.unstablespellbook.prompt=Chọn một cuộn giấy items.artifacts.unstablespellbook.infuse_scroll=Bạn truyền năng lượng của cuộn giấy vào trong cuốn sách. items.artifacts.unstablespellbook.unable_scroll=Bạn không thể thêm cuộn giấy này vào cuốn sách. @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Các bề mặt cắt của chiếc chìa khóa pha l items.keys.ironkey.name=chìa khoá sắt items.keys.ironkey.desc=Các vết khía trên chiếc chìa khóa sắt cổ này đã bị mòn nhiều; dây móc da của nó đã mòn theo thời gian. Liệu nó sẽ mở cánh cửa nào? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=chìa khoá mòn +items.keys.wornkey.desc=Chiếc chìa khoá này đã mòn và mất màu, nhưng trông có vẻ quan trọng. Chắc là nó có thể mở một cánh của quan trọng nào đó ở gần đây. @@ -940,9 +940,9 @@ items.quest.embers.name=than hồng nguyên tố items.quest.embers.desc=Những mẩu than hồng đặc biệt chỉ có thể được thu hoạch từ những nguyên tố lửa nhỏ. Chúng tỏa ra năng lượng nhiệt. items.quest.embers.discover_hint=Bạn có thể tìm thấy vật phẩm này trong một nhiệm vụ nhất định. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=pha lê tẩu thoát items.quest.escapecrystal.ac_use=DÙNG -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Một pha lê thần chú phép thuật mỏng, có vẻ chứa phép thuật dịch chuyển. Bạn có thể sử dụng pha lê này bất cứ lúc nào để rời khỏi kho người lùn, nhưng bạn sẽ không thể mang bất cứ thứ gì theo bạn ra ngoài! items.quest.escapecrystal.discover_hint=Bạn có thể tìm thấy vật phẩm này trong một nhiệm vụ nhất định. items.quest.gooblob.name=quả cầu goo @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Sau một thời gian ở trong nồi giả ki items.trinkets.chaoticcenser.typical_stats_desc=Thông thường phụ kiện này sẽ tạo ra một khí có hại ở gần một kẻ địch vào khoảng mỗi _%d_ lượt một lần. Khí sẽ chỉ xuất hiện khi có kẻ địch trong tầm nhìn. Ở các cấp độ cao hơn tỉ lệ các khí được phun ra là khí hiếm và mạnh sẽ cao hơn. items.trinkets.chaoticcenser.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ tạo ra một khí có hại ở gần một kẻ địch vào khoảng mỗi _%d_ lượt một lần. Khí sẽ chỉ xuất hiện khi có kẻ địch trong tầm nhìn. Ở các cấp độ cao hơn tỉ lệ các khí được phun ra là khí hiếm và mạnh sẽ cao hơn. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=kính viễn vọng nứt +items.trinkets.crackedspyglass.desc=Chiếc kính viễn vọng cầm tay này sẽ là một vật thể hiện tay nghề xuất sắc và chuẩn xác, nếu không có vết nứt trên ống kính trước của nó. Chiếc kính viễn vọng có vẻ đang giúp bạn bằng cách hé lộ các vật phẩm mới trong hầm ngục, nhưng do khiếm khuyết của nó, các vật phẩm được hé lộ khá khó để nhìn thấy! +items.trinkets.crackedspyglass.typical_stats_desc=Thông thường phụ kiện này có _%1$s%% khả năng_ tạo ra thêm một vật phẩm ẩn trên mỗi tầng không phải tầng trùm. +items.trinkets.crackedspyglass.stats_desc=Ở cấp độ hiện tại, phụ kiện này có _%1$s%% khả năng_ tạo ra thêm một vật phẩm ẩn trên mỗi tầng không phải tầng trùm. +items.trinkets.crackedspyglass.stats_desc_upgraded=Ở cấp độ hiện tại, phụ kiện này có _100%% khả năng_ tạo ra thêm một vật phẩm ẩn trên mỗi tầng không phải tầng trùm, và _%1$s%% khả năng_ tạo ra thêm một vật phẩm ẩn thứ hai. items.trinkets.dimensionalsundial.name=đồng hồ mặt trời đa chiều items.trinkets.dimensionalsundial.warning=Đồng hồ mặt trời của bạn không tạo bóng, bạn cảm thấy không thoải mái. @@ -1444,17 +1444,17 @@ items.trinkets.exoticcrystals.stats_desc=Ở cấp độ hiện tại, phụ ki items.trinkets.eyeofnewt.name=mắt sa giông items.trinkets.eyeofnewt.desc=Con mắt sa giông vàng đen này là một nguyên liệu phổ biến, giờ đây được cải tiến thành một phụ kiện. Con mắt có vẻ như đang làm giảm tầm nhìn của bạn đổi lại cho việc cho phép bạn nhìn mọi vật theo một cách khác. -items.trinkets.eyeofnewt.typical_stats_desc=Thông thường, phụ kiện này sẽ làm giảm tầm nhìn của bạn đi _%1$s%%_, nhưng cũng sẽ cho bạn tâm nhãn lên kẻ địch trong phạm vi _%2$d_ ô. +items.trinkets.eyeofnewt.typical_stats_desc=Thông thường phụ kiện này sẽ làm giảm tầm nhìn của bạn đi _%1$s%%_, nhưng cũng sẽ cho bạn tâm nhãn lên kẻ địch trong phạm vi _%2$d_ ô. items.trinkets.eyeofnewt.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ làm giảm tầm nhìn của bạn đi _%1$s%%_, nhưng cũng sẽ cho bạn tâm nhãn lên kẻ địch trong phạm vi _%2$d_ ô. items.trinkets.ferrettuft.name=búi lông chồn sương -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Một búi lông chồn sương trắng mượt, được buộc vào nhau bằng một dải ruy băng màu Chanh thắt thành một chiếc nơ. Chồn sương được biết đến bởi sự nhanh nhẹn, tinh nghịch và thiếu chính trực. Một phần sức mạnh đó dường như tỏa ra từ món phụ kiện, tăng cường khả năng né tránh của bất cứ thứ gì ở gần. items.trinkets.ferrettuft.typical_stats_desc=Thông thường phụ kiện này sẽ tăng khả năng né tránh của tất cả nhân vật thêm _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ tăng khả năng né tránh của tất cả nhân vật thêm _%1$s%%_. items.trinkets.mimictooth.name=răng mimic items.trinkets.mimictooth.desc=Chiếc răng lớn sắc nhọn này hẳn là đã bị rút ra từ một mimic rất không vui. Có vẻ như nó gây ảnh hưởng đến các mimic khác trong hầm ngục, khiến chúng xuất hiện thường xuyên và nguy hiểm hơn. -items.trinkets.mimictooth.typical_stats_desc=Thông thường, phụ kiện này sẽ khiến mọi loại mimic xuất hiện nhiều hơn _%1$sx_ và cũng khó phát hiện hơn nhiều, nhưng cũng sẽ làm tăng lượng vật phẩm rơi ra từ chúng. Mỗi tầng hầm ngục cũng sẽ có _%2$s%%_ cơ hội chứa thêm một mimic gỗ mun cực kì khó phát hiện. +items.trinkets.mimictooth.typical_stats_desc=Thông thường phụ kiện này sẽ khiến mọi loại mimic xuất hiện nhiều hơn _%1$sx_ và cũng khó phát hiện hơn nhiều, nhưng cũng sẽ làm tăng lượng vật phẩm rơi ra từ chúng. Mỗi tầng hầm ngục cũng sẽ có _%2$s%%_ cơ hội chứa thêm một mimic gỗ mun cực kì khó phát hiện. items.trinkets.mimictooth.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ khiến mọi loại mimic xuất hiện nhiều hơn _%1$sx_ và cũng khó phát hiện hơn nhiều, nhưng cũng sẽ làm tăng lượng vật phẩm rơi ra từ chúng. Mỗi tầng hầm ngục cũng sẽ có _%2$s%%_ cơ hội chứa thêm một mimic gỗ mun cực kì khó phát hiện. items.trinkets.mossyclump.name=cục rêu @@ -1464,17 +1464,17 @@ items.trinkets.mossyclump.stats_desc=Ở cấp độ hiện tại, phụ kiện items.trinkets.parchmentscrap.name=vụn giấy da items.trinkets.parchmentscrap.desc=Mảnh vụn giấy da nhỏ này trông giống như nó là từ một cuộn giấy. Nó đã giữ lại một ít phép thuật từ đó, và có vẻ đang gây ảnh hưởng tới các vũ khí và áo giáp được tìm thấy trong hầm ngục. -items.trinkets.parchmentscrap.typical_stats_desc=Thông thường, phụ kiện này sẽ khiến các phù phép và kí tự phổ biến hơn _%dx_, và các lời nguyền trên vũ khí và áo giáp phổ biến hơn _%sx_. Các lời nguyền trên đũa phép, nhẫn, hay cổ vật đều không bị ảnh hưởng.\n\nPhụ kiện này cần một lượng năng lượng khá lớn để nâng cấp. +items.trinkets.parchmentscrap.typical_stats_desc=Thông thường phụ kiện này sẽ khiến các phù phép và kí tự phổ biến hơn _%dx_, và các lời nguyền trên vũ khí và áo giáp phổ biến hơn _%sx_. Các lời nguyền trên đũa phép, nhẫn, hay cổ vật đều không bị ảnh hưởng.\n\nPhụ kiện này cần một lượng năng lượng khá lớn để nâng cấp. items.trinkets.parchmentscrap.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ khiến các phù phép và kí tự phổ biến hơn _%dx_, và các lời nguyền trên vũ khí và áo giáp phổ biến hơn _%sx_. Các lời nguyền trên đũa phép, nhẫn, hay cổ vật đều không bị ảnh hưởng.\n\nPhụ kiện này cần một lượng năng lượng khá lớn để nâng cấp. items.trinkets.petrifiedseed.name=hạt hóa thạch items.trinkets.petrifiedseed.desc=Hạt giống này đã trở thành hóa thạch, do những quá trình địa chất chậm hoặc do phép thuật. Hạt giống này có vẻ đang gây ảnh hưởng tới thực vật trong hầm ngục một cách thần kì, đôi khi thay thế hạt giống cây bằng đá rune. -items.trinkets.petrifiedseed.typical_stats_desc=Thông thường, phụ kiện này sẽ khiến cỏ bị giẫm lên có _%1$s%%_ cơ hội rơi ra đá rune thay vì hạt giống, và cũng sẽ khiến cỏ cao rơi ra vật phẩm thường xuyên hơn _%2$s%%_. +items.trinkets.petrifiedseed.typical_stats_desc=Thông thường phụ kiện này sẽ khiến cỏ bị giẫm lên có _%1$s%%_ cơ hội rơi ra đá rune thay vì hạt giống, và cũng sẽ khiến cỏ cao rơi ra vật phẩm thường xuyên hơn _%2$s%%_. items.trinkets.petrifiedseed.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ khiến cỏ bị giẫm lên có _%1$s%%_ cơ hội rơi ra đá rune thay vì hạt giống, và cũng sẽ khiến cỏ cao rơi ra vật phẩm thường xuyên hơn _%2$s%%_. items.trinkets.ratskull.name=sọ chuột items.trinkets.ratskull.desc=Phụ kiện rùng rợn này không lớn hơn nhiều so với sọ của một con chuột thông thường, thứ lại là hiếm có ở dưới hầm ngục này. Sự ảnh hưởng phép thuật của chiếc sọ có vẻ như thu hút những cư dân hiếm có của hầm ngục, khiến chúng xuất hiện thường xuyên hơn nhiều. -items.trinkets.ratskull.typical_stats_desc=Thông thường, phụ kiện này sẽ khiến các kẻ địch hiếm có tỉ lệ xuất hiện nhiều hơn _%d_ lần. Tuy nhiên, hộp sọ chỉ hiệu quả bằng một nửa trong việc thu hút mimic pha lê và tượng mặc giáp. +items.trinkets.ratskull.typical_stats_desc=Thông thường phụ kiện này sẽ khiến các kẻ địch hiếm có tỉ lệ xuất hiện nhiều hơn _%d_ lần. Tuy nhiên, hộp sọ chỉ hiệu quả bằng một nửa trong việc thu hút mimic pha lê và tượng mặc giáp. items.trinkets.ratskull.stats_desc=Ở cấp độ hiện tại, phụ kiện này sẽ khiến các kẻ địch hiếm có tỉ lệ xuất hiện nhiều hơn _%d_ lần. Tuy nhiên, hộp sọ chỉ hiệu quả bằng một nửa trong việc thu hút mimic pha lê và tượng mặc giáp. items.trinkets.saltcube.name=khối muối vuông @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Kiếm sĩ có thể thực hiện m items.weapon.melee.battleaxe.desc=Đầu thép khổng lồ của cây rìu chiến đấu này gây nên sức nặng đáng kể đằng sau mỗi cú đánh rộng. items.weapon.melee.crossbow.name=nỏ -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Thông thường vũ khí này cường hoá các phi tiêu ném, khiến chúng gây _%1$d-%2$d sát thương_ khi nó được trang bị, và thậm chí sẽ trao phù phép của nó cho chúng. +items.weapon.melee.crossbow.stats_desc=Vũ khí này cường hoá các phi tiêu ném, khiến chúng gây _%1$d-%2$d sát thương_ khi nó được trang bị, và thậm chí sẽ trao phù phép của nó cho chúng. items.weapon.melee.crossbow.ability_name=sạc sẵn items.weapon.melee.crossbow.typical_ability_desc=Kiếm sĩ có thể _nạp_ cây nỏ của cô ấy, khiến đòn tấn công thông thường tiếp theo của cô ấy bằng nó sẽ luôn luôn trúng và có một trong ba hiệu ứng: đòn tấn công cận chiến sẽ đẩy lùi kẻ địch, phi tiêu không tẩm sẽ thường gây _+%1$d sát thương_, và phi tiêu được tẩm sẽ gây hiệu ứng của chúng trong một vùng 7x7 và thường dùng được _thêm %2$d lần_. items.weapon.melee.crossbow.ability_desc=Kiếm sĩ có thể _nạp_ cây nỏ của cô ấy, khiến đòn tấn công thông thường tiếp theo của cô ấy bằng nó sẽ luôn luôn trúng và có một trong ba hiệu ứng: đòn tấn công cận chiến sẽ đẩy lùi kẻ địch, phi tiêu không tẩm sẽ gây _+%1$d sát thương_, và phi tiêu được tẩm sẽ gây hiệu ứng của chúng trong một vùng 7x7 và dùng được _thêm %2$d lần_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Vũ khí này phân tán lực của items.weapon.missiles.forcecube.desc=Những khối vuông phép thuật có hình thù kì lạ này đủ nhỏ để nằm trong bàn tay bạn, nhưng vô cùng nặng items.weapon.missiles.heavyboomerang.name=boomerang nặng -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Vũ khí này vòng về vị trí nó được ném đi sau năm lượt. items.weapon.missiles.heavyboomerang.desc=Chiếc boomerang lớn này khó để sử dụng hiệu quả, nhưng sẽ gây sát thương đáng kể. items.weapon.missiles.javelin.name=lao @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Những hòn đá này đã được m items.weapon.missiles.throwingstone.discover_hint=Một trong những người hùng bắt đầu với vật phẩm này. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Vũ khí này gây _%1$d-%2$d chảy máu_ cho mục tiêu của nó. +items.weapon.missiles.tomahawk.typical_stats_desc=Vũ khí này thường gây _%1$d-%2$d chảy máu_ cho mục tiêu của nó. items.weapon.missiles.tomahawk.desc=Những cây rìu ném này có một lưỡi răng cưa, tạo ra vết rạch khi chúng dính vào một kẻ địch. items.weapon.missiles.trident.name=đinh ba @@ -2334,14 +2334,14 @@ items.brokenseal.discover_hint=Một trong những người hùng bắt đầu v items.brokenseal$warriorshield.name=Khiên chắn của Chiến binh items.brokenseal$warriorshield.desc_active=Con dấu vỡ của Chiến binh hiện đang giúp anh ấy thêm bền chí. cho anh khiên chắn nằm trên sinh lực của anh. Có một khoảng thời gian chờ sau khi khiên chắn được kích hoạt trước khi nó có thể được sử dụng lần nữa.\n\nKhiên chắn này không giảm dần theo thời gian, nhưng sẽ chấm dứt nếu không có kẻ địch nào ở gần sau một vài lượt. Khi nó chấm dứt, mọi khiên chắn chưa được sử dụng sẽ giúp giảm thời gian chờ, tối đa là 50%%.\n\nKhiên chắn còn lại: %1$d.\n\nThời gian chờ hiện tại: %2$d. items.brokenseal$warriorshield.desc_cooldown=Chiến binh đã nhận khiên chắn từ con dấu vỡ của anh ấy gần đây, và phải chờ trước khi anh ấy có thể nhận được hiệu ứng khiên chắn của nó lần nữa.\n\nLượt còn lại: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Thời gian hồi lại khiên của Chiến binh hiện đang âm, nghĩa là khi khiên của anh ấy kích hoạt, thời gian hồi sẽ thấp hơn so với bình thường là 150 lượt. Thời gian hồi của khiên có thể được giảm tới thấp nhất là -150 lượt, nghĩa là nó sẽ ngay lập tức sẵn sàng trở lại khi được kích hoạt.\n\nThời gian hồi hiện tại: %d. items.dewdrop.name=giọt sương items.dewdrop.already_full=Bạn đã có sinh lực tối đa. items.dewdrop.desc=Một giọt sương trong suốt.\n\nNhờ vào phép thuật của nơi này, nước tinh khiết có các đặc tính hồi phục nhỏ. items.equipableitem.curse_detected=Bạn cảm nhận được rằng vật phẩm này bị nguyền ngay trước khi bạn trang bị nó! -items.equipableitem.unequip_cursed=Bạn không thể tháo một vật phẩm bị nguyền! +items.equipableitem.unequip_cursed=Bạn không thể tháo một vật phẩm bị nguyền rủa! items.equipableitem.ac_equip=TRANG BỊ items.equipableitem.ac_unequip=THÁO @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=DÙNG items.liquidmetal.prompt=Chọn một vũ khí ném items.liquidmetal.already_fixed=Vũ khí ném đó đã ở trong trạng thái hoàn hảo! items.liquidmetal.apply=Bạn sử dụng %d kim loại lỏng để sửa chữa vũ khí ném của bạn. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Chất lỏng phép thuật này có thể lấp đầy vào các vết nứt và rách trên một vũ khí ném, phục hồi nó về trạng thái hoàn hảo! Nếu một bộ vũ khí đang thiếu một vũ khí, còn lại đã sửa chữa đầy đủ, kim loại lỏng thậm chí có thể được sử dụng để thay thể một vũ khí bị thiếu trong bộ!\n\nMột vũ khí bậc 1 cần 10 dung dịch kim loại để sửa chữa hoàn toàn, một vũ khí bậc 5 cần 30. Mỗi cấp độ cũng sẽ tăng lượng kim loại lỏng cần thiết thêm 35%.\n\nKim loại lỏng không thể được dùng để sửa chữa đầu tẩm trên các phi tiêu. items.liquidmetal.discover_hint=Bạn có thể chế tạo vật phẩm này bằng thuật giả kim. items.lostbackpack.name=ba lô bị mất diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index f6ba2de64..c9a908be0 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -1426,7 +1426,7 @@ items.trinkets.chaoticcenser.typical_stats_desc=此飾品通常會在大約每_% items.trinkets.chaoticcenser.stats_desc=以目前的等級,此飾品會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 items.trinkets.crackedspyglass.name=碎裂望遠鏡 -items.trinkets.crackedspyglass.desc=要不是鏡頭上有裂痕,這台手持望遠鏡本應由完美且精湛的工藝製成。它似乎幫你從地下城中發現新物品,但它的缺陷導致這些物品更難發現! +items.trinkets.crackedspyglass.desc=要不是鏡頭上有裂痕,這台手持望遠鏡可說是精巧無瑕。它似乎能幫你從地下城中發現新物品。由於鏡頭缺陷,新物品雖非無從察覺,卻幾近與環境融爲一體。 items.trinkets.crackedspyglass.typical_stats_desc=通常此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 items.trinkets.crackedspyglass.stats_desc=以目前的等級,此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 items.trinkets.crackedspyglass.stats_desc_upgraded=以目前的等級,此飾品會在每個非頭目樓層生成一個隱藏的物品,且有_%1$s%%的機率_生成另一個。 @@ -2137,7 +2137,7 @@ items.weapon.missiles.darts.dart.ac_tip=塗藥 items.weapon.missiles.darts.dart.prompt=選擇一粒種子 items.weapon.missiles.darts.dart.tip_title=為飛鏢塗藥 items.weapon.missiles.darts.dart.tip_desc=一粒種子可以1-2枚飛鏢塗藥。 每類種子都能產生對應的,具有獨特效果的一次性塗藥飛鏢。 \n\n將這些種子塗抹在飛鏢上能得到_%s_。 -items.weapon.missiles.darts.dart.tip_all=用 %1$d 顆 種子為%2$d枚飛鏢塗藥 +items.weapon.missiles.darts.dart.tip_all=用 %2$d 顆種子為%1$d枚飛鏢塗藥 items.weapon.missiles.darts.dart.tip_two=用 1 顆種子為 2 枚飛鏢塗藥 items.weapon.missiles.darts.dart.tip_one=用 1 顆種子為 1 枚飛鏢塗藥 items.weapon.missiles.darts.dart.tip_cancel=取消 diff --git a/core/src/main/assets/messages/journal/journal_ko.properties b/core/src/main/assets/messages/journal/journal_ko.properties index f39a8b24b..e96be5286 100644 --- a/core/src/main/assets/messages/journal/journal_ko.properties +++ b/core/src/main/assets/messages/journal/journal_ko.properties @@ -37,19 +37,19 @@ journal.document.adventurers_guide.title=던전 숙련 지침서 journal.document.adventurers_guide.intro.title=소개 journal.document.adventurers_guide.intro.body=던전 숙련 지침서를 읽는 모험가 여러분, 환영합니다! 이 가이드북은 참고용으로 사용하기 참 좋은 물건입니다. 각 페이지를 읽어야 할 때가 오면 가이드북이 마법처럼 당신에게 알려 줄 것입니다.\n\n(저널 버튼이 빛난다면, 버튼을 선택해 가이드북이 당신에게 해주고 싶은 말을 읽으세요! 몇몇 페이지는 유실된 것 같은데, 던전에서 찾을 수 있지 않을까요?) journal.document.adventurers_guide.examining.title=분석 -journal.document.adventurers_guide.examining.body=눈과 귀를 가린 채로 무작정 돌진하는 것 대신, 당신이 마주하는 적과 주변 환경에 대해서 학습하는 것은 대단히 중요합니다! 새로운 것이 있으면 항상 조사하는 습관을 가지세요.\n\n(돋보기 버튼을 누르고 조사하고 싶은 대상을 눌러 무엇이든 조사할 수 있습니다. 버프나 디버프 또한 아이콘을 눌러 조사할 수 있습니다.) +journal.document.adventurers_guide.examining.body=눈과 귀를 가린 채로 무작정 돌진하는 대신, 당신이 마주하는 적과 주변 환경에 대해서 학습하세요! 새로운 것이 있으면 항상 조사하는 습관을 가지세요.\n\n(돋보기 버튼을 누르고 조사하고 싶은 대상을 눌러 무엇이든 조사할 수 있습니다. 버프나 디버프 또한 아이콘을 눌러 조사할 수 있습니다.) journal.document.adventurers_guide.surprise_attacks.title=기습에 대하여 journal.document.adventurers_guide.surprise_attacks.body=기습 공격은 항상 명중하며, 뱀이나 망령과 같은 높은 회피를 가진 적을 상대할 때 특히 유용합니다.\n\n당신은 적이 당신을 쫓아 오며 문에 진입한 순간, 아니면 적이 당신을 시야에서 놓쳤을 때 적을 공격해 기습 공격을 할 수 있습니다. journal.document.adventurers_guide.identifying.title=아이템 감정 journal.document.adventurers_guide.identifying.body=물약의 색깔과 주문서의 기호는 매 게임마다 달라집니다. 감정되지 않은 장비는 운이 좋다면 강화되어 있거나 마법이 부여되어 있을 수도 있지만, 저주가 걸려 있을 지도 모릅니다!\n\n만약 당신이 감정되지 않은 아이템을 사용할 때의 위험 요소를 줄이고 싶다면 감정의 주문서, 강화의 주문서, 저주 해제의 주문서가 큰 도움이 될 겁니다.\n\n(일지의 카탈로그 탭에서 당신이 감정한 아이템의 목록을 확인할 수 있습니다.) journal.document.adventurers_guide.food.title=허기에 대처하는 법 -journal.document.adventurers_guide.food.body=효율적인 분배는 당신의 생존 확률을 크게 높이는 최고의 방법 중 하나입니다. 배가 고파지자마자 음식을 먹을 필요는 없습니다!\n\n당신이 굶주리고 있지 않을 때는 서서히 체력을 회복합니다. 즉 이미 체력이 가득 찬 상태라면 회복될 체력은 낭비되는 것입니다!\n\n현재 체력 상황에 맞추어 음식을 먹는다면 음식을 많이 아낄 수 있습니다. +journal.document.adventurers_guide.food.body=효율적인 식량 분배는 당신의 생존 확률을 크게 높이는 최고의 방법 중 하나입니다. 배가 고파지자마자 음식을 먹을 필요는 없습니다!\n\n당신이 굶주리고 있지 않을 때는 서서히 체력을 회복합니다. 즉 이미 체력이 가득 찬 상태라면 회복될 체력은 낭비되는 것입니다!\n\n현재 체력 상황에 맞추어 음식을 먹는다면 음식을 많이 아낄 수 있습니다. journal.document.adventurers_guide.alchemy.title=연금술과 장신구 journal.document.adventurers_guide.alchemy.body=소모품이 별로 도움이 되지 않을 때는 연금술 재료로 사용할 수도 있고, 연금술 전반에 사용할 수 있는 연금술 에너지로 변환할 수도 있습니다. 물약과 주문서를 에너지로 변환하면 감정도 됩니다!\n\n장신구는 연금술을 통해 제작하고 강화할 수 있는 특별한 종류의 장비입니다. 마법의 장신구 촉매와 약간의 연금술 에너지로 만들 수 있습니다.\n\n(첫 번째 연금술 솥은 던전의 3층 혹은 4층에 있습니다. 연금술 레시피 책의 페이지 또한 연금술 솥 근처에서 발견할 수 있습니다.) journal.document.adventurers_guide.dieing.title=실패에 대처하는 법 -journal.document.adventurers_guide.dieing.body=던전 탐험은 매우 위험한 일이며, 탐험가들 중 대부분은 비참한 최후를 맞을 것입니다.\n\n운이 좋아 생존할 순 있죠. 하지만 최고의 탐험가들은 매 순간마다 약간의 기술을 사용해 그 운을 이끌어냅니다.\n\n(여러 번 죽는다고 해서 낙담할 필요는 없습니다. 이 게임은 어려워요! 한 번에 승리하려 하기보다는 게임을 배우고 차근차근 발전해 나가는 것에 집중하는 것이 좋습니다.) +journal.document.adventurers_guide.dieing.body=던전 탐험은 매우 위험한 일이며, 탐험가들 중 대부분은 비참한 최후를 맞게 됩니다.\n\n운이 좋아 생존할 순 있죠. 하지만 최고의 탐험가들은 매 순간마다 약간의 기술을 사용해 그 운을 이끌어냅니다.\n\n(여러 번 죽는다고 해서 낙담할 필요는 없습니다. 이 게임은 어려워요! 한 번에 승리하려 하기보다는 게임을 배우고 차근차근 발전해 나가는 것에 집중하는 것이 좋습니다.) journal.document.adventurers_guide.searching.title=탐색 -journal.document.adventurers_guide.searching.body=던전은 얼핏 보면 보이지 않는 숨겨진 문과 함정들로 가득합니다. 근처에 문이나 함정이 있는 것이 의심된다면 시간을 좀 투자해서 주변을 꼼꼼히 탐색할 수 있습니다.\n\n(돋보기 버튼을 두 번 사용해 당신 주변의 모든 타일을 탐색할 수 있습니다. 당신이 이 페이지를 찾은 바로 이 장소 어딘가에 숨겨진 문이 있을 것입니다!) +journal.document.adventurers_guide.searching.body=던전은 얼핏 보면 보이지 않는 숨겨진 문과 함정들로 가득합니다. 근처에 숨겨진 문이나 함정이 있다고 의심된다면 시간을 좀 투자해서 주변을 꼼꼼히 탐색할 수 있습니다.\n\n(돋보기 버튼을 두 번 사용해 당신 주변의 모든 타일을 탐색할 수 있습니다. 당신이 이 페이지를 찾은 바로 이 장소 어딘가에 숨겨진 문이 있을 것입니다!) journal.document.adventurers_guide.strength.title=힘 journal.document.adventurers_guide.strength.body=던전에서 찾은 무기와 갑옷의 사용법을 숙달할 시간은 없기 때문에, 이들을 효율적으로 사용하기 위한 강한 힘이 필요합니다.\n\n높은 티어를 가진 장비의 힘 조건을 달성하기에 가장 효율적인 방법은 힘의 물약과 강화의 주문서를 쓰는 것입니다.\n\n물론 결국에는 높은 티어의 물건들을 사용하게 되겠지만, 당장 사용할 수 있는 장비들을 무시하진 마십시오. journal.document.adventurers_guide.upgrades.title=강화 @@ -61,7 +61,7 @@ journal.document.adventurers_guide.levelling.body=레벨이 오르면 당신의 journal.document.adventurers_guide.positioning.title=위치 선정 journal.document.adventurers_guide.positioning.body=전략 또한 당신에게 장비가 중요한 만큼이나 중요합니다. 적에게 둘러싸이는 등의 불리한 상황은 좋은 위치 선정으로 방지할 수 있습니다.\n\n예를 들어, 던전의 대부분은 좁은 통로로 이루어져 있어, 적들이 당신과 일대일로 싸우도록 만듭니다. 이 통로들은 대부분 문도 달려 있기 때문에, 기습 공격을 하기에도 좋습니다!\n\n풀, 물, 낭떠러지, 함정과 같은 환경 요소를 유리하게 활용할 수 있는 방법들이 많이 있습니다. journal.document.adventurers_guide.magic.title=마법 공격 -journal.document.adventurers_guide.magic.body=마법 공격은 방어구를 뚫고 직접 들어오며 피하기도 어렵습니다. 그렇기에 마법 막대에서 비롯되는 피해는 매우 믿음직한 공격 수단이지만, 반대로 마법 공격을 사용하는 적들은 매우 위험하다는 뜻도 됩니다!\n\n마법 공격에는 언제나 단점이 존재합니다. 마법 막대는 제한된 충전량을 가지고 있으며, 마법을 사용하는 적들은 근접한 거리에서는 마법을 사용할 수 없습니다.\n\n마법을 사용하는 적들을 상대할 때 당신에게 마법을 사용하지 못하게 하는 요령을 터득하는 것이 중요합니다. +journal.document.adventurers_guide.magic.body=마법 공격은 방어구를 뚫고 직접 들어오며 피하기도 어렵습니다. 그렇기에 마법 막대에서 비롯되는 피해는 매우 믿음직한 공격 수단이지만, 반대로 마법 공격을 사용하는 적들은 매우 위험하다는 뜻도 됩니다!\n\n마법 공격에는 언제나 단점이 존재합니다. 마법 막대는 제한된 충전량을 가지고 있으며, 마법을 사용하는 적들은 근접한 거리에서는 마법을 사용할 수 없습니다.\n\n마법을 사용하는 적들을 상대할 땐, 그들이 당신에게 마법을 사용하지 못하게 하는 요령을 터득하십시오. journal.document.alchemy_guide.title=연금술 가이드 journal.document.alchemy_guide.potions.title=연금술의 기초 및 물약들 diff --git a/core/src/main/assets/messages/levels/levels_eo.properties b/core/src/main/assets/messages/levels/levels_eo.properties index 7eca975d8..5dfa24a1b 100644 --- a/core/src/main/assets/messages/levels/levels_eo.properties +++ b/core/src/main/assets/messages/levels/levels_eo.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Iu senprudenta aventuristo akti levels.rooms.special.weakfloorroom$hiddenwell.name=Profunda puto levels.rooms.special.weakfloorroom$hiddenwell.desc=Vi apenaŭ vidas la profundaĵon de la puto, ĉu estas eble, ke io troviĝas sur la fundo? +levels.rooms.quest.ambitiousimproom$questentrance.name=Enirejo al trezorejo +levels.rooms.quest.ambitiousimproom$questentrance.desc=Tiu ĉi terura foso verŝajne estas enirejo al iu antikva gnoma trezorejo. Magia barilo blokas eniron, vi povas paŝi super ĝi, samkiel tie estus planko. + levels.rooms.quest.blacksmithroom$questentrance.name=Enirejo al minejo levels.rooms.quest.blacksmithroom$questentrance.desc=Tiu ĉi ŝtupetaro direktas al malnova minejo, kiu troviĝas ĵus super la metiejo de trolo forĝisto. @@ -56,7 +59,7 @@ levels.traps.cursingtrap.desc=Tiu ĉi kaptilo enhavas la saman minacan magion tr levels.traps.disarmingtrap.name=senarmiga kaptilo levels.traps.disarmingtrap.disarm=Via armilo estas teleportita for! -levels.traps.disarmingtrap.desc=Tiu ĉi kaptilo enhavas tre specialan teleportadan magion, kiu movos la armilon de sia viktimo al iu alia loko. +levels.traps.disarmingtrap.desc=Tiu ĉi kaptilo enhavas tre specialan teleportantan magion, kiu movos la armilon de sia viktimo al iu alia loko. levels.traps.disintegrationtrap.name=dispeciga kaptilo levels.traps.disintegrationtrap.one=Via %s estas dispecigita de la kaptilo! @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=La vico de libroj pri diversaj fakoj okupas la l levels.citylevel.region_deco_name=Flamanta piedestalo levels.citylevel.region_deco_desc=Piedestalo kun helverda magia flamo ĉe supro. La flamo estas tiel densa, ke ĝi estas netrairebla. +levels.citylevel.upcoming_quest_intro_title=Mesaĝo de la programisto +levels.citylevel.upcoming_quest_intro_body=La sekva ĉefa ĝisdatigo de Shattered Pixel Dungeon liveros refaron de la misio de la ambicia koboldo! Via tasko estos priŝteli la antikvan gnoman trezorejon, kies enirejo troviĝas sub vi.\n\nNuntempe la nova misia areo estas malplena, sed vi povas eniri malsupren por testi ĝin kaj prezenti vian opinion!\n\nDum la misio vi ne povos porti iun ajn posedaĵon, do vi portempe perdos ilin kaj _ricevos kristalon de eskapo, kiu ebligos al vi reveni._ La efikoj de malsato kaj resaniĝado ankaŭ estos paŭzigitaj.\n\n– Evan +levels.citylevel.upcoming_quest_intro_yes=Eniri la trezorejon +levels.citylevel.upcoming_quest_intro_no=Resti tie ĉi + levels.hallslevel.water_name=Malvarma lafo levels.hallslevel.grass_name=Ardomuskoj levels.hallslevel.high_grass_name=Ardofungoj diff --git a/core/src/main/assets/messages/levels/levels_es.properties b/core/src/main/assets/messages/levels/levels_es.properties index 6096e8975..6d9b8019a 100644 --- a/core/src/main/assets/messages/levels/levels_es.properties +++ b/core/src/main/assets/messages/levels/levels_es.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un descuidado aventurero debió levels.rooms.special.weakfloorroom$hiddenwell.name=Pozo lejano levels.rooms.special.weakfloorroom$hiddenwell.desc=Puedes vislumbrar un pozo en las profundidades del abismo, ¿puede que haya algo ahí abajo? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Entrada a la Bóveda +levels.rooms.quest.ambitiousimproom$questentrance.desc=Este pozo siniestro parece ser la entrada a alguna bóveda enana antigua. Una barrera mágica previene su entrada, puedes caminar sobre esta como si hubiera un piso aquí. levels.rooms.quest.blacksmithroom$questentrance.name=Entrada a la mina levels.rooms.quest.blacksmithroom$questentrance.desc=Esta escalera lleva a una antigua mina justo debajo del taller del herrero. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Pedestal en llamas levels.citylevel.region_deco_desc=Un pedestal elevado con una llama verde y brillante encima. La llama es tan densa que bien podría se sólida. levels.citylevel.upcoming_quest_intro_title=Mensaje del Desarrollador -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=¡La próxima gran actualización de Shattered Pixel Dungeon destacará una remodelación a la misión dada por el Diablillo Ambicioso! Esta misión te encargará con realizar una incursión a la bóveda enana, sobre la que actualmente tendrás que estar parado encima de la entrada.\n\nActualmente el área de la nueva misión está bastante vacía, pero eres bienvenido a bajar y echar un vistazo, ¡tanto para probar la nueva área como para dar un comentario temprano!\n\nUna de las mecánicas de la misión es que ninguno de tus ítems vendrá contigo, así que cuando desciendas perderás temporalmente tus ítems y _se te dará un cristal de escape que te permite regresar._ El hambre y efectos de regeneración también serán pausados.\n\n-Evan +levels.citylevel.upcoming_quest_intro_yes=Descenso hacia la bóveda +levels.citylevel.upcoming_quest_intro_no=Quédate aquí levels.hallslevel.water_name=Lava fría levels.hallslevel.grass_name=Musgo de ascuas diff --git a/core/src/main/assets/messages/levels/levels_fr.properties b/core/src/main/assets/messages/levels/levels_fr.properties index 80c126de0..1d148d6aa 100644 --- a/core/src/main/assets/messages/levels/levels_fr.properties +++ b/core/src/main/assets/messages/levels/levels_fr.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Un aventurier malchanceux a sû levels.rooms.special.weakfloorroom$hiddenwell.name=Puits profond levels.rooms.special.weakfloorroom$hiddenwell.desc=Vous distinguez seulement un puits dans les profondeurs, peut-être y a-t-il quelque chose d'intéressant en bas ? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Entrée de coffre-fort +levels.rooms.quest.ambitiousimproom$questentrance.desc=Cet étrange trou semble être l'entrée d'un ancien coffre-fort nain. Une barrière magique en bloque l'accès, mais vous pouvez marcher dessus comme s'agissait d'un sol. levels.rooms.quest.blacksmithroom$questentrance.name=Entrée de la mine levels.rooms.quest.blacksmithroom$questentrance.desc=Cette échelle mène à une ancienne mine juste en dessous de l’atelier du forgeron. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Piédestal embrasé levels.citylevel.region_deco_desc=Un piédestal surélevé avec une intense flamme verte magique au dessus. La flamme est si dense qu'elle pourrait être solide. levels.citylevel.upcoming_quest_intro_title=Message du développeur -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=La prochaine mise à jour majeure de Shattered Pixel Dungeon apportera une refonte de la quête du diablotin ambitieux ! Cette quête vous mènera à l’assaut de l'ancien coffre-fort nain sur lequel vous vous tenez.\n\nÀ ce jour la nouvelle zone de quête est plutôt vide, mais vous êtes invités à y descendre à l'explorer, à la fois pour l'essayer et en donner un premier retour !\n\nL'une des particularités de cette quête est qu'aucun de vos objets ne pourra venir avec vous. Y descendre vous fera perdre temporairement tous vos objets et _il vous sera donné un cristal de sortie._ La faim et les effets de régénération seront également mis en pause.\n\n- Evan\n +levels.citylevel.upcoming_quest_intro_yes=Descendre dans le coffre-fort +levels.citylevel.upcoming_quest_intro_no=Rester ici levels.hallslevel.water_name=Lave froide levels.hallslevel.grass_name=Braisemousse diff --git a/core/src/main/assets/messages/levels/levels_hu.properties b/core/src/main/assets/messages/levels/levels_hu.properties index fc613b5b5..af53b4491 100644 --- a/core/src/main/assets/messages/levels/levels_hu.properties +++ b/core/src/main/assets/messages/levels/levels_hu.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Valószínűleg egy óvatlan ka levels.rooms.special.weakfloorroom$hiddenwell.name=Kút a mélyben levels.rooms.special.weakfloorroom$hiddenwell.desc=Egy kút körvonalai rajzolódnak ki a mélységben, talán van valami odalent? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Páncélterem bejárata +levels.rooms.quest.ambitiousimproom$questentrance.desc=Ez a baljóslatú gödör úgy tűnik, hogy néhány ősi törpe páncéltermének bejárata. Egy mágikus akadály megakadályozza a belépést, de át lehet sétálni rajta, mintha itt padló lenne. levels.rooms.quest.blacksmithroom$questentrance.name=Bányabejárat levels.rooms.quest.blacksmithroom$questentrance.desc=Ez a létra egy régi bányába vezet, amely közvetlenül a kovácsműhely alatt van. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Lángoló lábazat levels.citylevel.region_deco_desc=Egy megemelt lábazat, tetején élénkzöld varázslánggal. A láng olyan sűrű, hogy akár szilárd is lehetne. levels.citylevel.upcoming_quest_intro_title=Fejlesztői üzenet -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=A Shattered Pixel Dungeon következő nagy frissítése a Nagyravágyó Kobold által adott küldetés átalakítását fogja tartalmazni! Ez a küldetés arra fog buzdítani, hogy rabolj ki egy ősi törpe páncéltermet, amelynek a bejárata előtt éppen állsz.\n\nJelenleg az új küldetés területe elég üres, de szívesen látunk, ha lemennél és körülnéznél, hogy kipróbáld az új területet. Továbbá szívesen vesszük a visszajelzésed az új helyről.\n\nA küldetés egyik mechanizmusa, hogy egyetlen tárgyadat sem viheted magaddal, így amikor leereszkedsz ide, ideiglenesen elveszíted tárgyaidat, és kapsz egy szabaduló kristályt, amellyel visszatérhetsz. Az éhség és a regeneráció hatása ezen a helyen szünetel.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Leereszkedés a páncélterembe +levels.citylevel.upcoming_quest_intro_no=Itt maradás levels.hallslevel.water_name=Hideg láva levels.hallslevel.grass_name=Zsarátnokmoha diff --git a/core/src/main/assets/messages/levels/levels_nl.properties b/core/src/main/assets/messages/levels/levels_nl.properties index f245949a6..fabdccdd7 100644 --- a/core/src/main/assets/messages/levels/levels_nl.properties +++ b/core/src/main/assets/messages/levels/levels_nl.properties @@ -21,7 +21,7 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Een onvoorzichtige avonturier m levels.rooms.special.weakfloorroom$hiddenwell.name=Verre put levels.rooms.special.weakfloorroom$hiddenwell.desc=Je kunt in de diepte net een put zien, misschien is er iets daar beneden? -levels.rooms.quest.ambitiousimproom$questentrance.name=Kluis Ingang +levels.rooms.quest.ambitiousimproom$questentrance.name=Ingang van de kluis levels.rooms.quest.ambitiousimproom$questentrance.desc=Deze onheilspellende kuil lijkt de ingang te zijn van een eeuwenoude dwergenkluis. Een magische barrière verhindert de toegang, je kunt eroverheen lopen alsof er een vloer is. levels.rooms.quest.blacksmithroom$questentrance.name=Ingang van de mijn diff --git a/core/src/main/assets/messages/levels/levels_pt.properties b/core/src/main/assets/messages/levels/levels_pt.properties index 24621732b..f168825b5 100644 --- a/core/src/main/assets/messages/levels/levels_pt.properties +++ b/core/src/main/assets/messages/levels/levels_pt.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Um aventureiro descuidado deve levels.rooms.special.weakfloorroom$hiddenwell.name=Poço distante levels.rooms.special.weakfloorroom$hiddenwell.desc=É possível notar um poço nas profundezas. Talvez haja alguma coisa lá embaixo? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Entrada do cofre +levels.rooms.quest.ambitiousimproom$questentrance.desc=Este poço sinistro parece ser a entrada para algum antigo cofre anão. Uma barreira mágica impede a entrada. Você pode andar sobre ela como se houvesse chão. levels.rooms.quest.blacksmithroom$questentrance.name=Entrada da mina levels.rooms.quest.blacksmithroom$questentrance.desc=Esta escada leva a uma antiga mina logo abaixo da oficina do ferreiro. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Pedestal flamejante levels.citylevel.region_deco_desc=Um pedestal elevado com uma chama mágica verde brilhante no topo. A chama é tão densa que poderia muito bem ser sólida. levels.citylevel.upcoming_quest_intro_title=Mensagem do Desenvolvedor -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=A próxima grande atualização de Shattered Pixel Dungeon trará uma reformulação completa da missão dada pelo Imp Ambicioso! Essa missão lhe pedirá para invadir um antigo cofre anão, cuja entrada você está agora mesmo.\n\nAtualmente, a nova área da missão está praticamente vazia, mas você pode descer e explorar, tanto para testar a nova área quanto para nos dar seu feedback inicial!\n\nUma das mecânicas da missão é que nenhum dos seus itens irá com você. Ao descer, você perderá seus itens temporariamente e receberá um cristal de fuga que permitirá seu retorno. Os efeitos de fome e regeneração também serão pausados.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Descer para o cofre +levels.citylevel.upcoming_quest_intro_no=Ficar aqui levels.hallslevel.water_name=Lava fria levels.hallslevel.grass_name=Musgo-cinza diff --git a/core/src/main/assets/messages/levels/levels_tr.properties b/core/src/main/assets/messages/levels/levels_tr.properties index 5f5f8d90e..9a5d9774f 100644 --- a/core/src/main/assets/messages/levels/levels_tr.properties +++ b/core/src/main/assets/messages/levels/levels_tr.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Dikkatsiz bir maceracı bu tuza levels.rooms.special.weakfloorroom$hiddenwell.name=Uzak kuyu levels.rooms.special.weakfloorroom$hiddenwell.desc=Aşağıdaki derinliklerde az çok bir kuyu çıkarabiliyorsun, acaba aşağıda bir şeyler mi var? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Mahzen Girişi +levels.rooms.quest.ambitiousimproom$questentrance.desc=Bu uğursuz çukur, eski bir cüce mahzeninin girişi gibi görünüyor. Büyülü bir bariyer girişi engelliyor, sanki burada bir zemin varmış gibi üstünden yürüyebilirsiniz. levels.rooms.quest.blacksmithroom$questentrance.name=Maden girişi levels.rooms.quest.blacksmithroom$questentrance.desc=Bu merdiven demirci atölyesinin hemen altındaki eski bir madene çıkıyor. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Alevli kaide levels.citylevel.region_deco_desc=Üzerinde parlak yeşil büyülü bir alev bulunan yükseltilmiş bir kaide. Alev o kadar yoğun ki sanki kaskatı. levels.citylevel.upcoming_quest_intro_title=Geliştirici Mesajı -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Shattered Pixel Dungeon'ın bir sonraki büyük güncellemesinde, Hırslı İblis tarafından verilen görev tamamen yenilenecek! Bu görevde, şu anda girişinin üzerinde durduğunuz eski bir cüce mahzenine baskın düzenlemeniz gerekecek.\n\nŞu anda yeni görev alanı oldukça boş, ancak yeni alanı test etmek ve erken geri bildirimde bulunmak için aşağı inip etrafa bakabilirsiniz!\n\nGörev mekaniklerinden biri, hiçbir eşyanızın sizinle birlikte gelmeyeceği, yani aşağı indiğinizde eşyalarınızı geçici olarak kaybedeceğiniz ve _geri dönmenizi sağlayan bir kaçış kristali verileceği_. Açlık ve yenilenme etkileri de duraklatılacak.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Mahzene inin +levels.citylevel.upcoming_quest_intro_no=Burada kalın levels.hallslevel.water_name=Soğuk lav levels.hallslevel.grass_name=Ateşyosunu diff --git a/core/src/main/assets/messages/levels/levels_vi.properties b/core/src/main/assets/messages/levels/levels_vi.properties index dbe38ae25..da235fc2a 100644 --- a/core/src/main/assets/messages/levels/levels_vi.properties +++ b/core/src/main/assets/messages/levels/levels_vi.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Chắc hẳn là một người levels.rooms.special.weakfloorroom$hiddenwell.name=Giếng ở xa levels.rooms.special.weakfloorroom$hiddenwell.desc=Bạn có thể nhận ra một cái giếng ở dưới, có lẽ có gì đó ở dưới kia? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Lối vào kho +levels.rooms.quest.ambitiousimproom$questentrance.desc=Cái hố trông nguy hiểm này có vẻ là lối vào của một kho chứa cổ xưa của người lùn. Một rào chắn phép thuật ngăn việc đi vào, bạn có thể đi lên trên nó như thể ở đó là sàn. levels.rooms.quest.blacksmithroom$questentrance.name=Lối vào hầm mỏ levels.rooms.quest.blacksmithroom$questentrance.desc=Chiếc thang này dẫn tới một hầm mỏ cũ ngay bên dưới xưởng của người thợ rèn. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Bệ cháy levels.citylevel.region_deco_desc=Một cái bệ được dựng cao với một ngọn lửa phép thuật sáng màu xanh lá ở trên. Ngọn lửa dày đặc đến mức có thể coi là chất rắn. levels.citylevel.upcoming_quest_intro_title=Thông điệp của nhà phát triển -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Bản cập nhật lớn tiếp theo cho Shattered Pixel Dungeon sẽ bao gồm một bản làm lại cho nhiệm vụ được giao bởi Imp tham vọng! Nhiệm vụ này sẽ yêu cầu bạn đi cướp một kho chứa cổ xưa của người lùn, và hiện tại bạn đang đứng trên lối vào của chính nó.\n\nHiện tại khu vực dành cho nhiệm vụ mới khá trống, nhưng bạn có thể thoải mái đi xuống và nhìn xung quanh, vừa để thử khu vực mới và đưa ra ý kiến phản hồi từ sớm!\n\nMột trong các cơ chế của nhiệm vụ này là bạn sẽ không thể mang vật phẩm nào theo mình, vậy nên khi đi xuống bạn sẽ tạm thời mất các vật phẩm của bạn và _nhận được một viên pha lê tẩu thoát, cho phép bạn quay trờ lại._ Cơn đói và các hiệu ứng hồi phục cũng sẽ được tạm dừng.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Xuống kho +levels.citylevel.upcoming_quest_intro_no=Ở lại đây levels.hallslevel.water_name=Dung nham nguội levels.hallslevel.grass_name=Rêu cháy diff --git a/core/src/main/assets/messages/misc/misc_eo.properties b/core/src/main/assets/messages/misc/misc_eo.properties index c32f2d333..3fa7fa7e7 100644 --- a/core/src/main/assets/messages/misc/misc_eo.properties +++ b/core/src/main/assets/messages/misc/misc_eo.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Venki la malliberejan supermonstron sen esti badges$badge.boss_challenge_3.title=Senmanovrigita badges$badge.boss_challenge_3.desc=Venki la kavernan supermonstron sen esti atakita aŭ vundita dum kiam ĝi superŝargiĝas badges$badge.boss_challenge_4.title=Neniu armilo ĉe lia moŝto -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Venki la metropolan supermonstron sen senpere ataki lin per armiloj, ringoj, vergoj aŭ vundpovaj sorĉkristaloj badges$badge.boss_challenge_5.title=Malpereigisto badges$badge.boss_challenge_5.desc=Venki la finan supermonstron kun vivaj ĉiuj demon-alvokistoj kaj kun aktiva la defio “Fortaj supermonstroj” badges$badge.games_played_1.title=Novula labirintisto @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Pacifista supreniro badges$badge.pacifist_ascent.desc=Preni la Amuleton de Jendor’ al la supraĵo sen redukti ĝian malbenon badges$badge.taking_the_mick.title=Primoki la antikvan dion badges$badge.taking_the_mick.desc=Plenumi la mortigan frapon al la fina supermonstro per almenaŭ 20-nivela pioĉo -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Hazarda venko! +badges$badge.victory_random.desc=Akiri la Amuleton de Jendor’ kun hazarde elektitaj heroo, talentoj, profesio kaj kapablo de defendaĵo challenges.no_food=Je fasto challenges.no_food_desc=Krom tio ke manĝaĵoj estas maloftaj, vi devos atenti viajn porciojn!\n\n– porcioj de manĝaĵo kaj korno de abundo satigas je triona efikeco\n– aliaj fontoj de sateco havas la saman efikecon diff --git a/core/src/main/assets/messages/misc/misc_es.properties b/core/src/main/assets/messages/misc/misc_es.properties index 237c2c9df..e19b5d28d 100644 --- a/core/src/main/assets/messages/misc/misc_es.properties +++ b/core/src/main/assets/messages/misc/misc_es.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Derrota al jefe de la prisión sin ser alcanz badges$badge.boss_challenge_3.title=El Maniobras badges$badge.boss_challenge_3.desc=Derrota al jefe de las cuevas sin ser alcanzado por sus ataques o recibir daño mientras está sobrecargado badges$badge.boss_challenge_4.title=Ningún Arma en Su Presencia -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Derrota al jefe de la ciudad sin atacarle directamente con armas, anillos, varitas o hechizos que hagan daño. badges$badge.boss_challenge_5.title=Exterminador de Demonios badges$badge.boss_challenge_5.desc=Derrota al jefe final con todos los invocadores de demonios vivos y el desafío jefes más malotes activado badges$badge.games_played_1.title=Explorador Novato @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Ascenso Pacifista badges$badge.pacifist_ascent.desc=Lleva el Amuleto de Yendor a la superficie sin siquiera reducir la severidad de su maldición badges$badge.taking_the_mick.title=Golpe con Gracia badges$badge.taking_the_mick.desc=Acierta el golpe mortal al jefe final con un pico a +20 o superior -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=¡Victoria Aleatorizada! +badges$badge.victory_random.desc=Obtén el Amuleto de Yendor con héroe, mejoras de talento, subclase, y habilidad de armadura aleatorizados. challenges.no_food=A dieta challenges.no_food_desc=¡La comida ya es escasa, pero también tendrás que controlar tus porciones!\n\n- La comida y el cuerno de saciedad son un tercio de efectivos en satisfacer el hambre.\n- Otras fuentes de saciedad no son afectadas. @@ -228,7 +228,7 @@ challenges.darkness_desc=¡Es una mazmorra después de todo!\n\n- Distancia de v challenges.no_scrolls=Runas prohibidas challenges.no_scrolls_desc=Una cierta runa es más difícil de encontrar. Desafortunadamente, siempre es la más útil.\n\n- La mitad de los pergaminos de mejora son eliminados. challenges.champion_enemies=Campeones hostiles -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=¡No eres el único que puede subir de nivel!\n\nLos enemigos regulares tienen 1/8 posibilidades de aparecer con un efecto especial de campeón en el piso 1, escalando hasta 1/6 en el piso 21.\n-Los campeones se despertarán si aparecen dormidos.\n-El héroe sabe cuando un campeón aparece.\n-Los campeones no pueden ser convertidos en aliados.\n\nHay seis tipos de campeones enemigos:\n_Flameante (Naranja):_ +25% de daño cuerpo a cuerpo, enciende fuego al golpear, esparce flamas al morir, no puede incendiar casillas con agua.\n_Proyectivo (Purpura):_ +25% de daño cuerpo a cuerpo, +3 rango cuerpo a cuerpo.\n_Anti Mágico (Verde):_ -50% daño recibido, inmune a los efectos mágicos.\n_Gigante (Azul):_ -80% daño recibido, +1 rango cuerpo a cuerpo, no puede moverse por túneles.\n_Bendecido (Amarillo):_ x4 de precisión y evasión.\n_Creciente (Rojo):_ +20% de precisión, evasión, daño y PS efectivos. Aumenta en 1% cada 4 turnos. challenges.stronger_bosses=Jefes más malotes challenges.stronger_bosses_desc=Los jefes son mucho más difíciles con este desafío!\n\n_Goo:_ +20% de salud.\n_-_ Su curación sobre el agua incrementa hasta 3/turno.\n_-_ Se bombea en 1 turno en lugar de 2.\n_Tengu:_ +25% de salud.\n_-_ Fase 1: las trampas son más letales.\n_-_ Fase 2: sus habilidades son más frecuentes.\n_DM-300:_ +33% de salud.\n_-_ Las torres de energía son más resistentes y se activan 3.\n_-_ Sus habilidades son más poderosas y frecuentes.\n_-_ El DM-300 es más rápido cuando esta supercargado.\n_-_ Los cables expuestos son dos veces más comunes.\n_Rey Enano:_ +50% de salud.\n_-_ Los súbditos son más fuertes en todas las fases.\n_-_ Fase 1: habilidades e invocaciones más rápidas.\n_-_ Fase 2: 2 súbditos más por ronda.\n_-_ Fase 3: 2x de salud, invocaciones más rápidas.\n_Yog-Dzewa:_\n_-_ ¡Dos puños invocados al mismo tiempo!\n_-_ Su laser inflige +60% de daño.\n_-_ Súbditos más fuertes. diff --git a/core/src/main/assets/messages/misc/misc_fr.properties b/core/src/main/assets/messages/misc/misc_fr.properties index 42a79c4f0..062158488 100644 --- a/core/src/main/assets/messages/misc/misc_fr.properties +++ b/core/src/main/assets/messages/misc/misc_fr.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Vaincre le boss de la prison sans se faire to badges$badge.boss_challenge_3.title=Bien manœuvré badges$badge.boss_challenge_3.desc=Vaincre le boss des cavernes sans être attaqué ou subir de dégâts lorsqu'il est superchargé badges$badge.boss_challenge_4.title=Pas d'armes en Sa présence -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Vaincre le boss de la cité naine sans l'attaquer directement avec une arme, un anneau, une baguette ou un sort infligeant des dégâts badges$badge.boss_challenge_5.title=Exorciste badges$badge.boss_challenge_5.desc=Vaincre le boss final avec tous les géniteurs démoniaques en vie et le défi "boss encore plus méchants" activé badges$badge.games_played_1.title=Aventurier novice @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Ascension pacifiste badges$badge.pacifist_ascent.desc=Ramenez l'amulette de Yendor à la surface sans jamais affaiblir l'intensité de sa malédiction badges$badge.taking_the_mick.title=Humiliation badges$badge.taking_the_mick.desc=Achevez le boss final avec une pioche +20 ou plus -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Victoire aléatoire ! +badges$badge.victory_random.desc=Obtenez l'amulette de Yendor avec un héros, des talents, une sous-classe et une capacité d'armure tous aléatoires. challenges.no_food=Au régime challenges.no_food_desc=La nourriture est déjà rare mais il faut aussi faire attention à ses portions !\n\n- Les portions de nourriture et la corne d'abondance sont deux tiers moins efficaces pour satisfaire la faim\n- Les autres sources de satiété ne sont pas affectées @@ -228,7 +228,7 @@ challenges.darkness_desc=C'est un donjon après tout !\n\n- La distance de visio challenges.no_scrolls=Runes interdites challenges.no_scrolls_desc=Une rune en particulier est plus difficile à trouver. Malheureusement, il s'agit de la plus utile.\n\n- La moitié des parchemins d'amélioration sont retirés challenges.champion_enemies=Champions hostiles -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Vous n’êtes pas le seul à pouvoir monter de niveau !\n\nLes ennemis communs ont 1/8 chance d’apparaître avec un bonus de champion spécial à l'étage 1, et jusqu'à 1/6 chance à l'étage 21.\n\n- Les champions se réveillent s’ils apparaissent endormis\n- Le héros sait quand un champion apparaît\n- Les champions ne peuvent pas devenir des alliés\n\nIl existe six types d’ennemis champions :\n_Flamboyant (orange) :_ +25 % de dégâts au corps à corps, enflamme en attaquant, propage des flammes à sa mort, ne peut pas enflammer l’eau\n_Projection (violet) :_ +25% de dégâts de mêlée, +3 de portée de mêlée\n_Anti-magique (vert) :_ -50% de dégâts subis, immunisé contre les effets magiques\n_Géant (bleu) :_ -80% de dégâts subis, +1 portée de mêlée, ne peut pas se déplacer dans les tunnels\n_Béni (jaune) :_ x4 de précision et évasion\n_Croissant (rouge) :_ +20% de précision, d’évasion, de dégâts et de PV. Augmente de 1% tous les 4 tours. challenges.stronger_bosses=Des boss encore plus méchants challenges.stronger_bosses_desc=Avec ce défi, les boss sont bien plus puissants !\n\n_Goo:_ +20% de santé\n_-_ Se soigne plus vite dans l'eau, augmenté à 3 pv/tour\n_-_ Pompe son énergie en 1 tour au lieu de 2\n_Tengu:_ +25% de santé\n_-_ Phase 1: les pièges sont bien plus mortels\n_-_ Phase 2: utilise ses capacités plus fréquemment\n_DM-300:_ +33% de santé\n_-_ Les pylônes sont plus résistants et 3 d'entre eux s'activent\n_-_ Les capacités sont plus puissantes et fréquentes\n_-_ Le DM-300 est plus rapide quand il est en surcharge\n_-_ Les câbles dénudés sont deux fois plus communs\n_Roi des Nains:_ +50% de santé\n_-_ Les sbires sont plus forts durant toutes les phases\n_-_ Phase 1: capacités et invocations plus rapides\n_-_ Phase 2: 2 larbins de plus par cycle\n_-_ Phase 3: santé doublée, invocations plus rapides\n_Yog-Dzewa:_\n_-_ Deux poings sont invoqués à chaque fois !\n_-_ +60% de dégâts causés par le laser\n_-_ Larbins plus forts diff --git a/core/src/main/assets/messages/misc/misc_hu.properties b/core/src/main/assets/messages/misc/misc_hu.properties index 1e4e23a6d..319c6a860 100644 --- a/core/src/main/assets/messages/misc/misc_hu.properties +++ b/core/src/main/assets/messages/misc/misc_hu.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Győzd le a börtön főellenségét anélkü badges$badge.boss_challenge_3.title=Kicselezve badges$badge.boss_challenge_3.desc=Győzd le a barlang főellenségét anélkül, hogy megtámadna vagy megsérülnél, miközben túltöltött állapotban van. badges$badge.boss_challenge_4.title=Fegyvereket eltenni az Ő jelenlétében -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Győzd le a város végén a főellenséget, anélkül, hogy fegyverekkel, gyűrűkkel, pálcákkal vagy káros varázslatokkal közvetlenül megtámadnád badges$badge.boss_challenge_5.title=Végzetgyilkos badges$badge.boss_challenge_5.desc=Győzd le a végső főellenséget úgy, hogy az összes démonszaporító életben van, és a rosszabb főellenségek kihívása engedélyezve van. badges$badge.games_played_1.title=Kezdő kazamatázó @@ -211,7 +211,7 @@ badges$badge.pacifist_ascent.desc=Vidd a felszínre Yendor amulettjét anélkül badges$badge.taking_the_mick.title=A Mick elvétele badges$badge.taking_the_mick.desc=Mérj gyilkost csapást az utolsó főellenségre egy +20-as vagy nagyobb szintű csákánnyal badges$badge.victory_random.title=Véletlenszerű győzelem! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.desc=Szerezd meg Yendor amulettjét egy véletlenszerűen kiválasztott hőssel, tehetségfejlesztésekkel, alosztályokkal és páncélképességekkel. challenges.no_food=Fogyókúrán challenges.no_food_desc=Szűkös az élelem, ossz be minden falatot!\n\n- Az ételek és a bőségszaru egyharmadnyi hatékonysággal csillapítják az éhséged!\n- A jóllakottságnak nincsenek egyéb forrásai @@ -228,7 +228,7 @@ challenges.darkness_desc=Ez mégsicsak egy kazamata!\n\n- A megszokott látótá challenges.no_scrolls=Tiltott rúnák challenges.no_scrolls_desc=Egy bizonyos rúnát nehezebb megtalálni. Sajnos ez mindig az, amire a leginkább szükség volna.\n\n- A kazamata fejlesztéstekercseinek fele eltávolítva challenges.champion_enemies=Ellenséges bajnokok -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Nem csak te tudsz szintet lépni!\n\n- Az általános ellenfelek 1/8 eséllyel valamilyen bajnoki képességgel tűnnek fel az 1. szinten, és a 21. szintig 1/6-ra növekszik az előfordulási esélyük.\n- A bajnokok felébrednek, ha netán alva tűntek volna fel\n- A hősöd felismeri, amikor egy bajnok feltűnik\n- A bajnokok nem válhatnak szövetségessé\n\nA bajnokoknak hat típusa van:\n_Lángoló (narancs):_ +25% közelharci sebzés, meggyújt az ütése, halálakor lángot szór, nem tudja meggyújtani a vizet\n_Kivetüléses (lila):_ +25% közelharci sebzés, +3 közelharci hatótáv\n_Mágiaellenes (zöld):_ -50% sérülés, immunis a varázslatokra\n_Óriás (kék):_ -80% sérülés, +1 közelharci hatótáv, nem fér át a folyosókon\n_Áldott (sárga):_ 4x pontosság és kijátszás\n_Erősödő (piros):_ +20% pontosság, kijátszás, sebzés, és életpont. Ezek 4 körönként 1%-kal nőnek. challenges.stronger_bosses=Rosszabb főellenségek challenges.stronger_bosses_desc=A főellenségek sokkal erősebbek ezzel a kihívással!\n\n_Ragacs:_ +20% élet\n_-_ A vízben való gyógyulás fokozódik, 3-ra egy kör alatt\n_-_ 1 kör alatt pumpálja fel magát 2 helyett\n_Tengu:_ +25% élet\n_-_ 1. fázis: A csapdák sokkal halálosabbak\n_-_ 2. fázis: A képességek sokkal gyakoribbak \n_DM-300:_ +33% élet\n_-_ Az energiaoszlopok sokkal erősebbek, és 3 aktiválódik\n_-_ A képességek sokkal erősebbek és gyakoribbak\n_-_ A DM-300 gyorsabb, ha túl van töltve\n_-_ Kétszer gyakoribbak a szigetelés nélküli vezetékek\n_Törpekirály:_ +50% élet\n_-_ A csatlósok az összes fázisban erősebbek\n_-_ 1. fázis: gyorsabb képességek és idézés\n_-_ 2. fázis: 2-vel több csatlós körönként\n_-_ 3. fázis: 2x több élet, gyorsabb idézés\n_Yog-Dzewa:_\n_-_ Egyszerre 2 ököl lesz megidézve!\n_-_ +60% lézersebzés\n_-_ Erősebb csatlósok diff --git a/core/src/main/assets/messages/misc/misc_nl.properties b/core/src/main/assets/messages/misc/misc_nl.properties index 09fd22630..ac7865025 100644 --- a/core/src/main/assets/messages/misc/misc_nl.properties +++ b/core/src/main/assets/messages/misc/misc_nl.properties @@ -228,7 +228,7 @@ challenges.darkness_desc=Het is tenslotte een kerker!\n\n- Normale zichtbare afs challenges.no_scrolls=Verboden runen challenges.no_scrolls_desc=Een bepaalde rune is moeilijker te vinden. Helaas is dit altijd de meest bruikbare.\n\n- De helft van de rollen van opwaardering zijn uit de kerker verwijderd challenges.champion_enemies=Vijandelijke kampioenen -challenges.champion_enemies_desc=Je bent niet de enige die kan levelen!\n\nGewone vijanden hebben een kans van 1/8 om te spawnen met een speciale kampioensverbetering op verdieping 1, en dit loopt op tot 1/6 op verdieping 21.\n\n- Kampioenen worden wakker als ze slapend spawnen\n- De held weet wanneer een kampioen spawnt\n- Kampioenen kunnen niet in bondgenoten worden veranderd\n\nEr zijn zes soorten kampioensvijanden:\n_Vlammend (oranje):_ +25% contactschade, ontbrandt bij een treffer, verspreidt vlammen bij overlijden, kan geen watertegels ontsteken\n_Projecteren (paars):_ +25% contactschade, +3 bereik\n_Antimagie (groen):_ -50% schade opgelopen, immuun voor magische effecten\n_Reus (blauw):_ -80% schade opgelopen, +1 bereik, kan niet door tunnels bewegen\n_Gezegend (geel):_ 4x nauwkeurigheid en ontwijking\n_Groeiend (rood):_ +20% nauwkeurigheid, ontwijking, schade en effectieve HP. Verhoogt met 1% elke 4 beurten. +challenges.champion_enemies_desc=Je bent niet de enige die een niveau omhoog kan gaan!\n\nGewone vijanden hebben een kans van 1/8 om te verschijnen met een speciale kampioensverbetering op verdieping 1, en dit loopt op tot 1/6 op verdieping 21.\n\n- Kampioenen worden wakker als ze slapend verschijnen\n- De held weet wanneer een kampioen verschijnt\n- Kampioenen kunnen niet in bondgenoten worden veranderd\n\nEr zijn zes soorten kampioensvijanden:\n_Vlammend (oranje):_ +25% contactschade, ontbrandt bij een treffer, verspreidt vlammen bij overlijden, kan geen watertegels ontsteken\n_Projecteren (paars):_ +25% contactschade, +3 bereik\n_Antimagie (groen):_ -50% schade opgelopen, immuun voor magische effecten\n_Reus (blauw):_ -80% schade opgelopen, +1 bereik, kan niet door tunnels bewegen\n_Gezegend (geel):_ 4x nauwkeurigheid en ontwijking\n_Groeiend (rood):_ +20% nauwkeurigheid, ontwijking, schade en effectieve gezondheid. Verhoogt met 1% elke 4 beurten. challenges.stronger_bosses=Slechtere bazen challenges.stronger_bosses_desc=Bazen zijn veel moeilijker in deze uitdaging!\n\n_Smurrie:_ +20% gezondheid\n_-_ Genezing in water verhoogt tot 3/beurt\n_-_ Pompt op in 1 beurt in plaats van 2\n_Tengu:_ +25% gezondheid\n_-_ Fase 1: vallen zijn veel dodelijker\n_-_ Fase 2: speciale krachten komen vaker voor\n_DM-300:_ +33% gezondheid\n_-_ Masten zijn sterker en met z'n 3en actief\n_-_ Speciale krachten zijn sterker en komen vaker voor\n_-_ DM-300 is sneller als hij is opgeladen\n_-_ Blootliggende draden komen 2 keer zo vaak voor\n_Dwergenkoning:_ +50% gezondheid\n_-_ Volgelingen zijn sterker in alle fases\n_-_ Fase 1: Snellere speciale krachten en oproepingen\n_-_ Fase 2: 2 extra volgelingen per ronde\n_-_ Fase 3: 2x gezondheid, snellere oproepingen\n_Yog-Dzewa:_\n_-_ Twee vuisten worden tegelijk opgeroepen!\n_-_ +60% laser schade\n_-_ Sterkere volgelingen diff --git a/core/src/main/assets/messages/misc/misc_pt.properties b/core/src/main/assets/messages/misc/misc_pt.properties index 62e67199a..dd5f178d5 100644 --- a/core/src/main/assets/messages/misc/misc_pt.properties +++ b/core/src/main/assets/messages/misc/misc_pt.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Derrote o chefe da prisão sem ser atingido p badges$badge.boss_challenge_3.title=Estrategista badges$badge.boss_challenge_3.desc=Derrote o chefe das cavernas sem ser atacado ou atingido enquanto ele estiver sobrecarregado badges$badge.boss_challenge_4.title=Sem Armas em Sua Presença -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Derrote o chefe da cidade sem atacá-lo diretamente com armas, anéis, varinhas ou feitiços causadores de dano badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Derrote o chefe final com todas as forjas demoníacas vivas e com o desafio do chefes mais durões ativado badges$badge.games_played_1.title=Masmorreiro Novato @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Ascensão Pacifista badges$badge.pacifist_ascent.desc=Leve o Amuleto de Yendor para a superfície sem reduzir a intensidade de sua maldição badges$badge.taking_the_mick.title=Picaretada badges$badge.taking_the_mick.desc=Desfira o golpe fatal no chefe final com uma picareta +20 ou maior -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Vitória aleatória! +badges$badge.victory_random.desc=Obtenha o Amuleto de Yendor com herói, aprimoramento de talentos, subclasse e habilidade de armadura todos aleatórios. challenges.no_food=De dieta challenges.no_food_desc=Comida já é escassa, mas você deve tomar cuidado com suas porções também!\n\n- Comida e o Chifre da Fartura tem apenas um terço de efetividade satisfazendo fome.\n- Outras fontes de saciedade não são afetadas. @@ -228,7 +228,7 @@ challenges.darkness_desc=É uma masmorra afinal!\n\n- Distância visível regula challenges.no_scrolls=Runas proibidas challenges.no_scrolls_desc=Uma certa runa é mais difícil de encontrar. Infelizmente, é sempre a mais útil.\n\n- Metade dos pergaminhos de aprimoramento da masmorra são removidos challenges.champion_enemies=Campeões hostis -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Você não é o único que pode subir de nível!\n\n- Inimigos normais têm 1/8 de chance de aparecer com um buff especial de campeão no 1° andar, aumentando para 1/6 no 21° andar\n\n- Campeões acordam se nascerem dormindo\n- O herói sabe quando um campeão aparece\n- Campeões não podem se tornar aliados.\n\nExistem seis tipos de inimigos campeões:\n_Flamejante (laranja):_ +25% de dano corpo a corpo, inflama ao acertar, imune a fogo, espalha chamas ao morrer, não pode atear fogo em quadrados com água\n_Projetante (roxo):_ +25% de dano corpo a corpo, +3 de alcance corpo a corpo\n_Antimagia (verde):_ -50% de dano sofrido, imune a efeitos mágicos\n_Gigante (azul):_ -80% de dano sofrido, +1 alcance corpo a corpo, não pode entrar em túneis\n_Abençoado (amarelo):_ 4x mais precisão e evasão\n_Crescente (vermelho):_ +20% de precisão, evasão, dano e PV efetivo. Aumenta em 1% a cada 4 turnos. challenges.stronger_bosses=Chefes mais durões challenges.stronger_bosses_desc=Os chefões são muito mais cascas-grossas com este desafio!\n\n_Goo:_ +20% de vida\n_-_ Cura na água sobe para 3/turno\n_-_ Bombeamento de 1 turno em vez de 2\n_Tengu:_ +25% de vida\n_-_ Fase 1: as armadilhas são muito mais mortíferas\n_-_ Fase 2: as habilidades são mais frequentes\n_DM-300:_ +33% de vida\n_-_ As Torres são mais resistentes e 3 ativam\n_-_ As habilidades são mais poderosas e frequentes\n_-_ DM-300 é mais rápido quando sobrecarregado\n_-_ Os fios expostos são duas vezes mais comuns\n_Rei Anão:_ +50% de vida\n_-_ Lacaios são mais fortes em todas as fases\n_-_ Fase 1: habilidades e conjurações mais rápidas\n_-_ Fase 2: mais 2 lacaios por rodada\n_-_ Fase 3: 2x mais vida, conjuração mais rápida\n_Yog-Dzewa:_\n_-_ Dois punhos são invocados a cada vez!\n_-_ +60% de danos causados pelo laser\n_-_ Lacaios mais fortes diff --git a/core/src/main/assets/messages/misc/misc_tr.properties b/core/src/main/assets/messages/misc/misc_tr.properties index 588cfe6f5..98abb5191 100644 --- a/core/src/main/assets/messages/misc/misc_tr.properties +++ b/core/src/main/assets/messages/misc/misc_tr.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Hapishane baş düşmanını herhangi bir tuz badges$badge.boss_challenge_3.title=Üstün Manevra badges$badge.boss_challenge_3.desc=Mağara baş düşmanını aşırı yüklüyken saldırıya uğramadan ve hasar görmeden alt et badges$badge.boss_challenge_4.title=Huzurunda Silah Yok -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Silahlar, yüzükler, asalar veya hasar veren büyülerle doğrudan saldırmadan şehir patronunu yen. badges$badge.boss_challenge_5.title=Kıyamet Avcısı badges$badge.boss_challenge_5.desc=Tüm şeytan çağırıcılar canlı ve daha kötü baş düşmanlar mücadelesi etkinken son baş düşmanı yen badges$badge.games_played_1.title=Acemi Zindancı @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Barışçıl Yükseliş badges$badge.pacifist_ascent.desc=Yendor Muskasını, lanetinin şiddetini hiç azaltmadan yüzeye çıkarın badges$badge.taking_the_mick.title=Mick'i almak badges$badge.taking_the_mick.desc=Son boss'a öldürücü darbeyi +20 veya daha yüksek bir kazmayla vur -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Rastgele Zafer! +badges$badge.victory_random.desc=Yendor'un Muskasını rastgele kahraman, yetenek puanları, alt sınıf ve zırh yeteneği seçerek ele geçir. challenges.no_food=Diyette challenges.no_food_desc=Gıda zaten kıt ama artık porsiyonlarına da dikkat etmek zorundasın!\n\n- Yemek ve bolluk borusu, açlığı normaldekinin üçte biri kadar geçirecek\n- Başka tokluk kaynakları bundan etkilenmeyecek @@ -226,9 +226,9 @@ challenges.swarm_intelligence_desc=Dikkatli ol, zindan canavarları gittikçe ak challenges.darkness=Karanlığa doğru challenges.darkness_desc=Sonuçta bu bir zindan!\n\n-Normal görüş uzaklığı azaltıldı\n-Her katta bur meşale belirir\n-Diger ışık kaynakları 1/5 kadar efektif challenges.no_scrolls=Yasak rünler -challenges.no_scrolls_desc=Belirli bir rünün bulunması daha zorlaştırıldı. Maalesef o rün, en işe yarayanı.\n\n- Zindandaki yükseltme parşomenlerinin yarısı kaldırıldı +challenges.no_scrolls_desc=Belirli bir rünün bulunması artık daha zor. Maalesef o rün, en işe yarayanı.\n\n- Zindandaki yükseltme parşömenlerinin yarısı kaldırıldı challenges.champion_enemies=Düşman şampiyonlar -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Seviye atlayabilen tek kişi sen değilsin!\n\nNormal düşmanlar, 1. katta 1/8, 21. katta ise 1/6 oranında özel şampiyon güçlendirmesi ile ortaya çıkabilir.\n\n- Şampiyonlar uyku halinde ortaya çıktıklarında uyanırlar.\n- Kahraman, bir şampiyonun ortaya çıktığını bilir.\n- Şampiyonlar müttefik haline getirilemez.\n\nSekiz tip şampiyon düşman vardır:\n_Yanan (turuncu)_ +25% yakın dövüş hasarı, vuruşları yakar, ölünce ateş saçar, sulak zeminleri yakamaz\n-Erişen (mor)_ +25% yakın dövüş hasarı, +3 yakın dövüş menzili\n-Büyükıran (yeşil)_ -50% hasar azaltımı, büyü etkenlerine karşı bağışıklı\n-_Dev (mavi)_ -80% hasar azaltımı, +1 yakın dövüş menzili, dar yerlerden geçemez.\n-_Kutsanmış (sarı)_ 4x isabet ve kaçınma\n-_Gelişen (kırmızı)_ +20% isabet, kaçınma, hasar ve efektif can her 4 turda 1% artar. challenges.stronger_bosses=Daha kötü patronlar challenges.stronger_bosses_desc=Patronlar bu mücadeleyle daha da çetin!\n\n_Goo:_ +%20 Sağlık\n_-_Sulu alanlarda iyileşme 3/sıra\n_-_Pompa saldırısı 2 sıra yerine 1 sıra\n_Tengu:_+%25 Can\n_-_1. Aşama: Tuzaklar daha ölümcül\n_-_2. Aşama: Yetenekler daha sık\n_DM-300:_ +%33 can\n_-_ Kuleler daha dayanıklı ve 3 tanesi aktif\n_-_ Yetenekleri daha güçlü ve daha sık\n_-_DM-300 şarjlıyken daha hızlı\n_-_ Açıktaki kablolar iki kata kadar daha fazla\n_Cüce Kral:_ +%50 Can\n_-_ Minyonlar tüm aşamalarda daha güçlü\n_-_ 1. Aşama: Daha sık yetenekler ve minyon çağırmaları\n_-_ 2. Aşama: Her rauntta 2 tane daha minyon\n_-_ 3. Aşama: 2x Can, daha hızlı çağırma\n_Yog-Dzewa:_ \n_-_ Bir seferde 2 yumruk çağırma!\n_-_ +%60 lazer hasarı\n_-_ Daha güçlü minyonlar diff --git a/core/src/main/assets/messages/misc/misc_vi.properties b/core/src/main/assets/messages/misc/misc_vi.properties index d2a8d5693..7f0dc51ff 100644 --- a/core/src/main/assets/messages/misc/misc_vi.properties +++ b/core/src/main/assets/messages/misc/misc_vi.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Đánh bại trùm của nhà tù mà không badges$badge.boss_challenge_3.title=Vượt trội badges$badge.boss_challenge_3.desc=Đánh bại trùm của hang động mà không cho nó gây sát thương hoặc bị thương khi nó đang được sạc đầy badges$badge.boss_challenge_4.title=Không vũ khí trước Sự hiện diện của Người -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Đánh bại trùm của thành phố mà không bao giờ trực tiếp tấn công hắn bằng vũ khí, nhẫn, đũa phép, hoặc các thần chú gây sát thương badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Đánh bại trùm cuối với tất cả các quái sinh quỷ còn sống và thử thách trùm nguy hiểm được bật badges$badge.games_played_1.title=Nhà khám phá hầm ngục nghiệp dư @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Chuyến đi lên ôn hòa badges$badge.pacifist_ascent.desc=Mang Tấm bùa Yendor lên mặt đất mà không một lần làm giảm độ nghiêm trọng của lời nguyền của nó badges$badge.taking_the_mick.title=Chế giễu badges$badge.taking_the_mick.desc=Tung đòn kết liễu lên trùm cuối với một cây cuốc chim +20 trở lên -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Chiến thắng ngẫu nhiên! +badges$badge.victory_random.desc=Giành được Tấm bùa Yendor với một người hùng, các điểm nâng cấp tài năng, lớp phụ và kĩ năng áo giáp được chọn ngẫu nhiên. challenges.no_food=Ăn kiêng challenges.no_food_desc=Thức ăn vốn đã khan hiếm, nhưng bạn cũng phải chú ý đến khẩu phần ăn của mình nữa!\n\n- Thức ăn và cái sừng no đủ chỉ còn một phần ba hiệu quả trong việc thỏa mãn cơn đói\n- Các nguồn làm no khác không bị ảnh hưởng @@ -228,7 +228,7 @@ challenges.darkness_desc=Đây là một hầm ngục mà!\n\n- Tầm nhìn thô challenges.no_scrolls=Chữ rune bị cấm challenges.no_scrolls_desc=Một số chữ rune nào đó sẽ trở nên khó tìm hơn. Không may, chúng luôn là cái hữu ích nhất.\n\n- Một nửa số cuộn giấy nâng cấp của hầm ngục đã bị loại bỏ challenges.champion_enemies=Nhà vô địch hung dữ -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Bạn không phải người duy nhất có thể lên cấp!\n\nKẻ địch thông thường có 1/8 tỉ lệ được sinh ra với một hiệu ứng nhà vô địch đặc biệt trên tầng 1, tăng dần lên tới 1/6 trên tầng 21.\n\n- Các nhà vô địch tỉnh dậy nếu chúng ngủ khi sinh ra\n- Người hùng sẽ biết khi một nhà vô địch sinh ra\n- Các nhà vô địch miễn không thể được biến thành đồng minh\n\nCó sáu loại kẻ địch là nhà vô địch:\n_Rực lửa (cam):_ +25% sát thương cận chiến, đốt cháy khi đánh, lan lửa ra khi chết, không thể đốt cháy ô có nước\n_Tầm xa (tím):_ +25% sát thương cận chiến, +3 tầm tấn công cận chiến\n_Kháng phép thuật (xanh lục):_ -50% sát thương nhận vào, miễn nhiễm với các hiệu ứng phép thuật\n_Khổng lồ (xanh dương):_ -80% sát thương nhận vào, +1 tầm tấn công cận chiến, không thể di chuyển vào các đường hầm\n_Được ban phước (vàng):_ độ chính xác và né tránh x4\n_Phát triển (đỏ):_ +20% chính xác, né tránh, sát thương và sinh lực tạm thời. Tăng 1% mỗi 4 lượt. challenges.stronger_bosses=Trùm nguy hiểm challenges.stronger_bosses_desc=Các trùm khó hơn nhiều với thử thách này!\n\n_Goo:_ +20% sinh lực\n_-_ Phục hồi ở trong nước gia tăng, lên tới 3/lượt\n_-_ Bơm trong 1 lượt thay vì 2\n_Tengu:_ +25% sinh lực\n_-_ Giai đoạn 1: bẫy nguy hiểm hơn nhiều\n_-_ Giai đoạn 2: các kĩ năng được sử dụng thường xuyên hơn\n_DM-300:_ +33% sinh lực\n_-_ Các cột điện mạnh hơn và tổng cộng 3 cột được kích hoạt\n_-_ Các khả năng mạnh hơn và được sử dụng thường xuyên hơn\n_-_ DM-300 nhanh hơn khi được cường hoá\n_-_ Dây điện hở xuất hiện nhiều gấp đôi\n_Vua người lùn:_ +50% sinh lực.\n_-_ Các tay sai mạnh hơn trong tất cả giai đoạn\n_-_ Giai đoạn 1: Sử dụng khả năng và triệu hồi nhanh hơn\n_-_ Giai đoạn 2: Thêm 2 tay sai mỗi vòng\n_-_ Giai đoạn 3: Gấp đôi sinh lực, triệu hồi nhanh hơn\n_Yog-Dzewa:_\n_-_ Hai nắm đấm được triệu hồi cùng một lúc!\n_-_ +60% sát thương laser\n_-_ Tay sai mạnh hơn diff --git a/core/src/main/assets/messages/misc/misc_zh-hant.properties b/core/src/main/assets/messages/misc/misc_zh-hant.properties index d806fc814..bbb73c449 100644 --- a/core/src/main/assets/messages/misc/misc_zh-hant.properties +++ b/core/src/main/assets/messages/misc/misc_zh-hant.properties @@ -228,7 +228,7 @@ challenges.darkness_desc=歡迎來到真正的地下城,冒險家。\n\n-可 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=某種法咒將更稀有,但總是最有用的那種。\n\n-升級卷軸生成減半 challenges.champion_enemies=精英強敵 -challenges.champion_enemies_desc=別以為只有你可以變得更強!\n\n普通敵人可能有特別的強大屬性。在1F時,生成機率為 1/8,逐層緩升,在21F時,機率為 1/6。\n\n- 生成時立刻清醒\n- 生成時你會感知到\n- 無法轉化為盟友\n\n精英共有六種不同屬性:\n_烈焰(橘光):_造成25%額外近戰傷害,會點燃攻擊目標,免疫火焰,在死亡會引燃周遭,但無法散佈火焰到水上\n_索敵(紫光):_25%額外近戰傷害,+3近戰距離\n_敵法(綠光):_50%傷害減免,完全免疫所有魔法效果\n_巨型(藍光):_80%傷害減免,+1近戰範圍,無法進入狹窄的空間\n_天佑(黃光):_+300%額外精準與閃避\n_成長(紅光):_+20%精準、閃避、傷害及目前生命,每4回合再+1% +challenges.champion_enemies_desc=別以為只有你可以變得更強!\n\n普通敵人可能有特別的強大屬性。在1F時,生成機率為 1/8,逐層緩升,在21F時,機率達到最大值1/6。\n\n- 生成時立刻清醒\n- 生成時你會感知到\n- 無法轉化為盟友\n\n精英共有六種不同屬性:\n_烈焰(橘光):_造成25%額外近戰傷害,會點燃攻擊目標,免疫火焰,在死亡會引燃周遭,但無法散佈火焰到水上\n_索敵(紫光):_25%額外近戰傷害,+3近戰距離\n_敵法(綠光):_50%傷害減免,完全免疫所有魔法效果\n_巨型(藍光):_80%傷害減免,+1近戰範圍,無法進入狹窄的空間\n_天佑(黃光):_+300%額外精準與閃避\n_成長(紅光):_+20%精準、閃避、傷害及目前生命,每4回合再+1% challenges.stronger_bosses=絕命頭目 challenges.stronger_bosses_desc=開啟此挑戰後,頭目戰會難打許多!\n\n_黏咕:_+20%總生命\n_-_ 水中回復的生命會遞增,最高3點\n_-_ 招式蓄力只需一回合\n_天狗:_+25%總生命\n_-_ 第一階段:陷阱更為致命\n_-_ 第二階段:出招更為頻繁\n_DM-300:_+33%總生命\n_-_ 共啟用三隻電塔,電塔的攻擊也更為花俏\n_-_ 出招更為頻繁,出手也更重\n_-_ 裸露電線數量加倍\n_矮人國王:_+50%總生命\n_-_ 更強的手下\n_-_ 第一階段:出招、召喚更為頻繁\n_-_ 第二階段:每波多兩隻敵人\n_-_ 第三階段:血量加倍,召喚更為頻繁\n_Yog-Dzewa:_\n_-_ 兩顆拳頭同時出現\n_-_ 死光雷射+60%傷害\n_-_ 更強的手下 diff --git a/core/src/main/assets/messages/plants/plants_eo.properties b/core/src/main/assets/messages/plants/plants_eo.properties index b1965dead..875e5b700 100644 --- a/core/src/main/assets/messages/plants/plants_eo.properties +++ b/core/src/main/assets/messages/plants/plants_eo.properties @@ -23,7 +23,7 @@ plants.earthroot$armor.desc=Speco de natura senmova defendaĵo farita el arboŝe plants.fadeleaf.name=perefolio plants.fadeleaf.desc=Je tuŝo de perefolio, ĉiu kreaĵo teleportiĝos al hazarda loko en la nuna keletaĝo. -plants.fadeleaf.warden_desc=La teleporta efiko de perefolio pli forte agas sur _Gardistino_: ŝi estos teleportita al la fino de la antaŭa keletaĝo. +plants.fadeleaf.warden_desc=La teleportanta efiko de perefolio pli forte agas sur _Gardistino_: ŝi estos teleportita al la fino de la antaŭa keletaĝo. plants.fadeleaf$seed.name=semo de perefolio plants.firebloom.name=fajrofloro diff --git a/core/src/main/assets/messages/scenes/scenes_eo.properties b/core/src/main/assets/messages/scenes/scenes_eo.properties index a074d2b53..a6b27d182 100644 --- a/core/src/main/assets/messages/scenes/scenes_eo.properties +++ b/core/src/main/assets/messages/scenes/scenes_eo.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=La ludo uzas “ĝermon” por generi l scenes.heroselectscene.custom_seed_set=Ludi scenes.heroselectscene.custom_seed_clear=Forviŝi scenes.heroselectscene.challenges_nowin=Defioj estas malnepraj modifiloj, kiuj malfaciligas la ludon. Iuj defioj igas la labirinton pli danĝera kaj aliaj malfortigas viajn kapablojn aŭ aĵojn.\n\n_Vi devas venki almenaŭ unufoje antaŭ ol vi povos aktivigi defiojn._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Hazarde +scenes.heroselectscene.randomize_hero=Hazarda heroo +scenes.heroselectscene.randomize_chals=Hazardaj defioj scenes.heroselectscene.randomize_chals_title=Defioj scenes.heroselectscene.randomize_confirm=Konfirmi scenes.heroselectscene.randomize_cancel=Nuligi @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon estas tute senpaga ludo, scenes.titlescene.patreon_button=Patreon-paĝo scenes.welcomescene.update_intro=Shattered Pixel Dungeon estas ĝisdatigita! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=La versio 3.3 liveras testejon por la venonta refaro de la misio en la metropolo, novajn aĵojn kaj pliajn etajn plibonigojn kaj erar-riparojn. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon estas flikita! scenes.welcomescene.patch_bugfixes=Tiu ĉi ĝisdatigo riparas erarojn. scenes.welcomescene.patch_translations=Tiu ĉi ĝisdatigo liveras plibonigojn por tradukoj. diff --git a/core/src/main/assets/messages/scenes/scenes_es.properties b/core/src/main/assets/messages/scenes/scenes_es.properties index a7231fc18..66cbe1207 100644 --- a/core/src/main/assets/messages/scenes/scenes_es.properties +++ b/core/src/main/assets/messages/scenes/scenes_es.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=El juego usa un código semilla para ge scenes.heroselectscene.custom_seed_set=Establecer scenes.heroselectscene.custom_seed_clear=Resetear scenes.heroselectscene.challenges_nowin=Los desafíos son modificadores opcionales que hacen el juego más difícil. Algunos desafíos hacen que la mazmorra sea más peligrosa, otros reducen el poder de tus habilidades o ítems.\n\n_Debes ganar al menos una partida antes de poder activar desafíos._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Aleatorio +scenes.heroselectscene.randomize_hero=Héroe Aleatorio +scenes.heroselectscene.randomize_chals=Desafíos Aleatorios scenes.heroselectscene.randomize_chals_title=Desafíos scenes.heroselectscene.randomize_confirm=Confirmar scenes.heroselectscene.randomize_cancel=Cancelar @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon es un juego completamente scenes.titlescene.patreon_button=Pagina de Patreon scenes.welcomescene.update_intro=¡Shattered Pixel Dungeon ha sido actualizado! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=La versión 3.3 incluye un área de pruebas para la próxima remodelación a la misión de la ciudad, nuevos ítems, y un puñado de ajustes y mejoras pequeñas. scenes.welcomescene.patch_intro=¡Shattered Pixel Dungeon ha sido parcheado! scenes.welcomescene.patch_bugfixes=Este parche contiene corrección de errores. scenes.welcomescene.patch_translations=Este parche contiene actualizaciones de traducción. diff --git a/core/src/main/assets/messages/scenes/scenes_fr.properties b/core/src/main/assets/messages/scenes/scenes_fr.properties index 02469659b..97b065c9b 100644 --- a/core/src/main/assets/messages/scenes/scenes_fr.properties +++ b/core/src/main/assets/messages/scenes/scenes_fr.properties @@ -73,7 +73,7 @@ scenes.heroselectscene.custom_seed_nowin=Le jeu utilise une graine pour génére scenes.heroselectscene.custom_seed_set=Choisir scenes.heroselectscene.custom_seed_clear=Effacer scenes.heroselectscene.challenges_nowin=Les défis sont des modifications optionnelles qui rendent le jeu plus difficile. Certains rendent le donjon plus dangereux, d'autres réduisent la puissance de vos capacités ou des objets.\n\n_Vous devez remporter au moins une partie avant de pouvoir activer des défis._ -scenes.heroselectscene.randomize=Randomize +scenes.heroselectscene.randomize=Aléatoire scenes.heroselectscene.randomize_hero=Héro aléatoire scenes.heroselectscene.randomize_chals=Défis aléatoires scenes.heroselectscene.randomize_chals_title=Défis diff --git a/core/src/main/assets/messages/scenes/scenes_hu.properties b/core/src/main/assets/messages/scenes/scenes_hu.properties index d6b223fc6..7d4ff71d1 100644 --- a/core/src/main/assets/messages/scenes/scenes_hu.properties +++ b/core/src/main/assets/messages/scenes/scenes_hu.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=A Shattered Pixel Dungeon egy teljesen ingyenes j scenes.titlescene.patreon_button=Patreon-oldal scenes.welcomescene.update_intro=Frissült a Shattered Pixel Dungeon! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=A v3.3 tartalmaz egy új tesztelhető területet a városi küldetés közelgő átalakításához, új tárgyakat, valamint egy sor kisebb módosítást és fejlesztést. scenes.welcomescene.patch_intro=A Shattered Pixel Dungeon javítást kapott! scenes.welcomescene.patch_bugfixes=Ez a javítás hibákat orvosol. scenes.welcomescene.patch_translations=Ez a javítás fordításokat frissít. diff --git a/core/src/main/assets/messages/scenes/scenes_pt.properties b/core/src/main/assets/messages/scenes/scenes_pt.properties index 779e1ac42..2e34c896c 100644 --- a/core/src/main/assets/messages/scenes/scenes_pt.properties +++ b/core/src/main/assets/messages/scenes/scenes_pt.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=O jogo usa um código de seed para gera scenes.heroselectscene.custom_seed_set=Definir scenes.heroselectscene.custom_seed_clear=Limpar scenes.heroselectscene.challenges_nowin=Desafios são modificadores opcionais que tornam o jogo mais difícil. Alguns desafios tornam a masmorra mais perigosa, outros reduzem o poder de suas habilidades ou itens.\n\n_Você deve vencer pelo menos um jogo antes de poder habilitar os desafios._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Aleatório +scenes.heroselectscene.randomize_hero=herói aleatório +scenes.heroselectscene.randomize_chals=Desafios aleatórios scenes.heroselectscene.randomize_chals_title=Desafios scenes.heroselectscene.randomize_confirm=Confirmar scenes.heroselectscene.randomize_cancel=Cancelar @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=O Shattered Pixel Dungeon é um jogo totalmente g scenes.titlescene.patreon_button=Página do Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon foi atualizado! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 inclui uma área de testes para a próxima reformulação da missão na cidade, novos itens e uma série de pequenos ajustes e melhorias. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon foi atualizado! scenes.welcomescene.patch_bugfixes=Esta atualização inclui correções de erros. scenes.welcomescene.patch_translations=Esta correção contém atualizações de tradução. diff --git a/core/src/main/assets/messages/scenes/scenes_tr.properties b/core/src/main/assets/messages/scenes/scenes_tr.properties index 9dc7bf267..36abaa976 100644 --- a/core/src/main/assets/messages/scenes/scenes_tr.properties +++ b/core/src/main/assets/messages/scenes/scenes_tr.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Oyun, zindan üretimi için bir tohum k scenes.heroselectscene.custom_seed_set=Kur scenes.heroselectscene.custom_seed_clear=Temizle scenes.heroselectscene.challenges_nowin=Zorluklar, oyunu daha zor hale getiren isteğe bağlı değiştiricilerdir. Bazı zorluklar zindanı daha tehlikeli hale getirirken, diğerleri yeteneklerinizin veya eşyalarınızın gücünü azaltır._Zorlukları etkinleştirebilmeniz için en az bir oyun kazanmalısınız._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Rastgele +scenes.heroselectscene.randomize_hero=Kahramanı Rastgele Seç +scenes.heroselectscene.randomize_chals=Meydan Okumaları Rastgele Seç scenes.heroselectscene.randomize_chals_title=Meydan Okumalar scenes.heroselectscene.randomize_confirm=Onayla scenes.heroselectscene.randomize_cancel=İptal @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon tamamen ücretsiz bir oyu scenes.titlescene.patreon_button=Patreon Sayfası scenes.welcomescene.update_intro=Shattered Pixel Dungeon güncellendi! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3, şehir görevlerinde yapılacak büyük çaplı yenileme için bir test alanı, yeni öğeler ve bir dizi küçük değişiklik ve iyileştirme içeriyor. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon yama aldı! scenes.welcomescene.patch_bugfixes=Bu yama hata düzeltmeleri içerir. scenes.welcomescene.patch_translations=Bu yama çeviri güncellemeleri içerir. diff --git a/core/src/main/assets/messages/scenes/scenes_vi.properties b/core/src/main/assets/messages/scenes/scenes_vi.properties index fc1d823a2..32335767b 100644 --- a/core/src/main/assets/messages/scenes/scenes_vi.properties +++ b/core/src/main/assets/messages/scenes/scenes_vi.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Trò chơi sử dụng một mã seed scenes.heroselectscene.custom_seed_set=Đặt scenes.heroselectscene.custom_seed_clear=Xóa scenes.heroselectscene.challenges_nowin=Thử thách là những thay đổi không bắt buộc, khiến trò chơi trở nên khó hơn. Một số thử thách khiến hầm ngục trở nên nguy hiểm hơn, số khác làm giảm sức mạnh của các kĩ năng năng hoặc vật phẩm của bạn.\n\n_Bạn phải thắng ít nhất một màn chơi trước khi bạn có thể bật các thử thách._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Chọn ngẫu nhiên +scenes.heroselectscene.randomize_hero=Chọn người hùng ngẫu nhiên +scenes.heroselectscene.randomize_chals=Chọn thử thách ngẫu nhiên scenes.heroselectscene.randomize_chals_title=Thử thách scenes.heroselectscene.randomize_confirm=Xác nhận scenes.heroselectscene.randomize_cancel=Huỷ @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon là một trò chơi hoà scenes.titlescene.patreon_button=Trang Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon đã được cập nhật! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=Phiên bản 3.3 bao gồm một khu vực thử nghiệm cho bản làm lại sắp tới của nhiệm vụ trong thành phố, các vật phẩm mới, và một tá các sự điều chỉnh và cải thiện nhỏ. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon đã được cập nhật! scenes.welcomescene.patch_bugfixes=Bản cập nhật này bao gồm nhiều lỗi được sửa. scenes.welcomescene.patch_translations=Bản cập nhật này chứa cập nhật bản dịch. diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index 6cae72b9c..ab7121a31 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -76,7 +76,7 @@ scenes.heroselectscene.challenges_nowin=挑战是一类为游戏增添难度的 scenes.heroselectscene.randomize=随机模式 scenes.heroselectscene.randomize_hero=随机英雄 scenes.heroselectscene.randomize_chals=随机挑战 -scenes.heroselectscene.randomize_chals_title=挑战开启数 +scenes.heroselectscene.randomize_chals_title=挑战个数 scenes.heroselectscene.randomize_confirm=确定 scenes.heroselectscene.randomize_cancel=取消 diff --git a/core/src/main/assets/messages/ui/ui_eo.properties b/core/src/main/assets/messages/ui/ui_eo.properties index 24e36e9f3..8353137f0 100644 --- a/core/src/main/assets/messages/ui/ui_eo.properties +++ b/core/src/main/assets/messages/ui/ui_eo.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=nivelo %d ui.talentspane.unlock_tier2=Akiru la 6-an nivelon por malŝlosi pliajn talentojn. ui.talentspane.unlock_tier3=Akiru la 12-an nivelon kaj uzu aĵon akiritan de la dua supermonstro por malŝlosi pliajn talentojn. ui.talentspane.unlock_tier4=Akiru la 20-an nivelon kaj uzu aĵon akiritan de la kvara supermonstro por malŝlosi pliajn talentojn. +ui.talentspane.random_title=Hazardaj talentoj +ui.talentspane.random_sure=Ĉu vi certe volas hazarde asigni viajn talent-poentojn? +ui.talentspane.random_yes=Jes, ĉiujn hazarde. +ui.talentspane.random_one=Jes, nur unu hazarde. +ui.talentspane.random_no=Mi decidiĝos poste. ui.toolbar.quickslot_prompt=Elektu rapidbutonon ui.toolbar.quickslot_select=elekti rapidbutonon diff --git a/core/src/main/assets/messages/ui/ui_es.properties b/core/src/main/assets/messages/ui/ui_es.properties index 4396dfc31..10382086b 100644 --- a/core/src/main/assets/messages/ui/ui_es.properties +++ b/core/src/main/assets/messages/ui/ui_es.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=Nivel %d ui.talentspane.unlock_tier2=Alcanza el nivel 6 para desbloquear más talentos. ui.talentspane.unlock_tier3=Alcanza el nivel 12 y usa el objeto del segundo jefe para desbloquear más talentos. ui.talentspane.unlock_tier4=Alcanza el nivel 20 y usa el objeto del cuarto jefe para desbloquear más talentos. +ui.talentspane.random_title=Talentos Aleatorios +ui.talentspane.random_sure=¿Estás seguro que deseas gastar estos puntos de talento al azar? +ui.talentspane.random_yes=Sí, gástalos todos. +ui.talentspane.random_one=Solo gasta uno al azar. +ui.talentspane.random_no=Lo decidiré después. ui.toolbar.quickslot_prompt=Selecciona un Atajo ui.toolbar.quickslot_select=Seleccionar diff --git a/core/src/main/assets/messages/ui/ui_fr.properties b/core/src/main/assets/messages/ui/ui_fr.properties index 65c90c867..16574d089 100644 --- a/core/src/main/assets/messages/ui/ui_fr.properties +++ b/core/src/main/assets/messages/ui/ui_fr.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=rang %d ui.talentspane.unlock_tier2=Atteignez le niveau 6 pour débloquer plus de talents. ui.talentspane.unlock_tier3=Atteignez le niveau 12 et utilisez la récompense du second boss pour déverrouiller plus de talents. ui.talentspane.unlock_tier4=Atteignez le niveau 20 et utilisez la récompense du quatrième boss pour déverrouiller plus de talents. +ui.talentspane.random_title=Talents aléatoires +ui.talentspane.random_sure=Êtes-vous sûr de vouloir dépenser ces points de talent aléatoirement ? +ui.talentspane.random_yes=Oui, tous les dépenser. +ui.talentspane.random_one=N'en dépenser qu'un seul. +ui.talentspane.random_no=Je choisirai plus tard. ui.toolbar.quickslot_prompt=Sélectionnez un Emplacement Rapide ui.toolbar.quickslot_select=Sélectionnez un Emplacement Rapide diff --git a/core/src/main/assets/messages/ui/ui_hu.properties b/core/src/main/assets/messages/ui/ui_hu.properties index 7480a0dc9..88cec3417 100644 --- a/core/src/main/assets/messages/ui/ui_hu.properties +++ b/core/src/main/assets/messages/ui/ui_hu.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d. szint ui.talentspane.unlock_tier2=Érd el a 6. szintet, hogy több tehetséget oldj fel. ui.talentspane.unlock_tier3=Érd el a 12. szintet, és használd a második főellenségtől kapott tárgyat, hogy további tehetségeket oldj fel. ui.talentspane.unlock_tier4=Érd el a 20. szintet, és használd a negyedik főellenségtől kapott tárgyat, hogy további tehetségeket oldj fel. +ui.talentspane.random_title=Véletlenszerű tehetségek +ui.talentspane.random_sure=Biztosan véletlenszerűen szeretnéd felhasználni ezeket a tehetségpontokat? +ui.talentspane.random_yes=Igen, az összes felhasználása. +ui.talentspane.random_one=Csak egy felhasználása véletlenszerűen. +ui.talentspane.random_no=Később döntöm el. ui.toolbar.quickslot_prompt=Válassz egy gyorsrekeszt ui.toolbar.quickslot_select=Gyorsrekesz kiválasztása diff --git a/core/src/main/assets/messages/ui/ui_in.properties b/core/src/main/assets/messages/ui/ui_in.properties index c9f0b6430..4b9cb701c 100644 --- a/core/src/main/assets/messages/ui/ui_in.properties +++ b/core/src/main/assets/messages/ui/ui_in.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=tingkat %d ui.talentspane.unlock_tier2=Raih level 6 untuk membuka lebih banyak bakat. ui.talentspane.unlock_tier3=Capai level 12 dan gunakan item dari boss kedua untuk membuka lebih banyak bakat. ui.talentspane.unlock_tier4=Capai level 20 dan gunakan item dari boss keempat untuk membuka lebih banyak bakat. +ui.talentspane.random_title=Bakat Acak +ui.talentspane.random_sure=Apakah Anda yakin ingin menggunakan poin bakat ini secara acak? +ui.talentspane.random_yes=Ya, habiskan semuanya. +ui.talentspane.random_one=Cukup belanjakan satu secara acak. +ui.talentspane.random_no=Aku akan, putuskan nanti. ui.toolbar.quickslot_prompt=Pilih Sebuah Slot Cepat ui.toolbar.quickslot_select=Pilih Slot Cepat diff --git a/core/src/main/assets/messages/ui/ui_pt.properties b/core/src/main/assets/messages/ui/ui_pt.properties index ef87567cb..03a8a002d 100644 --- a/core/src/main/assets/messages/ui/ui_pt.properties +++ b/core/src/main/assets/messages/ui/ui_pt.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=tier %d ui.talentspane.unlock_tier2=Atinja nível 6 para desbloquear mais talentos. ui.talentspane.unlock_tier3=Alcance o nível 12 e use o item do segundo chefe para desbloquear mais talentos. ui.talentspane.unlock_tier4=Alcance o nível 20 e use o item do quarto chefe para desbloquear mais talentos. +ui.talentspane.random_title=Talentos aleatórios +ui.talentspane.random_sure=Tem certeza de que deseja usar estes pontos de talento aleatoriamente? +ui.talentspane.random_yes=Sim, use todos. +ui.talentspane.random_one=Use apenas um aleatoriamente. +ui.talentspane.random_no=Eu decidirei depois. ui.toolbar.quickslot_prompt=Selecione um slot rápido ui.toolbar.quickslot_select=Selecionar slot rápido @@ -39,7 +44,7 @@ ui.toolbar.item_prompt=Selecione um item ui.toolbar.item_select=Selecionar item ui.toolbar.item_use=Item de uso rápido ui.toolbar.item_cancel=Cancelar -ui.toolbar.examine_prompt=Pressione novamente para procurar\nPressione qualquer outra coisa para examinar +ui.toolbar.examine_prompt=Pressione novamente para procurar\nPressione em algo para examinar ui.updatenotification.title=Atualizar ui.updatenotification$wndupdate.title=Uma atualização está disponível! diff --git a/core/src/main/assets/messages/ui/ui_tr.properties b/core/src/main/assets/messages/ui/ui_tr.properties index 3823150ba..ee240e43f 100644 --- a/core/src/main/assets/messages/ui/ui_tr.properties +++ b/core/src/main/assets/messages/ui/ui_tr.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=rütbe %d ui.talentspane.unlock_tier2=Daha fazla kabiliyet açmak için seviye 6 olun. ui.talentspane.unlock_tier3=Seviye 12'ye ulaş ve daha fazla yetenek açmak için ikinci patrondan gelen eşyayı kullan. ui.talentspane.unlock_tier4=Seviye 20'ye ulaş ve daha fazla yetenek açmak için dördüncü patrondan gelen eşyayı kullan. +ui.talentspane.random_title=Rastgele Yetenekler +ui.talentspane.random_sure=Bu yetenek puanlarını rastgele harcamak istediğinden emin misin? +ui.talentspane.random_yes=Evet, hepsini harcayın. +ui.talentspane.random_one=Sadece rastgele bir tane harcayın. +ui.talentspane.random_no=Sonra karar veririm. ui.toolbar.quickslot_prompt=Bir Hızlı-seçim yuvası Seç ui.toolbar.quickslot_select=Hızlı-seçim yuvası seç diff --git a/core/src/main/assets/messages/ui/ui_vi.properties b/core/src/main/assets/messages/ui/ui_vi.properties index eae07fb00..2d4fe9c91 100644 --- a/core/src/main/assets/messages/ui/ui_vi.properties +++ b/core/src/main/assets/messages/ui/ui_vi.properties @@ -16,7 +16,7 @@ ui.customnotebutton$customnotewindow.edit_title=Chỉnh sửa tiêu đề ui.customnotebutton$customnotewindow.add_text=Thêm văn bản ui.customnotebutton$customnotewindow.edit_text=Chỉnh sửa văn bản ui.customnotebutton$customnotewindow.delete=Xóa -ui.customnotebutton$customnotewindow.delete_warn=Bạn có chắc chắn muốn xóa ghi chú cá nhân này? +ui.customnotebutton$customnotewindow.delete_warn=Bạn có chắc bạn muốn xóa ghi chú cá nhân này? ui.customnotebutton$customnotewindow.confirm=Xác nhận ui.customnotebutton$customnotewindow.cancel=Huỷ @@ -26,6 +26,11 @@ ui.talentspane.tier=bậc %d ui.talentspane.unlock_tier2=Đạt cấp 6 để mở khoá nhiều tài năng hơn. ui.talentspane.unlock_tier3=Đạt cấp 12 và dùng vật phẩm từ con trùm thứ hai để mở khóa nhiều tài năng hơn. ui.talentspane.unlock_tier4=Đạt cấp 20 và dùng vật phẩm từ con trùm thứ tư để mở khóa thêm tài năng. +ui.talentspane.random_title=Tài năng ngẫu nhiên +ui.talentspane.random_sure=Bạn có chắc bạn muốn sử dụng các điểm tài năng này một cách ngẫu nhiên? +ui.talentspane.random_yes=Có, sử dụng hết. +ui.talentspane.random_one=Chỉ dùng ngẫu nhiên một điểm. +ui.talentspane.random_no=Tôi sẽ quyết định sau. ui.toolbar.quickslot_prompt=Chọn một ô dùng nhanh ui.toolbar.quickslot_select=Chọn ô dùng nhanh diff --git a/core/src/main/assets/messages/windows/windows_eo.properties b/core/src/main/assets/messages/windows/windows_eo.properties index 8469d2853..1eaa6d01e 100644 --- a/core/src/main/assets/messages/windows/windows_eo.properties +++ b/core/src/main/assets/messages/windows/windows_eo.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Mi decidiĝos poste windows.wndchooseability.are_you_sure=Ĉu vi certe volas elekti tiun ĉi kapablon? windows.wndchooseability.yes=Jes, mi certas. windows.wndchooseability.no=Ne, mi decidiĝos poste. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Hazarda defendaĵa kapablo +windows.wndchooseability.random_sure=Ĉu vi certe volas elekti hazarde kapablon por via defendaĵo? windows.wndchoosesubclass.message=Kiam la masko tuŝis al via vizaĝo, anstataŭ vidi la realon, la vizioj pri novaj povoj plenigas vian menson. Kiel vi direktos la povon de la masko? windows.wndchoosesubclass.cancel=Mi decidiĝos poste windows.wndchoosesubclass.are_you_sure=Ĉu vi certe volas elekti tiun ĉi profesion? windows.wndchoosesubclass.yes=Jes, mi certas. windows.wndchoosesubclass.no=Ne, mi decidiĝos poste. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Hazarda profesio +windows.wndchoosesubclass.random_sure=Ĉu vi certe volas elekti hazarde vian profesion? windows.wndclass.mastery=Profesio @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Detrui aĵon al energio windows.wndenergizeitem.energize=Detrui al %d da energio windows.wndenergizeitem.energize_1=Detrui 1 al %d da energio windows.wndenergizeitem.energize_all=D-i ĉiujn al %d da energio -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Ĉu vi certe volas alĥem-detrui vian brilaĵon? Vi reakiros 5 poentojn da energio, sed _la brilaĵo neinversigeble perdiĝos!_ +windows.wndenergizeitem.trinket_yes=Jed, detrui ĝin +windows.wndenergizeitem.trinket_no=Ne, mi ne volas windows.wnderror.title=ERARO @@ -292,11 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Ludoj komencitaj antaŭ la versio 1.3 h windows.wndsettings$displaytab.title=Vido windows.wndsettings$displaytab.fullscreen=Plenekrano -windows.wndsettings$displaytab.hide_navigation=Kaŝi navigan breton -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_navigation=Kaŝi navigan strion +windows.wndsettings$displaytab.hide_gesture=Kaŝi gestan strion windows.wndsettings$displaytab.okay=Bone windows.wndsettings$displaytab.cancel=Nuligi -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Devigi horizontalan windows.wndsettings$displaytab.brightness=Brileco windows.wndsettings$displaytab.dark=Malhela windows.wndsettings$displaytab.bright=Hela @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Plibonigi tiun ĉi aĵon havos %d%% ŝancon por forvi windows.wndupgrade.resin=Tiu ĉi vergo estas plibonigita per mistera rezino, normaj plibonigoj anstataŭigos plibonigojn pro rezino! windows.wndupgrade.thrown_dust=Armiloj de tiu ĉi aro, kiuj ne estas en via dorsosako dispeciĝos al polvo. windows.wndupgrade.damage=Vundpovo -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Vundpovo de sageto windows.wndupgrade.bleeding=Sangado windows.wndupgrade.blocking=Defendo windows.wndupgrade.weight=Pezo diff --git a/core/src/main/assets/messages/windows/windows_es.properties b/core/src/main/assets/messages/windows/windows_es.properties index 2aea523b5..1f79b1dd4 100644 --- a/core/src/main/assets/messages/windows/windows_es.properties +++ b/core/src/main/assets/messages/windows/windows_es.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Lo decidiré más tarde windows.wndchooseability.are_you_sure=¿Estas seguro que quieres elegir esta habilidad? windows.wndchooseability.yes=Sí, estoy seguro. windows.wndchooseability.no=No, lo decidiré luego. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Habilidad de Armadura aleatoria +windows.wndchooseability.random_sure=¿Estás seguro que deseas elegir tu habilidad de armadura al azar? windows.wndchoosesubclass.message=A medida que la máscara se coloca sobre tu rostro, tu vista se desvanece y las visiones de un nuevo poder inundan tu mente. ¿Cómo dirigirás el poder de la máscara? windows.wndchoosesubclass.cancel=Lo decidiré más tarde windows.wndchoosesubclass.are_you_sure=¿Estas seguro que quieres elegir esta subclase? windows.wndchoosesubclass.yes=Sí, estoy seguro. windows.wndchoosesubclass.no=No, lo decidiré luego. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Subclase Aleatoria +windows.wndchoosesubclass.random_sure=¿Estás seguro que deseas elegir una subclase al azar? windows.wndclass.mastery=Maestría @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Convierte un ítem windows.wndenergizeitem.energize=Convertir a %d energía windows.wndenergizeitem.energize_1=Convertir 1 a %d energía windows.wndenergizeitem.energize_all=Convertir todo a %d energía -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=¿Estás seguro que deseas convertir tu ornamento? ¡Recibirás 5 de energía de vuelta pero _el ornamento se perderá permanentemente!_ +windows.wndenergizeitem.trinket_yes=Sí, conviértelo +windows.wndenergizeitem.trinket_no=No, olvídalo windows.wnderror.title=ERROR @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Partidas comenzadas antes de v1.3 tiene windows.wndsettings$displaytab.title=Opciones de Pantalla windows.wndsettings$displaytab.fullscreen=Pantalla Completa windows.wndsettings$displaytab.hide_navigation=Ocultar Barra de Navegación -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Ocultar Barra de Gestos windows.wndsettings$displaytab.okay=Bien windows.wndsettings$displaytab.cancel=Cancelar -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Forzar horizontal windows.wndsettings$displaytab.brightness=Brillo windows.wndsettings$displaytab.dark=Oscuro windows.wndsettings$displaytab.bright=Brillante @@ -379,7 +379,7 @@ windows.wndupgrade.harden=¡Mejorar este ítem también tiene un %d%% de probabi windows.wndupgrade.resin=Esta varita ha sido mejorada con resina arcana, ¡mejoras normales anularán las mejoras por resina! windows.wndupgrade.thrown_dust=Las armas de este conjunto que no estén en tu inventario se convertirán en polvo. windows.wndupgrade.damage=Daño -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Daño de Dardo windows.wndupgrade.bleeding=Sangrando windows.wndupgrade.blocking=Bloqueo windows.wndupgrade.weight=Peso diff --git a/core/src/main/assets/messages/windows/windows_fr.properties b/core/src/main/assets/messages/windows/windows_fr.properties index 95c3e2686..773913e9b 100644 --- a/core/src/main/assets/messages/windows/windows_fr.properties +++ b/core/src/main/assets/messages/windows/windows_fr.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Je déciderai plus tard windows.wndchooseability.are_you_sure=Êtes-vous sûr que vous voulez choisir cette capacité ? windows.wndchooseability.yes=Oui, j'ai fait mon choix. windows.wndchooseability.no=Non, je déciderai plus tard. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Capacité d'armure aléatoire +windows.wndchooseability.random_sure=Êtes-vous sûr de vouloir choisir aléatoirement votre capacité d'armure ? windows.wndchoosesubclass.message=Au fur et à mesure que le masque s'adapte à votre visage, votre vue s'estompe et des visions d'un nouveau pouvoir envahissent votre esprit. Comment dirigerez-vous la puissance du masque ? windows.wndchoosesubclass.cancel=Je déciderai plus tard windows.wndchoosesubclass.are_you_sure=Êtes-vous sûr(e) de vouloir choisir cette sous-classe ? windows.wndchoosesubclass.yes=Oui, j'ai fait mon choix. windows.wndchoosesubclass.no=Non, je déciderai plus tard. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Sous-Classe aléatoire +windows.wndchoosesubclass.random_sure=Êtes-vous sûr de vouloir choisir aléatoirement votre sous-classe ? windows.wndclass.mastery=Maîtrise @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Énergiser un item windows.wndenergizeitem.energize=Transformer en %d énergie windows.wndenergizeitem.energize_1=Transformer 1 en %d d'énergie windows.wndenergizeitem.energize_all=Transformer tout en %d d'énergie -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Êtes-vous sûr de vouloir recycler votre babiole ? Vous regagnerez vos 5 énergies mais _la babiole sera définitivement perdue !_ +windows.wndenergizeitem.trinket_yes=Oui, la recycler +windows.wndenergizeitem.trinket_no=J'ai changé d'avis windows.wnderror.title=ERREUR @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Les parties commencées avant la v1.3 o windows.wndsettings$displaytab.title=Paramètres d'affichage windows.wndsettings$displaytab.fullscreen=Plein écran windows.wndsettings$displaytab.hide_navigation=Plein écran -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Cacher la barre de gestes windows.wndsettings$displaytab.okay=D'accord windows.wndsettings$displaytab.cancel=Annuler -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Forcer le mode paysage windows.wndsettings$displaytab.brightness=Luminosité windows.wndsettings$displaytab.dark=Sombre windows.wndsettings$displaytab.bright=Clair @@ -379,8 +379,8 @@ windows.wndupgrade.harden=Améliorer cet objet a aussi %d%% de chance d'avoir ra windows.wndupgrade.resin=Cette baguette a été améliorée avec de la résine arcanique, les améliorations normales remplaceront celles de la résine ! windows.wndupgrade.thrown_dust=Les armes de cet ensemble qui ne sont pas dans votre inventaire tomberont en poussière. windows.wndupgrade.damage=Dégâts -windows.wndupgrade.dart_damage=Dart Damage -windows.wndupgrade.bleeding=Bleeding +windows.wndupgrade.dart_damage=Dégâts des fléchettes +windows.wndupgrade.bleeding=Saignement windows.wndupgrade.blocking=Blocage windows.wndupgrade.weight=Poids windows.wndupgrade.durability=Durabilité diff --git a/core/src/main/assets/messages/windows/windows_hu.properties b/core/src/main/assets/messages/windows/windows_hu.properties index 1687636d4..02956736d 100644 --- a/core/src/main/assets/messages/windows/windows_hu.properties +++ b/core/src/main/assets/messages/windows/windows_hu.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Később döntöm el windows.wndchooseability.are_you_sure=Biztos ezt a képességet választod? windows.wndchooseability.yes=Igen, meghoztam a döntést. windows.wndchooseability.no=Nem, majd később eldöntöm. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Véletlenszerű páncélképesség +windows.wndchooseability.random_sure=Biztosan véletlenszerűen szeretnéd kiválasztani a páncélod képességeit? windows.wndchoosesubclass.message=Ahogy a maszkot ráilleszted az arcodra, a látásod elhalványul, és új erő látomásai árasztják el az elméd. Hogyan használod fel a maszk erejét? windows.wndchoosesubclass.cancel=Később döntöm el windows.wndchoosesubclass.are_you_sure=Biztos ezt az alosztályt választod? windows.wndchoosesubclass.yes=Igen, meghoztam a döntést. windows.wndchoosesubclass.no=Nem, majd később eldöntöm. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Véletlenszerű alosztályok +windows.wndchoosesubclass.random_sure=Biztosan véletlenszerűen szeretnéd kiválasztani a hősöd alosztályát? windows.wndclass.mastery=Szakterület @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Energizálj valamit windows.wndenergizeitem.energize=%d energiává alakít windows.wndenergizeitem.energize_1=Egyet %d energiává alakít windows.wndenergizeitem.energize_all=Összeset %d energiává alakít -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Biztosan fel szeretnéd tölteni a kabaládat? 5 energiát kapsz vissza, de _a kabala véglegesen elvész!_ +windows.wndenergizeitem.trinket_yes=Igen, feltöltés +windows.wndenergizeitem.trinket_no=Nem, hagyjuk windows.wnderror.title=HIBA @@ -293,7 +293,7 @@ windows.wndscorebreakdown.old_score_desc=A v1.3 előtt megkezdett játékokban k windows.wndsettings$displaytab.title=Kijelzőbeállítások windows.wndsettings$displaytab.fullscreen=Teljes képernyő windows.wndsettings$displaytab.hide_navigation=Navigációs sáv elrejtése -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Navigációs sáv elrejtése windows.wndsettings$displaytab.okay=Rendben windows.wndsettings$displaytab.cancel=Mégse windows.wndsettings$displaytab.landscape=Fekvő mód kényszerítése @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Fejlesztéskor ez a tárgy %d%% eséllyel el is veszí windows.wndupgrade.resin=Ezt a pálcát misztikus gyantával fejlesztették, a normál fejlesztések felülírják a gyantafejlesztéseket! windows.wndupgrade.thrown_dust=Azok a fegyverek ebből a készletből, amelyek nincsenek a készletedben, porrá hullanak. windows.wndupgrade.damage=Sebzés -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Dárda sebzése windows.wndupgrade.bleeding=Vérzés windows.wndupgrade.blocking=Blokkolás windows.wndupgrade.weight=Súly diff --git a/core/src/main/assets/messages/windows/windows_nl.properties b/core/src/main/assets/messages/windows/windows_nl.properties index 4f3021dec..8b9ee1cfe 100644 --- a/core/src/main/assets/messages/windows/windows_nl.properties +++ b/core/src/main/assets/messages/windows/windows_nl.properties @@ -66,7 +66,7 @@ windows.wndenergizeitem.prompt=Voorwerp naar Energie windows.wndenergizeitem.energize=Verander in %d energie windows.wndenergizeitem.energize_1=Verander 1 in %d energie windows.wndenergizeitem.energize_all=Zet alles om in %d energie -windows.wndenergizeitem.trinket_warn=Weet u zeker dat je jouw snuisterij wilt voorzien van energie? Je krijgt 5 energie terug, maar _de snuisterij zal permanent verloren zijn_! +windows.wndenergizeitem.trinket_warn=Weet je zeker dat je jouw snuisterij wilt voorzien van energie? Je krijgt 5 energie terug, maar _de snuisterij zal permanent verloren zijn_! windows.wndenergizeitem.trinket_yes=Ja, geef het energie windows.wndenergizeitem.trinket_no=Nee, laat maar zitten diff --git a/core/src/main/assets/messages/windows/windows_pt.properties b/core/src/main/assets/messages/windows/windows_pt.properties index 14e1dba12..25d54b162 100644 --- a/core/src/main/assets/messages/windows/windows_pt.properties +++ b/core/src/main/assets/messages/windows/windows_pt.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Eu decidirei depois windows.wndchooseability.are_you_sure=Você tem certeza de que quer escolher esta habilidade? windows.wndchooseability.yes=Sim, eu fiz minha escolha. windows.wndchooseability.no=Não, eu decidirei mais tarde. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Habilidade de Armadura aleatória +windows.wndchooseability.random_sure=Tem certeza de que deseja escolher sua habilidade de armadura aleatoriamente? windows.wndchoosesubclass.message=Conforme a máscara se encaixa sobre seu rosto, sua vista se desvanece e visões de um novo poder inundam sua mente. Como você irá direcionar o poder da máscara? windows.wndchoosesubclass.cancel=Eu decidirei depois windows.wndchoosesubclass.are_you_sure=Você tem certeza de que quer escolher esta subclasse? windows.wndchoosesubclass.yes=Sim, eu fiz minha escolha. windows.wndchoosesubclass.no=Não, eu decidirei mais tarde. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Subclasse aleatória +windows.wndchoosesubclass.random_sure=Tem certeza de que deseja escolher a subclasse aleatoriamente? windows.wndclass.mastery=Maestria @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Energize um item windows.wndenergizeitem.energize=Torne em %d energias windows.wndenergizeitem.energize_1=Torne 1 em %d energias windows.wndenergizeitem.energize_all=Torne tudo em %d energias -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Tem certeza de que deseja energizar seu acessório? Você receberá 5 energias de volta, mas _o acessório será perdido permanentemente!_ +windows.wndenergizeitem.trinket_yes=Sim, energize +windows.wndenergizeitem.trinket_no=Não, deixa pra lá. windows.wnderror.title=ERRO @@ -296,7 +296,7 @@ windows.wndsettings$displaytab.hide_navigation=Esconder Barra de Navegação windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar windows.wndsettings$displaytab.okay=Ok windows.wndsettings$displaytab.cancel=Cancelar -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Modo paisagem windows.wndsettings$displaytab.brightness=Brilho windows.wndsettings$displaytab.dark=Escuro windows.wndsettings$displaytab.bright=Claro @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Aprimorar este item também tem %d%% de chance de queb windows.wndupgrade.resin=Esta varinha foi aprimorada com resina arcana, aprimoramentos normais substituirão aprimoramentos de resina! windows.wndupgrade.thrown_dust=As armas deste conjunto que não estiverem no seu inventário serão reduzidas a pó. windows.wndupgrade.damage=Dano -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Dano de dardo windows.wndupgrade.bleeding=Sangrando windows.wndupgrade.blocking=Bloqueio windows.wndupgrade.weight=Peso diff --git a/core/src/main/assets/messages/windows/windows_vi.properties b/core/src/main/assets/messages/windows/windows_vi.properties index db12bbfa8..43ff2bf43 100644 --- a/core/src/main/assets/messages/windows/windows_vi.properties +++ b/core/src/main/assets/messages/windows/windows_vi.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Tôi sẽ quyết định sau windows.wndchooseability.are_you_sure=Bạn có chắc bạn muốn chọn khả năng này? windows.wndchooseability.yes=Có, tôi quyết định rồi. windows.wndchooseability.no=Không, tôi sẽ quyết định sau. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Kĩ năng áo giáp ngẫu nhiên +windows.wndchooseability.random_sure=Bạn có chắc bạn muốn chọn kĩ năng áo giáp của bạn một cách ngẫu nhiên? windows.wndchoosesubclass.message=Khi chiếc mặt nạ vừa vào mặt bạn, tầm nhìn của bạn phai mờ đi và hình ảnh về sức mạnh mới tràn vào tâm trí bạn. Bạn sẽ điều khiển sức mạnh của chiếc mặt nạ như thế nào? windows.wndchoosesubclass.cancel=Tôi sẽ quyết định sau -windows.wndchoosesubclass.are_you_sure=Bạn có chắc rằng bạn muốn chọn nghiệp phụ này không? +windows.wndchoosesubclass.are_you_sure=Bạn có chắc bạn muốn chọn lớp phụ này không? windows.wndchoosesubclass.yes=Có, tôi quyết định rồi. windows.wndchoosesubclass.no=Không, tôi sẽ quyết định sau. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Lớp phụ ngẫu nhiên +windows.wndchoosesubclass.random_sure=Bạn có chắc bạn muốn chọn một lớp phụ một cách ngẫu nhiên? windows.wndclass.mastery=Thành thạo @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Năng lượng hóa một vật phẩm windows.wndenergizeitem.energize=Chuyển thành %d năng lượng windows.wndenergizeitem.energize_1=Chuyển 1 thành %d năng lượng windows.wndenergizeitem.energize_all=Chuyển hết thành %d năng lượng -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Bạn có chắc bạn muốn năng lượng hoá phụ kiện của bạn? Bạn sẽ nhận lại 5 năng lượng nhưng _món phụ kiện sẽ bị mất vĩnh viễn!_ +windows.wndenergizeitem.trinket_yes=Có, năng lượng hoá nó +windows.wndenergizeitem.trinket_no=Không, bỏ đi windows.wnderror.title=LỖI @@ -292,11 +292,11 @@ windows.wndscorebreakdown.old_score_desc=Các màn chơi trước v1.3 có ít h windows.wndsettings$displaytab.title=Cài đặt hiển thị windows.wndsettings$displaytab.fullscreen=Toàn màn hình -windows.wndsettings$displaytab.hide_navigation=Ẩn thanh chỉ đường -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_navigation=Ẩn thanh điều hướng +windows.wndsettings$displaytab.hide_gesture=Ẩn thanh cử chỉ windows.wndsettings$displaytab.okay=Ok windows.wndsettings$displaytab.cancel=Huỷ bỏ -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Khoá ở màn hình ngang windows.wndsettings$displaytab.brightness=Độ sáng windows.wndsettings$displaytab.dark=Tối windows.wndsettings$displaytab.bright=Sáng @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Nâng cấp vật phẩm này cũng có %d%% xác su windows.wndupgrade.resin=Cây đũa phép này đã được cường hóa với nhựa cây ma thuật, nâng cấp bình thường sẽ đè lên các nâng cấp từ nhựa cây! windows.wndupgrade.thrown_dust=Những vũ khí nào từ bộ này không nằm trong túi đồ cả bạn sẽ tan thành cát bụi. windows.wndupgrade.damage=Sát thương -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Sát thương phi tiêu windows.wndupgrade.bleeding=Chảy máu windows.wndupgrade.blocking=Chặn windows.wndupgrade.weight=Trọng lượng diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java index 1dba723b1..57c148bd5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java @@ -27,19 +27,19 @@ public enum Languages { ENGLISH("english", "en", Status.O_COMPLETE, null, null), CHI_SMPL("简体中文", "zh", Status.__UNREVIEW, new String[]{"Chronie_Lynn_Iwa", "Jinkeloid(zdx00793)", "endlesssolitude"}, new String[]{"931451545", "Budding", "Fatir", "Fishbone", "Hcat", "HoofBumpBlurryface", "Horr_lski", "Lery", "Lyn_0401", "Lyx0527", "Ooooscar", "RainSlide", "ShatteredFlameBlast", "SpaceAnchor", "SunsetGlowTheDOGE", "Teller", "hmdzl001", "leo", "tempest102", "tequilasunset", "户方狸奴"}), KOREAN("한국어", "ko", Status.__UNREVIEW, new String[]{"Cocoa", "Flameblast12", "GameConqueror", "Korean2017"}, new String[]{"AFS", "N8fall", "WondarRabb1t", "benepaper", "chlrhwnstkd", "ddojin0115", "eeeei", "enjuxx", "hancyel", "linterpreteur", "lemonam", "lsiebnie", "sora0430"}), - RUSSIAN("русский", "ru", Status.__UNREVIEW, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), + RUSSIAN("русский", "ru", Status.X_UNFINISH, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), SPANISH("español", "es", Status.O_COMPLETE, new String[]{"KeyKai", "Kiroto", "Kohru", "airman12", "grayscales"}, new String[]{"2001sergiobr", "AdventurerKilly", "Alesxanderk", "Bryan092", "CorvosUtopy", "D0n.Kak0", "Dewstend", "Dyrran", "Enddox", "Fervoreking", "Illyatwo2", "Fuwn", "JPCHZ", "LastCry", "Marquezo_577_284", "NAVI1237", "No_se145", "STKmonoqui", "Sh4rkill3r", "Uri2523", "alfongad", "alquimistamyl", "anauta", "benzarr410", "chepe567.jc", "ctrijueque", "damc0616", "desen90", "dhg121", "javifs", "jonismack1", "magmax", "rechebeltran", "saadhabibi077", "tres.14159"}), - PORTUGUESE("português", "pt", Status.O_COMPLETE, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), - GERMAN("deutsch", "de", Status.O_COMPLETE, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), - FRENCH("français", "fr", Status.O_COMPLETE, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), - JAPANESE("日本語", "ja", Status.O_COMPLETE, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), + PORTUGUESE("português", "pt", Status.X_UNFINISH, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), + GERMAN("deutsch", "de", Status.X_UNFINISH, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), + FRENCH("français", "fr", Status.X_UNFINISH, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), + JAPANESE("日本語", "ja", Status.X_UNFINISH, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), CHI_TRAD("繁體中文","zh-hant", Status.__UNREVIEW, new String[]{"JZR", "p2635"}, new String[]{"DT227", "Fishbone", "Ken4Ro", "Lstron", "Relrin167", "Sotis425", "Yichm", "Zoe096423", "arnolam", "jackymaxj", "redbrow", "shiba", "唐延諭"}), - POLISH("polski", "pl", Status.__UNREVIEW, new String[]{"Daniel Witański", "Deksippos", "MrKukurykpl", "chronon", "kuadziw", "szymex73"}, new String[]{"Akmetari", "AntiTime", "Boguc", "Chasseur", "Ciechu", "Darden", "DarkKnightComes", "DogeseleQ", "GRan0000", "Hammil", "I256I", "KarixDaii", "KrnąbrnyOlaf", "Lufix", "MJedi", "MrCommander", "Odiihinia", "Ostsee0912", "Peperos", "RolsoN", "Scharnvirk", "Serpens13", "Tangens", "VasteelXolotl", "Voyteq", "Wiiiiiii", "bobas10", "bogumilg", "bvader95", "dusakus", "elchudy", "jajkoswinka", "michaub", "mikolka9144", "ozziezombie", "szczoteczka22", "taki1", "transportowiec96"}), + POLISH("polski", "pl", Status.X_UNFINISH, new String[]{"Daniel Witański", "Deksippos", "MrKukurykpl", "chronon", "kuadziw", "szymex73"}, new String[]{"Akmetari", "AntiTime", "Boguc", "Chasseur", "Ciechu", "Darden", "DarkKnightComes", "DogeseleQ", "GRan0000", "Hammil", "I256I", "KarixDaii", "KrnąbrnyOlaf", "Lufix", "MJedi", "MrCommander", "Odiihinia", "Ostsee0912", "Peperos", "RolsoN", "Scharnvirk", "Serpens13", "Tangens", "VasteelXolotl", "Voyteq", "Wiiiiiii", "bobas10", "bogumilg", "bvader95", "dusakus", "elchudy", "jajkoswinka", "michaub", "mikolka9144", "ozziezombie", "szczoteczka22", "taki1", "transportowiec96"}), VIETNAMESE("tiếng việt","vi", Status.O_COMPLETE, new String[]{"Chuseko", "The_Hood", "nguyenanhkhoapythus"}, new String[]{"BlueSheepAlgodoo", "Phuc2401", "SpaceMetropolis", "Teh_boi", "Threyja", "Toluu", "bruhwut", "buicongminh_t63", "deadlevel13", "duongfg250", "h4ndy_c4ndy", "hniV", "khangxyz3g", "ngolamaz3", "nkhhu", "vdgiapp", "vtvinh24"}), TURKISH("türkçe", "tr", Status.__UNREVIEW, new String[]{"LokiofMillenium", "Mustafa.10", "T3kin5iZ", "emrebnk", "gorkem_yılmaz"}, new String[]{"AGORAAA", "AchernarPrime", "AcuriousPotato", "BurningDaylight", "Helgon", "Koga", "Mehmet_Emin_21", "MuratEfeYilmaz", "OzanAlkan", "TR_Muhittin", "Talha_0_0", "TheMBDsvs", "Yllcare", "YORGANSIZMTAV", "ahmetbakicakir", "akkaya.mustafa", "alikeremozfidan", "alpekin98", "barankrky", "denizakalin", "eraysall402", "erdemozdemir98", "hasantahsin160", "immortalsamuraicn", "kayikyaki", "kempilbey", "melezorus34", "mitux", "mustafadoslu", "ryuga", "superDpermn", "yasirckr85", "yukete"}), - INDONESIAN("indonesia", "in", Status.__UNREVIEW, new String[]{"RF_4R4F1_03", "rakapratama"}, new String[]{"An_Ironstone", "Flasherx", "INDRA_SYAHPUTRA", "Izulhaaq", "Karanh", "M.Bintang.K", "PineFirebloom", "QiuQiuQi", "Taka31", "ZakyM313", "ZangieF347", "aachunemiku", "anagakenny24", "aryasatya_arifien", "atmorojo", "di9526985", "esprogarap", "hatsunnimiku", "icebearwand", "kirimaja", "lupar21", "luthfidzaky_ldzy", "mkakhsan301", "nicoalvito", "noeldycreator", "oolek", "wisnugafur"}), - ITALIAN("italiano", "it", Status.__UNREVIEW, new String[]{"MottledElm", "NeoAugustus", "bizzolino", "funnydwarf", "inkubo87"}, new String[]{"4est", "Danelix", "DaniMare", "Danzl", "Dj1234", "Eriliken", "Esse78", "Guiller124", "Hydr46605", "IoannesMaria", "LN_90", "Mat323", "Mister64", "Noostale", "PicchiSeba", "Tugamer89", "Tysal", "andrea049ita", "andreafaffo", "andrearubbino00", "angelica.caruso", "cantarini", "carinellialessandro31", "dmytro.tokayev", "lorenzofrosi05", "mamon68596", "mattiuw", "max1234ita", "maxifire32", "nessunluogo", "righi.a", "umby000", "unknown888", "valerio.bozzolan"}), - UKRANIAN("українська", "uk", Status.O_COMPLETE, new String[]{"Oster", "Snikewin", "zhushman00"}, new String[]{"AlexFenixUA", "Buster54", "Doodlinka", "Dotsent", "Lyttym", "MaxQuiet", "Mops", "Sadsaltan1", "TarasUA", "TheGuyBill", "Tomfire", "Volkov", "ZverWolf", "_bor_", "alexfenixva", "ddmaster3463", "filalex77", "holuydadko", "ingvarfed", "iu0v1", "jesternotricks", "lezzen", "myshokoleksander05", "oliolioxinfree", "qweez", "romanokurg", "so1der", "sterenkevicsasa", "vlisivka", "xojltoh", "yukete", "zhawty", "Мальвочка"}), + INDONESIAN("indonesia", "in", Status.X_UNFINISH, new String[]{"RF_4R4F1_03", "rakapratama"}, new String[]{"An_Ironstone", "Flasherx", "INDRA_SYAHPUTRA", "Izulhaaq", "Karanh", "M.Bintang.K", "PineFirebloom", "QiuQiuQi", "Taka31", "ZakyM313", "ZangieF347", "aachunemiku", "anagakenny24", "aryasatya_arifien", "atmorojo", "di9526985", "esprogarap", "hatsunnimiku", "icebearwand", "kirimaja", "lupar21", "luthfidzaky_ldzy", "mkakhsan301", "nicoalvito", "noeldycreator", "oolek", "wisnugafur"}), + ITALIAN("italiano", "it", Status.X_UNFINISH, new String[]{"MottledElm", "NeoAugustus", "bizzolino", "funnydwarf", "inkubo87"}, new String[]{"4est", "Danelix", "DaniMare", "Danzl", "Dj1234", "Eriliken", "Esse78", "Guiller124", "Hydr46605", "IoannesMaria", "LN_90", "Mat323", "Mister64", "Noostale", "PicchiSeba", "Tugamer89", "Tysal", "andrea049ita", "andreafaffo", "andrearubbino00", "angelica.caruso", "cantarini", "carinellialessandro31", "dmytro.tokayev", "lorenzofrosi05", "mamon68596", "mattiuw", "max1234ita", "maxifire32", "nessunluogo", "righi.a", "umby000", "unknown888", "valerio.bozzolan"}), + UKRANIAN("українська", "uk", Status.X_UNFINISH, new String[]{"Oster", "Snikewin", "zhushman00"}, new String[]{"AlexFenixUA", "Buster54", "Doodlinka", "Dotsent", "Lyttym", "MaxQuiet", "Mops", "Sadsaltan1", "TarasUA", "TheGuyBill", "Tomfire", "Volkov", "ZverWolf", "_bor_", "alexfenixva", "ddmaster3463", "filalex77", "holuydadko", "ingvarfed", "iu0v1", "jesternotricks", "lezzen", "myshokoleksander05", "oliolioxinfree", "qweez", "romanokurg", "so1der", "sterenkevicsasa", "vlisivka", "xojltoh", "yukete", "zhawty", "Мальвочка"}), CZECH("čeština", "cs", Status.__UNREVIEW, new String[]{"ObisMike", "novotnyvaclav"}, new String[]{"16cnovotny", "AshenShugar", "Autony", "Block_Vader", "Buba237", "JStrange", "Nerdiniel", "Patrik123", "RealBrofessor", "Thorn_123", "chuckjirka", "emteckos2", "kristanka", "luhan.lukas"}), HUNGARIAN("magyar", "hu", Status.O_COMPLETE, new String[]{"dorheim", "summoner001", "szalaik"}, new String[]{"Csanevox", "Navetelen", "acszoltan111", "balazsszalab", "clarovani", "dhialub", "nanometer", "nardomaa", "savarall", "szemetvodor"}), DUTCH("nederlands", "nl", Status.O_COMPLETE, new String[]{"AlbertBrand", "Mvharen"}, new String[]{"AvanLieshout", "Blokheck011", "Frankwert", "Gehenna", "Valco", "ZephyrZodiac", "link200023", "ojppe", "rmw", "th3f4llenh0rr0r"}), diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 26c6582ca..d09dc6da5 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -77,6 +77,31 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes = new ChangeInfo("", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes = new ChangeInfo("BETA-4", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**-** Updated various internal libraries\n" + + "**-** Updated translations")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Caused by BETA:**\n" + + "**-** Skeleton key being able to trap items and some characters into closed doors\n" + + "**-** Various cases where excess keys wouldn't be discarded\n" + + "**-** Skeleton key upgrades not being recorded in the catalog\n" + + "**-** Armored brutes dieing immediately instead of gaining rage shield\n" + + "**-** Allies travelling with you into quest tester area\n" + + "**-** Minor textual errors\n" + + "\n" + + "**Existed Prior to BETA:**\n" + + "**-** Spirit Form not properly working with ring of force")); + changes = new ChangeInfo("BETA-3", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); @@ -86,7 +111,7 @@ public class v3_X_Changes { changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + - "**Caused by BETA-2:**\n" + + "**Caused by BETA:**\n" + "**-** Gnoll brutes becoming immortal in more cases\n" + "**-** Further crashes at the end of Tengu phase 1\n" + "**-** Recall Inscription spell being castable repeatedly\n" + @@ -102,7 +127,7 @@ public class v3_X_Changes { changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + - "**Caused by BETA-1:**\n" + + "**Caused by BETA:**\n" + "**-** Boosts provided by rings not being properly cleared by the new quest area\n" + "**-** Gnoll brutes becoming immortal if killed via assassination\n" + "**-** Crashes at the end of Tengu phase 1 (hopefully)\n" + diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSettings.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSettings.java index e5c2736d8..8adad1812 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSettings.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/windows/WndSettings.java @@ -237,13 +237,10 @@ public class WndSettings extends WndTabbed { add(sep1); String fullscreenText = Messages.get(this, "fullscreen"); - //TODO English only for now, make sure to translate later - if (Messages.lang() == Languages.ENGLISH){ - if (DeviceCompat.isAndroid()){ - fullscreenText = Messages.get(this, "hide_navigation"); - } else if (DeviceCompat.isiOS()){ - fullscreenText = Messages.get(this, "hide_gesture"); - } + if (DeviceCompat.isAndroid()){ + fullscreenText = Messages.get(this, "hide_navigation"); + } else if (DeviceCompat.isiOS()){ + fullscreenText = Messages.get(this, "hide_gesture"); } chkFullscreen = new CheckBox( fullscreenText ) { @Override From aeaa169cb18ee1828c0e48771b5a6edf0d3d344a Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 2 Dec 2025 16:53:58 -0500 Subject: [PATCH 113/156] v3.3.0: Fixed spawner spawn recording on act instead of on create --- .../shatteredpixeldungeon/actors/mobs/DemonSpawner.java | 2 +- .../levels/rooms/special/DemonSpawnerRoom.java | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DemonSpawner.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DemonSpawner.java index 6c6748189..429bc261a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DemonSpawner.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/DemonSpawner.java @@ -24,7 +24,6 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.mobs; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; -import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AscensionChallenge; import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing; import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing; @@ -78,6 +77,7 @@ public class DemonSpawner extends Mob { private float spawnCooldown = 0; + //pre-v3.3.0 , leftover from when these could record their spawn on act public boolean spawnRecorded = false; @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java index 8caa1dbc8..55cab2371 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/DemonSpawnerRoom.java @@ -49,6 +49,8 @@ public class DemonSpawnerRoom extends SpecialRoom { DemonSpawner spawner = new DemonSpawner(); spawner.pos = cx + cy * level.width(); + Statistics.spawnersAlive++; + spawner.spawnRecorded = true; level.mobs.add( spawner ); CustomFloor vis = new CustomFloor(); From 6622dbc2fe7463f6b94f9f3d89a1d1ebf3950860 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 2 Dec 2025 16:59:29 -0500 Subject: [PATCH 114/156] v3.3.0: fixed a NPE caused by dried rose ghost tweak --- .../shatteredpixeldungeon/items/artifacts/DriedRose.java | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java index f3f593ee0..eddf84827 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java @@ -581,8 +581,10 @@ public class DriedRose extends Artifact { private void updateRose(){ if (rose == null) { rose = Dungeon.hero.belongings.getItem(DriedRose.class); - rose.ghost = this; - rose.ghostID = id(); + if (rose != null) { + rose.ghost = this; + rose.ghostID = id(); + } } //same dodge as the hero From 0e58334df6789230d039400cbd705e2c65f2c282 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 2 Dec 2025 17:01:22 -0500 Subject: [PATCH 115/156] v3.3.0: fixed a NTF when using skele key on an iron door with no charge --- .../shatteredpixeldungeon/items/artifacts/SkeletonKey.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index fbf9844ea..1977004bc 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -149,7 +149,7 @@ public class SkeletonKey extends Artifact { return; } if (charge < 1){ - GLog.i( Messages.get(this, "iron_charge") ); + GLog.i( Messages.get(this, "iron_charges") ); return; } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); From d92ac9e4441d85477b7f2057da241567790e6edb Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 2 Dec 2025 19:33:41 -0500 Subject: [PATCH 116/156] v3.3.0: quest tester area is no longer enterable during ascent --- .../shatteredpixeldungeon/levels/CityLevel.java | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 23fd0cd96..9b09c0b1c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AscensionChallenge; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; @@ -99,24 +100,24 @@ public class CityLevel extends RegularLevel { //6 to 8, average 7 return 6+Random.chances(new float[]{1, 3, 1}); } - + @Override protected int specialRooms(boolean forceMax) { if (forceMax) return 3; //2 to 3, average 2.33 return 2 + Random.chances(new float[]{2, 1}); } - + @Override public String tilesTex() { return Assets.Environment.TILES_CITY; } - + @Override public String waterTex() { return Assets.Environment.WATER_CITY; } - + @Override protected Painter painter() { return new CityPainter() @@ -124,7 +125,7 @@ public class CityLevel extends RegularLevel { .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); } - + @Override protected Class[] trapClasses() { return new Class[]{ @@ -145,6 +146,10 @@ public class CityLevel extends RegularLevel { public boolean activateTransition(Hero hero, LevelTransition transition) { if (transition.type == LevelTransition.Type.BRANCH_EXIT) { + if (hero.buff(AscensionChallenge.class) != null){ + return false; + } + Game.runOnRenderThread(new Callback() { @Override public void call() { From d9b7a69bec69c05195c3bbc22f4df5b66f84fe06 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 3 Dec 2025 10:48:43 -0500 Subject: [PATCH 117/156] v3.3.0: fixed precise assault not triggering hit icon for non-duelist --- .../shatteredpixeldungeon/effects/FloatingText.java | 3 +++ 1 file changed, 3 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java index f2daedc2d..7f85736d7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java @@ -369,6 +369,9 @@ public class FloatingText extends RenderedTextBlock { if (RingOfAccuracy.accuracyMultiplier(attacker) > 1) hitReasons.put(HIT_ACC, RingOfAccuracy.accuracyMultiplier(attacker)); if (attacker.buff(Scimitar.SwordDance.class) != null) hitReasons.put(HIT_DANCE, 1.5f); if (!(wep instanceof MissileWeapon)) { + if (attacker instanceof Hero && ((Hero) attacker).hasTalent(Talent.PRECISE_ASSAULT) && ((Hero) attacker).heroClass != HeroClass.DUELIST){ + hitReasons.put(HIT_PRES, 0.1f * Dungeon.hero.pointsInTalent(Talent.PRECISE_ASSAULT)); + } if (attacker.buff(Talent.PreciseAssaultTracker.class) != null){ hitReasons.put(HIT_PRES, Dungeon.hero.pointsInTalent(Talent.PRECISE_ASSAULT) == 2 ? 5f : 2f); } else if (attacker.buff(Talent.LiquidAgilACCTracker.class) != null) { From ba1039614404523a015c8c3242781a9e9d077a7e Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 3 Dec 2025 10:50:19 -0500 Subject: [PATCH 118/156] v3.3.0: fixed misalignment issues on floating text icons --- .../shatteredpixeldungeon/effects/FloatingText.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java index 7f85736d7..ba36fcf9b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/effects/FloatingText.java @@ -184,8 +184,8 @@ public class FloatingText extends RenderedTextBlock { } else { icon.x = left() + width() - icon.width(); } - icon.y = top(); - PixelScene.align(icon); + icon.x = PixelScene.align(Camera.main, icon.x); + icon.y = PixelScene.align(Camera.main, top()); } } From 308287de64a78102f933c4a43f0ae804360195ab Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 3 Dec 2025 11:04:16 -0500 Subject: [PATCH 119/156] v3.3.0: fixed possible NPE in escape crystal --- .../shatteredpixeldungeon/items/quest/EscapeCrystal.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index 878244d9d..fd2d60451 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -95,7 +95,7 @@ public class EscapeCrystal extends Item { LevelTransition.Type.BRANCH_EXIT); InterlevelScene.mode = InterlevelScene.Mode.ASCEND; Game.switchScene( InterlevelScene.class ); - detach(hero.belongings.backpack); + detachAll(hero.belongings.backpack); } From b7e94007b8befa6d22c339da90bfa9e29577f97a Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 3 Dec 2025 11:57:04 -0500 Subject: [PATCH 120/156] v3.3.0: updated changelog, translations, and version for v3.3.0 release! --- build.gradle | 4 +- .../messages/actors/actors_eo.properties | 4 +- .../messages/actors/actors_es.properties | 4 +- .../messages/actors/actors_fr.properties | 6 +- .../messages/actors/actors_ko.properties | 46 ++++---- .../messages/actors/actors_tr.properties | 24 ++-- .../messages/actors/actors_vi.properties | 4 +- .../messages/actors/actors_zh-hant.properties | 2 +- .../assets/messages/items/items_eo.properties | 8 +- .../assets/messages/items/items_es.properties | 12 +- .../assets/messages/items/items_fr.properties | 4 +- .../assets/messages/items/items_ja.properties | 64 +++++------ .../assets/messages/items/items_ko.properties | 92 ++++++++-------- .../assets/messages/items/items_ru.properties | 2 +- .../assets/messages/items/items_tr.properties | 24 ++-- .../messages/items/items_zh-hant.properties | 2 +- .../assets/messages/items/items_zh.properties | 2 +- .../messages/journal/journal_eo.properties | 4 +- .../messages/levels/levels_es.properties | 4 +- .../messages/levels/levels_ja.properties | 10 +- .../messages/levels/levels_ru.properties | 4 +- .../messages/levels/levels_tr.properties | 16 +-- .../assets/messages/misc/misc_eo.properties | 2 +- .../assets/messages/misc/misc_in.properties | 4 +- .../assets/messages/misc/misc_ja.properties | 8 +- .../assets/messages/misc/misc_ru.properties | 2 +- .../assets/messages/misc/misc_tr.properties | 4 +- .../assets/messages/misc/misc_vi.properties | 2 +- .../messages/plants/plants_tr.properties | 12 +- .../messages/scenes/scenes_ja.properties | 8 +- .../messages/scenes/scenes_ru.properties | 6 +- .../messages/scenes/scenes_tr.properties | 2 +- .../messages/scenes/scenes_zh.properties | 2 +- .../main/assets/messages/ui/ui_es.properties | 2 +- .../main/assets/messages/ui/ui_in.properties | 4 +- .../main/assets/messages/ui/ui_ja.properties | 5 + .../main/assets/messages/ui/ui_ru.properties | 5 + .../main/assets/messages/ui/ui_tr.properties | 2 +- .../assets/messages/ui/ui_zh-hant.properties | 2 +- .../messages/windows/windows_eo.properties | 2 +- .../messages/windows/windows_es.properties | 6 +- .../messages/windows/windows_ja.properties | 20 ++-- .../messages/windows/windows_pt.properties | 2 +- .../messages/windows/windows_ru.properties | 14 +-- .../ShatteredPixelDungeon.java | 1 + .../messages/Languages.java | 10 +- .../scenes/WelcomeScene.java | 5 +- .../ui/changelist/v3_X_Changes.java | 104 +++++------------- 48 files changed, 268 insertions(+), 310 deletions(-) diff --git a/build.gradle b/build.gradle index c3bd4f757..8ab656350 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 882 - appVersionName = '3.3.0-BETA-4' + appVersionCode = 883 + appVersionName = '3.3.0' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_eo.properties b/core/src/main/assets/messages/actors/actors_eo.properties index a8418f848..6d48d19a2 100644 --- a/core/src/main/assets/messages/actors/actors_eo.properties +++ b/core/src/main/assets/messages/actors/actors_eo.properties @@ -248,7 +248,7 @@ actors.buffs.haste.name=rapidemo actors.buffs.haste.desc=Energio trairas viajn muskolojn, ebligante al vi kuri je mirinda rapido!\n\nSub la influo de rapidemo vi kuros je la 3-obla rapido, sed faros aliajn agojn je norma rapido.\n\nPliaj temperoj de rapidemo: %s. actors.buffs.healing.name=sanigado -actors.buffs.healing.desc=Magia forto igas viajn vundojn fermiĝi kaj cikatriĝi.\n\nJe ĉiu tempero via sano iom post iom regeneriĝos, ĝis la efiko de sanigado finiĝos. Kvanto da sanigo povas malpliigi dum tempo.\n\nSekva sanigo: %d.\n\nPlia sanigo: %d. +actors.buffs.healing.desc=Magia forto igas viajn vundojn fermiĝi kaj cikatriĝi.\n\nJe ĉiu tempero via sano iom post iom repleniĝos, ĝis la efiko de sanigado finiĝos. Kvanto da sanigo povas malpliigi dum tempo.\n\nSekva sanigo: %d.\n\nPlia sanigo: %d. actors.buffs.herodisguise.name=kamuflo actors.buffs.herodisguise.desc=Iluzia magio influas al via fizika aspekto! La efiko estas plene ŝajna, tamen vi sentas vin nekutime.\n\nPliaj temperoj de kamuflo: %s. @@ -1105,7 +1105,7 @@ actors.hero.talent.invigorating_meal.desc=_+1:_ manĝado daŭras 1 temperon (ber actors.hero.talent.liquid_nature.title=likva naturo actors.hero.talent.liquid_nature.desc=_+1:_ kiam Ĉasistino trinkas aŭ ĵetas eliksiron, infuzaĵon aŭ miksturon, herbo kreskiĝas _maksimume 4 kaheloj_ ĉirkaŭ ŝi kaj ĉiuj apudaj malamikoj enradikiĝas por _1 tempero_.\n\n_+2:_ kiam Ĉasistino trinkas aŭ ĵetas eliksiron, infuzaĵon aŭ miksturon, herbo kreskiĝas _maksimume 6 kaheloj_ ĉirkaŭ ŝi kaj ĉiuj apudaj malamikoj enradikiĝas por _2 temperoj_.\n\nKvanto da herbo kaj daŭro de enradikado duobliĝas post uzi eliksirojn de povo, sperto aŭ alĥemiaĵojn bazitajn sur la menciitaj eliksiroj.\n\nSe dum alĥemio kuiriĝas plurajn trinkaĵojn (ekzemplo: akva infuzaĵo), ŝanco por ekigi tiun ĉi efikon dependas de kvanto da kuiritaj trinkaĵoj. actors.hero.talent.rejuvenating_steps.title=refreŝigaj paŝoj -actors.hero.talent.rejuvenating_steps.desc=_+1:_ kiam Ĉasistino enpaŝas malaltan herbon aŭ ardaĵon, el ili kreskas alta herbo, kiun Ĉasistino tuj disŝovas. Necesas atendi _10 temperojn antaŭ ol tiu ĉi efiko reokazos_.\n\n_+2:_ kiam Ĉasistino enpaŝas malaltan herbon aŭ ardaĵon, el ili kreskas alta herbo, kiun Ĉasistino tuj disŝovas. Necesas atendi _5 temperojn antaŭ ol tiu ĉi efiko reokazos_.\n\nTiu ĉi talento kreskigos disŝovitan herbon kiam pasivaj regeneraj efikoj estas malaktivaj aŭ kiam la heroo ne akiris sperton por longa tempo. +actors.hero.talent.rejuvenating_steps.desc=_+1:_ kiam Ĉasistino enpaŝas malaltan herbon aŭ ardaĵon, el ili kreskas alta herbo, kiun Ĉasistino tuj disŝovas. Necesas atendi _10 temperojn antaŭ ol tiu ĉi efiko reokazos_.\n\n_+2:_ kiam Ĉasistino enpaŝas malaltan herbon aŭ ardaĵon, el ili kreskas alta herbo, kiun Ĉasistino tuj disŝovas. Necesas atendi _5 temperojn antaŭ ol tiu ĉi efiko reokazos_.\n\nTiu ĉi talento kreskigos disŝovitan herbon kiam pasivaj resanigantaj efikoj estas malaktivaj aŭ kiam la heroo ne akiris sperton por longa tempo. actors.hero.talent.heightened_senses.title=akrigitaj sensoj actors.hero.talent.heightened_senses.desc=_+1:_ Ĉasistino sentas mensojn de estaĵoj, kiuj estas _2 kaheloj for de ŝia pozicio_.\n\n_+2:_ Ĉasistino sentas mensojn de estaĵoj, kiuj estas _3 kaheloj for de ŝia pozicio_. actors.hero.talent.durable_projectiles.title=firmaj ĵetarmiloj diff --git a/core/src/main/assets/messages/actors/actors_es.properties b/core/src/main/assets/messages/actors/actors_es.properties index e2a9b10c9..414ce3c7d 100644 --- a/core/src/main/assets/messages/actors/actors_es.properties +++ b/core/src/main/assets/messages/actors/actors_es.properties @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Has notado algo. actors.hero.hero.wait=... actors.hero.hero.search=buscar actors.hero.hero.search_distracted=Es difícil concentrarse, buscar es agotador. -actors.hero.hero.key_distracted=intentas manipular la cerradura pero no pudiste abrirla esta vez. +actors.hero.hero.key_distracted=Intentas manipular la cerradura pero no logras abrirla esta vez. actors.hero.hero.pain_resist=El dolor te ayuda a resistir la urgencia por dormir. actors.hero.hero.revive=¡El ankh explota con energía revitalizante! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Encantamientos y maldiciones en e actors.hero.talent.cleave.title=adherirse actors.hero.talent.cleave.desc=_+1:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _30 turnos_, en lugar de 15.\n\n_+2:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _45 turnos_, en lugar de 15.\n\n_+3:_ El tiempo extra que obtiene el Gladiador al matar se incrementa a _60 turnos_, en lugar de 15. actors.hero.talent.lethal_defense.title=defensa letal -actors.hero.talent.lethal_defense.desc=_+1:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en 50 turnos_.\n\n_+2:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 100 turnos_.\n\n_+3:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en un 150 turnos_.\n\nLa recarga del blindaje puede ser reducida hasta -150 turnos por este talento, lo cual significa que estará inmediatamente disponible de nuevo una vez que se active. +actors.hero.talent.lethal_defense.desc=_+1:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en 50 turnos_.\n\n_+2:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en 100 turnos_.\n\n_+3:_ Cuando el Gladiador mata a un enemigo con un combo, la recarga del blindaje de su sello roto se _reducirá en 150 turnos_.\n\nLa recarga del blindaje puede ser reducida hasta -150 turnos por este talento, lo cual significa que estará inmediatamente disponible de nuevo una vez que se active. actors.hero.talent.enhanced_combo.title=combo mejorado actors.hero.talent.enhanced_combo.desc=_+1:_ Cuando el combo del Gladiador es de 7 o más, el rango de empuje de Derribar aumenta en 3, inflige vértigo y puede tirar enemigos en fosas.\n\n_+2:_ Además de los beneficios de +1, cuando el combo del Gladiador es de 9 o más, Desviar funciona en múltiples ataques.\n\n_+3:_ Además de los beneficios de +1 y +2, el Gladiador puede dar un salto de combo/3 casillas al usar Embate, Aplastar o Furia. diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index a4595c7ec..2a355137c 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=L'amulette commence à en appeler aux enn actors.buffs.ascensionchallenge.haste=L'amulette commence à hâter les ennemis lointains ! actors.buffs.ascensionchallenge.slow=Vous commencez à ressentir l'amulette devenir un poids de plomb dans votre inventaire ! actors.buffs.ascensionchallenge.damage=L'amulette commence à irradier d’énergie obscure. Ça brûle ! -actors.buffs.ascensionchallenge.weaken_info=La malédiction de l'amulette peut être affaiblie en abattant plus d'ennemis. +actors.buffs.ascensionchallenge.weaken_info=La malédiction de l'amulette peut être affaiblie en vainquant plus d'ennemis. actors.buffs.ascensionchallenge.weaken_info_no_kills=Si vous tuez des ennemis la malédiction de l'amulette s'affaiblira ! actors.buffs.ascensionchallenge.weaken=Vous pouvez ressentir la malédiction de l'amulette s'affaiblir légèrement. actors.buffs.ascensionchallenge.break=Vous prenez un moment pour reprendre votre respiration et sentez vos blessures se refermer ! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Les enchantements et les malédic actors.hero.talent.cleave.title=fendre actors.hero.talent.cleave.desc=_+1:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _30 tours_ au lieu de 15.\n\n_+2:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _45 tours_ au lieu de 15.\n\n_+3:_ Lorsqu'il tue un ennemi, le temps supplémentaire accordé au Gladiateur pour son combo passe à _60 tours_ au lieu de 15. actors.hero.talent.lethal_defense.title=défense mortelle -actors.hero.talent.lethal_defense.desc=_+1:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 50 tours_.\n\n_+2:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 100 tours_.\n\n_+3:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 150 tours_.\n\nLe temps de rechargement de la protection peut être réduit jusqu'à -150 tours de cette manière, ce qui signifie qu'elle prendra effet dès que ses conditions d'activation sont réunies. +actors.hero.talent.lethal_defense.desc=_+1:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 50 tours_.\n\n_+2:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 100 tours_.\n\n_+3:_ Lorsque le Gladiateur tue un ennemi avec une capacité, le temps de rechargement de la protection de son sceau brisé est _réduit de 150 tours_.\n\nLe temps de rechargement de la protection peut être réduit jusqu'à -150 tours de cette manière, ce qui signifie qu'elle redeviendra disponible dès sa prochaine activation. actors.hero.talent.enhanced_combo.title=combo amélioré actors.hero.talent.enhanced_combo.desc=_+1 :_ Lorsque le combo du Gladiateur est à 7 ou plus, la portée de la manœuvre Cogner passe à 3, il inflige l'état vertige, et il peut faire tomber les ennemis dans des fosses.\n\n_+2 :_ En plus des avantages de +1, lorsque le combo du gladiateur est de 9 ou plus, la manœuvre Parade fonctionne sur plusieurs attaques.\n\n_+3:_ En plus des avantages de +1 et +2, le gladiateur peut sauter jusqu'à combo/3 tuiles lorsqu'il utilise les manœuvres Claquer, Écrasement ou Fureur. @@ -1109,7 +1109,7 @@ actors.hero.talent.rejuvenating_steps.desc=_+1 :_ Lorsque la Chasseresse marche actors.hero.talent.heightened_senses.title=sens exacerbés actors.hero.talent.heightened_senses.desc=_+1 :_ La Chasseresse obtient une vision spirituelle sur tout personnage se trouvant dans un rayon de _2 cases de sa position_.\n\n_+2 :_ La Chasseresse obtient une vision spirituelle sur tout personnage se trouvant dans un rayon de _3 cases de sa position_. actors.hero.talent.durable_projectiles.title=projectiles durables -actors.hero.talent.durable_projectiles.desc=_+1 :_ Les armes lancées ont une durabilité de _+50%_ lorsqu'elles sont utilisées par la Chasseresse.\n\n_+2 :_ Les armes lancées ont une durabilité de _+75%_ lorsqu'elles sont utilisées par la Chasseresse. +actors.hero.talent.durable_projectiles.desc=_+1 :_ Les armes de jet ont une durabilité de _+50%_ lorsqu'elles sont utilisées par la Chasseresse.\n\n_+2 :_ Les armes de jet ont une durabilité de _+75%_ lorsqu'elles sont utilisées par la Chasseresse. actors.hero.talent.point_blank.title=à bout portant actors.hero.talent.point_blank.desc=_+1 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _-25% de précision_, au lieu de -50%.\n\n_+2 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _une précision normale_, au lieu de -50%.\n\n_+3 :_ Quand la Chasseresse utilise une arme de lancer ou son arc dans une attaque de mêlée, elle a _+25% de précision_, au lieu de -50%.\n\nNotez que les armes de lancer et son arc ont toujours une précision de +50% lorsqu'elles sont utilisées à distance. diff --git a/core/src/main/assets/messages/actors/actors_ko.properties b/core/src/main/assets/messages/actors/actors_ko.properties index c3fdd6b02..6ce4db0ad 100644 --- a/core/src/main/assets/messages/actors/actors_ko.properties +++ b/core/src/main/assets/messages/actors/actors_ko.properties @@ -94,7 +94,7 @@ actors.buffs.ascensionchallenge.haste=부적이 멀리 떨어진 적들을 신 actors.buffs.ascensionchallenge.slow=갑자기 부적이 너무나 무겁게 느껴진다! actors.buffs.ascensionchallenge.damage=부적이 암흑 에너지를 발한다. 너무나 고통스럽다! actors.buffs.ascensionchallenge.weaken_info=부적의 저주는 더 많은 적을 쓰러뜨려 약화시킬 수 있습니다. -actors.buffs.ascensionchallenge.weaken_info_no_kills=적을 쓰러뜨리면 부적의 저주가 약화될 것입니다! +actors.buffs.ascensionchallenge.weaken_info_no_kills=적을 쓰러뜨리면 부적의 저주가 약해집니다! actors.buffs.ascensionchallenge.weaken=당신은 부적의 저주가 약해짐을 느낀다. actors.buffs.ascensionchallenge.break=잠시 숨을 돌릴 수 있게 되었다. 상처가 낫고 있음을 느낀다. actors.buffs.ascensionchallenge.almost=부적에 대한 요그제바의 집착이 약해짐을 느낀다. 거의 다 왔다! @@ -1501,7 +1501,7 @@ actors.mobs.crystalspire.discover_hint=이 적은 특정한 퀘스트에서 등 actors.mobs.crystalwisp.name=수정 위습 actors.mobs.crystalwisp.beam_kill=당신은 빛의 광선에 의해 사망했다... -actors.mobs.crystalwisp.desc=매우 화가 난, 떠다니는 경화된 수정 덩어리입니다. 밝은 빛을 내고 있습니다. 특별히 강하지는 않지만, 수정 위습은 당신과 자신 사이에 장애물이 없다면 빛의 광선을 발사해 피해를 줄 것입니다.\n\n위습은 여러 수정 돌출물 사이를 쉽게 이동할 정도로 작지만, 이를 관통하여 광선을 쏠 수는 없습니다. +actors.mobs.crystalwisp.desc=매우 화가 난, 떠다니는 경화된 수정 덩어리입니다. 밝은 빛을 내고 있습니다. 특별히 강하지는 않지만, 수정 위습은 당신과 자신 사이에 장애물이 없다면 빛의 광선을 발사해 피해를 줍니다.\n\n위습은 여러 수정 돌출물 사이를 쉽게 이동할 정도로 작지만, 이를 관통하여 광선을 쏠 수는 없습니다. actors.mobs.crystalwisp.discover_hint=이 적은 특정한 퀘스트에서 등장합니다. actors.mobs.demonspawner.name=악마 소환수 @@ -1518,7 +1518,7 @@ actors.mobs.dm200.desc=DM-200은 드워프제 '방어 기기'의 2세대 모델 actors.mobs.dm201.name=DM-201 actors.mobs.dm201.vent=DM-201이 부식성 수류탄을 던졌다! -actors.mobs.dm201.desc=드워프들은 DM-200의 이동 능력 부족을 더욱 강조하면서 짧게 실험을 했고, 완전하게 멈춰 있는 몇 개의 DM 모델들을 만들었습니다. DM-201은 개조된 DM-200으로, 이동 능력이 없는 보초용 터렛 역할을 합니다. DM-201은 이동 능력이 없는 대신, 내구성과 공격력이 훨씬 더 높습니다.\n\nDM-201은 배기가스를 배출할 엔진이 없기 때문에 드워프들은 대신 부식성 가스 수류탄을 장착시켰습니다! 그러나 DM-201은 이 수류탄들을 조심히 다루며, 먼 곳에서 공격할 때만 수류탄을 던질 것입니다. +actors.mobs.dm201.desc=드워프들은 DM-200의 이동 능력 부족을 더욱 강조하면서 짧게 실험을 했고, 완전하게 멈춰 있는 몇 개의 DM 모델들을 만들었습니다. DM-201은 개조된 DM-200으로, 이동 능력이 없는 보초용 터렛 역할을 합니다. DM-201은 이동 능력이 없는 대신, 내구성과 공격력이 훨씬 더 높습니다.\n\nDM-201은 배기가스를 배출할 엔진이 없기 때문에 드워프들은 대신 부식성 가스 수류탄을 장착시켰습니다! 그러나 DM-201은 이 수류탄들을 조심히 다루며, 먼 곳에서 공격할 때만 수류탄을 던집니다. actors.mobs.dm300.name=DM-300 actors.mobs.dm300.notice=무단 침입자 감지! @@ -1532,7 +1532,7 @@ actors.mobs.dm300.rankings_desc=DM-300에게 박살남 actors.mobs.dm300.def_verb=방어 actors.mobs.dm300.defeated=치명적인 피해 발생! 장비를 정지합니... actors.mobs.dm300.desc=DM-300은 드워프가 제작한 '방어 기계'들 중 가장 크고 강력한 것입니다. 이토록 강력한 기계는 양산이 어려웠기 때문에, 단 몇 기만 드워프 지하 대도시를 방어하기 위해 제작되었습니다.\n\nDM-300은 유독성 배기 가스를 방출할 수 있고, 강력한 드릴로 공격을 하거나 지반을 흔들 수 있습니다. 또한 전력망에 연결되어 출력을 더욱 증폭시킬 수 있습니다. -actors.mobs.dm300.desc_supercharged=DM-300이 전력을 가득 충전했습니다. 이 상태에서는 피해를 입지 않으며 두 배의 속도로 움직입니다! 게다가 드릴의 위력 또한 _벽을 뚫고 나갈 정도로 증가_했습니다만, 벽을 파는 중에는 훨씬 느려집니다.\n\n초강력 충전된 DM-300을 직접 공격해도 소용이 없습니다. 하지만 _지역 어딘가에 전력을 공급하는 원천_이 있을 것입니다. 그것을 파괴하면 충전이 약해질 것입니다. +actors.mobs.dm300.desc_supercharged=DM-300이 전력을 가득 충전했습니다. 이 상태에서는 피해를 입지 않으며 두 배의 속도로 움직입니다! 게다가 드릴의 위력 또한 _벽을 뚫고 나갈 정도로 증가_했습니다만, 벽을 파는 중에는 훨씬 느려집니다.\n\n초강력 충전된 DM-300을 직접 공격해도 소용이 없습니다. 하지만 _지역 어딘가에 전력을 공급하는 원천_이 있습니다. 그것을 파괴하면 충전이 약해질 것입니다. actors.mobs.dwarfking.name=드워프 제왕 actors.mobs.dwarfking.notice=무엄하도다! 네놈이 감히 누구한테 덤비는가! @@ -1613,7 +1613,7 @@ actors.mobs.gnollgeomancer.rockfall_kill=떨어지는 바위에 맞아 사망했 actors.mobs.gnollgeomancer.desc=이 인상적으로 커다란 상급 놀은 이 구역의 다양한 대지 이동 마법의 원천일 뿐만 아니라, 이 일대에서 벌어지는 놀 활동의 책임자이기도 합니다. 놀 공병과는 달리, 흙점쟁이는 마법에 꽤 능숙하며, 날아오거나 떨어지는 돌에 의해 피해를 받지 않습니다. 그렇지만 근접한 거리에선 전혀 싸울 수 없습니다. actors.mobs.gnollgeomancer.desc_armor=지금은 흙점쟁이가 바위 갑옷으로 감싸여 있습니다. _흙점쟁이를 공격하기 전에 근접해서 곡괭이로 갑옷을 부수어야 합니다._ actors.mobs.gnollgeomancer.desc_armor_sapper=_근처의 놀 공병이 흙점쟁이의 바위 갑옷을 강화하는 장치를 들고 있습니다. 지금은 전혀 피해를 입힐 수 없습니다!_ -actors.mobs.gnollgeomancer.desc_sleeping=이 인상적으로 커다란 놀 주술사는 암석층으로 둘러싸여 조각상과도 같은 모습입니다. 자세히 보면 바위가 상급 놀의 숨결과 함께 마법처럼 움직이는 것을 볼 수 있습니다. 이렇게 바위에 둘러싸여 있으면 피해를 입지 않고, 말 그대로 흙 낮잠을 즐기는 것처럼 보입니다.\n\n곡괭이로 암석층을 뚫을 수 있을 것입니다. 하지만 _그렇게 할 때 싸울 준비가 되어 있는지 꼭 확인하세요._ 여기에 있는 다양한 대지 이동 마법의 원천은 흙점쟁이며, 모든 놀 활동의 책임자입니다. _싸우기 전에 주위에 흩어져 있는 놀들을 물리치는 것이 좋은 생각일 것입니다._ +actors.mobs.gnollgeomancer.desc_sleeping=이 인상적으로 커다란 놀 주술사는 암석층으로 둘러싸여 조각상과도 같은 모습입니다. 자세히 보면 바위가 상급 놀의 숨결과 함께 마법처럼 움직이는 것을 볼 수 있습니다. 이렇게 바위에 둘러싸여 있으면 피해를 입지 않고, 말 그대로 흙 낮잠을 즐기는 것처럼 보입니다.\n\n곡괭이로 암석층을 뚫을 수 있을 것입니다. 하지만 _그렇게 할 때 싸울 준비가 되어 있는지 꼭 확인하세요._ 여기에 있는 다양한 대지 이동 마법의 원천은 흙점쟁이며, 이 구역의 모든 놀 활동의 책임자입니다. _싸우기 전에 주위에 흩어져 있는 다른 놀들을 물리치는 것도 좋은 방법입니다._ actors.mobs.gnollgeomancer.discover_hint=이 캐릭터는 특정한 퀘스트에서 등장합니다. actors.mobs.gnollguard.name=놀 경비병 @@ -1646,7 +1646,7 @@ actors.mobs.goo.pumpup=구가 스스로의 몸집을 불리기 시작했다! actors.mobs.goo.enraged=분노 actors.mobs.goo.gluuurp=꾸르르륵! actors.mobs.goo.rankings_desc=구에게 흡수됨 -actors.mobs.goo.desc=구에 대해서 알려진 것은 많지 않습니다. 아마도 구는 원래 생물체가 아니며, 하수구에 있던 유독한 물질들이 모여서 아주 기초적인 지성을 얻게 된 것 같습니다. 방법이야 어찌 되었든, 어두운 마법의 힘이 구를 존재하게 하는 것은 틀림없어 보입니다.\n\n구의 젤리같은 몸체는 많은 양의 암흑 에너지를 빨아들일 수 있어 가까이 다가가기만 해도 오싹함을 느낄 수 있습니다. 이 에너지를 전면으로 개방한다면 당신도 버틸 수 없을 것입니다. +actors.mobs.goo.desc=구에 대해서 알려진 것은 많지 않습니다. 아마도 구는 원래 생물체가 아니며, 하수구에 있던 유독한 물질들이 모여서 아주 기초적인 지성을 얻게 된 것 같습니다. 방법이야 어찌 되었든, 어두운 마법의 힘이 구를 존재하게 하는 것은 틀림없어 보입니다.\n\n구의 젤리같은 몸체는 많은 양의 암흑 에너지를 빨아들일 수 있어 가까이 다가가기만 해도 오싹함을 느낄 수 있습니다. 이 에너지를 전면으로 개방한다면 당신도 버틸 수 없습니다. actors.mobs.greatcrab.name=거대한 게 actors.mobs.greatcrab.noticed=거대한 게가 거대한 집게발로 공격을 막았다. @@ -1696,7 +1696,7 @@ actors.mobs.piranha.discover_hint=이 적은 던전의 어느 장소에서나 actors.mobs.pylon.name=전력탑 actors.mobs.pylon.desc_inactive=전력탑은 이 구역의 기계들에게 전력을 안정적으로 공급하기 위해 세워졌습니다.\n\n현재 전력탑은 비활성화되어 피해를 입지 않습니다. -actors.mobs.pylon.desc_active=전력탑은 이 구역의 기계들에게 전력을 안정적으로 공급하기 위해 세워졌습니다. 현재 전기 에너지를 끌어모아 DM-300을 과충전시키는 것 같습니다!\n\n충전된 전력탑은 피해를 입을 수 있지만, 시계 방향으로 전기를 방출할 것입니다. 또한 전력탑은 무거운 금속으로 만들어져 있어 강력한 피해에 저항할 수 있습니다. +actors.mobs.pylon.desc_active=전력탑은 이 구역의 기계들에게 전력을 안정적으로 공급하기 위해 세워졌습니다. 현재 전기 에너지를 끌어모아 DM-300을 과충전시키는 것 같습니다!\n\n충전된 전력탑은 피해를 입을 수 있지만, 시계 방향으로 전기를 방출합니다. 또한 전력탑은 무거운 금속으로 만들어져 있어 강력한 피해에 저항할 수 있습니다. actors.mobs.rat.name=주머니쥐 actors.mobs.rat.desc=주머니쥐는 하수구에 서식하는 공격적이지만 약한 생물체입니다. 주머니쥐의 이빨은 아프지만, 수가 모일 때만 목숨을 위협할 수 있습니다. @@ -1710,7 +1710,7 @@ actors.mobs.rotheart.desc=썩은열매의 열매는 매우 특이합니다. 썩 actors.mobs.rotheart.discover_hint=이 캐릭터는 특정한 퀘스트에서 등장합니다. actors.mobs.rotlasher.name=썩은 휘감개 -actors.mobs.rotlasher.desc=썩은 휘감개는 성숙한 썩은열매 식물의 뿌리 구조의 일부이며, 또한 그들의 주된 방어 수단이기도 합니다. 휘감개는 근처의 대상만 감지할 수 있으며 땅 속에 묶여 있어 움직일 수도 없지만, 근처에 위협이 있으면 잠시 후에 감지하여 격렬하게 공격할 것입니다. 근처에 먹잇감이 없으면, 움직임 없이 가만히 있어 주변 식물과 동화됩니다. +actors.mobs.rotlasher.desc=썩은 휘감개는 성숙한 썩은열매 식물의 뿌리 구조의 일부이며, 또한 그들의 주된 방어 수단이기도 합니다. 휘감개는 근처의 대상만 감지할 수 있으며 땅 속에 묶여 있어 움직일 수도 없지만, 근처에 위협이 있으면 잠시 후에 감지하여 격렬하게 공격합니다. 근처에 먹잇감이 없으면, 움직임 없이 가만히 있어 주변 식물과 동화됩니다. actors.mobs.rotlasher.discover_hint=이 캐릭터는 특정한 퀘스트에서 등장합니다. actors.mobs.scorpio.name=전갈 @@ -1722,9 +1722,9 @@ actors.mobs.senior.desc=이 수도승들은 광신적이며, 신체적 완력을 actors.mobs.shaman.name=놀 주술사 actors.mobs.shaman.bolt_kill=당신은 마법 화살에 의해 사망했다... actors.mobs.shaman.desc=놀 주술사들은 그들의 부족한 힘을 보완하기 위해 공격 마법을 사용하는 지능적인 놀들입니다. 그들은 약한 힘을 가지고 있음에도 놀 사회에서 굉장히 높으신 분 취급을 받습니다. -actors.mobs.shaman$redshaman.spell_desc=이 주술사는 붉은색 가면을 쓰고 있으며, 일시적으로 _당신의 공격 능력을 저하시키는_ 마법을 사용할 것입니다. -actors.mobs.shaman$blueshaman.spell_desc=이 주술사는 파란색 가면을 쓰고 있으며, 일시적으로 _당신이 받는 피해를 늘리는_ 마법을 사용할 것입니다. -actors.mobs.shaman$purpleshaman.spell_desc=이 주술사는 보라색 가면을 쓰고 있으며, 일시적으로 _당신의 정확성과 회피를 낮추는_ 마법을 사용할 것입니다. +actors.mobs.shaman$redshaman.spell_desc=이 주술사는 붉은색 가면을 쓰고 있으며, 일시적으로 _당신의 공격 능력을 저하시키는_ 마법을 사용합니다. +actors.mobs.shaman$blueshaman.spell_desc=이 주술사는 파란색 가면을 쓰고 있으며, 일시적으로 _당신이 받는 피해를 늘리는_ 마법을 사용합니다. +actors.mobs.shaman$purpleshaman.spell_desc=이 주술사는 보라색 가면을 쓰고 있으며, 일시적으로 _당신의 정확성과 회피를 낮추는_ 마법을 사용합니다. actors.mobs.armoredbrute.name=갑옷 입은 놀 병정 actors.mobs.armoredbrute.desc=최고위 놀 병정들은 보통 강력한 방어구를 착용하여 그들의 지위를 과시합니다. 이 방어구는 병정들이 물리적 피해에 더 잘 저항할 수 있게 하며, 또한 이들의 엄격한 규율은 이들이 전투 중에 쓰러지기 전까지 훨씬 더 오랫동안 격노할 수 있게 합니다. @@ -1732,7 +1732,7 @@ actors.mobs.armoredbrute.desc=최고위 놀 병정들은 보통 강력한 방어 actors.mobs.skeleton.name=해골 actors.mobs.skeleton.explo_kill=당신은 뼈 폭발에 의해 사망했다... actors.mobs.skeleton.def_verb=방어 -actors.mobs.skeleton.desc=해골들은 던전에서 죽은 불행한 모험가 혹은 감옥의 거주자의 뼈로 이루어져 있으며, 깊은 곳에서 올라오는 사악한 마법으로 인해 움직이고 있습니다. 해골들은 일정 피해를 받게 되면 폭발하여 온 사방으로 뼈를 흩뿌립니다. 이 폭발로 생긴 파편들은 주변에 있는 모든 대상들에게 위협적이지만, 그래도 갑옷으로 막아내기는 어렵지 않을 것입니다. +actors.mobs.skeleton.desc=해골들은 던전에서 죽은 불행한 모험가 혹은 감옥의 거주자의 뼈로 이루어져 있으며, 깊은 곳에서 올라오는 사악한 마법으로 인해 움직이고 있습니다. 해골들은 일정 피해를 받게 되면 폭발하여 온 사방으로 뼈를 흩뿌립니다. 이 폭발로 생긴 파편들은 주변에 있는 모든 대상들에게 위협적이지만, 그래도 갑옷으로 막아내기는 어렵지 않습니다. actors.mobs.slime.name=슬라임 actors.mobs.slime.def_verb=방어 @@ -1746,7 +1746,7 @@ actors.mobs.spectralnecromancer.name=영혼 사령술사 actors.mobs.spectralnecromancer.desc=사령술사의 주요 관심사는 해골들이지만, 일부는 더 영적인 추종자를 부리는 것을 좋아하기도 합니다. 그래서 영혼 사령술사는 망령들을 추종자로 삼기로 했습니다!\n\n망령 하나는 해골만큼 강력하지 않지만, 영혼 사령술사는 망령들을 대거 소환하는 데에 거리낌이 없습니다! actors.mobs.spinner.name=동굴 거미 -actors.mobs.spinner.desc=이 녹색의 털복숭이 거미는 직접적으로 싸우기보단, 그들이 쳐둔 거미줄에 걸린 희생자가 그들의 독니에 물려 천천히 죽어가는 것을 거리를 두고 지켜봅니다. 그들은 먼 거리까지 거미줄을 발사할 수 있으며, 그들의 먹잇감이 도망치려는 어떠한 길도 막으려 들 것입니다. +actors.mobs.spinner.desc=이 녹색의 털복숭이 거미는 직접적으로 싸우기보단, 그들이 쳐둔 거미줄에 걸린 희생자가 그들의 독니에 물려 천천히 죽어가는 것을 거리를 두고 지켜봅니다. 그들은 먼 거리까지 거미줄을 발사할 수 있으며, 그들의 먹잇감이 도망치려는 어떠한 길도 막으려 듭니다. actors.mobs.statue.name=움직이는 석상 actors.mobs.statue.def_verb=방어 @@ -1755,10 +1755,10 @@ actors.mobs.statue.desc_weapon=이 석상은 돌로 만들어져 있지만, 석 actors.mobs.statue.discover_hint=이 적은 던전의 어느 장소에서나 등장합니다. actors.mobs.succubus.name=서큐버스 -actors.mobs.succubus.desc=서큐버스는 먹잇감의 정신을 조종하는 또다른 모습의 악마입니다. 이 서큐버스는 고딕 양식의 옷을 입은 창백한 사람의 형태를 띠고 있는데, 아마 드워프 흑마법사들을 유혹하려 한 걸지도요?\n\n서큐버스들은 공격할 때 공격한 대상을 매혹시킬 수 있으며, 대상의 직접 공격을 불가능하게 만듭니다. 그들이 매혹된 적을 공격하면, 대상의 생명력을 훔칠 것입니다. +actors.mobs.succubus.desc=서큐버스는 먹잇감의 정신을 조종하는 또다른 모습의 악마입니다. 이 서큐버스는 고딕 양식의 옷을 입은 창백한 사람의 형태를 띠고 있는데, 아마 드워프 흑마법사들을 유혹하려 한 걸지도요?\n\n서큐버스들은 공격할 때 공격한 대상을 매혹시킬 수 있으며, 대상의 직접 공격을 불가능하게 만듭니다. 그들이 매혹된 적을 공격하면, 대상의 생명력을 훔칩니다. actors.mobs.swarm.name=파리떼 -actors.mobs.swarm.desc=치명적인 파리떼들이 성난 듯이 윙윙댑니다. 모든 비마법 공격은 이를 원래보다는 작지만 여전히 위험한 두 무리의 파리떼로 나눌 것입니다. +actors.mobs.swarm.desc=치명적인 파리떼들이 성난 듯이 윙윙댑니다. 모든 비마법 공격은 이를 원래보다는 작지만 여전히 위험한 두 무리의 파리떼로 나누어 버립니다. actors.mobs.tengu.name=텐구 암살자 actors.mobs.tengu.notice_gotcha=잡았다, %s! @@ -1766,7 +1766,7 @@ actors.mobs.tengu.interesting=재미 좀 보겠군... actors.mobs.tengu.notice_have=넌 내 것이다, %s! actors.mobs.tengu.defeated=마침내 자유로구나... actors.mobs.tengu.rankings_desc=텐구 암살자에게 암살당함 -actors.mobs.tengu.desc=이 유명하고도 신비로운 암살자는 그의 얼굴에 씌워진 가면을 따라 이름 붙여졌습니다.\n\n텐구 암살자는 팔다리에 커다란 수갑을 차고 있지만, 연결 고리는 이미 끊어 버린 지 오래입니다.\n\n그는 함정, 속임수 마법, 그리고 정확한 투척 공격으로 탈출을 막는 유일한 적을 막을 것입니다. 바로 당신이죠. +actors.mobs.tengu.desc=이 유명하고도 신비로운 암살자는 그의 얼굴에 씌워진 가면을 따라 이름 붙여졌습니다.\n\n텐구 암살자는 팔다리에 커다란 수갑을 차고 있지만, 연결 고리는 이미 끊어 버린 지 오래입니다.\n\n그는 함정, 속임수 마법, 그리고 정확한 투척 공격으로 탈출을 막는 유일한 적을 없애버릴 작정입니다. 바로 당신이죠. actors.mobs.tengu$bombability$bombblob.desc=엄청나게 가열된 연기 구름이 피어오르고 있습니다. 조심하십시오, 곧 폭발할 것입니다! actors.mobs.tengu$bombability$bombitem.name=연막탄 @@ -1792,7 +1792,7 @@ actors.mobs.tormentedspirit.thank_you=고마워... actors.mobs.warlock.name=드워프 흑마법사 actors.mobs.warlock.bolt_kill=당신은 어둠의 화살에 의해 사망했다... -actors.mobs.warlock.desc=드워프들의 관심사가 공학에서 신비학으로 바뀌자, 흑마법사들은 도시의 실세가 되었습니다. 처음에는 원소 마법으로 시작했지만, 곧 악마학과 강령술로 눈을 돌리기 시작했죠. 가장 강력한 흑마법사들이 드워프 도시의 왕좌를 장악했고, 그의 하수인들은 계속해서 흑마법을 연습할 수 있었습니다. 그들의 자유 의지조차 그에게 바치기 전까지는 말이죠.\n\n이 흑마법사들은 강력하고 파괴적인 마법을 다루며, 당신의 장비에 적용된 강화 마법을 일시적으로 저하시킬 수 있습니다. 더 많이 강화된 장비일수록, 더 많은 영향을 받을 것입니다. +actors.mobs.warlock.desc=드워프들의 관심사가 공학에서 신비학으로 바뀌자, 흑마법사들은 도시의 실세가 되었습니다. 처음에는 원소 마법으로 시작했지만, 곧 악마학과 강령술로 눈을 돌리기 시작했죠. 가장 강력한 흑마법사들이 드워프 도시의 왕좌를 장악했고, 그의 하수인들은 계속해서 흑마법을 연습할 수 있었습니다. 그들의 자유 의지조차 그에게 바치기 전까지는 말이죠.\n\n이 흑마법사들은 강력하고 파괴적인 마법을 다루며, 당신의 장비에 적용된 강화 마법을 일시적으로 저하시킬 수 있습니다. 더 많이 강화된 장비일수록, 더 많은 영향을 받습니다. actors.mobs.wraith.name=망령 actors.mobs.wraith.desc=망령은 자신의 무덤을 파헤친 자를 쫓는 복수심 가득한 영혼입니다. 완전한 영체로 이루어져 있어 일반적인 무기로 공격하는 것은 매우 힘듭니다. @@ -1804,8 +1804,8 @@ actors.mobs.yogdzewa.darkness=어둠이 가까워지고 있다... actors.mobs.yogdzewa.hope=네. 희망은. 환상에. 불과할. 뿐이다! actors.mobs.yogdzewa.defeated=... actors.mobs.yogdzewa.rankings_desc=요그제바에게 삼켜짐 -actors.mobs.yogdzewa.desc=요그제바는 필멸자들의 세계로 뻗어나가 끝없는 성장을 위해 그들을 집어삼키는 오래된 신입니다. 드워프들은 흑마법과 씨름하면서 이 우주적 공포의 관심을 끌었음이 분명하며, 그 이후로 이것을 억누르려 애쓰고 있었을 것입니다.\n\n요그제바는 가공되지 않은 혼돈 마법의 차원으로부터 비롯되며, 이 세상에 진정한 형태를 가져올 수 없습니다. 대신 그는 아바타를 만들고 악마 군단을 소환해 이곳에서 임무를 수행했습니다.\n\n이 거대한 눈알은 이 세계에 있는 요그제바의 힘의 초점입니다. 눈알 자체는 움직일 수 없지만, 강력한 흑마법 광선을 발사할 수 있고 이를 돕기 위해 다양한 군단을 소환할 수 있습니다. -actors.mobs.yogdzewa.desc_spawners=당신은 위층에서 눈알로 방사되는 악마적 에너지의 파동을 느낄 수 있습니다. 당신이 위에 살려둔 무언가가 요그제바에게 힘을 공급하고 있는 것이 틀림없습니다. _요그제바는 이 에너지를 더 강력한 군단을 소환하기 위해 사용할 것입니다!_ +actors.mobs.yogdzewa.desc=요그제바는 필멸자들의 세계로 뻗어나가 끝없는 성장을 위해 그들을 집어삼키는 오래된 신입니다. 드워프들은 흑마법과 씨름하면서 이 우주적 공포의 관심을 끌었음이 분명하며, 그 이후로 이것을 억누르려 애쓰고 있었을 것입니다.\n\n요그제바는 가공되지 않은 혼돈 마법의 차원으로부터 비롯되며, 이 세상에 진정한 형태를 가져올 수 없습니다. 대신 그는 화신체를 만들고 악마 군단을 소환해 이곳에서 할 일을 수행했습니다.\n\n이 거대한 눈알은 이 세계에 있는 요그제바의 힘의 초점입니다. 눈알 자체는 움직일 수 없지만, 강력한 흑마법 광선을 발사할 수 있고 증원으로 다양한 군단을 소환할 수 있습니다. +actors.mobs.yogdzewa.desc_spawners=당신은 위층에서 눈알로 방사되는 악마의 에너지 파동을 느낄 수 있습니다. 당신이 위에 살려둔 무언가가 요그제바에게 힘을 공급하고 있는 것이 틀림없습니다. _요그제바는 이 에너지를 더 강력한 군단을 소환하기 위해 사용할 것입니다!_ actors.mobs.yogdzewa$larva.name=신의 애벌레 actors.mobs.yogdzewa$larva.rankings_desc=요그제바에게 삼켜짐 actors.mobs.yogdzewa$larva.desc=이 요그제바의 작은 새끼는 생산하기 쉬운 간단한 추종자입니다. 각 개체는 약하지만, 이것들은 빠르게 소환되어 압도적으로 많은 수가 될 수 있습니다. @@ -1815,15 +1815,15 @@ actors.mobs.yogdzewa$yogscorpio.rankings_desc=요그제바에게 삼켜짐 actors.mobs.yogfist.invuln_warn=주먹은 눈알 근처에 있을 때는 피해를 받지 않는다! actors.mobs.yogfist.rankings_desc=요그제바에게 삼켜짐 -actors.mobs.yogfist.desc=이 주먹은 요그제바의 힘의 한 측면입니다. 주먹들은 요그제바의 힘에 연결되어 있으며, 요그제바와 가까이 있을 때는 모든 피해로부터 보호받을 것입니다. +actors.mobs.yogfist.desc=이 주먹은 요그제바의 힘의 한 측면입니다. 주먹들은 요그제바의 힘에 연결되어 있으며, 요그제바와 가까이 있을 때는 모든 피해로부터 보호받게 됩니다. actors.mobs.yogfist$burningfist.name=불타오르는 주먹 -actors.mobs.yogfist$burningfist.desc=이 주먹은 무질서한 불꽃 마법으로 이루어져 있습니다. 불타오르는 주먹이 움직일 때, 주변의 지형을 지속적으로 불태울 것입니다. 또한, 불타는 힘의 폭발을 발사할 수 있으며, 충돌하는 장소에 불길을 퍼뜨릴 것입니다.\n\n불타오르는 주먹의 힘은 물 근처에서는 억제되지만, 엄청난 열기 때문에 짧은 시간후 그 주변의 물을 증발시킬 것입니다! +actors.mobs.yogfist$burningfist.desc=이 주먹은 무질서한 불꽃 마법으로 이루어져 있습니다. 불타오르는 주먹이 움직일 때, 주변의 지형을 지속적으로 불태웁니다. 또한, 불타는 힘의 폭발을 발사할 수 있으며, 충돌하는 장소에 불길을 퍼뜨립니다.\n\n불타오르는 주먹의 힘은 물 근처에서는 억제되지만, 엄청난 열기 때문에 짧은 시간후 그 주변의 물을 증발시킵니다! actors.mobs.yogfist$soiledfist.name=더러워진 주먹 -actors.mobs.yogfist$soiledfist.desc=이 주먹은 무질서한 땅의 마법으로 이루어져 있습니다. 더러워진 주먹이 움직일 때, 주변에 식물을 지속적으로 자라게 할 것입니다. 또한, 빠르게 자라나는 덩굴과 뿌리로 목표를 붙잡는 응축된 땅의 폭발을 발사할 수 있습니다.\n\n흙의 주먹은 식물들의 생명의 힘으로부터 비롯되며, 근처에 있는 길게 자란 풀 또는 헤쳐나간 풀의 양에 비례하여 피해에 저항할 것입니다. +actors.mobs.yogfist$soiledfist.desc=이 주먹은 무질서한 땅의 마법으로 이루어져 있습니다. 더러워진 주먹이 움직일 때, 주변에 식물을 지속적으로 자라게 합니다. 또한, 빠르게 자라나는 덩굴과 뿌리로 목표를 붙잡는 응축된 땅의 폭발을 발사할 수 있습니다.\n\n흙의 주먹은 식물들의 생명력을 흡수하여, 근처에 있는 길게 자란 풀 또는 헤쳐나간 풀의 양에 비례하여 입는 피해가 감소합니다. actors.mobs.yogfist$rottingfist.name=부패하는 주먹 actors.mobs.yogfist$rottingfist.desc=이 주먹은 살아있는 부패로 만들어졌습니다. 이것은 썩어가는 살점의 거대한 덩어리로, 근접한 곳에서는 산성 점액을 뿌리고 먼 곳에는 유독성 가스를 퍼트립니다. 더 큰 문제는 주먹의 거대한 덩어리로 인해 직접적인 피해를 입는 대신 출혈 형태로만 피해를 입는다는 것입니다.\n\n점액은 물에서 씻어낼 수 있지만, 이 주먹은 물을 흡수하여 스스로를 치료할 수 있습니다! 또한 이 주먹이 출혈 중일 때 피해를 입히면 주먹의 출혈을 갱신할 뿐, 출혈이 쌓이지는 않습니다! actors.mobs.yogfist$rustedfist.name=녹슨 주먹 -actors.mobs.yogfist$rustedfist.desc=이 주먹은 살아있는 금속으로 이루어져 있습니다. 녹슨 주먹은 강력한 근접 공격력을 가지고 있으며, 원거리에서는 목표를 불구로 만들 수 있습니다. 엄청나게 큰 덩어리 때문에, 주먹은 즉시 피해를 받는 것이 아닌 시간이 경과함에 따라 피해를 받게 됩니다.\n\n하지만 주먹은 유연성이 없고, 좁은 통로를 지날 수 없습니다. 또한 주먹은 피해를 느리게 입지만, 여러번 공격받으면 지연된 피해는 계속 증가할 것입니다. +actors.mobs.yogfist$rustedfist.desc=이 주먹은 살아있는 금속으로 이루어져 있습니다. 녹슨 주먹은 강력한 근접 공격력을 가지고 있으며, 원거리에서는 목표를 불구로 만들 수 있습니다. 엄청나게 큰 덩어리 때문에, 주먹은 즉시 피해를 받는 것이 아닌 시간이 경과함에 따라 피해를 받게 됩니다.\n\n하지만 주먹은 유연성이 없고, 좁은 통로를 지날 수 없습니다. 또한 주먹은 피해를 느리게 입지만, 여러번 공격받으면 지연된 피해가 계속해서 증가합니다. actors.mobs.yogfist$brightfist.name=눈부신 주먹 actors.mobs.yogfist$brightfist.teleport=눈부신 주먹은 당신의 눈을 심각하게 멀게 하는 섬광 속에서 순간이동했다! actors.mobs.yogfist$brightfist.desc=이 주먹은 순수한 빛의 에너지로 이루어져 있습니다. 눈부신 주먹은 타오르는 강력한 빛을 매 턴마다 발사할 수 있습니다. 이 광선들은 당신의 눈을 일시적으로 멀게 하며, 또한 커다란 피해를 입힙니다. 그리고 주먹은 달아나기 위해 잠시동안 전투 지역을 눈부시게 밝은 빛으로 집어삼킬 수 있습니다.\n\n하지만 이 주먹은 근거리에서 사용할 수 있는 특별한 능력은 가지고 있지 않습니다. diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index b3e4b3d31..937e7fb69 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -487,23 +487,23 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Büyücü mevcut konumuna bir _ actors.hero.abilities.mage.warpbeacon.desc=Büyücü, istediği zaman ışınlanabileceği bir fener yerleştirir. Feneri yerleştirmek 1 tur alır, ama ışınlanmak anında gerçekleşir.\n\nBüyücü varsayılan olarak katlar arası ışınlanamaz, veya feneri ulaşılamaz yerlere, mesela kilitli odalara, ulaşmak için kullanamaz. Büyücü düşmanların içine ışınlanabilir, bu, düşmanları yana itecektir. actors.hero.abilities.rogue.smokebomb.name=Sis Bombası -actors.hero.abilities.rogue.smokebomb.fov=Görüş alanınızdaki yalnızca boş bir yere atlayabilirsiniz. +actors.hero.abilities.rogue.smokebomb.fov=Görüş alanındaki yalnızca boş bir yere atlayabilirsin. actors.hero.abilities.rogue.smokebomb.prompt=Atlayacağın yeri seç actors.hero.abilities.rogue.smokebomb$ninjalog.name=Tahta Kukla actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Her nasılsa, düşmanlar bu tahta kuklanın gerçek Haydut olduğuna kolayca ikna oluyor! actors.hero.abilities.rogue.smokebomb$ninjalog.discover_hint=Bu karakteri, belirli bir kahraman zırh yeteneğiyle bulabilirsin. actors.hero.abilities.rogue.smokebomb.short_desc=Haydut, bir _Sis Bombası_ atar ve bu sırada anında uzağa atılır. Eski yerine yakın düşmanları kör eder. actors.hero.abilities.rogue.smokebomb.desc=Haydut bir sis bombası atar ve 6 kare uzaklığa kadar anında atılır. Tehlikelerin ve düşmanların içinden atılabilir, ama duvar gibi sağlam arazinin içinden geçemez\n\nHaydut'un eski konumuna yakın olan düşmanlar 5 tur boyunca kör olur. -actors.hero.abilities.rogue.deathmark.name=Ölüm Damgası -actors.hero.abilities.rogue.deathmark.ally_target=Sadece düşmanları damgalayabilirsin +actors.hero.abilities.rogue.deathmark.name=Ölüm İşareti +actors.hero.abilities.rogue.deathmark.ally_target=Sadece düşmanları işaretleyebilirsin actors.hero.abilities.rogue.deathmark.short_desc=Haydut, seçilen bir düşmanın üzerine bir _Ölüm İşareti_ koyar. İşaretlenen düşmanlar ilave hasar alır, ama işaret sonlanana kadar ölemezler. -actors.hero.abilities.rogue.deathmark.desc=Haydut, seçilen bir düşmanın üzerine bir damga koyar, onun %25 ilave hasar almasını sağlar. damga anında koyulur ve 5 tur sürer.\n\nDamgalanan düşmanlar ilave hasar alır ancak damga sona erene kadar ölemezler. Eğer bir düşman 0 SP'de iken damga sona ererse anında ölür. -actors.hero.abilities.rogue.deathmark$deathmarktracker.name=Ölüm Damgalı -actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=Bu düşman damgalı. Bu, düşmanın 25%% ilave hasar almasına sebep olur, ama damga sona erene kadar ölemez.\n\nKalan tur: %s +actors.hero.abilities.rogue.deathmark.desc=Haydut, seçilen bir düşmanın üzerine bir işaret koyar, onun %25 ilave hasar almasını sağlar. işaret anında koyulur ve 5 tur sürer.\n\nİşaretlenen düşmanlar ilave hasar alır ancak işaret sona erene kadar ölemezler. Eğer bir düşman 0 SP'de iken işaret sona ererse anında ölür. +actors.hero.abilities.rogue.deathmark$deathmarktracker.name=Ölüm İşaretli +actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=Bu düşman işaretli. Bu, düşmanın 25%% ilave hasar almasına sebep olur, ama işaret sona erene kadar ölemez.\n\nKalan tur: %s actors.hero.abilities.rogue.shadowclone.name=Gölge Klon actors.hero.abilities.rogue.shadowclone.short_desc=Haydut, savaşta kendisine yardım etmesi için yönlendirilebilen bir _Gölge Klon_ çağırır. -actors.hero.abilities.rogue.shadowclone.desc=Haydut, savaşta kendisine yardım etmesi için yönlendirilebilen, kendisinin gölgeli bir taklidini çağırır. Gölge klonu yönlendirmek yük gerektirmez\n\nKlonun 80 HP'si vardır, zırhı yoktur ve 10-20 hasar verir. Tüm bu özellikler yeteneklerle geliştirilebilir, böylece klon kahramanın sahip olduğu zırh ve silahlardan faydalanabilir. -actors.hero.abilities.rogue.shadowclone$shadowally.name=Gölge Haydudu +actors.hero.abilities.rogue.shadowclone.desc=Haydut, savaşta kendisine yardım etmesi için yönlendirilebilen, kendisinin gölge klonunu çağırır. Gölge klonu yönlendirmek yük gerektirmez\n\nKlonun 80 HP'si vardır, zırhı yoktur ve 10-20 hasar verir. Tüm bu özellikler yeteneklerle geliştirilebilir, böylece klon kahramanın sahip olduğu zırh ve silahlardan faydalanabilir. +actors.hero.abilities.rogue.shadowclone$shadowally.name=Gölge Haydut actors.hero.abilities.rogue.shadowclone$shadowally.direct_defend=Klonun bu konuma gidiyor. actors.hero.abilities.rogue.shadowclone$shadowally.direct_follow=Klonun seni takip ediyor. actors.hero.abilities.rogue.shadowclone$shadowally.direct_attack=Klonun saldırmak için hareket ediyor! @@ -842,13 +842,13 @@ actors.hero.herosubclass.battlemage_short_desc=_Savaş Büyücüsü_ değneğiyl actors.hero.herosubclass.battlemage_desc=Savaş Büyücüsü değneğiyle yakın dövüşte her vuruşunda, sanki değneğinde ek bir büyü varmış gibi ilave bir etki kazanır. Bu etkiler, değneğinin aşılandığı asaya bağlıdır; her asanın kendi etkisi vardır. Asa etkilerine ek olarak, Savaş Büyücüsü'nün değneği, onunla vurduğunda 0,5 şarj da kazanır. actors.hero.herosubclass.warlock=sihirbaz actors.hero.herosubclass.warlock_short_desc=_Sihirbaz_'ın asalarıyla düşmanları ruhla işaretleme şansı vardır. İşaretli düşmanlara fiziksel hasar verdiğinde iyileşir. -actors.hero.herosubclass.warlock_desc=Büyücü, karakterler üzerinde asa kullandığında onlara bir ruh işareti uygulama şansına sahiptir. Ruh işareti uygulama şansı ve süresi asa seviyesi ile artar.\n\nBir düşman ruhla işaretlendiğinde, Savaş Büyücüsü ona verdiği her 5 hasar için 2 can iyileştirir, ancak sadece yakın dövüş veya fırlatılan silahlarla yapılan saldırılarda, asalarla yapılan saldırılarda değil! +actors.hero.herosubclass.warlock_desc=Kara Büyücü, karakterler üzerinde asa kullandığında onlara bir ruh işareti uygulama şansına sahiptir. Ruh işareti uygulama şansı ve süresi asa seviyesi ile artar.\n\nBir düşman ruhla işaretlendiğinde, Kara Büyücü ona verdiği her 5 hasar için 2 can iyileştirir, ancak sadece yakın dövüş veya fırlatılan silahlarla yapılan saldırılarda, asalarla yapılan saldırılarda değil! actors.hero.herosubclass.assassin=suikastçı actors.hero.herosubclass.assassin_short_desc=_Suikastçı_ görünmezken ölümcül bir saldırı hazırlayabilir. Ne kadar uzun süre beklerse, saldırısı o kadar güçlü olur. actors.hero.herosubclass.assassin_desc=Suikastçı görünmez olduğunda bir sonraki saldırısına hazırlanır. Ne kadar uzun süre hazırlanırsa, bir sonraki saldırısı o kadar güçlü olur. Hazırlık 9 tura kadar devam eder.\n\nHazırlandıktan sonra Suikastçı bir sonraki saldırısında ilave hasar verir, hedefine göz kırpabilir ve hatta yeterince zayıf olan düşmanları anında öldürebilir. actors.hero.herosubclass.freerunner=parkurcu actors.hero.herosubclass.freerunner_short_desc=_Parkurcu_ koştukça parkur yapmak için kullanabileceği momentum kazanır. Parkur ona bir süre için fazladan hız ve kaçınma sağlar. -actors.hero.herosubclass.freerunner_desc=Serbest Koşucu hareket ettikçe momentum yığınları oluşturur. 10 tur koştuktan sonra 10'a kadar momentum kazanabilir, ancak hareket etmeyi bırakırsa bunu hızla kaybeder. Serbest Koşucu momentumunu serbest koşuya başlamak için kullanabilir, momentum puanı başına 2 tur.\n\nSerbest Koşucu serbest koşarken 2 kat hızla hareket eder ve seviyesiyle orantılı olarak bonus kaçınma kazanır. Serbest koşu sona erdiğinde, momentumun yeniden inşa edilebilmesi için bir bekleme süresi vardır. +actors.hero.herosubclass.freerunner_desc=Parkurcu hareket ettikçe momentum yığınları oluşturur. 10 tur koştuktan sonra 10'a kadar momentum kazanabilir, ancak hareket etmeyi bırakırsa bunu hızla kaybeder. Parkurcu momentumunu serbest koşuya başlamak için kullanabilir, momentum puanı başına 2 tur.\n\nParkurcu serbest koşarken 2 kat hızla hareket eder ve seviyesiyle orantılı olarak bonus kaçınma kazanır. Serbest koşu sona erdiğinde, momentumun yeniden inşa edilebilmesi için bir bekleme süresi vardır. actors.hero.herosubclass.sniper=keskin nişancı actors.hero.herosubclass.sniper_short_desc=_Keskin Nişancı_, menzilli saldırılarıyla zırhları delebilir. Fırlatılan bir silahla vurduktan sonra, yayından özel bir saldırı gerçekleştirebilir. actors.hero.herosubclass.sniper_desc=Keskin Nişancı, menzilli saldırıları düşman zırhını delen bir menzilli savaş ustasıdır. Bir düşmana fırlatılan bir silahla saldırdığında, üzerine bir keskin nişancı işareti yerleştirir ve bu da yayından özel bir saldırı ile takip etmesini sağlar. Bu özel saldırı, yayının nasıl güçlendirildiğine bağlı olarak değişir.\n\n\nGüçlendirilmemiş bir yay, daha az hasar veren ancak anında ateş eden bir anlık atış yapar. Bir hız yayı, azaltılmış hasar veren, yine de büyüleri etkinleştirebilen ve ateşlemesi 1 tur süren üç okluk bir yaylım ateşi açar. Hasar yayı, isabet etmesi garanti olan, mesafeye bağlı olarak ilave hasar veren ve ateş etmesi 2 tur süren bir keskin nişancı atışı yapar. @@ -1000,11 +1000,11 @@ actors.hero.talent.excess_charge.title=Aşırı Şarj actors.hero.talent.excess_charge.desc=_+1:_ Savaş Büyücü'sünün değneğinin şarjı tamamen dolu ise, sonraki vuruşu ona değneğin her seviyesi için _0.67 kalkan_ verir.\n\n_+2:_ Savaş Büyücü'sünün değneğinin şarjı tamamen dolu ise, sonraki vuruşu ona değneğin her seviyesi için _1.33 kalkan_ verir.\n\n_+3:_ Savaş Büyücü'sünün değneğinin şarjı tamamen dolu ise, sonraki vuruşu ona değneğin her seviyesi için _2 kalkan_ verir. actors.hero.talent.soul_siphon.title=Ruh Sifonu -actors.hero.talent.soul_siphon.desc=_+1:_ Diğer karakterler tarafından verilen fiziksel hasar, Savaş Büyücüsü'nün ruh işaretini _%13 etkinlikle tetikler_.\n\n_+2:_ Diğer karakterler tarafından verilen fiziksel hasar, Savaş Büyücüsü'nün ruh işaretini _%27 etkinlikle tetikler_.\n\n_+3:_ Diğer karakterler tarafından verilen fiziksel hasar, Savaş Büyücüsü'nün ruh işaretini _%40 etkinlikle tetikler_. +actors.hero.talent.soul_siphon.desc=_+1:_ Diğer karakterler tarafından verilen fiziksel hasar, Kara Büyücü'nün ruh işaretini _%13 etkinlikle tetikler_.\n\n_+2:_ Diğer karakterler tarafından verilen fiziksel hasar, Kara Büyücü'nün ruh işaretini _%27 etkinlikle tetikler_.\n\n_+3:_ Diğer karakterler tarafından verilen fiziksel hasar, Kara Büyücü'nün ruh işaretini _%40 etkinlikle tetikler_. actors.hero.talent.soul_eater.title=Ruh Yiyici actors.hero.talent.soul_eater.desc=_+1:_ Ruh işareti, verilen her fiziksel hasar için _0,33 tur_ tokluk sağlar. Ruh işaretli düşmanların öldüklerinde yeme etkilerini tetikleme _şansı %10_'dur.\n\n_+2:_ Ruh işareti, verilen her fiziksel hasar için _0,67 tur_ tokluk sağlar. Ruh işaretli düşmanların öldüklerinde yeme etkilerini tetikleme _şansı %20_'dir.\n\n_+3:_ Ruh işareti, verilen her fiziksel hasar için _1 tur_ tokluk verir. Ruh işaretli düşmanların öldüklerinde yeme etkilerini tetikleme _şansı %30_'dur. actors.hero.talent.necromancers_minions.title=Sihirbazın Piyonları -actors.hero.talent.necromancers_minions.desc=_+1:_ Ruhu işaretlenmiş bir düşman öldüğünde, Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%13 şansa_ sahiptir.\n\n_+2:_ Ruhu işaretlenmiş bir düşman öldüğünde, Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%27 şansa_ sahiptir.\n\n_+3:_ Ruhu işaretlenmiş bir düşman öldüğünde, Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%40 şansa_ sahiptir. +actors.hero.talent.necromancers_minions.desc=_+1:_ Ruhu işaretlenmiş bir düşman öldüğünde, Kara Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%13 şansa_ sahiptir.\n\n_+2:_ Ruhu işaretlenmiş bir düşman öldüğünde, Kara Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%27 şansa_ sahiptir.\n\n_+3:_ Ruhu işaretlenmiş bir düşman öldüğünde, Kara Büyücü onu yozlaşmış bir hayalet olarak diriltmek için _%40 şansa_ sahiptir. actors.hero.talent.blast_radius.title=Patlama Yarıçapı actors.hero.talent.blast_radius.desc=_+1:_ Elemental patlamanın yarıçapı 4'ten _5 karoya_ yükseltildi.\n\n_+2:_ Elemental patlamanın yarıçapı 4'ten _6 karoya_ yükseltildi.\n\n_+3:_ Elemental patlamanın yarıçapı 4'ten _7 karoya_ yükseltildi.\n\n_+4:_ Elemental patlamanın yarıçapı 4'ten _8 karoya_ yükseltildi. diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index 0145308d5..b7ca26c35 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -812,7 +812,7 @@ actors.hero.heroclass.mage_desc=Pháp sư bắt đầu với một _cây trượ actors.hero.heroclass.mage_unlock=Để mở khóa Pháp sư hãy _sử dụng một cuộn giấy nâng cấp để làm một vật phẩm mạnh hơn._ actors.hero.heroclass.rogue=kẻ cướp -actors.hero.heroclass.rogue_desc_short=Kẻ cướp có thể tàng hình để né tránh kẻ địch và tung đòn đánh bất ngờ trong _ao choàng bóng tối_ của hắn ta. Hắn cũng có khả năng _phát hiện những bí mật và cạm bẫy_ từ khoảng cách xa hơn. +actors.hero.heroclass.rogue_desc_short=Kẻ cướp có thể né tránh kẻ địch và tấn công từ trạng thái tàng hình bằng chiếc _áo choàng bóng tối_ của anh ta. Anh cũng có khả năng _phát hiện các bí mật và cạm bẫy_ từ khoảng cách xa hơn. actors.hero.heroclass.rogue_desc=Kẻ cướp bắt đầu với một chiếc _Áo choàng bóng tối đặc biệt_, thứ anh ta có thể sử dụng để trở nên tàng hình theo ý muốn.\n\nKẻ cướp có thể _phát hiện ra các bí ẩn và bẫy_ từ khoảng cách xa hơn.\n\nKẻ cướp cũng bắt đầu với _một con dao găm_, _ba con dao ném_, áo giáp vải, một chiếc túi nước, và một chiếc túi nhung.\n\nKẻ cướp tự động thẩm định:\n_-_ Cuộn giấy thẩm định\n_-_ Thuốc tàng hình\n_-_ Cuộn giấy bản đồ phép thuật actors.hero.heroclass.rogue_unlock=Để mở khóa Kẻ cướp hãy _thực hiện 10 đòn tấn công bất ngờ trong một lượt chơi._ @@ -1237,7 +1237,7 @@ actors.hero.talent.enlightening_meal.desc=_+1:_ Ăn thức ăn khiến Giáo sĩ actors.hero.talent.enlightening_meal.meta_desc=_Nếu tài năng này được nhận bởi một người hùng khác_, nó sẽ trao 2 lượt hồi năng đũa phép và cổ vật ở cấp +1, hoặc 3 lượt ở cấp +2. Điều này không thể được sử dụng để khiến chiếc sừng no đủ tự hồi năng cho chính nó. actors.hero.talent.recall_inscription.title=Nhớ lại chữ viết actors.hero.talent.recall_inscription.refunded=Vật phẩm của bạn đã được hoàn trả! -actors.hero.talent.recall_inscription.desc=_+1:_ Giáo sĩ có thể sử dụng _Nhớ lại chữ viết,_ một thần chú cho phép anh lặp lại hiệu ứng của hòn đá rune hoặc cuộn giấy gần đây nhất anh đã sử dụng trong vòng _10 lượt_ trước đó._\n\n_+2:_ Giáo sĩ có thể sử dụng _Nhớ lại chữ viết,_ một thần chú cho phép anh lặp lại hiệu ứng của hòn đá rune hoặc cuộn giấy gần đây nhất anh đã sử dụng trong vòng _300 lượt_ trước đó._\n\nNhớ lại chữ viết không thể được sử dụng với cuộn giấy nâng cấp. Chi phí năng lượng của thần chú này phụ thuộc vào vật phẩm nào đã được sử dụng gần đây: 2 với một viên đá rune, 3 với một cuộn giấy, 4 với một cuộn giấy kì lạ. Chi phí năng lượng này cũng tăng gấp đôi khi được sử dụng với một cuộn giấy biến đổi, hoặc các vật phẩm giả kim cần được chế tạo bằng cuộn giấy biển đổi hoặc nâng cấp. +actors.hero.talent.recall_inscription.desc=_+1:_ Giáo sĩ có thể sử dụng _Nhớ lại chữ viết,_ một thần chú cho phép anh lặp lại hiệu ứng của hòn đá rune hoặc cuộn giấy gần đây nhất anh đã sử dụng trong vòng _10 lượt_ trước đó.\n\n_+2:_ Giáo sĩ có thể sử dụng _Nhớ lại chữ viết,_ một thần chú cho phép anh lặp lại hiệu ứng của hòn đá rune hoặc cuộn giấy gần đây nhất anh đã sử dụng trong vòng _300 lượt_ trước đó.\n\nNhớ lại chữ viết không thể được sử dụng với cuộn giấy nâng cấp. Chi phí năng lượng của thần chú này phụ thuộc vào vật phẩm nào đã được sử dụng gần đây: 2 với một viên đá rune, 3 với một cuộn giấy, 4 với một cuộn giấy kì lạ. Chi phí năng lượng này cũng tăng gấp đôi khi được sử dụng với một cuộn giấy biến đổi, hoặc các vật phẩm giả kim cần được chế tạo bằng cuộn giấy biển đổi hoặc nâng cấp. actors.hero.talent.recall_inscription.meta_desc=_Nếu tài năng này được nhận bởi một người hùng khác_, nó sẽ hoàn trả lại bất kì cuộn giấy hoặc đá rune nào với tỉ lệ 10% ở cấp +1 và tỉ lệ 15% ở cấp +2. Cuộn giấy nâng cấp là ngoại lệ của hiệu ứng này. actors.hero.talent.sunray.title=Tia mặt trời actors.hero.talent.sunray.desc=_+1:_ Giáo sĩ có thể sử dụng _Tia mặt trời,_ một thần chú gây _4-8 sát thương_ và làm mù kẻ địch trong _4 lượt,_ với chi phí 1 năng lượng.\n\n_+2:_ Giáo sĩ có thể sử dụng _Tia mặt trời,_ một thần chú gây _6-12 sát thương_ và làm mù kẻ địch trong _6 lượt,_ với chi phí 1 năng lượng.\n\nTia mặt trời chỉ có thể làm mù mỗi mục tiêu một lần, nhưng nếu mục tiêu đang bị mù bởi Tia mặt trời, nó sẽ gây tê liệt. Tia mặt trời luôn luôn gây sát thương tối đa cho các kẻ địch quỷ và xác sống. diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index 21dfa0195..7726a4298 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -1543,7 +1543,7 @@ actors.mobs.dwarfking.teleport_2=奴隸,給我包圍他! actors.mobs.dwarfking.wave_1=夠了!挺身而戰!奴隸們! actors.mobs.dwarfking.wave_2=輪到你們了! 統統給我上! actors.mobs.dwarfking.wave_3=一群廢物!來人!把他的頭給我拿來! -actors.mobs.dwarfking.enraged=你殺不死我,%s。\n 我! 是! 永生者! +actors.mobs.dwarfking.enraged=你殺不死我,%s。 我! 是! 永生者! actors.mobs.dwarfking.losing=不!你不可以這樣做……你不知道下面藏著什麼…… actors.mobs.dwarfking.defeated=你……把我們滅了會…… actors.mobs.dwarfking.rankings_desc=跪倒在矮人國王御前 diff --git a/core/src/main/assets/messages/items/items_eo.properties b/core/src/main/assets/messages/items/items_eo.properties index e252b7092..57bb071fa 100644 --- a/core/src/main/assets/messages/items/items_eo.properties +++ b/core/src/main/assets/messages/items/items_eo.properties @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=kaliko de sango items.artifacts.chaliceofblood.ac_prick=PIKIĜI items.artifacts.chaliceofblood.yes=Jes, mi certas pri tio items.artifacts.chaliceofblood.no=Ne, mi ŝanĝis mian volon -items.artifacts.chaliceofblood.prick_warn=Ĉiufoje kiam vi uzas la kalikon, ĝi elsuĉos pli da via vivenergio, sed kompense pro tio ĝi estontece pliigos vian naturan regeneradon de sano.\n\nLa sekva pikiĝo kaŭzos _%1$d-%2$d vundpoentojn_, sed tiu ĉi vundo povas esti etigita de _korpa kaj magia ŝirmo, kaj aliaj vund-etigantaj efikoj._ Sen konsideri vund-etigantaj efikoj, la sekva pikiĝo havas _%3$s%% ŝancon_ por plene elsuĉi vian vivenergion.\n\nĈu vi certe volas oferi al la kaliko pli da via vivenergio? +items.artifacts.chaliceofblood.prick_warn=Ĉiufoje kiam vi uzas la kalikon, ĝi elsuĉos pli da via vivenergio, sed kompense pro tio ĝi estontece pliigos vian naturan replenadon de sano.\n\nLa sekva pikiĝo kaŭzos _%1$d-%2$d vundpoentojn_, sed tiu ĉi vundo povas esti etigita de _korpa kaj magia ŝirmo, kaj aliaj vund-etigantaj efikoj._ Sen konsideri vund-etigantaj efikoj, la sekva pikiĝo havas _%3$s%% ŝancon_ por plene elsuĉi vian vivenergion.\n\nĈu vi certe volas oferi al la kaliko pli da via vivenergio? items.artifacts.chaliceofblood.onprick=Vi pikis vin kaj via esenco de vivo fluas en la kalikon. items.artifacts.chaliceofblood.ondeath=La kaliko elsuĉis el vi ĉiun esencon de vivo… items.artifacts.chaliceofblood.desc=Tiu ĉi brileta arĝenta kaliko estas kurioze ornamita per akraj juvelŝtonoj ĉe rando. items.artifacts.chaliceofblood.desc_cursed=La malbenita kaliko alteniĝis al via mano kaj malpermesas al vi resanigi. items.artifacts.chaliceofblood.desc_1=Kiam vi tenas kalikon, vi sentas kuriozan emon por piki vin per akraj juvelŝtonoj. -items.artifacts.chaliceofblood.desc_2=Iom da via sango estas verŝita en la kalikon, vi subtile sentas, ke la kaliko nutras vin per vivenergio, pliigante vian naturan regeneradon de sano.. Vi plue volas piki vin per la kaliko, malgraŭ konscio, ke tio ĉi vin doloros. +items.artifacts.chaliceofblood.desc_2=Iom da via sango estas verŝita en la kalikon, vi subtile sentas, ke la kaliko nutras vin per vivenergio, pliigante vian naturan replenadon de sano.. Vi plue volas piki vin per la kaliko, malgraŭ konscio, ke tio ĉi vin doloros. items.artifacts.chaliceofblood.desc_3=La kaliko estas plenigita ĝis la rando per via esenco de vivo. Vi sentas, ke la kaliko verŝas vivenergion en vin. items.artifacts.cloakofshadows.name=mantelo de ombroj @@ -1479,8 +1479,8 @@ items.trinkets.ratskull.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo igos malof items.trinkets.saltcube.name=salkubo items.trinkets.saltcube.desc=Tiu ĉi granda kristalo de salo estas altranĉita al preskaŭ ideala kubo kaj anstataŭ dissolviĝi en la alĥemia kuirpoto, ĝi ensorbis duonon de akvo. Ĝi ŝajnas esti magie sekigi kaj konservi vian manĝaĵon, pliigante vian satecon, tamen malrapidigante sanigon dum esti sata. -items.trinkets.saltcube.typical_stats_desc=Kutime tiu ĉi brilaĵo pliigos vian daŭron de sateco je _%1$s%%_, sed ĝi ankaŭ malrapidigos regeneradon de via sano je _%2$s%%_, escepte se la keletaĝo estos ŝlosita. -items.trinkets.saltcube.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo pliigos vian daŭron de sateco je _%1$s%%_, sed ĝi ankaŭ malrapidigos regeneradon de via sano je _%2$s%%_, escepte se la keletaĝo estos ŝlosita. +items.trinkets.saltcube.typical_stats_desc=Kutime tiu ĉi brilaĵo pliigos vian daŭron de sateco je _%1$s%%_, sed ĝi ankaŭ malrapidigos replenadon de via sano je _%2$s%%_, escepte se la keletaĝo estos ŝlosita. +items.trinkets.saltcube.stats_desc=Je la nuna nivelo tiu ĉi brilaĵo pliigos vian daŭron de sateco je _%1$s%%_, sed ĝi ankaŭ malrapidigos replenadon de via sano je _%2$s%%_, escepte se la keletaĝo estos ŝlosita. items.trinkets.shardofoblivion.name=rompaĵo de forgeso items.trinkets.shardofoblivion.desc=Post kuiri en la alĥemia kuirpoto tiun ĉi etan fragmenton de malbenita metalo, ĝi ŝanĝiĝis al… neniaĵo? La fragmento kurbigas lumon kaj restas en la loko eĉ kiam vi ne tenas ĝin. Ĝi ŝajnas magie ĉerpi energion el via nescio, do eble estos bone ne pensi pri ĝi tro multe. diff --git a/core/src/main/assets/messages/items/items_es.properties b/core/src/main/assets/messages/items/items_es.properties index 531c8f593..6676a2a0b 100644 --- a/core/src/main/assets/messages/items/items_es.properties +++ b/core/src/main/assets/messages/items/items_es.properties @@ -441,9 +441,9 @@ items.artifacts.skeletonkey.force_lock=La cerradura fue debilitada sin tu llave items.artifacts.skeletonkey.discard=Descartas tu exceso de llaves. items.artifacts.skeletonkey.levelup=¡Tu llave maestra crece más fuerte! items.artifacts.skeletonkey.desc=Una llave que parece importante con una cabeza con forma de calavera. Sus dientes parecen ser diferentes cada vez que los miras. -items.artifacts.skeletonkey.desc_worn=Esta llave mágica parece ganar poder a medida que la usas en lugar de las llaves regulares de la mazmorra. Puede ser insertada en casi cualquiera de las cerraduras de la mazmorra para abrirlas o cerrarlas, incluyendo puertas que nunca estuvieron bloqueadas anteriormente.\n\nLa llave puede incluso ser usada sobre un espacio vacío en una dirección cardinal o diagonal para 'bloquear' el aire in frente de ti, creando una pared solida de 3 casillas de ancho que dura 10 turnos. Bloquear empujará lejos enemigos si hay espacio para hacerlo. +items.artifacts.skeletonkey.desc_worn=Esta llave mágica parece ganar poder a medida que la usas en lugar de las llaves regulares de la mazmorra. Puede ser insertada en casi cualquiera de las cerraduras de la mazmorra para abrirlas o cerrarlas, incluyendo puertas que nunca estuvieron bloqueadas anteriormente.\n\nLa llave puede incluso ser usada sobre un espacio vacío en una dirección cardinal o diagonal para 'bloquear' el aire en frente de ti, creando una pared solida de 3 casillas de ancho que dura 10 turnos. Bloquear empujará a enemigos si hay espacio para hacerlo. items.artifacts.skeletonkey.desc_cursed=La llave maldita parece estar activamente evitando entrar en cualquier cerradura, y está incluso haciendo más difícil (pero no imposible) para ti usar tus otras llaves. -items.artifacts.skeletonkey$keywall.desc=Una pared mágica temporal ha sido colocada acá por la llave maestra. +items.artifacts.skeletonkey$keywall.desc=Una pared mágica temporal ha sido colocada aquí por la llave maestra. items.artifacts.talismanofforesight.name=talismán de previsión items.artifacts.talismanofforesight.ac_scry=ADIVINAR @@ -942,7 +942,7 @@ items.quest.embers.discover_hint=Puedes encontrar a este ítem durante una misi items.quest.escapecrystal.name=Cristal de escape items.quest.escapecrystal.ac_use=USAR -items.quest.escapecrystal.desc=Un delgado cristal de hechizo mágico que parece contener magia de teletransportación. Puedes usar el cristal en cualquier momento para dejar la bóveda enana, ¡pero no serás capaz de trae nada contigo! +items.quest.escapecrystal.desc=Un delgado cristal de hechizo mágico que parece contener magia de teletransportación. Puedes usar el cristal en cualquier momento para dejar la bóveda enana, ¡pero no serás capaz de traer nada contigo! items.quest.escapecrystal.discover_hint=Puedes encontrar a este ítem durante una misión especifica. items.quest.gooblob.name=gota de Gú @@ -1429,7 +1429,7 @@ items.trinkets.crackedspyglass.name=catalejo agrietado items.trinkets.crackedspyglass.desc=Este telescopio de mano sería una genial y precisa demostración de manufacturación, si no fuera por la grieta a lo largo de su lente frontal. El catalejo parece estar ayudándote al revelar nuevos ítems en la mazmorra, ¡pero debido a su defecto los ítems revelados son un poco difíciles de ver! items.trinkets.crackedspyglass.typical_stats_desc=Normalmente este ornamento tiene un _%1$s%% de probabilidades_ de crear un ítem escondido adicional en cada piso sin jefe. items.trinkets.crackedspyglass.stats_desc=En su nivel actual, este ornamento tiene un _%1$s%% de probabilidades_ de crear un ítem escondido adicional en cada piso sin jefe. -items.trinkets.crackedspyglass.stats_desc_upgraded=En su nivel actual, este ornamento tiene un _100%% de probabilidades_ de crear un objeto ítem adicional en cada piso sin jefe, y un _%1$s%% de probabilidades_ de crear un segundo ítem escondido adicional. +items.trinkets.crackedspyglass.stats_desc_upgraded=En su nivel actual, este ornamento tiene un _100%% de probabilidades_ de crear un ítem escondido adicional en cada piso sin jefe, y un _%1$s%% de probabilidades_ de crear un segundo ítem escondido adicional. items.trinkets.dimensionalsundial.name=reloj de sol dimensional items.trinkets.dimensionalsundial.warning=Tu reloj de sol no proyecta ninguna sombra, te sientes inquieto. @@ -1524,7 +1524,7 @@ items.trinkets.trinketcatalyst.desc=Esta bola de polvo dorado mágico resplandec items.trinkets.trinketcatalyst$randomtrinket.name=ornamento aleatorio items.trinkets.trinketcatalyst$randomtrinket.desc=Un ítem está atascado dentro de una bolsa que no puedes abrir.\n\nEl proceso alquímico disolverá la bolsa, ¡pero no sabrás qué ornamento obtendrás hasta que lo hagas! -items.trinkets.trinket.discover_hint=Este ítem tiene un probabilidad de ser una opción cuando vayas a crear un ornamento por medio de alquimia. +items.trinkets.trinket.discover_hint=Este ítem tiene una probabilidad de ser una opción cuando vayas a crear un ornamento por medio de alquimia. items.trinkets.trinket$placeholder.name=ornamento ###wands @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Uno de los héroes empieza con este ítem. items.brokenseal$warriorshield.name=Blindaje del Guerrero. items.brokenseal$warriorshield.desc_active=El sello roto del Guerrero está le ayudando a perseverar, otorgándole blindaje sobre su salud. Tiene un tiempo de recarga desde que el blindaje se haya activado antes de que pueda usarse otra vez.\n\nEste blindaje no decae con el tiempo, pero se perderá si no hay enemigos cercanos por algunos turnos. Cuando esto ocurra, cualquier cantidad de blindaje restante reducirá su recarga, hasta un máximo de 50%%.\n\nBlindaje restante: %1$d.\n\nRecarga actual: %2$d. items.brokenseal$warriorshield.desc_cooldown=El Guerrero ha ganado blindaje de su sello roto recientemente y debe esperar hasta que pueda beneficiarse de su efecto de blindaje otra vez.\n\nTurnos Restantes: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=El tiempo de recarga del blindaje del Guerrero es actualmente negativo, lo que significa que cuando su escudo se active el tiempo de recarga se puede reducir hasta -150 turnos, lo que significa que inmediatamente estará disponible otra vez una vez se haya activado.\n\nTiempo de recarga actual: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=El tiempo de recarga del blindaje del Guerrero es actualmente negativo, esto significa que cuando su escudo se active el tiempo de recarga será menor a los 150 turnos habituales. El tiempo de recarga se puede reducir hasta -150 turnos, lo que significa que inmediatamente estará disponible otra vez una vez se haya activado.\n\nTiempo de recarga actual: %d. items.dewdrop.name=gota de rocío items.dewdrop.already_full=Ya tienes la salud llena. diff --git a/core/src/main/assets/messages/items/items_fr.properties b/core/src/main/assets/messages/items/items_fr.properties index 7fde28124..e3aba3462 100644 --- a/core/src/main/assets/messages/items/items_fr.properties +++ b/core/src/main/assets/messages/items/items_fr.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s d'anti-entropie items.armor.curses.antientropy.desc=La malédiction d'anti-entropie défie les lois de l'univers, attirant l'énergie de l'attaquant vers le porteur. Cela enflamme momentanément le porteur, mais gèle les alentours ! items.armor.curses.bulk.name=%s d'encombrement -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=L'armure d'encombrement semble plus grande et plus imposante, mais n'offre pas vraiment une meilleure défense. Pire, sa taille superflue rend très compliqué l'entrée dans une porte. items.armor.curses.corrosion.name=%s de corrosion items.armor.curses.corrosion.desc=L'armure de corrosion est capable d'éjecter un fluide corrosif, aspergeant toute la zone d'un limon acide gluant. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Cette babiole réduit généralement items.trinkets.eyeofnewt.stats_desc=Au niveau actuel, cette babiole réduira votre champ de vision de _%1$s%%_, mais vous accordera une vision spirituelle des ennemis à _%2$d_ tuiles. items.trinkets.ferrettuft.name=touffe de poils de furet -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Une touffe de poils de furet blanche et soyeuse, attachée par un ruban vert clair avec un nœud. Les furets sont connus pour leur agilité, leur malice et leur capacité à pouvoir se déformer. Certains de ces pouvoirs semblent émaner de la babiole, améliorant l'esquive de quiconque à proximité. items.trinkets.ferrettuft.typical_stats_desc=Cette babiole augmente généralement l'esquive de tous les personnages de _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Au niveau actuel, cette babiole augmente l'esquive de tous les personnages de _%1$s%%_. diff --git a/core/src/main/assets/messages/items/items_ja.properties b/core/src/main/assets/messages/items/items_ja.properties index 74940e3b8..bbee460ef 100644 --- a/core/src/main/assets/messages/items/items_ja.properties +++ b/core/src/main/assets/messages/items/items_ja.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=血の聖杯 items.artifacts.chaliceofblood.ac_prick=刺す items.artifacts.chaliceofblood.yes=このまま続ける items.artifacts.chaliceofblood.no=気が変わった -items.artifacts.chaliceofblood.prick_warn=聖杯を使うたびに生命力が吸い上げられるが、代わりに自然回復力が強化される。\n\n現在、自身を刺すと _%1$dから%2$dのダメージ_ を受けることになるが、このダメージは_物理・魔法防御またはダメージ軽減効果_によって軽減可能だ。ダメージ軽減効果を考慮しない場合、自身を刺すと_%3$s%%_の確率で_生命力が完全に尽きてしまう。\n\n聖杯にさらなる生命力を捧げるか? +items.artifacts.chaliceofblood.prick_warn=聖杯を使うたびに生命力が吸い上げられるが、代わりに自然回復力が強化される。\n\n現在、自身を刺すと _%1$dから%2$dのダメージ_ を受けることになるが、このダメージは_物理・魔法防御またはダメージ軽減効果_によって軽減可能だ。ダメージ軽減効果を考慮しない場合、自身を刺すと _%3$s%%_ の確率で生命力が完全に尽きてしまう。\n\n聖杯にさらなる生命力を捧げるか? items.artifacts.chaliceofblood.onprick=自身をちくりと指し、生命力が聖杯に吸収された。 items.artifacts.chaliceofblood.ondeath=聖杯によって生命力が干からびてしまった… items.artifacts.chaliceofblood.desc=輝く銀色の聖杯の縁は尖った宝石で奇妙に飾られている。 @@ -430,20 +430,20 @@ items.artifacts.skeletonkey.cursed=呪われた骸骨の万能鍵は使用する items.artifacts.skeletonkey.prompt=対象を選択 items.artifacts.skeletonkey.invalid_target=そこに施錠・開錠するものは何もない。 items.artifacts.skeletonkey.lock_no_space=キャラクターを扉の中に閉じ込めることはできない! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.iron_charges=通常の錠を開けるには1の充填量が必要だ。 +items.artifacts.skeletonkey.gold_charges=金の錠を開けるには2の充填量が必要だ。 +items.artifacts.skeletonkey.lock_charges=扉を施錠するには2の充填量が必要だ。 +items.artifacts.skeletonkey.wall_charges=一時的な壁を生成するには2の充填量が必要だ。 +items.artifacts.skeletonkey.crystal_charges=結晶の錠を開けるには5の充填量が必要だ。 +items.artifacts.skeletonkey.wont_open=鍵が何らかの理由でこの錠に合わない。 +items.artifacts.skeletonkey.locked_with_key=その扉はあなたの万能鍵で施錠されていた。 +items.artifacts.skeletonkey.force_lock=その錠は万能鍵なしで弱まっている。なんとかこじ開ける。 +items.artifacts.skeletonkey.discard=余った鍵を捨てる。 +items.artifacts.skeletonkey.levelup=万能鍵はより強力になった! +items.artifacts.skeletonkey.desc=頭部が頭蓋骨のような形をした、重要そうな鍵だ。その歯は見るたびに形が変わっているように見える。 +items.artifacts.skeletonkey.desc_worn=この魔法の鍵は、ダンジョンの通常の鍵の代わりに使うと、使うほどに力を増すようだ。ダンジョンのほぼ全ての錠に差し込むことができ、開錠も施錠も可能だ。これまでに一度も施錠されたことのない扉も例外ではない。\n\nこの鍵は、空いている空間に対して四方向または斜め方向に使うことで、目の前の空間を「ロック」することもできる。これにより幅3タイル分の固い壁が形成され、10ターン間持続する。ロック時には、敵が押し出される余地があれば押し退けられる。 +items.artifacts.skeletonkey.desc_cursed=呪われた鍵は、どの錠にもはまるのを積極的に避けているようで、他の鍵を使うことさえ困難にしている。(ただし不可能ではない) +items.artifacts.skeletonkey$keywall.desc=この場所には万能鍵によって、一時的な魔法の壁が設置されている。 items.artifacts.talismanofforesight.name=予見の護符 items.artifacts.talismanofforesight.ac_scry=占う @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=結晶の鍵の表面は暗闇で光り輝いてい items.keys.ironkey.name=鉄の鍵 items.keys.ironkey.desc=この古い鉄の鍵は歯がすり減っており、ぼろぼろの革のストラップは時代の流れを感じさせる。どんな扉なら開けられるのだろう? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=古びた鍵 +items.keys.wornkey.desc=この鍵は古びて色褪せているが、重々しい雰囲気を漂わせている。おそらく近くにある重要な扉を開けられるだろう。 @@ -940,9 +940,9 @@ items.quest.embers.name=炎の元素霊の燃えさし items.quest.embers.desc=生まれたての炎の元素霊からしか採れない特別な燃えさしだ。温かいエネルギーを発している。 items.quest.embers.discover_hint=このアイテムは特定のクエストで見つけることができる。 -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=脱出の結晶 items.quest.escapecrystal.ac_use=使用する -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=薄い魔法の呪文結晶で、転移魔法が封じ込められているようだ。この結晶を使えばいつでもドワーフの宝物庫を離れることができるが、何も持ち出すことはできない! items.quest.escapecrystal.discover_hint=このアイテムは特定のクエストで見つけることができる。 items.quest.gooblob.name=グゥの一部 @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=錬金鍋に入れてしばらくすると、 items.trinkets.chaoticcenser.typical_stats_desc=通常、この装身具はおよそ _%d_ ターンごとに有害なガスを発生させる。ガスは敵がいるときのみ発生する。強化値が高くなると、これらのガスは奇抜で強力なものになる。 items.trinkets.chaoticcenser.stats_desc=現在の強化値では、この装身具はおよそ _%d_ ターンごとに有害なガスを発生させる。ガスは敵がいるときのみ発生する。強化値が高くなると、これらのガスは奇抜で強力なものになる。 -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=割れた小型望遠鏡 +items.trinkets.crackedspyglass.desc=この手持ち望遠鏡は、前面レンズにひびが入っていなければ、精巧で精密な職人技の結晶と言えるだろう。この望遠鏡はダンジョン内の新たなアイテムを映し出すことであなたを手助けしているようだが、その欠陥のせいで映し出されたアイテムはなかなか見えづらい! +items.trinkets.crackedspyglass.typical_stats_desc=通常、この装身具はボスが居ない階で追加の隠しアイテムを _%1$s%%の確率_ で生成する。 +items.trinkets.crackedspyglass.stats_desc=現在の強化値では、この装身具はボスが居ない階で追加の隠しアイテムを _%1$s%%の確率_ で生成する。 +items.trinkets.crackedspyglass.stats_desc_upgraded=現在の強化値では、この装身具はボスが居ない階で追加の隠しアイテムを _100%%の確率_ で生成し、さらに _%%%1$sの確率_ で2つ目の追加の隠しアイテムを生成する。 items.trinkets.dimensionalsundial.name=次元の日時計 items.trinkets.dimensionalsundial.warning=日時計が影を映し出していないことに不安を感じる。 @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=通常、この装身具は視界が items.trinkets.eyeofnewt.stats_desc=現在の強化値では、この装身具は視界が _%1$s%%_ 狭まるが、_%2$d_ タイル以内の敵を発見することができる。 items.trinkets.ferrettuft.name=フェレットの毛束 -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=絹のような白いフェレットの毛束を、ライムグリーンのリボンでつないだものだ。フェレットは俊敏で、いたずら好きで、やんちゃなことで知られている。そのパワーの一部は、この装身具から放たれているようで、近くにいるものの回避能力を高めている。 items.trinkets.ferrettuft.typical_stats_desc=通常、この装身具は全てのキャラクターの回避力を _%1$s%%_ 上昇させる。 items.trinkets.ferrettuft.stats_desc=現在の強化値では、この装身具は全てのキャラクターの回避力を _%1$s%%_ 上昇させる。 @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=決闘者は戦斧で_強打_を行う items.weapon.melee.battleaxe.desc=巨大な鋼の斧身によって重量級の横薙ぎが放たれる。 items.weapon.melee.crossbow.name=弩 -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=通常、この武器は装備中に投げた投矢を強化し、_%1$dから%2$dのダメージ_ を与える。さらにそのエンチャント効果を投矢にも付与する。 +items.weapon.melee.crossbow.stats_desc=この武器は装備中に投げた投矢を強化し、_%1$dから%2$dのダメージ_ を与える。さらにそのエンチャント効果を投矢にも付与する。 items.weapon.melee.crossbow.ability_name=溜め撃ち items.weapon.melee.crossbow.typical_ability_desc=決闘者は弩で_力溜め_を行うことができ、次の弩による通常攻撃が必ず命中し、3つの効果のうち1つを適用する。近接攻撃は敵を吹き飛ばし、塗布剤が塗られていない投矢は通常、 _%1$dダメージ_ 増加し、塗布剤が塗られた投矢は7×7タイルの範囲の敵に命中時の効果を適用し、通常、 _%2$d回分、より長持ちする。_ items.weapon.melee.crossbow.ability_desc=決闘者は弩で_力溜め_を行うことができ、次の弩による通常攻撃が必ず命中し、3つの効果のうち1つを適用する。近接攻撃は敵を吹き飛ばし、塗布剤が塗られていない投矢は _%1$dダメージ_ 増加し、塗布剤が塗られた投矢は7×7タイルの範囲の敵に命中時の効果を適用し、 _%2$d回分、より長持ちする。_ @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=この武器は、その衝撃力を items.weapon.missiles.forcecube.desc=これらの奇妙な形をした魔法の立方体は、手に収まるほど小さいにもかかわらず、信じられないくらい重い。 items.weapon.missiles.heavyboomerang.name=大型ブーメラン -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=この武器は5ターン後に投げられた場所に戻ってくる。 items.weapon.missiles.heavyboomerang.desc=この大きなブーメランを効果的に扱うことは難しいが、かなりのダメージを与えることができる。 items.weapon.missiles.javelin.name=ジャベリン @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=これらの石は、ただの石ころ items.weapon.missiles.throwingstone.discover_hint=勇士の一人がスタート時にこのアイテムを持っている。 items.weapon.missiles.tomahawk.name=トマホーク -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=この武器は対象に _%1$dから%2$dの出血ダメージ_ を与える。 +items.weapon.missiles.tomahawk.typical_stats_desc=この武器は通常、対象に _%1$dから%2$dの出血ダメージ_ を与える。 items.weapon.missiles.tomahawk.desc=これらの投げ斧は、敵に突き刺さると鋸歯状の刃が涙を流す。 items.weapon.missiles.trident.name=三叉戟 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=勇士の一人がスタート時にこのアイ items.brokenseal$warriorshield.name=戦士のシールド items.brokenseal$warriorshield.desc_active=現在、戦士の壊れた印章は彼の忍耐力を高めており、体力に加えてシールドを付与している。シールドが発動してから再び使用できるようになるまでクールダウンがある。\n\nこのシールドは時間が経っても減衰しないが、数ターンの間近くに敵がいなければ終了する。シールドが終了した時に残りのシールドがあればクールダウンが減少し、最大50%%まで減少する。\n\n残りシールド: %1$d\n\n現在のクールダウン: %2$dターン items.brokenseal$warriorshield.desc_cooldown=戦士は最近、壊れた印章からシールドを得ており、再びシールド効果の恩恵を受けられるようになるまで待たなければならない。\n\n残り: %dターン -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=戦士のシールドのクールダウンは現在マイナス値だ。つまり、シールドが発動した際のクールダウンは通常の150ターンより短くなる。シールドのクールダウンは最大で-150ターンまで短縮可能であり、発動後すぐに再使用可能となる。\n\n現在のクールダウン: %dターン items.dewdrop.name=露の雫 items.dewdrop.already_full=既に体力が回復している。 @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=修繕する items.liquidmetal.prompt=投擲武器を選択 items.liquidmetal.already_fixed=その投擲武器は既に完璧な状態だ! items.liquidmetal.apply=投擲武器を修理するために%d個の液体金属を使う。 -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=この魔法の液体は投擲武器のひび割れや裂け目に浸透し、投擲武器を完璧な状態に修復する!投擲武器の組の中に壊れてしまったものがあるが、他は完全に修復されている場合、液体金属を使ってその壊れたものの分を補充することもできる!\n\nランク1の武器を完全に修復するには液体金属が10個、ランク5の武器には30個必要だ。また、強化値が増加するたびに、必要量も35%増加する。\n\n液体金属は、塗布された矢の塗布を修復するために使うことはできない。 items.liquidmetal.discover_hint=このアイテムは錬金術で作ることができる。 items.lostbackpack.name=失くした背嚢 diff --git a/core/src/main/assets/messages/items/items_ko.properties b/core/src/main/assets/messages/items/items_ko.properties index c40d79a32..56a9735eb 100644 --- a/core/src/main/assets/messages/items/items_ko.properties +++ b/core/src/main/assets/messages/items/items_ko.properties @@ -18,7 +18,7 @@ items.armor.curses.multiplicity.name=다중성의 %s items.armor.curses.multiplicity.desc=다중성의 저주에 걸린 갑옷은 매우 위험한 복제 주문이 걸려 있습니다. 착용자의 거울상을 만들어 내기도 하지만, 이따금 공격자를 복제시켜 버립니다! items.armor.curses.overgrowth.name=과다성장의 %s -items.armor.curses.overgrowth.desc=과다 성장의 갑옷은 다양한 꽃 피는 식물들로 덮여 있습니다. 이 효과는 흥미롭게 보이지만, 방어에는 어떤 도움도 되지 않을 것이며, 이러한 식물들은 전투에서 무작위로 활성화될 것입니다! +items.armor.curses.overgrowth.desc=과다 성장의 갑옷은 다양한 꽃 피는 식물들로 덮여 있습니다. 이 효과는 흥미롭게 보이지만, 방어에는 어떤 도움도 되지 않을 것이며, 이러한 식물들은 전투에서 무작위로 활성화됩니다! items.armor.curses.stench.name=악취의 %s items.armor.curses.stench.desc=악취의 저주는 주변에 독성 구름을 방출합니다. 이 구름은 착용자를 포함한 모든 대상에게 위험합니다. @@ -38,7 +38,7 @@ items.armor.glyphs.camouflage.name=위장의 %s items.armor.glyphs.camouflage.desc=이 상형문자는 착용자를 기다란 풀에 숨어들어, 일시적으로 투명화시킬 수 있습니다. items.armor.glyphs.entanglement.name=속박의 %s -items.armor.glyphs.entanglement.desc=이 상형문자는 착용자를 자연의 갑옷으로 감싸 피해를 흡수하지만, 착용자가 움직이면 자연의 갑옷은 부서질 것입니다. +items.armor.glyphs.entanglement.desc=이 상형문자는 착용자를 자연의 갑옷으로 감싸 피해를 흡수하지만, 착용자가 움직이면 자연의 갑옷은 부서져 버립니다. items.armor.glyphs.flow.name=흐름의 %s items.armor.glyphs.flow.desc=이 상형문자는 물결의 흐름을 조종하여, 물 위를 이동하는 걸 훨씬 빠르게 합니다. @@ -80,7 +80,7 @@ items.armor.armor.hardening_gone=갑옷의 경화 효과가 사라졌다! items.armor.armor.incompatible=서로 다른 마법의 상호 작용으로 인해 이 갑옷에 적힌 상형문자가 사라졌다! items.armor.armor.curr_absorb=이 _%1$d티어_ 갑옷은 _피해를 %2$d-%3$d까지 흡수_할 수 있으며 제대로 다루기 위해 _%4$d 이상의 힘_이 필요합니다. items.armor.armor.avg_absorb=이 _%1$d티어_ 갑옷은 _피해를 %2$d-%3$d까지 흡수_할 수 있으며 제대로 다루기 위해 _%4$d 이상의 힘_이 필요합니다. -items.armor.armor.too_heavy=이 갑옷을 입기 위한 힘이 부족하기 때문에 당신의 이동 속도, 회피 능력, 그리고 방어력이 저하될 것입니다. +items.armor.armor.too_heavy=이 갑옷을 입기 위한 힘이 부족하기 때문에 당신의 이동 속도, 회피 능력, 그리고 방어력이 저하됩니다. items.armor.armor.probably_too_heavy=아마도 이 갑옷은 당신에게 너무 무거울 것입니다. items.armor.armor.excess_str=힘이 더 강한 덕분에, 이 갑옷을 입었을 때 _추가 회피_를 얻습니다. items.armor.armor.evasion=이 방어구의 _회피_를 증강했습니다. @@ -106,7 +106,7 @@ items.armor.classarmor.ac_transfer=전승 items.armor.classarmor.no_ability=현재 당신의 갑옷에는 아무런 능력이 없습니다. 하나를 선택하세요! items.armor.classarmor.not_equipped=이 갑옷의 능력을 발동하기 위해선 이걸 먼저 입어야만 합니다! items.armor.classarmor.low_charge=갑옷의 특별한 능력을 발동할 충전량이 부족하다! -items.armor.classarmor.charge_use=지금 능력을 사용하면 _%s_ 만큼의 충전량을 사용할 것입니다. +items.armor.classarmor.charge_use=지금 능력을 사용하면 _%s_ 만큼의 충전량을 사용합니다. items.armor.classarmor.transfer_title=방어구 전승 items.armor.classarmor.transfer_desc=드워프 제왕의 왕관에 들린 마법을 다른 방어구에 전승할 수 있습니다. 그 과정에서 기존의 방어구는 파괴됩니다. items.armor.classarmor.transfer_prompt=방어구 선택 @@ -163,7 +163,7 @@ items.artifacts.alchemiststoolkit.energize_1=6에너지: +1레벨 items.artifacts.alchemiststoolkit.energize_all=%1$d에너지: +%2$d레벨 items.artifacts.alchemiststoolkit.desc=이 도구 상자는 이동 중에도 연금술을 할 수 있도록 작은 혼합 병과 함께 다양한 시약 병을 담고 있습니다. 옆에 달려 있는 유리병에는 연금술 에너지 수정이 액체의 형태로 담겨 있는 것처럼 보입니다. items.artifacts.alchemiststoolkit.desc_cursed=저주받은 도구 상자는 스스로 당신의 옆에 묶여 있으며, 당신이 연금술을 사용하는 것을 거부한다. -items.artifacts.alchemiststoolkit.desc_warming=도구 상자는 현재 준비 상태에 있으며, 약간의 시간이 지나면 준비가 완료될 것입니다. +items.artifacts.alchemiststoolkit.desc_warming=도구 상자는 현재 준비 상태에 있으며, 약간의 시간이 지나면 준비가 완료됩니다. items.artifacts.alchemiststoolkit.desc_hint=당신이 장착한 도구상자는 당신이 경험치를 얻을 때마다 천천히 연금술 에너지를 만들어 냅니다. 유리병 안에 들어 있는 혼합물에 에너지 수정을 추가해 강화할 수 있을 것 같습니다. items.artifacts.artifact.cannot_wear_two=같은 유물 아이템 두 개를 동시에 착용할 수 없습니다. @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=피의 성배 items.artifacts.chaliceofblood.ac_prick=찌르기 items.artifacts.chaliceofblood.yes=네. 그렇게 하겠습니다. items.artifacts.chaliceofblood.no=아니오. 생각을 바꾸었습니다. -items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 대가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입을 것입니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? +items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 대가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입습니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? items.artifacts.chaliceofblood.onprick=당신은 스스로를 찔렀고, 생명의 정수가 성배에 빨려 들어갔다. items.artifacts.chaliceofblood.ondeath=성배는 당신의 생명의 정수를 모조리 빨아들였다... items.artifacts.chaliceofblood.desc=이 빛나는 은색 성배의 테두리에는 뾰족한 보석들로 둘러져 있습니다. @@ -230,7 +230,7 @@ items.artifacts.driedrose$petal.maxlevel=장미가 완전해졌다! items.artifacts.driedrose$petal.levelup=장미꽃에 꽃잎을 붙였다. items.artifacts.driedrose$petal.desc=말라 비틀어진 꽃잎으로, 던전의 이 정도 깊이에서도 여전히 살아 있다. items.artifacts.driedrose$wndghosthero.title=유령의 장비 -items.artifacts.driedrose$wndghosthero.desc=유령 그 자체의 전투력은 약하지만, 그 형태는 당신이 쓸 수 있는 무기와 방어구를 들 수 있을 정도로 단단한 편입니다. 유령에게 들려준 장비들은 당신이 사용할 때와 같은 효과를 낼 것입니다.\n\n이 유령은 현재 _%d의 힘 요구량_ 이하의 장비를 들 수 있습니다. +items.artifacts.driedrose$wndghosthero.desc=유령 그 자체의 전투력은 약하지만, 그 형태는 당신이 쓸 수 있는 무기와 방어구를 들 수 있을 정도로 단단한 편입니다. 유령에게 들려준 장비들은 당신이 사용할 때와 같은 효과를 냅니다.\n\n이 유령은 현재 _%d의 힘 요구량_ 이하의 장비를 들 수 있습니다. items.artifacts.driedrose$wndghosthero.weapon_prompt=조정할 무기를 선택하세요 items.artifacts.driedrose$wndghosthero.armor_prompt=붙일 갑옷을 선택하세요 items.artifacts.driedrose$wndghosthero.cant_unique=유령은 무기와 방어구 외의 장비를 들 수 없습니다. @@ -441,7 +441,7 @@ items.artifacts.skeletonkey.force_lock=해골 열쇠가 없으니 자물쇠가 items.artifacts.skeletonkey.discard=필요 없는 열쇠를 버렸다. items.artifacts.skeletonkey.levelup=당신의 해골 열쇠가 더욱 강해졌다! items.artifacts.skeletonkey.desc=머리 부분이 해골처럼 생겨, 중요해 보이는 열쇠입니다. 당신이 열쇠 부분을 응시할 때마다 매번 모양이 바뀌는 것처럼 보입니다. -items.artifacts.skeletonkey.desc_worn=이 마법의 열쇠는 던전의 일반적인 열쇠 대신 사용할 수 있으며, 사용할 때마다 힘을 얻습니다. 던전에 있는 거의 모든 자물쇠에 삽입이 가능하며, 잠긴 문을 열거나 잠겨 있지 않은 문을 잠글 수 있습니다.\n\n열쇠는 심지어 빈 공간에 사용하여 당신 앞에 있는 직선 및 대각선 방향의 공기를 '잠글' 수 있으며, 3타일 길이의 단단한 벽을 10턴 동안 생성할 것입니다. 잠그기는 가능한 경우 적들을 밀쳐낼 것입니다. +items.artifacts.skeletonkey.desc_worn=이 마법의 열쇠는 던전의 일반적인 열쇠 대신 사용할 수 있으며, 사용할 때마다 힘을 얻습니다. 던전에 있는 거의 모든 자물쇠에 삽입이 가능하며, 잠긴 문을 열거나 잠겨 있지 않은 문을 잠글 수 있습니다.\n\n열쇠는 심지어 빈 공간에 사용하여 당신 앞에 있는 직선 및 대각선 방향의 공기를 '잠글' 수 있으며, 3타일 길이의 단단한 벽을 10턴 동안 생성할 수 있습니다. 잠그기는 가능한 경우 적들을 밀쳐냅니다. items.artifacts.skeletonkey.desc_cursed=저주받은 열쇠는 적극적으로 자물쇠에 들어가는 것을 회피하고 있으며, 심지어는 다른 열쇠를 사용하는 것도 어렵게(불가능하진 않습니다) 만들고 있습니다. items.artifacts.skeletonkey$keywall.desc=해골 열쇠로 잠깐 동안 생성한 마법의 벽이다. @@ -492,7 +492,7 @@ items.artifacts.unstablespellbook.unknown_scroll=당신은 아직 이 주문서 items.artifacts.unstablespellbook.desc=이 마법책은 오래된 것임에도 불구하고 놀랍도록 새 것같이 느껴집니다. 페이지를 넘길 때마다 불안정한 에너지로 종이가 떨리고 있습니다. 당신이 이 책을 읽을 때, 어떤 주문이 시전될 것인지는 아무도 모릅니다. items.artifacts.unstablespellbook.desc_cursed=저주받은 책은 당신과 꼭 붙어 있으며, 주문서의 사용을 막고 있습니다. items.artifacts.unstablespellbook.desc_index=이 책의 몇몇 부분은 미완성입니다. 그리고 책에 없는 빈 부분은 다음과 같습니다: -items.artifacts.unstablespellbook.desc_empowered=책에 추가된 주문서가 강력한 힘을 발산하고 있습니다. 당신은 이 주문서의 신비로운 힘을 일깨워 사용할 수 있지만, 추가 충전량을 요구할 것입니다. +items.artifacts.unstablespellbook.desc_empowered=책에 추가된 주문서가 강력한 힘을 발산하고 있습니다. 당신은 이 주문서의 신비로운 힘을 일깨워 사용할 수 있지만, 충전량이 추가로 소모됩니다. items.artifacts.unstablespellbook.read_empowered=당신이 마법책에 넣은 주문서가 힘으로 요동칩니다. 해당 주문서의 기존 효과와 신비로운 효과를 선택해서 사용할 수 있게 되었습니다.\n\n신비로운 효과를 사용하면 주문서의 충전량을 2만큼 사용합니다. @@ -502,7 +502,7 @@ items.bags.bag.name=배낭 items.bags.bag.discover_hint=이 아이템은 상점에서 살 수 있습니다. items.bags.potionbandolier.name=물약 보관대 -items.bags.potionbandolier.desc=이 두꺼운 보관대는 당신의 가슴팍을 가로지르도록 만들어졌습니다. 또한 물약과 가죽 물통, 액체 금속 병들을 보관할 수 있는 작은 물약통이 많이 달려 있습니다.\n\n이 물약통은 강화된 유리로 만들어져 있어 냉기에 강할 것입니다. +items.bags.potionbandolier.desc=이 두꺼운 보관대는 당신의 가슴팍을 가로지르도록 만들어졌습니다. 또한 물약과 가죽 물통, 액체 금속 병들을 보관할 수 있는 작은 물약통이 많이 달려 있습니다.\n\n이 물약통은 강화된 유리로 만들어져 있어 냉기에 강합니다. items.bags.scrollholder.name=주문서 보관함 items.bags.scrollholder.desc=이 관 형태의 보관함은 천문학자가 쓸 법한 도구와 자료를 보관할 용도로 만들었습니다만, 당신의 주문서를 넣을 수 있습니다. 또한 주문 결정과 신비한 바늘, 신비한 송진들을 훌륭하게 보관할 수 있는 보조 주머니도 달려 있습니다.\n\n보관함은 방화 재질로 만들어져 있어, 보관한 주문서는 불에 타지 않습니다. @@ -526,22 +526,22 @@ items.bombs.bomb.ac_lightthrow=폭탄 투척! items.bombs.bomb.snuff_fuse=당신은 폭탄의 도화선을 재빨리 껐다. items.bombs.bomb.ondeath=당신은 폭발에 휘말려 죽었다... items.bombs.bomb.rankings_desc=폭발로 사망 -items.bombs.bomb.desc=검은 화약이 꽤 많이 든 폭탄입니다. 폭탄이 폭발하면 근처에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 근처에 있는 지형과 아이템을 파괴할 것입니다. +items.bombs.bomb.desc=검은 화약이 꽤 많이 든 폭탄입니다. 폭탄이 폭발하면 근처에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 근처에 있는 지형과 아이템을 파괴합니다. items.bombs.bomb.desc_fuse=도화선에 불이 붙고 다 타들어갈 때까지 어느 정도의 시간이 걸릴 것 같습니다. items.bombs.bomb.desc_burning=폭탄의 도화선이 타고 있습니다! 어서 도망치거나 불을 끄십시오! items.bombs.bomb$doublebomb.name=폭탄 2개 items.bombs.bomb$doublebomb.desc=꽤 무거운 흑색 화약 폭탄입니다. 하나는 공짜인가봐요! items.bombs.firebomb.name=화염 폭탄 -items.bombs.firebomb.desc=폭발이 더 넓게 퍼지도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 화염으로 뒤덮을 것입니다. +items.bombs.firebomb.desc=폭발이 더 넓게 퍼지도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 화염으로 뒤덮습니다. items.bombs.firebomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.flashbangbomb.name=섬광탄 -items.bombs.flashbangbomb.desc=이 폭탄은 순간적으로 엄청난 빛과 소리를 뿜어냄과 동시에 전기를 방출하도록 개조되었습니다. 폭탄이 폭발하면 주변 2타일 내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 전기로부터 25%%의 추가 피해를 받게 만들 것이며, 동시에 10턴 동안 기절시킬 것입니다. +items.bombs.flashbangbomb.desc=이 폭탄은 순간적으로 엄청난 빛과 소리를 뿜어냄과 동시에 전기를 방출하도록 개조되었습니다. 폭탄이 폭발하면 주변 2타일 내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 전기로부터 25%%의 추가 피해를 받게 만들 것이며, 동시에 10턴 동안 기절시킵니다. items.bombs.flashbangbomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.frostbomb.name=서리 폭탄 -items.bombs.frostbomb.desc=폭발이 더 넓게 퍼지도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 지속적으로 얼어붙게 하는 냉기 돌풍으로 뒤덮을 것입니다. +items.bombs.frostbomb.desc=폭발이 더 넓게 퍼지도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 지속적으로 얼어붙게 하는 냉기 돌풍으로 뒤덮습니다. items.bombs.frostbomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.holybomb.name=신성 폭탄 @@ -549,16 +549,16 @@ items.bombs.holybomb.desc=이 폭탄은 넓은 지역에 신성한 빛의 섬광 items.bombs.holybomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.noisemaker.name=소음 폭탄 -items.bombs.noisemaker.desc=이 폭탄은 도화선에 불을 붙이면 반복적으로 시끄러운 소음을 내며 타 들어가도록 개조되었습니다. 누군가가 폭탄을 건드리면 폭발하며 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입힐 것입니다! -items.bombs.noisemaker.desc_burning=소음 폭탄이 째깍거리고 있으며, 누군가가 접근하면 폭발할 것입니다! +items.bombs.noisemaker.desc=이 폭탄은 도화선에 불을 붙이면 반복적으로 시끄러운 소음을 내며 타 들어가도록 개조되었습니다. 누군가가 폭탄을 건드리면 폭발하며 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입힙니다! +items.bombs.noisemaker.desc_burning=소음 폭탄이 째깍거리고 있으며, 누군가가 접근하면 폭발합니다! items.bombs.noisemaker.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.smokebomb.name=연막탄 -items.bombs.smokebomb.desc=폭발이 발생함과 동시에 두꺼운 가스 구름을 살포하도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 짙은 안개로 뒤덮을 것입니다. +items.bombs.smokebomb.desc=폭발이 발생함과 동시에 두꺼운 가스 구름을 살포하도록 개조된 폭탄입니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 범위 내의 모든 지역을 짙은 안개로 뒤덮습니다. items.bombs.smokebomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.regrowthbomb.name=재성장의 폭탄 -items.bombs.regrowthbomb.desc=이 폭탄은 피해를 입히는 대신 주변 3타일 범위에 생명의 영약을 흩뿌리도록 개조되었습니다. 폭탄이 폭발하면 범위 내에 있는 모든 지역에 잔디와 식물이 빠르게 자라나게 되며, 당신 혹은 아군이 폭발 범위 내에 있을 경우 치유 물약을 마신 것처럼 치유될 것입니다. +items.bombs.regrowthbomb.desc=이 폭탄은 피해를 입히는 대신 주변 3타일 범위에 생명의 영약을 흩뿌리도록 개조되었습니다. 폭탄이 폭발하면 범위 내에 있는 모든 지역에 잔디와 식물이 빠르게 자라나게 되며, 당신 혹은 아군이 폭발 범위 내에 있을 경우 치유 물약을 마신 것처럼 치유됩니다. items.bombs.regrowthbomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.shrapnelbomb.name=파편 폭탄 @@ -566,7 +566,7 @@ items.bombs.shrapnelbomb.desc=폭발 시 DM-300의 금속 조각들을 사방으 items.bombs.shrapnelbomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.bombs.woollybomb.name=양 폭탄 -items.bombs.woollybomb.desc=이 폭탄은 주변에 마법 양떼를 소환하도록 개조되었습니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 마법의 양이 아주 긴 시간 동안 이동을 막고 있을 것입니다! 그러나 강력한 적들이 있는 곳에서는 양이 오래 버틸 수 없으며, 또 당신은 양에게 접촉해 직접 마법을 해제하고 더 빨리 사라지게 만들 수 있습니다. +items.bombs.woollybomb.desc=이 폭탄은 주변에 마법 양떼를 소환하도록 개조되었습니다. 폭탄이 폭발하면 주변 2타일 이내에 있는 모든 대상에게 _%1$d-%2$d_의 피해를 입히고, 동시에 마법의 양이 아주 긴 시간 동안 이동을 막습니다! 그러나 강력한 적들이 있는 곳에서는 양이 오래 버틸 수 없으며, 또 당신은 양에게 접촉해 직접 마법을 해제하고 더 빨리 사라지게 만들 수 있습니다. items.bombs.woollybomb.discover_hint=이 아이템은 연금술로 만들 수 있습니다. ###food @@ -591,7 +591,7 @@ items.food.blandfruit.starfruit=별과일 items.food.blandfruit.swiftfruit=신속과 items.food.blandfruit.raw=당신은 이걸 억지로도 먹을 수 없을 것 같다. items.food.blandfruit.desc=이건 너무 건조하고 쓸모 없을 것 같습니다. 아마 다른 재료와 섞어 요리하면 더 좋아질 수 있을 것 같습니다. -items.food.blandfruit.desc_cooked=이 과일은 솥에 담그면서부터 부풀어 올랐고, 요리된 씨앗의 특성까지 흡수했습니다. 해당 씨앗에 대응하는 물약의 효과를 가질 것입니다. +items.food.blandfruit.desc_cooked=이 과일은 솥에 담그면서부터 부풀어 올랐고, 요리된 씨앗의 특성까지 흡수했습니다. 섭취 또는 사용 시 해당 씨앗에 대응하는 물약의 효과가 나타납니다. items.food.blandfruit.desc_eat=먹을 수 있을 것 같습니다! items.food.blandfruit.desc_throw=불안정해 보이며, 던져 버려야 할 것 같습니다. items.food.blandfruit$chunks.name=단백과 조각 @@ -616,7 +616,7 @@ items.food.frozencarpaccio.discover_hint=이 아이템은 다른 음식 아이 items.food.meatpie.name=고기 파이 items.food.meatpie.eat_msg=이 음식은 엄청난 맛이 났다! -items.food.meatpie.desc=짭짤하게 간이 밴 고기를 얹은 맛있는 파이입니다. 이 음식은 다른 어떤 것보다도 당신의 배를 많이 채워줄 것입니다. +items.food.meatpie.desc=짭짤하게 간이 밴 고기를 채운 맛있는 파이입니다. 이 음식은 다른 어떤 것보다도 당신의 배를 많이 채워줍니다. items.food.meatpie.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.food.mysterymeat.name=수상한 고기 @@ -644,15 +644,15 @@ items.food.pasty.vanilla_name=파란색 케이크 items.food.pasty.cane_name=사탕 막대 items.food.pasty.sparkling_name=반짝이는 물약 items.food.pasty.desc=속을 소고기와 감자로 채운 진짜배기 콘월 방식 전통 음식입니다. 맛있겠네요! -items.food.pasty.fish_desc=통째로 쪄낸 생선입니다, 야채 위에 얹어 마법으로 보존되어 있습니다. 올해의 이 시기에는 나중을 위해 일부 생선을 남겨두는 것이 전통이기 때문에, 한 번에 모두 먹는 대신 일부 남겨둘 것입니다.\n\n새해 복 많이 받으세요! +items.food.pasty.fish_desc=통째로 쪄낸 생선입니다, 야채 위에 얹어 마법으로 보존되어 있습니다. 올해의 이 시기에는 나중을 위해 생선을 조금 남겨두는 것이 전통이기 때문에, 한 번에 모두 먹는 대신 일부를 남겨둡니다.\n\n음력 설 새해 복 많이 받으세요! items.food.pasty.amulet_desc=드디어 옌더의 부적을 찾았 - 잠깐만요, 이건 그 부적처럼 생긴 은박지포장 초콜릿이었네요! 그 부적처럼 무한한 힘을 얻지는 못할 테지만, 적어도 배를 채우고 약간의 유물 충전은 해줄 겁니다.\n\n만우절! -items.food.pasty.egg_desc=알록달록한 노란색 은박지에 싸인 커다란 초콜릿 달걀입니다. 초콜릿은 충분한 포만감을 제공하며, 안에 들어간 설탕 덕분에 당신의 유물이 약간 충전될 것입니다.\n\n즐거운 부활절 보내세요! -items.food.pasty.rainbow_desc=이 알록달록한 물약은 일종의 액체 음식입니다. 당신의 허기를 채워 줄 뿐만 아니라, 물약에 포함된 약간의 마법이 인접한 보스가 아닌 적을 진정시켜 일시적으로 당신과 싸우는 것을 주저하도록 만들어 줄 것입니다.\n\n행복한 프라이드 데이 보내세요! +items.food.pasty.egg_desc=알록달록한 노란색 은박지에 싸인 커다란 초콜릿 달걀입니다. 초콜릿은 충분한 포만감을 제공하며, 안에 들어간 설탕 덕분에 당신의 유물이 약간 충전됩니다.\n\n즐거운 부활절 보내세요! +items.food.pasty.rainbow_desc=이 알록달록한 물약은 일종의 액체 음식입니다. 당신의 허기를 채워 줄 뿐만 아니라, 물약에 포함된 약간의 마법이 인접한 보스가 아닌 적을 진정시켜 일시적으로 당신과 싸우는 것을 주저하도록 만듭니다.\n\n행복한 프라이드 데이 보내세요! items.food.pasty.shattered_desc=이 커다란 바닐라 케이크 한 조각은 알록달록한 반짝이 사탕과 녹색의 설탕 장식이 올려져 있습니다. 이 케이크는 수 년 간의 경험을 축하하기 위해 만들어졌으며, 먹으면 소량의 경험치를 얻을 수 있습니다.\n\n섀터드 픽셀 던전은 2014년 8월 5일에 처음 출시되었습니다. 녹픽던 생일 축하해! -items.food.pasty.pie_desc=커다란 호박 파이입니다. 달고 향긋한 맛에 배가 차고 약간 치유가 될 것입니다.\n\n행복한 할로윈 보내세요! +items.food.pasty.pie_desc=커다란 호박 파이입니다. 달고 향긋한 맛에 배가 차고 약간 치유됩니다.\n\n행복한 할로윈 보내세요! items.food.pasty.vanilla_desc=이 커다란 바닐라 케이크 한 조각은 알록달록한 반짝이 장식과 파란색 설탕 장식이 올려져 있습니다. 이 케이크는 수 년 간의 경험을 축하하기 위해 만들어졌으며, 먹으면 소량의 경험치를 얻을 수 있습니다.\n\n오리지널 픽셀 던전은 2012년 12월 4일에 처음 출시되었습니다. 픽던도 생일 축하해! items.food.pasty.cane_desc=설탕으로 만들어진 거대한 사탕 막대입니다. 배를 채우기엔 충분한 양이고, 설탕으로 마법 막대의 충전량을 채울 수도 있습니다.\n\n즐거운 휴일 되세요! -items.food.pasty.sparkling_desc=이 반짝이는 물약은 일종의 액체 음식입니다. 허기를 채워 주는 스파클링 와인과 비슷하지만 실제로 알코올이 들어 있진 않습니다. 당신의 배 속에서 느껴지는 따뜻함이 약간의 방어막을 제공해 줄 것입니다.\n\n새해 복 많이 받으세요! +items.food.pasty.sparkling_desc=이 반짝이는 물약은 일종의 액체 음식입니다. 허기를 채워 주는 스파클링 와인과 비슷하지만 실제로 알코올이 들어 있진 않습니다. 당신의 배 속에서 느껴지는 따뜻함이 약간의 방어막을 제공합니다.\n\n새해 복 많이 받으세요! items.food.pasty$fishleftover.name=생선 조각 items.food.pasty$fishleftover.eat_msg=이 음식은 괜찮은 맛이 났다. items.food.pasty$fishleftover.desc=이전에 식사를 마치고 남은 생선 조각입니다. 허기를 약간이나마 달래고 싶을 때 언제든지 먹을 수 있습니다. @@ -668,7 +668,7 @@ items.food.stewedmeat.desc=고기를 끓여 스튜로 만들면서 병균과 기 items.food.stewedmeat.discover_hint=이 아이템은 연금술로 만들 수 있습니다. items.food.supplyration.name=보급 식량 -items.food.supplyration.desc=이 식량은 도적 길드의 일원이 또다른 일원을 위해 던전에 남겨 둔 것입니다. 특히 이동 중에도 먹기 쉽도록 설계되었으며, 또 은밀한 임무에 도움을 줄 것입니다.\n\n다른 일반적인 식량만큼 배를 채워 주진 못하지만, 대신 재빠르게 먹을 수 있고 약간의 체력을 즉시 회복시키며 또 도적이 가진 그림자의 망토의 충전량을 회복시켜 줄 것입니다. +items.food.supplyration.desc=이 식량은 도적 길드의 일원이 또다른 일원을 위해 던전에 남겨 둔 것입니다. 특히 이동 중에도 먹기 쉽도록 설계되었으며, 또 은밀한 임무에 도움을 줄 것입니다.\n\n다른 일반적인 식량만큼 배를 채워 주진 못하지만, 대신 재빠르게 먹을 수 있고 약간의 체력을 즉시 회복시키며 또한 도적이 가진 그림자의 망토의 충전량을 회복시킵니다. items.food.supplyration.discover_hint=이 아이템은 특정한 영웅의 특성 효과로 등장합니다. @@ -747,7 +747,7 @@ items.potions.potion$placeholder.name=물약 items.potions.potion$seedtopotion.name=무작위 물약 items.potions.potionofexperience.name=경험의 물약 -items.potions.potionofexperience.desc=많은 사람들의 경험을 적은 이야기를 액체로 만든 것이며, 이 물약을 마시는 즉시 당신의 경험 레벨을 올릴 것입니다. +items.potions.potionofexperience.desc=많은 사람들의 경험을 적은 이야기를 액체로 만든 것이며, 이 물약을 마시는 즉시 당신의 경험 레벨이 상승합니다. items.potions.potionoffrost.name=서리의 물약 items.potions.potionoffrost.desc=이 화합물은 공기에 닿는 즉시 차가운 구름으로 기화합니다. @@ -762,7 +762,7 @@ items.potions.potionofhealing.desc=이 회복약은 체력을 급속도로 회 items.potions.potionofinvisibility.name=투명화의 물약 items.potions.potionofinvisibility.invisible=당신은 손이 투명해지는 것을 보았다! -items.potions.potionofinvisibility.desc=이 물약을 마시면 일시적으로 투명해집니다. 투명해진 상태에서는 적들이 당신을 볼 수 없습니다. 물리적인 공격을 하거나 (주문서나 마법 막대와 같은) 마법 효과를 발동시킨다면 그 즉시 투명 효과가 사라질 것입니다. +items.potions.potionofinvisibility.desc=이 물약을 마시면 일시적으로 투명해집니다. 투명해진 상태에서는 적들이 당신을 볼 수 없습니다. 물리적인 공격을 하거나 (주문서나 마법 막대와 같은) 마법 효과를 발동시킨다면 그 즉시 투명 효과가 사라집니다. items.potions.potionoflevitation.name=부유의 물약 items.potions.potionoflevitation.float=당신은 공중으로 떠올랐다! @@ -800,19 +800,19 @@ items.potions.brews.aquabrew.name=물 혼합물 items.potions.brews.aquabrew.desc=이 혼합물이 깨지면 그 위치에 고압의 물을 폭발시킵니다. 이 물로 인해 직접적인 피해를 입게 되는 것은 불로 이루어진 적들 뿐이지만, 주변 지형에 물을 흩뿌리고, 함정을 무력화하며, 불을 끄고, 폭발의 중심 근처에 있는 모든 캐릭터를 밀쳐냅니다. items.potions.brews.blizzardbrew.name=눈보라 혼합물 -items.potions.brews.blizzardbrew.desc=이 혼합물은 깨지는 순간 가스처럼 빠르게 퍼져나가는 매서운 눈보라를 방출할 것입니다. +items.potions.brews.blizzardbrew.desc=이 혼합물은 깨지는 순간 가스처럼 빠르게 퍼져나가는 매서운 눈보라를 방출합니다. items.potions.brews.causticbrew.name=산성 혼합물 -items.potions.brews.causticbrew.desc=이 혼합물은 깨진 지점을 중심으로 산성 점액을 넓게 흩뿌립니다. 점액을 뒤집어 쓴 대상은 물에서 씻어내기 전까지 몸이 서서히 녹을 것입니다. +items.potions.brews.causticbrew.desc=이 혼합물은 깨진 지점을 중심으로 산성 점액을 넓게 흩뿌립니다. 점액을 뒤집어 쓴 대상은 물에서 씻어내기 전까지 몸이 서서히 녹아내립니다. items.potions.brews.infernalbrew.name=지옥불 혼합물 -items.potions.brews.infernalbrew.desc=이 혼합물은 깨지는 순간 가스처럼 빠르게 퍼져나가는 뜨거운 용암을 방출할 것입니다. +items.potions.brews.infernalbrew.desc=이 혼합물은 깨지는 순간 가스처럼 빠르게 퍼져나가는 뜨거운 용암을 방출합니다. items.potions.brews.shockingbrew.name=전격 혼합물 -items.potions.brews.shockingbrew.desc=이 혼합물은 깨지는 순간 주변 넓은 지역에 강력한 전기 폭풍을 방출할 것입니다. +items.potions.brews.shockingbrew.desc=이 혼합물은 깨지는 순간 주변 넓은 지역에 강력한 전기 폭풍을 방출합니다. items.potions.brews.unstablebrew.name=불안정한 혼합물 -items.potions.brews.unstablebrew.desc=이 마법의 혼합물은 일곱 빛깔로 변화하며 빛나고 있습니다.\n\n이것을 마시거나 던지면 무작위 물약의 효과를 발동시킬 것입니다. 물약의 효과는 마시면 항상 이로운 효과가 되며, 던지면 항상 해로운 효과가 될 것입니다. +items.potions.brews.unstablebrew.desc=이 마법의 혼합물은 일곱 빛깔로 변화하며 빛나고 있습니다.\n\n이것을 마시거나 던지면 무작위 물약의 효과를 발동합니다. 물약의 효과는 마시면 항상 이로운 효과가 되며, 던지면 항상 해로운 효과가 됩니다. ###elixirs items.potions.elixirs.elixir.discover_hint=이 아이템은 연금술로 만들 수 있습니다. @@ -826,7 +826,7 @@ items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.name=수상 회복 items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.desc=당신은 일시적으로 구와 비슷한 재생 능력을 얻었습니다.\n\n물 위에 서 있는 동안, 당신은 매 턴마다 약간의 체력을 회복합니다. 이 효과는 당신의 체력이 꽉 차 있거나 물 위에 있지 않다면 일시적으로 멈춥니다.\n\n남은 치유량: %d. items.potions.elixirs.elixirofdragonsblood.name=용의 피 영약 -items.potions.elixirs.elixirofdragonsblood.desc=이 영약을 마시는 순간 음용자의 정맥에 맹렬한 힘을 흘려보낼 것입니다. 이 효과는 음용자가 화염에 면역을 갖도록 하며, 물리적 공격에 적을 불태워버릴 수 있는 힘을 실어보낼 것입니다. +items.potions.elixirs.elixirofdragonsblood.desc=이 영약을 마시는 순간 음용자의 정맥에 맹렬한 힘을 흘려보냅니다. 이 효과는 음용자가 화염에 면역을 갖도록 하며, 물리적 공격에 적을 불태워버릴 수 있는 힘을 실어보냅니다. items.potions.elixirs.elixiroffeatherfall.name=안전한 착지의 영약 items.potions.elixirs.elixiroffeatherfall.light=당신은 깃털과도 같이 가벼워짐을 느낀다! @@ -835,16 +835,16 @@ items.potions.elixirs.elixiroffeatherfall$featherbuff.name=안전한 착지 items.potions.elixirs.elixiroffeatherfall$featherbuff.desc=당신은 안전한 착지의 영약의 영향으로, 낭떠러지에 떨어져도 안전하게 착지할 수 있습니다!\n\n안전한 착지 효과는 %s턴 동안 지속됩니다. items.potions.elixirs.elixirofhoneyedhealing.name=달달한 치유 영약 -items.potions.elixirs.elixirofhoneyedhealing.desc=이 영약은 치유 물약과 달콤한 꿀을 섞어 만들었으며, 마시면 치유 물약의 효과와 함께 약간의 허기를 회복하며, 동료를 치유하는 데에도 사용될 수 있습니다.\n\n만약 꿀과 친밀감이 있는 생물체에게 사용될 경우 그것을 진정시킬 것입니다. +items.potions.elixirs.elixirofhoneyedhealing.desc=이 영약은 치유 물약과 달콤한 꿀을 섞어 만들었으며, 마시면 치유 물약의 효과와 함께 약간의 허기를 회복하며, 동료를 치유하는 데에도 사용될 수 있습니다.\n\n만약 꿀과 친밀감이 있는 생물체에게 사용될 경우 그것을 진정시킵니다. items.potions.elixirs.elixiroficytouch.name=차가운 숨결 영약 -items.potions.elixirs.elixiroficytouch.desc=이 물약을 마시면 당신이 공격하는 적들로부터 열기를 빼앗아 올 수 있게 됩니다. 이 효과는 당신을 추위에 면역으로 만들어 줄 것이며 물리적 공격으로 적들을 얼릴 수 있게 만들어 줄 것입니다. +items.potions.elixirs.elixiroficytouch.desc=이 물약을 마시면 당신이 공격하는 적들로부터 열기를 빼앗아 올 수 있게 됩니다. 이 효과는 당신을 추위에 면역으로 만들어주며 물리적 공격으로 적들을 얼려버릴 수도 있습니다. items.potions.elixirs.elixirofmight.name=용력의 영약 items.potions.elixirs.elixirofmight.msg=새로운 힘이 당신의 몸을 타고 흘러, 이제 %d만큼의 힘을 가지고 있다! -items.potions.elixirs.elixirofmight.desc=이 강력한 용액은 당신의 근육을 타고 흘러, 영구적으로 1만큼의 힘을, 일시적으로 %d 만큼의 최대 체력을 늘립니다. 이 체력 증가량은 당신의 최대 체력에 따라 결정되나, 이렇게 얻은 최대 체력은 레벨을 올릴수록 천천히 감소할 것입니다. +items.potions.elixirs.elixirofmight.desc=이 강력한 용액은 당신의 근육을 타고 흘러, 영구적으로 1만큼의 힘을, 일시적으로 %d 만큼의 최대 체력을 늘립니다. 이 체력 증가량은 당신의 최대 체력에 따라 결정되나, 이렇게 얻은 최대 체력은 레벨이 오를수록 천천히 감소합니다. items.potions.elixirs.elixirofmight$htboost.name=최대 체력 증가 -items.potions.elixirs.elixirofmight$htboost.desc=당신의 몸이 비자연적으로 강하고 건강해지는 것을 느낍니다.\n\n당신의 최대 체력이 상당히 오랫동안 증가합니다. 레벨을 올림에 따라 이 효과는 서서히 사라져 갈 것입니다.\n\n현재 남아있는 체력 증가량은 %d입니다.\n%d레벨을 올린 후에 효과가 완전히 사라집니다. +items.potions.elixirs.elixirofmight$htboost.desc=당신의 몸이 비자연적으로 강하고 건강해지는 것을 느낍니다.\n\n당신의 최대 체력이 상당히 오랫동안 증가합니다. 레벨을 올림에 따라 이 효과는 서서히 사라집니다.\n\n현재 남아있는 체력 증가량은 %d입니다.\n%d레벨을 올린 후에 효과가 완전히 사라집니다. items.potions.elixirs.elixiroftoxicessence.name=독성 정수의 영약 items.potions.elixirs.elixiroftoxicessence.desc=이 영약은 사용자에게 독성 에너지와 동화할 수 있는 힘을 제공합니다. 영약을 마시게 되면 사용자는 이동할 때마다 지속적으로 주변에 유독성 가스를 내뿜으며, 동화 효과보다 조금 더 긴 시간 동안 유독성 가스와 중독에 면역이 됩니다. @@ -889,7 +889,7 @@ items.potions.exotic.potionofdivineinspiration.name=신성한 영감의 물약 items.potions.exotic.potionofdivineinspiration.no_more_points=더 이상 특성 포인트를 얻을 수 없다. items.potions.exotic.potionofdivineinspiration.select_tier=2 특성 포인트를 얻을 특성 티어를 선택하세요. 포인트를 사용하기 위해서는 해당 티어가 열려 있어야 합니다. items.potions.exotic.potionofdivineinspiration.bonus=+2 특성 포인트! -items.potions.exotic.potionofdivineinspiration.desc=신성한 힘을 액체 형태로 농축한 것으로, 이것을 마시면 신성한 힘이 깃들어 원하는 특성 티어에 2개의 추가 특성 포인트를 제공할 것입니다.\n\n이 물약은 각 특성 티어 당 한 번씩만 사용할 수 있습니다. +items.potions.exotic.potionofdivineinspiration.desc=신성한 힘을 액체 형태로 농축한 것으로, 이것을 마시면 신성한 힘이 깃들어 원하는 특성 티어에 2개의 추가 특성 포인트를 제공합니다.\n\n이 물약은 각 특성 티어 당 한 번씩만 사용할 수 있습니다. items.potions.exotic.potionofmagicalsight.name=마법 시야의 물약 items.potions.exotic.potionofmagicalsight.desc=이 물약을 마시면 당신의 감각이 짧은 시간동안 무지막지한 정도로 상승하여 시야가 확장되며, 무려 벽 너머로 12타일까지 볼 수 있습니다! @@ -898,10 +898,10 @@ items.potions.exotic.potionofmastery.name=숙련의 물약 items.potions.exotic.potionofmastery.prompt=숙련할 아이템을 선택하세요 items.potions.exotic.potionofmastery.weapon_easier=당신의 무기가 다루기 더 쉬워졌다! items.potions.exotic.potionofmastery.armor_easier=당신의 갑옷이 착용하기 더 쉬워졌다! -items.potions.exotic.potionofmastery.desc=힘 그 자체를 얻는 대신, 이 물약은 사용자의 근육을 특정 장비 하나에 맞게 조율합니다. 이를 통해 사용자는 그 장비를 수없이 사용해 온 것처럼 손쉽게 다룰 수 있게 됩니다.\n\n선택된 무기 혹은 방어구의 힘 요구 수치가 2 감소할 것입니다. 이 물약은 각 장비에 대해 한 번씩만 사용할 수 있습니다. +items.potions.exotic.potionofmastery.desc=힘 그 자체를 얻는 대신, 이 물약은 사용자의 근육을 특정 장비 하나에 맞게 조율합니다. 이를 통해 사용자는 그 장비를 수없이 사용해 온 것처럼 손쉽게 다룰 수 있게 됩니다.\n\n선택한 무기 혹은 방어구의 힘 요구 수치가 2 감소합니다. 이 물약은 각 장비에 대해 한 번씩만 사용할 수 있습니다. items.potions.exotic.potionofshielding.name=보호막의 물약 -items.potions.exotic.potionofshielding.desc=사용자를 치유하지는 않는 대신, 이 물약은 지속되는 동안 사용자의 몸에 상당한 피해를 막아낼 수 있는 보호막을 두를 것입니다. +items.potions.exotic.potionofshielding.desc=사용자를 치유하지는 않는 대신, 이 물약은 지속되는 동안 사용자의 몸에 상당한 피해를 막아낼 수 있는 보호막을 두릅니다. items.potions.exotic.potionofshroudingfog.name=연막 물약 items.potions.exotic.potionofshroudingfog.desc=이 플라스크에 든 용액은 짙은 연기로 된 안개를 빠르게 퍼뜨려 적들의 시야를 차단합니다. @@ -946,11 +946,11 @@ items.quest.escapecrystal.desc=모종의 공간이동 마법을 담은 것처럼 items.quest.escapecrystal.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. items.quest.gooblob.name=구의 점액 -items.quest.gooblob.desc=구가 죽을 때 떨어져 나온 점액 조각입니다. 커다란 젤리 방울처럼 생겼지만, 먹을 수 있을 것 같지는 않습니다.\n\n점액 그 자체로는 효과가 없지만, 특정한 물약 또는 폭탄에 섞을 때 유용하게 쓰일 수 있을 것 같습니다. 적어도 적당한 양의 에너지로 바꾸는 데 사용할 수 있을 것입니다. +items.quest.gooblob.desc=구가 죽을 때 떨어져 나온 점액 조각입니다. 커다란 젤리 방울처럼 생겼지만, 먹을 수 있을 것 같지는 않습니다.\n\n점액 그 자체로는 효과가 없지만, 특정한 물약 또는 폭탄에 섞을 때 유용하게 쓰일 수 있을 것 같습니다. 적어도 적당한 양의 에너지로 바꾸는 데 사용할 수 있습니다. items.quest.gooblob.discover_hint=이 아이템은 특정한 적이 떨어트립니다. items.quest.metalshard.name=저주받은 쇳조각 -items.quest.metalshard.desc=DM-300이 파괴될 때 그것으로부터 떨어져 나온 녹슨 저주받은 금속 조각입니다. 당신은 그것으로부터 비활성화된 악의적인 마법을 느낄 수 있습니다.\n\n쇳조각은 그 자체로는 아무런 효과는 없지만, 특정한 주문서 또는 폭탄에 섞을 때 유용하게 쓰일 수 있을 것 같습니다. 적어도 적당한 양의 에너지로 바꾸는 데 사용할 수 있을 것입니다. +items.quest.metalshard.desc=DM-300이 파괴될 때 그것으로부터 떨어져 나온 녹슨 저주받은 금속 조각입니다. 당신은 그것으로부터 비활성화된 악의적인 마법을 느낄 수 있습니다.\n\n쇳조각은 그 자체로는 아무런 효과는 없지만, 특정한 주문서 또는 폭탄에 섞을 때 유용하게 쓰일 수 있을 것 같습니다. 적어도 적당한 양의 에너지로 바꾸는 데 사용할 수 있습니다. items.quest.metalshard.discover_hint=이 아이템은 특정한 적이 떨어트립니다. items.quest.pickaxe.name=곡괭이 @@ -1011,8 +1011,8 @@ items.rings.ring.curse_known=당신은 악의로 가득 찬 마법이 이 반지 items.rings.ring.not_cursed=이 반지에는 악의적인 마법이 없습니다. items.rings.ringofaccuracy.name=정확성의 반지 -items.rings.ringofaccuracy.stats=이 반지를 장착했을 때, 당신의 명중률은 _%s%%_ 만큼 상승될 것입니다. -items.rings.ringofaccuracy.typical_stats=이 반지를 장착했을 때, 당신의 명중률은 일반적으로 _%s%%_ 만큼 상승합니다. +items.rings.ringofaccuracy.stats=이 반지를 장착했을 때, 당신의 명중률이 _%s%%_ 만큼 증가합니다. +items.rings.ringofaccuracy.typical_stats=이 반지를 장착했을 때, 당신의 명중률은 일반적으로 _%s%%_ 만큼 증가합니다. items.rings.ringofaccuracy.combined_stats=장착한 반지들의 효과가 섞여, 당신의 정확성을 총 _%s%%_만큼 증가시킵니다. items.rings.ringofaccuracy.upgrade_stat_name_1=정확성 증가량 items.rings.ringofaccuracy.desc=이 반지는 착용자의 집중력을 향상시켜, 당신의 공격이 목표를 더 쉽게 노릴 수 있게 합니다. 저주받은 반지는 당신의 공격이 더 잘 빗나가게 만듭니다. diff --git a/core/src/main/assets/messages/items/items_ru.properties b/core/src/main/assets/messages/items/items_ru.properties index 46f9a4b94..47baad51d 100644 --- a/core/src/main/assets/messages/items/items_ru.properties +++ b/core/src/main/assets/messages/items/items_ru.properties @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Один из героев начинает с э items.brokenseal$warriorshield.name=Щит Воина items.brokenseal$warriorshield.desc_active=Сломанная печать Воина сейчас укрепляет его, даруя ему щит поверх собственного здоровья. Щит нельзя сразу же получить повторно – требуется время на перезарядку.\n\nЭтот щит не уменьшается со временем, но закончится, если рядом в течение нескольких ходов не будет врагов. Когда он заканчивается, весь оставшийся щит уменьшит перезарядку, вплоть до 50%%.\n\nЩита осталось: %1$d.\n\nТекущая перезарядка: %2$d. items.brokenseal$warriorshield.desc_cooldown=Воин недавно получил щит от своей сломанной печати и должен подождать перед повторным получением эффекта.\n\nХодов осталось: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Откат щита Воина сейчас отрицательный, что значит, что когда его щит активируется, его перезарядка займёт меньше обычных 150 ходов. Откат щита может быть понижен до -150 ходов, что значит, что он мгновенно перезарядится при активации.\n\nТекущая перезарядка: %d items.dewdrop.name=капля росы items.dewdrop.already_full=Вы и так здоровы. diff --git a/core/src/main/assets/messages/items/items_tr.properties b/core/src/main/assets/messages/items/items_tr.properties index 69cccefe9..ad7a8f013 100644 --- a/core/src/main/assets/messages/items/items_tr.properties +++ b/core/src/main/assets/messages/items/items_tr.properties @@ -285,7 +285,7 @@ items.artifacts.driedrose$ghosthero.dialogue_ascension_6=Biraz daha ilerlersek b items.artifacts.driedrose$ghosthero.seen_goo_1=Goo'ya Dikkat! items.artifacts.driedrose$ghosthero.seen_goo_2=Arkadaşlarımın çoğu bu şey yüzünden öldü, intikam vakti! -items.artifacts.driedrose$ghosthero.seen_goo_3=Böylesine bir garabeti yaşatmamalı! +items.artifacts.driedrose$ghosthero.seen_goo_3=Böylesine iğrenç bir şeyin yaşamasına izin verilmemeli! items.artifacts.driedrose$ghosthero.seen_tengu_1=Kalan tek mahkum ölümcül bir suikastçı. Elbette... items.artifacts.driedrose$ghosthero.seen_tengu_2=Bizi tuzağa düşürdü! items.artifacts.driedrose$ghosthero.seen_tengu_3=O maske hakkında korkutucu hikayeler duydum... @@ -304,7 +304,7 @@ items.artifacts.driedrose$ghosthero.defeated_by_enemy_2=Yoruldum... şimdilik... items.artifacts.driedrose$ghosthero.defeated_by_enemy_3=Geri döneceğim... items.artifacts.driedrose$ghosthero.defeated_by_boss_1=Üzgünüm... iyi şanslar... items.artifacts.driedrose$ghosthero.defeated_by_boss_2=Bitir işini... bensiz... -items.artifacts.driedrose$ghosthero.defeated_by_boss_3=Hayır... yapamam... +items.artifacts.driedrose$ghosthero.defeated_by_boss_3=Hayır... yapamıyorum... items.artifacts.driedrose$ghosthero.blessed_ankh_1=Bundan nasıl sağ çıktın ? items.artifacts.driedrose$ghosthero.blessed_ankh_2=Keşke bende bunlardan olsaydı... items.artifacts.driedrose$ghosthero.blessed_ankh_3=Aman tanrım, hâlâ hayattasın! @@ -319,7 +319,7 @@ items.artifacts.driedrose$ghosthero.directed_follow_3=Seni takip ediyorum... items.artifacts.driedrose$ghosthero.directed_follow_4=Tamam, haydi gidelim! items.artifacts.driedrose$ghosthero.directed_follow_5=Ben arkanı kollarım. items.artifacts.driedrose$ghosthero.directed_attack_1=Tamam, ona saldıracağım. -items.artifacts.driedrose$ghosthero.directed_attack_2=O bende. +items.artifacts.driedrose$ghosthero.directed_attack_2=Onu ben hallederim. items.artifacts.driedrose$ghosthero.directed_attack_3=Saldırıyorum... items.artifacts.driedrose$ghosthero.directed_attack_4=Hadi onları alt edelim. items.artifacts.driedrose$ghosthero.directed_attack_5=O bende. @@ -334,7 +334,7 @@ items.artifacts.driedrose$ghosthero.desc=İnsansı bir şekle sahip, zayıf gör ##back to artifacts items.artifacts.etherealchains.name=ruhani zincirler items.artifacts.etherealchains.ac_cast=YAP -items.artifacts.etherealchains.rooted=Zincirlerin sabitlenmişken seni çekemez. +items.artifacts.etherealchains.rooted=Zincirlerin köklenmişken seni çekemez. items.artifacts.etherealchains.no_charge=Zincirlerinin yeterli enerjisi yok. items.artifacts.etherealchains.cursed=Lanetli zincirleri kullanamazsın. items.artifacts.etherealchains.does_nothing=Bu hiçbir şey yapmaz. @@ -393,8 +393,8 @@ items.artifacts.masterthievesarmband.cursed=Lanetli bir kolluğu kullanamazsın. items.artifacts.masterthievesarmband.full=Kolluğun tamamen şarj oldu! items.artifacts.masterthievesarmband.prompt=Hedeflemek için bir düşman seç items.artifacts.masterthievesarmband.no_target=Yanında bulunan bir düşmanı hedef almalısın. -items.artifacts.masterthievesarmband.steal_shopkeeper=Doğrudan satıcıdan çalamazsın. -items.artifacts.masterthievesarmband.no_steal=O düşmanın çalacağı bir şey yok. +items.artifacts.masterthievesarmband.steal_shopkeeper= Satıcıdan uluorta çalamazsın. +items.artifacts.masterthievesarmband.no_steal=O düşmandan çalınabilecek bir şey yok. items.artifacts.masterthievesarmband.stole_item=Bir eşyayı çaldın: %s. items.artifacts.masterthievesarmband.failed_steal=Hiçbir şey çalamadın. items.artifacts.masterthievesarmband.level_up=Kolluğun daha da güçlendi! @@ -411,7 +411,7 @@ items.artifacts.sandalsofnature.ac_root=KÖKLEN items.artifacts.sandalsofnature.prompt=Bir tohum seç items.artifacts.sandalsofnature.levelup=Ayakkabıların birden büyüdü! items.artifacts.sandalsofnature.absorb_seed=Ayakkabılar tohumu emdi, daha sağlıklı görünüyorlar. -items.artifacts.sandalsofnature.no_effect=Ayakkabıya biraz tohum yedirmelisin önce. +items.artifacts.sandalsofnature.no_effect=Önce ayakkabıya biraz tohum yedirmelisin. items.artifacts.sandalsofnature.low_charge=Ayakkabının bunun için yeterli gücü yok. items.artifacts.sandalsofnature.prompt_target=Bir konum seç. items.artifacts.sandalsofnature.out_of_range=Konum menzil dışında. @@ -591,7 +591,7 @@ items.food.blandfruit.starfruit=yıldız meyvesi items.food.blandfruit.swiftfruit=çevikmeyve items.food.blandfruit.raw=Bunu çiğ yemeye için elvermiyor. items.food.blandfruit.desc=Çok kuru ve temelsiz, belki başka bir malzeme ile pişirmek onu geliştirebilir. -items.food.blandfruit.desc_cooked=Meyve tencerede bekletildiği süre boyunca dolgunlaşmış ve hatta pişirildiği tohumun özelliklerini emmiştir. Tohum hangi iksire karşılık geliyorsa onun etkisine sahip olacaktır. +items.food.blandfruit.desc_cooked=Meyve tencerede bekletildiği süre boyunca dolgunlaştı ve hatta pişirildiği tohumun özelliklerini emdi. Tohum hangi iksire karşılık geliyorsa onun etkisine sahip olacaktır. items.food.blandfruit.desc_eat=Yenilmeye hazır görünüyor! items.food.blandfruit.desc_throw=Baya uçucu görünüyor, onu fırlatmak yapılacak en iyi şey olabilir. items.food.blandfruit$chunks.name=tatsızmeyve parçacıkları @@ -782,7 +782,7 @@ items.potions.potionofparalyticgas.desc=Açık hava ile temas ettiğinde bu şi items.potions.potionofpurity.name=temizlik iksiri items.potions.potionofpurity.freshness=Havada sıradışı bir tazelik hissediyorsun. items.potions.potionofpurity.protected=Koruyucu bir tabaka seni örtüyor! -items.potions.potionofpurity.desc=Bu büyülü reaktif, geniş bir alandaki tüm zararlı alana bağlı etkileri hızla etkisiz hale getirecektir. Bunu içmek size bu tür etkilere karşı geçici bağışıklık kazandıracaktır. +items.potions.potionofpurity.desc=Bu büyülü sıvı, geniş bir alandaki tüm zararlı alana bağlı etkileri hızla etkisiz hale getirecektir. Bunu içmek size bu tür etkilere karşı geçici bağışıklık kazandıracaktır. items.potions.potionofstrength.name=güç iksiri items.potions.potionofstrength.msg=Yeni keşfedilen güç vücudunuzda dalgalanıyor, artık gücün %d! @@ -830,7 +830,7 @@ items.potions.elixirs.elixirofdragonsblood.desc=Bu özüt tüketildiği zaman i items.potions.elixirs.elixiroffeatherfall.name=tüy düşüşü iksiri items.potions.elixirs.elixiroffeatherfall.light=Bir tüy gibi hafif hissediyorsun! -items.potions.elixirs.elixiroffeatherfall.desc=Bu iksir daha güçsüz ama daha kontrollü. Bunu içen kişi bir süreliğine hasar almadan düşebilir. +items.potions.elixirs.elixiroffeatherfall.desc=Bu iksir daha güçsüz ama daha kontrollü. Bunu içen kişi bir süreliğine hasar almadan uzun mesafelerden düşebilir. items.potions.elixirs.elixiroffeatherfall$featherbuff.name=tüy düşüşü items.potions.elixirs.elixiroffeatherfall$featherbuff.desc=Yavaş düşüş iksirinin etkisi altındasın, uçurumlardan hasar almadan düşebilirsin!\n\nKalan tur: %s. @@ -1005,7 +1005,7 @@ items.rings.ring.agate=akik yüzük items.rings.ring.equip_cursed=Yüzük parmağının etrafında acı verici bir şekilde sıkılaşıyor! items.rings.ring.unknown_desc=Bu metal halka karanlıkta ışıldayan büyük bir mücevherle donatılmış. Giyildiğinde hangi etkisi olacağını kim bilir? items.rings.ring.known=Bu bir %s -items.rings.ring.identify=Artık yüzüğünüzü tanımlayabilecek kadar iyi biliyorsunuz. +items.rings.ring.identify=Artık yüzüğünü tanımlayabilecek kadar iyi biliyorsun items.rings.ring.cursed_worn=Bu yüzük lanetli olduğu için onu çıkartacak güce sahip değilsin. items.rings.ring.curse_known=Bu yüzüğün etrafında kötücül bir büyünün varlığını hissediyorsun. items.rings.ring.not_cursed=Bu yüzükte kötücül bir büyü yok. @@ -2137,7 +2137,7 @@ items.weapon.missiles.darts.dart.ac_tip=UÇ items.weapon.missiles.darts.dart.prompt=Bir tohum seç items.weapon.missiles.darts.dart.tip_title=Uçlu Dartlar items.weapon.missiles.darts.dart.tip_desc=Bir tohum bir veya iki dart ile birleştirilerek uçlandırılabilir. Her tohum türü, benzersiz bir tek kullanımlık etkiye sahip kendi uçlu dart türünü üretir.\n\nBu tohumlarla bir darta vurulduğunda _%s_ üretilir. -items.weapon.missiles.darts.dart.tip_all=%1$ddartı %2$d tohumlarıyla uçlandırın +items.weapon.missiles.darts.dart.tip_all=%1$d dartı %2$d tohumla uçla items.weapon.missiles.darts.dart.tip_two=İki dartı bir tohum ile birleştirin. items.weapon.missiles.darts.dart.tip_one=Bir dartı bir tohum ile birleştirin. items.weapon.missiles.darts.dart.tip_cancel=iptal et diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index c9a908be0..a71e527eb 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -1426,7 +1426,7 @@ items.trinkets.chaoticcenser.typical_stats_desc=此飾品通常會在大約每_% items.trinkets.chaoticcenser.stats_desc=以目前的等級,此飾品會在大約每_%d_回合向敵人附近生出有害氣體。這些氣體只在有敵人時才會發射出去。飾品的等級越高,就越有可能噴出強力且稀有的氣體。 items.trinkets.crackedspyglass.name=碎裂望遠鏡 -items.trinkets.crackedspyglass.desc=要不是鏡頭上有裂痕,這台手持望遠鏡可說是精巧無瑕。它似乎能幫你從地下城中發現新物品。由於鏡頭缺陷,新物品雖非無從察覺,卻幾近與環境融爲一體。 +items.trinkets.crackedspyglass.desc=要不是鏡頭上有裂痕,這台手持望遠鏡可說是精巧無瑕。它似乎能幫你從地下城中發現新物品。由於鏡頭缺陷,新物品雖非無從察覺,卻幾近與環境融為一體。 items.trinkets.crackedspyglass.typical_stats_desc=通常此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 items.trinkets.crackedspyglass.stats_desc=以目前的等級,此飾品有_%1$s%%的機率_會在每個非頭目樓層生成一個隱藏的物品。 items.trinkets.crackedspyglass.stats_desc_upgraded=以目前的等級,此飾品會在每個非頭目樓層生成一個隱藏的物品,且有_%1$s%%的機率_生成另一個。 diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index 2dfe230ac..9d2c58ba1 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=某位英雄初始携带该物品。 items.brokenseal$warriorshield.name=战士护盾 items.brokenseal$warriorshield.desc_active=战士的破损纹章正使他变得不屈不挠,使其获得在生命值之上的护盾。在护盾首次触发后其可被再次使用之前护盾需要进行冷却。\n\n这种护盾并不会随时间衰减,但如果附近持续几回合没有敌人则护盾会结束。当其结束时,任何未使用的护盾都会降低护盾冷却,最多降低50%%。\n\n剩余护盾:%1$d\n\n当前冷却:%2$d items.brokenseal$warriorshield.desc_cooldown=战士近期已经从他的破碎纹章获得了护盾,而他必须等待直至他可从其护盾效果中再次获益。\n\n剩余回合数:%d -items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在生效之后再生效一次。\n\n剩余冷却时间:%d +items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在破碎时立即再生效一次。\n\n剩余冷却时间:%d items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已满。 diff --git a/core/src/main/assets/messages/journal/journal_eo.properties b/core/src/main/assets/messages/journal/journal_eo.properties index a28b3ff72..2335c4fd7 100644 --- a/core/src/main/assets/messages/journal/journal_eo.properties +++ b/core/src/main/assets/messages/journal/journal_eo.properties @@ -43,7 +43,7 @@ journal.document.adventurers_guide.surprise_attacks.body=Surprizaj atakoj ĉiam journal.document.adventurers_guide.identifying.title=Identigi aĵojn journal.document.adventurers_guide.identifying.body=Koloroj de eliksiroj kaj simboloj sur skribrulaĵoj estas malsamaj por ĉiu labirinto (nova ludo). Neidentigita armaĵo feliĉe povas esti plibonigita aŭ ensorĉita, tamen ĝi ankaŭ povas esti malbenita!\n\nSkribrulaĵoj de identigo, plibonigo kaj senmalbenigo estas tre utilaj por minimumigi la riskon pro uzi neidentigitaj armaĵoj.\n\n(Vi povas trovi la liston de ĉiuj identigitaj objektoj en la katalogo de objektoj en via taglibro.) journal.document.adventurers_guide.food.title=Zorgi malsaton -journal.document.adventurers_guide.food.body=Efika porciumado de manĝaĵoj estas necesa por pliigi vian ŝancon de travivo en labirinto; vi ne ĉiam devas manĝi kiam vi estas malsata!\n\nKiam vi ne malsategas, via sano malrapide regeneriĝas, do se vi manĝos estante plene sana, tiu regenerado senutiliĝos!\n\nSe vi manĝos konsiderante nivelon de via sano, via manĝaĵo sufiĉos por pli longe. +journal.document.adventurers_guide.food.body=Efika porciumado de manĝaĵoj estas necesa por pliigi vian ŝancon de travivo en labirinto; vi ne ĉiam devas manĝi kiam vi estas malsata!\n\nKiam vi ne malsategas, via sano malrapide repleniĝas, do se vi manĝos estante plene sana, tiu resaniĝado senutiliĝos!\n\nSe vi manĝos konsiderante nivelon de via sano, via manĝaĵo sufiĉos por pli longe. journal.document.adventurers_guide.alchemy.title=Alĥemio kaj brilaĵoj journal.document.adventurers_guide.alchemy.body=Se iu utilaĵo estos viaopinie senutila, vi povas uzi ĝin kiel alĥemian konsistaĵon aŭ detrui ĝin al universale uzebla alĥemia energio. Alĥemi-detrui eliksirojn kaj skribrulaĵojn identigas ilin!\n\nBrilaĵoj estas unikaj pecoj de via ekipaĵo, kiuj kreiĝas kaj pliboniĝas per alĥemio. Vi povas prepari ilin uzante magian katalizilon kaj iom da alĥemia energio.\n\n(La unua alĥemia kuirpoto troviĝas en la 3-a aŭ 4-a keletaĝo de la labirinto. Ĉe kuirpotoj ankaŭ troviĝas folioj priskribantaj alĥemiajn receptojn.) journal.document.adventurers_guide.dieing.title=Persisti malvenkon @@ -149,7 +149,7 @@ journal.document.city_warlock.discover_hint=Vi povas trovi tiun tekston en la sp journal.document.city_warlock.old_king.title=La reĝo mortis journal.document.city_warlock.old_king.body=Estas la 5-a tago de 2-a monato de 33-a jaro de la magia erao. Se iu el la supraĵo legas tion ĉi, estas proksimume Vintro 264. Mi nomiĝas Thymor Zahir kaj miascie mi estas la ununura saviĝanto de la reĝa kortego.\n\nNia Reĝo estas morta kaj estas anstataŭigita per iu el miaj eksaj kolegoj, kiu freneziĝis pro rego. La resto de la kortego kiel stultuloj submetiĝis al li kaj ili perdis siajn volojn. Nur mi mem anstaŭsciis tion ĉi kaj forkuris antaŭ ol lia fia rito finiĝis.\n\nLa interna rondo fiaskis, tamen rego de la Nova Reĝo ne atingis ĉiujn. Mi devas establi rezistan movadon kiel eble plej frue. Mi ne permesu por ke nia impona civilizo pereu pro tiu ĉi gigantomaniulo! journal.document.city_warlock.resistance.title=Rezista movado -journal.document.city_warlock.resistance.body=Novaĵoj rapide disiĝas. Apenaŭ kelkaj tagoj pasis kaj mi sukcesis kolekti malgrandan taĉmenton fidelan al la Malnova Reĝo. Kelkaj scipovas magion, tamen ĉe nia flanko estas preskaŭ la tuta gnoma monaĥaro. Ni devas senprobleme venki unu frenezan gnomon kun lia korteganaro da sklavoj.\n\nIntertempe la Nova Reĝo kaŝis sin ie en la internaj ĉambregoj de nia urbo. Certas, ke li eluzis preskaŭ ĉiun sian povon kaj esperas regeneriĝi antaŭ ol batali kun la rezista movado.\n\nDum kelkaj sekvaj horoj ni planas komenci atakon. Kun ioma bonŝanco ni kreos provizoran urban konsilantaron kaj restarigos stabilon al nia impona metropolo ĝis mateno. +journal.document.city_warlock.resistance.body=Novaĵoj rapide disiĝas. Apenaŭ kelkaj tagoj pasis kaj mi sukcesis kolekti malgrandan taĉmenton fidelan al la Malnova Reĝo. Kelkaj scipovas magion, tamen ĉe nia flanko estas preskaŭ la tuta gnoma monaĥaro. Ni devas senprobleme venki unu frenezan gnomon kun lia korteganaro da sklavoj.\n\nIntertempe la Nova Reĝo kaŝis sin ie en la internaj ĉambregoj de nia urbo. Certas, ke li eluzis preskaŭ ĉiun sian povon kaj esperas resaniĝi antaŭ ol batali kun la rezista movado.\n\nDum kelkaj sekvaj horoj ni planas komenci atakon. Kun ioma bonŝanco ni kreos provizoran urban konsilantaron kaj restarigos stabilon al nia impona metropolo ĝis mateno. journal.document.city_warlock.failure.title=Fiasko journal.document.city_warlock.failure.body=Ŝajnas, ke mi ankaŭ estas stultulo. Mi missupozis, ke la Nova Reĝo bezonis por ke korteganoj laŭvole submetiĝu al li; sed nun mi scias, ke li povas regi eĉ tiujn, kiuj rezistas lin.\n\nMi senpripense alkondukis la plej fortan opozicion al lia pordo, do li povis konverti ilin al siaj sklavoj. Nun ondoj de nekromancia energio trafluas la metropolon konvertante preskaŭ ĉiun al lia regato.\n\nMalmultaj kun libera volo forkuras. Mi decidiĝis resti malantaŭe por observi lin kaj trovi lian vundeblon. Danke al la posedata magia povo, mi povos por ioma tempo resti kaŝita kaj sekura. journal.document.city_warlock.more_powerful.title=Pli potenca diff --git a/core/src/main/assets/messages/levels/levels_es.properties b/core/src/main/assets/messages/levels/levels_es.properties index 6d9b8019a..11f3c6505 100644 --- a/core/src/main/assets/messages/levels/levels_es.properties +++ b/core/src/main/assets/messages/levels/levels_es.properties @@ -196,8 +196,8 @@ levels.citylevel.region_deco_desc=Un pedestal elevado con una llama verde y bril levels.citylevel.upcoming_quest_intro_title=Mensaje del Desarrollador levels.citylevel.upcoming_quest_intro_body=¡La próxima gran actualización de Shattered Pixel Dungeon destacará una remodelación a la misión dada por el Diablillo Ambicioso! Esta misión te encargará con realizar una incursión a la bóveda enana, sobre la que actualmente tendrás que estar parado encima de la entrada.\n\nActualmente el área de la nueva misión está bastante vacía, pero eres bienvenido a bajar y echar un vistazo, ¡tanto para probar la nueva área como para dar un comentario temprano!\n\nUna de las mecánicas de la misión es que ninguno de tus ítems vendrá contigo, así que cuando desciendas perderás temporalmente tus ítems y _se te dará un cristal de escape que te permite regresar._ El hambre y efectos de regeneración también serán pausados.\n\n-Evan -levels.citylevel.upcoming_quest_intro_yes=Descenso hacia la bóveda -levels.citylevel.upcoming_quest_intro_no=Quédate aquí +levels.citylevel.upcoming_quest_intro_yes=Descender hacia la bóveda +levels.citylevel.upcoming_quest_intro_no=Quedarse aquí levels.hallslevel.water_name=Lava fría levels.hallslevel.grass_name=Musgo de ascuas diff --git a/core/src/main/assets/messages/levels/levels_ja.properties b/core/src/main/assets/messages/levels/levels_ja.properties index 478a57c15..abf61e58c 100644 --- a/core/src/main/assets/messages/levels/levels_ja.properties +++ b/core/src/main/assets/messages/levels/levels_ja.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=昔、冒険者の不注意で levels.rooms.special.weakfloorroom$hiddenwell.name=深い井戸 levels.rooms.special.weakfloorroom$hiddenwell.desc=目を凝らすと奥深くに井戸がうっすらと見える。ひょっとして何か下にあるのだろうか? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=宝物庫入口 +levels.rooms.quest.ambitiousimproom$questentrance.desc=この不気味な穴は、古代ドワーフの宝物庫への入り口のようだ。魔法の障壁が侵入を阻んでいるが、まるで床があるかのようにその上を歩くことができる。 levels.rooms.quest.blacksmithroom$questentrance.name=鉱山の入口 levels.rooms.quest.blacksmithroom$questentrance.desc=この梯子は、鍛冶屋の工房のすぐ下にある古い鉱山に通じている。 @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=炎を上げる台座 levels.citylevel.region_deco_desc=盛り上がった台座の上には、鮮やかな緑色の魔法の炎がある。炎は非常に濃く、まるで固体のようだ。 levels.citylevel.upcoming_quest_intro_title=開発者メッセージ -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Shattered Pixel Dungeonの次回大型アップデートでは、野心家のインプから与えられるクエストを全面刷新します!このクエストでは、あなたが今まさにその入口の上に立っている古代ドワーフの宝物庫を襲撃することになります。\n\n現在、新クエストエリアはかなり空っぽですが、新エリアのテストと早期フィードバックのため、ぜひ降りて探索してみてください!\n\nクエストの仕組みの一つとして、アイテムは一切持ち込めません。そのため侵入時には一時的に所持品を失い、代わりに _脱出の結晶_ が支給され、これを使って戻ることができます。_また、満腹度の減少と回復効果も一時停止されます。\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=宝物庫へ降りる +levels.citylevel.upcoming_quest_intro_no=留まる levels.hallslevel.water_name=冷たい溶岩 levels.hallslevel.grass_name=余炎苔 diff --git a/core/src/main/assets/messages/levels/levels_ru.properties b/core/src/main/assets/messages/levels/levels_ru.properties index b1e0a66c7..8dbcf1f3d 100644 --- a/core/src/main/assets/messages/levels/levels_ru.properties +++ b/core/src/main/assets/messages/levels/levels_ru.properties @@ -22,7 +22,7 @@ levels.rooms.special.weakfloorroom$hiddenwell.name=Отдалённый коло levels.rooms.special.weakfloorroom$hiddenwell.desc=Вы еле-еле можете разглядеть внизу колодец. Может быть, там что-то есть? levels.rooms.quest.ambitiousimproom$questentrance.name=Вход в хранилище -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.desc=Кажется, эта зловещая яма является входом в какое-то древнее дворфинное хранилище. Её перекрывает волшебный барьер, позволяющий ходить по нему как по полу. levels.rooms.quest.blacksmithroom$questentrance.name=Вход в шахту levels.rooms.quest.blacksmithroom$questentrance.desc=Эта лестница ведёт в старую шахту, расположенную прямо под кузнечной мастерской. @@ -195,7 +195,7 @@ levels.citylevel.region_deco_name=Пылающий пьедестал levels.citylevel.region_deco_desc=Возвышающийся пьедестал с ярким зелёным пламенем наверху. Огонь настолько плотный, что может показаться твёрдым. levels.citylevel.upcoming_quest_intro_title=Сообщение от Разработчика -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan +levels.citylevel.upcoming_quest_intro_body=В следующем обновлении Shattered Pixel Dungeon будет переработано задание Предприимчивого Беса! Тебе нужно будет устроить рейд на древнее хранилище дворфов, над входом в которое ты сейчас стоишь.\n\nПока что область нового квеста довольно пустая, но ты уже можешь туда спуститься, чтобы осмотреться и сообщить мне, если что-то не так.\n\nПо одной из механик этого задания весь твой инвентарь останется здесь, снаружи, а _взамен ты получишь Кристалл Побега, с помощью которого ты сможешь вернуться_. Кроме того, голод и регенерация будут приостановленны, пока ты не вернёшься.\n\n- Evan levels.citylevel.upcoming_quest_intro_yes=Спустится в хранилище levels.citylevel.upcoming_quest_intro_no=Остаться здесь diff --git a/core/src/main/assets/messages/levels/levels_tr.properties b/core/src/main/assets/messages/levels/levels_tr.properties index 9a5d9774f..31b3dac14 100644 --- a/core/src/main/assets/messages/levels/levels_tr.properties +++ b/core/src/main/assets/messages/levels/levels_tr.properties @@ -9,14 +9,14 @@ levels.features.chasm.rankings_desc=Çarpışma Sonucu Öldü ###rooms -levels.rooms.special.magicalfireroom$eternalfire.desc=Görünüşe göre büyünün neden olduğu yoğun, parlak yeşil ateşten bir duvar var. İçinden geçemeyeceğiniz kadar yoğundur ve çok yakınındaki her şeyi tutuşturur. Doğal olarak yanma belirtisi göstermiyor, onu söndürmek için bir şey kullanmanız gerekecek. +levels.rooms.special.magicalfireroom$eternalfire.desc=Görünüşe göre büyünün neden olduğu yoğun, parlak yeşil ateşten bir duvar var. İçinden geçemeyeceğin kadar yoğun ve çok yakınındaki her şeyi tutuşturur. Doğal olarak yanma belirtisi göstermiyor, onu söndürmek için bir şey kullanman gerekecek. levels.rooms.special.sentryroom$sentry.name=Kırmızı Muhafız -levels.rooms.special.sentryroom$sentry.desc=Bu kan kırmızısı muhafız bu odanın diğer ucundaki hazineyi korumak için konuşlandırılmış gibi gözüküyor. Savunduğu alana adım atarsan seni parçalanma büyüsü ışınlarıyla vurur.\n\nTüm zararlı etkilere karşı bağışıktır ve görünmezliği görebilir, ama ateş etmeye başlamadan önce şarj olması biraz zaman alıyor gibi gözüküyor.\n\nMuhafız her nasılsa sadece sana ateş etmek istiyor, sanki zindanın sakinlerinin hazineye tehdit olmadığını biliyor gibi. -levels.rooms.special.sentryroom$sentry.discover_hint=Bu düşmanı zindanın her yerinde bulabilirsiniz. +levels.rooms.special.sentryroom$sentry.desc=Bu kan kırmızısı muhafız bu odanın diğer ucundaki hazineyi korumak için konuşlandırılmış gibi gözüküyor. Savunduğu alana adım atarsan seni parçalanma büyüsü ışınlarıyla vurur.\n\nTüm zararlı etkilere karşı bağışıklığı vardır ve görünmezliği görebilir, ama ateş etmeye başlamadan önce şarj olması biraz zaman alıyor gibi gözüküyor.\n\nMuhafız her nasılsa sadece sana ateş etmek istiyor, sanki zindanın sakinlerinin hazineye tehdit olmadığını biliyor gibi. +levels.rooms.special.sentryroom$sentry.discover_hint=Bu düşmanı zindanın her yerinde bulabilirsin. levels.rooms.special.toxicgasroom$toxicvent.name=zehirli havalandırma -levels.rooms.special.toxicgasroom$toxicvent.desc=Dikkatsiz bir maceracı bu tuzağı yıllar önce tetiklemiş olmalı. Hareketsiz durumuna rağmen, hâlâ odaya zehirli gaz yayıyor ve durma belirtisi göstermiyor. Bu odayı keşfetmek istiyorsan gazın vereceği zararı önlemenin bir yoluna ihtiyacın olacak. +levels.rooms.special.toxicgasroom$toxicvent.desc=Dikkatsiz bir maceracı bu tuzağı yıllar önce tetiklemiş olmalı. Tetiklenmiş olmasına rağmen, hâlâ odaya zehirli gaz yayıyor ve durma belirtisi göstermiyor. Bu odayı keşfetmek istiyorsan gazın vereceği zararı önlemenin bir yoluna ihtiyacın olacak. levels.rooms.special.weakfloorroom$hiddenwell.name=Uzak kuyu levels.rooms.special.weakfloorroom$hiddenwell.desc=Aşağıdaki derinliklerde az çok bir kuyu çıkarabiliyorsun, acaba aşağıda bir şeyler mi var? @@ -31,7 +31,7 @@ levels.rooms.quest.ritualsiteroom$ritualmarker.name=Ritüel işaretleyici levels.rooms.quest.ritualsiteroom$ritualmarker.desc=Karanlık bir ritüel için işaretlenmiş alan. Mumlar genellikle köşelere yerleştirilir. levels.rooms.quest.massgraveroom$bones.name=Toplu mezar -levels.rooms.quest.massgraveroom$bones.desc=Yeri kemikler kaplamış, burada ne oldu? +levels.rooms.quest.massgraveroom$bones.desc=Yer kemiklerle kaplanmış, burada ne oldu? levels.rooms.quest.mineentrance$questexit.name=Maden çıkışı levels.rooms.quest.mineentrance$questexit.desc=Bu merdiven madenden çıkıp demircinin atölyesine geri dönüyor. @@ -266,13 +266,13 @@ levels.level$feeling.large_desc=Zindanın bu katı alışılmadık şekilde büy levels.level$feeling.traps_desc=Zemin özellikle burada tehlikeli ve hain gözüküyor. levels.level$feeling.secrets_desc=Atmosfer gösteriyor ki bu kat bir sürü gizem saklıyor. -levels.mininglevel.wall_desc=Normalden biraz daha yumuşak olan pürüzsüz bir kaya duvarı. Kazmanızla içinden geçebilirsiniz, ancak bu biraz çaba gerektirecek ve açlığınızı biraz artıracaktır. +levels.mininglevel.wall_desc=Normalden biraz daha yumuşak olan pürüzsüz bir kaya duvarı. Kazmanla içinden geçebilirsin, ancak bu biraz çaba gerektirecek ve açlığını biraz artıracaktır. levels.mininglevel.gold_extra_desc=Muhtemelen kazmanla çıkarabilirsin. levels.mininglevel.crystal_name=Sivri kristal levels.mininglevel.boulder_name=Kaya -levels.mininglevel.crystal_desc=Burada büyük ve renkli bir kristal çıkıntısı vardır. Bu kristaller kırılgandır ve bir kazmayla kolayca kırılabilir veya yanında bir şey çıkarılırsa kırılır. +levels.mininglevel.crystal_desc=Burada büyük ve renkli bir kristal çıkıntısı var. Bu kristaller kırılgandır ve bir kazmayla kolayca kırılabilir veya yanında bir şey çıkarılırsa kırılır. levels.mininglevel.boulder_desc=Yolu kapatan büyük bir kaya var. Kazmayla kırmak oldukça kolay olmalı. -levels.mininglevel.barricade_desc=Ahşap barikat sağlam bir şekilde yerleştirilmiştir ve tavan için bir destek görevi görür.\n\nBu muhtemelen gnoll'lar tarafından düşen kayalara karşı bir miktar koruma sağlamak için inşa edilmiştir. Bitişik hücreler kaya düşmesi tuzaklarından ve saldırılarından korunacaktır.\n\nDiğer barikatlar kadar iyi yanacak gibi görünüyor. +levels.mininglevel.barricade_desc=Ahşap barikat sağlam bir şekilde yerleştirilmiş ve tavan için bir destek görevi görür.\n\nBu muhtemelen gnoll'lar tarafından düşen kayalara karşı bir miktar koruma sağlamak için inşa edilmiş. Bitişik hücreler kaya düşmesi tuzaklarından ve saldırılarından korunacaktır.\n\nDiğer barikatlar kadar iyi yanacak gibi görünüyor. levels.prisonlevel.water_name=Soğuk kara su levels.prisonlevel.empty_deco_desc=Zeminde eski kan lekeleri var. diff --git a/core/src/main/assets/messages/misc/misc_eo.properties b/core/src/main/assets/messages/misc/misc_eo.properties index 3fa7fa7e7..666f05169 100644 --- a/core/src/main/assets/messages/misc/misc_eo.properties +++ b/core/src/main/assets/messages/misc/misc_eo.properties @@ -228,7 +228,7 @@ challenges.darkness_desc=Tio estas ja subtera labirinto!\n\n– norma vid-distan challenges.no_scrolls=Malpermesataj runoj challenges.no_scrolls_desc=Trovi kelkan runon estas pli malfacila. Domaĝe ĉiam temas pri la plej uzebla.\n\n- duono de skribrulaĵoj de plibonigo estas forigita challenges.champion_enemies=Minacaj majstroj -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Vi ne estas la ununura, kiu povas pliniveliĝi!\n\nKutimaj monstroj havas 1/8 ŝancon por aperi kun la speciala efiko ”majstro” en la 1-a keletaĝo, pliigante ŝancon al 1/6 en la keletaĝo 21-a.\n\n– majstroj ĉiam aperas kiel vekaj\n– la heroo scias, kiam majstro aperas en keletaĝo\n– majstroj estas nekonverteblaj al amikoj\n\nEstas ses specoj de majstroj:\n_majstroj de fajro (oranĝaj):_ +25% al senpera atako, bruligas je frapo, disvastigas fajron je morto, ne povas fajrigi akvajn kahelojn\n_majstroj de foraj atakoj (violkoloraj):_ +25% al senpera atako, +3 al atakatingo\n_majstroj de malmagio (verdaj):_ -50% ricevataj vundoj, rezistaj al magiaj efikoj\n_gigantaj majstroj (bluaj):_ -80% ricevataj vundoj,, +1 al atakatingo, ne povas moviĝi en mallarĝaj koridoroj\n_benaj majstroj (flavaj):_ 4-obligitaj precizo kaj evitpovo \n_kreskantaj majstroj (ruĝaj):_ +20% al precizo, evitpovo, vundpovo kaj sanpoentoj; pliiĝas je 1% dum ĉiuj 4 temperoj challenges.stronger_bosses=Fortaj supermonstroj challenges.stronger_bosses_desc=Supermonstroj estas pli fortaj kun tiu ĉi defio!\n\n_Ŝmiraĵego:_ +20% al sano\n_–_ saniĝas en akvo je 3 poentoj/tempero\n_–_ pumpas sin dum 1 tempero (anstataŭ 2)\n_Tenguo:_ +25% al sano\n_–_ fazo 1.: kaptiloj estas pli mortigaj\n_–_ fazo 2.: artifikoj estas pli oftaj\n_DM-300:_ +33% al sano\n_–_ elektrofostoj estas pli solidaj kaj 3 aktiviĝas\n_–_ specialaj atakoj estas pli fortaj kaj pli oftaj\n_–_ pli rapida dum esti superŝargita\n_–_ malkovritaj kabloj estas 2× pli oftaj\n_Reĝo de Gnomoj:_ +50% al sano\n_–_ pli fortaj servistoj dum ĉiuj fazoj\n_–_ fazo 1.: pli oftaj specialaj atakoj kaj alvokoj de servistoj\n_–_ fazo 2.: 2-foje pli da servistoj dum batalfazo\n_–_ fazo 3.: sano ×2, pli oftaj alvokoj\n_Jog-Dzeva:_\n_–_ alvokas du pugnojn samtempe\n_–_ +60% al vundpovo pro mortiga radio\n_–_ pli fortaj servistoj diff --git a/core/src/main/assets/messages/misc/misc_in.properties b/core/src/main/assets/messages/misc/misc_in.properties index d7cc4e693..f883ff244 100644 --- a/core/src/main/assets/messages/misc/misc_in.properties +++ b/core/src/main/assets/messages/misc/misc_in.properties @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Pendakian Pasifis badges$badge.pacifist_ascent.desc=Bawa Jimat Yendor ke permukaan tanpa mengurangi keparahan kutukannya badges$badge.taking_the_mick.title=Mengambil Mick badges$badge.taking_the_mick.desc=Berikan pukulan mematikan pada bos terakhir dengan beliung +20 atau lebih tinggi -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Kemenangan Acak! +badges$badge.victory_random.desc=Dapatkan Jimat Yendor dengan hero acak, peningkatan bakat, subkelas, dan kemampuan armor. challenges.no_food= Sedang diet challenges.no_food_desc=Makanan sudah langka, kau harus memperhatikan porsi makanmu!\n\n- Makanan dan terompet kecukupan sepertiga lebih efektif dalam memuaskan rasa lapar\n- Sumber rasa kenyang lainnya tidak terpengaruh diff --git a/core/src/main/assets/messages/misc/misc_ja.properties b/core/src/main/assets/messages/misc/misc_ja.properties index 1448cec4e..2d394f5f7 100644 --- a/core/src/main/assets/messages/misc/misc_ja.properties +++ b/core/src/main/assets/messages/misc/misc_ja.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=全ての罠または危険物による攻撃 badges$badge.boss_challenge_3.title=手玉に取る badges$badge.boss_challenge_3.desc=超充電中に攻撃やダメージを受けずに、洞窟のボスを倒す badges$badge.boss_challenge_4.title=殺気のない武器 -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=武器や指輪や杖、ダメージを与える呪文でボスを直接攻撃せずに、ドワーフの都のボスを倒す badges$badge.boss_challenge_5.title=凶運殺し badges$badge.boss_challenge_5.desc=より凶悪なボスの挑戦が有効で、全ての悪魔産所を生かしたまま、最後のボスを倒す badges$badge.games_played_1.title=駆け出しダンジョン人 @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=平和主義者の帰還 badges$badge.pacifist_ascent.desc=イェンダーの魔除けを、その呪いの強さを弱めることなく地上に持ち帰る。 badges$badge.taking_the_mick.title=大いなる採掘 badges$badge.taking_the_mick.desc=強化値+20以上のつるはしでラスボスにとどめを刺す。 -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=無作為な勝利! +badges$badge.victory_random.desc=勇士、天賦の強化、サブクラス、鎧の能力を全てランダム決定し、イェンダーの魔除けを手に入れる。 challenges.no_food=ダイエット中 challenges.no_food_desc=食料が既に乏しいが、食事量にも気をつけるべきだ!\n\n・食ベ物全般と豊穣の角は、満腹度を回復する効果が3分の1になる\n・他に満腹度を回復するものについては影響を受けない @@ -228,7 +228,7 @@ challenges.darkness_desc=結局、これが本来のダンジョンなのさ!\ challenges.no_scrolls=禁断のルーン文字 challenges.no_scrolls_desc=あるルーン文字が書かれた巻物は見つけるのが難しくなるだろう。残念ながら、それらは常に最も役に立つものだ。\n\n・ダンジョンの強化の巻物の総数が半分になる。 challenges.champion_enemies=敵対的な猛者 -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=成長するのはあなただけではない!\n\n通常の敵が1階では1/8の確率で猛者の特別な強化を持って生成され、最大21階で1/6まで確率が上昇する。\n\n・ 猛者は眠った状態で生成されても、生成された直後に目を覚ます\n・ 勇士は猛者の生成を知ることができる\n・ 猛者は味方にできない\n\n猛者は6種類存在する:\n_火焔(橙):_ +25%の近接ダメージ、攻撃命中時に発火、死亡時に炎を撒き散らすが、水タイルには広がらない\n_突出(紫):_ +25%の近接ダメージ、近接攻撃範囲+3\n_反魔(緑):_ 被ダメージ-50%、魔法効果に対する免疫\n_巨体(青):_ 被ダメージ-80%、近接攻撃範囲+1、狭い場所には移動できない\n_祝福(黄):_ 4倍の正確性と回避力\n_成長(赤):_ 正確性、回避力、ダメージ、有効なHPが+20%。4ターンごとに1%ずつ増加する challenges.stronger_bosses=より凶悪なボス challenges.stronger_bosses_desc=ボス達は、この挑戦で遥かに手強くなる!\n\n_グゥ:_ 体力+20%\n_・_ 水中での治癒量が毎ターン3に増える\n_・_ 2ターンではなく1ターンで体を膨らませる\n_天狗:_ 体力+25%\n_・_ 第1段階: 罠が非常に致命的になる\n_・_ 第2段階: 能力が更に頻発する\n_DM-300:_ 体力+33%\n_・_ 鉄塔が対処しにくくなり、かつ3基起動する\n_・_ 能力が更に強力かつ頻発する\n_・_ DM-300が超充電時は、より高速になる\n_・_ 剥き出しの電線は通常の2倍に増える\n_ドワーフの王:_ 体力+50%\n_・_ 全段階で手下が強くなる\n_・_ 第1段階: 能力と召喚がより高速になる\n_・_ 第2段階: 各回で手下が2体増える\n_・_ 第3段階: 体力2倍、より高速な召喚\n_ヨグ=ゼーヴァ:_\n_・_ 1度に2体の拳が召喚される!\n_・_ 光線のダメージが+60%増える\n_・_ 手下が強くなる diff --git a/core/src/main/assets/messages/misc/misc_ru.properties b/core/src/main/assets/messages/misc/misc_ru.properties index e03a95e9b..b2a412cf8 100644 --- a/core/src/main/assets/messages/misc/misc_ru.properties +++ b/core/src/main/assets/messages/misc/misc_ru.properties @@ -228,7 +228,7 @@ challenges.darkness_desc=Это же всё-таки подземелье!\n\n- challenges.no_scrolls=Неграмотность challenges.no_scrolls_desc=Одну из рун стало сложнее найти. И, разумеется, самую полезную из них.\n\n- Удалена половина свитков улучшения challenges.champion_enemies=Вражеские чемпионы -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Не только ты умеешь поднимать уровень!\n\nЧасть обычных противников появляются _чемпионами_, с возрастающим с глубиной шансом — начиная с 1/8 на 1й глубине, и до 1/6 c 21й.\n\n- Чемпионы просыпаются, если они возникают в спящем состоянии\n- При появлении чемпиона герой об этом узнает\n- Чемпионы не чувствительны к порче и не могут быть превращены в союзников\n\nСуществует шесть видов противников-чемпионов:\n_Пылающий (оранжевый):_ наносит +25% урона в ближнем бою, поджигает при попадании и распространяет пламя при смерти, но не может поджечь клетки с водой\n_Проецирующий (фиолетовый):_ наносит +25% урона в ближнем бою, +3 радиуса в ближнем бою\n_Антимагический (зеленый):_ получает -50% урона, невосприимчив к магическим эффектам\n_Гигантский (синий):_ получает -80% урона, +1 радиуса в ближнем бою, не проходит в тоннели\n_Благословлённый (желтый):_ имеет 4-кратную меткость и уклонение\n_Растущий (красный):_ имеет +20% меткости, уклонения, урона, и эффективных ОЗ. Растет на 1% каждый четвертый ход. challenges.stronger_bosses=Злые боссы challenges.stronger_bosses_desc=В этом испытании, боссы будут зло лютовать!\n\n_Слизень:_ +20% здоровья\n_-_ Исцеление в воде увеличивается со временем, до 3/ход\n_-_ Накачивается за 1 ход вместо 2\n_Тенгу:_ +25% здоровья\n_-_ Фаза 1: ловушки гораздо смертоноснее\n_-_ Фаза 2: способности противника используются чаще\n_DM-300:_ +33% здоровья\n_-_ Активируется 3 вышки с увеличенными характеристиками\n_-_ Способности противника чаще и сильнее\n_-_ DM-300 ещё быстрее, пока сверх-заряжен\n_-_ Открытые провода встречаются чаще\n_Король Дворфов:_ +50% здоровья\n_-_ Приспешники сильнее во всех фазах\n_-_ Фаза 1: более быстрые способности противника и призыв приспешников\n_-_ Фаза 2: ещё 2 приспешника за раунд \n_-_ Фаза 3: 2х здоровья, более быстрый призыв\n_Йог-Джева:_\n_-_ Две Длани вызываются одновременно\n_-_ +60% урона лазером\n_-_ Более сильные личинки diff --git a/core/src/main/assets/messages/misc/misc_tr.properties b/core/src/main/assets/messages/misc/misc_tr.properties index 98abb5191..76f5506c8 100644 --- a/core/src/main/assets/messages/misc/misc_tr.properties +++ b/core/src/main/assets/messages/misc/misc_tr.properties @@ -56,7 +56,7 @@ badges$badge.death_from_gas.title=Boğulmuş badges$badge.death_from_gas.desc=Zehirli gazdan öl badges$badge.death_from_hunger.title=Çok acıkmış badges$badge.death_from_hunger.desc=Açlıktan öl -badges$badge.death_from_falling.title=Düzlenmiş +badges$badge.death_from_falling.title=Yere Yapışmış badges$badge.death_from_falling.desc=Düşmekten öl badges$badge.death_from_enemy_magic.title=Çarpılmış badges$badge.death_from_enemy_magic.desc=Bir düşmanın büyülü saldırısına öl @@ -224,7 +224,7 @@ challenges.no_herbalism_desc=Bu lanetli zindanda temiz su kalmamış gibi görü challenges.swarm_intelligence=Sürü aklı challenges.swarm_intelligence_desc=Dikkatli ol, zindan canavarları gittikçe akıllanıyor!\n\n- Bir düşman seni farkettiğinde yakındaki düşmanlar da o noktaya yöneleceklerdir. challenges.darkness=Karanlığa doğru -challenges.darkness_desc=Sonuçta bu bir zindan!\n\n-Normal görüş uzaklığı azaltıldı\n-Her katta bur meşale belirir\n-Diger ışık kaynakları 1/5 kadar efektif +challenges.darkness_desc=Sonuçta burası bir zindan!\n\n-Normal görüş uzaklığı azaltıldı\n-Her katta bir meşale belirir\n-Diger ışık kaynakları 1/5 kadar efektif challenges.no_scrolls=Yasak rünler challenges.no_scrolls_desc=Belirli bir rünün bulunması artık daha zor. Maalesef o rün, en işe yarayanı.\n\n- Zindandaki yükseltme parşömenlerinin yarısı kaldırıldı challenges.champion_enemies=Düşman şampiyonlar diff --git a/core/src/main/assets/messages/misc/misc_vi.properties b/core/src/main/assets/messages/misc/misc_vi.properties index 7f0dc51ff..fe6e53dfa 100644 --- a/core/src/main/assets/messages/misc/misc_vi.properties +++ b/core/src/main/assets/messages/misc/misc_vi.properties @@ -65,7 +65,7 @@ badges$badge.death_from_friendly_magic.desc=Chết vì chính trang bị ma thu badges$badge.death_from_sacrifice.title=Một vật tế xứng đáng badges$badge.death_from_sacrifice.desc=Chết bên ngọn lửa hiến tế badges$badge.death_from_grim_trap.title=Bước đi chết người -badges$badge.death_from_grim_trap.desc=Chết vì bẫy tử thần hoặc bẫy khí +badges$badge.death_from_grim_trap.desc=Chết vì bẫy tử thần hoặc bẫy tan rã badges$badge.death_from_all.title=Lại một cái chết thương tâm khác badges$badge.death_from_all.desc=Mở khóa tất cả huy chương liên quan đến 'lý do chết' badges$badge.boss_slain_1.title=Dọn dẹp slime diff --git a/core/src/main/assets/messages/plants/plants_tr.properties b/core/src/main/assets/messages/plants/plants_tr.properties index 585035226..1c6e8bc8c 100644 --- a/core/src/main/assets/messages/plants/plants_tr.properties +++ b/core/src/main/assets/messages/plants/plants_tr.properties @@ -1,5 +1,5 @@ plants.blandfruitbush.name=tatsız meyve -plants.blandfruitbush.desc=Kokuşkançileğin uzaktan akrabası, armut şekilli Tatsızmeyve çalısı kabuk tutmuş toz tadında. Ne kadar iğrenç olsa da besin değeri olmayan bu meyve zehirli değil. Pişince bir şeye benzeyebilir. +plants.blandfruitbush.desc=Çürükdutun uzaktan akrabası, armut şekilli Tatsızmeyve çalısı kabuk tutmuş toz tadında. Ne kadar iğrenç olsa da besin değeri olmayan bu meyve zehirli değil. Pişince bir şeye benzeyebilir. plants.blandfruitbush.discover_hint=Bu bitkiyi zindanda rastgele bulabilirsiniz. plants.blandfruitbush$seed.name=tatsızmeyve tohumu @@ -52,7 +52,7 @@ plants.rotberry$seed.discover_hint=Bu eşyayı belirli bir görev esnasında bul plants.sorrowmoss.name=üzüntüyosunu plants.sorrowmoss.desc=Üzüntü yosunu, jilet gibi keskin yaprakları olan ve ölümcül bir zehirle kaplanmış bir çiçektir (yosun değil). -plants.sorrowmoss.warden_desc=Bir hüzün yosununu çiğnediğinde, _Gardiyan_ zarar görmek yerine kısa süreliğine toksinle dolacaktır. +plants.sorrowmoss.warden_desc=Bir üzüntü yosununu çiğnediğinde, _Gardiyan_ zarar görmek yerine kısa süreliğine toksinle dolacaktır. plants.sorrowmoss$seed.name=üzüntüyosunu tohumu plants.starflower.name=yıldızçiçeği @@ -61,18 +61,18 @@ plants.starflower.warden_desc=Kutsanmanın yanı sıra, _Gardiyan_ bir yıldız plants.starflower$seed.name=yıldızçiçeği tohumu plants.stormvine.name=fırtınaasması -plants.stormvine.desc=Yerçekimi, fırtına bitkisini garip bir şekilde etkiler ve fısıltılı mavi dallarının havada 'asılı kalmasına' izin verir. Asmaya yakalanan her şey bundan etkilenir ve yönünü şaşırır. -plants.stormvine.warden_desc=_Gardiyan_ fırtına sarmaşığının yerçekimi etkisini kontrol edebilir ve bir fırtına sarmaşığını ezdiğinde kısa süreliğine havaya yükselir. +plants.stormvine.desc=Yerçekimi, fırtına asmasını garip bir şekilde etkiler ve fısıltılı mavi dallarının havada 'asılı kalmasına' izin verir. Asmaya yakalanan her şey bundan etkilenir ve yönünü şaşırır. +plants.stormvine.warden_desc=_Gardiyan_ fırtına asmasının yerçekimi etkisini kontrol edebilir ve bir fırtına asmasını ezdiğinde kısa süreliğine havalanır. plants.stormvine$seed.name=fırtınaasması tohumu plants.sungrass.name=güneşçimi plants.sungrass.desc=Güneşçimi, özsuyunun yavaş ama etkili iyileştirme özellikleriyle bilinir. -plants.sungrass.warden_desc=_Gardiyan_ çiğnenmiş güneş otundan uzaklaşsa bile ondan şifa alabilir. +plants.sungrass.warden_desc=_Gardiyan_ çiğnenmiş güneş çiminden uzaklaşsa bile ondan şifa alabilir. plants.sungrass$seed.name=güneşçimi tohumu plants.sungrass$health.name=bitkisel şifa plants.sungrass$health.desc=Bir iyileşme iksirinden çok daha yavaş olsa da güneşçiminin mükemmel iyileştirme özellikleri vardır.\n\nBitkiden uzaklaşmak iyileşme etkisini bozacaktır.\n\nKalan iyileşme: %d. -plants.swiftthistle.name=çevilkdevedikeni +plants.swiftthistle.name=çevikdevedikeni plants.swiftthistle.desc=Çevikdevedikeni ezildiği zaman kısa bir süreliğine çevresindeki zamanın akışını hızlandırarak onu ezen kişinin birkaç hareketini anında yapmasını sağlayacaktır. plants.swiftthistle.warden_desc=Anlık eylemler kazanmanın yanı sıra _Gardiyan_, çevik devedikenini çiğnerken kısa süreli bir hızlanma artışı da elde eder. plants.swiftthistle$seed.name=çevikdevedikeni tohumu diff --git a/core/src/main/assets/messages/scenes/scenes_ja.properties b/core/src/main/assets/messages/scenes/scenes_ja.properties index 9d25f3dec..0ad185350 100644 --- a/core/src/main/assets/messages/scenes/scenes_ja.properties +++ b/core/src/main/assets/messages/scenes/scenes_ja.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=このゲームはダンジョン生成 scenes.heroselectscene.custom_seed_set=設定 scenes.heroselectscene.custom_seed_clear=消去 scenes.heroselectscene.challenges_nowin=挑戦は、ゲームをより難しくするオプションです。ダンジョンをより危険にするものもあれば、能力やアイテムの効力を下げるものもあります。\n\n_挑戦を有効にするには、少なくとも一度勝利する必要があります。_ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=ランダム選択 +scenes.heroselectscene.randomize_hero=勇士のランダム選択 +scenes.heroselectscene.randomize_chals=挑戦のランダム選択 scenes.heroselectscene.randomize_chals_title=挑戦 scenes.heroselectscene.randomize_confirm=確定 scenes.heroselectscene.randomize_cancel=止める @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeonは完全に無料のゲ scenes.titlescene.patreon_button=Patreon ページ scenes.welcomescene.update_intro=Shattered Pixel Dungeonが更新されました! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3では、ドワーフの都のクエストの大幅な改修に向けたテストエリア、新アイテム、そして数多くの細かい調整と改善が含まれています。 scenes.welcomescene.patch_intro=Shattered Pixel Dungeonにパッチが当たりました! scenes.welcomescene.patch_bugfixes=このパッチにはバグ修正が含まれます。 scenes.welcomescene.patch_translations=このパッチには翻訳の更新が含まれます。 diff --git a/core/src/main/assets/messages/scenes/scenes_ru.properties b/core/src/main/assets/messages/scenes/scenes_ru.properties index 20e860bf6..43ddecc70 100644 --- a/core/src/main/assets/messages/scenes/scenes_ru.properties +++ b/core/src/main/assets/messages/scenes/scenes_ru.properties @@ -74,8 +74,8 @@ scenes.heroselectscene.custom_seed_set=Установить scenes.heroselectscene.custom_seed_clear=Очистить scenes.heroselectscene.challenges_nowin=Испытания — это опциональные модификаторы, которые усложняют забеги. Одни делают подземелье опаснее, другие ослабляют вас и предметы.\n\n_Вам нужно одержать победу как минимум один раз, чтобы применять испытания._ scenes.heroselectscene.randomize=Рандомайзер -scenes.heroselectscene.randomize_hero=Случайный герой -scenes.heroselectscene.randomize_chals=Случайные испытания +scenes.heroselectscene.randomize_hero=Случайный Герой +scenes.heroselectscene.randomize_chals=Случайные Испытания scenes.heroselectscene.randomize_chals_title=Испытания scenes.heroselectscene.randomize_confirm=Подтвердить scenes.heroselectscene.randomize_cancel=Отменить @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - полностью бе scenes.titlescene.patreon_button=Страница Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon обновлён! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 включает в себя тестовую облость для предстоящего обновления квеста глубины города, новые предметы, а так же пару небольших исправлений и улучшений. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon обновлён! scenes.welcomescene.patch_bugfixes=Исправлены некоторые ошибки. scenes.welcomescene.patch_translations=Обновлён перевод. diff --git a/core/src/main/assets/messages/scenes/scenes_tr.properties b/core/src/main/assets/messages/scenes/scenes_tr.properties index 36abaa976..75ff43587 100644 --- a/core/src/main/assets/messages/scenes/scenes_tr.properties +++ b/core/src/main/assets/messages/scenes/scenes_tr.properties @@ -34,7 +34,7 @@ scenes.gamescene.spawner_warn_final=Önceki katlardan gelen şeytani enerjiyi hi scenes.gamescene.warp=Duvarlar etrafında büzülüyor ve şekil değiştiriyorlar! scenes.gamescene.return=Zindanın %d. katına döndün. scenes.gamescene.resurrect=%d katında bir yerde cisimleşiyorsunuz. -scenes.gamescene.secret_hint=Bu katta bir yerde gizli bir oda olduğundan eminsiniz. +scenes.gamescene.secret_hint=Bu katta bir yerde gizli bir oda olduğundan eminsin. scenes.gamescene.choose_examine=İnceleme Seçimi scenes.gamescene.multiple_examine=Burada ilgi çekici birden fazla şey var, hangisini incelemek istiyorsun? scenes.gamescene.dont_know=Orda ne olduğunu bilmiyorsun. diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index ab7121a31..7ec6eb9b8 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=《破碎像素地牢》是一款完全免费的 scenes.titlescene.patreon_button=Patreon赞助页面 scenes.welcomescene.update_intro=破碎的像素地牢已经更新! -scenes.welcomescene.update_msg=v3.3版本包含了一个对即将到来的都城区域任务优化的测试区域,全新道具,与一系列小型改动与改善。 +scenes.welcomescene.update_msg=v3.3版本包含了一个对即将到来的矮人都城区域任务优化的测试区域,全新道具,与一系列小型改动和优化。 scenes.welcomescene.patch_intro=破碎的像素地牢补丁已经成功安装! scenes.welcomescene.patch_bugfixes=本次补丁包含少量Bug修复。 scenes.welcomescene.patch_translations=本次补丁包含翻译文本更新。 diff --git a/core/src/main/assets/messages/ui/ui_es.properties b/core/src/main/assets/messages/ui/ui_es.properties index 10382086b..dcfe08daa 100644 --- a/core/src/main/assets/messages/ui/ui_es.properties +++ b/core/src/main/assets/messages/ui/ui_es.properties @@ -27,7 +27,7 @@ ui.talentspane.unlock_tier2=Alcanza el nivel 6 para desbloquear más talentos. ui.talentspane.unlock_tier3=Alcanza el nivel 12 y usa el objeto del segundo jefe para desbloquear más talentos. ui.talentspane.unlock_tier4=Alcanza el nivel 20 y usa el objeto del cuarto jefe para desbloquear más talentos. ui.talentspane.random_title=Talentos Aleatorios -ui.talentspane.random_sure=¿Estás seguro que deseas gastar estos puntos de talento al azar? +ui.talentspane.random_sure=¿Estás seguro que deseas gastar estos puntos de talento aleatoriamemte? ui.talentspane.random_yes=Sí, gástalos todos. ui.talentspane.random_one=Solo gasta uno al azar. ui.talentspane.random_no=Lo decidiré después. diff --git a/core/src/main/assets/messages/ui/ui_in.properties b/core/src/main/assets/messages/ui/ui_in.properties index 4b9cb701c..a5e8a9bd9 100644 --- a/core/src/main/assets/messages/ui/ui_in.properties +++ b/core/src/main/assets/messages/ui/ui_in.properties @@ -27,9 +27,9 @@ ui.talentspane.unlock_tier2=Raih level 6 untuk membuka lebih banyak bakat. ui.talentspane.unlock_tier3=Capai level 12 dan gunakan item dari boss kedua untuk membuka lebih banyak bakat. ui.talentspane.unlock_tier4=Capai level 20 dan gunakan item dari boss keempat untuk membuka lebih banyak bakat. ui.talentspane.random_title=Bakat Acak -ui.talentspane.random_sure=Apakah Anda yakin ingin menggunakan poin bakat ini secara acak? +ui.talentspane.random_sure=Apakah Anda yakin ingin menghabiskan poin bakat ini secara acak? ui.talentspane.random_yes=Ya, habiskan semuanya. -ui.talentspane.random_one=Cukup belanjakan satu secara acak. +ui.talentspane.random_one=Cukup habiskan satu secara acak. ui.talentspane.random_no=Aku akan, putuskan nanti. ui.toolbar.quickslot_prompt=Pilih Sebuah Slot Cepat diff --git a/core/src/main/assets/messages/ui/ui_ja.properties b/core/src/main/assets/messages/ui/ui_ja.properties index 6cac2db71..1e8e1ca3c 100644 --- a/core/src/main/assets/messages/ui/ui_ja.properties +++ b/core/src/main/assets/messages/ui/ui_ja.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=第%d段階 ui.talentspane.unlock_tier2=レベル6に到達すると、より多くの天賦のロックが解除されます。 ui.talentspane.unlock_tier3=レベル12に到達し、2体目のボスから得られるアイテムを使用すると、より多くの天賦のロックが解除されます。 ui.talentspane.unlock_tier4=レベル20に到達し、4体目のボスから得られるアイテムを使用すると、より多くの天賦のロックが解除されます。 +ui.talentspane.random_title=天賦のランダム選択 +ui.talentspane.random_sure=本当にこの天賦ポイントをランダムに振り分けますか? +ui.talentspane.random_yes=はい、全て振り分けます。 +ui.talentspane.random_one=1ポイントだけランダムに振り分けます。 +ui.talentspane.random_no=後で決めます。 ui.toolbar.quickslot_prompt=クイックスロットを選択 ui.toolbar.quickslot_select=クイックスロットを選択 diff --git a/core/src/main/assets/messages/ui/ui_ru.properties b/core/src/main/assets/messages/ui/ui_ru.properties index 97e40be62..99d3b5e33 100644 --- a/core/src/main/assets/messages/ui/ui_ru.properties +++ b/core/src/main/assets/messages/ui/ui_ru.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=уровень %d ui.talentspane.unlock_tier2=Достигните 6 уровня, чтобы разблокировать больше талантов. ui.talentspane.unlock_tier3=Достигните 12 уровня и используйте предмет от второго босса, чтобы разблокировать больше талантов. ui.talentspane.unlock_tier4=Достигните 20 уровня и используйте предмет от четвертого босса, чтобы разблокировать больше талантов. +ui.talentspane.random_title=Случайные Таланты +ui.talentspane.random_sure=Вы точно хотите распределить эти очки таланта случайным образом? +ui.talentspane.random_yes=Да, распределить все имеющиеся. +ui.talentspane.random_one=Да, но только одно очко. +ui.talentspane.random_no=Решу позже. ui.toolbar.quickslot_prompt=Выберите быстрый слот ui.toolbar.quickslot_select=Выбрать быстрый слот diff --git a/core/src/main/assets/messages/ui/ui_tr.properties b/core/src/main/assets/messages/ui/ui_tr.properties index ee240e43f..6e766f82d 100644 --- a/core/src/main/assets/messages/ui/ui_tr.properties +++ b/core/src/main/assets/messages/ui/ui_tr.properties @@ -29,7 +29,7 @@ ui.talentspane.unlock_tier4=Seviye 20'ye ulaş ve daha fazla yetenek açmak içi ui.talentspane.random_title=Rastgele Yetenekler ui.talentspane.random_sure=Bu yetenek puanlarını rastgele harcamak istediğinden emin misin? ui.talentspane.random_yes=Evet, hepsini harcayın. -ui.talentspane.random_one=Sadece rastgele bir tane harcayın. +ui.talentspane.random_one=Rastgele birini harcayın. ui.talentspane.random_no=Sonra karar veririm. ui.toolbar.quickslot_prompt=Bir Hızlı-seçim yuvası Seç diff --git a/core/src/main/assets/messages/ui/ui_zh-hant.properties b/core/src/main/assets/messages/ui/ui_zh-hant.properties index 4a6da324d..1f01e4fb9 100644 --- a/core/src/main/assets/messages/ui/ui_zh-hant.properties +++ b/core/src/main/assets/messages/ui/ui_zh-hant.properties @@ -28,7 +28,7 @@ ui.talentspane.unlock_tier3=升級至等級12並使用第二個頭目掉落的 ui.talentspane.unlock_tier4=升級至等級20並使用第四個頭目掉落的物品以解鎖更多天賦 ui.talentspane.random_title=隨選天賦 ui.talentspane.random_sure=你確定要隨機分配現有天賦點嗎? -ui.talentspane.random_yes=是的,通通分掉。 +ui.talentspane.random_yes=是的,全部分掉。 ui.talentspane.random_one=使用一點就好。 ui.talentspane.random_no=我稍後決定。 diff --git a/core/src/main/assets/messages/windows/windows_eo.properties b/core/src/main/assets/messages/windows/windows_eo.properties index 1eaa6d01e..5bc41f526 100644 --- a/core/src/main/assets/messages/windows/windows_eo.properties +++ b/core/src/main/assets/messages/windows/windows_eo.properties @@ -380,7 +380,7 @@ windows.wndupgrade.resin=Tiu ĉi vergo estas plibonigita per mistera rezino, nor windows.wndupgrade.thrown_dust=Armiloj de tiu ĉi aro, kiuj ne estas en via dorsosako dispeciĝos al polvo. windows.wndupgrade.damage=Vundpovo windows.wndupgrade.dart_damage=Vundpovo de sageto -windows.wndupgrade.bleeding=Sangado +windows.wndupgrade.bleeding=Vundpovo pro sangado windows.wndupgrade.blocking=Defendo windows.wndupgrade.weight=Pezo windows.wndupgrade.durability=Firmeco diff --git a/core/src/main/assets/messages/windows/windows_es.properties b/core/src/main/assets/messages/windows/windows_es.properties index 1f79b1dd4..7b9c8fd8e 100644 --- a/core/src/main/assets/messages/windows/windows_es.properties +++ b/core/src/main/assets/messages/windows/windows_es.properties @@ -31,7 +31,7 @@ windows.wndchooseability.are_you_sure=¿Estas seguro que quieres elegir esta hab windows.wndchooseability.yes=Sí, estoy seguro. windows.wndchooseability.no=No, lo decidiré luego. windows.wndchooseability.random_title=Habilidad de Armadura aleatoria -windows.wndchooseability.random_sure=¿Estás seguro que deseas elegir tu habilidad de armadura al azar? +windows.wndchooseability.random_sure=¿Estás seguro que deseas elegir tu habilidad de armadura aleatoriamente? windows.wndchoosesubclass.message=A medida que la máscara se coloca sobre tu rostro, tu vista se desvanece y las visiones de un nuevo poder inundan tu mente. ¿Cómo dirigirás el poder de la máscara? windows.wndchoosesubclass.cancel=Lo decidiré más tarde @@ -39,7 +39,7 @@ windows.wndchoosesubclass.are_you_sure=¿Estas seguro que quieres elegir esta su windows.wndchoosesubclass.yes=Sí, estoy seguro. windows.wndchoosesubclass.no=No, lo decidiré luego. windows.wndchoosesubclass.random_title=Subclase Aleatoria -windows.wndchoosesubclass.random_sure=¿Estás seguro que deseas elegir una subclase al azar? +windows.wndchoosesubclass.random_sure=¿Estás seguro que deseas elegir una subclase aleatoriamente? windows.wndclass.mastery=Maestría @@ -380,7 +380,7 @@ windows.wndupgrade.resin=Esta varita ha sido mejorada con resina arcana, ¡mejor windows.wndupgrade.thrown_dust=Las armas de este conjunto que no estén en tu inventario se convertirán en polvo. windows.wndupgrade.damage=Daño windows.wndupgrade.dart_damage=Daño de Dardo -windows.wndupgrade.bleeding=Sangrando +windows.wndupgrade.bleeding=Sangrado windows.wndupgrade.blocking=Bloqueo windows.wndupgrade.weight=Peso windows.wndupgrade.durability=Durabilidad diff --git a/core/src/main/assets/messages/windows/windows_ja.properties b/core/src/main/assets/messages/windows/windows_ja.properties index 1ac6219c8..05a832862 100644 --- a/core/src/main/assets/messages/windows/windows_ja.properties +++ b/core/src/main/assets/messages/windows/windows_ja.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=あとで決める windows.wndchooseability.are_you_sure=本当にこの能力を選択するか? windows.wndchooseability.yes=これに決めた windows.wndchooseability.no=やっぱりあとで決める -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=鎧の能力のランダム選択 +windows.wndchooseability.random_sure=鎧の能力をランダムで選択しますか? windows.wndchoosesubclass.message=仮面があなたの顔に適合するとき、視界は段々暗くなり、新しい力の未来像があなたの精神に押し寄せる。仮面の力をどう定めるか? windows.wndchoosesubclass.cancel=あとで決める windows.wndchoosesubclass.are_you_sure=本当にこのサブクラスを選択しますか? windows.wndchoosesubclass.yes=これに決めた windows.wndchoosesubclass.no=やっぱりあとで決める -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=サブクラスのランダム選択 +windows.wndchoosesubclass.random_sure=サブクラスをランダムで選択しますか? windows.wndclass.mastery=熟達 @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=アイテムをエネルギーにする windows.wndenergizeitem.energize=%dエネルギーに変える windows.wndenergizeitem.energize_1=1個を%dエネルギーに変える windows.wndenergizeitem.energize_all=全てを%dエネルギーに変える -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=本当に装身具を錬金エネルギーに変換しますか?5の錬金エネルギーが戻りますが、_装身具は永久に失われます!_ +windows.wndenergizeitem.trinket_yes=はい、変換します。 +windows.wndenergizeitem.trinket_no=いいえ、やめておきます。 windows.wnderror.title=エラー @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=v1.3より前に開始したゲーム windows.wndsettings$displaytab.title=表示設定 windows.wndsettings$displaytab.fullscreen=全画面 windows.wndsettings$displaytab.hide_navigation=全画面表示 -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=ジェスチャーバーを隠す windows.wndsettings$displaytab.okay=了解 windows.wndsettings$displaytab.cancel=止める -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=強制的に横画面にする windows.wndsettings$displaytab.brightness=輝度 windows.wndsettings$displaytab.dark=暗い windows.wndsettings$displaytab.bright=明るい @@ -379,7 +379,7 @@ windows.wndupgrade.harden=このアイテムを強化すると、%d%%の確率 windows.wndupgrade.resin=この杖は秘儀の樹脂で強化されており、通常の強化は樹脂の強化より優先される! windows.wndupgrade.thrown_dust=この組の武器であなたの荷物にないものは、粉々に砕けてしまう。 windows.wndupgrade.damage=ダメージ -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=投矢のダメージ windows.wndupgrade.bleeding=流血 windows.wndupgrade.blocking=防御力 windows.wndupgrade.weight=重量 diff --git a/core/src/main/assets/messages/windows/windows_pt.properties b/core/src/main/assets/messages/windows/windows_pt.properties index 25d54b162..098f931fe 100644 --- a/core/src/main/assets/messages/windows/windows_pt.properties +++ b/core/src/main/assets/messages/windows/windows_pt.properties @@ -293,7 +293,7 @@ windows.wndscorebreakdown.old_score_desc=Os jogos iniciados antes da v1.3 têm m windows.wndsettings$displaytab.title=Configurações de Tela windows.wndsettings$displaytab.fullscreen=Tela cheia windows.wndsettings$displaytab.hide_navigation=Esconder Barra de Navegação -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Esconder Barra de Gestos windows.wndsettings$displaytab.okay=Ok windows.wndsettings$displaytab.cancel=Cancelar windows.wndsettings$displaytab.landscape=Modo paisagem diff --git a/core/src/main/assets/messages/windows/windows_ru.properties b/core/src/main/assets/messages/windows/windows_ru.properties index 6993d2c7c..2bd9598f5 100644 --- a/core/src/main/assets/messages/windows/windows_ru.properties +++ b/core/src/main/assets/messages/windows/windows_ru.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Я решу позже windows.wndchooseability.are_you_sure=Вы уверены, что хотите выбрать эту способность? windows.wndchooseability.yes=Да, я сделал выбор. windows.wndchooseability.no=Нет, я решу позже. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Случайная Способность Брони +windows.wndchooseability.random_sure=Вы уверенны, что хотите выбрать случайную способность брони? windows.wndchoosesubclass.message=Когда вы надеваете маску на лицо, ваше зрение пропадает, но какая-то новая сила наполняет ваш разум. Как вы направите силу маски? windows.wndchoosesubclass.cancel=Я решу позже windows.wndchoosesubclass.are_you_sure=Вы уверены, что хотите выбрать этот подкласс? windows.wndchoosesubclass.yes=Да, я сделал выбор. windows.wndchoosesubclass.no=Нет, я решу позже. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Случайный Подкласс +windows.wndchoosesubclass.random_sure=Вы уверенны, что хотите выбрать случайный подкласс? windows.wndclass.mastery=Мастерство @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Прохождения, начатые windows.wndsettings$displaytab.title=Настройки экрана windows.wndsettings$displaytab.fullscreen=Полный экран windows.wndsettings$displaytab.hide_navigation=Выкл. сист. панель -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Скрыть Меню Жестов windows.wndsettings$displaytab.okay=Включить windows.wndsettings$displaytab.cancel=Отмена -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Только Альбомный режим windows.wndsettings$displaytab.brightness=Яркость windows.wndsettings$displaytab.dark=Темнее windows.wndsettings$displaytab.bright=Светлее @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Улучшение этого предмета так windows.wndupgrade.resin=Эта волшебная палочка была улучшена с помощью загадочной смолы, обычные улучшения заменят улучшения из смолы! windows.wndupgrade.thrown_dust=Вещи из этого набора, которые не находятся в вашем инвентаре, рассыпятся в пыль. windows.wndupgrade.damage=Урон -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Урон от Дротика windows.wndupgrade.bleeding=Кровотечение windows.wndupgrade.blocking=Оборона windows.wndupgrade.weight=Вес diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java index 69ba72c97..8c09d4dd1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ShatteredPixelDungeon.java @@ -42,6 +42,7 @@ public class ShatteredPixelDungeon extends Game { public static final int v3_0_2 = 833; public static final int v3_1_1 = 850; public static final int v3_2_5 = 877; + public static final int v3_3_0 = 883; public ShatteredPixelDungeon( PlatformSupport platform ) { super( sceneClass == null ? WelcomeScene.class : sceneClass, platform ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java index 57c148bd5..71bae0ab6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java @@ -27,12 +27,12 @@ public enum Languages { ENGLISH("english", "en", Status.O_COMPLETE, null, null), CHI_SMPL("简体中文", "zh", Status.__UNREVIEW, new String[]{"Chronie_Lynn_Iwa", "Jinkeloid(zdx00793)", "endlesssolitude"}, new String[]{"931451545", "Budding", "Fatir", "Fishbone", "Hcat", "HoofBumpBlurryface", "Horr_lski", "Lery", "Lyn_0401", "Lyx0527", "Ooooscar", "RainSlide", "ShatteredFlameBlast", "SpaceAnchor", "SunsetGlowTheDOGE", "Teller", "hmdzl001", "leo", "tempest102", "tequilasunset", "户方狸奴"}), KOREAN("한국어", "ko", Status.__UNREVIEW, new String[]{"Cocoa", "Flameblast12", "GameConqueror", "Korean2017"}, new String[]{"AFS", "N8fall", "WondarRabb1t", "benepaper", "chlrhwnstkd", "ddojin0115", "eeeei", "enjuxx", "hancyel", "linterpreteur", "lemonam", "lsiebnie", "sora0430"}), - RUSSIAN("русский", "ru", Status.X_UNFINISH, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), + RUSSIAN("русский", "ru", Status.__UNREVIEW, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), SPANISH("español", "es", Status.O_COMPLETE, new String[]{"KeyKai", "Kiroto", "Kohru", "airman12", "grayscales"}, new String[]{"2001sergiobr", "AdventurerKilly", "Alesxanderk", "Bryan092", "CorvosUtopy", "D0n.Kak0", "Dewstend", "Dyrran", "Enddox", "Fervoreking", "Illyatwo2", "Fuwn", "JPCHZ", "LastCry", "Marquezo_577_284", "NAVI1237", "No_se145", "STKmonoqui", "Sh4rkill3r", "Uri2523", "alfongad", "alquimistamyl", "anauta", "benzarr410", "chepe567.jc", "ctrijueque", "damc0616", "desen90", "dhg121", "javifs", "jonismack1", "magmax", "rechebeltran", "saadhabibi077", "tres.14159"}), - PORTUGUESE("português", "pt", Status.X_UNFINISH, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), + PORTUGUESE("português", "pt", Status.O_COMPLETE, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), GERMAN("deutsch", "de", Status.X_UNFINISH, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), - FRENCH("français", "fr", Status.X_UNFINISH, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), - JAPANESE("日本語", "ja", Status.X_UNFINISH, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), + FRENCH("français", "fr", Status.__UNREVIEW, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), + JAPANESE("日本語", "ja", Status.O_COMPLETE, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), CHI_TRAD("繁體中文","zh-hant", Status.__UNREVIEW, new String[]{"JZR", "p2635"}, new String[]{"DT227", "Fishbone", "Ken4Ro", "Lstron", "Relrin167", "Sotis425", "Yichm", "Zoe096423", "arnolam", "jackymaxj", "redbrow", "shiba", "唐延諭"}), POLISH("polski", "pl", Status.X_UNFINISH, new String[]{"Daniel Witański", "Deksippos", "MrKukurykpl", "chronon", "kuadziw", "szymex73"}, new String[]{"Akmetari", "AntiTime", "Boguc", "Chasseur", "Ciechu", "Darden", "DarkKnightComes", "DogeseleQ", "GRan0000", "Hammil", "I256I", "KarixDaii", "KrnąbrnyOlaf", "Lufix", "MJedi", "MrCommander", "Odiihinia", "Ostsee0912", "Peperos", "RolsoN", "Scharnvirk", "Serpens13", "Tangens", "VasteelXolotl", "Voyteq", "Wiiiiiii", "bobas10", "bogumilg", "bvader95", "dusakus", "elchudy", "jajkoswinka", "michaub", "mikolka9144", "ozziezombie", "szczoteczka22", "taki1", "transportowiec96"}), VIETNAMESE("tiếng việt","vi", Status.O_COMPLETE, new String[]{"Chuseko", "The_Hood", "nguyenanhkhoapythus"}, new String[]{"BlueSheepAlgodoo", "Phuc2401", "SpaceMetropolis", "Teh_boi", "Threyja", "Toluu", "bruhwut", "buicongminh_t63", "deadlevel13", "duongfg250", "h4ndy_c4ndy", "hniV", "khangxyz3g", "ngolamaz3", "nkhhu", "vdgiapp", "vtvinh24"}), @@ -42,7 +42,7 @@ public enum Languages { UKRANIAN("українська", "uk", Status.X_UNFINISH, new String[]{"Oster", "Snikewin", "zhushman00"}, new String[]{"AlexFenixUA", "Buster54", "Doodlinka", "Dotsent", "Lyttym", "MaxQuiet", "Mops", "Sadsaltan1", "TarasUA", "TheGuyBill", "Tomfire", "Volkov", "ZverWolf", "_bor_", "alexfenixva", "ddmaster3463", "filalex77", "holuydadko", "ingvarfed", "iu0v1", "jesternotricks", "lezzen", "myshokoleksander05", "oliolioxinfree", "qweez", "romanokurg", "so1der", "sterenkevicsasa", "vlisivka", "xojltoh", "yukete", "zhawty", "Мальвочка"}), CZECH("čeština", "cs", Status.__UNREVIEW, new String[]{"ObisMike", "novotnyvaclav"}, new String[]{"16cnovotny", "AshenShugar", "Autony", "Block_Vader", "Buba237", "JStrange", "Nerdiniel", "Patrik123", "RealBrofessor", "Thorn_123", "chuckjirka", "emteckos2", "kristanka", "luhan.lukas"}), HUNGARIAN("magyar", "hu", Status.O_COMPLETE, new String[]{"dorheim", "summoner001", "szalaik"}, new String[]{"Csanevox", "Navetelen", "acszoltan111", "balazsszalab", "clarovani", "dhialub", "nanometer", "nardomaa", "savarall", "szemetvodor"}), - DUTCH("nederlands", "nl", Status.O_COMPLETE, new String[]{"AlbertBrand", "Mvharen"}, new String[]{"AvanLieshout", "Blokheck011", "Frankwert", "Gehenna", "Valco", "ZephyrZodiac", "link200023", "ojppe", "rmw", "th3f4llenh0rr0r"}), + DUTCH("nederlands", "nl", Status.__UNREVIEW, new String[]{"AlbertBrand", "Mvharen"}, new String[]{"AvanLieshout", "Blokheck011", "Frankwert", "Gehenna", "Valco", "ZephyrZodiac", "link200023", "ojppe", "rmw", "th3f4llenh0rr0r"}), SWEDISH("svenska", "sv", Status.__UNREVIEW, new String[]{"yeager"}, new String[]{"KeyB", "Moistmemesneverlie", "antonaut", "dotMavriQ", "leowitchhh"}), //FINNISH("suomi", "fi", Status.X_UNFIN, new String[]{"TenguKnight"}, new String[]{"Allugaattori10", "Dakkus", "Jaskas123", "MailBoxGod", "Oftox", "Sautari", "Tikkari"} ), GREEK("ελληνικά", "el", Status.X_UNFINISH, new String[]{"Aeonius", "Saxy"}, new String[]{"DU_Clouds", "VasKyr", "YiorgosH", "fr3sh", "nikolaoskelirakis", "stefboi", "toumbo", "val.exe"}), diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index c6d4e645d..f736dcb05 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -54,7 +54,7 @@ import java.util.Collections; public class WelcomeScene extends PixelScene { - private static final int LATEST_UPDATE = 878; + private static final int LATEST_UPDATE = ShatteredPixelDungeon.v3_3_0; //used so that the game does not keep showing the window forever if cleaning fails private static boolean triedCleaningTemp = false; @@ -212,9 +212,6 @@ public class WelcomeScene extends PixelScene { message += "\n" + Messages.get(this, "patch_translations"); } - - message = "Greeting Beta Testers!\n\nv3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements.\n\nThe update is content-complete, so I expect this beta to go by fairly quickly. Let me know if you encounter any bugs!"; - } else { message = Messages.get(this, "what_msg"); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index d09dc6da5..e6f1af93a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -45,7 +45,7 @@ import java.util.ArrayList; public class v3_X_Changes { public static void addAllChanges( ArrayList changeInfos ){ - //add_Coming_Soon(changeInfos); + add_Coming_Soon(changeInfos); add_v3_3_Changes(changeInfos); add_v3_2_Changes(changeInfos); add_v3_1_Changes(changeInfos); @@ -58,101 +58,49 @@ public class v3_X_Changes { changes.hardlight(0xCCCCCC); changeInfos.add(changes); - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "...", - "...")); + changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Overview and ETA", + "The next major Shattered update will be v3.4 or v4.0 (I haven't decided on a version number yet) and will, finally, feature an overhaul to the Ambitious Imp quest in the metropolis!\n" + + "\n" + + "While work has started on the new quest, I do still expect this update to take some time. You'll hear from me in patches to v3.3, and early in the new year with my usual year in review blog post. I expect I'll be able to give a more solid eta in one of those.\n" + + "\n" + + "**Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don’t hear from me by the ETA, it means I’m still busy with the update!**")); - changes.addButton( new ChangeButton(Icons.get(Icons.CHANGES), "...", - "...")); + changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.ESCAPE), "Expanding Tester Area in Patches", + "Just like with v3.2, I expect that v3.3 is going to have a longer than usual patch cycle. I've purposefully designed the new quest tester area such that it can be iterated on and expanded in patches to v3.3. This lets me make relatively quick experiments relating to the layout and some of the hazards in the new quest area.\n" + + "\n" + + "I don't think that the tester area will end up looking complete in v3.3 patches, but it's going to get a whole lost closer than it is currently.")); - changes.addButton( new ChangeButton(new Image(new ImpSprite()), "...", - "...")); + changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Imp Quest Overhaul", + "After v3.3 patches are done and the tester area is getting closer to finished, It'll be time to step back, take a bit longer, and eventually release the overhauled imp quest as primary content in the next update!\n" + + "\n" + + "As mentioned before, the new quest will have you infiltrate a dwarven vault full of danger and treasure! It's going to be a new kind of challenge, as you won't be able to take your existing items with you, but I expect the reward will be well worth it!")); - changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "...", - "...")); + changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Other Changes", + "I expect the next update to be fairly light on smaller changes, as I want the focus to be on the new quest. There will surely be the usual amount of smaller tweaks and bug fixes though, and in particular I expect there will be at least a little balancing to follow up on the new items and item changes in v3.3.")); } public static void add_v3_3_Changes( ArrayList changeInfos ) { - ChangeInfo changes = new ChangeInfo("v3.3-BETA", true, ""); + ChangeInfo changes = new ChangeInfo("v3.3", true, ""); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes = new ChangeInfo("BETA-4", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**-** Updated various internal libraries\n" + - "**-** Updated translations")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by BETA:**\n" + - "**-** Skeleton key being able to trap items and some characters into closed doors\n" + - "**-** Various cases where excess keys wouldn't be discarded\n" + - "**-** Skeleton key upgrades not being recorded in the catalog\n" + - "**-** Armored brutes dieing immediately instead of gaining rage shield\n" + - "**-** Allies travelling with you into quest tester area\n" + - "**-** Minor textual errors\n" + - "\n" + - "**Existed Prior to BETA:**\n" + - "**-** Spirit Form not properly working with ring of force")); - - changes = new ChangeInfo("BETA-3", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**-** Updated translations")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by BETA:**\n" + - "**-** Gnoll brutes becoming immortal in more cases\n" + - "**-** Further crashes at the end of Tengu phase 1\n" + - "**-** Recall Inscription spell being castable repeatedly\n" + - "**-** Minor visual errors")); - - changes = new ChangeInfo("BETA-2", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**-** Randomize menu in hero select now remembers which options were just used.\n\n" + - "**-** Updated translations")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused by BETA:**\n" + - "**-** Boosts provided by rings not being properly cleared by the new quest area\n" + - "**-** Gnoll brutes becoming immortal if killed via assassination\n" + - "**-** Crashes at the end of Tengu phase 1 (hopefully)\n" + - "**-** Beacon of Returning not functioning properly when returning to the same floor\n" + - "**-** Bolas inflicting 3 turns of cripple instead of 5\n" + - "**-** Disabled buttons in options windows not showing as disabled\n" + - "**-** Minor textual errors")); - changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary", - "Hey Beta testers!\n" + + "**-** Released December 4th, 2025\n" + + "**-** 122 days after v3.2.0 (66 days after v3.2.5)\n" + "\n" + - "Aside from any major bugs that might pop up v3.3 is already content-complete! I plan to release it in a little under a week, once any bugs are fixed and translators have had a little time with the new text.\n" + - "\n" + - "Over the beta and following the release I also plan to keep improving on the new quest tester area, bringing it closer to what it'll eventually look like when the quest is complete.")); + "Dev commentary will be added here in the future.")); changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Initial Imp Quest Tester Area", "**While v3.3 does not include the new quest, it does include a tester area for it, similar to the tester area that existed before the new caves quest!**\n" + "\n" + - "This tester area can be accessed from a new room that spawns in the city, this room also contains the Imp who gives his old quest. Simply walk onto the large vault entrance to be offered a teleport into the new area." + + "This tester area can be accessed from a new room that spawns in the city, this room also contains the Imp who gives his old quest. Simply walk onto the large vault entrance to be offered a teleport into the new area.\n" + "\n" + - "Currently the new area has fully functional storage of your current items, very basic level generation, and no quest hazards. **I intend to continue iterating on and improving this tester area during the release of v3.3 and in followup patches. The quest itself don't release in a patch however.**")); + "Currently the new area has fully functional storage of your current items, very basic level generation, and no quest hazards. **I intend to continue iterating on and improving this tester area during the release of v3.3 and in followup patches. The quest itself isn't coming in a patch however.**")); changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.ARTIFACT_KEY), "New Artifact and Trinket!", "**Two new equipment items have been added to the game!**\n" + @@ -235,12 +183,14 @@ public class v3_X_Changes { "**-** Mimics being susceptible to surprise attacks after they surprise the hero\n" + "**-** DM-200s and Golems not switching from targets they can't reach\n" + "**-** DM-300 still sometimes using abilities right out of supercharge\n" + - "**-** DM-300's gas shot dealing damage instantly in specific situations" + "**-** DM-300's gas shot dealing damage instantly in specific situations\n" + + "**-** Demon Spawners not being recorded as alive in very specific cases" , "**Items:**\n" + "**-** Transmuting tipped darts destroying the original dart stack\n" + "**-** Unstable Spellbook not triggering Siren's Song effect properly if the hero is also under time freeze\n" + "**-** Charge count on Duelist's weapons being always set to 2 in rankings\n" + + "**-** Spirit Form not properly working with ring of force\n" + "\n" + "**Misc.:**\n" + "**-** Compass pointing to exit staying visible if exit becomes hidden\n" + @@ -262,7 +212,7 @@ public class v3_X_Changes { "**- Projectile Momentum** bonus damage nerf reverted, damage bonus up to 15/30/45% at +1/2/3, from 10/20/30% at +1/2/3\n" + "\n" + "**- Durable Projectiles** nerf reverted, bonus durability up to +50%/+75% at +1/+2, from +33%/+50% at +1/+2\n" + - "**- Point Blank Shot** Accuracy boost up to +25/50/75% at +1/2/3, from +20/40/60% at +1/2/3\n")); + "**- Point Blank Shot** Accuracy boost up to +25/50/75% at +1/2/3, from +20/40/60% at +1/2/3")); changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.TOMAHAWK), "Thrown Weapon Buffs", "Thrown weapons are mostly in a pretty good place balance-wise since the patches to v3.2, but I'm making two targeted buffs regardless:\n" + From 53b1eb25357195bb70d82976c240ce2060289693 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 11:35:30 -0500 Subject: [PATCH 121/156] v3.3.1: fixed tomahawk bleed not benefitting from ring of sharpshooting --- .../items/weapon/missiles/Tomahawk.java | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java index c779b904d..5fafe1a8f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java @@ -22,9 +22,11 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles; import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; +import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Random; @@ -53,7 +55,7 @@ public class Tomahawk extends MissileWeapon { } public float minBleed(){ - return minBleed(buffedLvl()); + return minBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero)); } public float minBleed(int lvl){ @@ -61,7 +63,7 @@ public class Tomahawk extends MissileWeapon { } public float maxBleed(){ - return maxBleed(buffedLvl()); + return maxBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero)); } public float maxBleed(int lvl){ From 96f0673904f0e64cc3f44b84b08af90e96f38278 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 11:38:27 -0500 Subject: [PATCH 122/156] v3.3.1: wand of regrowth is disallowed in tester area for now --- .../shatteredpixeldungeon/levels/VaultLevel.java | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index df126cf9f..cc032fea9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -33,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; +import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfRegrowth; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; @@ -189,6 +190,12 @@ public class VaultLevel extends Level { //for now Generator.Category.ARMOR, Generator.Category.WAND, Generator.Category.RING)); + + //regrowth is disallowed as it can be used to farm HP regen + if (item instanceof WandOfRegrowth){ + continue; + } + int pos; do { pos = pointToCell(n.random()); From a3d7fd1c3842b20a84f2a2062fe0ffd28d9122ce Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 11:57:25 -0500 Subject: [PATCH 123/156] v3.3.1: fixed feint afterimage lasting longer than 1 turn in some cases --- .../actors/hero/abilities/duelist/Feint.java | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java index 6c3949acd..26ebf87d3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/duelist/Feint.java @@ -111,13 +111,15 @@ public class Feint extends ArmorAbility { hero.pos = target; Dungeon.level.occupyCell(hero); Invisibility.dispel(); - hero.spendAndNext(1f); + hero.next(); } }); + hero.spend(1f); AfterImage image = new AfterImage(); image.pos = hero.pos; - GameScene.add(image, 1); + GameScene.add(image); + image.syncToHero(hero); int imageAttackPos; Char enemyTarget = TargetHealthIndicator.instance.target(); @@ -194,6 +196,12 @@ public class Feint extends ArmorAbility { return true; } + public void syncToHero(Hero hero){ + if (cooldown() != hero.cooldown()){ + spendConstant(hero.cooldown() - cooldown()); + } + } + @Override public void damage( int dmg, Object src ) { From 602476266134766eb7ccc898d524c38f19432404 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 12:00:41 -0500 Subject: [PATCH 124/156] v3.3.1: blocked vault tester area entry with lost inventory --- .../shatteredpixeldungeon/levels/CityLevel.java | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 9b09c0b1c..4aa2e52b4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Statistics; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AscensionChallenge; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LostInventory; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ElmoParticle; @@ -146,7 +147,8 @@ public class CityLevel extends RegularLevel { public boolean activateTransition(Hero hero, LevelTransition transition) { if (transition.type == LevelTransition.Type.BRANCH_EXIT) { - if (hero.buff(AscensionChallenge.class) != null){ + if (hero.buff(AscensionChallenge.class) != null + || hero.buff(LostInventory.class) != null){ return false; } From 4258dc43176930fe6ff812f87d36a0b04b00e188 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 12:10:14 -0500 Subject: [PATCH 125/156] v3.3.1: fixed recycled heap sprites not having alpha set to 1 --- .../shatteredpixeldungeon/sprites/ItemSprite.java | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java index 42be46f9c..90303f806 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/sprites/ItemSprite.java @@ -233,9 +233,7 @@ public class ItemSprite extends MovieClip { view( 0, null ); } - if (heap.hidden){ - alpha(0.15f); - } + alpha( heap.hidden ? 0.15f : 1f); return this; } From 6c1c26f0708b71a358a887580b44c8dd549c3626 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 12:31:04 -0500 Subject: [PATCH 126/156] v3.3.1: skeleton key now correctly procs and triggers on artifact fx --- .../items/artifacts/SkeletonKey.java | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index 1977004bc..ddd8b2b63 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicImmune; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; @@ -161,6 +162,7 @@ public class SkeletonKey extends Artifact { GameScene.updateMap(target); charge -= 1; gainExp(2 + 1); + Talent.onArtifactUsed(Dungeon.hero); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -176,7 +178,7 @@ public class SkeletonKey extends Artifact { public void call() { Level.set(target, Terrain.DOOR); GameScene.updateMap(target); - //no charge cost + //no charge cost, no artifact on-use curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -198,6 +200,7 @@ public class SkeletonKey extends Artifact { GameScene.updateMap(target); charge -= 5; gainExp(2 + 5); + Talent.onArtifactUsed(Dungeon.hero); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); CellEmitter.get( target ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); curUser.spendAndNext(Actor.TICK); @@ -233,6 +236,7 @@ public class SkeletonKey extends Artifact { if (pushCell != -1 && !Char.hasProp(toMove, Char.Property.IMMOVABLE)){ Ballistica push = new Ballistica(target, pushCell, Ballistica.PROJECTILE); WandOfBlastWave.throwChar(toMove, push, 1, false, false, this); + artifactProc(toMove, visiblyUpgraded(), 2); } else { GLog.w(Messages.get(SkeletonKey.class, "lock_no_space")); return; @@ -247,6 +251,7 @@ public class SkeletonKey extends Artifact { GameScene.updateMap(target); charge -= 2; gainExp(2); + Talent.onArtifactUsed(Dungeon.hero); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); @@ -283,6 +288,7 @@ public class SkeletonKey extends Artifact { Dungeon.level.heaps.get(target).open(curUser); charge -= 2; gainExp(2 + 2); + Talent.onArtifactUsed(Dungeon.hero); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -303,6 +309,7 @@ public class SkeletonKey extends Artifact { Dungeon.level.heaps.get(target).open(curUser); charge -= 5; gainExp(2 + 5); + Talent.onArtifactUsed(Dungeon.hero); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -358,6 +365,7 @@ public class SkeletonKey extends Artifact { GameScene.updateFog(); Sample.INSTANCE.play(Assets.Sounds.TELEPORT); + Talent.onArtifactUsed(Dungeon.hero); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); } @@ -453,6 +461,7 @@ public class SkeletonKey extends Artifact { Char ch = Actor.findChar(pos); if (ch != null && ch.alignment == Char.Alignment.ENEMY){ WandOfBlastWave.throwChar(ch, new Ballistica(pos, pos+knockbackDIR, Ballistica.PROJECTILE), 1, false, false, this); + artifactProc(ch, visiblyUpgraded(), 2); } } } From 5541d17f7be30cf809515ee0adb97639bf173974 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 12:34:22 -0500 Subject: [PATCH 127/156] v3.3.1: fixed an inconsistent period in randomized victory desc --- core/src/main/assets/messages/misc/misc.properties | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/misc/misc.properties b/core/src/main/assets/messages/misc/misc.properties index f34c59a30..1214d0606 100644 --- a/core/src/main/assets/messages/misc/misc.properties +++ b/core/src/main/assets/messages/misc/misc.properties @@ -211,7 +211,7 @@ badges$badge.pacifist_ascent.desc=Take the Amulet of Yendor to the surface witho badges$badge.taking_the_mick.title=Taking the Mick badges$badge.taking_the_mick.desc=Strike the killing blow on the final boss with a +20 or higher pickaxe badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability challenges.no_food=On diet challenges.no_food_desc=Food's already scarce, but you have to watch your portions as well!\n\n- Food and the horn of plenty are one third as effective at satisfying hunger\n- Other sources of satiety are unaffected From 509f14c424104f6b670f6aa7efd8ab679f49c186 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 8 Dec 2025 12:36:29 -0500 Subject: [PATCH 128/156] v3.3.1: fixed hero HT not being updated on entering/leaving tester area --- .../shatteredpixeldungeon/items/quest/EscapeCrystal.java | 1 + .../shatteredpixeldungeon/levels/CityLevel.java | 5 +++-- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java index fd2d60451..93caf701b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/quest/EscapeCrystal.java @@ -85,6 +85,7 @@ public class EscapeCrystal extends Item { } restoreHeroBelongings(hero); + hero.updateHT( false ); Level.beforeTransition(); InterlevelScene.curTransition = new LevelTransition(Dungeon.level, diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java index 4aa2e52b4..52663b443 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/CityLevel.java @@ -182,8 +182,9 @@ public class CityLevel extends RegularLevel { crystal.storeHeroBelongings(Dungeon.hero); crystal.collect(); } - Dungeon.hero.belongings.armor = new ClothArmor(); - Dungeon.hero.belongings.armor.identify(); + hero.belongings.armor = new ClothArmor(); + hero.belongings.armor.identify(); + hero.updateHT( false ); CityLevel.super.activateTransition(hero, transition); } } From 4fb1515bd66514bb6037bd94ec8d8374532dd4f0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 9 Dec 2025 11:27:51 -0500 Subject: [PATCH 129/156] v3.3.1: fixed NTF with spirit form and skeleton key --- core/src/main/assets/messages/actors/actors.properties | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index afc072553..83ef77adf 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ From 2ab84ae978cb872229bf33f69c864f253e4f6ebd Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 9 Dec 2025 20:14:33 -0500 Subject: [PATCH 130/156] v3.3.1: fixed var name duplication with different value in iOS props --- ios/Info.plist | 2 +- ios/build.gradle | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/ios/Info.plist b/ios/Info.plist index 8a6a7f091..4a4ec2458 100644 --- a/ios/Info.plist +++ b/ios/Info.plist @@ -9,7 +9,7 @@ CFBundleExecutable ${appExecutable} CFBundleIdentifier - ${appPackageName} + ${appApplePackageName} CFBundleInfoDictionaryVersion 6.0 CFBundleName diff --git a/ios/build.gradle b/ios/build.gradle index e1e51eda1..173cf83de 100644 --- a/ios/build.gradle +++ b/ios/build.gradle @@ -18,7 +18,7 @@ task updateRoboVMProps(){ props.setProperty ('appName', appName) //append .apple because com.shatteredpixel.shatteredpixeldungeon was taken =( - props.setProperty ('appPackageName', appPackageName + ".apple") + props.setProperty ('appApplePackageName', appPackageName + ".apple") props.setProperty ('appVersionCode', appVersionCode.toString()) props.setProperty ('appVersionName', appVersionName) From 68077d22eb106c9bcb2cf41a4bb1a7d079c5fa47 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 10 Dec 2025 10:33:36 -0500 Subject: [PATCH 131/156] v3.3.1: added dev commentary for v2.3.0 --- .../ui/changelist/v2_X_Changes.java | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java index ad51f075c..abec50c21 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java @@ -354,7 +354,7 @@ public class v2_X_Changes { changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary", "_-_ Released May 15th, 2024\n" + "_-_ 118 days after Shattered v2.3.0\n\n" + - "Dev commentary will be added here in the future.")); + "More dev commentary will be added here in the next major update")); changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.RAT_SKULL), "Trinkets!", "_A new category of item has been added: Trinkets!_\n" + @@ -583,8 +583,11 @@ public class v2_X_Changes { changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary", "_-_ Released January 18th, 2024\n" + "_-_ 92 days after Shattered v2.2.0\n\n" + - "v2.3.0 was originally going to contain two new variants for the caves quest, but after a longer than expected dev cycle plus the holidays, I opted to release v2.3.0 with just one more variant and move on to other content for a while, instead of spending even more time on the caves quest.\n\n" + - "More dev commentary will be added here in the next major update.")); + "2.3.0 was originally going to contain two new variants for the caves quest, but after a longer than expected dev cycle plus the holidays, I opted to release v2.3.0 with just one more variant and move on to other content for a while, instead of spending even more time on the caves quest.\n" + + "\n" + + "While I'm very happy with how both caves quest variants turned out, I decided to actively try to reduce the amount of extra work quest variants will cause me in future quest additions.\n" + + "\n" + + "This update also included several fun extra items. I had always intended to add more holiday items after the initial ones in v0.3.3, but it ended up taking me a bit more than 9 years years to do it! Remains in Shattered have also been heavily nerfed from their original form, and so I wanted to add something new to them to try and improve their feel.")); changes.addButton(new ChangeButton(new Image(new GnollGuardSprite()), "Gnoll Caves Quest", "_A second variant has been added to the caves quest!_\n" + From 56b616e8ab345c983316cf85445081382e537853 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 10 Dec 2025 10:55:02 -0500 Subject: [PATCH 132/156] v3.3.1: updated translations, changelog, and version for v3.3.1 release! --- build.gradle | 4 +- .../messages/actors/actors_be.properties | 2 +- .../messages/actors/actors_cs.properties | 2 +- .../messages/actors/actors_de.properties | 4 +- .../messages/actors/actors_el.properties | 2 +- .../messages/actors/actors_eo.properties | 2 +- .../messages/actors/actors_es.properties | 2 +- .../messages/actors/actors_fr.properties | 2 +- .../messages/actors/actors_hu.properties | 2 +- .../messages/actors/actors_in.properties | 2 +- .../messages/actors/actors_it.properties | 4 +- .../messages/actors/actors_ja.properties | 2 +- .../messages/actors/actors_ko.properties | 120 +++++----- .../messages/actors/actors_nl.properties | 2 +- .../messages/actors/actors_pl.properties | 12 +- .../messages/actors/actors_pt.properties | 2 +- .../messages/actors/actors_ru.properties | 2 +- .../messages/actors/actors_sv.properties | 22 +- .../messages/actors/actors_tr.properties | 6 +- .../messages/actors/actors_uk.properties | 2 +- .../messages/actors/actors_vi.properties | 2 +- .../messages/actors/actors_zh-hant.properties | 2 +- .../messages/actors/actors_zh.properties | 6 +- .../assets/messages/items/items_de.properties | 62 +++--- .../assets/messages/items/items_it.properties | 4 +- .../assets/messages/items/items_ko.properties | 208 +++++++++--------- .../assets/messages/items/items_pl.properties | 26 +-- .../assets/messages/items/items_sv.properties | 114 +++++----- .../assets/messages/items/items_vi.properties | 2 +- .../assets/messages/items/items_zh.properties | 6 +- .../messages/journal/journal_ko.properties | 14 +- .../messages/journal/journal_sv.properties | 12 +- .../messages/levels/levels_de.properties | 6 +- .../messages/levels/levels_fr.properties | 2 +- .../messages/levels/levels_ko.properties | 10 +- .../assets/messages/misc/misc_de.properties | 6 +- .../assets/messages/misc/misc_ko.properties | 34 +-- .../assets/messages/misc/misc_sv.properties | 4 +- .../assets/messages/misc/misc_zh.properties | 6 +- .../messages/plants/plants_ko.properties | 6 +- .../messages/scenes/scenes_de.properties | 8 +- .../messages/scenes/scenes_ko.properties | 12 +- .../messages/scenes/scenes_pl.properties | 6 +- .../messages/scenes/scenes_ru.properties | 2 +- .../main/assets/messages/ui/ui_de.properties | 5 + .../main/assets/messages/ui/ui_ko.properties | 2 +- .../main/assets/messages/ui/ui_sv.properties | 2 +- .../messages/windows/windows_de.properties | 20 +- .../messages/windows/windows_ko.properties | 10 +- .../messages/Languages.java | 4 +- .../scenes/WelcomeScene.java | 2 +- .../ui/changelist/v3_X_Changes.java | 20 ++ 52 files changed, 424 insertions(+), 399 deletions(-) diff --git a/build.gradle b/build.gradle index 8ab656350..feae00dbe 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 883 - appVersionName = '3.3.0' + appVersionCode = 884 + appVersionName = '3.3.1' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_be.properties b/core/src/main/assets/messages/actors/actors_be.properties index 286eb3696..80ecb5233 100644 --- a/core/src/main/assets/messages/actors/actors_be.properties +++ b/core/src/main/assets/messages/actors/actors_be.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ diff --git a/core/src/main/assets/messages/actors/actors_cs.properties b/core/src/main/assets/messages/actors/actors_cs.properties index 8d9a427bb..393694a86 100644 --- a/core/src/main/assets/messages/actors/actors_cs.properties +++ b/core/src/main/assets/messages/actors/actors_cs.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trojice použije efekt v actors.hero.abilities.cleric.trinity.hornofplenty_use=Trojice využije efekt tohoto artefaktu k nasvačení se za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trojice využije okrádací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trojice použije efekt zakořenění tohoto artefaktu se semínkem náhodné škodlivé rostliny za cenu _%2$s energie_. -actors.hero.abilities.cleric.trinity.skeletonkey=Trojice využije efekt tohoto artefaktu k vložení za cenu _%2$s energie_. +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trojice využije efekt tohoto artefaktu k vložení za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trojice použije odhalovací efekt tohoto artefaktu na úrovni _+%1$d_ za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trojice využije pomocí tohoto artefaktu efekt zastavení času na _%1$d_ tahů za cenu _%2$s energie_. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trojice použije efekt náhodného svitku z tohoto artefaktu s _%1$d/10_ šancí nabídnout vzácnou variantu svitku za stejnou cenu _%2$s energie_. diff --git a/core/src/main/assets/messages/actors/actors_de.properties b/core/src/main/assets/messages/actors/actors_de.properties index 8d40f70a1..834331ec1 100644 --- a/core/src/main/assets/messages/actors/actors_de.properties +++ b/core/src/main/assets/messages/actors/actors_de.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Dreieinigkeit wird die K actors.hero.abilities.cleric.trinity.hornofplenty_use=Dreieinigkeit wird die Verzehr-Wirkung dieses Artefakts entfalten, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Dreieinigkeit wird die Diebstahlwirkung dieses Artefakts mit einer Stärke von _+%1$d_ anwenden, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Dreieinigkeit wird die Wurzelwirkung dieses Artefakts mit einem zufällig schädlichen Samen entfalten, zum Preis von _%2$s Ladung._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Dreieinigkeit wird die Einsetzen-Wirkung dieses Artefakts entfalten, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Dreieinigkeit wird die Wahrsage-Wirkung dieses Artefakts mit einer Stärke von _+%1$d_ anwenden, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Dreieinigkeit wird die Zeitstopp-Wirkung dieses Artefakts mit einer Dauer von _%1$d Zügen_ entfalten, zum Preis von _%2$s Ladung._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Dreieinigkeit wird die zufällige Schriftrollen-Wirkung dieses Artefakts entfalten, mit einer _%1$d/10_ Chance, die exotische Variante ohne zusätzliche Kosten zu gewähren, zum Preis von _%2$s Ladung._ @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=haltbare Wurfgeschosse actors.hero.talent.durable_projectiles.desc=_+1:_ Von der Jägerin verwendete Wurfwaffen haben _+50% Haltbarkeit_.\n\n_+2:_ Von der Jägerin verwendete Wurfwaffen haben _+75% Haltbarkeit_. actors.hero.talent.point_blank.title=aus nächster Nähe -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _-25% Genauigkeit,_ statt -50%.\n\n_+2:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _normale Genauigkeit,_ statt -50%.\n\n_+3:_ Wenn die Jägerin ihren Bogen oder eine Wurfwaffe im Nahkampf verwendet, hat sie _+25% Genauigkeit,_ statt -50%.\n\nBeachte, dass Wurfwaffen oder der Seelenbogen immer +50% Genauigkeit haben, wenn sie aus der Ferne verwendet werden. actors.hero.talent.seer_shot.title=Schuss der klaren Sicht actors.hero.talent.seer_shot.desc=_+1:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _5 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen.\n\n_+2:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _10 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen.\n\n_+3:_ Wenn die Jägerin einen Pfeil auf den Boden abfeuert, gewährt er ihr _15 Züge lang_ Sicht in einem Bereich von 3x3 Feldern um diese Stelle herum. Dies hat eine Abklingzeit von 20 Zügen. actors.hero.talent.seer_shot.meta_desc=_Wenn dieses Talent durch einen anderen Helden erworben wird_, wird es von einer beliebigen Wurfwaffe ausgelöst. diff --git a/core/src/main/assets/messages/actors/actors_el.properties b/core/src/main/assets/messages/actors/actors_el.properties index 9400aa019..dff70d4cf 100644 --- a/core/src/main/assets/messages/actors/actors_el.properties +++ b/core/src/main/assets/messages/actors/actors_el.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity will apply this actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity will apply this artifact's snacking effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity will apply this artifact's enemy robbing effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity will apply this artifact's root effect with a random harmful seed, at the cost of _%2$s charge._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity will apply this artifact's scry effect at _+%1$d_, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity will apply this artifact's time freeze effect with a _%1$d_ turn duration, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity will apply this artifact's random scroll effect with a _%1$d/10_ chance to offer the exotic version at no additional cost, at the cost of _%2$s charge._ diff --git a/core/src/main/assets/messages/actors/actors_eo.properties b/core/src/main/assets/messages/actors/actors_eo.properties index 6d48d19a2..bba93b0fd 100644 --- a/core/src/main/assets/messages/actors/actors_eo.properties +++ b/core/src/main/assets/messages/actors/actors_eo.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La triunuo utiligos efik actors.hero.abilities.cleric.trinity.hornofplenty_use=La triunuo utiligos manĝetan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La triunuo utiligos malamik-priŝtelantan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La triunuo utiligos efikon de tiu ĉi antikvaĵo por enradikigi malamikon kun hazarda minaca semo uzante _%2$s ŝargojn._ -actors.hero.abilities.cleric.trinity.skeletonkey=La triunuo utiligos ŝloshokan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=La triunuo utiligos ŝloshokan efikon de tiu ĉi antikvaĵo uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La triunuo utiligos antaŭvidan efikon de tiu ĉi antikvaĵo je nivelo _+%1$d_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La triunuo utiligos temp-haltiigan efikon de tiu ĉi antikvaĵo por _%1$d temperoj_ uzante _%2$s ŝargojn._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La triunuo utiligos efikon de hazarda skribrulaĵo de tiu ĉi antikvaĵo – kun _%1$d/10_ ŝanco por ebligi ekzotan version – uzante _%2$s ŝargojn._ diff --git a/core/src/main/assets/messages/actors/actors_es.properties b/core/src/main/assets/messages/actors/actors_es.properties index 414ce3c7d..bfaf121f4 100644 --- a/core/src/main/assets/messages/actors/actors_es.properties +++ b/core/src/main/assets/messages/actors/actors_es.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinidad aplicará el ef actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinidad aplicará el efecto de bocadillo de este artefacto, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinidad aplicará el efecto de robar a los enemigos de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinidad aplicará el efecto de enraizamiento de este artefacto con una semilla dañina aleatoria, a costa de _%2$s cargas._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinidad aplicará el efecto de insertar de este artefacto, a costa de _%2$s cargas._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinidad aplicará el efecto de insertar de este artefacto, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinidad aplicará el efecto de adivinación de este artefacto a _+%1$d_, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinidad aplicará el efecto de congelar el tiempo de este artefacto con una duración de _%1$d_ turnos, a costa de _%2$s cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinidad aplicará el efecto de un pergamino aleatorio con una probabilidad de _%1$d/10_ de ofrecer la versión exótica sin coste adicional, a costa de _%2$s cargas._ diff --git a/core/src/main/assets/messages/actors/actors_fr.properties b/core/src/main/assets/messages/actors/actors_fr.properties index 2a355137c..2bb10735d 100644 --- a/core/src/main/assets/messages/actors/actors_fr.properties +++ b/core/src/main/assets/messages/actors/actors_fr.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=La Trinité utilisera l' actors.hero.abilities.cleric.trinity.hornofplenty_use=La Trinité utilisera l'effet de cet artéfact pour vous permettre de grignoter, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=La Trinité utilisera l'effet de cet artéfact pour détrousser un ennemi à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=La Trinité utilisera l'effet d'enracinement de cet artéfact avec une graine nuisible aléatoire, au prix de _%2$s charges._ -actors.hero.abilities.cleric.trinity.skeletonkey=La Trinité vous accordera l'effet de cet artéfact au prix de _%2$s charges._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=La Trinité vous accordera l'effet de cet artéfact au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=La Trinité utilisera l'effet de scrutation de cet artéfact à _+%1$d_, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=La Trinité utilisera l'effet de cet artéfact pour arrêter le temps pendant _%1$d_ tours, au prix de _%2$s charges._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=La Trinité utilisera l'effet de cet artéfact pour copier l'effet d'un parchemin aléatoire, avec _%1$d/10_ chances de proposer la variante exotique sans coût additionnel, au prix de _%2$s charges._ diff --git a/core/src/main/assets/messages/actors/actors_hu.properties b/core/src/main/assets/messages/actors/actors_hu.properties index 2768013bd..6f2a7cd55 100644 --- a/core/src/main/assets/messages/actors/actors_hu.properties +++ b/core/src/main/assets/messages/actors/actors_hu.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A szentháromság ennek actors.hero.abilities.cleric.trinity.hornofplenty_use=A szentháromság ennek az ereklyének a majszolást lehetővé tevő hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A szentháromság ennek az ereklyének az ellenségek _+%1$d_ töltéssel való kirablását biztosító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.sandalsofnature_use=A szentháromság ennek az ereklyének valamilyen ártalmas maggal kiváltott meggyökerezési hatását fogja érvényesíteni, _%2$s töltés_ árán. -actors.hero.abilities.cleric.trinity.skeletonkey=A szentháromság ezeknek a tárgyaknak a behelyezési hatását fogja érvényesíteni, _%2$s töltés_ árán. +actors.hero.abilities.cleric.trinity.skeletonkey_use=A szentháromság ezeknek a tárgyaknak a behelyezési hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.talismanofforesight_use=A szentháromság ennek az ereklyének a _+%1$d_ töltéssel való fürkészési hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A szentháromság ennek az ereklyének _%1$d_ körig tartó időmegállító hatását fogja érvényesíteni, _%2$s töltés_ árán. actors.hero.abilities.cleric.trinity.unstablespellbook_use=A szentháromság ennek az ereklyének egy véletlenszerű tekercset, illetve _%1$d/10_ eséllyel annak egzotikus változatát kiváltó hatását fogja érvényesíteni, _%2$s töltés_ árán. diff --git a/core/src/main/assets/messages/actors/actors_in.properties b/core/src/main/assets/messages/actors/actors_in.properties index 6c5c31410..3a38abf50 100644 --- a/core/src/main/assets/messages/actors/actors_in.properties +++ b/core/src/main/assets/messages/actors/actors_in.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinitas akan menerapkan actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinitas akan menerapkan efek camilan di artefak ini dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinitas akan menerapkan efek merampok musuh di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinitas akan menerapkan efek mengakar di artefak ini dengan sebuah benih acak yang berbahaya, dengan biaya _%2$s daya._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinitas akan menerapkan efek mengintip di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinitas akan menerapkan efek bekukan waktu di artefak ini dengan _%1$d_ giliran durasi, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinitas akan menerapkan efek gulungan acak di artefak ini dengan _%1$d/10_ peluang untuk mendapat versi eksotis tanpa biaya tambahan, dengan biaya _%2$s daya._ diff --git a/core/src/main/assets/messages/actors/actors_it.properties b/core/src/main/assets/messages/actors/actors_it.properties index 7c35c5500..3f2770959 100644 --- a/core/src/main/assets/messages/actors/actors_it.properties +++ b/core/src/main/assets/messages/actors/actors_it.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=L'amuleto inizia a richiamare i nemici di actors.buffs.ascensionchallenge.haste=L'amuleto inizia a rendere più rapidi i nemici distanti! actors.buffs.ascensionchallenge.slow=L'amuleto inizia a pesare come piombo nel tuo inventario! actors.buffs.ascensionchallenge.damage=L'amuleto inizia a irradiare energia oscura. Brucia! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=La maledizione dell'amuleto può essere indebolita sconfiggendo più nemici. actors.buffs.ascensionchallenge.weaken_info_no_kills=Sconfiggendo nemici, indebolirai la maledizione dell'amuleto! actors.buffs.ascensionchallenge.weaken=Riesci a sentire la maledizione dell'amuleto diminuire leggermente. actors.buffs.ascensionchallenge.break=Ti fermi un attimo per riprendere fiato e senti le tue ferite che si richiudono! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinità applicherà l'e actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinità applicherà l'effetto di fare uno spuntino di questo artefatto, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinità applicherà l'effetto di rapina di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinità applicherà l'effetto di radicamento con l'effetto di un seme nocivo casuale di questo artefatto, al costo di _%2$s cariche._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinità applicherà l'effetto di scrutamento di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinità applicherà l'effetto di congelamento del tempo di questo artefatto con una durata di _%1$d_ turni, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinità applicherà l'effetto di una pergamena casuale di questo artefatto con una possibilità di _%1$d/10_ che venga utilizzata la versione esotica di essa senza costi aggiuntivi, al costo di _%2$s cariche._ diff --git a/core/src/main/assets/messages/actors/actors_ja.properties b/core/src/main/assets/messages/actors/actors_ja.properties index 992631c6d..c58896917 100644 --- a/core/src/main/assets/messages/actors/actors_ja.properties +++ b/core/src/main/assets/messages/actors/actors_ja.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体はこのア actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体はこのアーティファクトの食料を一口食べる効果を、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体はこのアーティファクトの敵に対しての盗みの効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体はこのアーティファクトのランダムな有害の種の植物を根付かせる効果を、_充填を%2$s消費_して発動する。 -actors.hero.abilities.cleric.trinity.skeletonkey=三位一体はこのアーティファクトの差し込む効果を、_充填を%2$s消費_して行う。 +actors.hero.abilities.cleric.trinity.skeletonkey_use=三位一体はこのアーティファクトの差し込む効果を、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体はこのアーティファクトの占う効果を_強化値+%1$dの効果_で、_充填を%2$s消費_して行う。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体はこのアーティファクトの時間を止める効果を_%1$dターンの間_、_充填を%2$s消費_して得られる。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体は_充填を%2$s消費_して、このアーティファクトのランダムな巻物の効果を得られ、_%1$d/10_の確率で追加消費なしで奇抜なものを選べる。 diff --git a/core/src/main/assets/messages/actors/actors_ko.properties b/core/src/main/assets/messages/actors/actors_ko.properties index 6ce4db0ad..fea9ef6de 100644 --- a/core/src/main/assets/messages/actors/actors_ko.properties +++ b/core/src/main/assets/messages/actors/actors_ko.properties @@ -68,19 +68,19 @@ actors.blobs.web.desc=모든 것이 굵은 거미줄로 뒤덮혀 있다. 무언 ###buffs actors.buffs.adrenaline.name=아드레날린 -actors.buffs.adrenaline.desc=물리적인 힘이 솟아나게 하는 아드레날린이 공격과 이동속도를 향상시켰습니다.\n\n아드레날린은 대상을 2배 빠르게 달리게 하고, 1.5배 빠르게 공격하게 합니다.\n\n아드레날린은 %s 턴 동안 지속됩니다. +actors.buffs.adrenaline.desc=물리적인 힘이 솟아나게 하는 아드레날린이 공격과 이동속도를 향상시켰습니다.\n\n아드레날린은 대상을 2배 빠르게 달리게 하고, 1.5배 빠르게 공격하게 합니다.\n\n남은 턴: %s. actors.buffs.adrenalinesurge.name=힘 증폭 actors.buffs.adrenalinesurge.desc=강력한 힘의 흐름이 느껴집니다. 아쉽게도 잠깐만 지속됩니다.\n\n힘 증가: +%d\n%s턴 후에 강화 효과가 약해집니다. actors.buffs.amok.name=광란 -actors.buffs.amok.desc=광란 효과는 대상에게 대단한 분노와 혼란 효과를 줍니다. \n\n어떤 생물체가 광란에 걸리면, 그 적과 아군 구분 없이 주변의 모든 것을 공격하게 됩니다. \n\n광란 효과는 %s턴 동안 유지됩니다. +actors.buffs.amok.desc=광란 효과는 대상에게 대단한 분노와 혼란 효과를 줍니다. \n\n어떤 생물체가 광란에 걸리면, 그 적과 아군 구분 없이 주변의 모든 것을 공격하게 됩니다. \n\n광란 효과의 남은 턴: %s. actors.buffs.arcanearmor.name=신비한 갑옷 -actors.buffs.arcanearmor.desc=얇은 보호막이 당신을 감싸며 마법 공격으로부터의 피해를 줄여주고 있습니다.\n\n당신의 신비한 갑옷은 현재 0-%d의 마법 피해를 막을 수 있습니다.\n\n신비한 갑옷은 %s턴 뒤에 약해집니다. +actors.buffs.arcanearmor.desc=얇은 방어막이 당신을 감싸며 마법 공격으로부터의 피해를 줄여주고 있습니다.\n\n당신의 신비한 갑옷은 현재 0-%d의 마법 피해를 막을 수 있습니다.\n\n신비한 갑옷은 %s턴 뒤에 약해집니다. actors.buffs.artifactrecharge.name=유물 충전 -actors.buffs.artifactrecharge.desc=에너지가 당신 주변을 맴돌고 있으며, 당신이 장착한 유물의 충전 속도를 상승시킵니다.\n\n모든 유물들이 평소보다 훨씬 빠른 속도로 충전됩니다. 효과는 유물마다 조금씩 다릅니다.\n\n효과가 끝나기까지 %s 턴 남았습니다. +actors.buffs.artifactrecharge.desc=에너지가 당신 주변을 맴돌고 있으며, 당신이 장착한 유물의 충전 속도를 상승시킵니다.\n\n모든 유물들이 평소보다 훨씬 빠른 속도로 충전됩니다. 효과는 유물마다 조금씩 다릅니다.\n\n남은 턴: %s. actors.buffs.ascensionchallenge.name=부적의 저주 actors.buffs.ascensionchallenge.desc=어느 이유에선지 요그제바는 부적을 통해 이 세상에 대한 영향력을 유지하고 있고, 당신의 탈출을 방해하려 합니다!\n\n요그제바의 힘이 던전을 더 위험하게 만들었으며, 적의 수를 증가시키고 더욱 강력하게 만들었습니다! 요그제바의 힘은 시간이 지날수록 강해지며, 요그제바의 힘에 영향을 받은 적을 처치하면 약화될 수 있습니다. @@ -103,15 +103,15 @@ actors.buffs.ascensionchallenge.on_kill=암흑 에너지가 당신을 삼켰다. actors.buffs.barkskin.name=나무껍질 actors.buffs.barkskin.desc=피부가 거칠고 단단해져 마치 나무껍질과 같아졌습니다.\n\n단단해진 피부는 견고한 갑주와 같기에, 물리 공격을 더 잘 흡수합니다.\n\n현재 추가 방어력: 0-%d.\n나무껍질 효과가 약해질 때까지 남은 턴: %s.\n\n나무껍질 효과를 중복으로 얻었을 경우, 가장 방어력이 높은 효과 하나만 적용됩니다. -actors.buffs.barrier.name=보호막 -actors.buffs.barrier.desc=단단한 힘의 보호막이 모든 피해를 막아줍니다.\n\n보호막은 보호막 수치가 소진될 때 까지 모든 피해를 막아줍니다. 또한 보호막 수치는 시간이 지날 수록 천천히 사라집니다.\n\n현재 보호막 수치는 %d입니다. +actors.buffs.barrier.name=방어막 +actors.buffs.barrier.desc=단단한 힘의 방어막이 모든 피해를 막아줍니다.\n\n방어막은 방어막 수치가 소진될 때 까지 모든 피해를 막아줍니다. 또한 방어막 수치는 시간이 지날 수록 천천히 사라집니다.\n\n남은 방어막: %d. actors.buffs.berserk.angered=분노 actors.buffs.berserk.berserk=광포화 actors.buffs.berserk.exhausted=탈진 actors.buffs.berserk.recovering=회복 중 -actors.buffs.berserk.angered_desc=광전사는 부상이 심할수록 공격력도 강해집니다. 광전사가 물리 피해를 입을수록 분노가 쌓여 더 큰 피해를 줄 수 있습니다. 방어막으로 막은 피해 또한 분노를 중첩합니다.\n\n분노는 서서히 감소합니다. 광전사의 체력이 적을 수록 분노는 더 오래 지속됩니다.\n\n광전사는 100%% 분노한 상태에서는 광포화를 사용할 수 있습니다. 광포화 시 갑옷의 강화 수치와 잃은 체력에 비례하여 대량의 방어막을 얻습니다. 광포화 중 방어막은 서서히 감소하며, 방어막이 소진될 시 분노를 다시 쌓을 수 있기 전까지 휴식을 해야만 합니다.\n\n현재 분노: _%1$.0f%%_\n_+%2$.0f%%_ 피해\n\n광포화 보호막: _%3$d_ -actors.buffs.berserk.berserk_desc=두려움과 번뇌가 사라지고 분노만 남습니다. 이 상태의 광전사는 극도로 강력합니다. _+50%%의 추가 피해를 입히고, 서서히 사라지는 추가 방어막을 얻습니다._\n\n광포하는 추가 보호막이 전부 소진되면 종료됩니다.\n\n광포화가 끝나면 다시 분노하기 전까지 약간의 휴식이 필요합니다.\n\n남은 방어막: %d +actors.buffs.berserk.angered_desc=광전사는 부상이 심할수록 공격력도 강해집니다. 광전사가 물리 피해를 입을수록 분노가 쌓여 더 큰 피해를 줄 수 있습니다. 방어막으로 막은 피해 또한 분노를 중첩합니다.\n\n분노는 서서히 감소합니다. 광전사의 체력이 적을 수록 분노는 더 오래 지속됩니다.\n\n광전사는 100%% 분노한 상태에서는 광포화를 사용할 수 있습니다. 광포화 시 갑옷의 강화 수치와 잃은 체력에 비례하여 대량의 방어막을 얻습니다. 광포화 중 방어막은 서서히 감소하며, 방어막이 소진될 시 분노를 다시 쌓을 수 있기 전까지 휴식을 해야만 합니다.\n\n현재 분노: _%1$.0f%%_\n_+%2$.0f%%_ 피해\n\n광포화 방어막: _%3$d_ +actors.buffs.berserk.berserk_desc=두려움과 번뇌가 사라지고 분노만 남습니다. 이 상태의 광전사는 극도로 강력합니다. _+50%%의 추가 피해를 입히고, 서서히 사라지는 추가 방어막을 얻습니다._\n\n광포하는 추가 방어막이 전부 소진되면 종료됩니다.\n\n광포화가 끝나면 다시 분노하기 전까지 약간의 휴식이 필요합니다.\n\n남은 방어막: %d actors.buffs.berserk.recovering_desc=내면의 힘에는 한계가 있는 법입니다. 광전사가 다시 광포화할 수 있게 되려면 우선 조금 쉬어야만 합니다.\n\n회복 중인 광전사는 피해를 입을 때 분노를 얻지 못합니다. actors.buffs.berserk.recovering_desc_turns=탈진 회복까지 남은 턴 수: _%d_ actors.buffs.berserk.recovering_desc_levels=탈진 회복까지 남은 레벨: _%.2f_ @@ -162,7 +162,7 @@ actors.buffs.charm.desc=매혹 효과는 적들을 서로 일시적으로 사랑 actors.buffs.chill.name=한기 actors.buffs.chill.freezes=%s이(가) 얼어붙었다! -actors.buffs.chill.desc=완전히 얼진 않았지만, 그래도 여전히 너무 춥습니다.\n\n한기에 걸린 대상은 모든 행동을 더 느리게 수행하며, 남은 효과 시간에 비례하여 느려집니다. 최대 한기 상태는 둔화 효과와 동일하게 느려집니다..\n\n한기는 %1$s 턴 동안 유지되며,\n속도를 %2$s%%만큼 감소시킵니다. +actors.buffs.chill.desc=완전히 얼진 않았지만, 그래도 여전히 너무 춥습니다.\n\n한기에 걸린 대상은 모든 행동을 더 느리게 수행하며, 남은 효과 시간에 비례하여 느려집니다. 최대 한기 상태는 둔화 효과와 동일하게 느려집니다..\n\n한기 효과의 남은 턴: %1$s,\n속도 감소: %2$s%%. actors.buffs.combo.name=연속 타격 actors.buffs.combo.action_name=연속 타격 @@ -191,7 +191,7 @@ actors.buffs.corruption.desc=타락 마법은 존재의 근원을 조작하여, actors.buffs.cripple.name=불구 actors.buffs.cripple.heromsg=당신은 불구가 되었다! -actors.buffs.cripple.desc=다리가 잘못된 방향으로 꺾였습니다.\n\n불구 상태가 되면 이동 속도가 절반으로 줄어, 일반적으로 한칸을 움직이는 데 두 턴이 걸리게 됩니다.\n\n불구 효과는 %s턴 동안 지속됩니다. +actors.buffs.cripple.desc=다리가 잘못된 방향으로 꺾였습니다.\n\n불구 상태가 되면 이동 속도가 절반으로 줄어, 일반적으로 한칸을 움직이는 데 두 턴이 걸리게 됩니다.\n\n불구 효과의 남은 턴: %s. actors.buffs.daze.name=멍해짐 actors.buffs.daze.heromsg=당신은 멍해졌다! @@ -205,36 +205,36 @@ actors.buffs.doom.name=파멸 actors.buffs.doom.desc=온 세상이 당신이 죽기를 바라는데, 어찌 계속 살아갈 수 있을까요?\n\n파멸한 대상은 +67%의 추가 피해를 받습니다.\n\n파멸은 영구적으로 지속되며, 오직 죽어야만 끝이 납니다. actors.buffs.dread.name=두려움 -actors.buffs.dread.desc=대상의 공포가 극에 달해 던전으로부터 도망치려 합니다!\n\n두려움에 떠는 대상은 적으로부터 빠른 속도로 도망치며, 시야에서 벗어난 순간 던전에서 완전히 사라집니다. 이러한 방식으로 처치한 적은 절반의 경험치를 주며, 전리품을 떨어뜨리지 않습니다. 피해를 입으면 두려움의 지속 시간이 줄어듭니다.\n\n두려움은 %d턴 동안 지속됩니다. +actors.buffs.dread.desc=대상의 공포가 극에 달해 던전으로부터 도망치려 합니다!\n\n두려움에 떠는 대상은 적으로부터 빠른 속도로 도망치며, 시야에서 벗어난 순간 던전에서 완전히 사라집니다. 이러한 방식으로 처치한 적은 절반의 경험치를 주며, 전리품을 떨어뜨리지 않습니다. 피해를 입으면 두려움의 지속 시간이 줄어듭니다.\n\n두려움 효과의 남은 턴: %d. actors.buffs.drowsy.name=졸림 actors.buffs.drowsy.desc=마법의 힘이 대상의 정신을 몽롱하게 만들며, 몇 턴 후에 깊은 마법의 수면에 빠지게 만듭니다.\n\n영웅은 피해를 입거나 체력이 최대일 때 졸음에 저항할 수 있습니다.\n\n잠에 들기까지 남은 턴: %s. actors.buffs.earthimbue.name=대지와 동화함 -actors.buffs.earthimbue.desc=당신은 대지의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 적이 밟고 있는 땅을 흔들어, 일시적으로 대상을 속박합니다.\n\n대지와 동화함 효과는 %s턴 동안 지속됩니다. +actors.buffs.earthimbue.desc=당신은 대지의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 적이 밟고 있는 땅을 흔들어, 일시적으로 대상을 속박합니다.\n\n대지와 동화함 효과의 남은 턴: %s. actors.buffs.enhancedrings.name=향상된 반지 actors.buffs.enhancedrings.desc=도적이 최근에 사용한 유물이 반지를 +1 만큼 강화하고 있습니다.\n\n남은 턴: %s. actors.buffs.fireimbue.name=화염과 동화함 -actors.buffs.fireimbue.desc=당신은 불의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 확률적으로 적에게 불을 붙입니다. 또한 당신은 불에 면역이 됩니다.\n\n화염과 동화함 효과는 %s턴 동안 지속됩니다. +actors.buffs.fireimbue.desc=당신은 불의 힘과 하나가 되었습니다!\n\n당신의 모든 물리적 공격이 확률적으로 적에게 불을 붙입니다. 또한 당신은 불에 면역이 됩니다.\n\n화염과 동화함 효과의 남은 턴: %s. actors.buffs.foresight.name=예지 -actors.buffs.foresight.desc=당신은 어떻게든 주변 지형의 생김새를 볼 수 있게 되었습니다. 예지 효과가 지속되는 동안 넓은 범위에 있는 숨겨진 문이나 함정을 포함한 모든 지역이 드러납니다.\n\n예지는 %s턴 동안 지속됩니다. +actors.buffs.foresight.desc=당신은 어떻게든 주변 지형의 생김새를 볼 수 있게 되었습니다. 예지 효과가 지속되는 동안 넓은 범위에 있는 숨겨진 문이나 함정을 포함한 모든 지역이 드러납니다.\n\n예지 효과의 남은 턴: %s. actors.buffs.frost.name=빙결 actors.buffs.frost.freezes=%s이(가) 얼어붙었다! -actors.buffs.frost.desc=빙결은 상대를 뼛속까지 얼려버리는 대신, 단순히 얼음으로 감싸 버립니다.\n\n빙결은 마비와 비슷하게 대상이 아무 행동도 하지 못하게 합니다. 하지만 대상이 피해를 입으면 얼음이 깨져 즉시 효과가 끝납니다.\n\n빙결 효과는 %s턴 동안 지속됩니다. +actors.buffs.frost.desc=빙결은 상대를 뼛속까지 얼려버리는 대신, 단순히 얼음으로 감싸 버립니다.\n\n빙결은 마비와 비슷하게 대상이 아무 행동도 하지 못하게 합니다. 하지만 대상이 피해를 입으면 얼음이 깨져 즉시 효과가 끝납니다.\n\n빙결 효과의 남은 턴: %s. actors.buffs.frostimbue.name=냉기와 동화함 -actors.buffs.frostimbue.desc=당신은 차가운 힘과 하나가 되었습니다!\n\n모든 물리 공격은 적을 점점 얼려버리며, 추가로 당신은 냉기에 면역을 가지게 됩니다.\n\n효과가 끝나기까지 %s턴 남았습니다. +actors.buffs.frostimbue.desc=당신은 차가운 힘과 하나가 되었습니다!\n\n모든 물리 공격은 적을 점점 얼려버리며, 추가로 당신은 냉기에 면역을 가지게 됩니다.\n\n냉기와 동화함 효과의 남은 턴: %s. actors.buffs.fury.name=격노 actors.buffs.fury.heromsg=당신은 분노에 휩싸였다! actors.buffs.fury.desc=당신은 화가 났습니다. 그리고 적들은 당신에게서 도망치는게 좋을 겁니다.\n\n거대한 분노가 당신 속에서 타오르며, 당신이 가하는 물리 공격력을 50%% 만큼 증가시킵니다.\n\n분노 효과는 당신의 체력이 50%% 이하로 떨어지면 항상 발동합니다. -actors.buffs.blobimmunity.name=정화의 보호막 -actors.buffs.blobimmunity.desc=어떤 기묘한 힘이 당신을 얇은 보호막으로 둘러싸, 공기 중의 모든 해로운 효과를 막아내고 있습니다.\n\n이 보호막이 유지되는 동안 모든 지역 효과를 받지 않습니다.\n\n보호막은 %s턴 동안 유지됩니다. +actors.buffs.blobimmunity.name=정화의 방어막 +actors.buffs.blobimmunity.desc=어떤 기묘한 힘이 당신을 얇은 방어막으로 둘러싸, 공기 중의 모든 해로운 효과를 막아내고 있습니다.\n\n이 방어막이 유지되는 동안 모든 지역 효과를 받지 않습니다.\n\n면역 효과의 남은 턴: %s. actors.buffs.gravitychaostracker.name=중력 혼돈 actors.buffs.gravitychaostracker.desc_intro=몇 턴 마다 현재 층의 모든 캐릭터들을 무작위 방향으로 날려 버립니다. @@ -245,17 +245,17 @@ actors.buffs.greaterhaste.name=초신속 actors.buffs.greaterhaste.desc=믿을 수 없을 정도로 빨라져, 잠시 동안 다른 모든 것이 제자리에 멈춰선 것처럼 느껴집니다.\n\n초신속의 효과 도중 이동에 시간이 전혀 들지 않습니다, 하지만 다른 행동은 여전히 기본 속도로 이루어집니다. 이동에 한 칸 움직일 때마다 초신속의 지속 시간이 소모됩니다.\n\n초신속 효과의 남은 턴: %d. actors.buffs.haste.name=신속 -actors.buffs.haste.desc=에너지가 당신의 근육을 따라 흐르며, 믿을 수 없는 속도로 달릴 수 있게 되었습니다!\n\n신속 효과가 적용되는 동안 당신은 3배 빠르게 달릴 수 있지만, 다른 행동들은 보통의 속도로 수행합니다.\n\n신속 효과는 %s턴 동안 적용됩니다. +actors.buffs.haste.desc=에너지가 당신의 근육을 따라 흐르며, 믿을 수 없는 속도로 달릴 수 있게 되었습니다!\n\n신속 효과가 적용되는 동안 당신은 3배 빠르게 달릴 수 있지만, 다른 행동들은 보통의 속도로 수행합니다.\n\n신속 효과의 남은 턴: %s. actors.buffs.healing.name=치유 중 -actors.buffs.healing.desc=마법의 치유력이 상처를 치유하고 살을 꿰매고 있습니다.\n\n치유 효과가 사라지기 전까지 매 턴마다 체력을 꾸준히 회복합니다. 매 턴마다 치유량은 조금씩 줄어들 수 있습니다.\n\n다음 턴에 %d의 체력을 회복합니다.\n\n남은 총 회복량은 %d입니다. +actors.buffs.healing.desc=마법의 치유력이 상처를 치유하고 살을 꿰매고 있습니다.\n\n치유 효과가 사라지기 전까지 매 턴마다 체력을 꾸준히 회복합니다. 매 턴마다 치유량은 조금씩 줄어들 수 있습니다.\n\n다음 턴 체력 회복량: %d.\n\n남은 총 회복량: %d. actors.buffs.herodisguise.name=변장 actors.buffs.herodisguise.desc=환상 마법이 당신의 외형을 바꾸어 놓았습니다! 순전히 외형의 변화만 있을 뿐인 효과이지만, 어쨌든 기분이 매우 이상하게 느껴집니다.\n\n변장 효과의 남은 턴: %s. actors.buffs.hex.name=주술에 걸림 actors.buffs.hex.heromsg=당신은 주술에 걸렸다! -actors.buffs.hex.desc=암흑 마법이 집중력을 빨아들여, 대상을 약간 혼란스럽게 합니다.\n\n이 주술은 정확도와 회피를 각각 20%%씩 줄여, 대상의 전투를 불리하게 만듭니다.\n\n주술이 풀리기까지 %s턴 남았습니다. +actors.buffs.hex.desc=암흑 마법이 집중력을 빨아들여, 대상을 약간 혼란스럽게 합니다.\n\n이 주술은 정확도와 회피를 각각 20%%씩 줄여, 대상의 전투를 불리하게 만듭니다.\n\n주술 효과의 남은 턴: %s. actors.buffs.holdfast.name=굳건한 태세 actors.buffs.holdfast.desc=전사가 현재 위치를 지키고 있으며, 방어력이 %1$d-%2$d만큼 증가하고 일부 버프들의 효과 감소를 %3$d%%만큼 지연시키고 있습니다. 이 효과는 이동하기 전까지 유지됩니다. @@ -272,7 +272,7 @@ actors.buffs.hunger.desc_intro_starving=당신은 너무 배고파서 체력이 actors.buffs.hunger.desc=\n\n던전에서 시간을 보내는 동안 배고픔이 천천히 증가하여 결국 굶주리게 됩니다. 굶주리는 동안에는 체력이 회복되지 않고 천천히 감소합니다.\n\n식량 조절은 중요합니다! 남는 체력이 있다면 나중에 더 많은 식량을 위해 잠시 굶주리는것도 나쁘지 않은 생각입니다. 효과적인 식량 조절로 음식을 훨씬 더 많이 절약할 수 있습니다. actors.buffs.invisibility.name=투명화 -actors.buffs.invisibility.desc=당신은 주변 환경에 완벽하게 섞여들어 보이지 않습니다.\n\n투명화 상태 동안 적들은 공격하거나 따라올 수 없습니다. 물리적 공격이나 마법 효과(주문서나 마법 막대 등)를 사용하면 즉시 투명화가 풀립니다.\n\n투명화는 %s턴 동안 지속됩니다. +actors.buffs.invisibility.desc=당신은 주변 환경에 완벽하게 섞여들어 보이지 않습니다.\n\n투명화 상태 동안 적들은 공격하거나 따라올 수 없습니다. 물리적 공격이나 마법 효과(주문서나 마법 막대 등)를 사용하면 즉시 투명화가 풀립니다.\n\n투명화 효과의 남은 턴: %s. actors.buffs.invulnerability.name=무적 actors.buffs.invulnerability.desc=이 캐릭터는 거대한 보호의 힘에 의해 둘러싸여 있으며, 짧은 시간 동안 피해를 입지 않습니다!\n\n남은 턴: %s. @@ -282,10 +282,10 @@ actors.buffs.levitation.desc=마법의 힘이 당신을 공중으로 띄워 마 actors.buffs.lifelink.name=생명 연결 actors.buffs.lifelink.ondeath=생명 연결 피해에 의해 사망했다... -actors.buffs.lifelink.desc=이 캐릭터의 생명력은 다른 캐릭터와 이어져 있습니다. 한 쪽이 입은 피해는 다른 대상과 공유됩니다.\n\n한 캐릭터가 피해를 입으면, 그 피해의 절반이 생명력을 공유한 대상에게 대신 가해집니다. \n\n남은 턴: %s. +actors.buffs.lifelink.desc=이 캐릭터의 생명력은 다른 캐릭터와 이어져 있습니다. 한 쪽이 입은 피해는 다른 대상과 공유됩니다.\n\n한 캐릭터가 피해를 입으면, 그 피해의 절반이 생명력을 공유한 대상에게 대신 가해집니다. \n\n생명 연결 효과의 남은 턴: %s. actors.buffs.light.name=발광 -actors.buffs.light.desc=가장 어두운 던전에서라도, 당신 곁에 있는 밝은 불빛은 매우 든든한 존재입니다.\n\n불빛은 어둠을 몰아 내며, 주변 환경에 구애받지 않고 시야를 더 넓혀줍니다.\n\n발광 효과는 %s턴 동안 지속됩니다. +actors.buffs.light.desc=가장 어두운 던전에서라도, 당신 곁에 있는 밝은 불빛은 매우 든든한 존재입니다.\n\n불빛은 어둠을 몰아 내며, 주변 환경에 구애받지 않고 시야를 더 넓혀줍니다.\n\n발광 효과의 남은 턴: %s. actors.buffs.lockedfloor.name=층이 잠겨있음 actors.buffs.lockedfloor.desc=현재 층이 잠겨 있어 당신은 나갈 수 없습니다!\n\n층이 잠겨있는 동안 당신은 배고픔이 증가하지 않고 굶주림 피해를 입지 않습니다. 더하여 이 층의 보스를 물리치러 나아가지 않는 이상 재생 효과 또한 멈추게 됩니다.\n\n또 층이 잠겨있는 동안 축복받지 않은 앙크로 부활한다면 해당 층을 재시작하게 됩니다.\n\n잠금을 풀기 위해 이 층의 보스를 물리치십시오. @@ -294,7 +294,7 @@ actors.buffs.lostinventory.name=잃어버린 배낭 actors.buffs.lostinventory.desc=당신은 배낭을 던전 어딘가에서 잃어버렸습니다! 배낭을 되찾기 전까지 대부분의 아이템을 줍거나 사용할 수 없습니다. actors.buffs.magicalsight.name=마법 시야 -actors.buffs.magicalsight.desc=당신은 어떻게든 마음으로 주변을 볼 수 있게 되었습니다.\n\n마법 시야가 활성화되는 동안 12 타일 반경의 모든 지형을 볼 수 있습니다.\n\n마법 시야의 남은 턴: %s. +actors.buffs.magicalsight.desc=당신은 어떻게든 마음으로 주변을 볼 수 있게 되었습니다.\n\n마법 시야가 활성화되는 동안 12 타일 반경의 모든 지형을 볼 수 있습니다.\n\n마법 시야 효과의 남은 턴: %s. actors.buffs.magicalsleep.name=마법의 수면 actors.buffs.magicalsleep.toohealthy=너무 건강한 당신은 수면의 욕구에 저항했다. @@ -303,10 +303,10 @@ actors.buffs.magicalsleep.wakeup=당신은 생기있고 건강한 기분으로 actors.buffs.magicalsleep.desc=이 캐릭터는 깊은 마법의 수면에 빠져 자연적으로는 일어날 수 없습니다.\n\n마법의 수면은 일반 수면과 크게 다르지 않지만, 오직 피해를 입어야만 깨어날 수 있습니다.\n\n영웅과 아군에게 걸린 마법 수면은 치유의 힘이 깃들어 있어, 자는 동안 체력을 빠른 속도로 회복시킵니다. actors.buffs.magicimmune.name=마법 면역 -actors.buffs.magicimmune.desc=모든 마법이 당신에게 미치는 효력을 잃어, 당신은 어떠한 마법 효과도 받지 않습니다.\n\n마법 면역 상태에서 당신은 저주, 마법 부여, 마법 막대, 주문서, 반지, 유물 등을 포함한 모든 해롭거나 이로운 마법 효과를 받지 않습니다. 영웅의 갑옷 능력은 이 효과를 무시할 정도로 강력하기 때문에, 사용이 가능합니다.\n\n효과가 끝나기까지 %s 턴 남았습니다. +actors.buffs.magicimmune.desc=모든 마법이 당신에게 미치는 효력을 잃어, 당신은 어떠한 마법 효과도 받지 않습니다.\n\n마법 면역 상태에서 당신은 저주, 마법 부여, 마법 막대, 주문서, 반지, 유물 등을 포함한 모든 해롭거나 이로운 마법 효과를 받지 않습니다. 영웅의 갑옷 능력은 이 효과를 무시할 정도로 강력하기 때문에, 사용이 가능합니다.\n\n마법 면역 효과의 남은 턴: %s. actors.buffs.mindvision.name=심안 -actors.buffs.mindvision.desc=당신은 어떻게든 이 층에 있는 모든 생물체들을 마음의 눈으로 볼 수 있습니다. 익숙한 현상은 아니겠지요.\n\n심안 효과가 지속되는 동안 현재 층에 있는 모든 캐릭터들을 볼 수 있습니다. 이 효과로 보이는 생명체들 역시 시야 내의 캐릭터에게 효과가 있는 마법 주문의 대상에 포함됩니다.\n\n심안 효과는 %s턴 동안 지속됩니다. +actors.buffs.mindvision.desc=당신은 어떻게든 이 층에 있는 모든 생물체들을 마음의 눈으로 볼 수 있습니다. 익숙한 현상은 아니겠지요.\n\n심안 효과가 지속되는 동안 현재 층에 있는 모든 캐릭터들을 볼 수 있습니다. 이 효과로 보이는 생명체들 역시 시야 내의 캐릭터에게 효과가 있는 마법 주문의 대상에 포함됩니다.\n\n심안 효과의 남은 턴: %s. actors.buffs.momentum.momentum=가속 중 actors.buffs.momentum.running=프리러닝 @@ -348,7 +348,7 @@ actors.buffs.ooze.desc=이 끈적한 산성 점액이 살에 달라붙어 서서 actors.buffs.paralysis.name=마비 actors.buffs.paralysis.heromsg=당신은 마비되었다! actors.buffs.paralysis.out=마비 저항 -actors.buffs.paralysis.desc=아무 것도 할 수 없는 상황이 최악의 상황이라고 할 수 있습니다.\n\n마비는 대상의 모든 행동을 완전히 멈추어 지속 시간동안 가만히 있게 합니다. 마비 중인 대상은 피해를 입으면 그 고통으로 인해 마비에서 즉시 벗어날 수도 있습니다.\n\n마비 효과는 %s턴 동안 지속됩니다. +actors.buffs.paralysis.desc=아무 것도 할 수 없는 상황이 최악의 상황이라고 할 수 있습니다.\n\n마비는 대상의 모든 행동을 완전히 멈추어 지속 시간동안 가만히 있게 합니다. 마비 중인 대상은 피해를 입으면 그 고통으로 인해 마비에서 즉시 벗어날 수도 있습니다.\n\n마비 효과의 남은 턴: %s. actors.buffs.physicalempower.name=물리 공격 강화 actors.buffs.physicalempower.desc=당신의 일격이 강화되어 물리 공격으로 적을 맞추었을 때 더 많은 피해를 줍니다.\n\n추가 피해량: %1$d.\n남은 타격 횟수: %2$d. @@ -360,7 +360,7 @@ actors.buffs.poison.name=중독 actors.buffs.poison.heromsg=당신은 중독되었다! actors.buffs.poison.ondeath=당신은 중독사하였다... actors.buffs.poison.rankings_desc=맹독에 중독되어 사망 -actors.buffs.poison.desc=독이 당신의 피를 타고 흘러가 내부 장기의 기능을 천천히 방해합니다.\n\n독은 매 턴마다 남은 지속시간에 비례하는 피해를 입힙니다.\n\n독 효과는 %s턴 동안 지속됩니다. +actors.buffs.poison.desc=독이 당신의 피를 타고 흘러가 내부 장기의 기능을 천천히 방해합니다.\n\n독은 매 턴마다 남은 지속시간에 비례하는 피해를 입힙니다.\n\n독 효과의 남은 턴: %s. actors.buffs.preparation.name=마음가짐 actors.buffs.preparation.action_name=암살 공격 @@ -380,7 +380,7 @@ actors.buffs.prismaticguard.desc=비활성화된 프리즈마 거울상이 당 actors.buffs.prismaticguard.desc_many=프리즈마 거울상 또한 집단의 힘의 효과를 받고 있습니다. 남은 턴: %d. actors.buffs.recharging.name=충전 -actors.buffs.recharging.desc=에너지가 당신에게 통하며 마법 막대와 지팡이를 빠르게 충전시킵니다.\n\n이 효과는 기존의 충전 속도에 더하여, 매 턴마다 1/4의 충전량을 추가로 충전시킵니다.\n\n충전 효과는 %s턴 동안 지속됩니다. +actors.buffs.recharging.desc=에너지가 당신에게 통하며 마법 막대와 지팡이를 빠르게 충전시킵니다.\n\n이 효과는 기존의 충전 속도에 더하여, 매 턴마다 1/4의 충전량을 추가로 충전시킵니다.\n\n충전 효과의 남은 턴: %s. actors.buffs.revealedarea.name=드러난 구역 actors.buffs.revealedarea.desc=던전의 일부 구역이 일시적으로 당신에게 드러났으며, 당신이 어디에 있든 볼 수 있게 됩니다.\n\n남은 턴: %s. @@ -390,7 +390,7 @@ actors.buffs.revealedchar.desc=이 대상이 영웅에게 드러났으며, 어 actors.buffs.roots.name=속박 actors.buffs.roots.heromsg=당신은 움직일 수 없다! -actors.buffs.roots.desc=(자연적인 속박이든 마법 속박이든)속박은 대상을 발목을 잡아 땅에 묶어둡니다.\n\n속박에 걸린 대상은 그 자리에서 움직이지 못하며 대부분의 이동이 억제되지만, 이동을 제외한 모든 행동은 영향을 받지 않으며 순간이동도 정상적으로 할 수 있습니다.\n\n남은 속박 효과 시간: %s +actors.buffs.roots.desc=(자연적인 속박이든 마법 속박이든)속박은 대상을 발목을 잡아 땅에 묶어둡니다.\n\n속박에 걸린 대상은 그 자리에서 움직이지 못하며 대부분의 이동이 억제되지만, 이동을 제외한 모든 행동은 영향을 받지 않으며 순간이동도 정상적으로 할 수 있습니다.\n\n속박 효과의 남은 턴: %s actors.buffs.scrollempower.name=주문서 강화 actors.buffs.scrollempower.desc=마법사가 최근에 읽은 주문서의 에너지가 마법 막대에 힘을 전달하고 있습니다!\n\n강화 수치 증가량: +%1$d\n남은 발사 횟수: %2$d @@ -399,7 +399,7 @@ actors.buffs.shadows.name=그림자 숨기 actors.buffs.shadows.desc=당신은 주변의 그림자에 동화되어, 투명해졌으며 느린 신진대사를 가지게 되었습니다.\n\n투명화가 적용되는 동안, 적들은 당신을 공격하거나 따라올 수 없습니다. 대부분의 물리적인 공격이나 마법 효과(주문서나 마법 막대 등)는 즉시 투명화를 취소합니다. 또한, 그림자에 숨는 동안에는 덜 배고파집니다.\n\n직접 그림자에서 빠져나오거나, 적이 당신에게 다가오기 전까지는 계속 그림자에 숨어 있게 됩니다. actors.buffs.slow.name=감속 -actors.buffs.slow.desc=둔화 마법은 대상의 시간의 흐름에 영향을 주어, 다른 모든 것이 매우 빠르게 움직이는 것처럼 보이게 합니다.\n\n느려진 캐릭터는 모든 행동을 취하는 데에 두 배의 시간이 듭니다.\n\n느려짐 효과는 %s턴 동안 지속됩니다. +actors.buffs.slow.desc=둔화 마법은 대상의 시간의 흐름에 영향을 주어, 다른 모든 것이 매우 빠르게 움직이는 것처럼 보이게 합니다.\n\n느려진 캐릭터는 모든 행동을 취하는 데에 두 배의 시간이 듭니다.\n\n둔화 효과의 남은 턴: %s. actors.buffs.snipersmark.name=저격수의 표식 actors.buffs.snipersmark.action_name_snapshot=스냅샷 @@ -408,29 +408,29 @@ actors.buffs.snipersmark.action_name_sniper=저격 화살 actors.buffs.snipersmark.desc=저격수는 그녀가 가장 최근에 공격한 대상에게 집중합니다. 그녀는 어떻게 활이 개조되었는지에 따라 다양한 특수한 공격을 할 수 있습니다.\n\n개조되지 않은 활은 _스냅샷_을 쏘며, 턴을 소모하지 않지만 적은 피해를 줍니다.\n\n공격 속도가 개조된 활은 3발의 화살을 _일제 사격_합니다. 각각의 화살은 적은 피해를 입히지만, 마법을 발동시킬 수 있습니다. 일제 사격은 1턴을 소모합니다.\n\n피해량이 개조된 활은 _저격탄_을 쏩니다. 이 빗나가지 않는 화살은 대상과의 거리에 따른 추가 피해를 입히며, 발사하는 데 2턴을 소모합니다.\n\n남은 턴: %s. actors.buffs.soulmark.name=영혼의 낙인 -actors.buffs.soulmark.desc=흑마법사가 해당 생물체의 영혼을 이용하고 있습니다. 대상에게 물리 피해를 입힐 때마다 흑마법사의 체력이 회복됩니다.\n\n영혼의 낙인 효과는 %s턴 동안 지속됩니다. +actors.buffs.soulmark.desc=흑마법사가 해당 생물체의 영혼을 이용하고 있습니다. 대상에게 물리 피해를 입힐 때마다 흑마법사의 체력이 회복됩니다.\n\n영혼의 낙인 효과의 남은 턴: %s. actors.buffs.stamina.name=지구력 -actors.buffs.stamina.desc=끝없는 지구력으로 더 빠르게 움직일 수 있게 되었습니다!\n\n효과 중에는 50%% 더 빠르게 이동하지만, 다른 행동은 정상적인 속도로 실행합니다.\n\n지구력 효과는 %s턴 동안 지속됩니다. +actors.buffs.stamina.desc=끝없는 지구력으로 더 빠르게 움직일 수 있게 되었습니다!\n\n효과 중에는 50%% 더 빠르게 이동하지만, 다른 행동은 정상적인 속도로 실행합니다.\n\n지구력 효과의 남은 턴: %s. actors.buffs.vulnerable.name=취약 actors.buffs.vulnerable.heromsg=연약해진 느낌이 들었다! -actors.buffs.vulnerable.desc=취약 마법은 대상이 받는 모든 물리적 피해를 33%%만큼 늘립니다. 이 효과는 갑옷에 의한 피해 경감을 계산한 다음 적용됩니다.\n\n남은 취약 효과 시간: %s +actors.buffs.vulnerable.desc=취약 마법은 대상이 받는 모든 물리적 피해를 33%%만큼 늘립니다. 이 효과는 갑옷에 의한 피해 경감을 계산한 다음 적용됩니다.\n\n지구력 효과의 남은 턴: %s. actors.buffs.terror.name=공포 -actors.buffs.terror.desc=공포 효과는 대상의 정신을 조작하여 주체할 수 없는 공황 상태로 몰아넣는 마법입니다.\n\n공포에 질린 캐릭터들은 대상의 적들로부터 멀리 도망치며, 최대한 많은 벽과 문을 사이에 두려고 합니다. 하지만 고통의 충격은 이 효과를 중단시킵니다.\n\n공포 효과는 %s턴 동안 지속됩니다. +actors.buffs.terror.desc=공포 효과는 대상의 정신을 조작하여 주체할 수 없는 공황 상태로 몰아넣는 마법입니다.\n\n공포에 질린 캐릭터들은 대상의 적들로부터 멀리 도망치며, 최대한 많은 벽과 문을 사이에 두려고 합니다. 하지만 고통의 충격은 이 효과를 중단시킵니다.\n\n공포 효과의 남은 턴: %s. actors.buffs.toxicimbue.name=맹독과 동화함 -actors.buffs.toxicimbue.desc=당신은 독성 에너지와 하나가 되었습니다!\n\n당신이 움직일 때마다 적들을 중독시키는 독가스가 피어오릅니다. 당신은 효과가 끝날 때까지, 그리고 효과가 끝나고 나서도 몇 턴 동안 독가스와 맹독 효과에 면역이 됩니다.\n\n맹독과 동화됨 효과의 남은 턴: %s +actors.buffs.toxicimbue.desc=당신은 독성 에너지와 하나가 되었습니다!\n\n당신이 움직일 때마다 적들을 중독시키는 독가스가 피어오릅니다. 당신은 효과가 끝날 때까지, 그리고 효과가 끝나고 나서도 몇 턴 동안 독가스와 맹독 효과에 면역이 됩니다.\n\n맹독과 동화됨 효과의 남은 턴: %s. actors.buffs.corrosion.name=부식 actors.buffs.corrosion.heromsg=당신의 몸이 녹고 있다! actors.buffs.corrosion.ondeath=당신은 녹아버렸다... actors.buffs.corrosion.rankings_desc=산성에 의해 녹아버림 -actors.buffs.corrosion.desc=강력한 산은 살, 금속, 그리고 뼈 등등을 빠르게 녹여 버립니다.\n\n대상이 계속 녹아 내림에 따라 부식 피해가 증가합니다.\n\n부식 지속 턴: %1$s.\n현재 부식 피해: %2$d. +actors.buffs.corrosion.desc=강력한 산은 살, 금속, 그리고 뼈 등등을 빠르게 녹여 버립니다.\n\n대상이 계속 녹아 내림에 따라 부식 피해가 증가합니다.\n\n부식 효과의 남은 턴: %1$s.\n현재 부식 피해: %2$d. actors.buffs.vertigo.name=현기증 -actors.buffs.vertigo.desc=온 세상이 빙빙 돌아가며 일직선으로 걷기조차 힘들어집니다.\n\n현기증 효과를 받는 동안 움직이려는 캐릭터는 의도한 방향 대신 무작위 방향으로 움직이게 됩니다.\n\n현기증 효과는 %s턴 동안 지속됩니다. +actors.buffs.vertigo.desc=온 세상이 빙빙 돌아가며 일직선으로 걷기조차 힘들어집니다.\n\n현기증 효과를 받는 동안 움직이려는 캐릭터는 의도한 방향 대신 무작위 방향으로 움직이게 됩니다.\n\n현기증 효과의 남은 턴: %s. actors.buffs.wandempower.name=마법 막대 강화 actors.buffs.wandempower.desc=피해를 주는 마법 막대에 힘이 깃들어, 몇 번의 발사 동안 공격의 피해량이 증가합니다.\n\n추가 피해량: %1$d.\n남은 타격 횟수: %2$d. @@ -556,7 +556,7 @@ actors.hero.abilities.cleric.ascendedform.name=승천자의 형상 actors.hero.abilities.cleric.ascendedform.short_desc=성직자가 _승천자의 형상_을 취하며, 새로운 주문을 얻고, 추가 공격 사거리와 방어막을 얻습니다. actors.hero.abilities.cleric.ascendedform.desc=성직자가 내면으로부터 성스러운 에너지를 발하며, 10턴 동안 승천자의 모습을 취합니다. 이 동안 성직자는 새로운 주문을 얻고, 2의 공격 범위와 30의 방어막을 얻습니다. 또한 주문을 시전하면 사용한 성서의 충전량당 10의 방어막을얻습니다. \n\n형상 지속시간 동안 승천자의 형상과 주문으로 얻은 방어막은 줄어들지 않지만, 형상 지속시간이 다하면 방어막도 즉시 소실됩니다. 이 능력을 재시전하면 형상 지속시간을 갱신합니다. actors.hero.abilities.cleric.ascendedform$ascendbuff.name=승천자의 형상 -actors.hero.abilities.cleric.ascendedform$ascendbuff.desc=성직자의 몸에서 성스러운 에너지가 발현하고 있습니다. 이 형상을 취한 성직자는 (성스러운 에너지로 말미암아) 2의 공격 범위를 얻고, 사용한 성서 충전당 10의 방어막을 얻습니다. 또한 승천자의 형상 특성으로 얻은 주문을 시전할 수 있습니다.\n\n승천자의 형상 동안 얻은 방어막은 서서히 사라지지 않지만, 형상 지속시간이 종료되면 즉시 소실됩니다.\n\n현재 방어막: %1$d.\n남은 지속시간: %2$d, +actors.hero.abilities.cleric.ascendedform$ascendbuff.desc=성직자의 몸에서 성스러운 에너지가 발현하고 있습니다. 이 형상을 취한 성직자는 (성스러운 에너지로 말미암아) 2의 공격 범위를 얻고, 사용한 성서 충전당 10의 방어막을 얻습니다. 또한 승천자의 형상 특성으로 얻은 주문을 시전할 수 있습니다.\n\n승천자의 형상 동안 얻은 방어막은 서서히 사라지지 않지만, 형상 지속시간이 종료되면 즉시 소실됩니다.\n\n현재 방어막: %1$d.\n남은 턴: %2$d. actors.hero.abilities.cleric.trinity.name=삼위일체 actors.hero.abilities.cleric.trinity.no_imbue=현재 삼위일체에 아무런 효과를 지정하지 않았습니다. 주문을 시전하기 위해서는 먼저 아이템 효과를 지정해야 합니다! actors.hero.abilities.cleric.trinity.no_duplicate=삼위일체는 현재 착용 중인 아이템의 효과를 불러올 수 없습니다! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=삼위일체가 이 유 actors.hero.abilities.cleric.trinity.hornofplenty_use=삼위일체가 이 유물의 간식 먹기 효과를 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=삼위일체가 이 유물의 적 전리품 훔치기 효과를 _+%1$d 강화 효율로_ 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.sandalsofnature_use=삼위일체가 이 유물의 적 속박 효과를 무작위 해로운 씨앗과 함께 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. -actors.hero.abilities.cleric.trinity.skeletonkey=삼위일체가 이 유물의 삽입 효과를 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. +actors.hero.abilities.cleric.trinity.skeletonkey_use=삼위일체가 이 유물의 삽입 효과를 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.talismanofforesight_use=삼위일체가 이 유물의 탐색 효과를 _+%1$d 강화 효율_로 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=삼위일체가 이 유물의 시간 정지 효과를 _%1$d_턴 동안 발동하며, _갑옷 충전량을 %2$s_ 소모합니다. actors.hero.abilities.cleric.trinity.unstablespellbook_use=삼위일체가 이 유물의 무작위 주문서 효과를 발동하며, _%1$d/10_ 확률로 추가 비용 없이 신비한 효과를 발동합니다. 또한 _갑옷 충전량을 %2$s_ 소모합니다. @@ -658,7 +658,7 @@ actors.hero.spells.divinesense$divinesensetracker.desc=이 캐릭터는 마음 actors.hero.spells.divineintervention.name=신성한 개입 actors.hero.spells.divineintervention.short_desc=성직자와 아군에게 대량의 방어막 부여. -actors.hero.spells.divineintervention.desc=성직자가 성서에서 엄청난 힘을 끌어내어, 자신과 아군에게%1$d의 보호막을 부여하고 승천자의 형상 지속시간을 %2$d 증가시킵니다. 이 주문은 소모 충전량이 매우 높은 대신 강력한 방어 성능을 가집니다.\n\n승천자의 형상 도중 얻는 방어막처럼 이 방어막 또한 점차 감소하지 않으나, 형상 종료 시 즉시 소실됩니다. +actors.hero.spells.divineintervention.desc=성직자가 성서에서 엄청난 힘을 끌어내어, 자신과 아군에게%1$d의 방어막을 부여하고 승천자의 형상 지속시간을 %2$d 증가시킵니다. 이 주문은 소모 충전량이 매우 높은 대신 강력한 방어 성능을 가집니다.\n\n승천자의 형상 도중 얻는 방어막처럼 이 방어막 또한 점차 감소하지 않으나, 형상 종료 시 즉시 소실됩니다. actors.hero.spells.flash.name=섬광 actors.hero.spells.flash.prompt=위치를 선택하세요 @@ -721,7 +721,7 @@ actors.hero.spells.judgement.desc=성직자가 주먹을 바닥에 내려쳐, actors.hero.spells.layonhands.name=안수기도 actors.hero.spells.layonhands.short_desc=주변의 캐릭터를 즉시 회복하거나 성기사에게 방어막 부여 -actors.hero.spells.layonhands.desc=성기사가 손을 통해 신성력을 발하여, 손에 닿는 대상을 치유하거나 보호합니다.\n\n성기사가 이 주문을 시전하면 주변에 있는 캐릭터를 %1$d만큼 치유하거나, 자신에게 %1$d만큼의 방어막을 부여합니다. 초과 치유된 체력은 방어막으로 전환됩니다.\n\n이 주문은 즉시 시전되며 연속으로 시전할 수 있지만, 최대 3회분의 보호막만 얻을 수 있습니다. +actors.hero.spells.layonhands.desc=성기사가 손을 통해 신성력을 발하여, 손에 닿는 대상을 치유하거나 보호합니다.\n\n성기사가 이 주문을 시전하면 주변에 있는 캐릭터를 %1$d만큼 치유하거나, 자신에게 %1$d만큼의 방어막을 부여합니다. 초과 치유된 체력은 방어막으로 전환됩니다.\n\n이 주문은 즉시 시전되며 연속으로 시전할 수 있지만, 최대 3회분의 방어막만 얻을 수 있습니다. actors.hero.spells.lifelinkspell.name=생명 연결 actors.hero.spells.lifelinkspell.short_desc=아군과 입은 피해를 나누고, 아군이 입는 피해를 경감시킴. @@ -883,7 +883,7 @@ actors.hero.talent$rejuvenatingstepscooldown.name= 재사용 대기 시간: 활 actors.hero.talent$rejuvenatingstepscooldown.desc=당신은 최근에 이 특성을 사용하여, 다시 사용하는 데에 시간이 필요합니다.\n\n남은 턴: %s. actors.hero.talent$seershotcooldown.name= 재사용 대기 시간: 예지의 화살 actors.hero.talent$seershotcooldown.desc=당신은 최근에 이 특성을 사용하여, 다시 사용하는 데에 시간이 필요합니다.\n\n남은 턴: %s. -actors.hero.talent$aggressivebarriercooldown.name=재사용 대기 시간: 공격적인 보호막 +actors.hero.talent$aggressivebarriercooldown.name=재사용 대기 시간: 공격적인 방어막 actors.hero.talent$aggressivebarriercooldown.desc=당신은 최근에 이 특성을 사용하여, 다시 사용하는 데에 시간이 필요합니다.\n\n남은 턴: %s. actors.hero.talent$liquidagilacctracker.name=액체로 이루어진 민첩성 actors.hero.talent$liquidagilacctracker.desc=다음 번 일반 근접 공격은 추가 명중률을 얻습니다.\n\n남은 턴: %s. @@ -930,7 +930,7 @@ actors.hero.talent.strongman.title=철인 actors.hero.talent.strongman.desc=_+1:_ 전사의 힘이 _8%_ 만큼 증가합니다. 소수점 미만은 버립니다.\n\n_+2:_ 전사의 힘이 _13%_ 만큼 증가합니다. 소수점 미만은 버립니다.\n\n_+3:_ 전사의 힘이 _18%_ 만큼 증가합니다. 소수점 미만은 버립니다. actors.hero.talent.endless_rage.title=끝없는 분노 -actors.hero.talent.endless_rage.desc=_+1:_ 광전사는 분노를 최대 _116%_ 까지 쌓을 수 있습니다.\n\n_+2:_ 광전사는 분노를 최대 _133%_ 까지 쌓을 수 있습니다.\n\n_+3:_ 광전사는 분노를 최대 _150%_ 까지 쌓을 수 있습니다.\n\n100%를 넘는 분노 1%당 광포화시 보호막을 1% 더 얻고 회복에 걸리는 시간이 1% 줄어들지만, 추가 피해량은 +50% 이상으로 늘어나지 않습니다. +actors.hero.talent.endless_rage.desc=_+1:_ 광전사는 분노를 최대 _116%_ 까지 쌓을 수 있습니다.\n\n_+2:_ 광전사는 분노를 최대 _133%_ 까지 쌓을 수 있습니다.\n\n_+3:_ 광전사는 분노를 최대 _150%_ 까지 쌓을 수 있습니다.\n\n100%를 넘는 분노 1%당 광포화시 방어막을 1% 더 얻고 회복에 걸리는 시간이 1% 줄어들지만, 추가 피해량은 +50% 이상으로 늘어나지 않습니다. actors.hero.talent.deathless_fury.title=불사의 분노 actors.hero.talent.deathless_fury.desc=_+1:_ 분노가 100% 이상일 때 치명적인 피해를 입으면 즉시 광포화합니다. 이 효과를 다시 사용하려면 _영웅 레벨을 3 올려야_합니다.\n\n_+2:_ 분노가 100% 이상일 때 치명적인 피해를 입으면 즉시 광포화합니다. 이 효과를 다시 사용하려면 _영웅 레벨을 2 올려야_합니다.\n\n_+3:_ 분노가 100% 이상일 때 치명적인 피해를 입으면 즉시 광포화합니다. 이 효과를 다시 사용하려면 _영웅 레벨을 1 올려야_합니다.\n\n광포화 효과가 종료될 때 체력이 0이면 즉시 사망합니다. actors.hero.talent.enraged_catalyst.title=광분의 촉매 @@ -971,8 +971,8 @@ actors.hero.talent.scholars_intuition.title=학자의 직감 actors.hero.talent.scholars_intuition.desc=_+1:_ 마법 막대를 _3배 빠르게_ 감정합니다.\n\n_+2:_ 마법 막대를 _사용하는 즉시_ 감정합니다. actors.hero.talent.lingering_magic.title=잔류 마력 actors.hero.talent.lingering_magic.desc=_+1:_ 마법사가 지팡이나 마법 막대를 발사하면 다음 물리 공격의 피해량이 _1-2_ 증가합니다.\n\n_+2:_ 마법사가 지팡이나 마법 막대를 발사하면 다음 물리 공격의 피해량이 _2_ 증가합니다. -actors.hero.talent.backup_barrier.title=예비 보호막 -actors.hero.talent.backup_barrier.desc=_+1:_ 마법사의 지팡이의 마지막 충전량을 사용할 때마다 _3 만큼의 보호막_을 얻습니다.\n\n_+2:_ 마법사의 지팡이의 마지막 충전량을 사용할 때마다 _5 만큼의 보호막_을 얻습니다. +actors.hero.talent.backup_barrier.title=예비 방어막 +actors.hero.talent.backup_barrier.desc=_+1:_ 마법사의 지팡이의 마지막 충전량을 사용할 때마다 _3 만큼의 방어막_을 얻습니다.\n\n_+2:_ 마법사의 지팡이의 마지막 충전량을 사용할 때마다 _5 만큼의 방어막_을 얻습니다. actors.hero.talent.backup_barrier.meta_desc=_다른 직업이 이 특성을 얻으면,_ 가장 높은 강화 수치의 마법 막대가 발동됩니다. actors.hero.talent.energizing_meal.title=에너지 넘치는 식사 @@ -984,11 +984,11 @@ actors.hero.talent.wand_preservation.desc=_+1:_ 마법사의 지팡이에 새로 actors.hero.talent.wand_preservation.meta_desc=_다른 직업이 이 특성을 얻으면,_ 마법 막대를 연금술 솥에 넣었을 때 얻는 신비한 송진의 양이 +1일때 1개, +2일때 2개 증가합니다. actors.hero.talent.arcane_vision.title=비전 시야 actors.hero.talent.arcane_vision.desc=_+1:_ 마법을 적에게 맞힌 경우 해당 적에 대해 _10 턴의 심안 효과_를 얻습니다.\n\n_+2:_ 마법을 적에게 맞힌 경우 해당 적에 대해 _15 턴의 심안 효과_를 얻습니다. -actors.hero.talent.shield_battery.title=보호막 충전 -actors.hero.talent.shield_battery.desc=_+1:_ 마법사는 자신에게 마법을 발사하여, 남은 충전량을 모두 소모하고 충전량당 _최대 체력의 4%_에 해당하는 방어막을 얻습니다.\n\n_+2:_ 마법사는 자신에게 마법을 발사하여, 남은 충전량을 모두 소모하고 충전량당 _최대 체력의 6%_에 해당하는 방어막을 얻습니다. +actors.hero.talent.shield_battery.title=방어막 충전 +actors.hero.talent.shield_battery.desc=_+1:_ 자신에게 마법 막대를 발사하면, 남은 충전량을 모두 소모하고 충전량당 _최대 체력의 4%_에 해당하는 방어막을 얻습니다.\n\n_+2:_ 자신에게 마법 막대를 발사하면, 남은 충전량을 모두 소모하고 충전량당 _최대 체력의 6%_에 해당하는 방어막을 얻습니다. actors.hero.talent.desperate_power.title=필사적인 힘 -actors.hero.talent.desperate_power.desc=_+1:_ 마법사의 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+1_ 만큼 증가합니다.\n\n_+2:_ 마법사의 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+2_ 만큼 증가합니다.\n\n_+3:_ 마법사의 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+3_ 만큼 증가합니다. +actors.hero.talent.desperate_power.desc=_+1:_ 마법사의 마법 막대와 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+1_ 만큼 증가합니다.\n\n_+2:_ 마법사의 마법 막대와 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+2_ 만큼 증가합니다.\n\n_+3:_ 마법사의 마법 막대와 지팡이의 현재 충전량이 1일 때 최종 발사에 강화 수치가 _+3_ 만큼 증가합니다. actors.hero.talent.ally_warp.title=아군 순간이동 actors.hero.talent.ally_warp.desc=_+1:_ 마법사는 _2타일_ 내의 아군을 선택하여 즉시 위치를 바꿀 수 있습니다.\n\n_+2:_ 마법사는 _4타일_ 내의 아군을 선택하여 즉시 위치를 바꿀 수 있습니다.\n\n_+3:_ 마법사는 _6타일_ 내의 아군을 선택하여 즉시 위치를 바꿀 수 있습니다.\n\n이 특성은 움직일 수 없는 아군에게는 사용할 수 없습니다. @@ -1010,8 +1010,8 @@ actors.hero.talent.blast_radius.title=폭발 반경 actors.hero.talent.blast_radius.desc=_+1:_ 원소 폭발의 범위가 4타일에서 _5타일_로 증가합니다. \n\n_+2:_ 원소 폭발의 범위가 4타일에서 _6타일_로 증가합니다. \n\n_+3:_ 원소 폭발의 범위가 4타일에서 _7타일_로 증가합니다. \n\n_+4:_ 원소 폭발의 범위가 4타일에서 _8타일_로 증가합니다. actors.hero.talent.elemental_power.title=원소의 힘 actors.hero.talent.elemental_power.desc=_+1:_ 원소 폭발의 위력이 _25%_ 증가합니다. \n\n_+2:_ 원소 폭발의 위력이 _50%_ 증가합니다. \n\n_+3:_ 원소 폭발의 위력이 _75%_ 증가합니다. \n\n_+4:_ 원소 폭발의 위력이 _100%_ 증가합니다. -actors.hero.talent.reactive_barrier.title=반응형 보호막 -actors.hero.talent.reactive_barrier.desc=_+1:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _2.5의 보호막_을 얻습니다. 이 효과는 최대 5명의 적까지만 적용됩니다.\n\n_+2:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _5의 보호막_을 얻습니다. 이 효과는 최대 6명의 적까지만 적용됩니다.\n\n_+3:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _7.5의 보호막_을 얻습니다. 이 효과는 최대 7명의 적까지만 적용됩니다.\n\n_+4:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _10의 보호막_을 얻습니다. 이 효과는 최대 8명의 적까지만 적용됩니다. +actors.hero.talent.reactive_barrier.title=반응형 방어막 +actors.hero.talent.reactive_barrier.desc=_+1:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _2.5의 방어막_을 얻습니다. 이 효과는 최대 5명의 적까지만 적용됩니다.\n\n_+2:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _5의 방어막_을 얻습니다. 이 효과는 최대 6명의 적까지만 적용됩니다.\n\n_+3:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _7.5의 방어막_을 얻습니다. 이 효과는 최대 7명의 적까지만 적용됩니다.\n\n_+4:_ 마법사는 원소 폭발에 영향 받은 대상 하나 당 _10의 방어막_을 얻습니다. 이 효과는 최대 8명의 적까지만 적용됩니다. actors.hero.talent.wild_power.title=격렬한 힘 actors.hero.talent.wild_power.desc=_+1:_ 격렬한 마법으로 발사 중인 마법 막대가 _+2-3만큼, 최대 +4까지_ 강화됩니다.\n\n_+2:_ 격렬한 마법으로 발사 중인 마법 막대가 _+3만큼, 최대 +5까지_ 강화됩니다.\n\n_+3:_ 격렬한 마법으로 발사 중인 마법 막대가 _+3-4만큼, 최대 +6까지_ 강화됩니다.\n\n_+4:_ 격렬한 마법으로 발사 중인 마법 막대가 _+4만큼, 최대 +7까지_ 강화됩니다. @@ -1129,7 +1129,7 @@ actors.hero.talent.durable_tips.desc=_+1:_ 숲지기가 사용하는 추출물 actors.hero.talent.barkskin.title=나무껍질 actors.hero.talent.barkskin.desc=_+1:_ 숲지기는 수풀을 지날 때 매 턴 감소하며 _0-현재 레벨의 50%_의 방어력을 제공하는 나무껍질 효과를 얻습니다.\n\n_+2:_ 숲지기는 수풀을 지날 때 매 턴 감소하며 _0-현재 레벨의 100%_의 방어력을 제공하는 나무껍질 효과를 얻습니다.\n\n_+3:_ 숲지기는 수풀을 지날 때 매 턴 감소하며 _0-현재 레벨의 150%_의 방어력을 제공하는 나무껍질 효과를 얻습니다. actors.hero.talent.shielding_dew.title=보호의 이슬 -actors.hero.talent.shielding_dew.desc=_+1:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 보호막을 _최대 체력의 20%_까지 얻습니다.\n\n_+2:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 보호막을 _최대 체력의 40%_까지 얻습니다.\n\n_+3:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 보호막을 _최대 체력의 60%_까지 얻습니다. +actors.hero.talent.shielding_dew.desc=_+1:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 방어막을 _최대 체력의 20%_까지 얻습니다.\n\n_+2:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 방어막을 _최대 체력의 40%_까지 얻습니다.\n\n_+3:_ 숲지기는 최대 체력일 때 이슬을 획득하면 초과한 회복량만큼의 방어막을 _최대 체력의 60%_까지 얻습니다. actors.hero.talent.fan_of_blades.title=칼날부채 actors.hero.talent.fan_of_blades.desc=_+1:_ 유령 칼날이 최대 _1명의 추가 대상_에게 50% 피해로 적중합니다. 대상은 반드시 _30도_의 부채꼴 범위 내 보이는 곳에 있어야 합니다.\n\n_+2:_ 유령 칼날이 최대 _2명의 추가 대상_에게 50% 피해로 적중합니다. 대상은 반드시 _60도_의 부채꼴 범위 내 보이는 곳에 있어야 합니다.\n\n_+3:_ 유령 칼날이 최대 _3명의 추가 대상_에게 50% 피해로 적중합니다. 대상은 반드시 _90도_의 부채꼴 범위 내 보이는 곳에 있어야 합니다.\n\n_+4:_ 유령 칼날이 최대 _4명의 추가 대상_에게 50% 피해로 적중합니다. 대상은 반드시 _120도_의 부채꼴 범위 내 보이는 곳에 있어야 합니다. @@ -1159,7 +1159,7 @@ actors.hero.talent.adventurers_intuition.title=모험가의 직감 actors.hero.talent.adventurers_intuition.desc=_+1:_ 무기를 _2.5배 빠르게_, 방어구를 _1.75배 빠르게_ 감정합니다.\n\n_+2:_ 무기를 _착용하는 즉시_ 감정하고, 방어구를 _2.5배 빠르게_ 감정합니다. actors.hero.talent.patient_strike.title=침착한 공격 actors.hero.talent.patient_strike.desc=_+1:_ 근접 공격을 하기 전에 대기하면 _1-2의 추가 피해_를 줍니다.\n\n_+2:_ 근접 공격을 하기 전에 대기하면 _2의 추가 피해_를 줍니다. -actors.hero.talent.aggressive_barrier.title=공격적인 보호막 +actors.hero.talent.aggressive_barrier.title=공격적인 방어막 actors.hero.talent.aggressive_barrier.desc=_+1:_ 체력이 50% 이하일 때 무기 능력을 사용하면 _3의 방어막_을 얻습니다.\n\n_+2:_ 체력이 50% 이하일 때 무기 능력을 사용하면 _5의 방어막_을 얻습니다. actors.hero.talent.aggressive_barrier.meta_desc=_다른 직업이 이 특성을 얻으면,_ 체력이 낮을 때 적을 근접 공격하면 방어막을 얻습니다. 50턴의 재사용 대기 시간이 있습니다. @@ -1264,14 +1264,14 @@ actors.hero.talent.mnemonic_prayer.title=연장 기도문 actors.hero.talent.mnemonic_prayer.desc=_+1:_ 사제가 _연장 기도문_ 주문을 얻습니다. 연장 기도문은 아군/적의 버프/디버프의 지속시간을 _3턴 연장합니다._ 충전 소모 : 1\n\n_+2:_ 사제가 _연장 기도문_ 주문을 얻습니다. 연장 기도문은 아군/적의 버프/디버프의 지속시간을 _4턴 연장합니다._ 충전 소모 : 1\n\n_+3:_ 사제가 _연장 기도문_ 주문을 얻습니다. 연장 기도문은 아군/적의 버프/디버프의 지속시간을 _5턴 연장합니다._ 충전 소모 : 1\n\n연장 기도문은 시전에 턴을 소모하지 않습니다. 또한 연장 기도문은 특정한 버프 또는 디버프를 한 번만 연장하며, 갑옷 능력으로 얻은 버프는 연장하지 않습니다. actors.hero.talent.lay_on_hands.title=안수기도 -actors.hero.talent.lay_on_hands.desc=_+1:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _15_만큼 치유하거나, 성기사에게 _15의 방어막_을 부여합니다. 충전 소모 : 1\n\n_+2:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _20_만큼 치유하거나, 성기사에게 _20의 방어막_을 부여합니다. 충전 소모 : 1\n\n_+3:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _25_만큼 치유하거나, 성기사에게 _25의 방어막_을 부여합니다. 충전 소모 : 1\n\n초과 치유된 체력은 방어막으로 전환됩니다. 안수기도는 연속하여 시전할 수 있지만, 최대 세 번 시전 분량의 보호막까지만 부여할 수 있습니다. +actors.hero.talent.lay_on_hands.desc=_+1:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _15_만큼 치유하거나, 성기사에게 _15의 방어막_을 부여합니다. 충전 소모 : 1\n\n_+2:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _20_만큼 치유하거나, 성기사에게 _20의 방어막_을 부여합니다. 충전 소모 : 1\n\n_+3:_ 성기사가 _안수 기도_ 주문을 얻습니다. 안수기도는 인접한 캐릭터를 _25_만큼 치유하거나, 성기사에게 _25의 방어막_을 부여합니다. 충전 소모 : 1\n\n초과 치유된 체력은 방어막으로 전환됩니다. 안수기도는 연속하여 시전할 수 있지만, 최대 세 번 시전 분량의 방어막까지만 부여할 수 있습니다. actors.hero.talent.aura_of_protection.title=보호의 오라 actors.hero.talent.aura_of_protection.desc=_+1:_ 성기사가 _보호의 오라_ 주문을 얻습니다. 보호의 오라는 20턴 동안 성기사와 2타일 이내의 아군이 _입는 피해가 20% 감소_하며, 성기사가 착용한 갑옷의 상형문자 위력이 _+50% 증폭_됩니다. 충전 소모 : 2.\n\n_+2:_ 성기사가 _보호의 오라_ 주문을 얻습니다. 보호의 오라는 20턴 동안 성기사와 2타일 이내의 아군이 _입는 피해가 30% 감소_하며, 성기사가 착용한 갑옷의 상형문자 위력이 _+75% 증폭_됩니다. 충전 소모 : 2.\n\n_+3:_ 성기사가 _보호의 오라_ 주문을 얻습니다. 보호의 오라는 20턴 동안 성기사와 2타일 이내의 아군이 _입는 피해가 40% 감소_하며, 성기사가 착용한 갑옷의 상형문자 위력이 _+100% 증폭_됩니다. 충전 소모 : 2. actors.hero.talent.wall_of_light.title=빛의 벽 actors.hero.talent.wall_of_light.desc=_+1:_ 성기사가 _빛의 벽_ 주문을 얻습니다. 빛의 벽은 20턴 동안 지속되는 _3타일 길이_의 벽을 설치하여 적들을 밀쳐내고 가로막습니다. 충전 소모 : 3\n\n_+2:_ 성기사가 _빛의 벽_ 주문을 얻습니다. 빛의 벽은 20턴 동안 지속되는 _5타일 길이_의 벽을 설치하여 적들을 밀쳐내고 가로막습니다. 충전 소모 : 3\n\n_+3:_ 성기사가 _빛의 벽_ 주문을 얻습니다. 빛의 벽은 20턴 동안 지속되는 _7타일 길이_의 벽을 설치하여 적들을 밀쳐내고 가로막습니다. 충전 소모 : 3 actors.hero.talent.divine_intervention.title=신성한 개입 -actors.hero.talent.divine_intervention.desc=_+1:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 150의 보호막_을 부여하고 승천자의 형상 지속시간을 _3턴_ 늘립니다.\n\n_+2:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 200의 보호막_을 부여하고 승천자의 형상 지속시간을 _4턴_ 늘립니다.\n\n_+3:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 250의 보호막_을 부여하고 승천자의 형상 지속시간을 _5턴_ 늘립니다.\n\n_+4:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 300의 보호막_을 부여하고 승천자의 형상 지속시간을 _6턴_ 늘립니다.\n\n신성한 개입은 무려 성서 충전을 5나 소모하며, 같은 승천자의 형상 동안 한 번만 시전할 수 있습니다. +actors.hero.talent.divine_intervention.desc=_+1:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 150의 방어막_을 부여하고 승천자의 형상 지속시간을 _3턴_ 늘립니다.\n\n_+2:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 200의 방어막_을 부여하고 승천자의 형상 지속시간을 _4턴_ 늘립니다.\n\n_+3:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 250의 방어막_을 부여하고 승천자의 형상 지속시간을 _5턴_ 늘립니다.\n\n_+4:_ 승천자의 형상 도중, 성직자는 _신성한 개입_을 시전할 수 있습니다. 신성한 개입은 성직자와 모든 아군에게 _최대 300의 방어막_을 부여하고 승천자의 형상 지속시간을 _6턴_ 늘립니다.\n\n신성한 개입은 무려 성서 충전을 5나 소모하며, 같은 승천자의 형상 동안 한 번만 시전할 수 있습니다. actors.hero.talent.judgement.title=심판 actors.hero.talent.judgement.desc=_+1:_ 승천자의 형상 도중, 성직자는 _심판_을 시전할 수 있습니다. 심판은 시야 내 모든 적에게 _10-20의 피해_를 입힙니다.\n\n_+2:_ 승천자의 형상 도중, 성직자는 _심판_을 시전할 수 있습니다. 심판은 시야 내 모든 적에게 _15-30의 피해_를 입힙니다.\n\n_+3:_ 승천자의 형상 도중, 성직자는 _심판_을 시전할 수 있습니다. 심판은 시야 내 모든 적에게 _20-40의 피해_를 입힙니다.\n\n_+4:_ 승천자의 형상 도중, 성직자는 _심판_을 시전할 수 있습니다. 심판은 시야 내 모든 적에게 _25-50의 피해_를 입힙니다.\n\n심판은 성서 충전을 3 소모합니다. 심판은 승천자의 형상 시전 후 또는 지난 번 심판 시전 이후 시전한 주문마다 +33% 피해를 추가로 입힙니다. actors.hero.talent.flash.title=섬광 @@ -1433,7 +1433,7 @@ actors.mobs.npcs.wandmaker.intro_mage=오, 반갑네 %s(이)여! 자네에 대 actors.mobs.npcs.wandmaker.intro_huntress=오, 반갑네, 여인이여! 이런 곳에서 우호적인 이를 만나다니 놀랍군 그래. 사실 자네를 어디선가 본 적이 있는 것 같은데, 확실하지는 않군... 뭐, 어쨌든, 모험을 하러 온 겐가? 그럼 부탁할 게 있다네. actors.mobs.npcs.wandmaker.intro_duelist=오, 반갑네, 여인이여! 이 우울한 곳을 찾는 영웅이 있다니 얼마나 놀라운 기쁨인가! 이 늙은이를 돕고 싶으면, 여기 부탁이 있네. actors.mobs.npcs.wandmaker.intro_cleric=오, 반갑소, 귀족 나리! 이 우울한 장소에 한 줄기 빛과 같은 분이시구먼! 굳이 폐를 끼치고 싶진 않지만, 그래도 한 가지 부탁 하나만 해도 괜찮을까 하네. -actors.mobs.npcs.wandmaker.intro_1=\n\n난 마법 막대를 만들 희귀한 재료를 찾으러 왔네, 하지만 여기서 길을 잃었고, 마법 보호막도 점점 힘을 잃어가는구먼. 곧 여길 떠야하기는 한데, 그 물건을 못 얻고 그냥 갈 수는 없어서 말야. +actors.mobs.npcs.wandmaker.intro_1=\n\n난 마법 막대를 만들 희귀한 재료를 찾으러 왔네, 하지만 여기서 길을 잃었고, 마법 방어막도 점점 힘을 잃어가는구먼. 곧 여길 떠야하기는 한데, 그 물건을 못 얻고 그냥 갈 수는 없어서 말이지. actors.mobs.npcs.wandmaker.intro_dust=내가 필요한 건 _시체 먼지_일세. 이러한 장소에서만 나온다는 특별한 종류의 저주 받은 뼛가루지. 여기 어딘가에 나무로 막힌 문이 있을 건대, 그 문 너머에 있을 거라고 확신하지. 하지만 주의하게나. 그 먼지가 가진 저주는 꽤 강력하거든, _먼지를 얻었으면 최대한 빨리 나에게로 돌아와 주게._ 그 저주를 정화해 줄 테니 말야. actors.mobs.npcs.wandmaker.intro_ember=내가 필요한 건 갓 소환된 불정령에서 얻을 수 있는 _신선한 잉걸불_일세. 정령은 조정되지 않은 소환 의식으로 쉽게 부를 수 있으니, 의식의 제단에 양초를 몇 개 가져가면 하나 소환할 수 있을 걸세. 불정령과 싸우면서 _갇히게 되는 상황을 최대한 피하게_. 아니면 _얼음을 일으키는 물건을 들고 있는 편이 좋다네_. 갓 소환된 불정령들은 꽤 강력하고 혼란스럽지만, 차가운 건 못 견디니까 말이야. actors.mobs.npcs.wandmaker.intro_berry=예전에 이 감옥의 한 간수는 _썩은열매 식물_을 키웠다고 하더군, 그리고 난 그 씨앗을 필요로 한다네. 하지만 지금쯤 그 식물은 통제불능으로 자랐을 것이고, 씨앗을 쉽게 얻을 수는 없을 것일세. 썩은열매가 만든 정원은 여기 근처에 있을 걸세. 살고 싶으면 _덩굴에 묶이지 않게 주의_하게나. 불을 쓰고 싶겠지만, 불을 이용하면 식물과 함께 씨앗을 태워 버리니 _불은 절대로 사용하면 안 된다네._ @@ -1442,7 +1442,7 @@ actors.mobs.npcs.wandmaker.reminder_dust=시체 먼지는 아직인가, %s(이) actors.mobs.npcs.wandmaker.reminder_ember=잉걸불은 아직인가, %s(이)여? 양초 4개를 찾아 의식의 제단으로 가게나. actors.mobs.npcs.wandmaker.reminder_berry=썩은열매 씨앗은 아직인가, %s(이)여? 식물로 가득 찬 방을 찾아 보게나. actors.mobs.npcs.wandmaker.def_verb=방어 -actors.mobs.npcs.wandmaker.desc=이 늙었지만 정중한 신사는 길을 잃어 약간 난감한 표정을 하고 있습니다. 현재 그는 마법 보호막으로 보호되고 있습니다. +actors.mobs.npcs.wandmaker.desc=이 늙었지만 정정한 신사는 길을 잃어 약간 난감한 표정을 하고 있습니다. 현재 그는 마법 방어막으로 보호되고 있습니다. @@ -1472,9 +1472,9 @@ actors.mobs.bee.discover_hint=이 캐릭터는 특정한 아이템의 효과로 actors.mobs.brute.name=놀 병정 actors.mobs.brute.enraged=분노 actors.mobs.brute.def_verb=방어 -actors.mobs.brute.desc=놀 병정은 모든 놀 중 가장 크고, 강력하며, 터프한 녀석들입니다. 치명적인 피해를 입을 경우, 그들은 격노하여 일시적인 보호막과 강력한 공격력을 갖게 됩니다. +actors.mobs.brute.desc=놀 병정은 모든 놀 중 가장 크고, 강력하며, 터프한 녀석들입니다. 치명적인 피해를 입을 경우, 그들은 격노하여 일시적인 방어막과 강력한 공격력을 얻게 됩니다. actors.mobs.brute$bruterage.name=병정의 광포화 -actors.mobs.brute$bruterage.desc=이 놀 병정은 죽어가고 있지만, 당신을 길동무로 데려가려 합니다!\n\n시간이 흐르거나 피해를 받는 등의 이유로 놀 병정에게 둘러진 보호막이 모두 사라진다면 놀 병정은 죽습니다. 그러나 보호막이 남아있는 동안 가하는 피해가 엄청나게 증가하므로 주의하십시오!\n\n이 병정에게 아직 %d의 보호막이 남아있습니다. +actors.mobs.brute$bruterage.desc=이 놀 병정은 죽어가고 있지만, 당신을 길동무로 데려가려 합니다!\n\n시간이 흐르거나 피해를 받는 등의 이유로 놀 병정에게 둘러진 방어막이 모두 사라진다면 놀 병정은 죽습니다. 그러나 방어막이 남아있는 동안 가하는 피해가 엄청나게 증가하므로 주의하십시오!\n\n남은 방어막: %d. actors.mobs.causticslime.name=산성 슬라임 actors.mobs.causticslime.desc=이 슬라임은 아래층에서 올라오는 어두운 마법에 오염되었습니다. 이 슬라임은 원래의 녹색 빛을 잃었으며, 산성 점액을 뚝뚝 흘리고 있습니다. diff --git a/core/src/main/assets/messages/actors/actors_nl.properties b/core/src/main/assets/messages/actors/actors_nl.properties index 0b781ba55..b0af7f68f 100644 --- a/core/src/main/assets/messages/actors/actors_nl.properties +++ b/core/src/main/assets/messages/actors/actors_nl.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Drie-eenheid zal het ket actors.hero.abilities.cleric.trinity.hornofplenty_use=Drie-eenheid zal het snackeffect van dit artefact toepassen, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Drie-eenheid zal het diefstaleffect van dit artefact toepassen bij _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Drie-eenheid zal het worteleffect van dit artefact toepassen met een willekeurig schadelijk zaadje, ten koste van _%2$s ladingen._ -actors.hero.abilities.cleric.trinity.skeletonkey=Drie-eenheid zal het invoeg-effect van dit artefact toepassen, ten koste van _%2$s ladingen._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Drie-eenheid zal het invoeg-effect van dit artefact toepassen, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Drie-eenheid zal het kristalkijk-effect van dit artefact toepassen op _+%1$d_, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Drie-eenheid zal het tijdbevriezingseffect van dit artefact toepassen met een _%1$d_ beurtduur, ten koste van _%2$s ladingen._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity zal het willekeurige rol-effect van dit artefact toepassen met een kans van _%1$d/10_ om de exotische versie zonder extra kosten aan te bieden, ten koste van _%2$s ladingen._ diff --git a/core/src/main/assets/messages/actors/actors_pl.properties b/core/src/main/assets/messages/actors/actors_pl.properties index ca6319561..ab5cc9f57 100644 --- a/core/src/main/assets/messages/actors/actors_pl.properties +++ b/core/src/main/assets/messages/actors/actors_pl.properties @@ -93,7 +93,7 @@ actors.buffs.ascensionchallenge.beckon=Amulet zaczyna wzywać przeciwników z od actors.buffs.ascensionchallenge.haste=Amulet zaczyna przyśpieszać oddalonych przeciwników! actors.buffs.ascensionchallenge.slow=Amulet staje się bardzo ciężki, spowalniając cię! actors.buffs.ascensionchallenge.damage=Amulet emanuje mroczną energią. Parzy! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. +actors.buffs.ascensionchallenge.weaken_info=Klątwa amuletu może być osłabiona poprzez pokonywanie przeciwników. actors.buffs.ascensionchallenge.weaken_info_no_kills=Pokonując przeciwników możesz osłabić klątwę amuletu! actors.buffs.ascensionchallenge.weaken=Czujesz, że klątwa amuletu staje się nieco słabsza. actors.buffs.ascensionchallenge.break=Dajesz sobie chwilę na złapanie oddechu i czujesz, jak twoje rany zaczynają się zasklepiać! @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Mag tworzy _latarnię teleporta actors.hero.abilities.mage.warpbeacon.desc=Mag tworzy latarnię, dzięki której może powrócić w wybrane miejsce w dowolnym momencie. Tworzenie latarni zajmuje 1 turę, ale powrót do niej jest natychmiastowy.\n\nDomyślnie Mag nie może użyć latarni do przemieszczania się między piętrami czy dotarcia w niedostępne miejsca, takie jak zamknięte pomieszczenia. Mag może teleportować się na pola zajmowane przez przeciwników, odpychając ich przy tym na bok. actors.hero.abilities.rogue.smokebomb.name=bomba dymna -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Możesz skoczyć wyłącznie na puste pole w zasięgu wzroku. actors.hero.abilities.rogue.smokebomb.prompt=Wybierz cel skoku actors.hero.abilities.rogue.smokebomb$ninjalog.name=drewniany wabik actors.hero.abilities.rogue.smokebomb$ninjalog.desc=W jakiś sposób wrogowie są łatwo przekonani, że ten drewniany wabik jest prawdziwym Łotrzykiem! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Triada użyje efektu two actors.hero.abilities.cleric.trinity.hornofplenty_use=Triada pożywi cię jak efekt przekąski artefaktu kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Triada użyje efektu okradania wrogów za pomocą tego artefaktu z mocą _+%1$d_ kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Triada nałoży efekt ukorzeniania tego artefaktu z losowym szkodliwym nasionem kosztem _%2$s ładunków_. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Triada użyje efektu skanowania tego artefaktu z mocą _+%1$d_ kosztem _%2$s ładunków_. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Triada użyje efekt zamrożenia czasu tego artefaktu na _%1$d_ tur kosztem _%2$s ładunków._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Triada użyje efektu losowego zwoju tego artefaktu z szansą _%1$d/10 na użycie egzotycznej wersji zwoju bez żadnych dodatkowych kosztów kosztem _%2$s ładunków_. @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Liczba używanych ładunków: _%d_ actors.hero.spells.divinesense.name=boski zmysł actors.hero.spells.divinesense.short_desc=Otrzymujesz tymczasową wizję umysłów w dużym zasięgu. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Kleryk skupia swoje zmysły na swoim otoczeniu, otrzymując wizję umysłów w zasięgu %d pól na 50 tur. To zaklęcie jest rzucane natychmiastowo. actors.hero.spells.divinesense$divinesensetracker.name=boski zmysł actors.hero.spells.divinesense$divinesensetracker.desc=Ta postać jest tymczasowo w stanie widzieć inne pobliskie stworzenia swoim umysłem!\n\nPozostałe tury efektu: %s. @@ -772,7 +772,7 @@ actors.hero.spells.stasis$stasisbuff.desc=Kleryk obecnie ma sojusznika zawieszon actors.hero.spells.sunray.name=słoneczny promień actors.hero.spells.sunray.short_desc=Zadaje obrażenia magiczne i jednorazowo oślepia cel. -actors.hero.spells.sunray.desc=Kleryk wystrzeliwuje promień oślepiającego światła w cel, zadając %1$d-%2$d obrażeń i oślepiając go na %3$d tury. Słoneczny Promień zawsze zadaje maksymalne obrażenia nieumarłym i demonicznym celom.\n\nPo trafieniu wroga tym czarem jego wzrok dostosuje się, co zapobiegnie ponownemu oślepieniu. Jeśli jednak zostanie on ponownie trafiony, gdy jest oślepiony przez ten czar, światło będzie przytłaczające i zamiast tego go sparaliżuje. +actors.hero.spells.sunray.desc=Kleryk wystrzeliwuje promień oślepiającego światła w cel, zadając %1$d-%2$d obrażeń i oślepiając go na %3$d tur(y). Słoneczny promień zawsze zadaje maksymalne obrażenia nieumarłym i demonicznym celom.\n\nPo trafieniu tym czarem wroga jego wzrok dostosuje się, co zapobiegnie ponownemu oślepieniu. Jeśli jednak zostanie on ponownie trafiony, gdy jest oślepiony przez ten czar, jego przytłaczające światło wywoła paraliż. actors.hero.spells.walloflight.name=ściana światła actors.hero.spells.walloflight.short_desc=Tworzy ścianę, która blokuje przeciwników. @@ -1240,7 +1240,7 @@ actors.hero.talent.recall_inscription.refunded=Twój przedmiot został zwrócony actors.hero.talent.recall_inscription.desc=_+1:_ Kapłan może rzucić _Replikacje Runy_, czar, który pozwala mu powtórzyć efekt ostatniego użytego kamienia runicznego lub zwoju w ciągu _10 tur._\n_+2:_ Kapłan może rzucić _Replikacje Runy_, czar, który pozwala mu powtórzyć efekt ostatniego użytego kamienia runicznego lub zwoju w ciągu _300 tur._\nReplikacja Runy nie może być używana ze zwojami ulepszenia. Koszt ładowania tego czaru różni się w zależności od tego, który przedmiot był ostatnio używany: 2 dla kamienia runicznego, 3 dla zwoju, 4 dla egzotycznego zwoju. Koszt ładowania jest również podwajany, gdy jest używany ze zwojem transmutacji lub przedmiotami alchemicznymi, które muszą być wykonane za pomocą zwoju transmutacji lub ulepszenia. actors.hero.talent.recall_inscription.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, zapewnia on 10% szansy przy +1 i 15% szansy przy +2 na zwrócenie zwoju lub kamienia runicznego. Ten talent nie działa na zwoje ulepszenia. actors.hero.talent.sunray.title=Słoneczny Promień -actors.hero.talent.sunray.desc=_+1:_ Kleryk może rzucić _Słoneczny Promień,_ czar, który zadaje _4-8 obrażeń_ i oślepia cel na _4 tury_, kosztem 1 ładunku.\n\n_+2:_ Kapłan może rzucić _Słoneczny Promień,_ czar, który zadaje _6-12 obrażeń_ i oślepia cel na _6 tur_, kosztem 1 ładunku.\n\nSłoneczny Promień może oślepić każdy cel tylko raz, ale jeśli cel jest już oślepiony przez Sunray, to zamiast tego zostaje sparaliżowany. Sunray zawsze zadaje maksymalne obrażenia demonicznym i nieumarłym wrogom. +actors.hero.talent.sunray.desc=_+1:_ Kleryk może rzucić _słoneczny promień_, czar kosztujący 1 ładunek, który zadaje _4-8 obrażeń_ i oślepia cel na _4 tury_.\n\n_+2:_ Kleryk może rzucić _słoneczny promień_, czar kosztujący 1 ładunek, który zadaje _6-12 obrażeń_ i oślepia cel na _6 tur_.\n\nSłoneczny promień może oślepić dany cel tylko raz. Jeśli cel jest już oślepiony przez ten czar, zostaje on sparaliżowany. Słoneczny promień zawsze zadaje maksymalne obrażenia demonicznym i nieumarłym wrogom. actors.hero.talent.sunray.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, zapewnia on 15% szansy przy +1 i 25% szansy przy +2 na to, że różdżki i artefakty oślepią wrogów na 4 tury. actors.hero.talent.divine_sense.title=Boski Zmysł actors.hero.talent.divine_sense.desc=_+1:_ Kleryk może natychmiastowo rzucić _boski zmysł_, czar kosztujący 2 ładunki, który zapewnia _8 pól_ wizji umysłów na 50 tur.\n\n_+2_ Kleryk może natychmiastowo rzucić _boski zmysł_, czar kosztujący 2 ładunki, który zapewnia _12 pól_ wizji umysłów na 50 tur. diff --git a/core/src/main/assets/messages/actors/actors_pt.properties b/core/src/main/assets/messages/actors/actors_pt.properties index 7bede15d8..adf620395 100644 --- a/core/src/main/assets/messages/actors/actors_pt.properties +++ b/core/src/main/assets/messages/actors/actors_pt.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=A Trindade aplicará o e actors.hero.abilities.cleric.trinity.hornofplenty_use=A Trindade aplicará o efeito de lanche deste artefato, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=A Trindade aplicará o efeito de roubo de inimigos deste artefato com _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=A Trindade aplicará o efeito de enraizar deste artefato com uma semente prejudicial aleatória, ao custo de _%2$s de cargas._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trindade aplicará o efeito de inserção deste artefato, ao custo de carga em_%2$s._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trindade aplicará o efeito de inserção deste artefato, ao custo de carga em_%2$s._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=A Trindade aplicará o efeito de revelar deste artefato em _+%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=A Trindade aplicará o efeito de congelamento de tempo deste artefato com uma duração de turno de _%1$d_, ao custo de _%2$s de cargas._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=A Trindade aplicará o efeito de pergaminho aleatório deste artefato, com uma chance de _%1$d/10_ de oferecer a versão exótica sem custo adicional, ao custo de _%2$s de cargas._ diff --git a/core/src/main/assets/messages/actors/actors_ru.properties b/core/src/main/assets/messages/actors/actors_ru.properties index 3fe4f68b1..d7538c277 100644 --- a/core/src/main/assets/messages/actors/actors_ru.properties +++ b/core/src/main/assets/messages/actors/actors_ru.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Троица приме actors.hero.abilities.cleric.trinity.hornofplenty_use=Троица применит эффект перекуса этого артефакта, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Троица применит эффект обкрадывающий врага, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Троица применит эффект опутывания со случайным вредоносным семенем, как у этого артефакта, используя _%2$s заряда._ -actors.hero.abilities.cleric.trinity.skeletonkey=Троица применит эффект отмычки, как у этого артефакта, используя _%2$s заряда._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Троица применит эффект отмычки, как у этого артефакта, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Троица применит эффект предвидения, как у этого артефакта _+%1$d_ уровня, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Троица применит эффект заморозки времени, как у этого артефакта с длительностью в _%1$d_ ходов, используя _%2$s заряда._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Троица применит эффект случайного свитка или с _%1$d/10_ шансом предложить особый вариант свитка, как у этого артефакта, используя _%2$s заряда._ diff --git a/core/src/main/assets/messages/actors/actors_sv.properties b/core/src/main/assets/messages/actors/actors_sv.properties index 7de4e1e1b..6790d570c 100644 --- a/core/src/main/assets/messages/actors/actors_sv.properties +++ b/core/src/main/assets/messages/actors/actors_sv.properties @@ -199,7 +199,7 @@ actors.buffs.daze.desc=Öronringning och suddig syn gör det svårt att slåss.\ actors.buffs.degrade.name=degraderad actors.buffs.degrade.heromsg=Din utrustning känns svagare! -actors.buffs.degrade.desc=Kraftfull mörk magi tär på den styrka som uppgraderingsrullarna har gett din utrustning!\n\nVid försämring behandlas uppgraderad utrustning som om den vore av lägre nivå än den faktiskt är. Varje uppgradering efter +3 blir exponentiellt svagare än den föregående. Beskrivningarna av dina föremål ändras för att återspegla deras minskade effektnivå.\n\nFörsämringen påverkar inte styrkekrav, trollstavsladdningar, kastvapeners hållbarhet eller artefakter.\n\nÅterstående försämringsturer: %s. Användning av en uppgraderingsrulle eller en rulle för att ta bort förbannelser avslutar försämringen omedelbart. +actors.buffs.degrade.desc=Kraftfull mörk magi tär på den styrka som uppgraderingsrullarna har gett din utrustning!\n\nVid försämring behandlas uppgraderad utrustning som om den vore av lägre nivå än den faktiskt är. Varje uppgradering efter +3 blir exponentiellt svagare än den föregående. Beskrivningarna av dina föremål ändras för att återspegla deras minskade effektnivå.\n\nFörsämringen påverkar inte styrkekrav, trollstavsladdningar, kastvapeners hållbarhet eller artefakter.\n\nÅterstående försämringsturer: %s. Användning av en uppgraderingsrulle eller en skriftrulle för att ta bort förbannelser avslutar försämringen omedelbart. actors.buffs.doom.name=dömd actors.buffs.doom.desc=Det är svårt att fortsätta när det känns som om hela universum vill se dig död.\n\nDömda karaktärer får +67 % skada från alla källor.\n\nDödsdom är permanent, dess effekter upphör först vid döden. @@ -272,7 +272,7 @@ actors.buffs.hunger.desc_intro_starving=Du är så hungrig att det gör ont. actors.buffs.hunger.desc=\n\nAllteftersom du utforskar underjorden blir du hungrigare och hungrigare och till slut börjar du svälta. När du svälter förlorar du långsamt livspoäng istället för att regenerera dem.\n\nDet är viktigt att ransonera! Om du har livspoäng över kan det vara en bra idé att svälta ett tag för att spara på maten. Ordentlig ransonering kan få maten att räcka mycket längre! actors.buffs.invisibility.name=osynlig -actors.buffs.invisibility.desc=Du smälter helt in i omgivningen, vilket gör dig omöjlig att se. \n\nMedan du är osynlig kan fiender inte attackera eller följa dig. Fysiska attacker och magiska effekter (som pergamentrullar och trollstavar) upphäver omedelbart osynligheten. \n\nÅterstående osynlighetstider: %s. +actors.buffs.invisibility.desc=Du smälter helt in i omgivningen, vilket gör dig omöjlig att se. \n\nMedan du är osynlig kan fiender inte attackera eller följa dig. Fysiska attacker och magiska effekter (som skriftrullar och trollstavar) upphäver omedelbart osynligheten. \n\nÅterstående osynlighetstider: %s. actors.buffs.invulnerability.name=osårbar actors.buffs.invulnerability.desc=Denna karaktär är genomsyrad av en stark skyddande kraft som ger dem en kort period av osårbarhet! \n\nÅterstående turer: %s. @@ -392,11 +392,11 @@ actors.buffs.roots.name=fastrotad actors.buffs.roots.heromsg=Du kan inte röra dig! actors.buffs.roots.desc=Rötter (magiska eller naturliga) griper tag i fötterna och tvingar dem ner mot marken.\n\nRötter låser ett mål på plats, vilket gör rörelse och de flesta rörelseförmågor omöjliga. Andra åtgärder påverkas inte, inklusive teleporteringseffekter.\n\nÅterstående rötter: %s. -actors.buffs.scrollempower.name=formelbladsförstärkning +actors.buffs.scrollempower.name=skriftrulleförstärkning actors.buffs.scrollempower.desc=Energin från Magikerns nyligen lästa skriftrulle ger hans trollstavar extra kraft!\n\nNivåhöjning: +%1$d.\nÅterstående zaps: %2$d. actors.buffs.shadows.name=sammansmält med skuggorna -actors.buffs.shadows.desc=Du smälter samman med skuggorna omkring dig, vilket gör dig osynlig och saktar ner din ämnesomsättning.\n\nMedan du är osynlig kan fiender inte attackera eller följa efter dig. De flesta fysiska attacker och magiska effekter (såsom pergamentrullar och trollstavar) upphäver omedelbart osynligheten. Dessutom saktas din hungertakt ned när du är skuggblandad.\n\nDu förblir skuggblandad tills du lämnar skuggorna eller en fiende kommer i kontakt med dig. +actors.buffs.shadows.desc=Du smälter samman med skuggorna omkring dig, vilket gör dig osynlig och saktar ner din ämnesomsättning.\n\nMedan du är osynlig kan fiender inte attackera eller följa efter dig. De flesta fysiska attacker och magiska effekter (såsom skriftrullar och trollstavar) upphäver omedelbart osynligheten. Dessutom saktas din hungertakt ned när du är skuggblandad.\n\nDu förblir skuggblandad tills du lämnar skuggorna eller en fiende kommer i kontakt med dig. actors.buffs.slow.name=saktad actors.buffs.slow.desc=Saktande magi påverkar målets tidsuppfattning, så att allt rör sig extremt snabbt för dem. \n\nEn saktad karaktär utför alla handlingar på dubbelt så lång tid som normalt. \n\nÅterstående turer med saktning: %s. @@ -573,10 +573,10 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity tillämpar denna actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity tillämpar denna artefakts snacking-effekt, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity tillämpar denna artefakts fiendestöldseffekt vid _+%1$d_, till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity tillämpar denna artefakts rotningseffekt med ett slumpmässigt skadligt frö, till en kostnad av _%2$s laddning. -actors.hero.abilities.cleric.trinity.skeletonkey=Treenigheten kommer att tillämpa denna artefakts insatseffekt, till en kostnad av _%2$s laddning._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Treenigheten kommer att tillämpa denna artefakts insatseffekt, till en kostnad av _%2$s laddning._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity tillämpar denna artefakts spådoms effekt vid _+%1$d_, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity tillämpar denna artefakts tidsfrysningseffekt med en varaktighet på _%1$d_ turer, till en kostnad av _%2$s laddning. -actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity tillämpar denna artefakts slumpmässiga rullningseffekt med en chans på _%1$d/10_ att erbjuda den exotiska versionen utan extra kostnad, till en kostnad av _%2$s laddning. +actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity tillämpar denna artefakts slumpmässiga effekt för skriftrullen med en chans på _%1$d/10_ att erbjuda den exotiska versionen utan extra kostnad, till en kostnad av _%2$s laddning. actors.hero.abilities.cleric.trinity.cost=Laddningskostnaden för denna förmåga varierar, men är oftast _%d._ actors.hero.abilities.cleric.trinity.short_desc=Prästen får en _Treenighet_ av förmågor som emulerar utrustning de har sett och kan tilldelas med hjälp av nya trollformler. actors.hero.abilities.cleric.trinity.desc=Prästen får en _Treenighet_ av rustningsförmågor, som kan tilldelas olika föremålseffekter med hjälp av tre nya trollformler. Var och en av dessa trollformler fokuserar på att emulera effekterna av olika typer av utrustning som prästen har identifierat under denna omgång: kroppsform (vapen och rustningar), sinnesform (trollstavar och kastvapen) och andeform (ringar och artefakter).\n\nVarje treenighetsform kan förses med en effekt åt gången, och prästen väljer vilken som ska aktiveras när treenighet används. Treenighet duplicerar inte effekten av något du redan har utrustat dig med. @@ -743,7 +743,7 @@ actors.hero.spells.radiance.desc=Prästen lyser upp i heligt ljus och bedövar a actors.hero.spells.recallinscription.name=återkalla inskription actors.hero.spells.recallinscription.short_desc=Upprepar en nyligen använd runsten eller skriftrulle. -actors.hero.spells.recallinscription.desc=Prästen använder helig magi för att återanvända effekten av en magisk runa som finns på en runsten eller en skriftrulle som de använde under de senaste %s turerna.\n\nÅterkalla inskription kan inte användas för att replikera uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilket föremål som nyligen använts: 2 för en runsten, 3 för en rulle, 4 för en exotisk rulle. Laddningskostnaden fördubblas också när du replikerar en transmutationsrulle eller alkemiföremål som måste tillverkas med hjälp av transmutation eller uppgradering. +actors.hero.spells.recallinscription.desc=Prästen använder helig magi för att återanvända effekten av en magisk runa som finns på en runsten eller en skriftrulle som de använde under de senaste %s turerna.\n\nÅterkalla inskription kan inte användas för att replikera uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilket föremål som nyligen använts: 2 för en runsten, 3 för en skriftrulle, 4 för en exotisk skriftrulle. Laddningskostnaden fördubblas också när du replikerar en transmutationsrulle eller alkemiföremål som måste tillverkas med hjälp av transmutation eller uppgradering. actors.hero.spells.recallinscription$useditemtracker.name=recently used rune actors.hero.spells.recallinscription$useditemtracker.desc=Prästen har nyligen använt ett föremål som fungerar med den inskrivna återkallningsbesvärjelsen. Prästen kan kasta besvärjelsen för att upprepa föremålets effekt.\n\nAnvänt föremål: %1$s.\n\nÅterstående turer: %2$s. @@ -828,7 +828,7 @@ actors.hero.heroclass.duelist_unlock=_Utrusta dig med ett vapen av rank 2 eller actors.hero.heroclass.cleric=cleric actors.hero.heroclass.cleric_desc_short=Prästen är en gudomlig trollkarl som använder sin unika _heliga bok_ för att kanalisera gudomlig magi. De kan _lära sig och uppgradera trollformler_ via talanger. -actors.hero.heroclass.cleric_desc=Prästen börjar med en _unik helig bok_ som de kan använda för att kasta olika trollformler.\n\nDe flesta av prästens talanger är inriktade på att lära sig eller uppgradera trollformler.\n\nPrästen börjar också med _en klubba_, tygrustning, en vattenflaska och en sammetspåse.\n\nPrästen identifierar automatiskt:\n_-_ Identifieringsrullar\n_-_ Renhetsdrycker\n_-_ Rullar för att ta bort förbannelser +actors.hero.heroclass.cleric_desc=Prästen börjar med en _unik helig bok_ som de kan använda för att kasta olika trollformler.\n\nDe flesta av prästens talanger är inriktade på att lära sig eller uppgradera trollformler.\n\nPrästen börjar också med _en klubba_, tygrustning, en vattenflaska och en sammetspåse.\n\nPrästen identifierar automatiskt:\n_-_ Identifieringsrullar\n_-_ Renhetsdrycker\n_-_ Skriftrullar för att ta bort förbannelser actors.hero.heroclass.cleric_unlock=För att låsa upp prästen måste du helt rena alla förbannade utrustningsdelar från förbannelsen. actors.hero.herosubclass.berserker=bärsärk @@ -978,7 +978,7 @@ actors.hero.talent.backup_barrier.meta_desc=_Om denna talang erhålls av en anna actors.hero.talent.energizing_meal.title=energigivande måltid actors.hero.talent.energizing_meal.desc=_+1:_ Att äta mat tar 1 tur för Magikern och ger honom _5 turer för att ladda sin trollstav_.\n\n_+2:_ Att äta mat tar 1 tur för Magikern och ger honom _8 turer för att ladda sin trollstav_. actors.hero.talent.inscribed_power.title=inskription -actors.hero.talent.inscribed_power.desc=_+1:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 2 trollstavsslag_ +2 nivåer.\n\n_+2:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 3 trollstavsslag_ +2 nivåer.\n\nAntalet förstärkta trollstavsslag fördubblas när du använder en uppgraderings-, transmutations- eller alkemiföremål som måste tillverkas med hjälp av dessa rullar.\n\nFör alkemiföremål med högre utgångsmängder (t.ex. de flesta trollformler) har denna talang en chans att utlösas baserat på hur många av det föremålet som produceras. +actors.hero.talent.inscribed_power.desc=_+1:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 2 trollstavsslag_ +2 nivåer.\n\n_+2:_ När Magikern läser en skriftrulle eller använder ett trollformelsobjekt får hans _nästa 3 trollstavsslag_ +2 nivåer.\n\nAntalet förstärkta trollstavsslag fördubblas när du använder en uppgraderings-, transmutations- eller alkemiföremål som måste tillverkas med hjälp av dessa skriftrullar.\n\nFör alkemiföremål med högre utgångsmängder (t.ex. de flesta trollformler) har denna talang en chans att utlösas baserat på hur många av det föremålet som produceras. actors.hero.talent.wand_preservation.title=stavbevarande actors.hero.talent.wand_preservation.desc=_+1:_ När Magikern förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _men detta kan endast göras en gång._\n\n_+2:_ När Magikern förlägger en ny trollstav i sin stav återfår han den gamla trollstaven med +0, _detta kan upprepas med en cooldown på en hjältenivå._ actors.hero.talent.wand_preservation.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att öka mängden arkan harts som erhålls när en trollstav placeras i en alkemikruka med 1 vid +1, eller med 2 vid +2. @@ -1238,7 +1238,7 @@ actors.hero.talent.enlightening_meal.meta_desc=_Om denna talang erhålls av en a actors.hero.talent.recall_inscription.title=Återkalla inskription actors.hero.talent.recall_inscription.refunded=Din artikel har återbetalats! actors.hero.talent.recall_inscription.desc=_+1:_ Prästen kan kasta _Återkalla inskription,_ en besvärjelse som låter dem upprepa effekten av den senaste runstenen eller skriftrullen de använde inom _10 turer._\n\n_+2:_ Prästen kan kasta _Återkalla inskription,_ en besvärjelse som låter dem upprepa effekten av den senaste runstenen eller skriftrullen de använde inom _300 turer.n\nÅterkalla inskription kan inte användas med uppgraderingsrullar. Denna besvärjelses laddningskostnad varierar beroende på vilken föremål som nyligen använts: 2 för en runsten, 3 för en rulle, 4 för en exotisk rulle. Laddningskostnaden fördubblas också när den används med en transmutationsrulle eller alkemiföremål som måste tillverkas med transmutation eller uppgradering. -actors.hero.talent.recall_inscription.meta_desc=_Om denna talang erhålls av en annan hjälte_ återbetalas istället alla pergamentrullar eller runstenar 10% av tiden vid +1 eller 15% av tiden vid +2. Uppgraderingspergamentrullar är undantagna från denna effekt. +actors.hero.talent.recall_inscription.meta_desc=_Om denna talang erhålls av en annan hjälte_ återbetalas istället alla pergamentrullar eller runstenar 10% av tiden vid +1 eller 15% av tiden vid +2. Uppgraderingsskriftrullar är undantagna från denna effekt. actors.hero.talent.sunray.title=Solstråle actors.hero.talent.sunray.desc=_+1:_ Prästen kan kasta _Sunray,_ en besvärjelse som gör _4-8 skada_ och förblindar målet i _4 turer,_ till en kostnad av 1 laddning.\n\n_+2:_ Prästen kan kasta _Sunray,_ en besvärjelse som orsakar _6-12 skada_ och förblindar målet i _6 turer_, till en kostnad av 1 laddning.\n\nSunray kan bara förblinda varje mål en gång, men om målet redan är förblindat av Sunray förlamas det istället. Sunray orsakar alltid maximal skada på demoniska och odöda fiender. actors.hero.talent.sunray.meta_desc=_Om denna talang erhålls av en annan hjälte_ kommer den istället att göra att trollstavar och artefakter förblindar fiender i 4 turer, 15 % av tiden vid +1 eller 25 % av tiden vid +2. @@ -1377,7 +1377,7 @@ actors.mobs.npcs.npc.discover_hint=Du kan hitta denna karaktär i en specifik re actors.mobs.npcs.prismaticimage.name=prismatisk bild actors.mobs.npcs.prismaticimage.desc=Denna skimrande illusion liknar dig mycket och verkar till och med använda ditt nuvarande vapen och din rustning.\n\nPrismatiska bilder försöker söka upp och dra till sig fiendernas uppmärksamhet och använder sin förbättrade försvar och hälsa för att skydda dig. Vid de inte har samma offensiva kraft som spegelbilder har de förbättrad hållbarhet, inklusive fördelar från din rustning.\n\nNär de reduceras till 0 hp kommer prismatiska bilder att blekna under flera turer och kan fortfarande läkas under denna tid. När inga fiender är närvarande kommer prismatiska bilder att blekna och återförenas med sin mästare. -actors.mobs.npcs.prismaticimage.discover_hint=Du kan hitta denna karaktär med en specifik rull. +actors.mobs.npcs.prismaticimage.discover_hint=Du kan hitta denna karaktär med en specifik skriftrulle. actors.mobs.npcs.ratking.name=råttkungen actors.mobs.npcs.ratking.not_sleeping=Jag sov inte alls! diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index 937e7fb69..22d70a0fd 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinity, _%2$s şarj_ ka actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinity, _%2$s şarj_ bedeli karşılığında bu eserin atıştırma etkisini uygular. actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinity, bu eserin düşman soyma etkisini _%2$s şarj_ karşılığında _+%1$d_ olarak uygular. actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinity, bu eserin kök etkisini _%2$s şarj_ karşılığında rastgele bir zararlı tohumla uygular. -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity bu eserin ekleme etkisini _ %2$s şarj pahasına uygulayacak._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity bu eserin ekleme etkisini _ %2$s şarj pahasına uygulayacak._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinity, bu eserin kehanet etkisini _+%1$d_ menzil ile uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinity, bu eserin zaman dondurma etkisini _%1$d_ tur süreyle uygulayacak, karşılığında _%2$s şarj_ harcayacaktır. actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinity, bu eserin rastgele parşömen etkisini _%1$d/10_ ihtimalle egzotik versiyonu ek bir maliyet olmadan sunacak, karşılığında _%2$s şarj_ harcayacaktır. @@ -855,10 +855,10 @@ actors.hero.herosubclass.sniper_desc=Keskin Nişancı, menzilli saldırıları d actors.hero.herosubclass.warden=gardiyan actors.hero.herosubclass.warden_short_desc=Uzun çimler _Gardiyan_'ın görüşünü engellemez ve _Gardiyan_ tohum ekerken ve bitki ezerken fazladan etkiler kazanır. actors.hero.herosubclass.warden_desc=Gardiyan'ın doğayla güçlü bir bağı vardır ve bu da ona çimen ve bitkilerle ilgili çeşitli bonus etkiler kazandırır. Uzun ve karık çimenleri sanki boş bir alanmış gibi görebilir.\n\nGardiyan attığı veya ektiği tohumların etrafında çimlerin filizlenmesine neden olur ve bitkileri çiğnerken özel etkiler kazanır. Bu özel efektler normal bitki efektlerinin yerini alır, yani hiçbir bitkinin üzerine basması onun için zararlı değildir. -actors.hero.herosubclass.champion=şampiyon +actors.hero.herosubclass.champion=Şampiyon actors.hero.herosubclass.champion_short_desc=_Şampiyon_ iki silah kullanabilir ve daha fazla silah şarjı alır. Normal saldırılarında birincil silahını kullanır, ancak silah değiştirebilir ve her iki silahın da yeteneğini kullanabilir. actors.hero.herosubclass.champion_desc=Şampiyon, birincil silahına ek olarak ikincil bir silah da kuşanabilen bir yakın dövüş silahları ustasıdır. Normal saldırılarında birincil silahını kullanır, ancak birincil silahını anında değiştirebilir ve her iki silahın da yeteneğini kullanabilir.\n\nAyrıca 2 adet daha fazla azami silah yeteneği şarjı ve +%50 silah yeteneği şarj hızı kazanır. -actors.hero.herosubclass.monk=keşiş +actors.hero.herosubclass.monk=Keşiş actors.hero.herosubclass.monk_short_desc=_Keşiş_ dövüşürken enerji biriktirir. Bu enerji çeşitli benzersiz yetenekler için harcanabilir. actors.hero.herosubclass.monk_desc=Keşiş bir fiziksel teknik ustasıdır. Düşmanlarını yendikçe, çeşitli savunma ve fayda odaklı yeteneklerde kullanabileceği enerji kazanır. Bu enerji zamanla azalmaz, ancak Keşiş'in seviyesine bağlı olarak bir sınırı vardır.\n\n1 Enerji: yumruklarla hızlıca saldır\n2 Enerji: bir sonraki saldırıdan kaçmak için odaklan\n3 Enerji: anında yakınlara atıl\n4 Enerji: düşmanı tekmeleyerek uzaklaştır\n5 Enerji: durumları temizlemek ve asa & nesne yükünü yenilemek için meditasyon yap actors.hero.herosubclass.priest=rahip diff --git a/core/src/main/assets/messages/actors/actors_uk.properties b/core/src/main/assets/messages/actors/actors_uk.properties index 91a39fdbb..26f4adc6a 100644 --- a/core/src/main/assets/messages/actors/actors_uk.properties +++ b/core/src/main/assets/messages/actors/actors_uk.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Трійця засто actors.hero.abilities.cleric.trinity.hornofplenty_use=Трійця застосує ефект поглинання цього артефакту, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Трійця застосує до цього артефакту ефект пограбування супротивника так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Трійця застосує ефект укорінення цього артефакту з випадковим шкідливим насінням, витративши на це _%2$s зарядів._ -actors.hero.abilities.cleric.trinity.skeletonkey=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Трійця застосує лякаючий ефект цього артефакту так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Трійця застосує до цього артефакту ефект зупинки часу з _%1$d_ тривалістю ходу, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Трійця застосує ефект випадкового сувою цього артефакту з шансом _%1$d/10_ запропонувати екзотичну форму без додаткового використання, за _%2$s зарядів._ diff --git a/core/src/main/assets/messages/actors/actors_vi.properties b/core/src/main/assets/messages/actors/actors_vi.properties index b7ca26c35..934e8b738 100644 --- a/core/src/main/assets/messages/actors/actors_vi.properties +++ b/core/src/main/assets/messages/actors/actors_vi.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Bộ ba sẽ trao hiệu actors.hero.abilities.cleric.trinity.hornofplenty_use=Bộ ba sẽ trao hiệu ứng ăn vặt của cổ vật này, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Bộ ba sẽ trao hiệu ứng cướp kẻ địch của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Bộ ba sẽ trao hiệu ứng bám rễ của cổ vật này với một hạt giống có hại ngẫu nhiên, với chi phí _%2$s năng lượng._ -actors.hero.abilities.cleric.trinity.skeletonkey=Bộ ba sẽ trao hiệu ứng đút của cổ vật này, với chi phí _%2$s năng lượng._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Bộ ba sẽ trao hiệu ứng đút của cổ vật này, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Bộ ba sẽ trao hiệu ứng soi của cổ vật này ở cấp _+%1$d_, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Bộ ba sẽ trao hiệu ứng ngưng đọng thời gian của cổ vật này với thời lượng _%1$d_ lượt, với chi phí _%2$s năng lượng._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Bộ ba sẽ trao hiệu ứng cuộn giấy ngẫu nhiên của cổ vật này với _%1$d/10_ tỉ lệ cung cấp phiên bản kì lạ mà không mất thêm chi phí, với chi phí _%2$s năng lượng._ diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index 7726a4298..ada571237 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一體會消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一體會消耗_%2$s充能_以發動該神器的淺嚐。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器對敵人的竊取。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一體會消耗_%2$s充能_以將有害種子扎根於該神器可觸及的指定地點。 -actors.hero.abilities.cleric.trinity.skeletonkey=三位一體會消耗_%2$s充能_以發動該神器的能力。 +actors.hero.abilities.cleric.trinity.skeletonkey_use=三位一體會消耗_%2$s充能_以發動該神器的能力。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一體會消耗_%2$s充能_以_+%1$d級_發動該神器的探察。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一體會消耗_%2$s充能_以獲得該神器持續_%1$d_回合的時間凍結效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一體會消耗_%2$s充能_使用隨機卷軸效果,有_%1$d/10_機率改以秘卷形式施放。 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index 4acf4941f..fe4ac9d2a 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=三位一体会消耗_%2 actors.hero.abilities.cleric.trinity.hornofplenty_use=三位一体会消耗_%2$s充能_以使用该神器的小吃一口效果。 actors.hero.abilities.cleric.trinity.masterthievesarmband_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_敌人窃取效果。 actors.hero.abilities.cleric.trinity.sandalsofnature_use=三位一体会消耗_%2$s充能_以使用该神器的随机有害种子扎根效果。 -actors.hero.abilities.cleric.trinity.skeletonkey=三位一体会消耗_%2$s充能_以使用该神器的插入效果。 +actors.hero.abilities.cleric.trinity.skeletonkey_use=三位一体会消耗_%2$s充能_以使用该神器的插入效果。 actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体会消耗_%2$s充能_以使用该神器的_%1$d级_探查效果。 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体会消耗_%2$s充能_以获得该神器持续_%1$d_回合的时间冻结效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体会消耗_%2$s充能_以使用该神器_%1$d/10_无额外消耗使用秘卷概率的随机卷轴效果。 @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂战士拥有越多怒气, actors.hero.talent.cleave.title=连战热忱 actors.hero.talent.cleave.desc=_+1:_当角斗士击杀一名敌人时,_30回合_内再次攻击仍继承连击数。\n\n_+2:_当角斗士击杀一名敌人时,_45回合_内再次攻击仍继承连击数。\n\n_+3:_当角斗士击杀一名敌人时,_60回合_内再次攻击仍继承连击数。 actors.hero.talent.lethal_defense.title=以战养战 -actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_50回合_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_100回合_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_150回合_。\n\n该天赋可将护盾剩余冷却时间减至最低-150回合,意味着护盾可在生效之后再生效一次。 +actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_50回合_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_100回合_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_150回合_。\n\n该天赋可将护盾剩余冷却时间减至最低-150回合,意味着护盾可在生效后立刻冷却,以便再次激活护盾。 actors.hero.talent.enhanced_combo.title=战技强化 actors.hero.talent.enhanced_combo.desc=_+1:_当角斗士的连击数达到7或以上时,冲击的击退距离提升至3且附带眩晕,并可将敌人击落深渊。\n\n_+2:_除+1的增益外,当角斗士的连击数达到9或以上时,招架反击对一回合内的多次攻击有效。\n\n_+3:_除+1和+2的增益外,角斗士在使用撞击,横扫和暴雨时可跃过 连击数/3 格的地格来接近敌人。 @@ -1691,7 +1691,7 @@ actors.mobs.phantompiranha.teleport_away=幻影食人鱼传送走了... actors.mobs.phantompiranha.desc=幻影食人鱼是巨型食人鱼的一个罕见变种,具有诡异的半透明身体和魔法能力。它能够在受到攻击时传送,依此能力进可攻、退可逃!\n\n虽然很难对付,但它们的肉也因具有魔力而备受珍视。 actors.mobs.piranha.name=巨型食人鱼 -actors.mobs.piranha.desc=这些肉食性的鱼类被专门培育用于保护水下的储藏室。它们的撕咬相当致命,避免与它们正面对峙为上。 +actors.mobs.piranha.desc=这些食肉的鱼类是为了专门保护水涝区域而培育的。它们的撕咬相当致命,避免与它们正面对峙为上。 actors.mobs.piranha.discover_hint=你可在任何地牢区域中遇到该敌人。 actors.mobs.pylon.name=能量塔 diff --git a/core/src/main/assets/messages/items/items_de.properties b/core/src/main/assets/messages/items/items_de.properties index 5fe987f1a..e941729c0 100644 --- a/core/src/main/assets/messages/items/items_de.properties +++ b/core/src/main/assets/messages/items/items_de.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s der Anti-Entropie items.armor.curses.antientropy.desc=Ein Anti-Entropie-Fluch arbeitet gegen die Kräfte des Universums, indem er der Umgebung Energie entzieht und in den Träger überführt. Dies setzt den Träger kurz in Flammen, friert aber alles um ihn herum ein! items.armor.curses.bulk.name=%s des Füllstoffs -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Eine Füllstoff-Rüstung sieht zwar größer und imposanter aus, schützt jedoch nicht besser. Was noch schlimmer ist: Das zusätzliche Volumen macht es sehr schwer, sich durch Türöffnungen zu zwängen. items.armor.curses.corrosion.name=%s der Zersetzung items.armor.curses.corrosion.desc=Eine Rüstung der Zersetzung ist dazu in der Lage, mit einer zersetzenden Flüssigkeit aufzuplatzen, wodurch alles im Umkreis mit einem klebrigen Säureschlamm bedeckt wird. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=Kelch des Blutes items.artifacts.chaliceofblood.ac_prick=STECHEN items.artifacts.chaliceofblood.yes=Ja, ich weiß was ich tue items.artifacts.chaliceofblood.no=Nein, habs mir anders überlegt -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Jedes Mal, wenn du den Kelch verwendest, entzieht er dir mehr Lebensenergie, erhöht im Gegenzug dafür jedoch deine natürliche Regeneration von Lebenspunkten.\n\nDerzeit wird das Stechen damit dir _%1$d-%2$d_ Schaden zufügen, dieser Schaden kann jedoch _sowohl mit physischem, als auch mit magischem Schutz oder Schadensreduktion_ reduziert werden. Ohne Berücksichtigung von Effekten der Schadensreduktion besteht derzeit eine _Chance von %3$s%%_, dass deine Lebensenergie vollständig ausgelaugt wird.\n\nBist du dir sicher, dass du dem Kelch noch mehr Lebensenergie opfern willst? items.artifacts.chaliceofblood.onprick=Du stichst dich und dein Blut fließt in den Kelch. items.artifacts.chaliceofblood.ondeath=Der Kelch saugt dir das Blut aus... items.artifacts.chaliceofblood.desc=Dieser funkelnde Silberkelch ist am Rand merkwürdig mit spitzen Edelsteinen verziert. items.artifacts.chaliceofblood.desc_cursed=Der verfluchte Kelch hat sich an deine Hand gefesselt und verhindert, dass sich deine Lebensenergie wieder auflädt. items.artifacts.chaliceofblood.desc_1=Wenn du den Kelch in deinen Händen hältst, verspürst du den seltsamen Drang, dich mit den spitzen Edelsteinen zu stechen. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Ein bisschen deines Blutes ist im Kelch und du spürst, wenn auch schwach, wie er dir Lebensenergie zurückgibt und deine natürliche Regeneration von Lebenspunkten erhöht. Obwohl du weißt, dass es weh tun wird, willst du dich nochmal am Kelch stechen. items.artifacts.chaliceofblood.desc_3=Der Kelch ist bis zum Rand mit deinem Blut gefüllt. Du spürst wie er dir Lebensenergie zurückgibt. items.artifacts.cloakofshadows.name=Umhang der Schatten @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Dein Armband hat noch nicht genü items.artifacts.masterthievesarmband.cursed=Du kannst kein verfluchtes Armband benutzen. items.artifacts.masterthievesarmband.full=Dein Armband ist vollständig aufgeladen! items.artifacts.masterthievesarmband.prompt=Wähle einen Feind aus, auf den du zielen möchtest -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Du musst auf einen Feind zielen, der direkt neben dir steht. items.artifacts.masterthievesarmband.steal_shopkeeper=Du kannst nicht direkt von Händlern stehlen. items.artifacts.masterthievesarmband.no_steal=Dieser Feind hat nichts, was man stehlen könnte. items.artifacts.masterthievesarmband.stole_item=Du hast gestohlen: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Die Schuhe haben eine Schattierung items.artifacts.sandalsofnature.desc_seeds=Du hast dem Schuhwerk %d Samen gefüttert. items.artifacts.skeletonkey.name=Skelettschlüssel -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=EINSETZEN +items.artifacts.skeletonkey.cursed=Du kannst keinen verfluchten Skelettschlüssel verwenden. items.artifacts.skeletonkey.prompt=Wähle ein Ziel -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.invalid_target=Hier gibt es nichts, das man auf- oder abschließen könnte. +items.artifacts.skeletonkey.lock_no_space=Du kannst niemanden, der in einer Tür steht, abschließen! +items.artifacts.skeletonkey.iron_charges=Es kostet 1 Ladung, ein normales Schloss zu öffnen. +items.artifacts.skeletonkey.gold_charges=Es kostet 2 Ladungen, ein goldenes Schloss zu öffnen. +items.artifacts.skeletonkey.lock_charges=Es kostet 2 Ladungen, eine Tür abzuschließen. +items.artifacts.skeletonkey.wall_charges=Es kostet 2 Ladungen, eine temporäre Wand zu erschaffen. +items.artifacts.skeletonkey.crystal_charges=Es kostet 5 Ladungen, ein Kristallschloss zu öffnen. +items.artifacts.skeletonkey.wont_open=Aus irgendeinem Grund weigert sich der Schlüssel, in dieses Schloss zu passen. +items.artifacts.skeletonkey.locked_with_key=Die Tür wurde mit deinem Skelettschlüssel verschlossen. +items.artifacts.skeletonkey.force_lock=Das Schloss ist ohne deinen Skelettschlüssel marode geworden. Du schaffst es, es aufzubrechen. +items.artifacts.skeletonkey.discard=Du wirfst deine überflüssigen Schlüssel weg. +items.artifacts.skeletonkey.levelup=Dein Skelettschlüssel wird stärker! items.artifacts.skeletonkey.desc=Ein wichtig aussehender Schlüssel, dessen Reide wie ein Schädel geformt ist. Jedes mal, wenn du darauf schaust, scheinen die Zähne anders angeordnet zu sein. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.desc_worn=Dieser magische Schlüssel scheint stärker zu werden, wenn du ihn anstelle der normalen Schlüssel im Dungeon benutzt. Er kann in fast jedes Schloss des Dungeons gesteckt werden, um es entweder zu öffnen oder zu verschließen.\nEs funktioniert sogar bei Schlössern, dessen Türen zuvor nicht verschlossen waren.\n\nZudem kann der Schlüssel in freiem Räumen in eine der vier Himmelsrichtungen oder diagonal verwendet werden, um die Luft vor dir zu ‚verschließen‘. Dadurch entsteht eine drei Felder breite Barriere, die 10 Züge lang bestehen bleibt. Bei diesem Vorgang werden Gegner weggestoßen, sofern genügend Platz dafür vorhanden ist.“ +items.artifacts.skeletonkey.desc_cursed=Der verfluchte Schlüssel scheint aktiv zu vermeiden, in irgendein Schloss zu passen, und erschwert dir sogar die Nutzung deiner anderen Schlüssel – wenn auch nicht völlig. +items.artifacts.skeletonkey$keywall.desc=Eine temporäre magische Barriere wurde hier mithilfe des Skelettschlüssels erschaffen. items.artifacts.talismanofforesight.name=Talisman der Vorsehung items.artifacts.talismanofforesight.ac_scry=VORHERSEHUNG @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Die geschliffenen Oberflächen auf diesem Kristallsch items.keys.ironkey.name=Eisenschlüssel items.keys.ironkey.desc=Der Bart dieses altertümlichen Schlüssels ist deutlich verschlissen. Welches Schloss kann dieser Schlüssel wohl öffnen? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=abgenutzter Schlüssel +items.keys.wornkey.desc=Der Schlüssel ist abgenutzt und verfärbt, allerdings sieht er so aus, als wäre er von hoher Bedeutung. Er könnte vielleicht genutzt werden um eine besondere Tür in der Nähe zu öffnen. @@ -940,9 +940,9 @@ items.quest.embers.name=Asche eines Elementars items.quest.embers.desc=Spezielle Asche, welche nur von jungen Feuerelementaren gewonnen werden kann. Die Asche strahlt thermische Energie aus. items.quest.embers.discover_hint=Du kannst diesen Gegenstand während einer bestimmten Aufgabe finden. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=Fluchtkristall items.quest.escapecrystal.ac_use=VERWENDEN -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Ein schmaler magischer Zauberkristall, der offenbar eine Art Teleportationsmagie enthält. Du kannst diesen Kristall jederzeit benutzen, um den zwergischen Tresor zu verlassen – allerdings wirst du somit nichts aus ihm mitnehmen können! items.quest.escapecrystal.discover_hint=Du kannst diesen Gegenstand während einer bestimmten Aufgabe finden. items.quest.gooblob.name=Schleimklumpen @@ -1425,8 +1425,8 @@ items.trinkets.chaoticcenser.desc=Nach einiger Zeit im Alchemiegefäß scheint d items.trinkets.chaoticcenser.typical_stats_desc=Dieses Kleinod wird ungefähr alle _%d_ Züge schädliches Gas in der Nähe eines Feindes erzeugen. Gase treten nur auf, wenn Feinde zugegen sind. Auf höheren Stufen steigt die Wahrscheinlichkeit, dass exotisches und mächtiges Gas erzeugt wird. items.trinkets.chaoticcenser.stats_desc=Dieses Kleinod wird ungefähr alle _%d_ Züge schädliches Gas in der Nähe eines Feindes erzeugen. Gase treten nur auf, wenn Feinde zugegen sind. Auf höheren Stufen steigt die Wahrscheinlichkeit, dass exotisches und mächtiges Gas erzeugt wird. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.name=gesprungenes Fernglas +items.trinkets.crackedspyglass.desc=Dieses handliche Teleskop wäre ein beeindruckendes Beispiel für großartige und präzise Handwerkskunst – wäre da nicht der Riss in seiner Frontlinse. Das Fernrohr scheint dir zu helfen, neue Gegenstände im Dungeon aufzuspüren, doch durch seinen Makel sind die entdeckten Objekte nur schwer zu erkennen! items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Normalerweise wird dieses Kleinod de items.trinkets.eyeofnewt.stats_desc=Auf der aktuellen Stufe wird dieses Kleinod deine Sichtweite um _%1$s%%_ verringern, verleiht dir aber gleichzeitig übersinnliche Wahrnehmung gegenüber Feinden in einem Umkreis von _%2$d_ Feldern. items.trinkets.ferrettuft.name=Frettchenfell -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Ein Büschel aus seidigem, weißen Frettchenfell, das von einer hellgrünen Schleife zusammengehalten wird. Frettchen sind für ihre Flinkheit, Hinterhältigkeit und mangelnde Integrität bekannt. Das Kleinod scheint etwas von dieser Kraft auszustrahlen und erleichtert allem um sich herum das Ausweichen. items.trinkets.ferrettuft.typical_stats_desc=Normalerweise erhöht dieses Kleinod die Ausweichrate aller Charaktere um _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Auf seiner aktuellen Stufe erhöht dieses Kleinod die Ausweichrate aller Charaktere um _%1$s%%_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Diese Waffe verteilt die Gewalt ihres items.weapon.missiles.forcecube.desc=Diese seltsam geformten magischen Würfel sind klein genug, um sie in der Hand zu halten, aber sie sind unglaublich schwer. items.weapon.missiles.heavyboomerang.name=schwerer Bumerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Fünf Züge, nachdem sie geworfen wurde, fliegt diese Waffe zurück an den Ort, von dem sie geworfen wurde. items.weapon.missiles.heavyboomerang.desc=Dieser große Bumerang ist schwer zu beherrschen, verursacht aber erheblichen Schaden. items.weapon.missiles.javelin.name=Wurfspeer @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Diese Steine wurden abgeschliffen, dami items.weapon.missiles.throwingstone.discover_hint=Einer der Helden startet mit diesem Gegenstand. items.weapon.missiles.tomahawk.name=Tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Diese Waffe fügt ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ hinzu. +items.weapon.missiles.tomahawk.typical_stats_desc=Normalerweise fügt diese Waffe ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ hinzu. items.weapon.missiles.tomahawk.desc=Diese Wurfäxte haben eine gezackte Kante, die Wunden reißt, während sie in einem Feind stecken bleiben. items.weapon.missiles.trident.name=Dreizack diff --git a/core/src/main/assets/messages/items/items_it.properties b/core/src/main/assets/messages/items/items_it.properties index 6666627fe..e01a35ed4 100644 --- a/core/src/main/assets/messages/items/items_it.properties +++ b/core/src/main/assets/messages/items/items_it.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s dell'anti-entropia items.armor.curses.antientropy.desc=La maledizione di Anti-entropia lavora contro le forze dell'universo, spingendo energia dentro chi la indossa prendendola dai suoi dintorni. Ciò dà fuoco brevemente al portatore, ma congela tutto intorno a lui! items.armor.curses.bulk.name=%s della massa -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Un'armatura della massa appare più grande ed imponente ma non offre veramente una difesa migliore. Peggio ancora, le maggiori dimensioni rendono molto difficoltoso entrare nelle porte. items.armor.curses.corrosion.name=%s della corrosione items.armor.curses.corrosion.desc=L'armatura della corrosione è in grado di sprizzare fluido corrosivo, ricoprendo ogni cosa nell'area con appiccicosa melma acida. @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=calice di sangue items.artifacts.chaliceofblood.ac_prick=PUNGI items.artifacts.chaliceofblood.yes=Sì, so quel che sto facendo items.artifacts.chaliceofblood.no=No, ho cambiato idea -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Ogni volta che usi il calice, prosciugherà sempre più della t_ ua energia vitale, ma in cambio incrementerà la tua rigenerazione naturale.\n\nAttualmente pungerti infliggerà _%1$d-%2$d danni_, anche se questo danno può essere ridotto da _armature e riduzioni dal danno sia fisiche che magiche._ Senza considerare gli effetti di riduzione del danno, attualmente pungerti ha una _probabilità del %3$s%%_ di prosciugare completamente la tua forza vitale.\n\nSei sicuro di voler offrire al calice più energia vitale? items.artifacts.chaliceofblood.onprick=Ti fai pungere e la tua essenza vitale scorre nel calice. items.artifacts.chaliceofblood.ondeath=Il calice prosciuga interamente la tua vita... items.artifacts.chaliceofblood.desc=Questo calice d'argento luccicante è stranamente decorato con gemme affilate attorno all'orlo. diff --git a/core/src/main/assets/messages/items/items_ko.properties b/core/src/main/assets/messages/items/items_ko.properties index 56a9735eb..2ced322a8 100644 --- a/core/src/main/assets/messages/items/items_ko.properties +++ b/core/src/main/assets/messages/items/items_ko.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=피의 성배 items.artifacts.chaliceofblood.ac_prick=찌르기 items.artifacts.chaliceofblood.yes=네. 그렇게 하겠습니다. items.artifacts.chaliceofblood.no=아니오. 생각을 바꾸었습니다. -items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 대가로 당신의 자연 체력 재생을 더 늘려 줄 것입니다.\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입습니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? +items.artifacts.chaliceofblood.prick_warn=당신이 성배를 사용할 때마다 성배는 당신의 생명 에너지를 더 많이 흡수하지만, 그 대가로 당신의 자연 체력 재생을 더 늘려 줍니다..\n\n현재 성배로 찌르기를 시도할 경우 당신은 _%1$d-%2$d 피해_를 입습니다. 이 피해는 _물리 및 마법 피해 방어력과 피해 감소 효과_의 영향을 모두 받습니다. 피해 감소 효과를 고려하지 않고, 지금 찌르기를 시도하면 _%3$s%%_ 확률로 남은 생명력을 모두 빼앗길 수도 있습니다.\n\n성배에 더 많은 생명 에너지를 제공하겠습니까? items.artifacts.chaliceofblood.onprick=당신은 스스로를 찔렀고, 생명의 정수가 성배에 빨려 들어갔다. items.artifacts.chaliceofblood.ondeath=성배는 당신의 생명의 정수를 모조리 빨아들였다... items.artifacts.chaliceofblood.desc=이 빛나는 은색 성배의 테두리에는 뾰족한 보석들로 둘러져 있습니다. @@ -246,7 +246,7 @@ items.artifacts.driedrose$ghosthero.discover_hint=이 캐릭터는 특정한 마 items.artifacts.driedrose$ghosthero.hello=안녕하신가, %s(이)여. items.artifacts.driedrose$ghosthero.introduce=내 영혼은 이 장미에 묶여 있어. 지상에 있는 내 연인에게서 받은 아주 소중한 물건이었지.\n\n그이에겐 더 이상 돌아갈 순 없겠지만, 당신 덕에 내 여정을 완수할 두 번째 기회를 얻었어. 가능하다면 당신의 부름에 응해 같이 싸워줄 거야.\n\n당신이 장미를 가지고 있는 한 나는 당신의 목소리를 들을 수 있으니, 멀리서도 장미를 이용하여 내게 명령을 내릴 수 있어.\n\n부디 당신은 나처럼 되지 않기를... -items.artifacts.driedrose$ghosthero.dialogue_sewers_1=이 하수구는 꽤나 안전한 장소였고, 심지어 겨울에는 사람들이 여기서 살기도 했지. +items.artifacts.driedrose$ghosthero.dialogue_sewers_1=이 하수구는 꽤나 안전한 장소였고, 겨울에는 사람들이 여기서 살기도 했지. items.artifacts.driedrose$ghosthero.dialogue_sewers_2=경비병들에게 무슨 일이 생겼는지 궁금한데, 그들이 포기한건가? items.artifacts.driedrose$ghosthero.dialogue_sewers_3=지상에 내 가족들이 있는데, 그들이 무사했으면 좋겠어. items.artifacts.driedrose$ghosthero.dialogue_sewers_4=경비병들은 이 괴물들을 물리치지 못했지만, 어쩌면 우리는 할 수 있을지도. @@ -288,7 +288,7 @@ items.artifacts.driedrose$ghosthero.seen_goo_2=수많은 내 친구들이 이 items.artifacts.driedrose$ghosthero.seen_goo_3=살아있어서는 안 되는 흉물이다! items.artifacts.driedrose$ghosthero.seen_tengu_1=마지막 남은 죄수는 물론 치명적인 암살자로군... items.artifacts.driedrose$ghosthero.seen_tengu_2=그가 우리를 가뒀어! -items.artifacts.driedrose$ghosthero.seen_tengu_3=난 저 복면에 대한 무서운 이야기를 들은 적이 있지... +items.artifacts.driedrose$ghosthero.seen_tengu_3=난 저 가면에 대한 무서운 이야기를 들은 적이 있지... items.artifacts.driedrose$ghosthero.seen_dm300_1=오직 드워프만이 침입자를 죽이는 채굴 기계를 만들었겠지. items.artifacts.driedrose$ghosthero.seen_dm300_2=저 녀석은 거대한걸... items.artifacts.driedrose$ghosthero.seen_dm300_3=어떻게 이 녀석이 이렇게나 오래 동력을 유지한 것일까? @@ -681,8 +681,8 @@ items.journal.alchemypage.name=찢어진 연금술서 페이지 items.journal.alchemypage.desc=연금술과 관련된 도서에서 찢겨 나온 페이지입니다.\n\n글자가 거리를 두고서는 도저히 읽을 수 없을 정도로 작게 쓰여져 있으며, 제목만 겨우 읽을 수 있을 정도입니다.\n\n제목은 _"%s"_ 라고 쓰여 있습니다. items.journal.guidebook.name=던전 숙련 지침서 -items.journal.guidebook.hint_mobile=가이드북이 당신에게 조언할 게 있습니다! 오른쪽 위에 있는 빛나는 저널 버튼을 눌러 읽어 보세요. -items.journal.guidebook.hint_desktop=가이드북이 당신에게 조언할 게 있습니다! 오른쪽 위에 있는 빛나는 저널 버튼(%s)을 눌러 읽어 보세요. +items.journal.guidebook.hint_mobile=가이드북이 당신에게 조언할 게 있습니다! 오른쪽 위에 있는 빛나는 일지 버튼을 눌러 읽어 보세요. +items.journal.guidebook.hint_desktop=가이드북이 당신에게 조언할 게 있습니다! 오른쪽 위에 있는 빛나는 일지 버튼(%s)을 눌러 읽어 보세요. items.journal.guidebook.hint_status=가이드북 items.journal.guidebook.desc=이것은 모험가를 위한 가이드북으로, 모험을 포기한 누군가가 두고 간 것 같습니다! 특이한 마법이 깃들어 있어, 모험가에게 적절한 순간에 적절한 페이지를 읽도록 유도합니다.\n\n유용함도 유용함이지만, 표지에 큼직하게 적힌 "당황하지 마라!"라는 커다란 안내 문구 덕에 인기가 많습니다. @@ -781,11 +781,11 @@ items.potions.potionofparalyticgas.desc=이 용액이 공기에 노출되면 감 items.potions.potionofpurity.name=정화의 물약 items.potions.potionofpurity.freshness=당신은 흔치 않은 공기의 상쾌함을 느꼈다. -items.potions.potionofpurity.protected=보호막이 당신을 감싼다! +items.potions.potionofpurity.protected=방어막이 당신을 감싼다! items.potions.potionofpurity.desc=이 마법 용액은 넓은 구역 내의 모든 해로운 범위효과를 빠르게 정화시킵니다. 마시면 해당 효과들에 대해 잠시동안 면역이 됩니다. items.potions.potionofstrength.name=힘의 물약 -items.potions.potionofstrength.msg=새로운 힘이 당신의 몸을 타고 흘러, 이제 %d만큼의 힘을 가지고 있다! +items.potions.potionofstrength.msg=새로운 힘이 당신의 몸을 타고 흘러, 힘이 %d로 올랐다! items.potions.potionofstrength.desc=이 강력한 용액은 당신의 근육을 타고 흘러, 당신의 힘을 1만큼 영구적으로 늘립니다. items.potions.potionoftoxicgas.name=유독 가스의 물약 @@ -841,7 +841,7 @@ items.potions.elixirs.elixiroficytouch.name=차가운 숨결 영약 items.potions.elixirs.elixiroficytouch.desc=이 물약을 마시면 당신이 공격하는 적들로부터 열기를 빼앗아 올 수 있게 됩니다. 이 효과는 당신을 추위에 면역으로 만들어주며 물리적 공격으로 적들을 얼려버릴 수도 있습니다. items.potions.elixirs.elixirofmight.name=용력의 영약 -items.potions.elixirs.elixirofmight.msg=새로운 힘이 당신의 몸을 타고 흘러, 이제 %d만큼의 힘을 가지고 있다! +items.potions.elixirs.elixirofmight.msg=새로운 힘이 당신의 몸을 타고 흘러, 힘이 %d로 올랐다! items.potions.elixirs.elixirofmight.desc=이 강력한 용액은 당신의 근육을 타고 흘러, 영구적으로 1만큼의 힘을, 일시적으로 %d 만큼의 최대 체력을 늘립니다. 이 체력 증가량은 당신의 최대 체력에 따라 결정되나, 이렇게 얻은 최대 체력은 레벨이 오를수록 천천히 감소합니다. items.potions.elixirs.elixirofmight$htboost.name=최대 체력 증가 items.potions.elixirs.elixirofmight$htboost.desc=당신의 몸이 비자연적으로 강하고 건강해지는 것을 느낍니다.\n\n당신의 최대 체력이 상당히 오랫동안 증가합니다. 레벨을 올림에 따라 이 효과는 서서히 사라집니다.\n\n현재 남아있는 체력 증가량은 %d입니다.\n%d레벨을 올린 후에 효과가 완전히 사라집니다. @@ -900,8 +900,8 @@ items.potions.exotic.potionofmastery.weapon_easier=당신의 무기가 다루기 items.potions.exotic.potionofmastery.armor_easier=당신의 갑옷이 착용하기 더 쉬워졌다! items.potions.exotic.potionofmastery.desc=힘 그 자체를 얻는 대신, 이 물약은 사용자의 근육을 특정 장비 하나에 맞게 조율합니다. 이를 통해 사용자는 그 장비를 수없이 사용해 온 것처럼 손쉽게 다룰 수 있게 됩니다.\n\n선택한 무기 혹은 방어구의 힘 요구 수치가 2 감소합니다. 이 물약은 각 장비에 대해 한 번씩만 사용할 수 있습니다. -items.potions.exotic.potionofshielding.name=보호막의 물약 -items.potions.exotic.potionofshielding.desc=사용자를 치유하지는 않는 대신, 이 물약은 지속되는 동안 사용자의 몸에 상당한 피해를 막아낼 수 있는 보호막을 두릅니다. +items.potions.exotic.potionofshielding.name=방어막의 물약 +items.potions.exotic.potionofshielding.desc=사용자를 치유하지는 않는 대신, 이 물약은 지속되는 동안 사용자의 몸에 상당한 피해를 막아낼 수 있는 방어막을 두릅니다. items.potions.exotic.potionofshroudingfog.name=연막 물약 items.potions.exotic.potionofshroudingfog.desc=이 플라스크에 든 용액은 짙은 연기로 된 안개를 빠르게 퍼뜨려 적들의 시야를 차단합니다. @@ -982,7 +982,7 @@ items.remains.cloakscrap.name=천 조각 items.remains.cloakscrap.desc=이 반투명한 옷감 조각은 최근 도적이 두르고 있던 그림자의 망토에서 뜯겨 나온 것 같습니다. 당신은 아직도 이 옷감 안에 미약하게나마 남아 있는 신비로운 에너지를 느낄 수 있으며, 이걸 사용한다면 착용 중인 유물을 약간 충전시킬 수 있을 것 같습니다. 다만, 실행에 옮길 경우 이 옷감 조각은 파괴될 겁니다. items.remains.sealshard.name=인장 파편 -items.remains.sealshard.desc=이 작고 붉은 밀랍 조각은 쓰러진 전사의 인장에서 나온 것처럼 보입니다. 당신은 아직도 이 밀랍 조각 안에 미약하게나마 남아 있는 의지력과 집착을 느낄 수 있으며, 이걸 사용한다면 스스로에게 약간의 보호막을 두를 수 있을 것 같습니다. 다만, 실행에 옮길 경우 이 밀랍 조각은 파괴될 겁니다. +items.remains.sealshard.desc=이 작고 붉은 밀랍 조각은 쓰러진 전사의 인장에서 나온 것처럼 보입니다. 당신은 아직도 이 밀랍 조각 안에 미약하게나마 남아 있는 의지력과 집착을 느낄 수 있으며, 이걸 사용한다면 스스로에게 약간의 방어막을 두를 수 있을 것 같습니다. 다만, 실행에 옮길 경우 이 밀랍 조각은 파괴될 겁니다. items.remains.tornpage.name=찢긴 쪽지 items.remains.tornpage.desc=이 종이는 성직자의 성서에서 찢겨져 나온 것 같습니다. 아직 약간의 신성력이 남아 있어, 사용하면 약간의 체력을 회복합니다. 하지만 사용 시 찢어진 종이는 파괴됩니다. @@ -1039,15 +1039,15 @@ items.rings.ringofenergy.upgrade_stat_name_1=충전 속도 증가량 items.rings.ringofenergy.desc=이 반지는 비전력을 발하여 당신이 가진 모든 마법 장비의 충전을 가속합니다. 저주받은 반지는 반대로 충전 속도를 늦춥니다. items.rings.ringofevasion.name=회피의 반지 -items.rings.ringofevasion.stats=이 반지를 장착했을 때, 당신의 회피가 _%s%%_ 만큼 증가할 것입니다. -items.rings.ringofevasion.typical_stats=이 반지를 장착했을 때, 당신의 회피가 일반적으로 _%s%%_ 만큼 증가할 것입니다. +items.rings.ringofevasion.stats=이 반지를 장착했을 때, 당신의 회피가 _%s%%_ 만큼 증가합니다. +items.rings.ringofevasion.typical_stats=이 반지를 장착했을 때, 당신의 회피가 일반적으로 _%s%%_ 만큼 증가합니다. items.rings.ringofevasion.combined_stats=장착한 반지들의 효과가 섞여, 당신의 회피를 총 _%s%%_만큼 증가시킵니다. items.rings.ringofevasion.upgrade_stat_name_1=회피 증가량 items.rings.ringofevasion.desc=이 반지는 착용자의 반사신경을 강화시켜 공격을 더 잘 피하도록 만듭니다. 저주받은 반지는 대신 착용자를 공격에 더 쉽게 노출시킵니다. items.rings.ringofforce.name=완력의 반지 -items.rings.ringofforce.stats=현재 힘에 따라 맨손인 상태에서 이 반지는 _%1$d-%2$d 의 피해_를 입힐 수 있습니다. 무기를 장착한 상태에서는 이 반지가 _%3$d_의 피해를 증가시킬 것입니다. -items.rings.ringofforce.typical_stats=이 반지는 맨손인 상태에서 현재 힘에 따라 일반적으로 _%1$d-%2$d 의 피해_를 입힐 수 있습니다. 무기를 장착한 상태에서는 이 반지가 일반적으로 _%3$d_의 피해를 증가시킬 것입니다. +items.rings.ringofforce.stats=현재 힘에 따라 맨손인 상태에서 이 반지는 _%1$d-%2$d 의 피해_를 입힙니다. 무기를 장착한 상태에서는 이 반지가 _%3$d_의 피해를 증가킵니다. +items.rings.ringofforce.typical_stats=이 반지는 맨손인 상태에서 현재 힘에 따라 일반적으로 _%1$d-%2$d 의 피해_를 입힙니다. 무기를 장착한 상태에서는 이 반지가 일반적으로 _%3$d_의 피해를 증가시킵니다. items.rings.ringofforce.combined_stats=장착한 반지들의 효과가 섞여, 맨손으로 공격 시 총 _%1$d-%2$d_의 피해를 입히며, 무기 착용 시 _%3$d_만큼 피해량을 증가시킵니다. items.rings.ringofforce.upgrade_stat_name_1=맨손 피해량 items.rings.ringofforce.upgrade_stat_name_2=무기 피해 증가량 @@ -1057,7 +1057,7 @@ items.rings.ringofforce.typical_ability_desc=결투자는 이 반지를 통해 _ items.rings.ringofforce.ability_desc=결투자는 이 반지를 통해 _싸움꾼의 자세_를 취할 수 있게 되며, 싸움꾼의 자세를 취하면 무기를 장착한 채로 공격해도 이 반지를 사용하는 것과 같은 피해를 입힐 수 있습니다. 이 공격은 _%1$d-%2$d_의 피해를 입히고 무기에 부여된 마법과 증강 효과 또한 포함하게 됩니다. 싸움꾼의 자세를 취하는 동안 무기의 충전 속도가 50%%만큼 감소합니다. items.rings.ringofforce.desc=이 반지는 착용자의 근접 공격을 강화시킵니다. 이 반지가 주는 완력은 무기를 들때 비교적 덜하지만, 무기를 들지 않고 공격하면 더 강한 피해를 줄 수 있습니다. 저주받은 반지는 착용자의 공격력을 약화시킵니다. items.rings.ringofforce$brawlersstance.name=싸움꾼의 자세 -items.rings.ringofforce$brawlersstance.desc=싸움꾼의 자세를 취하는 동안 결투자의 일반적인 공격은 무기를 착용 중이라도 완력의 반지의 공격 피해를 입힐 수 있게 됩니다. 이 공격은 추가적인 피해량을 얻으며, 또한 무기에 부여된 마법과 증강 효과도 적용됩니다.\n\n싸움꾼의 자세를 유지하는 것은 꽤 많은 집중력을 요구하기 때문에, 무기의 충전 속도가 50%만큼 감소하게 될 것입니다.\n\n싸움꾼의 자세는 완력의 반지를 사용함으로써 사용 여부를 바꿀 수 있지만, 싸움꾼의 자세 사용 여부를 빠르게 바꾸면 무기 충전 속도 감소 효과는 곧바로 사라지지 않고 약간 동안 남아 있게 될 것입니다. +items.rings.ringofforce$brawlersstance.desc=싸움꾼의 자세를 취하는 동안 결투자의 일반적인 공격은 무기를 착용 중이라도 완력의 반지의 공격 피해를 입힐 수 있게 됩니다. 이 공격은 추가적인 피해량을 얻으며, 또한 무기에 부여된 마법과 증강 효과도 적용됩니다.\n\n싸움꾼의 자세를 유지하는 것은 꽤 많은 집중력을 요구하기 때문에, 무기의 충전 속도가 50%만큼 감소합니다.\n\n싸움꾼의 자세는 완력의 반지를 사용함으로써 사용 여부를 바꿀 수 있지만, 싸움꾼의 자세 사용 여부를 빠르게 바꾸면 무기 충전 속도 감소 효과는 곧바로 사라지지 않고 약간 동안 남아 있게 됩니다. items.rings.ringoffuror.name=분노의 반지 items.rings.ringoffuror.stats=이 반지를 장착했을 때, 당신의 공격 속도가 _%s%%_ 만큼 증가합니다. @@ -1067,8 +1067,8 @@ items.rings.ringoffuror.upgrade_stat_name_1=공격 속도 증가량 items.rings.ringoffuror.desc=이 반지는 착용자에게 내면의 분노를 끌어내어, 더 빠르게 공격할 수 있게 합니다. 저주받은 반지는 착용자의 공격 속도를 감소시킵니다. items.rings.ringofhaste.name=신속의 반지 -items.rings.ringofhaste.stats=이 반지를 장착했을 때, 당신의 이동 속도는 _%s%%_ 만큼 증가할 것입니다. -items.rings.ringofhaste.typical_stats=이 반지를 장착했을 때, 당신의 이동 속도는 _%s%%_ 만큼 증가할 것입니다. +items.rings.ringofhaste.stats=이 반지를 장착했을 때, 당신의 이동 속도는 _%s%%_ 만큼 증가합니다. +items.rings.ringofhaste.typical_stats=이 반지를 장착했을 때, 당신의 이동 속도가 _%s%%_ 만큼 증가합니다. items.rings.ringofhaste.combined_stats=장착한 반지들의 효과가 섞여, 당신의 이동 속도를 총 _%s%%_만큼 증가시킵니다. items.rings.ringofhaste.upgrade_stat_name_1=이동 속도 증가량 items.rings.ringofhaste.desc=이 반지는 착용자의 이동에 걸리는 제약을 감소시켜 초인적인 속도로 달릴 수 있게 합니다. 저주받은 반지는 착용자를 더 둔하게 만듭니다. @@ -1082,23 +1082,23 @@ items.rings.ringofmight.upgrade_stat_name_2=최대 체력 증가량 items.rings.ringofmight.desc=이 반지는 착용자의 물리적 특징을 강화하여, 더 강한 힘과 더 많은 최대 체력을 부여합니다. 저주받은 반지는 착용자의 힘을 약화시킵니다. items.rings.ringofsharpshooting.name=저격의 반지 -items.rings.ringofsharpshooting.stats=이 반지를 장착했을 때, 이 반지는 당신의 투척 무기들을 _%1$d_ 만큼 강화한 것 처럼 피해량을 증가시키며, 또한 내구성을 _%2$s%%_ 만큼 늘릴 것입니다. -items.rings.ringofsharpshooting.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신의 투척 무기들을 _%1$d_ 만큼 강화한 것 처럼 피해량을 증가시키며, 또한 내구성을 _%2$s%%_ 만큼 늘릴 것입니다. +items.rings.ringofsharpshooting.stats=이 반지를 장착했을 때, 이 반지는 당신의 투척 무기들을 _%1$d_ 만큼 강화한 것 처럼 피해량을 증가시키며, 또한 내구성을 _%2$s%%_ 만큼 늘립니다. +items.rings.ringofsharpshooting.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신의 투척 무기들을 _%1$d_ 만큼 강화한 것 처럼 피해량을 증가시키며, 또한 내구성을 _%2$s%%_ 만큼 늘립니다. items.rings.ringofsharpshooting.combined_stats=장착한 반지들의 효과가 섞여, 당신이 던지는 투척 무기의 성능을 총 _+%1$d_만큼, 내구도를 _%2$s%%_만큼 증가시킵니다. items.rings.ringofsharpshooting.upgrade_stat_name_1=투척 무기 피해량 레벨 증가량 items.rings.ringofsharpshooting.upgrade_stat_name_2=내구성 증가량 items.rings.ringofsharpshooting.desc=이 반지는 착용자의 정확성과 조준을 향상시켜 모든 발사체 무기들을 더 강력하고 오래 사용할 수 있게 합니다. 저주받은 반지는 반대의 효과를 줍니다. items.rings.ringoftenacity.name=인내의 반지 -items.rings.ringoftenacity.stats=이 반지를 장착했을 때, 이 반지는 당신이 입는 피해를 _%s%%_ 까지 줄일 것입니다. -items.rings.ringoftenacity.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신이 입는 피해를 _%s%%_ 만큼 줄일 것입니다. +items.rings.ringoftenacity.stats=이 반지를 장착했을 때, 이 반지는 당신이 입는 피해를 _%s%%_ 까지 줄입니다. +items.rings.ringoftenacity.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신이 입는 피해를 _%s%%_ 만큼 줄입니다. items.rings.ringoftenacity.combined_stats=장착한 반지들의 효과가 섞여, 당신이 입는 모든 피해를 최대 _%s%%_만큼 경감합니다. items.rings.ringoftenacity.upgrade_stat_name_1=최대 피해 저항 items.rings.ringoftenacity.desc=이 반지는 착용자가 받은 치명적인 일격에 저항할 수 있게 합니다. 착용자가 더 많이 다칠수록, 피해에 저항하는 정도도 커집니다. 저주받은 반지는 착용자를 더 쉽게 죽게 만듭니다. items.rings.ringofwealth.name=부유함의 반지 -items.rings.ringofwealth.stats=이 반지를 장착했을 때, 이 반지는 당신의 운을 _%s%%_ 만큼 증가시킬 것입니다. -items.rings.ringofwealth.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신의 운을 _%s%%_ 만큼 증가시킬 것입니다. +items.rings.ringofwealth.stats=이 반지를 장착했을 때, 이 반지는 당신의 운을 _%s%%_ 만큼 증가시킵니다. +items.rings.ringofwealth.typical_stats=이 반지를 장착했을 때, 이 반지는 일반적으로 당신의 운을 _%s%%_ 만큼 증가시킵니다. items.rings.ringofwealth.combined_stats=장착한 반지들의 효과가 섞여, 당신의 운을 총 _%s%%_만큼 증가시킵니다. items.rings.ringofwealth.upgrade_stat_name_1=행운 증가량 items.rings.ringofwealth.desc=이 반지는 보물을 끌어당기는 자석처럼 작용하며, 적들과 상자에서 더 좋은 아이템이 나올 가능성을 늘려 줍니다. 저주받은 반지는 당신이 전리품을 얻을 확률을 감소시킵니다. @@ -1145,7 +1145,7 @@ items.scrolls.scrollofmagicmapping.desc=이 주문서를 읽으면, 수정같이 items.scrolls.scrollofmirrorimage.name=거울상의 주문서 items.scrolls.scrollofmirrorimage.copies=주문서가 당신의 거울상을 만들었다. items.scrolls.scrollofmirrorimage.no_copies=주문서가 당신의 거울상을 만들려고 했으나, 생성할 공간이 없었다. -items.scrolls.scrollofmirrorimage.desc=이 주문서에 적힌 주문은 사용자의 분신을 두 개 소환합니다. 분신들은 원본처럼 적들을 쫓아다닐 것입니다. 하지만 내구력이 약해 피해를 입으면 즉시 사라질 것입니다. +items.scrolls.scrollofmirrorimage.desc=이 주문서에 적힌 주문은 사용자의 분신을 두 개 소환합니다. 분신들은 원본처럼 적들을 쫓아다닙니다. 하지만 내구력이 약해 피해를 입으면 즉시 사라집니다. items.scrolls.scrollofretribution.name=징벌의 주문서 items.scrolls.scrollofretribution.blast=강력한 마법 에너지가 주문서를 찢고 나왔다! @@ -1177,7 +1177,7 @@ items.scrolls.scrollofterror.name=공포의 주문서 items.scrolls.scrollofterror.none=주문서에서 눈이 부시도록 시뻘건 빛이 뿜어져 나왔다. items.scrolls.scrollofterror.one=주문서에서 눈이 부시도록 시뻘건 빛이 뿜어져 나오며 %s이(가) 도망쳤다! items.scrolls.scrollofterror.many=주문서에서 눈이 부시도록 시뻘건 빛이 뿜어져 나오며 몬스터들이 도망쳤다! -items.scrolls.scrollofterror.desc=이 주문서를 사용하면 주문서로부터 방출되는 시뻘건 빛이 사용자의 시야 안에 있는 적들을 공포로 압도하여, 그들을 도망치게 할 것입니다. 도망치는 적들을 공격하면 공포 효과의 지속 시간이 줄어들게 됩니다. +items.scrolls.scrollofterror.desc=이 주문서를 사용하면 주문서로부터 방출되는 시뻘건 빛이 사용자의 시야 안에 있는 적들을 공포로 압도하여 도망치게 만듭니다. 도망치는 적들을 공격하면 공포 효과의 지속 시간이 줄어듭니다. items.scrolls.scrolloftransmutation.name=변환의 주문서 items.scrolls.scrolloftransmutation.inv_title=변환할 아이템을 선택하세요 @@ -1213,9 +1213,9 @@ items.scrolls.exotic.scrollofsirenssong.name=사이렌의 노래의 주문서 items.scrolls.exotic.scrollofsirenssong.prompt=대상을 선택하세요 items.scrolls.exotic.scrollofsirenssong.no_target=주문서가 대상 없이 발동했다. items.scrolls.exotic.scrollofsirenssong.cancel=반드시 대상을 선택해야 한다. -items.scrolls.exotic.scrollofsirenssong.desc=이 주문서를 읽으면 적 하나를 홀려 아군으로 만들어 버리는 매혹적인 선율이 흘러나옵니다! 이 멜로디를 들은 다른 적들은 잠시 동안 매혹될 것입니다.\n\n특출나게 강력한 적들은 이러한 매료 효과에 저항할 것이며, 대신 매혹될 것입니다. +items.scrolls.exotic.scrollofsirenssong.desc=이 주문서를 읽으면 적 하나를 홀려 아군으로 만들어 버리는 매혹적인 선율이 흘러나옵니다! 이 멜로디를 들은 다른 적들은 잠시 동안 매혹됩니다.\n\n특출나게 강력한 적들은 이러한 매료 효과에 저항할 것이며, 대신 매혹됩니다. items.scrolls.exotic.scrollofsirenssong$enthralled.name=매료 -items.scrolls.exotic.scrollofsirenssong$enthralled.desc=이 대상은 사이렌의 노래의 주문서의 마법에 매료되었습니다.\n\n매료된 대상은 영원히 당신의 아군이 되며, 그들이 만나는 어떤 적이든 맞서 싸워 줄 것입니다. +items.scrolls.exotic.scrollofsirenssong$enthralled.desc=이 대상은 사이렌의 노래의 주문서의 마법에 매료되었습니다.\n\n매료된 대상은 영원히 당신의 아군이 되며, 그들이 만나는 어떤 적이든 맞서 싸웁니다. items.scrolls.exotic.scrollofantimagic.name=항마의 주문서 items.scrolls.exotic.scrollofantimagic.desc=이 주문서의 마법은 당신을 마법 오라로 둘러싸 잠시 동안 이롭거나 해로운 마법 효과 모두를 차단합니다. 마법 막대, 주문서, 반지, 유물, 무기 마법, 그리고 저주의 효과 발생을 막습니다. 하지만 영웅의 갑옷 능력은 이 효과를 무시할 정도로 강력하기 때문에, 여전히 사용이 가능합니다. @@ -1231,7 +1231,7 @@ items.scrolls.exotic.scrollofdivination.desc=이 주문서는 당신이 현재 items.scrolls.exotic.scrollofdivination$wnddivination.desc=점성술의 주문서가 다음의 아이템을 감정했습니다: items.scrolls.exotic.scrollofdread.name=두려움의 주문서 -items.scrolls.exotic.scrollofdread.desc=이 주문서를 읽으면 주문서가 시뻘겋게 빛나며 당신의 시야 안에 있는 모든 적에게 엄청난 공포를 심어 줄 것입니다. 적들은 이 효과가 너무 큰 나머지 던전에서 도망치려 할 것이며, 다시는 보이지 않게 될 것입니다!\n\n공포 효과와 비슷하게, 시간이 지나거나 공격을 받으면 두려움에서 벗어날 수 있습니다.\n\n보스와 같은 강력한 정신력을 가진 적들은 대신 일반 공포 효과를 받게 될 것입니다. +items.scrolls.exotic.scrollofdread.desc=이 주문서를 읽으면 주문서가 시뻘겋게 빛나며 당신의 시야 안에 있는 모든 적에게 엄청난 공포를 심습니다. 이 효과에 걸린 적은 너무나 겁에 질린 나머지 던전에서 도망치려 할 것이며, 도망친 적은 다시는 돌아오지 않습니다!\n\n공포 효과와 비슷하게, 시간이 지나거나 공격을 받으면 두려움에서 벗어날 수 있습니다.\n\n보스와 같은 강력한 정신력을 가진 적들은 대신 일반 공포 효과를 받습니다. items.scrolls.exotic.scrollofenchantment.name=마법 부여의 주문서 items.scrolls.exotic.scrollofenchantment.inv_title=마법 부여할 아이템 선택 @@ -1260,7 +1260,7 @@ items.scrolls.exotic.scrollofpassage.name=통로의 주문서 items.scrolls.exotic.scrollofpassage.desc=이 주문서는 사용자를 해당 지역의 첫번째 층 입구로 순간이동시킵니다. 상점으로 빠르게 이동하는 데 안성맞춤입니다. items.scrolls.exotic.scrollofprismaticimage.name=프리즈마 거울상의 주문서 -items.scrolls.exotic.scrollofprismaticimage.desc=이 주문서에는 사용자를 닮은 다채로운 환영을 소환하는 마법이 담겨 있습니다. 프리즈마 거울상은 사용자와 비슷한 방어력, 그리고 낮은 체력과 공격력을 가지고 사용자의 약한 분신처럼 행동합니다.\n\n프리즈마 거울상은 적이 나타날 경우 스스로를 드러내, 사용자를 지키려 할 것입니다.\n\n만약 프리즈마 거울상이 이미 존재한다면, 이 주문서는 그것의 체력을 완전히 회복시킬 것입니다. +items.scrolls.exotic.scrollofprismaticimage.desc=이 주문서에는 사용자를 닮은 다채로운 환영을 소환하는 마법이 담겨 있습니다. 프리즈마 거울상은 사용자와 비슷한 방어력, 그리고 낮은 체력과 공격력을 가지고 사용자의 약한 분신처럼 행동합니다.\n\n프리즈마 거울상은 적이 나타날 경우 스스로를 드러내, 사용자를 지키려 합니다.\n\n만약 프리즈마 거울상이 이미 존재한다면, 이 주문서는 그것의 체력을 완전히 회복시킵니다. items.scrolls.exotic.scrollofpsionicblast.name=정신 폭발의 주문서 items.scrolls.exotic.scrollofpsionicblast.ondeath=정신 폭발이 당신의 정신을 갈갈이 찢었다... @@ -1283,15 +1283,15 @@ items.spells.beaconofreturning.name=귀환의 신호기 items.spells.beaconofreturning.preventing=이 지역의 강력한 마법 오라가 당신의 주문 사용을 방해한다! items.spells.beaconofreturning.creatures=근처의 생물체가 내는 정신적인 오라가 당신의 순간이동을 방해한다. items.spells.beaconofreturning.set=신호기가 당신의 현재 위치에 설정되었다. -items.spells.beaconofreturning.wnd_body=설정하는 것은 이전에 신호기에 설정되었던 위치를 갱신할 것입니다.\n\n귀환은 이전에 당신이 지정한 마지막 위치로 되돌아갈 것이며 주문 하나를 소모할 것입니다. +items.spells.beaconofreturning.wnd_body=귀환 위치를 새로 설정하면 이전에 신호기에 설정되었던 위치를 갱신합니다.\n\n귀환은 이전에 당신이 지정한 마지막 위치로 되돌아갈 것이며 주문 하나를 소모합니다. items.spells.beaconofreturning.wnd_set=위치 지정 items.spells.beaconofreturning.wnd_return=귀환 items.spells.beaconofreturning.desc_set=이 신호기는 %d층의 어딘가에 설정되어 있습니다. -items.spells.beaconofreturning.desc=이 복잡한 주문은 사용자에게 지정 위치로 되돌아갈 수 있는 능력을 부여합니다. 이 주문은 오직 돌아올 때만 소비되며, 신호기는 오직 가장 최근에 설정한 위치만을 기억할 것입니다. +items.spells.beaconofreturning.desc=이 복잡한 주문은 사용자에게 지정 위치로 되돌아갈 수 있는 능력을 부여합니다. 귀환 위치 설정은 주문 소모 없이 할 수 있지만, 오직 가장 최근에 설정한 위치만을 기억합니다. 주문은 귀환 시에만 소모됩니다. items.spells.curseinfusion.name=저주 융합 items.spells.curseinfusion.inv_title=저주를 걸 아이템을 선택하세요 -items.spells.curseinfusion.desc=이 주문은 장비 하나에 DM-300 내부에 존재하던 강력한 악성 마법을 주입합니다. 이 주문을 사용한 아이템은 즉시 저주받으며, 마법이나 상형문자가 있었다면 덮어씌워질 것입니다.\n\n무기, 방어구, 마법 막대에 사용한 경우, 그 아이템은 저주받음과 동시에 강화 수치를 얻습니다. 이 주문으로 얻는 강화 수치는 중첩되지 않으며, 저주가 사라지면 강화 효과 역시 사라질 것입니다.\n\n저주 융합은 여러 번 사용할 수 있으며, 무기나 방어구에 부여된 저주를 바꾸어 줄 것입니다. +items.spells.curseinfusion.desc=이 주문은 장비 하나에 DM-300 내부에 존재하던 악의에 찬 강력한 마법을 주입합니다. 이 주문을 사용한 아이템은 즉시 저주받으며, 마법이나 상형문자가 있었다면 덮어씌워집니다.\n\n무기, 방어구, 마법 막대에 사용한 경우, 그 아이템은 저주받음과 동시에 강화 수치를 얻습니다. 이 주문으로 얻는 강화 수치는 중첩되지 않으며, 저주가 사라지면 강화 효과 역시 사라집니다.\n\n저주 융합은 여러 번 사용할 수 있으며, 무기나 방어구에 부여된 저주를 바꿉니다. items.spells.spell.ac_cast=시전 items.spells.spell.no_magic=당신은 마법 면역 도중 마법을 시전할 수 없다. @@ -1305,11 +1305,11 @@ items.spells.magicalinfusion.desc=이 주문은 강화의 주문서와 동일한 items.spells.magicalporter.name=마법 전송기 items.spells.magicalporter.inv_title=전송할 아이템 선택 items.spells.magicalporter.nowhere=아이템을 옮길 곳이 없습니다. -items.spells.magicalporter.desc=이 마법은 시전된 아이템을 마법으로 전송할 것입니다. 다만 상인의 신호기와는 다르게, 아이템들은 다음 보스 층의 입구로 전송될 것입니다. +items.spells.magicalporter.desc=이 마법은 시전된 아이템을 마법으로 전송합니다. 다만 상인의 신호기와는 다르게, 아이템들은 다음 보스 층의 입구로 전송합니다. items.spells.phaseshift.name=위상 변화 items.spells.phaseshift.no_target=텔레포트할 대상이 없다. -items.spells.phaseshift.desc=이 혼돈 주문은 대상 캐릭터를 현재 층의 임의의 위치로 공간이동시키며, 대상을 긴 시간 동안 기절시킵니다. 강력한 적들은 이러한 기절 효과에 저항할 것입니다. 이 주문은 대상 또는 사용자 자신에게 시전할 수 있습니다. +items.spells.phaseshift.desc=이 혼돈 주문은 대상 캐릭터를 현재 층의 임의의 위치로 공간이동시키며, 대상을 긴 시간 동안 기절시킵니다. 강력한 적들은 이러한 기절 효과에 저항합니다. 이 주문은 대상 또는 사용자 자신에게 시전할 수 있습니다. items.spells.reclaimtrap.name=함정 흡수기 items.spells.reclaimtrap.no_trap=그곳에는 함정이 없다. @@ -1319,17 +1319,17 @@ items.spells.reclaimtrap.desc=이 주문은 DM-300 내부에 존재하던 기계 items.spells.recycle.name=재활용 items.spells.recycle.inv_title=재활용할 아이템을 선택하세요 items.spells.recycle.recycled=당신의 아이템은 %s(으)로 재활용되었다. -items.spells.recycle.desc=이 주문은 약한 변형 마법을 담고 있습니다. 장비를 바꿀 수는 없지만, 이 주문은 주문서, 물약, 씨앗, 룬석, 혹은 끝을 붙인 다트를 같은 유형의 무작위 아이템으로 변환할 것입니다. +items.spells.recycle.desc=이 주문은 약한 변형 마법을 담고 있습니다. 장비를 바꿀 수는 없지만, 이 주문은 주문서, 물약, 씨앗, 룬석, 혹은 끝을 붙인 다트를 같은 유형의 무작위 아이템으로 변환시킵니다. items.spells.summonelemental.name=정령 소환 items.spells.summonelemental.ac_imbue=융합한다 items.spells.summonelemental.imbue_prompt=융합할 아이템을 선택하세요 items.spells.summonelemental.desc=이 주문은 주문을 만들기 위해 사용된 정령의 잉걸불의 에너지를 가지고 있으며, 아군 정령을 소환해 싸울 수 있게 합니다! 한 번에 하나의 정령만 소환할 수 있지만, 주문을 소모하지 않고 다시 사용해 정령을 당신에게 되돌아오도록 지시할 수 있습니다. -items.spells.summonelemental.desc_newborn=이 주문에는 지금 아무 것도 융합되어 있지 않으며, 원거리 공격이 불가능한 _갓 소환된 정령_이 소환될 것입니다. 당신은 감정된 액체 화염 물약, 서리의 물약, 충전의 주문서, 변환의 주문서 중 하나를 융합해 주문을 강화할 수 있으며, 이를 통해 다음부터는 소환 시 완전한 힘을 가진 정령을 소환할 수 있습니다! -items.spells.summonelemental.desc_fire=현재 이 주문은 매우 뜨거운 상태로, 소환 시 _화염 정령_이 소환될 것입니다. 당신은 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라지게 됩니다. -items.spells.summonelemental.desc_frost=현재 이 주문은 매우 차가운 상태로, 소환 시 _서리 정령_이 소환될 것입니다. 당신은 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라지게 됩니다. -items.spells.summonelemental.desc_shock=현재 이 주문은 정전기를 방출하고 있으며, 소환 시 _전기 정령_이 소환될 것입니다. 당신은 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라지게 됩니다. -items.spells.summonelemental.desc_chaos=현재 이 주문은 혼돈의 에너지를 방출하고 있으며, 소환 시 _혼돈 정령_이 소환될 것입니다. 당신은 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라지게 됩니다. +items.spells.summonelemental.desc_newborn=이 주문에는 지금 아무 것도 융합되어 있지 않으며, 원거리 공격이 불가능한 _갓 소환된 정령_이 소환됩니다. 감정된 액체 화염 물약, 서리의 물약, 충전의 주문서, 변환의 주문서 중 하나를 융합해 주문을 강화할 수 있으며, 이를 통해 다음부터는 소환 시 완전한 힘을 가진 정령을 소환할 수 있습니다! +items.spells.summonelemental.desc_fire=현재 이 주문은 매우 뜨거운 상태로, 소환 시 _화염 정령_이 소환됩니다. 이 주문에 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라집니다. +items.spells.summonelemental.desc_frost=현재 이 주문은 매우 차가운 상태로, 소환 시 _서리 정령_이 소환됩니다. 이 주문에 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라집니다. +items.spells.summonelemental.desc_shock=현재 이 주문은 정전기를 방출하고 있으며, 소환 시 _전기 정령_이 소환됩니다. 이 주문에 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라집니다. +items.spells.summonelemental.desc_chaos=현재 이 주문은 혼돈의 에너지를 방출하고 있으며, 소환 시 _혼돈 정령_이 소환됩니다. 이 주문에 다른 아이템을 융합할 수 있지만, 현재 융합된 것은 사라집니다. items.spells.targetedspell.prompt=대상을 선택하세요 items.spells.targetedspell.inv_title=융합할 아이템을 선택하세요 @@ -1340,10 +1340,10 @@ items.spells.telekineticgrab.no_target=집을만한 것이 없다. items.spells.telekineticgrab.desc=이 주문은 시전자가 해당 지점에 놓인 모든 아이템 혹은 적에게 박혀 있는 투척 무기를 집을 수 있게 해 줍니다!\n\n다른 대상이 소유하고 있는 물건이나 상자 같은 보관함은 집을 수 없습니다. items.spells.unstablespell.name=불안정한 주문 -items.spells.unstablespell.desc=이 작고 검은 입방체는 각 면마다 변화하는 룬 형상을 가지고 있습니다.\n\n이 주문을 시전하면 무작위 주문서의 효과를 발동시킬 것입니다. 주문서의 효과는 시야 내에 적이 있다면 항상 전투와 관련된 효과가 발동하며, 그렇지 않을 경우 전투와 관련되지 않은 효과가 발동할 것입니다. +items.spells.unstablespell.desc=이 작고 검은 입방체는 각 면마다 변화하는 룬 표식이 새겨져 있습니다.\n\n이 주문을 시전하면 무작위 주문서의 효과가 발동됩니다. 주문서의 효과는 시야 내에 적이 있다면 항상 전투와 관련된 효과가 발동하며, 그렇지 않을 경우 전투와 관련되지 않은 효과가 발동됩니다. items.spells.wildenergy.name=격렬한 에너지 -items.spells.wildenergy.desc=이 주문은 DM-300의 동력이었던 저주받은 에너지의 일부를 담고 있습니다. 이 주문을 시전하면 주문이 당신의 마법 막대와 착용중인 유물을 충전해 주지만, 동시에 임의의 저주받은 마법 막대 효과 또한 발휘할 것입니다. 그러나 저주받은 마법을 발사할 위치 정도는 정할 수 있습니다. +items.spells.wildenergy.desc=이 주문은 DM-300의 동력이었던 저주받은 에너지의 일부를 담고 있습니다. 이 주문을 시전하면 주문이 당신의 마법 막대와 착용중인 유물을 충전해 주지만, 동시에 임의의 저주받은 마법 막대 효과 또한 발동합니다. 그러나 저주받은 마법을 발사할 위치 정도는 정할 수 있습니다. ###runestones @@ -1353,7 +1353,7 @@ items.stones.runestone$placeholder.name=룬석 items.stones.runestone.discover_hint=이 아이템은 던전에서 무작위로 생성되거나, 연금술로 얻을 수 있습니다. items.stones.stoneofaggression.name=공격성의 돌 -items.stones.stoneofaggression.desc=이 돌을 아군이나 적군에게 던지면 짧은 시간동안 주변의 모든 적들이 대상 캐릭터를 공격할 확률이 증가합니다\n\n\n그러나 보스들은 이 효과에 저항할 수 있으며, 그들이 소환한 하수인으로부터의 피해를 경감하고 지속 시간 또한 크게 줄일 것입니다. +items.stones.stoneofaggression.desc=이 돌을 아군이나 적군에게 던지면 짧은 시간동안 주변의 모든 적들이 대상 캐릭터를 공격할 확률이 증가합니다\n\n\n그러나 보스들은 이 효과에 저항할 수 있으며, 그들이 소환한 하수인으로부터의 피해를 경감하고 지속 시간 또한 크게 줄입니다. items.stones.stoneofaggression$aggression.name=목표 지정 items.stones.stoneofaggression$aggression.desc=정신 조작 마법이 주변 적들로 하여금 가급적 이 캐릭터를 공격하게 합니다.\n\n효과 종료까지 %s턴 남았습니다. @@ -1390,7 +1390,7 @@ items.stones.stoneofdetectmagic.detected_bad=이 아이템에서 악의 담긴 items.stones.stoneofdetectmagic.desc=이 룬석은 아이템에 부여된 마법을 탐지할 수 있습니다. 이 돌을 감정하지 않은 아이템에 사용하면 해당 아이템에 악의 담긴 마법이 부여되어 있는지, 혹은 강화나 인챈트와 같은 긍정적인 마법이 부여되어 있는지 확인할 수 있습니다. items.stones.stoneofdisarming.name=해체의 돌 -items.stones.stoneofdisarming.desc=이 룬석은 던전에 숨겨진 사악한 함정들을 무력화시킬 수 있는 마법이 담겨있습니다. 던져진 곳 주변의 함정을 최대 9개까지 무력화시킬 것입니다. +items.stones.stoneofdisarming.desc=이 룬석은 던전에 숨겨진 사악한 함정들을 무력화시킬 수 있는 마법이 담겨있습니다. 던져진 곳 주변의 함정을 최대 9개까지 무력화시킵니다. items.stones.stoneofenchantment.name=마법 부여의 돌 items.stones.stoneofenchantment.inv_title=마법 부여할 아이템 선택 @@ -1399,7 +1399,7 @@ items.stones.stoneofenchantment.armor=당신의 갑옷은 어둠 속에서 빛 items.stones.stoneofenchantment.desc=이 룬석은 마법 부여의 힘이 담겨 있습니다. 강화의 주문서처럼 장비 자체의 질을 향상시키지는 않지만, 대신 무기와 방어구와 융합하여 장비에 마법을 부여할 수 있습니다. items.stones.stoneoffear.name=두려움의 돌 -items.stones.stoneoffear.desc=다른 캐릭터에게 이 돌을 던지면, 그 대상은 공포로 압도되어 뒤돌아서 도망치려 할 것입니다. 도망치는 적을 공격하면 공포의 지속시간이 줄어듭니다. +items.stones.stoneoffear.desc=다른 캐릭터에게 이 돌을 던지면, 그 대상은 공포로 압도되어 뒤돌아서 도망칩니다. 도망치는 적을 공격하면 공포의 지속시간이 줄어듭니다. items.stones.stoneofflock.name=양떼의 돌 items.stones.stoneofflock.desc=이 돌은 던져진 지점 주변에 마법의 양을 소환합니다. @@ -1407,9 +1407,9 @@ items.stones.stoneofflock.desc=이 돌은 던져진 지점 주변에 마법의 items.stones.stoneofintuition.name=직감의 돌 items.stones.stoneofintuition.inv_title=아이템을 선택하세요 items.stones.stoneofintuition.desc=이 룬석은 감정의 마법서와 같은 종류의 약한 마법을 품고 있습니다. 직접 아이템을 감정할 수는 없으나, 당신의 직감과 결합하여 지정한 물약이나 주문서, 혹은 반지의 종류를 추측해낼 수 있습니다. -items.stones.stoneofintuition.break_info=당신은 직감의 돌 하나를 2번까지 사용할 수 있으며, _다음 사용 시 직감의 돌을 소모하지 않을 것입니다._ -items.stones.stoneofintuition.break_warn=당신은 이전에 직감의 돌을 사용했으며, 따라서 _다음 사용 시 직감의 돌을 소모할 것입니다._ -items.stones.stoneofintuition$wndguess.text=이 아이템이 어떤 것인지 맞혀 보세요. 정답을 골랐다면, 아이템의 종류가 감정될 것입니다! +items.stones.stoneofintuition.break_info=당신은 직감의 돌 하나를 2번까지 사용할 수 있으며, _다음 사용 시 직감의 돌을 소모하지 않습니다._ +items.stones.stoneofintuition.break_warn=당신은 이전에 직감의 돌을 사용했습니다. 따라서 _다음 사용 시 직감의 돌을 소모합니다._ +items.stones.stoneofintuition$wndguess.text=이 아이템이 어떤 것인지 맞혀 보세요. 정답을 고르면 아이템의 종류가 감정됩니다! items.stones.stoneofintuition$wndguess.correct=정답입니다. 아이템의 종류가 감정되었습니다! items.stones.stoneofintuition$wndguess.incorrect=당신의 추측은 틀렸습니다. items.stones.stoneofintuition$wndguess.break=직감의 돌이 부서져 가루가 되었다... @@ -1426,14 +1426,14 @@ items.trinkets.chaoticcenser.typical_stats_desc=일반적으로 이 장신구는 items.trinkets.chaoticcenser.stats_desc=이 장신구는 현재 강화 수치에서 대략 _%d_턴마다 적이 있는 위치에 해로운 가스를 분출합니다. 가스는 적들이 주변에 있을 때만 분출할 수 있습니다. 강화 수치가 올라가면 더 신비롭고 강력한 가스가 나올 가능성이 높아집니다. items.trinkets.crackedspyglass.name=깨진 망원경 -items.trinkets.crackedspyglass.desc=이 휴대용 망원경은 훌륭하고 정밀한 제작 기술을 보여주는 좋은 예시가 될 것입니다. 앞 부분의 렌즈가 깨져 있지만 않았다면 말이죠. 이 망원경은 던전에서 새로운 물건을 찾아내는 것을 돕는 것 같지만, 렌즈에 간 금 때문에 물건들이 잘 안 보이게 됩니다! -items.trinkets.crackedspyglass.typical_stats_desc=일반적으로 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성할 것입니다. -items.trinkets.crackedspyglass.stats_desc=현재 강화 수치에서, 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성할 것입니다. -items.trinkets.crackedspyglass.stats_desc_upgraded=현재 강화 수치에서, 이 장신구는 _100%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성하고, _%1$s%%_ 확률로 두 번째 숨겨진 추가 아이템을 생성할 것입니다. +items.trinkets.crackedspyglass.desc=이 휴대용 망원경은 훌륭하고 정밀한 제작 기술을 보여주는 좋은 예시가 됩니다. 앞 부분의 렌즈가 깨져 있지만 않았다면 말이죠. 이 망원경은 던전에서 새로운 물건을 찾아내는 것을 돕는 것 같지만, 렌즈에 간 금 때문에 물건들이 잘 안 보이게 됩니다! +items.trinkets.crackedspyglass.typical_stats_desc=일반적으로 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성합니다. +items.trinkets.crackedspyglass.stats_desc=현재 강화 수치에서, 이 장신구는 _%1$s%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성합니다. +items.trinkets.crackedspyglass.stats_desc_upgraded=현재 강화 수치에서, 이 장신구는 _100%%_확률로 보스 층이 아닌 매 층마다 숨겨진 추가 아이템을 생성하고, _%1$s%%_ 확률로 두 번째 숨겨진 추가 아이템을 생성합니다. items.trinkets.dimensionalsundial.name=차원의 해시계 items.trinkets.dimensionalsundial.warning=당신의 해시계에 그림자가 드리워져 있지 않으며, 불안함이 느껴집니다. -items.trinkets.dimensionalsundial.desc=이 작은 휴대용 해시계는 이 던전 깊숙한 곳에서도 어떻게든 그림자를 드리울 수 있습니다. 심지어 당신이 똑바로 들고 있지 않아도 말이죠. 그보다 더 이상한 것은 그림자가 드리우는 위치가 이 세계의 태양과는 전혀 관계가 없는 것처럼 보인다는 점입니다. 그림자가 드리워져 있지 않으면, 해시계는 위험을 계속해서 불러일으킬 것입니다. +items.trinkets.dimensionalsundial.desc=이 작은 휴대용 해시계는 이 던전 깊숙한 곳에서도 어떻게든 그림자를 드리울 수 있습니다. 심지어 당신이 똑바로 들고 있지 않아도 말이죠. 그보다 더 이상한 것은 그림자가 드리우는 위치가 이 세계의 태양과는 전혀 관계가 없는 것처럼 보인다는 점입니다. 그림자가 드리워져 있지 않으면, 해시계는 위험을 계속해서 불러옵니다. items.trinkets.dimensionalsundial.typical_stats_desc=일반적으로 이 장신구는 실제 시각이 낮(오전 8시-오후 8시)이면 적 생성 빈도를 _%1$d%%_만큼 낮추고 실제 시각이 밤(오후 8시-오전 8시)이면 적 생성 빈도를 _%2$d%%_만큼 높입니다. items.trinkets.dimensionalsundial.stats_desc=이 장신구는 현재 강화 수치에서 실제 시각이 낮(오전 8시-오후 8시)이면 적 생성 빈도를 _%1$d%%_만큼 낮추고 실제 시각이 밤(오후 8시-오전 8시)이면 적 생성 빈도를 _%2$d%%_만큼 높입니다. @@ -1454,13 +1454,13 @@ items.trinkets.ferrettuft.stats_desc=이 장신구는 현재 강화 수치에서 items.trinkets.mimictooth.name=미믹 이빨 items.trinkets.mimictooth.desc=이 커다랗고 날카로운 이빨은 매우 불행한 미믹에게서 뽑혀져 나온 것일 겁니다. 이빨은 던전의 미믹들에게 영향을 주고 있는 것처럼 보이며, 미믹들이 더 자주 등장하게 함과 동시에 더욱 위험하게 만들고 있습니다. -items.trinkets.mimictooth.typical_stats_desc=일반적으로 이 장신구는 모든 종류의 미믹들이 _%1$s배_ 더 자주 등장하며 눈치채기 훨씬 힘들게 만들지만, 동시에 미믹이 떨어뜨리는 전리품의 양 또한 늘립니다. 또한 던전의 각 층마다 _%2$s%%_ 확률로 은신한 흑단 미믹이 등장할 것입니다. -items.trinkets.mimictooth.stats_desc=이 장신구는 현재 강화 수치에서 모든 종류의 미믹들이 _%1$s배_ 더 자주 등장하며 눈치채기 훨씬 힘들게 만들지만, 동시에 미믹이 떨어뜨리는 전리품의 양 또한 늘립니다. 또한 던전의 각 층마다 _%2$s%%_ 확률로 은신한 흑단 미믹이 등장할 것입니다. +items.trinkets.mimictooth.typical_stats_desc=일반적으로 이 장신구는 모든 종류의 미믹들이 _%1$s배_ 더 자주 등장하며 눈치채기 훨씬 힘들게 만들지만, 동시에 미믹이 떨어뜨리는 전리품의 양 또한 늘립니다. 또한 던전의 각 층마다 _%2$s%%_ 확률로 은신한 흑단 미믹이 등장합니다. +items.trinkets.mimictooth.stats_desc=이 장신구는 현재 강화 수치에서 모든 종류의 미믹들이 _%1$s배_ 더 자주 등장하며 눈치채기 훨씬 힘들게 만들지만, 동시에 미믹이 떨어뜨리는 전리품의 양 또한 늘립니다. 또한 던전의 각 층마다 _%2$s%%_ 확률로 은신한 흑단 미믹이 등장합니다. items.trinkets.mossyclump.name=이끼 덩어리 -items.trinkets.mossyclump.desc=이 젖은 이끼 덩어리는 당신이 아무리 쥐어짜도 수분을 머금고 있는 것 같습니다. 이 이끼 덩어리는 던전 자체에 귀속되어 있는 것처럼 보이며, 잔디와 물을 더 자주 나타나게 만들 것입니다. -items.trinkets.mossyclump.typical_stats_desc=일반적으로 이 장신구는 특수하지 않은 층을 _%d%%_ 확률로 물 또는 잔디로 가득 찬 층으로 변경할 것입니다.\n\n이 장신구는 강화에 많은 양의 에너지를 사용합니다. -items.trinkets.mossyclump.stats_desc=이 장신구는 현재 강화 수치에서 특수하지 않은 층을 _%d%%_ 확률로 물 또는 잔디로 가득 찬 층으로 변경할 것입니다.\n\n이 장신구는 강화에 많은 양의 에너지를 사용합니다. +items.trinkets.mossyclump.desc=이 젖은 이끼 덩어리는 당신이 아무리 쥐어짜도 수분을 머금고 있는 것 같습니다. 이 이끼 덩어리는 던전 자체에 귀속되어 있는 것처럼 보이며, 잔디와 물을 더 자주 나타나게 만듭니다. +items.trinkets.mossyclump.typical_stats_desc=일반적으로 이 장신구는 특수하지 않은 층을 _%d%%_ 확률로 물 또는 잔디로 가득 찬 층으로 변경합니다.\n\n이 장신구는 강화에 많은 양의 에너지를 사용합니다. +items.trinkets.mossyclump.stats_desc=이 장신구는 현재 강화 수치에서 특수하지 않은 층을 _%d%%_ 확률로 물 또는 잔디로 가득 찬 층으로 변경합니다.\n\n이 장신구는 강화에 많은 양의 에너지를 사용합니다. items.trinkets.parchmentscrap.name=양피지 조각 items.trinkets.parchmentscrap.desc=이 작은 양피지 조각은 주문서에서 떨어져 나온 것 같습니다. 양피지 조각은 약간의 마력을 유지하고 있으며, 던전에서 등장하는 무기와 방어구에 영향을 주는 것으로 보입니다. @@ -1512,15 +1512,15 @@ items.trinkets.vialofblood.desc=이 얇은 유리 병에는 던전 주민의 피 items.trinkets.vialofblood.typical_stats_desc=일반적으로 이 장신구는 당신이 치유 물약, 가죽 물통, 회복의 우물을 마실 때 얻는 체력의 총량을 _%1$s%%_만큼 늘립니다. 하지만 이러한 회복 효과는 더 느리게 작용하여, 매 턴마다 최대 _%2$s_의 체력을 회복합니다. (턴당 체력 최대 회복량은 영웅의 레벨에 비례합니다) items.trinkets.vialofblood.stats_desc=이 장신구는 현재 강화 수치에서 당신이 치유 물약, 가죽 물통, 회복의 우물을 마실 때 얻는 체력의 총량을 _%1$s%%_만큼 늘립니다. 하지만 이러한 회복 효과는 더 느리게 작용하여, 매 턴마다 최대 _%2$s_의 체력을 회복합니다. (턴당 체력 최대 회복량은 영웅의 레벨에 비례합니다) -items.trinkets.wondrousresin.name=놀라운 수지 -items.trinkets.wondrousresin.desc=이 반짝이는 파란색 수지는 저주받은 마법 막대의 마법의 정수를 증류한 것 같습니다. 연금술 냄비의 마법이 이 수지를 어느 정도 안정화시킨 것 같으며, 이제 당신의 마법 막대에도 영향을 미치고 있습니다. +items.trinkets.wondrousresin.name=경이로운 송진 +items.trinkets.wondrousresin.desc=이 반짝이는 파란색 송진은 저주받은 마법 막대의 마법의 정수를 증류한 것 같습니다. 연금술 냄비의 마법이 이 송진을 어느 정도 안정화시킨 것 같으며, 이제 당신의 마법 막대에도 영향을 미치고 있습니다. items.trinkets.wondrousresin.typical_stats_desc=일반적으로 이 장신구는 당신이 저주받은 마법 막대를 발사할 때 _%1$s%%_ 확률로 중립 혹은 긍정적인 효과가 발사되게 만들 것이며, 저주받지 않은 마법 막대를 발사할 때에는 _%2$s%%_ 확률로 중립 혹은 긍정적인 저주 마법이 추가로 발사됩니다.\n\n이 장신구는 강화하기 위해 많은 양의 에너지가 필요합니다. items.trinkets.wondrousresin.stats_desc=이 장신구는 현재 강화 수치에서 당신이 저주받은 마법 막대를 발사할 때 _%1$s%%_ 확률로 중립 혹은 긍정적인 효과가 발사되게 만들 것이며, 저주받지 않은 마법 막대를 발사할 때에는 _%2$s%%_ 확률로 중립 혹은 긍정적인 저주 마법이 추가로 발사됩니다.\n\n이 장신구는 강화하기 위해 많은 양의 에너지가 필요합니다. items.trinkets.trinketcatalyst.name=마법의 촉매제 items.trinkets.trinketcatalyst.window_title=장신구를 제작하세요 items.trinkets.trinketcatalyst.window_text=당신이 촉매제를 넣자, 물이 빛나기 시작합니다. 주변에 있는 아이템들 중 에너지를 불어넣어 마법의 장신구로 만들 수 있는 아이템이 몇 가지 보입니다. -items.trinkets.trinketcatalyst.desc=이 마법의 금색 가루 뭉치는 던전의 어둠 속에서 희미하게 빛나고 있습니다. 이 촉매제는 연금술 솥에서 소량의 연금술 에너지와 결합하여 특별한 장신구를 만드는 데에 사용할 수 있습니다.\n\n장신구는 던전이나 적들에게 약간의 변화를 발생시키는 다양하고 서로 다른 효과를 제공할 것입니다. 장신구는 더 큰 효과를 얻기 위해 강화할수록 더 많은 에너지를 소모하며, 아니면 그냥 떨어뜨려 효과를 없앨 수 있습니다. +items.trinkets.trinketcatalyst.desc=이 마법의 금색 가루 뭉치는 던전의 어둠 속에서 희미하게 빛나고 있습니다. 이 촉매제는 연금술 솥에서 소량의 연금술 에너지와 결합하여 특별한 장신구를 만드는 데에 사용할 수 있습니다.\n\n장신구는 던전이나 적들에게 약간의 변화를 발생시키는 다양하고 서로 다른 효과를 제공합니다. 장신구는 더 큰 효과를 얻기 위해 강화할수록 더 많은 에너지를 소모하며, 아니면 그냥 떨어뜨려 효과를 없앨 수 있습니다. items.trinkets.trinketcatalyst$randomtrinket.name=무작위 장신구 items.trinkets.trinketcatalyst$randomtrinket.desc=근처에 있는 아이템 하나가 열 수 없는 주머니에 갇혀 있습니다.\n\n연금술 과정을 통해 주머니를 녹일 수 있지만, 어떤 장신구를 얻을 수 있을지는 연금술을 하기 전까지는 알 수 없습니다! @@ -1530,7 +1530,7 @@ items.trinkets.trinket$placeholder.name=장신구 ###wands items.wands.cursedwand.ondeath=당신은 당신의 %s에 의해 죽었다. items.wands.cursedwand.nothing=아무일도 일어나지 않았다. -items.wands.cursedwand.mass_invuln=당신의 지팡이에서 눈부신 빛이 뿜어져 나오고 있다! +items.wands.cursedwand.mass_invuln=당신의 마법 막대에서 눈부신 빛이 뿜어져 나왔다! items.wands.cursedwand.petrify=당신은 갑자기 그 자리에서 얼어붙었다! items.wands.cursedwand.grass=당신 주변에서 풀이 마구 자라났다! items.wands.cursedwand.fire=뭔가 타는 냄새가 나는데... @@ -1552,7 +1552,7 @@ items.wands.wand.fizzles=당신의 마법 막대는 움찔할 뿐이었다. 충 items.wands.wand.no_magic=당신의 마법 막대는 움찔할 뿐이었다. 마법 면역 상태에선 사용할 수 없다. items.wands.wand.self_target=당신은 스스로를 겨냥할 수 없다. items.wands.wand.identify=당신은 이제 당신의 마법 막대를 식별할 만큼 충분히 익숙해졌다. -items.wands.wand.resin_one=이 마법 막대는 신비한 송진으로 _1_ 만큼의 강화수치를 얻었습니다. +items.wands.wand.resin_one=이 마법 막대는 신비한 송진으로 _1_ 만큼의 강화 수치를 얻었습니다. items.wands.wand.resin_many=이 마법 막대는 신비한 송진으로 _%d_ 만큼의 강화 수치를 얻었습니다. items.wands.wand.cursed=이 마법 막대는 저주받았습니다. 사용하면 혼란스러운 무작위 주문이 발사됩니다. items.wands.wand.not_cursed=이 마법 막대에는 악의적인 마법이 없습니다. @@ -1629,16 +1629,16 @@ items.wands.wandoflightning$lightningcharge.desc=현재 전투 마법사는 에 items.wands.wandoflivingearth.name=대지의 마법 막대 items.wands.wandoflivingearth.staff_name=대지의 지팡이 items.wands.wandoflivingearth.desc=이 마법 막대는 기이한 암석과 그를 감싸며 에너지를 내뿜는 노란 띠로 이루어져 있습니다. 당신이 이 마법 막대를 쥐자 암석이 약간 움직인 것처럼 보입니다. 마치 당신의 손을 느낄 수 있는 것처럼 말이죠. -items.wands.wandoflivingearth.stats_desc=이 마법 막대는 적에게 마법의 돌을 날려 보내, _%1$d-%2$d의 피해_를 줍니다. 그 직후 암석이 사용자의 주변에서 다시 결합되어, 준 피해의 일부만큼 피해를 막아내는 장갑을 형성합니다. 만약 충분한 양의 장갑이 만들어졌다면, 다음 마법 막대를 사용할 때 장갑이 암석 수호자 형태로 변할 것입니다. +items.wands.wandoflivingearth.stats_desc=이 마법 막대는 적에게 마법의 돌을 날려 보내, _%1$d-%2$d의 피해_를 줍니다. 그 직후 암석이 사용자의 주변에서 다시 결합되어, 준 피해의 일부만큼 피해를 막아내는 장갑을 형성합니다. 만약 충분한 양의 장갑이 만들어졌다면, 다음 마법 막대를 사용할 때 장갑이 암석 수호자 형태로 변형됩니다. items.wands.wandoflivingearth.upgrade_stat_name_2=수호자 최대 체력 items.wands.wandoflivingearth.upgrade_stat_name_3=수호자 방어력 items.wands.wandoflivingearth.bmage_desc=_전투 마법사_가 대지의 지팡이로 적을 공격하면, 입힌 피해량의 일부가 암석 장갑으로 전환되어 돌아옵니다. items.wands.wandoflivingearth.eleblast_desc=대지의 마법 막대와 융합한 지팡이의 원소 폭발은 50%의 피해를 입히며, 적중한 적 수에 비례해 활성화 된 대지의 수호자를 회복시킵니다. items.wands.wandoflivingearth$rockarmor.name=암석 장갑 -items.wands.wandoflivingearth$rockarmor.desc=마법의 돌이 당신의 몸 주위를 떠돌고 있으며, 당신이 공격받을 때 이들은 당신을 보호하려 할 것이고 당신이 받는 피해의 50%%를 경감합니다. 그러나 피해를 막아낼 때마다 암석의 일부가 긁혀 나갈 것입니다.\n\n남아 있는 장갑의 양: %1$d.\n\n만약 충분한 양의 장갑이 쌓였다면, 다음에 대지의 마법 막대를 사용할 때 암석이 수호자의 형상으로 재결합하여 당신과 함께 전투에 참여할 것입니다.\n\n수호자를 소환하기 위해 필요한 장갑의 양: %2$d. +items.wands.wandoflivingearth$rockarmor.desc=마법의 돌이 당신의 몸 주위를 떠돌고 있으며, 당신이 공격받을 때 이들은 당신을 보호하려 할 것이고 당신이 받는 피해의 50%%를 경감합니다. 그러나 피해를 막아낼 때마다 암석의 일부가 떨어져 나갑니다.\n\n남아 있는 장갑의 양: %1$d.\n\n만약 충분한 양의 장갑이 쌓였다면, 다음에 대지의 마법 막대를 사용할 때 암석이 수호자의 형상으로 재결합하여 당신과 함께 전투에 참여합니다.\n\n수호자를 소환하기 위해 필요한 장갑의 양: %2$d. items.wands.wandoflivingearth$rockarmor.desc_many=대지 수호자 또한 집단의 힘의 효과를 받고 있습니다. 남은 턴: %d. items.wands.wandoflivingearth$earthguardian.name=대지의 수호자 -items.wands.wandoflivingearth$earthguardian.desc=당신의 대지의 마법 막대로부터 생성된 암석이 뭉쳐 대지의 수호자의 형태를 이루었습니다! 이 단단한 수호자는 주변의 적들을 공격할 것이며, 이는 적들이 당신 대신 이 수호자를 공격할 수밖에 없게 만들 것입니다. 주변의 위협 요소들이 사라지면, 수호자는 당신 주위에서 재결합하여 다음 번에 마법 막대를 사용할 때 다시 돌아올 것입니다. +items.wands.wandoflivingearth$earthguardian.desc=당신의 대지의 마법 막대로부터 생성된 암석이 뭉쳐 대지의 수호자의 형태를 이루었습니다! 이 단단한 수호자는 주변의 적들을 공격할 것이며, 이는 적들이 당신 대신 이 수호자를 공격할 수밖에 없게 만듭니다. 주변의 위협 요소들이 사라지면, 수호자는 당신 주위에서 재결합하여 다음 번에 마법 막대를 사용할 때 다시 돌아옵니다. items.wands.wandoflivingearth$earthguardian.wand_info=수호자의 방어력은 당신의 마법 막대의 강화 수치에 비례합니다. 수호자는 현재 _%1$d-%2$d까지의 피해_를 막아낼 수 있습니다. items.wands.wandoflivingearth$earthguardian.discover_hint=이 캐릭터는 특정한 마법 막대의 효과로 등장합니다. @@ -1686,11 +1686,11 @@ items.wands.wandoftransfusion.staff_name=이식의 지팡이 items.wands.wandoftransfusion.ondeath=당신은 당신이 가진 이식의 마법 막대 때문에 죽었다... items.wands.wandoftransfusion.charged=당신의 지팡이는 적들의 생명력으로 충전되었다! items.wands.wandoftransfusion.desc=꽤나 평범하게 생긴 막대로써, 자주색 몸통 끝에 달린 칠흑색 보석이 돋보입니다. -items.wands.wandoftransfusion.stats_desc=아군이나 매혹된 적에게 사용할 경우, 이 마법 막대는 _사용자의 체력을 %1$d만큼_ 흡수하여 대상의 체력을 _%2$d만큼_ 회복하거나 보호막을 씌웁니다. 적에게 사용할 경우, 대상을 잠시 동안 매혹시키고 사용자에게 _%3$d만큼의 보호막_을 씌웁니다. 언데드 적은 매혹되는 대신 _%4$d-%5$d만큼의 피해_를 입습니다. +items.wands.wandoftransfusion.stats_desc=아군이나 매혹된 적에게 사용할 경우, 이 마법 막대는 _사용자의 체력을 %1$d만큼_ 흡수하여 대상의 체력을 _%2$d만큼_ 회복하거나 방어막을 씌웁니다. 적에게 사용할 경우, 대상을 잠시 동안 매혹시키고 사용자에게 _%3$d만큼의 방어막_을 씌웁니다. 언데드 적은 매혹되는 대신 _%4$d-%5$d만큼의 피해_를 입습니다. items.wands.wandoftransfusion.upgrade_stat_name_1=아군 회복량 -items.wands.wandoftransfusion.upgrade_stat_name_2=보호막 생성량 +items.wands.wandoftransfusion.upgrade_stat_name_2=방어막 생성량 items.wands.wandoftransfusion.upgrade_stat_name_3=언데드 피해량 -items.wands.wandoftransfusion.bmage_desc=_전투 마법사_가 매혹된 적을 이식의 지팡이로 공격하면, 추가 보호막을 얻고 다음 지팡이의 마법을 발사할 때 체력을 소모하지 않습니다. +items.wands.wandoftransfusion.bmage_desc=_전투 마법사_가 매혹된 적을 이식의 지팡이로 공격하면, 추가 방어막을 얻고 다음 지팡이의 마법을 발사할 때 체력을 소모하지 않습니다. items.wands.wandoftransfusion.eleblast_desc=이식의 마법 막대와 융합한 지팡이의 원소 폭발은 적을 매혹시키고 아군은 치료하며, 언데드인 적에게는 100%의 피해를 입힙니다. items.wands.wandofwarding.name=수호의 마법 막대 @@ -1703,8 +1703,8 @@ items.wands.wandofwarding.upgrade_stat_name_1=수호석 피해량 items.wands.wandofwarding.upgrade_stat_name_2=수호석 에너지 items.wands.wandofwarding.bmage_desc=_전투 마법사_가 적을 수호의 지팡이로 공격하면, 활성화된 모든 수호석과 감시탑의 체력이 일정 확률로 회복됩니다. items.wands.wandofwarding.eleblast_desc=수호의 마법 막대와 융합한 지팡이의 원소 폭발은 폭발 범위 내에 있는 모든 수호석과 감시탑의 체력을 회복시킵니다. -items.wands.wandofwarding$ward.desc_generic_ward=이 수호석은 시야 내에 들어온 적에게 자동으로 공격을 가합니다.\n\n이 수호석에 수호의 마법 막대를 발사할 경우 수호석이 강화될 것입니다.\n\n수호석은 사라지기 전까지 제한된 횟수의 공격이 가능합니다. -items.wands.wandofwarding$ward.desc_generic_sentry=이 감시탑은 수호석과 같은 화력을 가지고 있지만, 정해진 공격 횟수 제한이 없는 대신 공격에 체력을 사용합니다. 수호석 끝에 있는 보석과 비슷한 모양을 하고 있습니다.\n\n이 감시탑에 수호의 마법 막대를 발사할 경우 감시탑이 강화되며 체력을 회복할 것입니다.\n\n이 감시탑은 적을 공격할 때 약간의 체력을 사용하지만, 수호의 마법 막대를 사용하는 것으로 체력을 회복시킬 수 있습니다. +items.wands.wandofwarding$ward.desc_generic_ward=이 수호석은 시야 내에 들어온 적에게 자동으로 공격을 가합니다.\n\n이 수호석에 수호의 마법 막대를 발사할 경우 수호석이 강화됩니다.\n\n수호석은 사라지기 전까지 제한된 횟수의 공격이 가능합니다. +items.wands.wandofwarding$ward.desc_generic_sentry=이 감시탑은 수호석과 같은 화력을 가지고 있지만, 정해진 공격 횟수 제한이 없는 대신 공격에 체력을 사용합니다. 수호석 끝에 있는 보석과 비슷한 모양을 하고 있습니다.\n\n이 감시탑에 수호의 마법 막대를 발사할 경우 감시탑이 강화되며 체력을 회복합니다.\n\n이 감시탑은 적을 공격할 때 약간의 체력을 사용하지만, 수호의 마법 막대를 사용하는 것으로 체력을 회복시킬 수 있습니다. items.wands.wandofwarding$ward.name_1=하급 수호석 items.wands.wandofwarding$ward.desc_1=이 기본적인 수호석은 시야 내에 들어온 적에게 자동으로 공격을 가하여, _%1$d-%2$d_의 피해를 줍니다.\n\n이 수호석을 대상으로 수호의 마법 막대를 사용하면 수호석을 강화합니다.\n\n이 수호석은 사라지기 전까지 적을 단 한 번만 공격할 수 있습니다.\n\n당신의 수호의 마법 막대가 이 수호석을 유지하기 위해 _%3$d 만큼의 수호석 에너지_를 사용하고 있습니다. items.wands.wandofwarding$ward.name_2=수호석 @@ -1747,7 +1747,7 @@ items.weapon.curses.dazzling.elestrike_desc=눈부신 저주가 부여된 원소 items.weapon.curses.displacing.name=변위의 %s items.weapon.curses.displacing.desc=변위의 무기는 혼돈스러운 공간이동 마법이 깃들어 있습니다. 이따금 상대를 현재 층의 무작위 위치로 보내버립니다. -items.weapon.curses.displacing.elestrike_desc=변위의 저주가 부여된 원소 해방은 범위 내에 있는 적들을 각각 50% 확률로 공간이동시킬 것입니다. +items.weapon.curses.displacing.elestrike_desc=변위의 저주가 부여된 원소 해방은 범위 내에 있는 적들을 각각 50% 확률로 공간이동시킵니다. items.weapon.curses.explosive.name=폭발적인 %s items.weapon.curses.explosive.warm=따뜻하군... @@ -1756,7 +1756,7 @@ items.weapon.curses.explosive.desc=폭발적인 무기는 천천히 에너지를 items.weapon.curses.explosive.desc_cool=이 무기는 아직 뜨겁지 않습니다. items.weapon.curses.explosive.desc_warm=이 무기는 에너지를 모아 뜨거워지고 있습니다... items.weapon.curses.explosive.desc_hot=무기가 뜨겁습니다! 머지않아 폭발할 겁니다! -items.weapon.curses.explosive.elestrike_desc=폭발적인 저주가 부여된 원소 해방은 50% 확률로 범위 내에 있는 적들 중 하나에게서 폭발을 일으킬 것입니다. +items.weapon.curses.explosive.elestrike_desc=폭발적인 저주가 부여된 원소 해방은 50% 확률로 범위 내에 있는 적들 중 하나에게서 폭발을 일으킵니다. items.weapon.curses.friendly.name=친화적인 %s items.weapon.curses.friendly.desc=친화적인 무기는 평화 주의자들에게 가장 적합하며, 때로는 전투를 불가능하게 만드는 마법을 유발하기도 합니다. @@ -1782,7 +1782,7 @@ items.weapon.enchantments.blazing.desc=이 마법은 무기에서 화염을 내 items.weapon.enchantments.blazing.elestrike_desc=불타는 마법이 부여된 원소 해방은 범위 전체에 8턴 동안 지속되는 불을 흩뿌립니다. items.weapon.enchantments.blocking.name=방어의 %s -items.weapon.enchantments.blocking.desc=방어의 무기는 공격할 때마다 간혹 당신에게 잠시 유지되는 보호막을 씌워줍니다. +items.weapon.enchantments.blocking.desc=방어의 무기는 공격할 때마다 간혹 당신에게 잠시 유지되는 방어막을 씌워줍니다. items.weapon.enchantments.blocking.elestrike_desc=방어의 마법이 부여된 원소 해방은 범위 내에 있는 적 하나 당 6의 추가 방어막을 영웅에게 부여합니다. items.weapon.enchantments.blocking$blockbuff.name=방어의 items.weapon.enchantments.blocking$blockbuff.desc=당신의 무기에 깃든 방어의 마법이 잠시동안 당신의 방어 능력을 증가시켰습니다!\n\n남은 방어막: %d\n\n효과가 끝나기까지 %s 턴 남았습니다. @@ -1799,7 +1799,7 @@ items.weapon.enchantments.kinetic.name=관성의 %s items.weapon.enchantments.kinetic.desc=관성의 무기로 적을 처치하면, 남은 힘이 무기에 보관되어 다음 공격이 명중할 때 추가 피해를 줍니다. items.weapon.enchantments.kinetic.elestrike_desc=관성의 마법이 부여된 원소 해방은 직접 공격하는 대상을 제외하고 범위 전체에 있는 모든 적에게 저장된 피해의 40%만큼의 피해를 입힙니다. items.weapon.enchantments.kinetic$conserveddamage.name=저장된 피해 -items.weapon.enchantments.kinetic$conserveddamage.desc=당신의 무기가 결정타를 가하고 남은 피해를 보관했으며, 이 피해는 다음 공격에 추가 피해로 들어갈 것입니다. 그러나 이 에너지는 시간이 지남에 따라 서서히 사라져 갈 것입니다.\n\n저장된 피해량: %d. +items.weapon.enchantments.kinetic$conserveddamage.desc=당신의 무기가 결정타를 가하고 남은 피해를 보관했으며, 이 피해는 다음 공격에 추가 피해로 들어갑니다. 그러나 이 에너지는 시간이 지남에 따라 서서히 감소합니다.\n\n저장된 피해량: %d. items.weapon.enchantments.corrupting.name=타락의 %s items.weapon.enchantments.corrupting.desc=이 강력한 마법은 적들을 당신의 의지대로 부릴 수 있게 하는 능력을 담고 있습니다. 이 마법이 깃든 무기로 적을 처치하면, 대상이 죽는 대신 타락할 확률이 존재합니다. @@ -1811,7 +1811,7 @@ items.weapon.enchantments.elastic.elestrike_desc=탄성의 마법이 부여된 items.weapon.enchantments.grim.name=음침한 %s items.weapon.enchantments.grim.desc=이 강력한 마법 무기는 적을 단번에 처치할 힘을 가지고 있습니다. 적이 약해질수록 단번에 처치할 확률이 증가합니다. -items.weapon.enchantments.grim.elestrike_desc=타락의 마법이 부여된 원소 해방은 직접 공격하는 대상을 제외하고 범위 내에 있는 적들을 각각 6-30%의 확률(적이 잃은 체력에 비례)로 처치할 것입니다. +items.weapon.enchantments.grim.elestrike_desc=타락의 마법이 부여된 원소 해방은 직접 공격하는 대상을 제외하고 범위 내에 있는 적들을 각각 6-30%의 확률(적이 잃은 체력에 비례)로 처치합니다. items.weapon.enchantments.lucky.name=행운의 %s items.weapon.enchantments.lucky.desc=행운의 무기에 죽은 적은 일정 확률로 또 다른 전리품을 떨어뜨릴 수 있습니다. @@ -1827,7 +1827,7 @@ items.weapon.enchantments.shocking.elestrike_desc=짜릿한 마법이 부여된 items.weapon.enchantments.unstable.name=불안정한 %s items.weapon.enchantments.unstable.desc=이 무기는 혼돈의 마법이 걸려 있습니다. 공격을 맞힐 때마다 무작위의 효과를 입힙니다. -items.weapon.enchantments.unstable.elestrike_desc=불안정한 마법이 부여된 원소 해방은 직접 공격하는 대상을 제외하고 범위 전체에 있는 모든 적에게 무작위 마법 효과를 발동시킬 것입니다. +items.weapon.enchantments.unstable.elestrike_desc=불안정한 마법이 부여된 원소 해방은 직접 공격하는 대상을 제외하고 범위 전체에 있는 모든 적에게 무작위 마법 효과를 발동시킵니다. items.weapon.enchantments.vampiric.name=흡혈의 %s items.weapon.enchantments.vampiric.desc=이 강력한 마법부여는 맞은 대상의 생명력을 흡수하여 착용자에게로 전해 줍니다. 이 효과는 착용자의 체력이 적을수록 강력해집니다. @@ -1846,8 +1846,8 @@ items.weapon.melee.assassinsblade.desc=흑요석으로 만들어진 작은 물 items.weapon.melee.battleaxe.name=전투 도끼 items.weapon.melee.battleaxe.stats_desc=이 무기는 다른 무기보다 정확합니다. items.weapon.melee.battleaxe.ability_name=강타 -items.weapon.melee.battleaxe.typical_ability_desc=전투 도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. -items.weapon.melee.battleaxe.ability_desc=전투 도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. +items.weapon.melee.battleaxe.typical_ability_desc=전투 도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. +items.weapon.melee.battleaxe.ability_desc=전투 도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. items.weapon.melee.battleaxe.desc=이 전투 도끼의 거대한 강철 도끼날은 매 공격마다 상당한 무게감을 줍니다. items.weapon.melee.crossbow.name=쇠뇌 @@ -1864,8 +1864,8 @@ items.weapon.melee.crossbow$chargedshot.desc=결투자는 쇠뇌에 온 힘을 items.weapon.melee.cudgel.name=곤봉 items.weapon.melee.cudgel.stats_desc=이 무기는 다른 무기보다 정확합니다. items.weapon.melee.cudgel.ability_name=강타 -items.weapon.melee.cudgel.typical_ability_desc=곤봉을 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. -items.weapon.melee.cudgel.ability_desc=곤봉을 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. +items.weapon.melee.cudgel.typical_ability_desc=곤봉을 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. +items.weapon.melee.cudgel.ability_desc=곤봉을 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. items.weapon.melee.cudgel.desc=소형 황동 메이스입니다. 본격적인 여행용 무기보다는 귀족들의 호신용 물품에 가깝습니다. items.weapon.melee.cudgel.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. @@ -1929,8 +1929,8 @@ items.weapon.melee.greatshield.name=특대 방패 items.weapon.melee.greatshield.typical_stats_desc=일반적으로 이 무기는 0-%d의 데미지를 감소시킵니다. 이 감소율은 강화를 하면 더 확장됩니다. items.weapon.melee.greatshield.stats_desc=이 무기는 0-%d의 피해를 감소시킵니다. 이 감소율은 강화를 하면 더 확장됩니다. items.weapon.melee.greatshield.ability_name=방어 -items.weapon.melee.greatshield.typical_ability_desc=특대 방패를 가진 결투자는 스스로를 _방어_하여, 일반적으로 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제할 것입니다. -items.weapon.melee.greatshield.ability_desc=특대 방패를 가진 결투자는 스스로를 _방어_하여, 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제할 것입니다. +items.weapon.melee.greatshield.typical_ability_desc=특대 방패를 가진 결투자는 스스로를 _방어_하여, 일반적으로 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제합니다. +items.weapon.melee.greatshield.ability_desc=특대 방패를 가진 결투자는 스스로를 _방어_하여, 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제합니다. items.weapon.melee.greatshield.upgrade_ability_stat_name=능력 지속 시간 items.weapon.melee.greatshield.desc=방패보단 차라리 움직이는 장벽이란 말이 어울릴 것 같은 이 거대한 쇳덩어리는 방어를 돕지만, 공격 수단으로 쓰기에는 다소 거추장스럽습니다. @@ -1943,8 +1943,8 @@ items.weapon.melee.greatsword.desc=이 거대한 칼날은 무게를 주어 휘 items.weapon.melee.handaxe.name=손도끼 items.weapon.melee.handaxe.stats_desc=이 무기는 다른 무기보다 정확합니다. items.weapon.melee.handaxe.ability_name=강타 -items.weapon.melee.handaxe.typical_ability_desc=손도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. -items.weapon.melee.handaxe.ability_desc=손도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. +items.weapon.melee.handaxe.typical_ability_desc=손도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. +items.weapon.melee.handaxe.ability_desc=손도끼를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. items.weapon.melee.handaxe.desc=가벼운 도끼로써, 보통은 나무를 벨 때 사용합니다. 적을 벨 때도 적당한 날을 가졌습니다. items.weapon.melee.katana.name=도 @@ -1963,8 +1963,8 @@ items.weapon.melee.longsword.desc=이 검의 예리하고 날카로운 강철 items.weapon.melee.mace.name=메이스 items.weapon.melee.mace.stats_desc=이 무기는 다른 무기보다 정확합니다. items.weapon.melee.mace.ability_name=강타 -items.weapon.melee.mace.typical_ability_desc=메이스를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. -items.weapon.melee.mace.ability_desc=메이스를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. +items.weapon.melee.mace.typical_ability_desc=메이스를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. +items.weapon.melee.mace.ability_desc=메이스를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. items.weapon.melee.mace.desc=이 무기 끝에 달린 철구는 적에게 적당한 뇌진탕을 안겨줍니다. items.weapon.melee.magesstaff.name=마법사의 지팡이 @@ -1977,8 +1977,8 @@ items.weapon.melee.magesstaff.imbue_desc=정말로 이 마법 막대를 융합 items.weapon.melee.magesstaff.imbue_level=이 융합으로 _+%d 강화된 지팡이_를 얻게 됩니다. items.weapon.melee.magesstaff.imbue_unknown=마법 막대의 강화 수치는 알 수 없지만, 이 융합으로 최소 _+%d 강화된 지팡이_를 얻을 수 있습니다. items.weapon.melee.magesstaff.imbue_cursed=_저주받은 마법 막대를 융합하면 지팡이 또한 저주받게 됩니다!_ -items.weapon.melee.magesstaff.imbue_lost=현재 지팡이와 융합한 마법 막대가 _소멸할 것입니다_. -items.weapon.melee.magesstaff.imbue_talent=현재 지팡이와 융합한 마법 막대가 _+0인 상태로 반환될 것입니다_. +items.weapon.melee.magesstaff.imbue_lost=현재 지팡이와 융합한 마법 막대가 _소멸합니다_. +items.weapon.melee.magesstaff.imbue_talent=현재 지팡이와 융합한 마법 막대가 _+0인 상태로 반환됩니다_. items.weapon.melee.magesstaff.yes=네, 그렇게 하겠습니다. items.weapon.melee.magesstaff.no=아니오, 생각을 바꾸었습니다. items.weapon.melee.magesstaff.desc=마법사가 스스로 만든 지팡이는 다른 마법 막대를 융합할 수 있는 독특한 마법 무기입니다. @@ -2033,8 +2033,8 @@ items.weapon.melee.roundshield.name=원형 방패 items.weapon.melee.roundshield.typical_stats_desc=일반적으로 이 무기는 0-%d의 데미지를 감소시킵니다. 이 감소율은 강화를 하면서 더 확장됩니다. items.weapon.melee.roundshield.stats_desc=이 무기는 0-%d의 피해를 감소시킵니다. 이 감소율은 강화를 하면 더 확장됩니다. items.weapon.melee.roundshield.ability_name=방어 -items.weapon.melee.roundshield.typical_ability_desc=원형 방패를 가진 결투자는 스스로를 _방어_하여, 일반적으로 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제할 것입니다. -items.weapon.melee.roundshield.ability_desc=원형 방패를 가진 결투자는 스스로를 _방어_하여, 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제할 것입니다. +items.weapon.melee.roundshield.typical_ability_desc=원형 방패를 가진 결투자는 스스로를 _방어_하여, 일반적으로 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제합니다. +items.weapon.melee.roundshield.ability_desc=원형 방패를 가진 결투자는 스스로를 _방어_하여, 다음 _%d_턴 동안 받는 모든 물리 및 마법 피해를 무시할 수 있게 됩니다. 결투자가 1회의 공격을 막아낸 후, 마법을 쓰거나 다시 공격하는 경우 방어를 해제합니다. items.weapon.melee.roundshield.upgrade_ability_stat_name=능력 지속 시간 items.weapon.melee.roundshield.desc=이 커다란 방패는 공격을 효과적으로 방어하며, 위기에 몰렸을 때에는 그럭저럭 괜찮은 무기도 됩니다. items.weapon.melee.roundshield$guardtracker.name=방어 중 @@ -2088,13 +2088,13 @@ items.weapon.melee.sword.typical_ability_desc=검을 가진 결투자는 _가르 items.weapon.melee.sword.ability_desc=검을 가진 결투자는 _가르기_를 사용할 수 있습니다. 이 공격은 _%1$d-%2$d_의 피해를 입히며 반드시 명중합니다. 가르기로 적을 처치할 경우 턴을 소모하지 않고, 다음 5턴 이내에 충전량 소모 없이 가르기를 한 번 더 사용할 수 있게 됩니다. items.weapon.melee.sword.desc=괜찮게 균형잡힌 검입니다. 너무 크지는 않지만, 확실히 소검보다는 큽니다. items.weapon.melee.sword$cleavetracker.name=가르기 -items.weapon.melee.sword$cleavetracker.desc=당신은 직전에 사용한 가르기 이후 무기에 남은 관성을 이용한 추가 타격을 입힐 준비가 되어 있습니다. 다음에 사용하는 가르기는 무기의 충전량을 사용하지 않을 것입니다.\n\n남은 턴: %s. +items.weapon.melee.sword$cleavetracker.desc=당신은 직전에 사용한 가르기 이후 무기에 남은 관성을 이용한 추가 타격을 입힐 준비가 되어 있습니다. 다음에 사용하는 가르기는 무기의 충전량을 사용하지 않습니다.\n\n남은 턴: %s. items.weapon.melee.warhammer.name=전쟁 망치 items.weapon.melee.warhammer.stats_desc=이 무기는 다른 무기보다 정확합니다. items.weapon.melee.warhammer.ability_name=강타 -items.weapon.melee.warhammer.typical_ability_desc=전쟁 망치를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. -items.weapon.melee.warhammer.ability_desc=전쟁 망치를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힐 것입니다. +items.weapon.melee.warhammer.typical_ability_desc=전쟁 망치를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 일반적으로 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. +items.weapon.melee.warhammer.ability_desc=전쟁 망치를 가진 결투자는 _강타_를 사용할 수 있습니다. 이 집중적인 공격으로 적을 기습 공격했다면 _%1$d-%2$d_의 피해를 입히고, 또한 해당 적에게 5턴의 멍해짐 상태를 부여하여 정확성과 회피를 50%% 감소시킵니다. 강타는 항상 명중하지만, 기습 공격이 아닐 경우 일반적인 피해만 입힙니다. items.weapon.melee.warhammer.desc=거대한 납과 강철 덩어리로 만들어진 이 망치의 파괴적인 공격을 막을 수 있는 생물체는 얼마 없습니다. 하지만 효율적으로 다루기 위해선 많은 힘을 필요로 합니다. items.weapon.melee.warscythe.name=전쟁 낫 @@ -2136,7 +2136,7 @@ items.weapon.missiles.darts.dart.name=다트 items.weapon.missiles.darts.dart.ac_tip=바른다 items.weapon.missiles.darts.dart.prompt=씨앗을 선택하세요 items.weapon.missiles.darts.dart.tip_title=다트에 씨앗 바르기 -items.weapon.missiles.darts.dart.tip_desc=씨앗을 하나 또는 두 개의 다트에 바를 수 있습니다. 각 종류의 씨앗에 대응하는 고유 효과를 가진 일회용 특수 다트를 만들어냅니다.\n\n다트에 이 씨앗을 바르면 _%s_를 만들어낼 것입니다. +items.weapon.missiles.darts.dart.tip_desc=씨앗을 하나 또는 두 개의 다트에 바를 수 있습니다. 각 종류의 씨앗에 대응하는 고유 효과를 가진 일회용 특수 다트를 만들어냅니다.\n\n다트에 이 씨앗을 바르면 _%s_를 만들 수 있습니다. items.weapon.missiles.darts.dart.tip_all=다트 %1$d개에 씨앗 %2$d개 바르기 items.weapon.missiles.darts.dart.tip_two=다트 2개에 씨앗 바르기 items.weapon.missiles.darts.dart.tip_one=다트 1개에 씨앗 바르기 @@ -2148,7 +2148,7 @@ items.weapon.missiles.darts.displacingdart.name=변위 다트 items.weapon.missiles.darts.displacingdart.desc=이 다트의 끝부분은 미명초 추출물이 발려 있어 맞은 적을 짧은 거리로 순간이동시킵니다. items.weapon.missiles.darts.healingdart.name=치유 다트 -items.weapon.missiles.darts.healingdart.desc=이 다트는 대상을 급속도로 치유할 수 있는 태양초 추출물이 발려 있습니다. 다트 그 자체는 여전히 적들을 해치지만, 동료들은 해치지 않을 것입니다. +items.weapon.missiles.darts.healingdart.desc=이 다트는 대상을 급속도로 치유할 수 있는 태양초 추출물이 발려 있습니다. 다트 그 자체는 여전히 적들을 해치지만, 동료들은 해치지 않습니다. items.weapon.missiles.darts.holydart.name=신성 다트 items.weapon.missiles.darts.holydart.desc=이 다트는 대상에게 신성한 에너지를 주입하는 별꽃 추출물이 발려 있습니다. 아군과 일반적인 적은 축복받으며, 언데드와 악마 적들은 큰 피해를 입습니다. 다트 자체의 피해는 적에게만 적용됩니다. @@ -2171,7 +2171,7 @@ items.weapon.missiles.darts.shockingdart.desc=이 다트의 끝부분은 폭풍 items.weapon.missiles.darts.tippeddart.ac_clean=지운다 items.weapon.missiles.darts.tippeddart.clean_title=추출물 지우기 -items.weapon.missiles.darts.tippeddart.clean_desc=이 행동은 당신의 다트에 발라진 씨앗 효과를 제거하여, 원래의 일반적인 다트로 되돌릴 것입니다. +items.weapon.missiles.darts.tippeddart.clean_desc=이 행동은 당신의 다트에 발라진 씨앗 효과를 제거하여, 원래의 일반적인 다트로 되돌립니다. items.weapon.missiles.darts.tippeddart.clean_all=모두 지우기 items.weapon.missiles.darts.tippeddart.clean_one=하나만 지우기 items.weapon.missiles.darts.tippeddart.cancel=취소 @@ -2231,7 +2231,7 @@ items.weapon.missiles.shuriken.name=수리검 items.weapon.missiles.shuriken.stats_desc=수리검을 턴 소모 없이 던지는 행위는 20턴의 재사용 대기 시간을 갖습니다. items.weapon.missiles.shuriken.desc=날카로운 칼날이 달린 별 모양의 이 금속 조각은 움직인 후에 재빠르게 던질 수 있습니다. items.weapon.missiles.shuriken$shurikeninstanttracker.name=재사용 대기 시간: 수리검 -items.weapon.missiles.shuriken$shurikeninstanttracker.desc=당신은 최근에 수리검을 턴 소모 없이 던졌으며, 다시 그렇게 하기 위해서는 기다려야만 합니다. 수리검은 여전히 던질 수 있지만, 일반적인 공격 속도를 가질 것입니다.\n\n남은 턴: %s. +items.weapon.missiles.shuriken$shurikeninstanttracker.desc=당신은 최근에 수리검을 턴 소모 없이 던졌으며, 다시 그렇게 하기 위해서는 기다려야만 합니다. 수리검은 여전히 던질 수 있지만, 일반적인 공격 속도를 가집니다.\n\n남은 턴: %s. items.weapon.missiles.throwingclub.name=투척용 몽둥이 items.weapon.missiles.throwingclub.stats_desc=이 무기는 적에게 고정되지 않아 적중 후 빠르게 다시 주워 사용할 수 있습니다. @@ -2270,7 +2270,7 @@ items.weapon.spiritbow.name=영혼의 활 items.weapon.spiritbow.ac_shoot=발사한다 items.weapon.spiritbow.prompt=대상을 선택하세요 items.weapon.spiritbow.stats=이 활은 직접 강화할 수 없지만, 대신 당신의 레벨에 따라 점차 강해집니다. 현재 당신의 레벨에서, 영혼의 활로 발사하는 화살은 _%1$d-%2$d_의 피해를 입히며, 제대로 사용하기 위해서 _%3$d_의 힘이 필요합니다. -items.weapon.spiritbow.desc=고대의 마법 나무로 만들어진 활입니다. 이 활의 시위와 각인은 창백한 푸른색으로 빛납니다. 시위가 당겨지면, 이 활은 적에게 발사할 수 있는 마법 화살을 만들어낼 것입니다. +items.weapon.spiritbow.desc=고대의 마법 나무로 만들어진 활입니다. 이 활의 시위와 각인은 창백한 푸른색으로 빛납니다. 시위가 당겨지면, 이 활은 적에게 발사할 수 있는 마법 화살을 만들어냅니다. items.weapon.spiritbow.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. items.weapon.weapon.identify=당신은 현재 사용하고 있는 무기가 무엇인지 알 만큼 충분히 익숙해졌다. @@ -2326,7 +2326,7 @@ items.brokenseal.prompt=붙일 갑옷을 선택하세요 items.brokenseal.unknown_armor=먼저 갑옷이 저주받았는지 확인해야 합니다. items.brokenseal.cursed_armor=인장은 저주받은 방어구에 붙일 수 없다. items.brokenseal.affix=갑옷에 인장을 붙였다! -items.brokenseal.desc=갑옷에 붙여 용맹함을 자랑할 수 있는 밀랍 인장입니다. 중앙에는 보호의 룬이 새겨져 있고, 한 가운데에 갈라진 틈이 있습니다.\n\n고향의 보물인 이 인장은 전사의 인내력을 강화합니다. 인장이 붙은 갑옷을 입은 전사는 체력이 절반 이하로 감소할 때 자동으로 대량의 보호막을 얻습니다.\n\n이 인장은 _갑옷에 붙일 수 있으며, 여러 갑옷에 옮겨 붙일 수 있습니다._ 인장이 붙은 채로 방어구를 강화하면 인장을 1회까지 강화할 수 있으며, 강화된 인장이 붙은 방어구는 1만큼의 추가 강화 수치를 얻습니다. +items.brokenseal.desc=갑옷에 붙여 용맹함을 자랑할 수 있는 밀랍 인장입니다. 중앙에는 보호의 룬이 새겨져 있고, 한 가운데에 갈라진 틈이 있습니다.\n\n고향의 보물인 이 인장은 전사의 인내력을 강화합니다. 인장이 붙은 갑옷을 입은 전사는 체력이 절반 이하로 감소할 때 자동으로 대량의 방어막을 얻습니다.\n\n이 인장은 _갑옷에 붙일 수 있으며, 여러 갑옷에 옮겨 붙일 수 있습니다._ 인장이 붙은 채로 방어구를 강화하면 인장을 1회까지 강화할 수 있으며, 강화된 인장이 붙은 방어구는 1만큼의 추가 강화 수치를 얻습니다. items.brokenseal.inscribed=인장에 _%s_ 가 새겨져 있습니다. items.brokenseal.choose_title=상형문자를 선택하세요 items.brokenseal.choose_desc=해당 갑옷과 부러진 인장에 모두 상형문자가 부여되어 있습니다. 보존할 상형문자를 선택해주세요.\n\n갑옷 상형문자: %1$s\n부러진 인장 상형문자: %2$s\n\n갑옷에 부여된 상형문자를 보존할 경우, 이후 인장을 옮길 때 그 상형문자를 같이 옮기지 않습니다. @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=특정 영웅이 이 아이템을 가지고 시 items.brokenseal$warriorshield.name=전사의 방어막 items.brokenseal$warriorshield.desc_active=전사의 부러진 인장이 인내력을 끌어올려 현재 체력에 더하여 추가 방어막을 제공하였습니다. 방어막 소진 후 재사용 대기 시간이 있습니다.\n\n이 방어막은 서서히 사라지지 않지만, 주변에 적이 없을 시 몇턴 후 사라집니다. 소모되지 않은 방어막은 재사용 대기 시간을 최대 50%%까지 줄입니다.\n\n남은 방어막: %1$d.\n\n현재 재사용 대기 시간: %2$d. items.brokenseal$warriorshield.desc_cooldown=최근 부러진 인장으로부터 방어막을 제공받았으며, 다시 사용하기 전까지 기다려야 합니다.\n\n남은 턴 수: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=현재 전사의 방어막 재사용 대기 시간이 음수가 되었으며, 방어막이 작동할 때 재사용 대기 시간이 그만큼 감소할 것입니다. 방어막 재사용 대기 시간은 -150턴까지 줄일 수 있으며, 이 경우 방어막이 활성화되었을 때 다음 방어막이 즉시 준비됩니다.\n\n현재 재사용 대기 시간: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=현재 전사의 방어막 재사용 대기 시간이 음수가 되었으며, 방어막이 작동할 때 재사용 대기 시간이 그만큼 감소합니다. 방어막 재사용 대기 시간은 -150턴까지 줄일 수 있으며, 이 경우 방어막이 활성화되었을 때 다음 방어막이 즉시 준비됩니다.\n\n현재 재사용 대기 시간: %d. items.dewdrop.name=이슬 items.dewdrop.already_full=당신은 이미 최대 체력입니다. @@ -2440,7 +2440,7 @@ items.waterskin.collected=당신은 이슬을 가죽 물통 안에 넣었다. items.waterskin.full=당신의 가죽 물통이 가득 찼다! items.waterskin.empty=당신의 가죽 물통이 텅 비었다! items.waterskin.desc=코르크로 입구를 봉한 가죽 물통입니다. -items.waterskin.desc_water=이 가죽 물통에는 약간의 식수밖에 남아 있지 않습니다. 분명 던전 안에는 물통에 대신 담을 만한 무언가가 있을 것입니다. -items.waterskin.desc_heal=가죽 물통에 회복 효과가 있는 물을 담았습니다. 가죽 물통에 담긴 물의 양이 많을수록, 마실 때 즉시 회복하는 체력 역시 증가합니다. 당신이 필요한 만큼만 마실 것입니다. +items.waterskin.desc_water=이 가죽 물통에는 약간의 식수밖에 남아 있지 않습니다. 던전을 뒤지다 보면 물병에 대신 담을 만한 무언가가 분명 있을 것입니다. +items.waterskin.desc_heal=가죽 물통에 회복 효과가 있는 물을 담았습니다. 가죽 물통에 담긴 물의 양이 많을수록, 마실 때 즉시 회복하는 체력 역시 증가합니다. 항상 당신이 필요한 만큼의 물만 소모합니다. items.waterskin.desc_full=가득 찬 가죽 물통이 에너지를 내뿜고 있는 것 같습니다. 아마 다른 생존 아이템을 축복하는 데 사용할 수 있지 않을까요? items.waterskin.discover_hint=특정 영웅이 이 아이템을 가지고 시작합니다. diff --git a/core/src/main/assets/messages/items/items_pl.properties b/core/src/main/assets/messages/items/items_pl.properties index 7a9c08e8b..7f06bd1c0 100644 --- a/core/src/main/assets/messages/items/items_pl.properties +++ b/core/src/main/assets/messages/items/items_pl.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s anty-entropii items.armor.curses.antientropy.desc=Klątwa anty-entropii działa przeciw siłom wszechświata, wyciągając energię z atakującego i przesyłając ją na noszącego zbroję. Na krótko podpala użytkownika, zamrażając wszytko wokół! items.armor.curses.bulk.name=%s objętości -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Zbroje objętości wydają się większe i bardziej okazałe, ale nie oferują lepszej ochrony. Co gorsza, ich większy rozmiar sprawia, że zmieszczenie się w drzwiach jest znacznie utrudnione. items.armor.curses.corrosion.name=%s korozji items.armor.curses.corrosion.desc=Zbroja korozji jest zdolna do wyrzucania żrącego płynu, pokrywając wszystko w otoczeniu lepką, kwaśną mazią. @@ -192,7 +192,7 @@ items.artifacts.chaliceofblood.ondeath=Czara wyssała z ciebie całą esencję items.artifacts.chaliceofblood.desc=Ta błyszcząca srebrna czara jest nietypowo przyozdobiona ostrymi brylantami u brzegu. items.artifacts.chaliceofblood.desc_cursed=Przeklęta czara przyczepiła się do ciebie i wstrzymuje twoją umiejętność regeneracji zdrowia. items.artifacts.chaliceofblood.desc_1=Kiedy trzymasz czarę czujesz dziwny pociąg, aby pociąć się na jej ostrych brylantach. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Trochę twojej krwi zostało przelane do czary, czujesz, jak karmi cię ona powoli energią życia, przyśpieszając twoją naturalną regenerację. Wciąż pragniesz pociąć się za pomocą jej brzegu, mimo wiedzy, że będzie to bolesne. items.artifacts.chaliceofblood.desc_3=Czara jest wypełniona po brzegi twoją esencją życia. Czujesz jak oddaje ci ją z powrotem. items.artifacts.cloakofshadows.name=opończa cieni @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Twoja opaska nie ma wystarczając items.artifacts.masterthievesarmband.cursed=Nie możesz użyć przeklętej opaski. items.artifacts.masterthievesarmband.full=Twoja opaska jest w pełni naładowana! items.artifacts.masterthievesarmband.prompt=Wybierz cel -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Musisz wybrać przeciwnika, który jest obok ciebie. items.artifacts.masterthievesarmband.steal_shopkeeper=Nie możesz bezpośrednio okradać sklepikarzy. items.artifacts.masterthievesarmband.no_steal=Ten przeciwnik nie ma nic, co można by ukraść. items.artifacts.masterthievesarmband.stole_item=Ukradziony przedmiot: %s. @@ -428,18 +428,18 @@ items.artifacts.skeletonkey.name=kościany klucz items.artifacts.skeletonkey.ac_insert=INSERT items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. items.artifacts.skeletonkey.prompt=Wybierz cel -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! +items.artifacts.skeletonkey.invalid_target=Nie ma tu nic do zamknięcia ani otwarcia. +items.artifacts.skeletonkey.lock_no_space=Nie możesz zamknąć postaci wewnątrz drzwi! items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.locked_with_key=Te drzwi zostały zamknięte twoim kościanym kluczem. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! +items.artifacts.skeletonkey.levelup=Twój kościany klucz nabiera mocy! items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Szlifowane krawędzie kryształowego klucza pobłysku items.keys.ironkey.name=stalowy klucz items.keys.ironkey.desc=Nacięcia na tym starożytnym kluczu są zużyte, skórzana smycz sponiewierana przez czas. Jakie drzwi może otworzyć? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=zużyty klucz +items.keys.wornkey.desc=Ten klucz jest zużyty i przerdzewiały, ale wygląda na ważny. Najpewniej otwiera jakieś kluczowe drzwi. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Zazwyczaj ten relikt zmniejsza twój items.trinkets.eyeofnewt.stats_desc=Na obecnym poziomie ten relikt zmniejszy twój zasięg widzenia o _%1$s%%_, w zamian za to zapewniając wizję umysłów w zasięgu _%2$d_ pól. items.trinkets.ferrettuft.name=futro fretki -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Jedwabnie biały pęczek futra fretki trzymany razem przez limonkową wstążkę związaną w kokardkę. Fretki są znane ze swojej zwinności, psotności i nieuczciwości. Część tej mocy zdaje się promieniować z reliktu, zwiększając szansę na unik wszystkiego w pobliżu. items.trinkets.ferrettuft.typical_stats_desc=Zazwyczaj ten relikt zwiększa szansę na unik wszystkich postaci o _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Na obecnym poziomie ten relikt zwiększy szansę na unik wszystkich postaci o _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Fechmistrzyni może wykonać _powalaj items.weapon.melee.battleaxe.desc=Ogromne, stalowe ostrze tego topora bojowego wymaga sporego nakładu siły, by się nim zamachnąć. items.weapon.melee.crossbow.name=kusza -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Ta broń, gdy jest założona, zazwyczaj zwiększa obrażenia zadawane przez miotane strzałki do _%1$d-%2$d_, a do tego przekazuje im swoje zaklęcie. +items.weapon.melee.crossbow.stats_desc=Ta broń, gdy jest założona, zwiększa obrażenia zadawane przez miotane strzałki do _%1$d-%2$d_, a do tego przekazuje im swoje zaklęcie. items.weapon.melee.crossbow.ability_name=wzmocniony strzał items.weapon.melee.crossbow.typical_ability_desc=Używając kuszy, Fechmistrzyni może przygotować _wzmocniony strzał_, dzięki czemu następny zwykły atak zawsze trafi. Dodatkowo, zostanie nałożony jeden z trzech efektów: ataki wręcz odepchną wrogów do tyłu, nienasączone strzałki zazwyczaj zadadzą _+%1$d obrażeń_, a nasączone strzałki zadziałają na obszarze 7x7 pól i zazwyczaj będą mogły być użyte _dodatkowe %2$d razy_. items.weapon.melee.crossbow.ability_desc=Używając kuszy, Fechmistrzyni może przygotować _wzmocniony strzał_, dzięki czemu następny zwykły atak zawsze trafi. Dodatkowo, zostanie nałożony jeden z trzech efektów: ataki wręcz odepchną wrogów do tyłu, nienasączone strzałki zadadzą _+%1$d obrażeń_, a nasączone strzałki zadziałają na obszarze 7x7 pól i będą mogły być użyte _dodatkowe %2$d razy_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Ta broń zadaje obrażenia obszarowe items.weapon.missiles.forcecube.desc=Te magiczne kostki o osobliwym kształcie są dość małe, by trzymać je w dłoni, ale mimo tego są bardzo ciężkie. items.weapon.missiles.heavyboomerang.name=ciężki bumerang -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Ta broń wraca w miejsce rzutu po pięciu turach. items.weapon.missiles.heavyboomerang.desc=Ten wielki bumerang wymaga wprawy, ale zadaje znaczne obrażenia. items.weapon.missiles.javelin.name=oszczep diff --git a/core/src/main/assets/messages/items/items_sv.properties b/core/src/main/assets/messages/items/items_sv.properties index b415e73b5..f401d0e44 100644 --- a/core/src/main/assets/messages/items/items_sv.properties +++ b/core/src/main/assets/messages/items/items_sv.properties @@ -486,7 +486,7 @@ items.artifacts.unstablespellbook.blinded=Du kan inte läsa från boken vid blin items.artifacts.unstablespellbook.no_charge=Din trollformelbok har slut på energi för tillfället. items.artifacts.unstablespellbook.cursed=Du kan inte läsa från en förbannad trollformelbok. items.artifacts.unstablespellbook.prompt=Välj en skriftrulle -items.artifacts.unstablespellbook.infuse_scroll=Du tillför rullens energi till boken. +items.artifacts.unstablespellbook.infuse_scroll=Du tillför skriftrullens energi till boken. items.artifacts.unstablespellbook.unable_scroll=Du kan inte lägga till denna skriftrulle i boken. items.artifacts.unstablespellbook.unknown_scroll=Du är inte säker på vilken typ av skriftrulle det här är ännu. items.artifacts.unstablespellbook.desc=Den här Tome är i förvånansvärt bra skick med tanke på dess ålder. Det fräser och sprakar när du flyttar sidorna, och den svämmar över av instabil energi. Om du läser ur den här boken vet du aldrig vilken trollformel du kan kasta. @@ -504,7 +504,7 @@ items.bags.bag.discover_hint=Du kan köpa det här föremålet i en butik. items.bags.potionbandolier.name=potionbandolier items.bags.potionbandolier.desc=Den här tjocka bandolieren passar runt bröstet som ett skärp, den har många isolerade remmar för att hålla dryckesflaskor, ditt vattenskinn eller flaskor med flytande metall.\n\nNUnder tiden i bandolieren bör dina drycker skyddas från kylan. -items.bags.scrollholder.name=scrollhållare +items.bags.scrollholder.name=skriftrullehållare items.bags.scrollholder.desc=Den här rörformade behållaren ser ut som om den skulle rymma en astronoms verktyg och diagram, men dina skriftrullar passar lika bra. Det finns även några sidofack som passar bra för trollformelkristaller, arkaiska styli och arkaiskt harts.n\nHållaren ser inte särskilt brandfarlig ut, så dina skriftrullar bör vara säkra från eld inuti den. items.bags.velvetpouch.name=sammetspåse @@ -1107,89 +1107,89 @@ items.rings.ringofwealth.desc=Den här ringen fungerar som en magnet för skatte ###scrolls items.scrolls.scroll.ac_read=LÄSA -items.scrolls.scroll.kaunan=roll av KAUNAN -items.scrolls.scroll.sowilo=rullning av SOWILO -items.scrolls.scroll.laguz=rullning av LAGUZ -items.scrolls.scroll.yngvi=rulle av YNGVI -items.scrolls.scroll.gyfu=rulle av GYFU -items.scrolls.scroll.raido=rullning av RAIDO -items.scrolls.scroll.isaz=rulle av ISAZ -items.scrolls.scroll.mannaz=rulle av MANNAZ -items.scrolls.scroll.naudiz=rulle av NAUDIZ -items.scrolls.scroll.berkanan=rulle av BERKANAN -items.scrolls.scroll.odal=rulle av ODAL -items.scrolls.scroll.tiwaz=rulle av TIWAZ +items.scrolls.scroll.kaunan=skriftrulle av KAUNAN +items.scrolls.scroll.sowilo=skriftrullen av SOWILO +items.scrolls.scroll.laguz=skriftrullen av LAGUZ +items.scrolls.scroll.yngvi=skriftrulle av YNGVI +items.scrolls.scroll.gyfu=skriftrulle av GYFU +items.scrolls.scroll.raido=skriftrullen av RAIDO +items.scrolls.scroll.isaz=skriftrulle av ISAZ +items.scrolls.scroll.mannaz=skriftrulle av MANNAZ +items.scrolls.scroll.naudiz=skriftrulle av NAUDIZ +items.scrolls.scroll.berkanan=skriftrulle av BERKANAN +items.scrolls.scroll.odal=skriftrulle av ODAL +items.scrolls.scroll.tiwaz=skriftrulle av TIWAZ items.scrolls.scroll.unknown_desc=En oläslig magisk runa är skriven på detta pergament. Vem vet vad den kommer att göra när den läses högt? items.scrolls.scroll.blinded=Du kan inte läsa en skriftrulle vid blindhet. items.scrolls.scroll.no_magic=Du kan inte läsa en skriftrulle vid magiimmunitet. items.scrolls.scroll.cursed=Din förbannade besvärjelsebok hindrar dig från att använda den här skriftrullens magi! En skriftrulle för att ta bort förbannelsen kan vara tillräckligt stark för att ändå fungera... -items.scrolls.scroll$placeholder.name=roll +items.scrolls.scroll$placeholder.name=skriftrulle -items.scrolls.inventoryscroll.warning=Vill du verkligen avbryta användningen av den här rullen? Rullen var inte identifierad tidigare, så den kommer att användas ändå. +items.scrolls.inventoryscroll.warning=Vill du verkligen avbryta användningen av den här skriftrullen? Skriftrullen var inte identifierad tidigare, så den kommer att användas ändå. items.scrolls.inventoryscroll.yes=Ja, jag är positiv items.scrolls.inventoryscroll.no=Nej, jag ändrade mig -items.scrolls.scrollofidentify.name=roll för identifiering +items.scrolls.scrollofidentify.name=skriftrulle för identifiering items.scrolls.scrollofidentify.inv_title=Identifiera ett föremål items.scrolls.scrollofidentify.it_is=Ditt föremål har identifierats: %s. -items.scrolls.scrollofidentify.desc=Den här rullen avslöjar permanent alla hemligheter för ett enda föremål. +items.scrolls.scrollofidentify.desc=Den här skriftrullen avslöjar permanent alla hemligheter för ett enda föremål. -items.scrolls.scrolloflullaby.name=rulla med vaggvisa -items.scrolls.scrolloflullaby.sooth=Rullen framför en lugnande melodi. Du känner dig väldigt sömnig. +items.scrolls.scrolloflullaby.name=skriftrulle med vaggvisa +items.scrolls.scrolloflullaby.sooth=Skriftrullen framför en lugnande melodi. Du känner dig väldigt sömnig. items.scrolls.scrolloflullaby.desc=Läsningen av denna skriftrulle avger en lugnande melodi som kommer att vagga alla som hör den in i en djup magisk sömn. För läsaren och deras allierade är sömnen stärkande. -items.scrolls.scrollofmagicmapping.name=Rulle med magisk kartläggning +items.scrolls.scrollofmagicmapping.name=Skriftrulle med magisk kartläggning items.scrolls.scrollofmagicmapping.layout=Du är nu medveten om nivåns layout. items.scrolls.scrollofmagicmapping.desc=När denna skriftrulle läses kommer en kristallklar bild att etsas in i ditt minne, varna dig för den exakta utformningen av nivån och avslöja alla dolda hemligheter. Platserna för föremål och varelser kommer att förbli okända. items.scrolls.scrollofmirrorimage.name=spegelbildsrulle -items.scrolls.scrollofmirrorimage.copies=Rullen skapar spegelbilder av dig. -items.scrolls.scrollofmirrorimage.no_copies=Rullen försöker skapa spegelbilder av dig, men de har ingenstans att ta vägen. +items.scrolls.scrollofmirrorimage.copies=Skriftrullen skapar spegelbilder av dig. +items.scrolls.scrollofmirrorimage.no_copies=Skriftrullen försöker skapa spegelbilder av dig, men de har ingenstans att ta vägen. items.scrolls.scrollofmirrorimage.desc=Besvärjelsen på denna skriftrulle kommer att skapa två illusoriska tvillingar av läsaren. Dessa spegelbilder fungerar som svagare kloner av läsaren, och kommer att jaga sina fiender. De har dock ingen hållbarhet och kommer att blekna när de tar skada. -items.scrolls.scrollofretribution.name=roll av vedergällning -items.scrolls.scrollofretribution.blast=Kraftfull magisk energi bryter ut från rullen! +items.scrolls.scrollofretribution.name=skriftrulle av vedergällning +items.scrolls.scrollofretribution.blast=Kraftfull magisk energi bryter ut från skriftrullen! items.scrolls.scrollofretribution.desc=Den här rullen innehåller destruktiv energi som kanaliserar läsarens lidande utåt i en explosion av kraft. Ju svagare läsaren är, desto mer skada kommer den att utdela. Vid mycket låg hälsa kan denna skriftrulle döda de flesta fiender omedelbart.\n\nAtt använda skriftrullen tar dock en vägtull på användaren, förblindar och försvagar dem. -items.scrolls.scrollofrage.name=rulla av raseri -items.scrolls.scrollofrage.roar=Rullen avger ett rasande vrål som ekar genom hela fängelsehålan! -items.scrolls.scrollofrage.desc=När den här rullen läses högt avger den ett stort vrål som drar alla fiender till läsaren och gör dem i närheten rasande. +items.scrolls.scrollofrage.name=skriftrulle av raseri +items.scrolls.scrollofrage.roar=Skriftrullen avger ett rasande vrål som ekar genom hela fängelsehålan! +items.scrolls.scrollofrage.desc=När den här skriftrullen läses högt avger den ett stort vrål som drar alla fiender till läsaren och gör dem i närheten rasande. -items.scrolls.scrollofrecharging.name=Rulle för uppladdning +items.scrolls.scrollofrecharging.name=Skriftrulle för uppladdning items.scrolls.scrollofrecharging.surge=En våg av energi strömmar genom din kropp och stärker dina trollstavar! items.scrolls.scrollofrecharging.desc=Den råa magiska kraften som finns bunden i detta pergament kommer att ladda upp alla användarens trollstavar över tid när den utgår. -items.scrolls.scrollofremovecurse.name=rulla för att ta bort förbannelse +items.scrolls.scrollofremovecurse.name=skriftrulle för att ta bort förbannelse items.scrolls.scrollofremovecurse.inv_title=Rensa ett föremål items.scrolls.scrollofremovecurse.cleansed=Ditt föremål lyser med ett renande ljus och en illvillig energi försvinner! items.scrolls.scrollofremovecurse.not_cleansed=Ditt föremål lyser med ett renande ljus, men ingenting händer. -items.scrolls.scrollofremovecurse.spirit=Din scroll befriar den plågade anden! +items.scrolls.scrollofremovecurse.spirit=Din skriftrulle befriar den plågade anden! items.scrolls.scrollofremovecurse.desc=Besvärjelsen på denna skriftrulle tar omedelbart bort alla förbannelser från ett vapen, en ring, en trollstav, en rustning eller en artefakt. -items.scrolls.scrollofteleportation.name=scroll för teleportation +items.scrolls.scrollofteleportation.name=skriftrulle för teleportation items.scrolls.scrollofteleportation.tele=På ett ögonblick blev du teleporterad till en annan plats på nivån. items.scrolls.scrollofteleportation.no_tele=Teleporteringsmagin misslyckades. items.scrolls.scrollofteleportation.cant_reach=Du kan inte teleportera dig dit. items.scrolls.scrollofteleportation.prompt=Välj en plats att teleportera till -items.scrolls.scrollofteleportation.desc=Förtrollningen på detta pergament transporterar omedelbart läsaren till en annan plats på fängelsehålans nivå. Rullen prioriterar områden som läsaren inte har varit på tidigare, men den kan inte teleportera förbi låsta dörrar eller barrikader. Den kan dock avslöja dolda dörrar som leder till nya områden. +items.scrolls.scrollofteleportation.desc=Förtrollningen på detta pergament transporterar omedelbart läsaren till en annan plats på fängelsehålans nivå. Skriftrullen prioriterar områden som läsaren inte har varit på tidigare, men den kan inte teleportera förbi låsta dörrar eller barrikader. Den kan dock avslöja dolda dörrar som leder till nya områden. -items.scrolls.scrollofterror.name=skräckens scroll -items.scrolls.scrollofterror.none=Rullen avger en lysande blixt av rött ljus. -items.scrolls.scrollofterror.one=Rullen avger en lysande blixt av rött ljus och %s flyr! -items.scrolls.scrollofterror.many=Rullen avger en lysande blixt av rött ljus och monstren flyr! +items.scrolls.scrollofterror.name=skriftrulle av skräck +items.scrolls.scrollofterror.none=Skriftrullen avger en lysande blixt av rött ljus. +items.scrolls.scrollofterror.one=Skriftrullen avger en lysande blixt av rött ljus och %s flyr! +items.scrolls.scrollofterror.many=Skriftrullen avger en lysande blixt av rött ljus och monstren flyr! items.scrolls.scrollofterror.desc=När den här skriftrullen läses avges en blixt av rött ljus som överväldigar alla fiender i ditt synfält med skräck, och de kommer att vända sig om och fly. Att attackera en flyende fiende kommer att förkorta effekten. -items.scrolls.scrolloftransmutation.name=scroll av transmutation +items.scrolls.scrolloftransmutation.name=skriftrulle av transmutation items.scrolls.scrolloftransmutation.inv_title=Transmutera ett föremål items.scrolls.scrolloftransmutation.nothing=Inget intressant händer. items.scrolls.scrolloftransmutation.morph=Ditt föremål förvandlas till något annat! items.scrolls.scrolloftransmutation.desc=Den här rullen innehåller kraftfull transmutationsmagi. När den används på ett kvalificerat föremål kommer den att förvandla det till ett annat föremål av samma typ. Magin kommer även att bevara uppgraderingar, förtrollningar och glyfer. Skrifter och drycker kommer att omvandlas till deras exotiska motsvarighet och vice versa. -items.scrolls.scrollofupgrade.name=rull av uppgradering +items.scrolls.scrollofupgrade.name=skriftrulle av uppgradering items.scrolls.scrollofupgrade.inv_title=Uppgradera ett föremål items.scrolls.scrollofupgrade.weaken_curse=Uppgraderingsrullen försvagar förbannelsen på ditt föremål. items.scrolls.scrollofupgrade.remove_curse=Uppgraderingsrullen rensar förbannelsen på ditt föremål! -items.scrolls.scrollofupgrade.desc=Denna rulle uppgraderar ett enskilt föremål eller en uppsättning kastvapen. Trollstavar får ökad kraft och fler laddningar, vapen och rustningar orsakar och blockerar mer skada, kastvapenset repareras helt och blir mer hållbara, och ringarnas effekter förstärks.\n\nDen kan till och med försvaga eller ibland helt upphäva förbannelser, även om den inte är lika kraftfull som en rulle för att ta bort förbannelser. Tyvärr kan uppgraderingsmagin också radera förtrollningar eller glyfer på utrustning av högre nivå. +items.scrolls.scrollofupgrade.desc=Denna skriftrulle uppgraderar ett enskilt föremål eller en uppsättning kastvapen. Trollstavar får ökad kraft och fler laddningar, vapen och rustningar orsakar och blockerar mer skada, kastvapenset repareras helt och blir mer hållbara, och ringarnas effekter förstärks.\n\nDen kan till och med försvaga eller ibland helt upphäva förbannelser, även om den inte är lika kraftfull som en skriftrulle för att ta bort förbannelser. Tyvärr kan uppgraderingsmagin också radera förtrollningar eller glyfer på utrustning av högre nivå. @@ -1209,15 +1209,15 @@ items.scrolls.exotic.exoticscroll.tiwaz=exotisk skriftrulle av TIWAZ items.scrolls.exotic.exoticscroll.unknown_desc=En glödande, oläslig magisk runa är skriven på detta svarta pergament. Den verkar vara främmande för det här landet, vem vet vad den kommer att göra när den läses högt? items.scrolls.exotic.exoticscroll.discover_hint=Du kan tillverka detta föremål med alkemi. -items.scrolls.exotic.scrollofsirenssong.name=scroll av sirenens sång +items.scrolls.exotic.scrollofsirenssong.name=skriftrulle av sirenens sång items.scrolls.exotic.scrollofsirenssong.prompt=Välj ett mål -items.scrolls.exotic.scrollofsirenssong.no_target=Rullen aktiveras utan mål. +items.scrolls.exotic.scrollofsirenssong.no_target=Skriftrullen aktiveras utan mål. items.scrolls.exotic.scrollofsirenssong.cancel=Du måste välja ett mål. items.scrolls.exotic.scrollofsirenssong.desc=Läsningen av denna skriftrulle avger en lockande melodi som kommer att förtrolla en utvald fiende och permanent förvandla dem till en allierad! Andra fiender som hör den kommer tillfälligt att charmas.\n\nSärskilt starka fiender kan motstå enthrall-effekten och kommer att charmas istället. items.scrolls.exotic.scrollofsirenssong$enthralled.name=enthralled items.scrolls.exotic.scrollofsirenssong$enthralled.desc=Den här varelsen har blivit förtrollad av magin i en skriftrulle med sirensång.\n\nEn förtrollad karaktär är permanent din allierade och kommer att slåss mot alla fiender de möter. -items.scrolls.exotic.scrollofantimagic.name=rulle med antimagi +items.scrolls.exotic.scrollofantimagic.name=skriftrulle med antimagi items.scrolls.exotic.scrollofantimagic.desc=Besvärjelsen på denna skriftrulle kommer att omge dig med en magisk aura som tillfälligt blockerar alla magiska effekter, skadliga eller hjälpsamma. Detta inkluderar de flesta magiska föremålseffekter som trollstavar, skriftrullar, ringar, artefakter, förtrollningar och förbannelser. Heroiska rustningsförmågor är dock tillräckligt starka för att fungera oavsett. items.scrolls.exotic.scrollofchallenge.name=utmaningens skriftrulle @@ -1225,15 +1225,15 @@ items.scrolls.exotic.scrollofchallenge.desc=När den läses högt kommer denna s items.scrolls.exotic.scrollofchallenge$challengearena.name=challenge arena items.scrolls.exotic.scrollofchallenge$challengearena.desc=En magisk arena har dykt upp runt dig, markerad av en böljande röd dimma.\n\nNNNär du står i dimman kommer din hunger inte att öka och du kommer att ta 33%% mindre skada från alla källor. Om du har några andra källor till skadereduktion (t.ex. rustning), kommer de att gälla efter 33%% reduktion.\n\nÅterstående turer: %d. -items.scrolls.exotic.scrollofdivination.name=roll för spådom +items.scrolls.exotic.scrollofdivination.name=skriftrulle för spådom items.scrolls.exotic.scrollofdivination.nothing_left=Det finns inget kvar att identifiera! -items.scrolls.exotic.scrollofdivination.desc=Den här rullen kommer slumpmässigt att identifiera fyra typer av föremål som du inte känner till för tillfället. De identifierade typerna kan vara en dryckes färg, en rullas runa eller en rings ädelsten. Föremålen som identifieras är inte nödvändigtvis sådana som du bär på dig. -items.scrolls.exotic.scrollofdivination$wnddivination.desc=Din spådomsrulle har identifierat följande föremål: +items.scrolls.exotic.scrollofdivination.desc=Den här rullen kommer slumpmässigt att identifiera fyra typer av föremål som du inte känner till för tillfället. De identifierade typerna kan vara en dryckes färg, en skriftrulles runa eller en rings ädelsten. Föremålen som identifieras är inte nödvändigtvis sådana som du bär på dig. +items.scrolls.exotic.scrollofdivination$wnddivination.desc=Din spådomsskriftrulle har identifierat följande föremål: items.scrolls.exotic.scrollofdread.name=rädslans skriftrulle items.scrolls.exotic.scrollofdread.desc=När denna skriftrulle läses kommer den att avge en blixt av rött ljus som kommer att injaga otrolig skräck i alla fiender i ditt synfält. Så stor är denna effekt att de snabbt kommer att försöka fly från hela fängelsehålan, för att aldrig ses igen!\n\nSom med terror kan denna effekt upphöra med tiden, eller om fienden attackeras.\n\nStarka fiender, som bossar, kommer att tillfogas vanlig terror istället. -items.scrolls.exotic.scrollofenchantment.name=roll av förtrollning +items.scrolls.exotic.scrollofenchantment.name=skriftrulle av förtrollning items.scrolls.exotic.scrollofenchantment.inv_title=Förtrolla ett föremål items.scrolls.exotic.scrollofenchantment.weapon=Välj en förtrollning att applicera på ditt vapen. items.scrolls.exotic.scrollofenchantment.armor=Välj en glyf för att applicera på din rustning. @@ -1241,30 +1241,30 @@ items.scrolls.exotic.scrollofenchantment.cancel=avbryt items.scrolls.exotic.scrollofenchantment.cancel_warn=Annullering kommer fortfarande att förbruka din förtrollningsrulle, är du säker? items.scrolls.exotic.scrollofenchantment.cancel_warn_yes=Ja, jag är säker items.scrolls.exotic.scrollofenchantment.cancel_warn_no=Nej, jag ändrade mig -items.scrolls.exotic.scrollofenchantment.desc=Den här rullen ger ett vapen eller en rustning kraftfull magisk energi. Läsaren har till och med viss kontroll över vilken magi som tillförs. +items.scrolls.exotic.scrollofenchantment.desc=Den här skriftrullen ger ett vapen eller en rustning kraftfull magisk energi. Läsaren har till och med viss kontroll över vilken magi som tillförs. -items.scrolls.exotic.scrollofforesight.name=roll av framsynthet +items.scrolls.exotic.scrollofforesight.name=skriftrulle av framsynthet items.scrolls.exotic.scrollofforesight.desc=Efter att ha läst denna skriftrulle kommer detaljerna i närliggande terräng ständigt att matas till läsarens sinne i kristallklarhet. Denna effekt varar under en avsevärd tid och avslöjar alla dolda dörrar eller fällor, vilket gör letande onödigt. -items.scrolls.exotic.scrollofmetamorphosis.name=scroll av metamorfos +items.scrolls.exotic.scrollofmetamorphosis.name=skriftrulle av metamorfos items.scrolls.exotic.scrollofmetamorphosis.choose_desc=Välj en talang för att metamorfosera. items.scrolls.exotic.scrollofmetamorphosis.replace_desc=Välj en ny talang att ersätta din metamorfoserade talang med. -items.scrolls.exotic.scrollofmetamorphosis.cancel_warn=Avbrytande kommer fortfarande att förbruka din metamorfosrulle, är du säker? +items.scrolls.exotic.scrollofmetamorphosis.cancel_warn=Avbrytande kommer fortfarande att förbruka din metamorfosskriftrulle, är du säker? items.scrolls.exotic.scrollofmetamorphosis.metamorphose_talent=metamorfos-talang items.scrolls.exotic.scrollofmetamorphosis.desc=Den här rullen innehåller kraftfull transmutationsmagi, som kommer att gälla för besvärjaren istället för för ett föremål. Magin i denna skriftrulle låter dig välja en talang och ersätta den med en av fem talanger av samma nivå från olika hjälteklasser!\n\nDenna effekt kan bara tillämpas på klasstalanger, inte talanger som erhålls från underklasser eller rustningsförmågor. Talanger som du inte kan använda kommer inte att ges som alternativ. -items.scrolls.exotic.scrollofmysticalenergy.name=roll av mystisk energi +items.scrolls.exotic.scrollofmysticalenergy.name=skriftrulle av mystisk energi items.scrolls.exotic.scrollofmysticalenergy.desc=Den råa magiska kraften som är bunden i detta pergament kommer, när den utgår, att ladda användarens utrustade artefakter över tid. -items.scrolls.exotic.scrollofpassage.name=passagerulle +items.scrolls.exotic.scrollofpassage.name=skriftrulle av passage items.scrolls.exotic.scrollofpassage.desc=Besvärjelsen på detta pergament transporterar omedelbart läsaren till närmaste region första våningen ovanför dem. Mycket praktiskt för att snabbt ta sig till en butik. -items.scrolls.exotic.scrollofprismaticimage.name=rulle med prismatisk bild +items.scrolls.exotic.scrollofprismaticimage.name=skriftrulle med prismatisk bild items.scrolls.exotic.scrollofprismaticimage.desc=Besvärjelsen på denna skriftrulle kommer att skapa en färgstark illusorisk tvilling av läsaren. Denna prismatiska bild fungerar som en svagare klon av läsaren, med liknande försvar men lägre hp och skada.\n\nDen prismatiska bilden kommer att visa sig när fiender är närvarande, och kommer att försöka försvara läsaren.\n\nOm en prismatisk bild redan existerar, kommer den här rullen att läka den helt och hållet. -items.scrolls.exotic.scrollofpsionicblast.name=roll av psionisk blast +items.scrolls.exotic.scrollofpsionicblast.name=skriftrulle av psionisk blast items.scrolls.exotic.scrollofpsionicblast.ondeath=Den Psioniska Blasten sliter sönder ditt sinne... -items.scrolls.exotic.scrollofpsionicblast.desc=Den här rullen innehåller otrolig destruktiv energi som kan kanaliseras för att förstöra sinnet hos alla synliga varelser.\n\nDet finns dock en betydande återkoppling och läsaren kommer också att skadas, förblindas och försvagas. Ju fler mål rullningen träffar, desto mindre självskada kommer att tas. +items.scrolls.exotic.scrollofpsionicblast.desc=Den här rullen innehåller otrolig destruktiv energi som kan kanaliseras för att förstöra sinnet hos alla synliga varelser.\n\nDet finns dock en betydande återkoppling och läsaren kommer också att skadas, förblindas och försvagas. Ju fler mål skriftrullen träffar, desto mindre självskada kommer att tas. @@ -1340,7 +1340,7 @@ items.spells.telekineticgrab.no_target=Det finns inget att ta tag i där. items.spells.telekineticgrab.desc=Den här besvärjelsen låter besvärjaren fjärrgripa alla föremål på en plats, eller alla kastade vapen som sitter fast på en fiende!\n\nDen kan inte användas för att gripa föremål som någon annan äger, eller för att gripa behållare som kistor. items.spells.unstablespell.name=obeständig trollformel -items.spells.unstablespell.desc=Den här lilla svarta fyrkantiga kristallen har skiftande runsymboler på var och en av sina ytor.\n\nNär den aktiveras kommer den att utlösa effekten av en slumpmässig scroll. Scroll-effekten kommer alltid att vara stridsfokuserad om det finns fiender i ditt synfält, och kommer alltid att vara icke-stridsfokuserad annars. +items.spells.unstablespell.desc=Den här lilla svarta fyrkantiga kristallen har skiftande runsymboler på var och en av sina ytor.\n\nNär den aktiveras kommer den att utlösa effekten av en slumpmässig skriftrulle. Skriftrulleffekten kommer alltid att vara stridsfokuserad om det finns fiender i ditt synfält, och kommer alltid att vara icke-stridsfokuserad annars. items.spells.wildenergy.name=vild energi items.spells.wildenergy.desc=Den här besvärjelsen innehåller en del av den förbannade energin som drev DM-300. När den används laddar den upp dina trollstavar och slitna artefakter, vid sidan av att den utlöser en slumpmässig förbannad trollstavseffekt. Du kan dock välja en riktning för den här förbannade magin att skjuta i. diff --git a/core/src/main/assets/messages/items/items_vi.properties b/core/src/main/assets/messages/items/items_vi.properties index 85abf690c..b52b77cb2 100644 --- a/core/src/main/assets/messages/items/items_vi.properties +++ b/core/src/main/assets/messages/items/items_vi.properties @@ -1324,7 +1324,7 @@ items.spells.recycle.desc=Thần chú này chứa một dạng nhỏ hơn của items.spells.summonelemental.name=triệu hồi nguyên tố items.spells.summonelemental.ac_imbue=GHÉP items.spells.summonelemental.imbue_prompt=Kết hợp với một vật phẩm -items.spells.summonelemental.desc=Thần chú này truyền đi năng lượng của than hồng nguyên tố được sử dụng để làm ra nó, và cho phép bạn triệu hồi một nguyên tố thân thiện để chiến dấu với bạn! Chỉ một nguyên tố được triệu hồi cùng lúc, nhưng thần chú này có thể được sử dụng lại để đưa nguyên tố trở về với bạn miễn phí. +items.spells.summonelemental.desc=Thần chú này truyền đi năng lượng của than hồng nguyên tố được sử dụng để làm ra nó, và cho phép bạn triệu hồi một nguyên tố thân thiện để chiến dấu với bạn! Chỉ một nguyên tố có thể được triệu hồi một lúc, nhưng thần chú này có thể được sử dụng lại để đưa nguyên tố trở về với bạn miễn phí. items.spells.summonelemental.desc_newborn=Thần chú này hiện chưa được kết hợp, và sẽ triệu hồi một _nguyên tố sơ sinh_ mà không có một đòn tấn công tầm xa. Bạn có thể kết hợp nó với một lọ thuốc lửa lỏng, thuốc băng giá, cuộn giấy hồi năng, hoặc cuộn giấy biến đổi đã thẩm định để cường hóa thần chú này, khiến cho các lần triệu hồi sau đó tạo ra một nguyên tố đầy đủ sức mạnh! items.spells.summonelemental.desc_fire=Thần chú này hiện đang rất nóng, nó sẽ triệu hồi một _nguyên tố lửa_. Bạn có thể kết hợp một vật phẩm khác vào, nhưng thần chú này sẽ mất vật được kết hợp hiện tại. items.spells.summonelemental.desc_frost=Thần chú này hiện đang rất lạnh, nó sẽ triệu hồi một _nguyên tố băng_. Bạn có thể kết hợp một vật phẩm khác vào, nhưng thần chú này sẽ mất vật được kết hợp hiện tại. diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index 9d2c58ba1..701c3d2de 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=蓄血圣杯 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什么 items.artifacts.chaliceofblood.no=不,我改主意了 -items.artifacts.chaliceofblood.prick_warn=每次使用圣杯都会消耗比上次更多的生命力,但作为交换,它亦会进一步强化你的自然生命回复速率。\n\n下一次用其刺伤自己时,会造成_ %1$d~%2$d _点伤害。该伤害可被_物法格挡与伤害减免_降低。不计算任何减伤效果,下一次刺伤自己会有 _%3$s%%_ 的概率将你的生命力抽取竭尽。\n\n你确定要为圣杯献上更多的生命力吗? +items.artifacts.chaliceofblood.prick_warn=每次使用圣杯都会消耗比上次更多的生命力,但作为交换,它亦会进一步强化你的自然生命回复速率。\n\n下一次用其刺伤自己时,会造成_%1$d~%2$d_点伤害。该伤害可被_物法格挡与伤害减免_降低。如果不计算任何减伤效果,下一次刺伤自己会有 _%3$s%%_ 的概率将你的生命力抽取竭尽。\n\n你确定要为圣杯献上更多的生命力吗? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精华流入了圣杯。 items.artifacts.chaliceofblood.ondeath=圣杯将你的生命精华吸噬殆尽了... items.artifacts.chaliceofblood.desc=这个闪闪发光的银质圣杯在边沿突兀地装饰着几颗造型尖锐的宝石。 @@ -440,7 +440,7 @@ items.artifacts.skeletonkey.locked_with_key=这扇门已被你的骷髅钥匙上 items.artifacts.skeletonkey.force_lock=这把锁已被你的骷髅钥匙削弱。你成功将其强行解开。 items.artifacts.skeletonkey.discard=你弃置了多余的钥匙。 items.artifacts.skeletonkey.levelup=你的骷髅钥匙变得更强了! -items.artifacts.skeletonkey.desc=一把匙柄处塑有头骨,外观不凡的钥匙。每次你观察其齿牙时,它的样子似乎总是不一样。 +items.artifacts.skeletonkey.desc=一把匙柄处塑有头骨,与众不同的钥匙。其匙齿似乎每次看外形都不一样。 items.artifacts.skeletonkey.desc_worn=这把不同于地牢中其他钥匙的魔法钥匙似乎能在你使用它的时候获得力量。它几乎可被插到地牢的任何锁中并将其上锁或解锁,还包括先前从未被锁住的门。\n\n钥匙还可用于“锁定”你面前正向或斜向空间的空气,以创造一面持续10回合,3格宽的坚固墙壁。如果有空间可施展,锁定会将敌人击退。 items.artifacts.skeletonkey.desc_cursed=被诅咒的钥匙似乎在全力避免适配任何一把锁,并使你更难以使用其他钥匙(但并非不能使用)。 items.artifacts.skeletonkey$keywall.desc=一面被骷髅钥匙创造的临时魔法墙壁。 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=某位英雄初始携带该物品。 items.brokenseal$warriorshield.name=战士护盾 items.brokenseal$warriorshield.desc_active=战士的破损纹章正使他变得不屈不挠,使其获得在生命值之上的护盾。在护盾首次触发后其可被再次使用之前护盾需要进行冷却。\n\n这种护盾并不会随时间衰减,但如果附近持续几回合没有敌人则护盾会结束。当其结束时,任何未使用的护盾都会降低护盾冷却,最多降低50%%。\n\n剩余护盾:%1$d\n\n当前冷却:%2$d items.brokenseal$warriorshield.desc_cooldown=战士近期已经从他的破碎纹章获得了护盾,而他必须等待直至他可从其护盾效果中再次获益。\n\n剩余回合数:%d -items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在破碎时立即再生效一次。\n\n剩余冷却时间:%d +items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在生效后立刻冷却,以便再次激活护盾。\n\n剩余冷却时间:%d items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已满。 diff --git a/core/src/main/assets/messages/journal/journal_ko.properties b/core/src/main/assets/messages/journal/journal_ko.properties index e96be5286..c25bfe37f 100644 --- a/core/src/main/assets/messages/journal/journal_ko.properties +++ b/core/src/main/assets/messages/journal/journal_ko.properties @@ -35,7 +35,7 @@ journal.catalog.misc_consumables.title=기타 소모품 journal.document.adventurers_guide.title=던전 숙련 지침서 journal.document.adventurers_guide.intro.title=소개 -journal.document.adventurers_guide.intro.body=던전 숙련 지침서를 읽는 모험가 여러분, 환영합니다! 이 가이드북은 참고용으로 사용하기 참 좋은 물건입니다. 각 페이지를 읽어야 할 때가 오면 가이드북이 마법처럼 당신에게 알려 줄 것입니다.\n\n(저널 버튼이 빛난다면, 버튼을 선택해 가이드북이 당신에게 해주고 싶은 말을 읽으세요! 몇몇 페이지는 유실된 것 같은데, 던전에서 찾을 수 있지 않을까요?) +journal.document.adventurers_guide.intro.body=던전 숙련 지침서를 읽는 모험가 여러분, 환영합니다! 이 가이드북은 참고용으로 사용하기 참 좋은 물건입니다. 각 페이지를 읽어야 할 때가 오면 가이드북이 마법처럼 당신에게 알려 줄 것입니다.\n\n(일지 버튼이 빛난다면, 버튼을 선택해 가이드북이 당신에게 해주고 싶은 말을 읽으세요! 몇몇 페이지는 유실된 것 같은데, 던전에서 찾을 수 있지 않을까요?) journal.document.adventurers_guide.examining.title=분석 journal.document.adventurers_guide.examining.body=눈과 귀를 가린 채로 무작정 돌진하는 대신, 당신이 마주하는 적과 주변 환경에 대해서 학습하세요! 새로운 것이 있으면 항상 조사하는 습관을 가지세요.\n\n(돋보기 버튼을 누르고 조사하고 싶은 대상을 눌러 무엇이든 조사할 수 있습니다. 버프나 디버프 또한 아이콘을 눌러 조사할 수 있습니다.) journal.document.adventurers_guide.surprise_attacks.title=기습에 대하여 @@ -43,20 +43,20 @@ journal.document.adventurers_guide.surprise_attacks.body=기습 공격은 항상 journal.document.adventurers_guide.identifying.title=아이템 감정 journal.document.adventurers_guide.identifying.body=물약의 색깔과 주문서의 기호는 매 게임마다 달라집니다. 감정되지 않은 장비는 운이 좋다면 강화되어 있거나 마법이 부여되어 있을 수도 있지만, 저주가 걸려 있을 지도 모릅니다!\n\n만약 당신이 감정되지 않은 아이템을 사용할 때의 위험 요소를 줄이고 싶다면 감정의 주문서, 강화의 주문서, 저주 해제의 주문서가 큰 도움이 될 겁니다.\n\n(일지의 카탈로그 탭에서 당신이 감정한 아이템의 목록을 확인할 수 있습니다.) journal.document.adventurers_guide.food.title=허기에 대처하는 법 -journal.document.adventurers_guide.food.body=효율적인 식량 분배는 당신의 생존 확률을 크게 높이는 최고의 방법 중 하나입니다. 배가 고파지자마자 음식을 먹을 필요는 없습니다!\n\n당신이 굶주리고 있지 않을 때는 서서히 체력을 회복합니다. 즉 이미 체력이 가득 찬 상태라면 회복될 체력은 낭비되는 것입니다!\n\n현재 체력 상황에 맞추어 음식을 먹는다면 음식을 많이 아낄 수 있습니다. +journal.document.adventurers_guide.food.body=효율적인 식량 분배는 당신의 생존 확률을 크게 높이는 최고의 방법 중 하나입니다. 배가 고파지자마자 음식을 먹을 필요는 없습니다!\n\n당신이 굶주리고 있지 않을 때는 서서히 체력을 회복합니다. 즉 이미 체력이 가득 찬 상태라면 회복될 체력은 낭비됩니다!\n\n현재 체력 상황에 맞추어 음식을 먹는다면 음식을 많이 아낄 수 있습니다. journal.document.adventurers_guide.alchemy.title=연금술과 장신구 journal.document.adventurers_guide.alchemy.body=소모품이 별로 도움이 되지 않을 때는 연금술 재료로 사용할 수도 있고, 연금술 전반에 사용할 수 있는 연금술 에너지로 변환할 수도 있습니다. 물약과 주문서를 에너지로 변환하면 감정도 됩니다!\n\n장신구는 연금술을 통해 제작하고 강화할 수 있는 특별한 종류의 장비입니다. 마법의 장신구 촉매와 약간의 연금술 에너지로 만들 수 있습니다.\n\n(첫 번째 연금술 솥은 던전의 3층 혹은 4층에 있습니다. 연금술 레시피 책의 페이지 또한 연금술 솥 근처에서 발견할 수 있습니다.) journal.document.adventurers_guide.dieing.title=실패에 대처하는 법 journal.document.adventurers_guide.dieing.body=던전 탐험은 매우 위험한 일이며, 탐험가들 중 대부분은 비참한 최후를 맞게 됩니다.\n\n운이 좋아 생존할 순 있죠. 하지만 최고의 탐험가들은 매 순간마다 약간의 기술을 사용해 그 운을 이끌어냅니다.\n\n(여러 번 죽는다고 해서 낙담할 필요는 없습니다. 이 게임은 어려워요! 한 번에 승리하려 하기보다는 게임을 배우고 차근차근 발전해 나가는 것에 집중하는 것이 좋습니다.) journal.document.adventurers_guide.searching.title=탐색 -journal.document.adventurers_guide.searching.body=던전은 얼핏 보면 보이지 않는 숨겨진 문과 함정들로 가득합니다. 근처에 숨겨진 문이나 함정이 있다고 의심된다면 시간을 좀 투자해서 주변을 꼼꼼히 탐색할 수 있습니다.\n\n(돋보기 버튼을 두 번 사용해 당신 주변의 모든 타일을 탐색할 수 있습니다. 당신이 이 페이지를 찾은 바로 이 장소 어딘가에 숨겨진 문이 있을 것입니다!) +journal.document.adventurers_guide.searching.body=던전은 얼핏 보면 보이지 않는 숨겨진 문과 함정들로 가득합니다. 근처에 숨겨진 문이나 함정이 있다고 의심된다면 시간을 좀 투자해서 주변을 꼼꼼히 탐색할 수 있습니다.\n\n(돋보기 버튼을 두 번 사용해 당신 주변의 모든 타일을 탐색할 수 있습니다. 당신이 이 페이지를 찾은 바로 이 장소 어딘가에 숨겨진 문이 있습니다!) journal.document.adventurers_guide.strength.title=힘 journal.document.adventurers_guide.strength.body=던전에서 찾은 무기와 갑옷의 사용법을 숙달할 시간은 없기 때문에, 이들을 효율적으로 사용하기 위한 강한 힘이 필요합니다.\n\n높은 티어를 가진 장비의 힘 조건을 달성하기에 가장 효율적인 방법은 힘의 물약과 강화의 주문서를 쓰는 것입니다.\n\n물론 결국에는 높은 티어의 물건들을 사용하게 되겠지만, 당장 사용할 수 있는 장비들을 무시하진 마십시오. journal.document.adventurers_guide.upgrades.title=강화 journal.document.adventurers_guide.upgrades.body=던전에 깊이 들어갈수록, 마법으로 강화한 높은 티어의 장비를 사용하는 것이 중요해집니다. 하지만 이들을 적절하게 활용할 수 있으려면 그만큼의 힘이 필요합니다.\n\n마법 막대, 반지, 유물은 힘을 필요로 하지 않지만, 제한된 사용량을 가지고 있거나, 전투에 직접적으로 도움이 되지 않는 경우가 많습니다.\n\n던전 탐험 초기에 살아남기 위해서, 그리고 던전 탐험 후반에 성공을 위한 스펙을 쌓기 위해서는 장비를 강화할 때 현명한 선택을 하는 것이 매우 중요합니다. journal.document.adventurers_guide.looting.title=효율적인 아이템 수집 -journal.document.adventurers_guide.looting.body=잠겨져 있거나 특정 장애물로 가로막혀 있는 방들 안에는 더 좋은 전리품이 있는 경우가 많습니다. 어떤 장애물이 당신을 가로막고 있다면, 그 장애물이 있는 층의 어딘가에서 돌파를 도와줄 물건을 찾을 수 있을 것입니다.\n\n총 5층으로 이루어진 던전의 계층 하나 당 언제나 2개의 힘의 물약과 3개의 강화의 주문서를 찾을 수 있습니다. 이것은 당신이 얼마나 제대로 탐험하고 있는지에 대한 훌륭한 지표가 될 것입니다.\n\n(저널 창의 메모 탭에서 랜드마크나 사용하지 않은 열쇠에 대한 리스트를 볼 수 있습니다.) -journal.document.adventurers_guide.levelling.title=경험치를 얻는 것 +journal.document.adventurers_guide.looting.body=잠겨져 있거나 특정 장애물로 가로막혀 있는 방들 안에는 더 좋은 전리품이 있는 경우가 많습니다. 어떤 장애물이 당신을 가로막고 있다면, 그 장애물이 있는 층의 어딘가에서 돌파를 도와줄 물건을 찾을 수 있습니다.\n\n총 5층으로 이루어진 던전의 계층 하나 당 언제나 2개의 힘의 물약과 3개의 강화의 주문서를 찾을 수 있습니다. 이것은 당신이 얼마나 제대로 탐험하고 있는지에 대한 훌륭한 지표될 수 있습다.\n\n(일지 창의 메모 탭에서 랜드마크나 사용하지 않은 열쇠에 대한 리스트를 볼 수 있습니다.) +journal.document.adventurers_guide.levelling.title=경험치와 레벨 journal.document.adventurers_guide.levelling.body=레벨이 오르면 당신의 신체 능력이 향상되고, 전투에 큰 변화를 줄 수 있게 해 주는 특성 포인트를 얻습니다. 매 층마다 적어도 1 레벨은 얻는 것을 권장합니다.\n\n탐험과 전투를 무시하고 무작정 다음 층으로 달려가는 선택지가 좋아 보일 수 있지만, 이를 실천에 옮기면 당신에게 필요한 유용한 아이템과 경험치를 버리게 될 겁니다.\n\n(게임 인터페이스 구석에 자리잡은 스테이터스 판에서는 경험치를 포함한 각종 영웅 정보를 볼 수 있습니다. 영웅 그림을 선택해 더 많은 정보를 확인할 수 있습니다.) journal.document.adventurers_guide.positioning.title=위치 선정 journal.document.adventurers_guide.positioning.body=전략 또한 당신에게 장비가 중요한 만큼이나 중요합니다. 적에게 둘러싸이는 등의 불리한 상황은 좋은 위치 선정으로 방지할 수 있습니다.\n\n예를 들어, 던전의 대부분은 좁은 통로로 이루어져 있어, 적들이 당신과 일대일로 싸우도록 만듭니다. 이 통로들은 대부분 문도 달려 있기 때문에, 기습 공격을 하기에도 좋습니다!\n\n풀, 물, 낭떠러지, 함정과 같은 환경 요소를 유리하게 활용할 수 있는 방법들이 많이 있습니다. @@ -96,7 +96,7 @@ journal.document.intros.caves.body=버려진 감옥 밑에는 인적이 드문 journal.document.intros.city.title=드워프 대도시 journal.document.intros.city.body=한때 드워프 대도시는 드워프 도시국가 중에서도 으뜸이였습니다. 전성기 때에는 마법과 금속으로 대단한 기계들을 만들어 도시를 급속하게 성장시켰습니다.\n\n그러던 어느날, 드워프 도시의 정문은 봉쇄되었고, 그 후 아무도 드워프들의 소식을 듣지 못했습니다. 봉쇄 직전에 도망친 자들에 의하면 어느 미친 흑마법사가 왕위를 찬탈하고 끔찍한 마법으로 지배를 이어가고 있다고 합니다. journal.document.intros.halls.title=악마의 전당 -journal.document.intros.halls.body=드워프 대도시의 넓은 회랑은 어둠의 마법에 의해 뒤틀려 버렸습니다. 한때는 드워프 왕의 궁정 흑마법사들의 전당이었으나, 지금은 더욱 불길한 존재들이 차지한 것으로 보입니다.\n\n끔찍한 어둠의 힘에 이끌려온 온갖 종류의 사악한 존재들이 이곳에 기거하고 있습니다. 드워프 왕이 번져나가는 타락의 근원이 아니었다면, 분명 이 아래에 도사리고 있는 무언가가 그 원흉일 것입니다.\n\n발걸음을 조심하십시오. 극소수의 모험가만이 이토록 깊은 곳까지 도달했다고 합니다... +journal.document.intros.halls.body=드워프 대도시의 넓은 회랑은 어둠의 마법에 의해 뒤틀려 버렸습니다. 한때는 드워프 왕의 궁정 흑마법사들의 전당이었으나, 지금은 더욱 불길한 존재들이 차지한 것으로 보입니다.\n\n끔찍한 어둠의 힘에 이끌려온 온갖 종류의 사악한 존재들이 이곳에 기거하고 있습니다. 드워프 왕이 번져나가는 타락의 근원이 아니었다면, 분명 이 아래에 도사리고 있는 무언가가 그 원흉인 것이 분명합니다.\n\n발걸음을 조심하십시오. 극소수의 모험가만이 이토록 깊은 곳까지 도달했다고 합니다... journal.document.intros.halls.discover_hint=이 글귀는 특정 계층에 입장 시 등장합니다. 해당 계층에 배정된 묶음에서 이전 글귀를 모아야 등장합니다. journal.document.sewers_guard.title=간수의 편지 @@ -117,7 +117,7 @@ journal.document.sewers_guard.not_worth.body=토마스와 나는 그 감옥 입 journal.document.prison_warden.title=교도소장의 기록 journal.document.prison_warden.discover_hint=이 글귀는 특정 계층에 입장 시 등장합니다. 해당 계층에 배정된 묶음에서 이전 글귀를 모아야 등장합니다. journal.document.prison_warden.journal.title=기록 저장 -journal.document.prison_warden.journal.body=362년 봄, 1일.\n\n나 키아나 스미스가 간수장으로서 작성하는 첫 번째 일지. 최근에 일어난 모든 일들에 관련해서, 내 생각을 정리하기 위해 일기를 쓰기로 결정했다.\n\n지하 800m에 있는 감옥을 관리하는 것은 결코 쉬운 일이 아니었지만, 최근 들어 조직적으로 혼란이 더욱 심해지고 있는 듯 하다. 수감자들의 갑작스런 이상행동이 늘어났고, 그에 대한 명확한 이유를 설명하기를 거부했다.\n\n경비원들 중 일부는 이 곳에 귀신이 씌었다고 말하기 시작했다. 내 동료들이 근거 없는 소문을 퍼뜨리게 할 수는 없지만, 그렇다고 불안을 느끼는 데에 무작정 비난할수도 없는 노릇이다.\n- 스미스 +journal.document.prison_warden.journal.body=362년 봄, 1일.\n\n나 키아나 스미스가 간수장으로서 작성하는 첫 번째 일지. 최근에 일어난 모든 일들에 대해 내 생각을 정리하기 위해 일기를 쓰기로 했다.\n\n지하 800m에 있는 감옥을 관리하는 것은 결코 쉬운 일이 아니었지만, 최근 들어 조직적으로 혼란이 더욱 심해지고 있는 듯 하다. 수감자들의 갑작스런 이상 행동이 늘어났고, 그에 대한 명확한 이유를 설명하기를 거부했다.\n\n경비원들 중 일부는 이 곳에 귀신이 씌었다고 말하기 시작했다. 내 동료들이 근거 없는 소문을 퍼뜨리게 할 수는 없지만, 그렇다고 불안을 느끼는 데에 무작정 비난할수도 없는 노릇이다.\n- 스미스 journal.document.prison_warden.recruits.title=신병 journal.document.prison_warden.recruits.body=362년 봄, 80일\n\n약속대로 오늘 많은 신병들이 도착했다. 평소와 비슷해 보인다. 돈만 보고 지원한 놈팽이들 사이에 간간히 쓸 만한 사람이 보이는 정도. 그래도 인력이 많으면 요즘 따라 말을 안 듣는 수감자들 관리하는 데에 많은 도움이 될 것이다.\n\n으레 이런 일을 하려면 누구를 믿을 수 있는지 파악하는 것이 중요하다. 일단 토마스라는 신입 교도관이 특히 믿음직해 보인다. 현재로서는 고양이 손이라도 빌리고 싶은 상황인 만큼, 그가 잘만 해준다면 빠르게 승진을 시켜줄 생각이다.\n- 스미스 journal.document.prison_warden.mines.title=광산 봉쇄 diff --git a/core/src/main/assets/messages/journal/journal_sv.properties b/core/src/main/assets/messages/journal/journal_sv.properties index 8abc9a5b1..5445d171b 100644 --- a/core/src/main/assets/messages/journal/journal_sv.properties +++ b/core/src/main/assets/messages/journal/journal_sv.properties @@ -20,12 +20,12 @@ journal.catalog.trinkets.title=prydnadssaker journal.catalog.misc_equipment.title=diverse utrustning journal.catalog.potions.title=drycker -journal.catalog.scrolls.title=rullar +journal.catalog.scrolls.title=skriftrullar journal.catalog.seeds.title=frön journal.catalog.stones.title=runstenar journal.catalog.food.title=mat journal.catalog.exotic_potions.title=exotiska drycker -journal.catalog.exotic_scrolls.title=exotiska rullar +journal.catalog.exotic_scrolls.title=exotiska skriftrullar journal.catalog.bombs.title=bomber journal.catalog.tipped_darts.title=spetsiga pilar journal.catalog.brews_elixirs.title=brygder och exlirer @@ -41,11 +41,11 @@ journal.document.adventurers_guide.examining.body=Det är viktigt att studera di journal.document.adventurers_guide.surprise_attacks.title=Överraskningsattacker journal.document.adventurers_guide.surprise_attacks.body=Överraskningsattacker träffar garanterat, vilket gör dem särskilt användbara mot undvikande fiender som ormar och vålnader.\n\nDu kan överraska fiender direkt efter att de har gått in genom en dörr medan de jagar dig, eller när de på annat sätt tappar bort dig ur sikte. journal.document.adventurers_guide.identifying.title=Identifiering av föremål -journal.document.adventurers_guide.identifying.body=Färgerna på drycker och symboler på rullarna är olika i varje fängelsehåla. Oidentifierad utrustning kan uppgraderas eller förtrollas om du har tur, eller så kan den vara förbannad!\n\nRullar för identifiering, uppgradering eller borttagning av förbannelser är mycket användbara om du vill minska risken med att använda oidentifierad utrustning.\n\n(Du hittar en lista över alla föremål du har identifierat i katalogen i din dagbok.) +journal.document.adventurers_guide.identifying.body=Färgerna på drycker och symboler på skriftrullar är olika i varje fängelsehåla. Oidentifierad utrustning kan uppgraderas eller förtrollas om du har tur, eller så kan den vara förbannad!\n\nSkriftrullar för identifiering, uppgradering eller borttagning av förbannelser är mycket användbara om du vill minska risken med att använda oidentifierad utrustning.\n\n(Du hittar en lista över alla föremål du har identifierat i katalogen i din dagbok.) journal.document.adventurers_guide.food.title=Hantering av hunger journal.document.adventurers_guide.food.body=Att ransonera effektivt är ett av de bästa sätten att förbättra dina överlevnadschanser. Du behöver inte alltid äta direkt när du blir hungrig!\n\nNär du inte är utsvulten återhämtar du dig långsamt, så om du äter när du är helt frisk går den återhämtningen till spillo!\n\nOm du anpassar dina måltider efter din hälsa räcker maten mycket längre. journal.document.adventurers_guide.alchemy.title=Alkemi & prydnadssaker -journal.document.adventurers_guide.alchemy.body=Om du inte tycker att en förbrukningsvara är användbar kan du använda den som en alkemisk ingrediens eller omvandla den till allsidig alkemisk energi. Energigivande drycker och rullar identifierar dem också!\n\nPrydnadssaker är en unik typ av utrustning som skapas och uppgraderas med hjälp av alkemin. De tillverkas med en magisk prydnadssakskatalysator och lite alkemisk energi.\n\n(Den första alkemikrukan finns på tredje eller fjärde våningen i fängelsehålan. Det finns också sidor ur alkemireceptboken nära dessa krukor.) +journal.document.adventurers_guide.alchemy.body=Om du inte tycker att en förbrukningsvara är användbar kan du använda den som en alkemisk ingrediens eller omvandla den till allsidig alkemisk energi. Energigivande drycker och skriftrullar identifierar dem också!\n\nPrydnadssaker är en unik typ av utrustning som skapas och uppgraderas med hjälp av alkemin. De tillverkas med en magisk prydnadssakskatalysator och lite alkemisk energi.\n\n(Den första alkemikrukan finns på tredje eller fjärde våningen i fängelsehålan. Det finns också sidor ur alkemireceptboken nära dessa krukor.) journal.document.adventurers_guide.dieing.title=Hantering av nederlag journal.document.adventurers_guide.dieing.body=Utforska fängelsehålor är farligt och de flesta äventyrare möter så småningom sin död.\n\nTur hjälper, men de bästa äventyrarna använder varje liten knep för att förbättra sina chanser.\n\n(Bli inte upprörd om du dör ofta, det här spelet är svårt! Fokusera på att lära dig spelet och förbättra dig stadigt, inte på att vinna direkt.) journal.document.adventurers_guide.searching.title=Söker @@ -72,8 +72,8 @@ journal.document.alchemy_guide.energy_food.title=Energi och mat journal.document.alchemy_guide.energy_food.body=Många recept kräver kristallisk alkemisk energi, som framställs genom att bryta ner konsumtionsvaror i en alkemikruka. Energigivande drycker eller skriftrullar identifierar dem också.\n\nVissa recept som kräver energi är magiska, men dessa liknar traditionell matlagning. journal.document.alchemy_guide.exotic_potions.title=Exotiska brygder journal.document.alchemy_guide.exotic_potions.body=Brygder kan mixas med energi för att skapa exotiska brygder. De har kraftfullare effekter men är ofta användbara på andra sätt. -journal.document.alchemy_guide.exotic_scrolls.title=Exotiska rullar -journal.document.alchemy_guide.exotic_scrolls.body=Exotiska rullar kan göras med lite energi och en rulle. De är lite starkare och dyrare än exotiska brygder. +journal.document.alchemy_guide.exotic_scrolls.title=Exotiska skriftrullar +journal.document.alchemy_guide.exotic_scrolls.body=Exotiska skriftrullar kan göras med lite energi och en rulle. De är lite starkare och dyrare än exotiska brygder. journal.document.alchemy_guide.bombs.title=Förstärkta bomber journal.document.alchemy_guide.bombs.body=En vanlig svartkrutsbomb kan blandas med ett specifikt ämne för att skapa en förstärkt bomb. journal.document.alchemy_guide.weapons.title=Förbättrar vapen diff --git a/core/src/main/assets/messages/levels/levels_de.properties b/core/src/main/assets/messages/levels/levels_de.properties index 827bd1afa..e76b39ca0 100644 --- a/core/src/main/assets/messages/levels/levels_de.properties +++ b/core/src/main/assets/messages/levels/levels_de.properties @@ -21,7 +21,7 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Diese Falle muss wohl vor Ewigk levels.rooms.special.weakfloorroom$hiddenwell.name=Ferner Brunnen levels.rooms.special.weakfloorroom$hiddenwell.desc=Du kannst einen Brunnen in der Tiefe erkennen, vielleicht befindet sich ja etwas da unten? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance +levels.rooms.quest.ambitiousimproom$questentrance.name=Tresoreingang levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. levels.rooms.quest.blacksmithroom$questentrance.name=Mineneingang @@ -196,8 +196,8 @@ levels.citylevel.region_deco_desc=Ein erhobenes Postament mit einer hellen, grü levels.citylevel.upcoming_quest_intro_title=Nachricht vom Entwickler levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_yes=Hinein in den Tresor! +levels.citylevel.upcoming_quest_intro_no=Hierbleiben levels.hallslevel.water_name=kalte Lava levels.hallslevel.grass_name=Glutmoos diff --git a/core/src/main/assets/messages/levels/levels_fr.properties b/core/src/main/assets/messages/levels/levels_fr.properties index 1d148d6aa..c8b7adbb7 100644 --- a/core/src/main/assets/messages/levels/levels_fr.properties +++ b/core/src/main/assets/messages/levels/levels_fr.properties @@ -195,7 +195,7 @@ levels.citylevel.region_deco_name=Piédestal embrasé levels.citylevel.region_deco_desc=Un piédestal surélevé avec une intense flamme verte magique au dessus. La flamme est si dense qu'elle pourrait être solide. levels.citylevel.upcoming_quest_intro_title=Message du développeur -levels.citylevel.upcoming_quest_intro_body=La prochaine mise à jour majeure de Shattered Pixel Dungeon apportera une refonte de la quête du diablotin ambitieux ! Cette quête vous mènera à l’assaut de l'ancien coffre-fort nain sur lequel vous vous tenez.\n\nÀ ce jour la nouvelle zone de quête est plutôt vide, mais vous êtes invités à y descendre à l'explorer, à la fois pour l'essayer et en donner un premier retour !\n\nL'une des particularités de cette quête est qu'aucun de vos objets ne pourra venir avec vous. Y descendre vous fera perdre temporairement tous vos objets et _il vous sera donné un cristal de sortie._ La faim et les effets de régénération seront également mis en pause.\n\n- Evan\n +levels.citylevel.upcoming_quest_intro_body=La prochaine mise à jour majeure de Shattered Pixel Dungeon apportera une refonte de la quête du diablotin ambitieux ! Cette quête vous mènera à l’assaut de l'ancien coffre-fort nain sur lequel vous vous tenez.\n\nÀ ce jour la nouvelle zone de quête est plutôt vide, mais vous êtes invités à y descendre et à l'explorer, à la fois pour l'essayer et en donner un premier retour !\n\nL'une des particularités de cette quête est qu'aucun de vos objets ne pourra venir avec vous. Y descendre vous fera perdre temporairement tous vos objets et _il vous sera donné un cristal de sortie._ La faim et les effets de régénération seront également mis en pause.\n\n- Evan levels.citylevel.upcoming_quest_intro_yes=Descendre dans le coffre-fort levels.citylevel.upcoming_quest_intro_no=Rester ici diff --git a/core/src/main/assets/messages/levels/levels_ko.properties b/core/src/main/assets/messages/levels/levels_ko.properties index 442fbd698..84b307e7b 100644 --- a/core/src/main/assets/messages/levels/levels_ko.properties +++ b/core/src/main/assets/messages/levels/levels_ko.properties @@ -12,7 +12,7 @@ levels.features.chasm.rankings_desc=폭발로 인해 사망 levels.rooms.special.magicalfireroom$eternalfire.desc=녹색으로 밝게 타오르는 마법의 불로 이루어진 빽빽한 벽이 타오르고 있다. 매우 뜨거운 나머지 당신은 이 벽을 지나갈 수 없으며, 가까이 다가가는 모든 것들에 불을 붙이게 될 것이다. 불이 자연스레 꺼질 기미는 보이지 않으며, 불을 끄기 위해 무언가를 사용해야 할 것이다. levels.rooms.special.sentryroom$sentry.name=붉은 감시탑 -levels.rooms.special.sentryroom$sentry.desc=이 새빨간 감시탑은 이 방의 끝에 있는 보물을 지키기 위해 설치된 것 같아 보입니다. 감시탑이 지키고 있는 영역에 발을 들이면 분해 광선을 당신에게 발사할 것입니다.\n\n감시탑은 모든 해로운 효과에 면역이며 투명한 적을 감지하지만, 발사를 시작하기까지 시간이 조금 필요합니다.\n\n마치 던전의 생물들은 보물에 위협이 되지 않는다는 것을 아는 것인지, 감시탑은 당신만을 노리는 것 같습니다. +levels.rooms.special.sentryroom$sentry.desc=이 새빨간 감시탑은 이 방의 끝에 있는 보물을 지키기 위해 설치된 것 같아 보입니다. 감시탑이 지키고 있는 영역에 발을 들이면 분해 광선을 당신에게 발사합니다.\n\n감시탑은 모든 해로운 효과에 면역이며 투명한 적을 감지하지만, 발사를 시작하기까지 시간이 조금 필요합니다.\n\n마치 던전의 생물들은 보물에 위협이 되지 않는다는 것을 아는 것인지, 감시탑은 당신만을 노리는 것 같습니다. levels.rooms.special.sentryroom$sentry.discover_hint=이 적은 던전의 어느 장소에서나 등장합니다. levels.rooms.special.toxicgasroom$toxicvent.name=유독성 배기구 @@ -22,7 +22,7 @@ levels.rooms.special.weakfloorroom$hiddenwell.name=멀리 떨어진 우물 levels.rooms.special.weakfloorroom$hiddenwell.desc=아래층의 우물로 빠져 나올 수 있을 것으로 보인다. 아마 밑에 무언가가 있을지도? levels.rooms.quest.ambitiousimproom$questentrance.name=금고 입구 -levels.rooms.quest.ambitiousimproom$questentrance.desc=이 불길한 구멍은 어떤 고대 드워프 금고로 이어지는 입구인 것 같습니다. 마법의 보호막이 접근을 막고 있으며, 마치 바닥이 있는 것처럼 그 위를 걸어다닐 수 있습니다. +levels.rooms.quest.ambitiousimproom$questentrance.desc=이 불길한 구멍은 어떤 고대 드워프 금고로 이어지는 입구인 것 같습니다. 마법 결계가 접근을 막고 있으며, 마치 바닥이 있는 것처럼 그 위를 걸어다닐 수 있습니다. levels.rooms.quest.blacksmithroom$questentrance.name=광산 입구 levels.rooms.quest.blacksmithroom$questentrance.desc=이 사다리는 대장장이의 공방 바로 밑에 위치한 오래된 광산과 이어져 있다. @@ -135,7 +135,7 @@ levels.traps.summoningtrap.desc=이 함정을 작동시키면 이 구역에서 levels.traps.teleportationtrap.name=공간이동 함정 levels.traps.teleportationtrap.desc=이 함정이 작동되면, 함정 근처에 있는 모든 것들이 현재 층의 다른 위치로 공간이동할 것이다. -levels.traps.tengudarttrap.desc=텐구 암살자는 분명 전투에 대비해 왔음이 틀림없습니다. 이 함정이 발동하면 텐구 암살자가 아닌 가장 가까운 대상을 향해 독 다트를 발사할 것입니다.\n\n이 함정은 정말 잘 만들어졌기 때문에 마법의 도움 없이는 함정의 위치를 파악해낼 수 없습니다. 그러나 함정이 막 설치된 순간에는 잠깐이나마 그 위치를 볼 수 있습니다. +levels.traps.tengudarttrap.desc=텐구 암살자는 분명 전투에 대비해 왔음이 틀림없습니다. 이 함정이 발동하면 텐구 암살자가 아닌 가장 가까운 대상을 향해 독 다트를 발사합니다.\n\n이 함정은 정말 잘 만들어졌기 때문에 마법의 도움 없이는 함정의 위치를 파악해낼 수 없습니다. 그러나 함정이 막 설치된 순간에는 잠깐이나마 그 위치를 볼 수 있습니다. levels.traps.toxictrap.name=독가스 함정 levels.traps.toxictrap.desc=이 함정을 밟으면 근처에 독가스 구름을 방출한다. @@ -168,9 +168,9 @@ levels.cavesbosslevel.gate_desc_broken=철문은 DM-300과 어떠한 방식으 levels.cavesbosslevel.water_desc=주변에 전기가 흐르고 있어 물로 이동하는 것은 안전하지 않다... levels.citybosslevel.throne_name=왕좌 -levels.citybosslevel.throne_desc=드워프 도시를 굽어보는 인상적이고 거대한 왕좌는 지금 권력에 미친 사령술사가 차지하고 있습니다.\n\n왕좌에는 마법 장치와 기계 장치들이 장착되어 있습니다. 드워프 왕이 앉아 있는 동안 추가적인 권능을 제공할 것입니다. +levels.citybosslevel.throne_desc=드워프 도시를 굽어보는 인상적이고 거대한 왕좌는 지금 권력에 미친 사령술사가 차지하고 있습니다.\n\n왕좌에는 마법 장치와 기계 장치들이 장착되어 있습니다. 드워프 왕이 앉아 있는 동안 추가적인 권능을 제공합니다. levels.citybosslevel.summoning_name=소환의 제단 -levels.citybosslevel.summoning_desc=이 제단의 가운데에는 어둠의 힘으로 발광하는 개방부가 있습니다.\n\n드워프 왕은 이 제단을 통해 사령 마법을 발동하고 하수인을 소환합니다. 제단은 하수인을 소환하기 전에 몇 턴 동안 충전을 해야 하며, 소환되는 하수인의 종류도 보여 질 것입니다. +levels.citybosslevel.summoning_desc=이 제단의 가운데에는 어둠의 힘으로 발광하는 개방부가 있습니다.\n\n드워프 왕은 이 제단을 통해 사령 마법을 발동하고 하수인을 소환합니다. 제단은 하수인을 소환하기 전에 몇 턴 동안 충전을 해야 하며, 소환되는 하수인의 종류도 보여줍니다. levels.caveslevel.grass_name=야광 이끼 levels.caveslevel.high_grass_name=야광 버섯 diff --git a/core/src/main/assets/messages/misc/misc_de.properties b/core/src/main/assets/messages/misc/misc_de.properties index 32578c9a2..163684e4a 100644 --- a/core/src/main/assets/messages/misc/misc_de.properties +++ b/core/src/main/assets/messages/misc/misc_de.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Besiege den Boss im Gefängnis, ohne durch Fa badges$badge.boss_challenge_3.title=Ausmanövriert badges$badge.boss_challenge_3.desc=Besiege den Boss in den Höhlen, ohne angegriffen zu werden oder Schaden zu nehmen, während er voll aufgeladen ist badges$badge.boss_challenge_4.title=Keine Waffen in Seiner Anwesenheit -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Besiege den Boss in der Stadt, ohne diesen je direkt mit Waffen, Ringen, Zauberstäben oder Angriffszauber anzugreifen badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Besiege den finalen Boss, während alle Dämonenschleudern noch funktionieren und die "Bösere Bosse"-Herausforderung aktiviert ist badges$badge.games_played_1.title=Dungeon-Neuling @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Pazifisten-Aufstieg badges$badge.pacifist_ascent.desc=Bringe das Amulett von Yendor an die Oberfläche, ohne jemals die Stärke des Fluchs zu reduzieren. badges$badge.taking_the_mick.title=Auf den Arm nehmen badges$badge.taking_the_mick.desc=Erledige den Endboss mit einer +20 oder stärkeren Spitzhacke. -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=RNG-Triumph +badges$badge.victory_random.desc=Erlange das Amulett von Yendor mit einem per Zufallsprinzip gewählten Helden samt Talenten, Unterklasse und Spezialfähigkeit. challenges.no_food=Auf Diät challenges.no_food_desc=Nahrungsmittel sind ohnehin knapp, aber man muss auch auf die Portionen achten!\n\n- Nahrung und das Füllhorn haben nur ein Drittel des hungerstillenden Effekts\n- Andere Sättigungsquellen sind davon nicht betroffen diff --git a/core/src/main/assets/messages/misc/misc_ko.properties b/core/src/main/assets/messages/misc/misc_ko.properties index ba33d554b..ff1b50cb9 100644 --- a/core/src/main/assets/messages/misc/misc_ko.properties +++ b/core/src/main/assets/messages/misc/misc_ko.properties @@ -31,21 +31,21 @@ badges$badge.level_reached_4.desc=24레벨 도달 badges$badge.level_reached_5.title=최고의 탐험가 badges$badge.level_reached_5.desc=30레벨 도달 badges$badge.all_weapons_identified.title=무기 연구자 -badges$badge.all_weapons_identified.desc=저널에 있는 모든 무기 감정 +badges$badge.all_weapons_identified.desc=일지에 있는 모든 무기 감정 badges$badge.all_armor_identified.title=갑옷 연구자 -badges$badge.all_armor_identified.desc=저널에 있는 모든 방어구 감정 +badges$badge.all_armor_identified.desc=일지에 있는 모든 방어구 감정 badges$badge.all_wands_identified.title=마법 막대 연구자 -badges$badge.all_wands_identified.desc=저널에 있는 모든 마법 막대 감정 +badges$badge.all_wands_identified.desc=일지에 있는 모든 마법 막대 감정 badges$badge.all_rings_identified.title=반지 연구자 -badges$badge.all_rings_identified.desc=저널에 있는 모든 반지 감정 +badges$badge.all_rings_identified.desc=일지에 있는 모든 반지 감정 badges$badge.all_artifacts_identified.title=유물 연구자 -badges$badge.all_artifacts_identified.desc=저널에 있는 모든 유물 감정 +badges$badge.all_artifacts_identified.desc=일지에 있는 모든 유물 감정 badges$badge.all_potions_identified.title=물약 연구자 -badges$badge.all_potions_identified.desc=저널에 있는 모든 물약 감정 +badges$badge.all_potions_identified.desc=일지에 있는 모든 물약 감정 badges$badge.all_scrolls_identified.title=주문서 연구자 -badges$badge.all_scrolls_identified.desc=저널에 있는 모든 주문서 감정 +badges$badge.all_scrolls_identified.desc=일지에 있는 모든 주문서 감정 badges$badge.all_items_identified.title=마스터 연구자 -badges$badge.all_items_identified.desc=저널에 있는 모든 아이템 감정 +badges$badge.all_items_identified.desc=일지에 있는 모든 아이템 감정 badges$badge.all_bags_bought.title=짐 꾸러미 badges$badge.all_bags_bought.desc=인벤토리를 최대로 확장함 badges$badge.death_from_fire.title=불타오름 @@ -165,21 +165,21 @@ badges$badge.high_score_4.desc=250,000점 이상 획득한 채로 한 판을 끝 badges$badge.high_score_5.title=점수 경쟁의 달인 badges$badge.high_score_5.desc=1,000,000점 이상 획득한 채로 한 판을 끝냄 badges$badge.researcher_1.title=초급 연구자 -badges$badge.researcher_1.desc=모험 일지에 40개의 항목 작성 +badges$badge.researcher_1.desc=일지에 40개의 항목 작성 badges$badge.researcher_2.title=숙련된 연구자 -badges$badge.researcher_2.desc=모험 일지에 80개의 항목 작성 +badges$badge.researcher_2.desc=일지에 80개의 항목 작성 badges$badge.researcher_3.title=전문 연구자 -badges$badge.researcher_3.desc=모험 일지에 160개의 항목 작성 +badges$badge.researcher_3.desc=일지에 160개의 항목 작성 badges$badge.researcher_4.title=마스터 연구자 -badges$badge.researcher_4.desc=모험 일지에 320개의 항목 작성 +badges$badge.researcher_4.desc=일지에 320개의 항목 작성 badges$badge.researcher_5.title=최고의 연구자 -badges$badge.researcher_5.desc=모험 일지에 모든 항목 작성 +badges$badge.researcher_5.desc=일지에 모든 항목 작성 badges$badge.catalog_one_equipment.title=잘 갖춰진 장비 -badges$badge.catalog_one_equipment.desc=모험 일지의 장비 도감 중 하나에 모든 종류의 장비 아이템을 작성 +badges$badge.catalog_one_equipment.desc=일지의 장비 도감 중 하나에 모든 종류의 장비 아이템을 작성 badges$badge.catalog_potions_scrolls.title=완전 재고 보유 badges$badge.catalog_potions_scrolls.desc=한 번의 게임에서 모든 일반 물약과 주문서를 감정 badges$badge.all_rare_enemies.title=노련한 사냥꾼 -badges$badge.all_rare_enemies.desc=모험 일지에 희귀한 적 10종류의 항목 작성 +badges$badge.all_rare_enemies.desc=일지에 희귀한 적 10종류의 항목 작성 badges$badge.rodney.title=이제 그리 위협적이진 않군 badges$badge.rodney.desc=드워프 제왕의 진짜 이름을 알아냄 badges$badge.happy_end.title=행복한 결말 @@ -216,7 +216,7 @@ badges$badge.victory_random.desc=무작위로 생성된 영웅, 특성 업그레 challenges.no_food=다이어트 중 challenges.no_food_desc=음식은 이미 부족하지만, 양 또한 주의해야 합니다!\n\n- 음식과 풍요의 뿔이 1/3의 허기만을 회복시켜 줍니다.\n- 허기를 채우는 다른 수단은 기존과 같습니다. challenges.no_armor=믿음이 나의 방패라 -challenges.no_armor_desc=갑옷이 쓸모가 없어져, 스스로에 대한 믿음이 필요할 것입니다!\n\n- 천 갑옷을 제외한 모든 방어구의 기본 방어력이 감소합니다.\n- 모든 갑옷은 강화 시 매우 낮은 양의 방어력만 증가하게 됩니다.\n- 대지의 수호자의 방어력 또한 확연하게 감소하게 됩니다. +challenges.no_armor_desc=스스로를 믿으십시오! 갑옷은 이제 그렇게 믿음직하지 않으니까요!\n\n- 천 갑옷을 제외한 모든 방어구의 기본 방어력이 감소합니다.\n- 모든 갑옷은 강화 시 매우 낮은 양의 방어력만 증가합니다.\n- 대지의 수호자의 방어력 또한 확연하게 감소합니다. challenges.no_healing=의약공포증 challenges.no_healing_desc=치유 물약은 정말 편리합니다만, 불행히도 치유 물약 알러지가 있군요!\n\n- 치유 물약, 그리고 치유 물약으로 만드는 아이템들, 그리고 태양과가 플레이어를 치유하는 대신 독성으로 작용합니다.\n- 불안정한 혼합물은 무작위로 영웅을 치료하거나 독성으로 작용할 수 없습니다.\n- 여전히 이 아이템들은 다른 캐릭터들에게는 동일하게 작용합니다. challenges.no_herbalism=황무지 @@ -230,7 +230,7 @@ challenges.no_scrolls_desc=몇몇 주문서가 희귀해졌습니다. 네, 당 challenges.champion_enemies=적대적인 강화 개체들 challenges.champion_enemies_desc=당신만 레벨 업을 할 수 있는 게 아닙니다!\n\n보통 적들이 확률적으로 특별한 강화 개체 버프를 얻은 채 등장하며, 확률은 1층에서 1/8로 시작해 점진적으로 증가하다가 21층에서 1/6이 됩니다.\n- 강화 개체는 깨어 있는 상태로 등장합니다.\n- 영웅은 강화 개체의 등장을 알 수 있습니다.\n- 강화 개체는 아군이 되지 않습니다.\n\n강화 개체에는 6가지의 종류가 있습니다.\n_불타는 강화 개체 (주황색):_ 근접 공격 데미지 +25%, 공격 시 대상에게 불을 붙이며, 불에 면역이고, 죽을 때 물 위를 제외한 주변 타일에 불을 흩뿌립니다.\n_도달의 강화 개체 (보라색):_ 근접 공격 데미지 +25%, 근접 공격 범위가 3타일 증가합니다.\n_항마의 강화 개체 (초록색):_ 받는 데미지 -50%, 모든 마법 효과에 대해 면역입니다.\n_거대한 강화 개체 (파란색):_ 받는 데미지-80%, 근접 공격 범위가 +1 타일 증가하지만, 좁은 통로를 지날 수 없습니다.\n_축복받은 강화 개체 (노란색):_ 정확성 및 회피가 4배 증가합니다.\n_성장하는 강화 개체 (붉은색):_ 정확성, 회피, 공격력, 최대 체력 +20%, 4턴마다 효과가 1%씩 증가합니다. challenges.stronger_bosses=더 악랄한 보스들 -challenges.stronger_bosses_desc=이 도전에서는, 보스들이 훨씬 더 어려워질 것입니다!\n\n_구:_ 체력 20% 증가\n_-_ 물 위에서의 체력 회복량이 점점 증가하며, 최대 매 턴 3까지 증가합니다.\n_-_ 몸집 불리기 공격의 준비 시간이 기존 2턴에서 1턴으로 감소합니다.\n_텐구 암살자:_ 체력 25% 증가\n_-_ 1 페이즈에서, 함정이 더욱 치명적이게 됩니다.\n_-_ 2 페이즈에서, 특수 능력을 더 자주 사용합니다.\n_DM-300:_ 체력 33% 증가\n_-_ 전력탑이 더욱 강력해지고, 3개가 활성화됩니다.\n_-_ 특수 능력이 더욱 강력해지며 더 자주 사용합니다.\n_-_ DM-300이 과충전 상태일 때, 더욱 빨라집니다.\n_-_ 노출된 전력관의 수가 기존의 두 배가 됩니다.\n_드워프 제왕:_ 체력 50% 증가\n_-_ 모든 페이즈에서, 소환수들이 더 강력해집니다.\n_-_ 1 페이즈에서, 특수 능력과 소환의 속도가 빨라집니다.\n_-_ 2 페이즈에서, 매 라운드마다 소환되는 소환수의 수가 2체 증가합니다.\n_-_ 3 페이즈에서, 체력이 2배가 되고 소환 속도가 빨라집니다.\n_요그제바:_\n_-_ 한 번에 주먹이 둘 소환됩니다!\n_-_ 레이저의 피해량이 60% 증가합니다.\n_-_ 소환수들이 더 강력해집니다. +challenges.stronger_bosses_desc=이 도전에서는 보스들이 훨씬 더 어려워집니다!\n\n_구:_ 체력 20% 증가\n_-_ 물 위에서의 체력 회복량이 점점 증가하며, 최대 매 턴 3까지 증가합니다.\n_-_ 몸집 불리기 공격의 준비 시간이 기존 2턴에서 1턴으로 감소합니다.\n_텐구 암살자:_ 체력 25% 증가\n_-_ 1 페이즈에서, 함정이 더욱 치명적이게 됩니다.\n_-_ 2 페이즈에서, 특수 능력을 더 자주 사용합니다.\n_DM-300:_ 체력 33% 증가\n_-_ 전력탑이 더욱 강력해지고, 3개가 활성화됩니다.\n_-_ 특수 능력이 더욱 강력해지며 더 자주 사용합니다.\n_-_ DM-300이 과충전 상태일 때, 더욱 빨라집니다.\n_-_ 노출된 전력관의 수가 기존의 두 배가 됩니다.\n_드워프 제왕:_ 체력 50% 증가\n_-_ 모든 페이즈에서, 소환수들이 더 강력해집니다.\n_-_ 1 페이즈에서, 특수 능력과 소환의 속도가 빨라집니다.\n_-_ 2 페이즈에서, 매 라운드마다 소환되는 소환수의 수가 2체 증가합니다.\n_-_ 3 페이즈에서, 체력이 2배가 되고 소환 속도가 빨라집니다.\n_요그제바:_\n_-_ 한 번에 주먹이 둘 소환됩니다!\n_-_ 레이저의 피해량이 60% 증가합니다.\n_-_ 소환수들이 더 강력해집니다. rankings$record.something=어쨌든 무언가에 의해 사망 rankings$record.won=옌더의 부적 획득 diff --git a/core/src/main/assets/messages/misc/misc_sv.properties b/core/src/main/assets/messages/misc/misc_sv.properties index 9066d0a12..3dab44926 100644 --- a/core/src/main/assets/messages/misc/misc_sv.properties +++ b/core/src/main/assets/messages/misc/misc_sv.properties @@ -42,8 +42,8 @@ badges$badge.all_artifacts_identified.title=Artefaktforskare badges$badge.all_artifacts_identified.desc=Identifiera alla artefakter i din dagbok badges$badge.all_potions_identified.title=Dryckesforskare badges$badge.all_potions_identified.desc=Identifiera alla drycker i din dagbok -badges$badge.all_scrolls_identified.title=Rullforskare -badges$badge.all_scrolls_identified.desc=Identifiera alla rullar i din dagbok +badges$badge.all_scrolls_identified.title=Skriftrullsforskare +badges$badge.all_scrolls_identified.desc=Identifiera alla skriftrullar i din dagbok badges$badge.all_items_identified.title=Mästerforskare badges$badge.all_items_identified.desc=Identifiera alla föremål i din dagbok badges$badge.all_bags_bought.title=Packåsna diff --git a/core/src/main/assets/messages/misc/misc_zh.properties b/core/src/main/assets/messages/misc/misc_zh.properties index 03268e207..f552eeb36 100644 --- a/core/src/main/assets/messages/misc/misc_zh.properties +++ b/core/src/main/assets/messages/misc/misc_zh.properties @@ -206,12 +206,12 @@ badges$badge.enemy_hazards.title=安全隐患 badges$badge.enemy_hazards.desc=在一局游戏中通过特殊地形(陷阱、植物或深渊)击败10个敌人 badges$badge.many_buffs.title=目有五光十色 badges$badge.many_buffs.desc=同时拥有至少10种增益/减益 -badges$badge.pacifist_ascent.title=兵不血刃 +badges$badge.pacifist_ascent.title=和平凯旋 badges$badge.pacifist_ascent.desc=将其诅咒未曾减弱的Yendor护符带出地牢 badges$badge.taking_the_mick.title=适才相戏耳 badges$badge.taking_the_mick.desc=以一把至少20级的镐子对最终boss打出致命一击 badges$badge.victory_random.title=随机模式获胜! -badges$badge.victory_random.desc=以随机英雄、随机天赋、随机专精与随机护甲技能获得Yendor护符。 +badges$badge.victory_random.desc=以随机英雄、随机天赋、随机专精与随机护甲技能获得Yendor护符 challenges.no_food=缩餐节食 challenges.no_food_desc=食物本就稀缺,但你还需要注意节食!\n\n-使用各类食物与丰饶之角的饱腹效果为原本的三分之一\n-其他恢复饥饿的机制不受影响 @@ -228,7 +228,7 @@ challenges.darkness_desc=地牢毕竟是在地下嘛!\n\n-正常视野范围 challenges.no_scrolls=禁忌咒文 challenges.no_scrolls_desc=一种卷轴会变得更稀有。不幸的是,总是最有用的那一种。\n\n-移除地牢中半数的升级卷轴 challenges.champion_enemies=精英强敌 -challenges.champion_enemies_desc=道高一尺魔高一丈,变强可不是你的特权!\n\n普通敌人刷出时有概率拥有特殊的精英强化,概率会从1层的1/8增长至21层的1/6。\n\n-精英敌人刷出时会立即醒来\n-英雄会感知到精英敌人的出现\n-精英敌人免疫腐化效果\n\n精英敌人有六种:\n_烈焰(橙):_近战伤害+25%且带有点燃效果,死亡时引燃周围,无法点燃含水地块\n_索敌(紫):_近战伤害+25%,近战范围+3\n_敌法(绿):_受到伤害-50%,拥有魔法免疫\n_巨型(蓝):_受到伤害-80%,近战范围+1,无法进入门与过道\n_天佑(黄):_精准与闪避x4\n_成长(红):_精准、闪避、攻击伤害与有效生命值+20%,且每过4回合会再增长1% +challenges.champion_enemies_desc=道高一尺,魔高一丈!\n\n普通敌人生成时会有概率获得特殊的精英强敌效果,概率会从1层的1/8增长至21层的1/6。\n\n-精英强敌不以沉睡状态生成\n-精英强敌生成时英雄会察觉\n-精英强敌无法被转化为盟友\n\n一共有六种精英强敌效果:\n_烈焰(橙):_近战伤害+25%,攻击时点燃,死亡时起火(不点燃水体)\n_索敌(紫):_近战伤害+25%,近战范围+3\n_敌法(绿):_所受伤害-50%,免疫魔法效果\n_巨型(蓝):_所受伤害-80%,近战范围+1,无法进入门道\n_天佑(黄):_精准、闪避x4\n_成长(红):_精准、闪避、攻击伤害与有效生命+20%,每4回合以上属性成长1% challenges.stronger_bosses=绝命头目 challenges.stronger_bosses_desc=这项挑战会让所有Boss都更具挑战性!\n\n_粘咕:_生命值+20%\n_-_持续处于水中时,生命回复量递增,最高至每回合3点\n_-_爆发攻击蓄力时间由2回合缩短至1回合\n_天狗:_生命+25%\n_-_第一阶段:陷阱更加致命\n_-_第二阶段:技能频率更高\n_DM-300:_生命+33%\n_-_能量塔更坚固,并且需要击毁3座\n_-_技能频率更高,威力也更强大\n_-_超载时移动速度更高\n_-_地表导线数量为原先的两倍\n_矮人国王:_生命+50%\n_-_所有阶段中都会召唤更多强力随从\n_-_第一阶段:更高的技能与召唤频率\n_-_第二阶段:每轮额外召唤两名随从\n_-_第三阶段:生命值+100%,进一步提高召唤频率\n_Yog-Dzewa:_\n_-_同时召唤两个古神之拳!\n_-_激光攻击伤害+60%\n_-_召唤更强大的随从 diff --git a/core/src/main/assets/messages/plants/plants_ko.properties b/core/src/main/assets/messages/plants/plants_ko.properties index 2c9e1a063..68d6d274f 100644 --- a/core/src/main/assets/messages/plants/plants_ko.properties +++ b/core/src/main/assets/messages/plants/plants_ko.properties @@ -10,12 +10,12 @@ plants.blindweed$seed.name=실명초의 씨앗 plants.mageroyal.name=마법풀 plants.mageroyal.refreshed=당신은 생기를 되찾았다. -plants.mageroyal.desc=마법풀의 가시 돋친 꽃은 강력한 중화 작용을 일으키는 화학 물질을 포함하고 있습니다. 이 꽃을 밟는 대상은 현재 가지고 있는 대부분의 부정적인 효과가 제거될 것입니다. +plants.mageroyal.desc=마법풀의 가시 돋친 꽃은 강력한 중화 작용을 일으키는 화학 물질을 포함하고 있습니다. 이 꽃을 밟는 대상은 현재 가지고 있는 대부분의 부정적인 효과가 제거됩니다. plants.mageroyal.warden_desc=마법풀을 밟은 _숲지기_는 기존의 중화 효과에 더하여, 잠시 동안 모든 지역 효과에 면역이 됩니다. plants.mageroyal$seed.name=마법풀의 씨앗 plants.earthroot.name=뱀뿌리 -plants.earthroot.desc=생물체가 뱀뿌리를 건드리면, 그 뿌리는 생물체를 고정된 자연의 갑옷으로 감쌀 것입니다. +plants.earthroot.desc=생물체가 뱀뿌리를 건드리면, 그 뿌리는 생물체를 고정된 자연의 갑옷으로 감쌉니다. plants.earthroot.warden_desc=뱀뿌리를 밟은 _숲지기_는 이동해도 사라지지 않는 나무껍질 효과를 받습니다. plants.earthroot$seed.name=뱀뿌리의 씨앗 plants.earthroot$armor.name=자연의 갑옷 @@ -45,7 +45,7 @@ plants.plant$seed$placeholder.name=씨앗 plants.rotberry.name=썩은열매 plants.rotberry.desc=어린 썩은열매 덤불에서 난 과일은 아주 달콤한 죽음의 맛을 낸다고 합니다. 썩은열매 덤불은 수 년에 걸쳐 또 다른 썩은열매 심장으로 자라나게 된다고 합니다. 갓 자란 썩은열매를 밟으면 약간의 독성 기체가 발생합니다. -plants.rotberry.warden_desc=보통 썩은열매는 밟았을 때 약간의 독가스만 나오지만, _숲지기_는 에너지를 끌어 내어 잠시 동안 힘이 증가할 것입니다! +plants.rotberry.warden_desc=보통 썩은열매는 밟았을 때 약간의 독가스만 나오지만, _숲지기_는 에너지를 끌어 내어 잠시 동안 힘이 증가합니다! plants.rotberry.discover_hint=이 식물은 특정한 퀘스트 도중 나타나는 씨앗을 심으면 등장합니다. plants.rotberry$seed.name=썩은열매의 씨앗 plants.rotberry$seed.discover_hint=이 아이템은 특정한 퀘스트에서 등장합니다. diff --git a/core/src/main/assets/messages/scenes/scenes_de.properties b/core/src/main/assets/messages/scenes/scenes_de.properties index 7888d9bd3..5841a553e 100644 --- a/core/src/main/assets/messages/scenes/scenes_de.properties +++ b/core/src/main/assets/messages/scenes/scenes_de.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Das Spiel verwendet einen Seed-Code zur scenes.heroselectscene.custom_seed_set=Setzen scenes.heroselectscene.custom_seed_clear=Löschen scenes.heroselectscene.challenges_nowin=Herausforderungen sind optionale Modifikatoren, die das Spiel schwieriger machen. Manche Herausforderungen machen den Dungeon gefährlicher, andere verringern die Kraft deiner Fähigkeiten oder Gegenstände.\n\n_Du musst mindestens ein Spiel gewinnen, bevor du Herausforderungen annehmen kannst._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Zufallsoptionen +scenes.heroselectscene.randomize_hero=Zufälliger Held +scenes.heroselectscene.randomize_chals=Zufällige Herausforderungen scenes.heroselectscene.randomize_chals_title=Herausforderungen scenes.heroselectscene.randomize_confirm=Bestätigen scenes.heroselectscene.randomize_cancel=Abbrechen @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon ist vollkommen kostenfrei scenes.titlescene.patreon_button=Patreon-Seite scenes.welcomescene.update_intro=Es gab ein Update für Shattered Pixel Dungeon! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 umfasst einen Test-Bereich für die bevorstehende Überarbeitung der Mission in der Zwergenstadt, neue Gegenstände und einen Dutzend an kleineren Fehlerbehebungen und Verbesserungen. scenes.welcomescene.patch_intro=Es gab Patches für Shattered Pixel Dungeon! scenes.welcomescene.patch_bugfixes=Dieser Patch enthält Fehlerkorrekturen. scenes.welcomescene.patch_translations=Dieser Patch enthält neue Übersetzungen. diff --git a/core/src/main/assets/messages/scenes/scenes_ko.properties b/core/src/main/assets/messages/scenes/scenes_ko.properties index c0fde8d25..8f77fd393 100644 --- a/core/src/main/assets/messages/scenes/scenes_ko.properties +++ b/core/src/main/assets/messages/scenes/scenes_ko.properties @@ -49,8 +49,8 @@ scenes.gamescene.examine=조사 scenes.gamescene.tutorial_move_mobile=특청 위치를 눌러 움직이거나 상호작용 합니다. scenes.gamescene.tutorial_move_desktop=마우스나 WASD, 방향키를 사용해 움직이거나 상호작용합니다. scenes.gamescene.tutorial_move_controller=위치를 선택하거나 왼쪽 스틱을 사용함으로써 움직이거나 상호작용합니다. -scenes.gamescene.tutorial_guidebook_mobile=오른쪽 위에 있는 빛나는 저널 버튼을 눌러 방금 주운 책을 읽으세요. -scenes.gamescene.tutorial_guidebook_desktop=오른쪽 위에 있는 빛나는 저널 버튼(%s)을 선택해 방금 주운 책을 읽으세요. +scenes.gamescene.tutorial_guidebook_mobile=오른쪽 위에 있는 빛나는 일지 버튼을 눌러 방금 주운 책을 읽으세요. +scenes.gamescene.tutorial_guidebook_desktop=오른쪽 위에 있는 빛나는 일지 버튼(%s)을 선택해 방금 주운 책을 읽으세요. scenes.gamescene.tutorial_ui_mobile=영웅 정보는 왼쪽 위에. 인벤토리, 퀵슬롯, 그리고 게임 동작들은 아래에 있습니다. 행운을 빕니다! scenes.gamescene.tutorial_ui_desktop=영웅 정보 (%1$s)는 아래에 있습니다. 인벤토리 (%2$s), 퀵슬롯, 그리고 게임 동작들은 오른쪽에 있습니다. 행운을 빕니다! @@ -87,11 +87,11 @@ scenes.interlevelscene$mode.resurrect=부활 중 scenes.interlevelscene$mode.return=돌아오는 중 scenes.interlevelscene$mode.fall=떨어지는 중! scenes.interlevelscene$mode.reset=재시작하는 중 -scenes.interlevelscene.file_not_found=저장된 게임을 찾지 못했습니다. 다시 시작한 뒤에도 똑같은 오류가 발생한다면, 당신이 저장한 게임이 손상된 것입니다. 죄송합니다. -scenes.interlevelscene.io_error=저장된 게임을 읽을 수 없습니다. 다시 시작한 뒤에도 똑같은 오류가 발생한다면, 당신이 저장한 게임이 손상된 것입니다. 죄송합니다. +scenes.interlevelscene.file_not_found=저장된 게임을 찾지 못했습니다. 다시 시작한 뒤에도 똑같은 오류가 발생한다면, 당신이 저장한 게임이 손상되었단 뜻입니다. 죄송합니다. +scenes.interlevelscene.io_error=저장된 게임을 읽을 수 없습니다. 다시 시작한 뒤에도 똑같은 오류가 발생한다면, 당신이 저장한 게임이 손상되었단 뜻입니다. 죄송합니다. scenes.interlevelscene.continue=계속 -scenes.journalscene.title=모험 일지 +scenes.journalscene.title=일지 scenes.newsscene.title=게임 소식 scenes.newsscene.read_more=자세히 @@ -128,7 +128,7 @@ scenes.surfacescene.exit=게임 오버 scenes.titlescene.play=시작 scenes.titlescene.enter=던전으로 들어가기 scenes.titlescene.rankings=랭킹 -scenes.titlescene.journal=모험 일지 +scenes.titlescene.journal=일지 scenes.titlescene.news=새 소식 scenes.titlescene.changes=변경 scenes.titlescene.update=업데이트 diff --git a/core/src/main/assets/messages/scenes/scenes_pl.properties b/core/src/main/assets/messages/scenes/scenes_pl.properties index 4e8795d27..ef7f7bc9c 100644 --- a/core/src/main/assets/messages/scenes/scenes_pl.properties +++ b/core/src/main/assets/messages/scenes/scenes_pl.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Gra używa ziarna do generowania lochu, scenes.heroselectscene.custom_seed_set=Ustaw scenes.heroselectscene.custom_seed_clear=Wyczyść scenes.heroselectscene.challenges_nowin=Wyzwania to opcjonalne modyfikatory utrudniające rozgrywkę. Niektóre z nich sprawiają, że loch jest bardziej niebezpieczny, a inne zmniejszają moc twoich umiejętności lub przedmiotów.\n\n_Musisz wygrać przynajmniej jedną grę, aby odblokować wyzwania._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Wylosuj +scenes.heroselectscene.randomize_hero=Wylosuj bohatera +scenes.heroselectscene.randomize_chals=Wylosuj wyzwania scenes.heroselectscene.randomize_chals_title=Wyzwania scenes.heroselectscene.randomize_confirm=Tak scenes.heroselectscene.randomize_cancel=Nie diff --git a/core/src/main/assets/messages/scenes/scenes_ru.properties b/core/src/main/assets/messages/scenes/scenes_ru.properties index 43ddecc70..eb189799d 100644 --- a/core/src/main/assets/messages/scenes/scenes_ru.properties +++ b/core/src/main/assets/messages/scenes/scenes_ru.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - полностью бе scenes.titlescene.patreon_button=Страница Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon обновлён! -scenes.welcomescene.update_msg=v3.3 включает в себя тестовую облость для предстоящего обновления квеста глубины города, новые предметы, а так же пару небольших исправлений и улучшений. +scenes.welcomescene.update_msg=v3.3 включает в себя тестовую область для предстоящего обновления квеста глубины города, новые предметы, а так же пару небольших исправлений и улучшений. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon обновлён! scenes.welcomescene.patch_bugfixes=Исправлены некоторые ошибки. scenes.welcomescene.patch_translations=Обновлён перевод. diff --git a/core/src/main/assets/messages/ui/ui_de.properties b/core/src/main/assets/messages/ui/ui_de.properties index cb0911f72..a1b07ca46 100644 --- a/core/src/main/assets/messages/ui/ui_de.properties +++ b/core/src/main/assets/messages/ui/ui_de.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=Klasse %d ui.talentspane.unlock_tier2=Erreiche Stufe 6, um mehr Talente freizuschalten. ui.talentspane.unlock_tier3=Erreiche Stufe 12 und nutze den Gegenstand des zweiten Bosses, um mehr Talente freizuschalten. ui.talentspane.unlock_tier4=Erreiche Stufe 20 und nutze den Gegenstand des vierten Bosses, um mehr Talente freizuschalten. +ui.talentspane.random_title=Zufällige Talente +ui.talentspane.random_sure=Bist du dir sicher, dass du diese Talentpunkte per Zufallsprinzip verteilen möchtest? +ui.talentspane.random_yes=Ja, nutze alle. +ui.talentspane.random_one=Verteile einen zufällig. +ui.talentspane.random_no=Doch nicht. ui.toolbar.quickslot_prompt=Wähle einen Platz für Schnellzugriff ui.toolbar.quickslot_select=Platz für Schnellzugriff wählen diff --git a/core/src/main/assets/messages/ui/ui_ko.properties b/core/src/main/assets/messages/ui/ui_ko.properties index 5e7964385..4bb23c436 100644 --- a/core/src/main/assets/messages/ui/ui_ko.properties +++ b/core/src/main/assets/messages/ui/ui_ko.properties @@ -1,7 +1,7 @@ ui.customnotebutton.title=메모 추가 ui.customnotebutton.limit_title=메모 상한 도달 ui.customnotebutton.limit_text=기존 메모를 지워서 새로운 메모를 적을 공간을 확보할 수 있습니다. 기록한 모든 메모는 일지 항목에서 확인할 수 있습니다. -ui.customnotebutton.desc=당신이 저널에서 입력하고 싶은 어느 것이든 사용자 지정 메모를 기록할 수 있습니다.\n\n그것들은 그 자체로 단순한 텍스트일 수도 있고 던전의 층, 아이템 중 하나 또는 물약/스크롤/반지 유형과 연관될 수도 있습니다. +ui.customnotebutton.desc=당신이 일지에서 입력하고 싶은 어느 것이든 사용자 지정 메모를 기록할 수 있습니다.\n\n그것들은 단순한 문구일 수도 있고 던전의 층, 아이템 중 하나 또는 물약/주문서/반지 유형과 연관될 수도 있습니다. ui.customnotebutton.new_text=텍스트 메모 생성 ui.customnotebutton.new_text_title=메모 제목: ui.customnotebutton.new_floor=던전 층에 대한 메모 생성 diff --git a/core/src/main/assets/messages/ui/ui_sv.properties b/core/src/main/assets/messages/ui/ui_sv.properties index 966f79458..fa1a4b453 100644 --- a/core/src/main/assets/messages/ui/ui_sv.properties +++ b/core/src/main/assets/messages/ui/ui_sv.properties @@ -1,7 +1,7 @@ ui.customnotebutton.title=Lägg till en anpassad anteckning ui.customnotebutton.limit_title=Anteckningsgräns nådd ui.customnotebutton.limit_text=Du kan radera befintliga anteckningar för att göra plats för fler. Alla dina aktuella anpassade anteckningar kan visas i dagboksfönstret. -ui.customnotebutton.desc=Med anpassade anteckningar kan du skriva ner vad du vill i dagboken.\n\nDe kan vara ren text eller kopplade till en våning i fängelsehålan, ett av dina föremål eller en typ av dryck/rulle/ring. +ui.customnotebutton.desc=Med anpassade anteckningar kan du skriva ner vad du vill i dagboken.\n\nDe kan vara ren text eller kopplade till en våning i fängelsehålan, ett av dina föremål eller en typ av dryck/skriftrulle/ring. ui.customnotebutton.new_text=Ny textanteckning ui.customnotebutton.new_text_title=Skriv en titel för denna anpassade textanteckning: ui.customnotebutton.new_floor=Ny anteckning för fängelsehålans våning diff --git a/core/src/main/assets/messages/windows/windows_de.properties b/core/src/main/assets/messages/windows/windows_de.properties index 4d725a6f9..e7d04efad 100644 --- a/core/src/main/assets/messages/windows/windows_de.properties +++ b/core/src/main/assets/messages/windows/windows_de.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Ich entscheide das später windows.wndchooseability.are_you_sure=Bist du dir sicher, dass du diese Fähigkeit auswählen möchtest? windows.wndchooseability.yes=Ja, ich habe mich entschieden. windows.wndchooseability.no=Nein, das entscheide ich später. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Zufällige Spezialfähigkeit +windows.wndchooseability.random_sure=Bist du sicher, dass du deine Spezialfähigkeit per Zufallsprinzip auswählen möchtest? windows.wndchoosesubclass.message=Während du die Maske über dein Gesicht ziehst, schwindet dein Augenlicht und Visionen von neuer Macht strömen in deinen Geist. Wie wirst du die Kraft der Maske nutzen? windows.wndchoosesubclass.cancel=Ich entscheide das später windows.wndchoosesubclass.are_you_sure=Bist du dir sicher, dass du diese Unterklasse wählen möchtest? windows.wndchoosesubclass.yes=Ja, ich habe mich entschieden. windows.wndchoosesubclass.no=Nein, ich entscheide das später. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Zufällige Unterklasse +windows.wndchoosesubclass.random_sure=Bist du sicher, dass du die Unterklasse per Zufallsprinzip wählen möchtest? windows.wndclass.mastery=Meister @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=einen Gegenstand in Energie wandeln windows.wndenergizeitem.energize=In %d Energie umwandeln windows.wndenergizeitem.energize_1=1 in %d Energie umwandeln windows.wndenergizeitem.energize_all=Alle in %d Energie umwandeln -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Bist du sicher, dass du dein Kleinod energetisieren möchtest? Du würdest zwar 5 Energie dafür zurückbekommen, allerdings ist das Kleinod somit _permanent verschwunden!_ +windows.wndenergizeitem.trinket_yes=Ja, energetisiere es +windows.wndenergizeitem.trinket_no=Nein, lieber nicht windows.wnderror.title=FEHLER @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Spiele, die vor Version 1.3 gestartet w windows.wndsettings$displaytab.title=Anzeige-Einstellungen windows.wndsettings$displaytab.fullscreen=Vollbild windows.wndsettings$displaytab.hide_navigation=Verstecke Navigations-Leiste -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Navigationsleiste verstecken windows.wndsettings$displaytab.okay=Okay windows.wndsettings$displaytab.cancel=Abbrechen -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Quervormat erzwingen windows.wndsettings$displaytab.brightness=Helligkeit windows.wndsettings$displaytab.dark=Dunkel windows.wndsettings$displaytab.bright=Hell @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Durch das Aufrüsten dieses Gegenstands besteht auch d windows.wndupgrade.resin=Dieser Zauberstab wurde mit arkanem Harz verstärkt, normale Verbesserungen setzen sich über solche mit arkanem Harz hinweg! windows.wndupgrade.thrown_dust=Waffen aus diesem Satz, die nicht in deinem Inventar sind, zerfallen zu Staub. windows.wndupgrade.damage=Schaden -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Wurfpfeilschaden windows.wndupgrade.bleeding=Blutung windows.wndupgrade.blocking=Abwehr windows.wndupgrade.weight=Gewicht diff --git a/core/src/main/assets/messages/windows/windows_ko.properties b/core/src/main/assets/messages/windows/windows_ko.properties index c4c0d5476..426cfebd1 100644 --- a/core/src/main/assets/messages/windows/windows_ko.properties +++ b/core/src/main/assets/messages/windows/windows_ko.properties @@ -132,7 +132,7 @@ windows.wndjournal$guidetab.title=던전 가이드 windows.wndjournal$alchemytab.title=연금술 가이드 windows.wndjournal$guidetab.missing=해당 페이지 없음 windows.wndjournal$notestab.title=모험 노트 -windows.wndjournal$notestab.desc=당신이 던전을 진행하면 기록할 만한 것들이 자동으로 여기에 기록될 것입니다. +windows.wndjournal$notestab.desc=당신이 던전을 진행하면 기록할 만한 것들이 자동으로 여기에 기록됩니다. windows.wndjournal$notestab.custom_notes=사용자 지정 windows.wndjournal$notestab.floor_header=%d층 windows.wndjournal$catalogtab.title=확인된 물건 @@ -176,7 +176,7 @@ windows.wndkeybindings.right_click=오른쪽 클릭 windows.wndkeybindings.middle_click=휠 클릭 windows.wndkeybindings.menu=메뉴 windows.wndkeybindings.hero_info=영웅 정보 -windows.wndkeybindings.journal=모험 일지 +windows.wndkeybindings.journal=일지 windows.wndkeybindings.wait=대기 windows.wndkeybindings.examine=조사, 탐색 windows.wndkeybindings.rest=대기 @@ -254,7 +254,7 @@ windows.wndranking$statstab.copy_seed_copy=이 시드 사용 windows.wndranking$statstab.copy_seed_cancel=취소 windows.wndresurrect.title=부활 -windows.wndresurrect.message=당신은 죽음과 동시에 배낭 속의 앙크가 당신의 영혼을 다시 이 세상으로 이끌고 있음을 느낍니다. 다시 한 번, 던전을 정복할 기회를 얻었습니다!\n\n당신은 당신이 가진 물건들 중 2개를 가지고 돌아갈 수 있으며, 나머지는 당신이 죽은 장소에 떨어질 것입니다. 어떤 아이템을 고르시겠습니까? +windows.wndresurrect.message=당신은 죽음과 동시에 배낭 속의 앙크가 당신의 영혼을 다시 이 세상으로 이끌고 있음을 느낍니다. 다시 한 번, 던전을 정복할 기회를 얻었습니다!\n\n당신은 당신이 가진 물건들 중 2개를 가지고 돌아갈 수 있으며, 나머지는 당신이 죽은 장소에 떨어집니다. 어떤 아이템을 고르시겠습니까? windows.wndresurrect.prompt=아이템을 선택하세요 windows.wndresurrect.confirm=아이템을 보존한다 windows.wndresurrect.warn_title=아이템이 없습니다 @@ -376,8 +376,8 @@ windows.wndupgrade.curse_infusion=저주가 제거되면 저주 융합의 효과 windows.wndupgrade.enchant=이 아이템을 강화하면 동시에 여기에 부여된 마법이 %d%% 확률로 사라집니다! windows.wndupgrade.glyph=이 아이템을 강화하면 동시에 여기에 새겨진 상형문자가 %d%% 확률로 사라집니다! windows.wndupgrade.harden=이 아이템을 강화하면 동시에 %d%% 확률로 경화 효과가 사라집니다! -windows.wndupgrade.resin=이 마법 막대는 신비한 송진으로 강화되어 있으며, 일반적인 강화는 송진의 강화 효과를 없애 버릴 것입니다! -windows.wndupgrade.thrown_dust=이 세트에 포함되지만 현재 가지고 있지 않은 무기는 먼지가 되어 버릴 것입니다. +windows.wndupgrade.resin=이 마법 막대는 신비한 송진으로 강화되어 있으며, 일반적인 강화는 송진의 강화 효과를 없애 버립니다! +windows.wndupgrade.thrown_dust=이 세트에 포함되지만, 현재 가지고 있지 않은 무기는 먼지가 되어 사라집니다. windows.wndupgrade.damage=공격력 windows.wndupgrade.dart_damage=다트 피해량 windows.wndupgrade.bleeding=출혈 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java index 71bae0ab6..f8baa08a3 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java @@ -26,12 +26,12 @@ import java.util.Locale; public enum Languages { ENGLISH("english", "en", Status.O_COMPLETE, null, null), CHI_SMPL("简体中文", "zh", Status.__UNREVIEW, new String[]{"Chronie_Lynn_Iwa", "Jinkeloid(zdx00793)", "endlesssolitude"}, new String[]{"931451545", "Budding", "Fatir", "Fishbone", "Hcat", "HoofBumpBlurryface", "Horr_lski", "Lery", "Lyn_0401", "Lyx0527", "Ooooscar", "RainSlide", "ShatteredFlameBlast", "SpaceAnchor", "SunsetGlowTheDOGE", "Teller", "hmdzl001", "leo", "tempest102", "tequilasunset", "户方狸奴"}), - KOREAN("한국어", "ko", Status.__UNREVIEW, new String[]{"Cocoa", "Flameblast12", "GameConqueror", "Korean2017"}, new String[]{"AFS", "N8fall", "WondarRabb1t", "benepaper", "chlrhwnstkd", "ddojin0115", "eeeei", "enjuxx", "hancyel", "linterpreteur", "lemonam", "lsiebnie", "sora0430"}), + KOREAN("한국어", "ko", Status.O_COMPLETE, new String[]{"Cocoa", "Flameblast12", "GameConqueror", "Korean2017"}, new String[]{"AFS", "N8fall", "WondarRabb1t", "benepaper", "chlrhwnstkd", "ddojin0115", "eeeei", "enjuxx", "hancyel", "linterpreteur", "lemonam", "lsiebnie", "sora0430"}), RUSSIAN("русский", "ru", Status.__UNREVIEW, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), SPANISH("español", "es", Status.O_COMPLETE, new String[]{"KeyKai", "Kiroto", "Kohru", "airman12", "grayscales"}, new String[]{"2001sergiobr", "AdventurerKilly", "Alesxanderk", "Bryan092", "CorvosUtopy", "D0n.Kak0", "Dewstend", "Dyrran", "Enddox", "Fervoreking", "Illyatwo2", "Fuwn", "JPCHZ", "LastCry", "Marquezo_577_284", "NAVI1237", "No_se145", "STKmonoqui", "Sh4rkill3r", "Uri2523", "alfongad", "alquimistamyl", "anauta", "benzarr410", "chepe567.jc", "ctrijueque", "damc0616", "desen90", "dhg121", "javifs", "jonismack1", "magmax", "rechebeltran", "saadhabibi077", "tres.14159"}), PORTUGUESE("português", "pt", Status.O_COMPLETE, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), GERMAN("deutsch", "de", Status.X_UNFINISH, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), - FRENCH("français", "fr", Status.__UNREVIEW, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), + FRENCH("français", "fr", Status.O_COMPLETE, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), JAPANESE("日本語", "ja", Status.O_COMPLETE, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), CHI_TRAD("繁體中文","zh-hant", Status.__UNREVIEW, new String[]{"JZR", "p2635"}, new String[]{"DT227", "Fishbone", "Ken4Ro", "Lstron", "Relrin167", "Sotis425", "Yichm", "Zoe096423", "arnolam", "jackymaxj", "redbrow", "shiba", "唐延諭"}), POLISH("polski", "pl", Status.X_UNFINISH, new String[]{"Daniel Witański", "Deksippos", "MrKukurykpl", "chronon", "kuadziw", "szymex73"}, new String[]{"Akmetari", "AntiTime", "Boguc", "Chasseur", "Ciechu", "Darden", "DarkKnightComes", "DogeseleQ", "GRan0000", "Hammil", "I256I", "KarixDaii", "KrnąbrnyOlaf", "Lufix", "MJedi", "MrCommander", "Odiihinia", "Ostsee0912", "Peperos", "RolsoN", "Scharnvirk", "Serpens13", "Tangens", "VasteelXolotl", "Voyteq", "Wiiiiiii", "bobas10", "bogumilg", "bvader95", "dusakus", "elchudy", "jajkoswinka", "michaub", "mikolka9144", "ozziezombie", "szczoteczka22", "taki1", "transportowiec96"}), diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index f736dcb05..68e1d3e4f 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -207,7 +207,7 @@ public class WelcomeScene extends PixelScene { //TODO: change the messages here in accordance with the type of patch. message = Messages.get(this, "patch_intro"); message += "\n"; - message += "\n" + Messages.get(this, "patch_balance"); + //message += "\n" + Messages.get(this, "patch_balance"); message += "\n" + Messages.get(this, "patch_bugfixes"); message += "\n" + Messages.get(this, "patch_translations"); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index e6f1af93a..977f900a7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -85,6 +85,26 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes = new ChangeInfo("", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes = new ChangeInfo("v3.3.1", false, null); + changes.hardlight(Window.TITLE_COLOR); + changeInfos.add(changes); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Caused by v3.3.1:**\n" + + "**-** Skeleton key not triggering on-artifact effects\n" + + "**-** Tomahawk bleed damage not scaling with ring of sharpshooting\n" + + "**-** Vault tester area being enterable with a lost inventory, causing a softlock\n" + + "**-** Buffs from ring of might persisting outside of vault tester area\n" + + "**-** Wand of regrowth spawning and being usable to healing in quest tester area\n" + + "**-** Uncommon cases of cracked spyglass making thrown items hidden\n" + + "**-** Feint afterimage lasting longer than 1 turn in some cases\n" + + "**-** Various textual errors")); + changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); From 9011061f9842242fd23c315de5d509ecb1859784 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 16 Dec 2025 12:05:36 -0500 Subject: [PATCH 133/156] v3.3.2: fixed floor resetting not also resetting key replacement --- .../shatteredpixeldungeon/scenes/InterlevelScene.java | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java index 61dff51ef..00f3126e6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java @@ -33,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.effects.ShadowBox; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.LostBackpack; +import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.journal.Document; import com.shatteredpixel.shatteredpixeldungeon.journal.Notes; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; @@ -766,6 +767,11 @@ public class InterlevelScene extends PixelScene { if (pos == -1) pos = level.entrance(); level.drop(new LostBackpack(), pos); + //need to reset key replacement tracking as well + if (Dungeon.hero.buff(SkeletonKey.KeyReplacementTracker.class) != null){ + Dungeon.hero.buff(SkeletonKey.KeyReplacementTracker.class).setupKeysForDepth(); + } + } else { level = Dungeon.level; BArray.setFalse(level.heroFOV); From c18e9b8d49a8ef062798a21519f625ec7f27f2d5 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 16 Dec 2025 12:29:33 -0500 Subject: [PATCH 134/156] v3.3.2: bones are no longer retrieved in the vault level --- .../shatteredpixeldungeon/levels/VaultLevel.java | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index cc032fea9..c64d407f2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -237,14 +237,7 @@ public class VaultLevel extends Level { //for now @Override protected void createItems() { - Random.pushGenerator(Random.Long()); - ArrayList bonesItems = Bones.get(); - if (bonesItems != null) { - for (Item i : bonesItems) { - drop(i, entrance()-width()).setHauntedIfCursed().type = Heap.Type.REMAINS; - } - } - Random.popGenerator(); + //do nothing for now } @Override From 59e3a3fd9bea56556c91b42d39574ead06267cf5 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 17 Dec 2025 11:28:05 -0500 Subject: [PATCH 135/156] v3.3.2: fixed a NTR (AGAIN) when using skele key on door with no charge --- .../shatteredpixeldungeon/items/artifacts/SkeletonKey.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index ddd8b2b63..ad01a24ca 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -150,7 +150,7 @@ public class SkeletonKey extends Artifact { return; } if (charge < 1){ - GLog.i( Messages.get(this, "iron_charges") ); + GLog.i( Messages.get(SkeletonKey.class, "iron_charges") ); return; } Sample.INSTANCE.play(Assets.Sounds.UNLOCK); From 2820db5033fd62fc74604ca8520d54ae4c2abc9c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 17 Dec 2025 11:43:27 -0500 Subject: [PATCH 136/156] v3.3.2: adjusted naming of Shattered's temp files to prevent conflicts --- SPD-classes/src/main/java/com/watabou/utils/FileUtils.java | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/utils/FileUtils.java b/SPD-classes/src/main/java/com/watabou/utils/FileUtils.java index 0e418b99d..e113b6098 100644 --- a/SPD-classes/src/main/java/com/watabou/utils/FileUtils.java +++ b/SPD-classes/src/main/java/com/watabou/utils/FileUtils.java @@ -85,9 +85,9 @@ public class FileUtils { } else if (file.length() == 0) { file.delete(); } else { - if (file.name().endsWith(".tmp")){ + if (file.name().endsWith(".spdtmp")){ FileHandle temp = file; - FileHandle original = getFileHandle( defaultFileType, "", temp.path().replace(".tmp", "") ); + FileHandle original = getFileHandle( defaultFileType, "", temp.path().replace(".spdtmp", "") ); //replace the base file with the temp one if base is invalid or temp is valid and newer try { @@ -204,7 +204,7 @@ public class FileUtils { //write to a temp file, then move the files. // This helps prevent save corruption if writing is interrupted if (file.exists()){ - FileHandle temp = getFileHandle(fileName + ".tmp"); + FileHandle temp = getFileHandle(fileName + ".spdtmp"); bundleToStream(temp.write(false), bundle); file.delete(); temp.moveTo(file); From 521527bf87fa006dc569afe8db51f05ed4ec1026 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 17 Dec 2025 16:39:44 -0500 Subject: [PATCH 137/156] v3.3.2: fixed skeleton key not clearing distant well landmark --- .../shatteredpixeldungeon/items/artifacts/SkeletonKey.java | 3 +++ 1 file changed, 3 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index ad01a24ca..bc8759ebf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -205,6 +205,9 @@ public class SkeletonKey extends Artifact { CellEmitter.get( target ).start( Speck.factory( Speck.DISCOVER ), 0.025f, 20 ); curUser.spendAndNext(Actor.TICK); curUser.sprite.idle(); + + //if there is a distant well landmark above, remove it, as we just opened the door + Notes.remove(Notes.Landmark.DISTANT_WELL, Dungeon.depth-1); } }); curUser.busy(); From 0f55d3874f84fe78df4bc507b044260c2daa8801 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 19 Dec 2025 16:56:20 -0500 Subject: [PATCH 138/156] v3.3.2: implemented a simple grid builder and tied it into vault level --- .../levels/VaultLevel.java | 250 +++++++----------- .../levels/builders/GridBuilder.java | 125 +++++++++ .../levels/features/HighGrass.java | 6 + 3 files changed, 229 insertions(+), 152 deletions(-) create mode 100644 core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index c64d407f2..9353525f4 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -21,10 +21,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels; -import com.shatteredpixel.shatteredpixeldungeon.Assets; -import com.shatteredpixel.shatteredpixeldungeon.Bones; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; -import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; @@ -33,186 +30,115 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor; -import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfRegrowth; +import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; +import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.TrinketCatalyst; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon; +import com.shatteredpixel.shatteredpixeldungeon.levels.builders.Builder; +import com.shatteredpixel.shatteredpixeldungeon.levels.builders.GridBuilder; import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition; -import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room; -import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom; -import com.watabou.noosa.audio.Music; +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.entrance.EntranceRoom; import com.watabou.utils.Point; import com.watabou.utils.Random; -import com.watabou.utils.Rect; import java.util.ArrayList; -public class VaultLevel extends Level { //for now +public class VaultLevel extends CityLevel { - { - color1 = 0x4b6636; - color2 = 0xf2f2f2; + @Override + protected ArrayList initRooms() { + ArrayList initRooms = new ArrayList<>(); + + initRooms.add(roomEntrance = new EntranceRoom(){ + @Override + public int maxConnections(int direction) { + return 1; + } + + @Override + public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { + return false; + } + }); + + for (int i = 0; i < 23; i++){ + initRooms.add(new SegmentedRoom(){ + @Override + public float[] sizeCatProbs() { + return new float[]{1, 0, 0}; + } + }); + } + + initRooms.add(new RegionDecoLineRoom(){ + @Override + public int maxConnections(int direction) { + return 1; + } + + @Override + public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { + return false; + } + }); + + return initRooms; } @Override - public void playLevelMusic() { - Music.INSTANCE.playTracks(CityLevel.CITY_TRACK_LIST, CityLevel.CITY_TRACK_CHANCES, false); + protected Builder builder() { + return new GridBuilder(); } @Override - public String tilesTex() { - return Assets.Environment.TILES_CITY; - } - - @Override - public String waterTex() { - return Assets.Environment.WATER_CITY; + protected int nTraps() { + return 0; } @Override protected boolean build() { - setSize(34, 34); - - ArrayList rooms = new ArrayList<>(); - - Room finalRoom = null; - Room entryRoom = null; - - for (int x = 0; x < 4; x++){ - for (int y = 0; y < 4; y++){ - - if (x == 3 && y <= 1){ - if (y == 1) { - continue; - } else { - Room r = new RegionDecoLineRoom(); - r.set(1+8*x, 1+8*y, 9+8*x, 17); - rooms.add(r); - finalRoom = r; - continue; - } + for (int i = 0; i < 20; i++){ + Item item = Generator.randomUsingDefaults(Random.oneOf( + Generator.Category.WEAPON, Generator.Category.WEAPON, Generator.Category.WEAPON, + Generator.Category.ARMOR, + Generator.Category.WAND, + Generator.Category.RING)); + if (item.cursed){ + item.cursed = false; + if (item instanceof MeleeWeapon && ((MeleeWeapon) item).hasCurseEnchant()){ + ((MeleeWeapon) item).enchant(null); + } else if (item instanceof Armor && ((Armor) item).hasCurseGlyph()){ + ((Armor) item).inscribe(null); } + } + item.identify(); + addItemToSpawn(item); + } - if (x == 0 && y == 3){ - Room r = new EmptyRoom(); - r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); - rooms.add(r); - entryRoom = r; - } else { - Room r = new SegmentedRoom(); - r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y); - rooms.add(r); - } + if (!super.build()){ + return false; + } + + Room finalRoom = room(RegionDecoLineRoom.class); + for (Point p : finalRoom.getPoints()){ + int cell = pointToCell(p); + if (map[cell] == Terrain.REGION_DECO){ + set(cell, Terrain.REGION_DECO_ALT, this); + } else if (map[cell] == Terrain.EMPTY || map[cell] == Terrain.EMPTY_DECO || map[cell] == Terrain.WATER || map[cell] == Terrain.HIGH_GRASS || map[cell] == Terrain.GRASS){ + set(cell, Terrain.EMPTY_SP, this); } } - //builder.findneighbnours - Room[] ra = rooms.toArray( new Room[0] ); - for (int i=0; i < ra.length-1; i++) { - for (int j=i+1; j < ra.length; j++) { - ra[i].addNeigbour( ra[j] ); - } - } - - for (Room n : rooms){ - for (Room p : n.neigbours){ - if (p.height() > 10){ - continue; - } - if (n.height() > 10){ - if (n.canConnect(p)){ - if (n.bottom == p.top){ - n.connect(p); - } - } - } else if (n.canConnect(p)) { - n.connect(p); - } - } - } - - //Painter.placedoors - for (Room r : rooms){ - for (Room n : r.connected.keySet()) { - Room.Door door = r.connected.get( n ); - if (door == null) { - - Rect i = r.intersect( n ); - ArrayList doorSpots = new ArrayList<>(); - for (Point p : i.getPoints()){ - if (r.canConnect(p) && n.canConnect(p)) - doorSpots.add(p); - } - if (doorSpots.isEmpty()){ - ShatteredPixelDungeon.reportException( - new RuntimeException("Could not place a door! " + - "r=" + r.getClass().getSimpleName() + - " n=" + n.getClass().getSimpleName())); - continue; - } - door = new Room.Door(Random.element(doorSpots)); - - r.connected.put( n, door ); - n.connected.put( r, door ); - } - } - } - - for (Room n : rooms){ - n.paint(this); - if (n instanceof RegionDecoLineRoom){ - Painter.fill(this, n, 1, Terrain.EMPTY_SP); - Painter.fill(this, n.left+1, n.top+1, 7, 1, Terrain.REGION_DECO_ALT); - Painter.fill(this, n.left+1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT); - Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT); - } - for (Point door : n.connected.values()){ - Painter.set(this, door, Terrain.DOOR); - } - } - - entrance = pointToCell(entryRoom.random()); + set(entrance(), Terrain.EMPTY, this); transitions.add(new LevelTransition(this, - entrance, + entrance(), LevelTransition.Type.BRANCH_ENTRANCE, Dungeon.depth, 0, LevelTransition.Type.BRANCH_EXIT)); - rooms.remove(entryRoom); - rooms.remove(finalRoom); - - for (Room n : rooms){ - if (Random.Int(5) != 0){ - Item item = Generator.randomUsingDefaults(Random.oneOf( - Generator.Category.WEAPON, Generator.Category.WEAPON, - Generator.Category.ARMOR, - Generator.Category.WAND, - Generator.Category.RING)); - - //regrowth is disallowed as it can be used to farm HP regen - if (item instanceof WandOfRegrowth){ - continue; - } - - int pos; - do { - pos = pointToCell(n.random()); - } while (map[pos] != Terrain.EMPTY); - if (item.cursed){ - item.cursed = false; - if (item instanceof MeleeWeapon && ((MeleeWeapon) item).hasCurseEnchant()){ - ((MeleeWeapon) item).enchant(null); - } else if (item instanceof Armor && ((Armor) item).hasCurseGlyph()){ - ((Armor) item).inscribe(null); - } - } - item.identify(); - drop(item, pos); - } - } - return true; } @@ -237,9 +163,29 @@ public class VaultLevel extends Level { //for now @Override protected void createItems() { - //do nothing for now + //copypasta from super.createItems + for (Item item : itemsToSpawn) { + int cell = randomDropCell(); + if (item instanceof TrinketCatalyst){ + drop( item, cell ).type = Heap.Type.LOCKED_CHEST; + int keyCell = randomDropCell(); + drop( new GoldenKey(Dungeon.depth), keyCell ).type = Heap.Type.HEAP; + if (map[keyCell] == Terrain.HIGH_GRASS || map[keyCell] == Terrain.FURROWED_GRASS) { + map[keyCell] = Terrain.GRASS; + losBlocking[keyCell] = false; + } + } else { + drop( item, cell ).type = Heap.Type.HEAP; + } + if (map[cell] == Terrain.HIGH_GRASS || map[cell] == Terrain.FURROWED_GRASS) { + map[cell] = Terrain.GRASS; + losBlocking[cell] = false; + } + } } + //TODO createItems will generate normal ones too =S + @Override public int randomRespawnCell( Char ch ) { return entrance()-width(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java new file mode 100644 index 000000000..808883ed2 --- /dev/null +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java @@ -0,0 +1,125 @@ +/* + * Pixel Dungeon + * Copyright (C) 2012-2015 Oleg Dolya + * + * Shattered Pixel Dungeon + * Copyright (C) 2014-2025 Evan Debenham + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see + */ + +package com.shatteredpixel.shatteredpixeldungeon.levels.builders; + +import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room; +import com.watabou.utils.Random; +import com.watabou.utils.SparseArray; + +import java.util.ArrayList; + +//a builder with static room sizes aligned to a grid +//TODO extend regular builder? +public class GridBuilder extends Builder { + + public static int ROOM_SIZE = 9; + + //each adjacency is processed twice, so this gives a ~50% chance to connect two adjacent rooms + protected float extraConnectionChance = 0.30f; + + @Override + public ArrayList build(ArrayList rooms) { + for(Room r : rooms){ + r.setEmpty(); + } + + Room entrance = null; + Room exit = null; + + for (Room r : rooms){ + if (r.isEntrance()){ + entrance = r; + } else if (r.isExit()){ + exit = r; + } + } + + if (!entrance.forceSize(ROOM_SIZE, ROOM_SIZE)){ + throw new RuntimeException("rigid room sizes for now!"); + } + entrance.setPos(0, 0); + + ArrayList toPlace = new ArrayList<>(rooms); + toPlace.remove(entrance); + + ArrayList placed = new ArrayList<>(); + placed.add(entrance); + + //use a sparse array to track room positions, with a mapping of x + 1000*y = cell + //this assumes that levels won't more than 1000 rooms wide + SparseArray gridCells = new SparseArray<>(); + gridCells.put(0, entrance); + + for (Room r : toPlace){ + if (!r.forceSize(ROOM_SIZE, ROOM_SIZE)){ + throw new RuntimeException("rigid room sizes for now!"); + } + do { + Room n = Random.element(placed); + int nIdx = gridCells.findKey(n, true, Integer.MIN_VALUE); + int rIdx = nIdx; + switch (Random.Int(4)){ + case 0: + rIdx += 1; + break; + case 1: + rIdx += 1000; + break; + case 2: + rIdx -= 1; + break; + case 3: + rIdx -= 1000; + break; + } + //TODO negatives + int x = rIdx%1000; + int y = rIdx/1000; + r.setPos(x*(ROOM_SIZE-1), y*(ROOM_SIZE-1)); + //TODO want to manually limit size probably + if (x >= 0 && y >= 0 && !gridCells.containsKey(rIdx)){ + if (r.connect(n)) { + placed.add(r); + gridCells.put(rIdx, r); + } + } + } while (!placed.contains(r)); + } + + //need a buffer room? + //contains an internal room, fills with + + findNeighbours(rooms); + + for (Room r : rooms){ + for (Room n : r.neigbours){ + if (!n.connected.containsKey(r) + && Random.Float() < extraConnectionChance){ + r.connect(n); + } + } + } + + return rooms; + } + +} diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/HighGrass.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/HighGrass.java index 1e983b313..f960f100a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/HighGrass.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/HighGrass.java @@ -41,6 +41,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.PetrifiedSeed; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.MiningLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; +import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.watabou.utils.Random; @@ -118,6 +119,11 @@ public class HighGrass { && Random.Int(3) != 0){ naturalismLevel = -1; } + + //grass gives no loot in vault tester area + if (Dungeon.level instanceof VaultLevel){ + naturalismLevel = -1; + } if (naturalismLevel >= 0) { // Seed, scales from 1/25 to 1/9 From 021291cb6d6031984790e5db59ab99ca7fea99bb Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 31 Dec 2025 13:02:28 -0500 Subject: [PATCH 139/156] v3.3.2: updated language status and credits --- .../messages/Languages.java | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java index f8baa08a3..b8f05d43e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/messages/Languages.java @@ -25,25 +25,25 @@ import java.util.Locale; public enum Languages { ENGLISH("english", "en", Status.O_COMPLETE, null, null), - CHI_SMPL("简体中文", "zh", Status.__UNREVIEW, new String[]{"Chronie_Lynn_Iwa", "Jinkeloid(zdx00793)", "endlesssolitude"}, new String[]{"931451545", "Budding", "Fatir", "Fishbone", "Hcat", "HoofBumpBlurryface", "Horr_lski", "Lery", "Lyn_0401", "Lyx0527", "Ooooscar", "RainSlide", "ShatteredFlameBlast", "SpaceAnchor", "SunsetGlowTheDOGE", "Teller", "hmdzl001", "leo", "tempest102", "tequilasunset", "户方狸奴"}), + CHI_SMPL("简体中文", "zh", Status.__UNREVIEW, new String[]{"Chronie_Lynn_Iwa", "Jinkeloid(zdx00793)", "endlesssolitude"}, new String[]{"931451545", "Budding", "DM_216", "Fatir", "Fishbone", "Hcat", "HoofBumpBlurryface", "Horr_lski", "Lery", "Lyn_0401", "Lyx0527", "Ooooscar", "RainSlide", "ShatteredFlameBlast", "SpaceAnchor", "SunsetGlowTheDOGE", "Teller", "hmdzl001", "leo", "tempest102", "tequilasunset", "户方狸奴"}), KOREAN("한국어", "ko", Status.O_COMPLETE, new String[]{"Cocoa", "Flameblast12", "GameConqueror", "Korean2017"}, new String[]{"AFS", "N8fall", "WondarRabb1t", "benepaper", "chlrhwnstkd", "ddojin0115", "eeeei", "enjuxx", "hancyel", "linterpreteur", "lemonam", "lsiebnie", "sora0430"}), - RUSSIAN("русский", "ru", Status.__UNREVIEW, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), + RUSSIAN("русский", "ru", Status.__UNREVIEW, new String[]{"AprilRain(Vadzim Navumaû)", "ConsideredHamster", "Dominowood371", "Inevielle", "apxwn", "yarikonline"}, new String[]{"5r", "Alternative15", "AngryPotato", "AttHawk46", "BlueberryShortcake", "CatGirlSasha", "Enwviun", "HerrGotlieb", "HoloTheWise", "Ilbko", "JleHuBbluKoT", "KirStaLong", "MrXantar", "Nikets", "OneDuo", "Originalej0name", "Provitia", "Raymundo", "Roycce", "Shamahan", "Thomasg63", "XAutumn", "Ya6lo4ko", "chelikchelik", "dasfan123", "ifritdiezel", "katyp2005", "kirusyaga", "kptmx", "leondorus", "long_live_the_9", "pancreper1", "perefrazz", "ponfertato", "roman.yagodin", "tibby", "un_logic", "vivatimperia", "wntrau", "xenrun", "Вoвa"}), SPANISH("español", "es", Status.O_COMPLETE, new String[]{"KeyKai", "Kiroto", "Kohru", "airman12", "grayscales"}, new String[]{"2001sergiobr", "AdventurerKilly", "Alesxanderk", "Bryan092", "CorvosUtopy", "D0n.Kak0", "Dewstend", "Dyrran", "Enddox", "Fervoreking", "Illyatwo2", "Fuwn", "JPCHZ", "LastCry", "Marquezo_577_284", "NAVI1237", "No_se145", "STKmonoqui", "Sh4rkill3r", "Uri2523", "alfongad", "alquimistamyl", "anauta", "benzarr410", "chepe567.jc", "ctrijueque", "damc0616", "desen90", "dhg121", "javifs", "jonismack1", "magmax", "rechebeltran", "saadhabibi077", "tres.14159"}), PORTUGUESE("português", "pt", Status.O_COMPLETE, new String[]{"NicholasPainek", "TDF2001", "matheus208"}, new String[]{"14NGiestas", "Aetheryll", "Andrew_px1", "Arthur_Mastriaga", "Bigode935", "Bionic64", "Chacal.Ex", "ChainedFreaK", "DAVICCOSTA", "DRACOnicus", "Derik", "DredgenVale", "ElefanteFome", "Helen0903", "JST", "Kotaroo05", "MadHorus", "Maria_João", "MarkusCoisa", "Matie", "Ninguem.EXE", "OtávioMoraes", "PingasOwner", "Piraldo", "Sr.BaconDelicioso", "Tete_Teli", "Tio_P_(Krampus)", "Zukkine", "ancientorange", "danypr23", "denis.gnl", "efverick", "gBiazon", "ismael.henriques12", "juniorsilve33", "mfcord", "nattlegal", "owenreilly", "phobos445", "rafazago", "renan408", "try31"}), - GERMAN("deutsch", "de", Status.X_UNFINISH, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), FRENCH("français", "fr", Status.O_COMPLETE, new String[]{"Emether", "TheKappaDuWeb", "Weende_Bellet", "Xalofar", "canc42", "kultissim", "minikrob", "Lucasgstar"}, new String[]{"3raven", "Alsydis", "Anonyme48", "Axce", "Az_zahr", "Bastien72", "Basttee", "Coco_EC", "Dekadisk", "Draal", "Eragem", "Karnot", "L.E.V.", "Lama", "Le_Valla", "Leandre", "Louson", "Martin.Bellet", "Neopolitan", "NoGi", "Nyrnx", "Opidox", "Pandaman516", "Petit_Chat", "RomTheMareep", "RunningColours", "STPayoube", "Soeiz", "SpeagleZNT", "Teddywestside", "Tronche2Cake", "VRad", "Ygdrazil", "_nim_", "adamch", "adeb", "antoine9298", "clexanis", "eloiseflo", "fricht", "gdavid2", "go11um", "hydrasho", "jan.", "jazzzz", "levilbatard", "linterpreteur", "luffah", "maeltur70", "marmous", "mcbaba29000", "mluzarreta", "panopano", "solthaar", "speagle", "tkf_", "typhr80", "vavavoum", "whereisfelix", "willi3725", "zM_"}), + GERMAN("deutsch", "de", Status.O_COMPLETE, new String[]{"Dallukas", "KrystalCroft", "Wuzzy", "Zap0", "apxwn", "bernhardreiter", "davedude"}, new String[]{"2711chrissi", "Abracadabra", "Anaklysmos", "Ceeee", "DarkPixel", "David.transifex", "EmilKevinManuel", "ErichME", "Faquarl", "JorahEtLabora", "LenzB", "MacMoff", "Micksha", "Niseko", "Ordoviz", "Sarius", "Shtynow", "SirEddi", "Sorpl3x", "SurmanPP", "SwissQ", "ThunfischGott", "Timo_S", "Topicranger", "azrdev", "carrageen", "dome.scheidler", "galactictrans", "gekko303", "jeinzi", "johannes.schobel", "karoshi42", "koryphea", "luciocarreras", "lukasghesse", "mklr", "niemand", "oragothen", "razzifazzi0", "spixi", "tanjay", "unbekannterTyp", "wunst"}), + CHI_TRAD("繁體中文","zh-hant", Status.__UNREVIEW, new String[]{"JZR", "Yichm", "p2635"}, new String[]{"DT227", "Fishbone", "Ken4Ro", "Lstron", "Relrin167", "Sotis425", "Zoe096423", "arnolam", "jackymaxj", "redbrow", "shiba", "唐延諭"}), JAPANESE("日本語", "ja", Status.O_COMPLETE, new String[]{"daingewuvzeevisiddfddd", "oz51199"}, new String[]{"Gosamaru", "NickZhrbin", "Otogiri", "Siraore_Rou", "amama", "grassedge", "kiyofumimanabe", "librada", "mocklike", "tomofumikitano"}), - CHI_TRAD("繁體中文","zh-hant", Status.__UNREVIEW, new String[]{"JZR", "p2635"}, new String[]{"DT227", "Fishbone", "Ken4Ro", "Lstron", "Relrin167", "Sotis425", "Yichm", "Zoe096423", "arnolam", "jackymaxj", "redbrow", "shiba", "唐延諭"}), POLISH("polski", "pl", Status.X_UNFINISH, new String[]{"Daniel Witański", "Deksippos", "MrKukurykpl", "chronon", "kuadziw", "szymex73"}, new String[]{"Akmetari", "AntiTime", "Boguc", "Chasseur", "Ciechu", "Darden", "DarkKnightComes", "DogeseleQ", "GRan0000", "Hammil", "I256I", "KarixDaii", "KrnąbrnyOlaf", "Lufix", "MJedi", "MrCommander", "Odiihinia", "Ostsee0912", "Peperos", "RolsoN", "Scharnvirk", "Serpens13", "Tangens", "VasteelXolotl", "Voyteq", "Wiiiiiii", "bobas10", "bogumilg", "bvader95", "dusakus", "elchudy", "jajkoswinka", "michaub", "mikolka9144", "ozziezombie", "szczoteczka22", "taki1", "transportowiec96"}), - VIETNAMESE("tiếng việt","vi", Status.O_COMPLETE, new String[]{"Chuseko", "The_Hood", "nguyenanhkhoapythus"}, new String[]{"BlueSheepAlgodoo", "Phuc2401", "SpaceMetropolis", "Teh_boi", "Threyja", "Toluu", "bruhwut", "buicongminh_t63", "deadlevel13", "duongfg250", "h4ndy_c4ndy", "hniV", "khangxyz3g", "ngolamaz3", "nkhhu", "vdgiapp", "vtvinh24"}), - TURKISH("türkçe", "tr", Status.__UNREVIEW, new String[]{"LokiofMillenium", "Mustafa.10", "T3kin5iZ", "emrebnk", "gorkem_yılmaz"}, new String[]{"AGORAAA", "AchernarPrime", "AcuriousPotato", "BurningDaylight", "Helgon", "Koga", "Mehmet_Emin_21", "MuratEfeYilmaz", "OzanAlkan", "TR_Muhittin", "Talha_0_0", "TheMBDsvs", "Yllcare", "YORGANSIZMTAV", "ahmetbakicakir", "akkaya.mustafa", "alikeremozfidan", "alpekin98", "barankrky", "denizakalin", "eraysall402", "erdemozdemir98", "hasantahsin160", "immortalsamuraicn", "kayikyaki", "kempilbey", "melezorus34", "mitux", "mustafadoslu", "ryuga", "superDpermn", "yasirckr85", "yukete"}), - INDONESIAN("indonesia", "in", Status.X_UNFINISH, new String[]{"RF_4R4F1_03", "rakapratama"}, new String[]{"An_Ironstone", "Flasherx", "INDRA_SYAHPUTRA", "Izulhaaq", "Karanh", "M.Bintang.K", "PineFirebloom", "QiuQiuQi", "Taka31", "ZakyM313", "ZangieF347", "aachunemiku", "anagakenny24", "aryasatya_arifien", "atmorojo", "di9526985", "esprogarap", "hatsunnimiku", "icebearwand", "kirimaja", "lupar21", "luthfidzaky_ldzy", "mkakhsan301", "nicoalvito", "noeldycreator", "oolek", "wisnugafur"}), ITALIAN("italiano", "it", Status.X_UNFINISH, new String[]{"MottledElm", "NeoAugustus", "bizzolino", "funnydwarf", "inkubo87"}, new String[]{"4est", "Danelix", "DaniMare", "Danzl", "Dj1234", "Eriliken", "Esse78", "Guiller124", "Hydr46605", "IoannesMaria", "LN_90", "Mat323", "Mister64", "Noostale", "PicchiSeba", "Tugamer89", "Tysal", "andrea049ita", "andreafaffo", "andrearubbino00", "angelica.caruso", "cantarini", "carinellialessandro31", "dmytro.tokayev", "lorenzofrosi05", "mamon68596", "mattiuw", "max1234ita", "maxifire32", "nessunluogo", "righi.a", "umby000", "unknown888", "valerio.bozzolan"}), - UKRANIAN("українська", "uk", Status.X_UNFINISH, new String[]{"Oster", "Snikewin", "zhushman00"}, new String[]{"AlexFenixUA", "Buster54", "Doodlinka", "Dotsent", "Lyttym", "MaxQuiet", "Mops", "Sadsaltan1", "TarasUA", "TheGuyBill", "Tomfire", "Volkov", "ZverWolf", "_bor_", "alexfenixva", "ddmaster3463", "filalex77", "holuydadko", "ingvarfed", "iu0v1", "jesternotricks", "lezzen", "myshokoleksander05", "oliolioxinfree", "qweez", "romanokurg", "so1der", "sterenkevicsasa", "vlisivka", "xojltoh", "yukete", "zhawty", "Мальвочка"}), - CZECH("čeština", "cs", Status.__UNREVIEW, new String[]{"ObisMike", "novotnyvaclav"}, new String[]{"16cnovotny", "AshenShugar", "Autony", "Block_Vader", "Buba237", "JStrange", "Nerdiniel", "Patrik123", "RealBrofessor", "Thorn_123", "chuckjirka", "emteckos2", "kristanka", "luhan.lukas"}), + TURKISH("türkçe", "tr", Status.__UNREVIEW, new String[]{"LokiofMillenium", "Mustafa.10", "T3kin5iZ", "emrebnk", "gorkem_yılmaz"}, new String[]{"AGORAAA", "AchernarPrime", "AcuriousPotato", "BurningDaylight", "ErenayDev", "Helgon", "Koga", "Mehmet_Emin_21", "MuratEfeYilmaz", "OzanAlkan", "TR_Muhittin", "Talha_0_0", "TheMBDsvs", "Yllcare", "YORGANSIZMTAV", "ahmetbakicakir", "akkaya.mustafa", "alikeremozfidan", "alpekin98", "barankrky", "denizakalin", "eraysall402", "erdemozdemir98", "hasantahsin160", "immortalsamuraicn", "kayikyaki", "kempilbey", "melezorus34", "mitux", "mustafadoslu", "ryuga", "superDpermn", "utkanozer13", "yasirckr85", "yukete"}), + VIETNAMESE("tiếng việt","vi", Status.O_COMPLETE, new String[]{"Chuseko", "The_Hood", "nguyenanhkhoapythus"}, new String[]{"BlueSheepAlgodoo", "Phuc2401", "SpaceMetropolis", "Teh_boi", "Threyja", "Toluu", "bruhwut", "buicongminh_t63", "deadlevel13", "duongfg250", "h4ndy_c4ndy", "hniV", "khangxyz3g", "ngolamaz3", "nkhhu", "vdgiapp", "vtvinh24"}), + UKRANIAN("українська", "uk", Status.O_COMPLETE, new String[]{"Oster", "Snikewin", "zhushman00"}, new String[]{"AlexFenixUA", "Buster54", "Doodlinka", "Dotsent", "Lyttym", "MaxQuiet", "Mops", "Sadsaltan1", "TarasUA", "TheGuyBill", "Tomfire", "Volkov", "ZverWolf", "_bor_", "alexfenixva", "ddmaster3463", "filalex77", "holuydadko", "ingvarfed", "iu0v1", "jesternotricks", "lezzen", "myshokoleksander05", "oliolioxinfree", "qweez", "romanokurg", "so1der", "sterenkevicsasa", "vlisivka", "xojltoh", "yukete", "zhawty", "Мальвочка"}), + INDONESIAN("indonesia", "in", Status.__UNREVIEW, new String[]{"RF_4R4F1_03", "rakapratama"}, new String[]{"An_Ironstone", "Flasherx", "INDRA_SYAHPUTRA", "Izulhaaq", "Karanh", "M.Bintang.K", "PineFirebloom", "QiuQiuQi", "Ruzz_Axleod", "Taka31", "ZakyM313", "ZangieF347", "aachunemiku", "anagakenny24", "aryasatya_arifien", "atmorojo", "di9526985", "esprogarap", "hatsunnimiku", "icebearwand", "kirimaja", "lupar21", "luthfidzaky_ldzy", "mkakhsan301", "nicoalvito", "noeldycreator", "oolek", "wisnugafur"}), + CZECH("čeština", "cs", Status.__UNREVIEW, new String[]{"16cnovotny", "ObisMike", "novotnyvaclav"}, new String[]{"AshenShugar", "Autony", "Block_Vader", "Buba237", "JStrange", "Nerdiniel", "Patrik123", "RealBrofessor", "Thorn_123", "chuckjirka", "emteckos2", "kristanka", "luhan.lukas"}), + DUTCH("nederlands", "nl", Status.O_COMPLETE, new String[]{"AlbertBrand", "Mvharen"}, new String[]{"AvanLieshout", "Blokheck011", "Frankwert", "Gehenna", "Valco", "ZephyrZodiac", "link200023", "ojppe", "rmw", "th3f4llenh0rr0r"}), + SWEDISH("svenska", "sv", Status.__UNREVIEW, new String[]{"leowitchhh", "yeager"}, new String[]{"KeyB", "Moistmemesneverlie", "antonaut", "dotMavriQ"}), HUNGARIAN("magyar", "hu", Status.O_COMPLETE, new String[]{"dorheim", "summoner001", "szalaik"}, new String[]{"Csanevox", "Navetelen", "acszoltan111", "balazsszalab", "clarovani", "dhialub", "nanometer", "nardomaa", "savarall", "szemetvodor"}), - DUTCH("nederlands", "nl", Status.__UNREVIEW, new String[]{"AlbertBrand", "Mvharen"}, new String[]{"AvanLieshout", "Blokheck011", "Frankwert", "Gehenna", "Valco", "ZephyrZodiac", "link200023", "ojppe", "rmw", "th3f4llenh0rr0r"}), - SWEDISH("svenska", "sv", Status.__UNREVIEW, new String[]{"yeager"}, new String[]{"KeyB", "Moistmemesneverlie", "antonaut", "dotMavriQ", "leowitchhh"}), //FINNISH("suomi", "fi", Status.X_UNFIN, new String[]{"TenguKnight"}, new String[]{"Allugaattori10", "Dakkus", "Jaskas123", "MailBoxGod", "Oftox", "Sautari", "Tikkari"} ), GREEK("ελληνικά", "el", Status.X_UNFINISH, new String[]{"Aeonius", "Saxy"}, new String[]{"DU_Clouds", "VasKyr", "YiorgosH", "fr3sh", "nikolaoskelirakis", "stefboi", "toumbo", "val.exe"}), BELARUSIAN("беларуская","be", Status.X_UNFINISH, new String[]{"AprilRain(Vadzim Navumaû)"}, new String[]{"4ebotar", "Loentrin"}), From e227830d3ba0d96511fd192765c8a9b42e6376f2 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 31 Dec 2025 13:04:01 -0500 Subject: [PATCH 140/156] v3.3.2: fixed unintended debug commit setting starting monk energy at 10 --- .../shatteredpixeldungeon/actors/buffs/MonkEnergy.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java index f29b32e72..d259208a9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/buffs/MonkEnergy.java @@ -64,7 +64,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action { revivePersists = true; } - public float energy = 10; + public float energy = 0; public int cooldown; //currently unused, abilities had cooldowns prior to v2.5 private static final float MAX_COOLDOWN = 5; From 4e73f82c463ec0e4bcb3b5d09023d35169ae6a42 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 31 Dec 2025 15:10:31 -0500 Subject: [PATCH 141/156] v3.3.2: improved code for managing usage of targeted spells Most notably this fixes exploits on reclaim trap where it would count as used when not being consumed. --- .../items/spells/PhaseShift.java | 1 + .../items/spells/ReclaimTrap.java | 9 ++++++++- .../items/spells/TargetedSpell.java | 20 +++++++++++-------- .../items/spells/TelekineticGrab.java | 2 ++ .../items/spells/WildEnergy.java | 2 ++ 5 files changed, 25 insertions(+), 9 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/PhaseShift.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/PhaseShift.java index 89fa6d026..58f794a75 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/PhaseShift.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/PhaseShift.java @@ -63,6 +63,7 @@ public class PhaseShift extends TargetedSpell { } else { GLog.w( Messages.get(this, "no_target") ); } + onSpellused(); } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/ReclaimTrap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/ReclaimTrap.java index 10e84c464..fcfde0e1c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/ReclaimTrap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/ReclaimTrap.java @@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.spells; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.quest.MetalShard; @@ -82,7 +83,6 @@ public class ReclaimTrap extends TargetedSpell { } } if (storedTrap == null) { - quantity++; //storing a trap doesn't consume the spell Trap t = Dungeon.level.traps.get(bolt.collisionPos); if (t != null && t.active && t.visible) { t.disarm(); //even disarms traps that normally wouldn't be @@ -95,6 +95,11 @@ public class ReclaimTrap extends TargetedSpell { } else { GLog.w(Messages.get(this, "no_trap")); } + + //spell is not consumed, so doesn't count as a full use + Invisibility.dispel(); + curUser.spendAndNext( timeToCast() ); + } else { Trap t = Reflection.newInstance(storedTrap); @@ -103,6 +108,8 @@ public class ReclaimTrap extends TargetedSpell { t.reclaimed = true; Bestiary.countEncounter(t.getClass()); t.activate(); + + onSpellused(); } } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java index 7af3c8bec..2353cefdf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java @@ -57,6 +57,17 @@ public abstract class TargetedSpell extends Spell { Sample.INSTANCE.play( Assets.Sounds.ZAP ); } + protected void onSpellused(){ + detach( curUser.belongings.backpack ); + Invisibility.dispel(); + updateQuickslot(); + curUser.spendAndNext( timeToCast() ); + Catalog.countUse(getClass()); + if (Random.Float() < talentChance){ + Talent.onScrollUsed(curUser, curUser.pos, talentFactor, getClass()); + } + } + protected float timeToCast(){ return Actor.TICK; } @@ -93,14 +104,7 @@ public abstract class TargetedSpell extends Spell { curSpell.fx(shot, new Callback() { public void call() { curSpell.affectTarget(shot, curUser); - curSpell.detach( curUser.belongings.backpack ); - Invisibility.dispel(); - curSpell.updateQuickslot(); - curUser.spendAndNext( curSpell.timeToCast() ); - Catalog.countUse(curSpell.getClass()); - if (Random.Float() < curSpell.talentChance){ - Talent.onScrollUsed(curUser, curUser.pos, curSpell.talentFactor, curSpell.getClass()); - } + curSpell.onSpellused(); } }); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java index 2048d60ee..53ee44e74 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TelekineticGrab.java @@ -59,6 +59,7 @@ public class TelekineticGrab extends TargetedSpell { @Override protected float timeToCast() { + //time is processed in the spell's logic, as it relates to items picked up return 0; } @@ -133,6 +134,7 @@ public class TelekineticGrab extends TargetedSpell { hero.spend(Actor.TICK); } + onSpellused(); } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/WildEnergy.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/WildEnergy.java index d6a3f7fab..921c62045 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/WildEnergy.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/WildEnergy.java @@ -67,6 +67,8 @@ public class WildEnergy extends TargetedSpell { Buff.affect(hero, Recharging.class, 8f); Buff.affect(hero, ArtifactRecharge.class).extend( 8 ).ignoreHornOfPlenty = false; + + onSpellused(); } @Override From 6b0811f51184ef525c5f360a5d4dfafa9af9c438 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 31 Dec 2025 16:07:27 -0500 Subject: [PATCH 142/156] v3.3.2: Added a safety check to random talent window --- .../shatteredpixel/shatteredpixeldungeon/ui/TalentsPane.java | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/TalentsPane.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/TalentsPane.java index d3938c7ed..112d84d92 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/TalentsPane.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/TalentsPane.java @@ -194,6 +194,10 @@ public class TalentsPane extends ScrollPane { @Override protected void onSelect(int index) { super.onSelect(index); + //safety check to ensure previous UI is still there + if (TalentTierPane.this.parent == null){ + return; + } if (index == 0 || index == 1){ while (Dungeon.hero.talentPointsAvailable(tier) > 0){ TalentButton button = Random.element(buttons); From 403ed3995706ed526745d19538a84840a54a7f50 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Wed, 31 Dec 2025 16:53:52 -0500 Subject: [PATCH 143/156] v3.3.2: fixed pickaxe getting added to journal as IDed when generated --- .../shatteredpixeldungeon/actors/mobs/npcs/Blacksmith.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Blacksmith.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Blacksmith.java index 24657d17d..6336fa9d7 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Blacksmith.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Blacksmith.java @@ -235,7 +235,7 @@ public class Blacksmith extends NPC { completed = false; favor = 0; - pickaxe = new Pickaxe().identify(); + pickaxe = new Pickaxe().identify(false); freePickaxe = false; reforges = 0; hardens = 0; From 26bd0aada275ee076ab8e22de5b98adfc58deeeb Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 1 Jan 2026 16:27:40 -0500 Subject: [PATCH 144/156] v3.3.2: Fixed specific cases of ghost ally regenning past max HP --- .../shatteredpixeldungeon/items/artifacts/DriedRose.java | 3 +++ 1 file changed, 3 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java index eddf84827..0b235f0c9 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/DriedRose.java @@ -419,6 +419,9 @@ public class DriedRose extends Artifact { while (partialCharge > 1) { ghost.HP++; partialCharge--; + if (ghost.HP == ghost.HT){ + partialCharge = 0; + } } } else { partialCharge = 0; From 80231df6ebaf9c474bc7a56db11fb92066601d7c Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 1 Jan 2026 21:44:13 -0500 Subject: [PATCH 145/156] v3.3.2: Reverted metalangle iOS backend to v1.13.1 to fix A7/A8 crashes --- ios/build.gradle | 5 ++++- .../ios/IOSLauncher.java | 20 ++++++++++++++++++- 2 files changed, 23 insertions(+), 2 deletions(-) diff --git a/ios/build.gradle b/ios/build.gradle index 173cf83de..c9a761ca6 100644 --- a/ios/build.gradle +++ b/ios/build.gradle @@ -46,7 +46,10 @@ dependencies { implementation "com.badlogicgames.gdx:gdx-freetype:$gdxVersion" implementation "com.mobidevelop.robovm:robovm-rt:$robovmVersion" implementation "com.mobidevelop.robovm:robovm-cocoatouch:$robovmVersion" - implementation "com.badlogicgames.gdx:gdx-backend-robovm-metalangle:$gdxVersion" + //FIXME using a prior version of metalangle backend as 1.13.5+ crashes on A7 and A8 devices + // Yes this is dangerous, the old backend seems to only work with libGDX 1.14.0 incidentally + // Ideally the next release of libGDX will fix this and this can simply use $gdxVersion again + implementation "com.badlogicgames.gdx:gdx-backend-robovm-metalangle:1.13.1" implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-ios" implementation "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-ios" implementation "com.badlogicgames.gdx-controllers:gdx-controllers-ios:$gdxControllersVersion" diff --git a/ios/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ios/IOSLauncher.java b/ios/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ios/IOSLauncher.java index 9caddae98..edfa8e33e 100644 --- a/ios/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ios/IOSLauncher.java +++ b/ios/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ios/IOSLauncher.java @@ -22,8 +22,10 @@ package com.shatteredpixel.shatteredpixeldungeon.ios; import com.badlogic.gdx.Files; +import com.badlogic.gdx.backends.iosrobovm.DefaultIOSInput; import com.badlogic.gdx.backends.iosrobovm.IOSApplication; import com.badlogic.gdx.backends.iosrobovm.IOSApplicationConfiguration; +import com.badlogic.gdx.backends.iosrobovm.IOSInput; import com.badlogic.gdx.backends.iosrobovm.IOSPreferences; import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableColorFormat; import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableDepthFormat; @@ -45,6 +47,7 @@ import org.robovm.apple.foundation.NSObject; import org.robovm.apple.foundation.NSString; import org.robovm.apple.uikit.UIApplication; import org.robovm.apple.uikit.UIInterfaceOrientation; +import org.robovm.apple.uikit.UITextField; import java.io.File; @@ -185,7 +188,22 @@ public class IOSLauncher extends IOSApplication.Delegate { config.addIosDevice("SIMULATOR_64", "x86_64", 460); config.addIosDevice("SIMULATOR_ARM64", "arm64", 460); - return new IOSApplication(new ShatteredPixelDungeon(new IOSPlatformSupport()), config); + return new IOSApplication(new ShatteredPixelDungeon(new IOSPlatformSupport()), config){ + @Override + protected IOSInput createInput() { + //FIXME essentially a backport of a fix to text fields from libGDX ios backend 1.13.5 + return new DefaultIOSInput(this){ + @Override + public void setOnscreenKeyboardVisible(boolean visible, OnscreenKeyboardType type) { + super.setOnscreenKeyboardVisible(visible, type); + if (visible){ + ((UITextField)getActiveKeyboardTextField()).setText("x"); + } + } + }; + + } + }; } @Override From 07487dc992bd9e3c2d85cf10c38280e78aadfcba Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 10:56:00 -0500 Subject: [PATCH 146/156] v3.3.2: sniper's mark + force cube now prefers the primary target --- .../items/weapon/missiles/ForceCube.java | 35 +++++++++++++++++-- 1 file changed, 33 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java index 3e290368f..e1fc5ecf8 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/ForceCube.java @@ -26,6 +26,11 @@ import com.shatteredpixel.shatteredpixeldungeon.Badges; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; +import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.SnipersMark; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent; import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.TenguDartTrap; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; @@ -78,8 +83,14 @@ public class ForceCube extends MissileWeapon { Dungeon.level.pressCell(cell); ArrayList targets = new ArrayList<>(); - if (Actor.findChar(cell) != null) targets.add(Actor.findChar(cell)); - + Char primaryTarget; + if (Actor.findChar(cell) != null) { + primaryTarget = Actor.findChar(cell); + targets.add(primaryTarget); + } else { + primaryTarget = null; + } + for (int i : PathFinder.NEIGHBOURS8){ if (!(Dungeon.level.traps.get(cell+i) instanceof TenguDartTrap)) Dungeon.level.pressCell(cell+i); if (Actor.findChar(cell + i) != null) targets.add(Actor.findChar(cell + i)); @@ -101,6 +112,26 @@ public class ForceCube extends MissileWeapon { GLog.n(Messages.get(this, "ondeath")); } } + + //if we're applying sniper's mark, prioritize giving it to the primary target of the attack + if (curUser.subClass == HeroSubClass.SNIPER && primaryTarget != null && primaryTarget.isActive()){ + Actor.add(new Actor() { + + { + actPriority = VFX_PRIO-1; + } + + @Override + protected boolean act() { + SnipersMark mark = Dungeon.hero.buff(SnipersMark.class); + if (mark != null && primaryTarget.isActive()){ + mark.object = primaryTarget.id(); + } + Actor.remove(this); + return true; + } + }); + } WandOfBlastWave.BlastWave.blast(cell); Sample.INSTANCE.play( Assets.Sounds.BLAST ); From ce7802f9cf0b984ffc7246602fb3668b1e5b2b5a Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 11:24:57 -0500 Subject: [PATCH 147/156] v3.3.2: reverted effective buff to swiftness caused by movement changes --- .../items/armor/glyphs/Swiftness.java | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java index 5ba2b8fbd..e0eddf625 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Swiftness.java @@ -46,20 +46,12 @@ public class Swiftness extends Armor.Glyph { } boolean enemyNear = false; - //for each enemy, check if they are adjacent, or within 2 tiles and an adjacent cell is open or a door + //an enemy counts as 'near' if they are within a 3-tile passable path of the hero + //yes this does mean that things like visible trap tiles and chasms count as walls + PathFinder.buildDistanceMap(owner.pos, Dungeon.level.passable, 3); for (Char ch : Actor.chars()){ - if ( Dungeon.level.distance(ch.pos, owner.pos) <= 2 && owner.alignment != ch.alignment && ch.alignment != Char.Alignment.NEUTRAL){ - if (Dungeon.level.adjacent(ch.pos, owner.pos)){ - enemyNear = true; - break; - } else { - for (int i : PathFinder.NEIGHBOURS8){ - if (Dungeon.level.adjacent(owner.pos+i, ch.pos) && (!Dungeon.level.solid[owner.pos+i] || Dungeon.level.passable[owner.pos+i])){ - enemyNear = true; - break; - } - } - } + if (ch.alignment == Char.Alignment.ENEMY && PathFinder.distance[ch.pos] != Integer.MAX_VALUE){ + enemyNear = true; } } if (enemyNear){ From 218f668c8ba7d2f5d8fe590d549ecb3d366a0190 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 11:37:34 -0500 Subject: [PATCH 148/156] v3.3.2: shocking enchant no longer scales with both dmg and proc chance proc chance now a flat 1/3, down from 1+lvl/4+lvl dmg up to 50% from 40% --- .../items/weapon/enchantments/Shocking.java | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/enchantments/Shocking.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/enchantments/Shocking.java index eaffc8751..56b637291 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/enchantments/Shocking.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/enchantments/Shocking.java @@ -44,10 +44,8 @@ public class Shocking extends Weapon.Enchantment { public int proc( Weapon weapon, Char attacker, Char defender, int damage ) { int level = Math.max( 0, weapon.buffedLvl() ); - // lvl 0 - 25% - // lvl 1 - 40% - // lvl 2 - 50% - float procChance = (level+1f)/(level+4f) * procChanceMultiplier(attacker); + // flat 33% proc chance, effect scales with level via damage dealt + float procChance = (1/3f) * procChanceMultiplier(attacker); if (Random.Float() < procChance) { float powerMulti = Math.max(1f, procChance); @@ -60,7 +58,7 @@ public class Shocking extends Weapon.Enchantment { affected.remove(defender); //defender isn't hurt by lightning for (Char ch : affected) { if (ch.alignment != attacker.alignment) { - ch.damage(Math.round(damage * 0.4f * powerMulti), this); + ch.damage(Math.round(damage * 0.5f * powerMulti), this); } } From 6c69979e2de1e74fbece8d5d0228caf17b623790 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 11:56:26 -0500 Subject: [PATCH 149/156] v3.3.2: significantly improved early grid builder, still mostly random --- .../levels/VaultLevel.java | 18 ++++-- .../levels/builders/GridBuilder.java | 59 +++++++++++++------ 2 files changed, 55 insertions(+), 22 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index 9353525f4..378bffebf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -54,7 +54,8 @@ public class VaultLevel extends CityLevel { initRooms.add(roomEntrance = new EntranceRoom(){ @Override public int maxConnections(int direction) { - return 1; + if (direction == LEFT || direction == TOP) return 0; + return super.maxConnections(direction); } @Override @@ -73,6 +74,16 @@ public class VaultLevel extends CityLevel { } initRooms.add(new RegionDecoLineRoom(){ + @Override + public float[] sizeCatProbs() { + return new float[]{0, 0, 1}; + } + + @Override + public boolean isExit() { + return true; + } + @Override public int maxConnections(int direction) { return 1; @@ -113,7 +124,8 @@ public class VaultLevel extends CityLevel { ((Armor) item).inscribe(null); } } - item.identify(); + //not true ID, prevents extra info about rings leaking to main game + item.levelKnown = item.cursedKnown = true; addItemToSpawn(item); } @@ -184,8 +196,6 @@ public class VaultLevel extends CityLevel { } } - //TODO createItems will generate normal ones too =S - @Override public int randomRespawnCell( Char ch ) { return entrance()-width(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java index 808883ed2..a2039022c 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/GridBuilder.java @@ -61,27 +61,42 @@ public class GridBuilder extends Builder { ArrayList toPlace = new ArrayList<>(rooms); toPlace.remove(entrance); + //move the exit to the back + if (exit != null) { + toPlace.remove(exit); + toPlace.add(exit); + } + ArrayList placed = new ArrayList<>(); placed.add(entrance); //use a sparse array to track room positions, with a mapping of x + 1000*y = cell - //this assumes that levels won't more than 1000 rooms wide + // and an index offset of 100,100 (x=y=100) to ensure we aren't dealing with negative indexes + //this effectively puts a limit of -99 < x < 999 and -99 < y < inf. on level sizes in rooms SparseArray gridCells = new SparseArray<>(); - gridCells.put(0, entrance); - + gridCells.put(100_100, entrance); for (Room r : toPlace){ + int cellWidth = 1; + int cellHeight = 1; + //TODO this works on rigid multiples atm, would be nicer to buffer rooms that don't quite work if (!r.forceSize(ROOM_SIZE, ROOM_SIZE)){ - throw new RuntimeException("rigid room sizes for now!"); + if (!r.forceSize(2*ROOM_SIZE-1, 2*ROOM_SIZE-1)) { + throw new RuntimeException("rigid room sizes for now!"); + } + cellWidth = cellHeight = 2; } do { - Room n = Random.element(placed); - int nIdx = gridCells.findKey(n, true, Integer.MIN_VALUE); + r.neigbours.clear(); + int[] keys = gridCells.keyArray(); + int nIdx = keys[Random.Int(keys.length)]; + Room n = gridCells.get(nIdx, null); int rIdx = nIdx; - switch (Random.Int(4)){ - case 0: + //currently always pulls down and to the right + switch (Random.Int(10)){ + case 0: case 4: case 5: case 6: rIdx += 1; break; - case 1: + case 1: case 7: case 8: case 9: rIdx += 1000; break; case 2: @@ -91,23 +106,31 @@ public class GridBuilder extends Builder { rIdx -= 1000; break; } - //TODO negatives - int x = rIdx%1000; - int y = rIdx/1000; + //-100 to cancel offsets + int x = (rIdx % 1000) - 100; + int y = (rIdx / 1000) - 100; r.setPos(x*(ROOM_SIZE-1), y*(ROOM_SIZE-1)); - //TODO want to manually limit size probably - if (x >= 0 && y >= 0 && !gridCells.containsKey(rIdx)){ + boolean valid = true; + for (int i = 0; i < cellWidth; i++){ + for (int j = 0; j < cellHeight; j++){ + if (gridCells.containsKey(rIdx + i + j*1000)){ + valid = false; + } + } + } + if (valid){ if (r.connect(n)) { placed.add(r); - gridCells.put(rIdx, r); + for (int i = 0; i < cellWidth; i++){ + for (int j = 0; j < cellHeight; j++){ + gridCells.put(rIdx + i + j*1000, r); + } + } } } } while (!placed.contains(r)); } - //need a buffer room? - //contains an internal room, fills with - findNeighbours(rooms); for (Room r : rooms){ From d4c097eb41046ac27cb5d525235c24914503eee8 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 13:49:33 -0500 Subject: [PATCH 150/156] v3.3.2: updated AGP --- build.gradle | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/build.gradle b/build.gradle index feae00dbe..0fdbcba0a 100644 --- a/build.gradle +++ b/build.gradle @@ -4,7 +4,7 @@ buildscript { mavenCentral() } dependencies { - classpath 'com.android.tools.build:gradle:8.13.1' + classpath 'com.android.tools.build:gradle:8.13.2' } } From 0bfb5657f0493416b3e6ca7ec43afb78175e9956 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 2 Jan 2026 15:18:32 -0500 Subject: [PATCH 151/156] v3.3.2: updated changelog, translations, and version for v3.3.2 release! --- build.gradle | 4 +- .../messages/actors/actors_eo.properties | 4 +- .../messages/actors/actors_in.properties | 30 +++---- .../messages/actors/actors_it.properties | 2 +- .../messages/actors/actors_pl.properties | 6 +- .../messages/actors/actors_pt.properties | 8 +- .../messages/actors/actors_ru.properties | 4 +- .../messages/actors/actors_tr.properties | 32 +++---- .../messages/actors/actors_uk.properties | 22 ++--- .../messages/actors/actors_zh-hant.properties | 44 +++++----- .../messages/actors/actors_zh.properties | 44 +++++----- .../assets/messages/items/items_de.properties | 26 +++--- .../assets/messages/items/items_eo.properties | 6 +- .../assets/messages/items/items_in.properties | 84 +++++++++---------- .../assets/messages/items/items_it.properties | 48 +++++------ .../assets/messages/items/items_ja.properties | 4 +- .../assets/messages/items/items_pl.properties | 28 +++---- .../assets/messages/items/items_pt.properties | 12 +-- .../assets/messages/items/items_ru.properties | 4 +- .../assets/messages/items/items_tr.properties | 32 +++---- .../assets/messages/items/items_uk.properties | 78 ++++++++--------- .../messages/items/items_zh-hant.properties | 28 +++---- .../assets/messages/items/items_zh.properties | 10 +-- .../messages/journal/journal_pt.properties | 4 +- .../journal/journal_zh-hant.properties | 8 +- .../messages/levels/levels_de.properties | 8 +- .../messages/levels/levels_in.properties | 8 ++ .../messages/levels/levels_ja.properties | 2 +- .../messages/levels/levels_uk.properties | 10 +-- .../assets/messages/misc/misc_de.properties | 2 +- .../assets/messages/misc/misc_in.properties | 4 +- .../assets/messages/misc/misc_pl.properties | 2 +- .../assets/messages/misc/misc_uk.properties | 8 +- .../messages/misc/misc_zh-hant.properties | 2 +- .../assets/messages/misc/misc_zh.properties | 10 +-- .../messages/plants/plants_in.properties | 2 +- .../messages/scenes/scenes_de.properties | 2 +- .../messages/scenes/scenes_in.properties | 10 +-- .../messages/scenes/scenes_pl.properties | 2 +- .../messages/scenes/scenes_uk.properties | 8 +- .../messages/scenes/scenes_zh-hant.properties | 2 +- .../messages/scenes/scenes_zh.properties | 2 +- .../main/assets/messages/ui/ui_de.properties | 2 +- .../main/assets/messages/ui/ui_pl.properties | 5 ++ .../main/assets/messages/ui/ui_uk.properties | 5 ++ .../messages/windows/windows_de.properties | 12 +-- .../messages/windows/windows_in.properties | 20 ++--- .../messages/windows/windows_nl.properties | 4 +- .../messages/windows/windows_pl.properties | 4 +- .../messages/windows/windows_uk.properties | 20 ++--- .../windows/windows_zh-hant.properties | 8 +- .../scenes/WelcomeScene.java | 2 +- .../ui/changelist/v3_X_Changes.java | 33 +++++++- 53 files changed, 409 insertions(+), 362 deletions(-) diff --git a/build.gradle b/build.gradle index 0fdbcba0a..4a626957a 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 884 - appVersionName = '3.3.1' + appVersionCode = 885 + appVersionName = '3.3.2' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/assets/messages/actors/actors_eo.properties b/core/src/main/assets/messages/actors/actors_eo.properties index bba93b0fd..46b332cfd 100644 --- a/core/src/main/assets/messages/actors/actors_eo.properties +++ b/core/src/main/assets/messages/actors/actors_eo.properties @@ -1510,7 +1510,7 @@ actors.mobs.demonspawner.desc=Tiu ĉi miksaĵo de karnoj de gnomoj respondumas p actors.mobs.dm100.name=DM-100 actors.mobs.dm100.zap_kill=La fulmopafaĵo mortigis vin… -actors.mobs.dm100.desc=DM-100 estas la pratipa versio de gnoma “defenda maŝino”, kiu estis projektita por defendi ministoj en la kavernoj sub tiu ĉi malliberejo. Ĝia elektroŝokilo estis tamen tro malforta, do ĝi estis donacita al la homa malliberejo supre. Neuzataj dum jaroj kaj definitive movitaj al la malliberejo, kie ĝia ĉefgardisto opiniis ĝin tro kruela por uzi. Tamen kiam malliberuloj iĝis pli kaj pli malobeaj, ĝia uzo estiĝis necesa. +actors.mobs.dm100.desc=DM-100 estas la pratipa versio de gnoma “defenda maŝino”, kiu estis projektita por defendi ministoj en la kavernoj sub tiu ĉi malliberejo. Ĝia elektroŝokilo estis tamen tro malforta, do ĝi estis donacita al la homa malliberejo supere. Neuzataj dum jaroj kaj definitive movitaj al la malliberejo, kie ĝia ĉefgardisto opiniis ĝin tro kruela por uzi. Tamen kiam malliberuloj iĝis pli kaj pli malobeaj, ĝia uzo estiĝis necesa. actors.mobs.dm200.name=DM-200 actors.mobs.dm200.vent=DM-200 elspiras fluon de toksa gaso! @@ -1805,7 +1805,7 @@ actors.mobs.yogdzewa.hope=TUAM ESPEROM ESTAT ILUZIAM! actors.mobs.yogdzewa.defeated=MORTAMS… actors.mobs.yogdzewa.rankings_desc=Englutita de Jog-Dzeva actors.mobs.yogdzewa.desc=Jog-Dzeva estas praa dio, neimagebla monstro, kiu esploras mondojn de mortuloj kaj detruas ilin por senfine plimultiĝi. La gnomoj altiris atenton de tiu ĉi terura estaĵo pro eksperimenti kun malluma magio kaj poste penis teni ĝin izolita.\n\nJog-Dzeva devenas de la dimensio de kruda magia ĥaoso kaj ne povas preni sian realan formon en tiu ĉi mondo. Ĝi nur povas krei sian enkorpiĝojn kaj alvoki demonajn servantojn laŭ sia ordono.\n\nTiu ĉi giganta okulo estas la centra punkto de Jog-Dzeva en tiu ĉi mondo. Kvankam la okulo mem ne eblas moviĝi, ĝi povas pafi mortigajn faskojn de demona energio kaj alvoki diversajn servantojn por batali. -actors.mobs.yogdzewa.desc_spawners=Vi sentas ondojn de demona energio radiantajn al la okulo el la supraj keletaĝoj. Vi certege preterlasis ion supre, kio transigas energion al Jog-Dzeva. _Jog-Dzeva uzos tiun ĉi energion por alvoki pliajn potencajn servantojn!_ +actors.mobs.yogdzewa.desc_spawners=Vi sentas ondojn de demona energio radiantajn al la okulo el la pli superaj keletaĝoj. Vi certege preterlasis ion supere, kio transigas energion al Jog-Dzeva. _Jog-Dzeva uzos tiun ĉi energion por alvoki pliajn potencajn servantojn!_ actors.mobs.yogdzewa$larva.name=dia larvo actors.mobs.yogdzewa$larva.rankings_desc=Larvumita de Jog-Dzeva actors.mobs.yogdzewa$larva.desc=Tiuj ĉi etaj vermoj estas alvokataj de Jog-Dzeva sen granda peno. Kvankam ili aparte ne estas danĝeraj, ili estas rapide alvokataj kaj povas “superŝuti” la viktimon en granda nombro. diff --git a/core/src/main/assets/messages/actors/actors_in.properties b/core/src/main/assets/messages/actors/actors_in.properties index 3a38abf50..c1d74e75b 100644 --- a/core/src/main/assets/messages/actors/actors_in.properties +++ b/core/src/main/assets/messages/actors/actors_in.properties @@ -31,7 +31,7 @@ actors.blobs.paralyticgas.desc=Awan gas pelumpuh berterbangan di sini. actors.blobs.regrowth.name=pertumbuhan kembali actors.blobs.sacrificialfire.name=api pengorbanan -actors.blobs.sacrificialfire.desc=Di sini terdapat sebuah altar dengan api pengorbanan yang menyala di atasnya. Makhluk apa pun yang dibunuh di tempat ini akan dimakan oleh api sebagai persembahan kepada roh-roh dungeon.\n\nMungkin akan ada hadiah jika ada banyak pengorbanan dilakukan? +actors.blobs.sacrificialfire.desc=Di sini terdapat sebuah altar dengan api pengorbanan yang menyala di atasnya. Makhluk apa pun yang dibunuh di tempat ini akan dimakan oleh api sebagai persembahan kepada roh-roh terungku.\n\nMungkin akan ada hadiah diberikan jika cukup pengorbanan dilakukan? actors.blobs.sacrificialfire.worthy=Api melahap persembahan kamu dan makin membara. actors.blobs.sacrificialfire.unworthy=Api melahap persembahan kamu, tapi tidak ada yang berubah. actors.blobs.sacrificialfire.reward=Api semakin membara lalu menghilang, meninggalkan sebuah hadiah! @@ -77,7 +77,7 @@ actors.buffs.amok.name=amuk actors.buffs.amok.desc=Amuk menyebabkan amarah hebat dan kebingungan pada targetnya.\n\nSaat musuh mengamuk, mereka akan menyerang siapapun, tak peduli apakah itu kawan atau lawan.\n\nGiliran amuk tersisa : %s. actors.buffs.arcanearmor.name=armor sihir -actors.buffs.arcanearmor.desc=Pelindung tipis mengelilingi kamu, menahan beberapa damage dari serangan sihir.\n\nArmor magismu saat ini ditingkatkan sebesar: 0-%d.\n\nGiliran sampai armor sihir melemah: %s. +actors.buffs.arcanearmor.desc=Pelindung tipis mengelilingimu, menahan beberapa damage dari serangan sihir.\n\nArmor magismu saat ini ditingkatkan sebesar: 0-%d.\n\nGiliran sampai armor sihir melemah: %s. actors.buffs.artifactrecharge.name=mengisi ulang artefak actors.buffs.artifactrecharge.desc=Energi mengalir di tubuhmu, meningkatkan kecepatan pengisian daya artefak yang kamu pakai.\n\nPengaruhnya akan berbeda-beda pada setiap artefak, tapi semuanya akan mendapat daya jauh lebih cepat dari biasanya..\n\nGiliran tersisa: %s. @@ -94,7 +94,7 @@ actors.buffs.ascensionchallenge.haste=Jimat tersebut mulai menambah kecepatan mu actors.buffs.ascensionchallenge.slow=Jimat tersebut mulai terasa seperti beban di inventaris kamu! actors.buffs.ascensionchallenge.damage=Jimat tersebut mulai memancarkan energi gelap. Itu membara! actors.buffs.ascensionchallenge.weaken_info=Kutukan jimat dapat dilemahkan dengan mengalahkan lebih banyak musuh. -actors.buffs.ascensionchallenge.weaken_info_no_kills=Jika Kamu mengalahkan musuh, kutukan jimat akan melemahkan! +actors.buffs.ascensionchallenge.weaken_info_no_kills=Jika Kamu mengalahkan musuh, kutukan jimat akan melemah! actors.buffs.ascensionchallenge.weaken=Kamu bisa merasakan kutukan jimat sedikit melemah. actors.buffs.ascensionchallenge.break=Kamu meluangkan waktu untuk mengatur nafas dan merasakan bahwa lukamu mulai tertutup! actors.buffs.ascensionchallenge.almost=Kamu merasa cengkraman Yog pada jimat mulai melemah, kamu hampir sampai! @@ -157,7 +157,7 @@ actors.buffs.championenemy$growing.desc=Jagoan pertumbuhan secara berkala mendap actors.buffs.charm.name=terpesona actors.buffs.charm.heromsg=Kamu terpesona! -actors.buffs.charm.cant_attack=Kamu terpikat musuh itu dan tidak bisa menyerangnya. +actors.buffs.charm.cant_attack=Kamu terpesona oleh musuh itu dan tidak bisa menyerangnya. actors.buffs.charm.desc=Terpesona adalah sihir manipulatif yang dapat membuat musuh mengagumi satu sama lain.\n\nKarakter yang terkena efek terpesona tidak dapat menyerang musuh yang membuat mereka terpesona secara langsung, sehingga menyerang target lain masih memungkinkan. Kejutan rasa sakit akan mengurangi durasi terpesona.\n\nGliran terpesona tersisa: %s. actors.buffs.chill.name=kedinginan @@ -184,7 +184,7 @@ actors.buffs.combo$combomove.crush.desc=Menimbulkan damage sebesar %d%% (kombo*2 actors.buffs.combo$combomove.crush.empower_desc=_Melompat hingga %1$d petak_ dan menimbulkan %2$d%% (kombo*25%%) damage pada target utama, dan setengah damage tersebut pada semua musuh lainnya dalam efek area 7x7. Mengulang kombo saat digunakan. actors.buffs.combo$combomove.fury.name=mengamuk actors.buffs.combo$combomove.fury.desc=Memukul musuh satu kali untuk setiap kombo yang kamu miliki, setiap pukulan menghasilkan 60% damage dan dapat memicu enchantment. Mengulang kombo saat digunakan. -actors.buffs.combo$combomove.fury.empower_desc=_Melompat hingga %d petak_ dan mengenai musuh satu kali untuk setiap kombo yang Anda miliki, setiap pukulan menimbulkan 60%% damage dan dapat memicu enchantment. Mengulang kombo saat digunakan. +actors.buffs.combo$combomove.fury.empower_desc=_Melompat hingga %d petak_ dan mengenai musuh satu kali untuk setiap kombo yang kamu miliki, setiap pukulan menimbulkan 60%% damage dan dapat memicu enchantment. Mengulang kombo saat digunakan. actors.buffs.corruption.name=dirusak actors.buffs.corruption.desc=Korupsi menyerap ke dalam inti makhluk hidup, memutarbalikkan sifat asli mereka.\n\nMakhluk yang dirusak akan menyerang teman mereka, dan mengabaikan musuh sebelumnya. Korupsi juga memberikan damage, dan akan perlahan membuat target tidak tahan.\n\nKorupsi ini permanen, efeknya hanya akan hilang saat mati. @@ -205,13 +205,13 @@ actors.buffs.doom.name=ditakdirkan mati actors.buffs.doom.desc=Sulit untuk terus berjalan ketika alam semesta sepertinya ingin kamu mati.\n\nKarakter yang ditakdirkan mati akan menerima +67% damage dari semua sumber\n\nEfek ini bersifat permanen, efeknya hanya berakhir dengan kematian. actors.buffs.dread.name=ketakutan -actors.buffs.dread.desc=Teror maha dahsyat yang membuat targetnya kabur dari terungku!\n\nMakhluk yang ketakutan akan lari terbirit-birit dari lawan, dan akan kabur dari ruang bawah tanah saat mereka tak terlihat. Musuh yang dikalahkan dengan cara ini memberikan setengah pengalaman dan tidak menjatuhkan item. Kejutan dari rasa sakit akan mengurangi durasi ketakutan.\n\nGiliran ketakutan tersisa : %d +actors.buffs.dread.desc=Teror maha dahsyat yang membuat targetnya kabur dari terungku!\n\nMakhluk yang ketakutan akan lari terbirit-birit dari lawan, dan akan kabur dari terungku saat mereka tak terlihat. Musuh yang dikalahkan dengan cara ini memberikan setengah pengalaman dan tidak menjatuhkan item. Kejutan dari rasa sakit akan mengurangi durasi ketakutan.\n\nGiliran ketakutan tersisa : %d actors.buffs.drowsy.name=mengantuk actors.buffs.drowsy.desc=Kekuatan sihir membuat sulit untuk tetap bangun,setelah beberapa giliran, target akan terjatuh dalam tidur lelap magis.\n\nPahlawan dapat menahan kantuk dengan menerima damage atau dengan memiliki kesehatan penuh.\n\nGiliran sampai tertidur: %s. actors.buffs.earthimbue.name=dijiwai dengan tanah -actors.buffs.earthimbue.desc=Kamu dijiwai dengan kekuatan tanah!\n\nSemua serangan fisik akan menggeser bumi di bawah musuh, melumpuhkan mereka untuk waktu yang singkat.\n\nGiliran jiwa tanah tersisa: %s. +actors.buffs.earthimbue.desc=Kamu dijiwai dengan kekuatan tanah!\n\nSemua serangan fisik akan menggeser tanah di bawah musuh, melumpuhkan mereka untuk waktu yang singkat.\n\nGiliran jiwa tanah tersisa: %s. actors.buffs.enhancedrings.name=peningkatan cincin actors.buffs.enhancedrings.desc=Artefak yang baru saja digunakan oleh Pengembara meningkatkan kekuatan cincin yang dipakai olehnya, memberikan tambahan level +1\n\nGiliran tersisa:%s. @@ -303,7 +303,7 @@ actors.buffs.magicalsleep.wakeup=Kamu bangun dan merasa segar dan sehat. actors.buffs.magicalsleep.desc=Karakter ini telah jatuh ke dalam tidur lelap magis dan mereka tidak akan bangun secara alami. \n\nTidur magis mirip dengan tidur biasa, kecuali damage yang akan membuat target terbangun.\n\nBagi pahlawan dan sekutunya, tidur magis memiliki beberapa sifat memulihkan, memungkinkan mereka pulih dengan cepat saat beristirahat. actors.buffs.magicimmune.name=kebal terhadap sihir -actors.buffs.magicimmune.desc=Semua efek magis telah kehilangan pengaruhnya padamu, kamu sepenuhnya kebal terhadapnya.\n\nMeskipun kekebalan sihir, semua efek magis yang berbahaya dan bermanfaat tidak akan berlaku untukmu, termasuk kutukan, enchantment, tongkat sihir, gulungan, cincin, artefak, dan lain lain. Kemampuan armor heroik cukup kuat untuk bekerja terlepas dari efek ini.\n\nGiliran kekebalan sihir tersisa: %s. +actors.buffs.magicimmune.desc=Semua efek magis telah kehilangan pengaruhnya padamu, kamu sepenuhnya kebal terhadapnya.\n\nMeskipun kekebalan sihir mencegah semua efek magis yang berbahaya dan bermanfaat, termasuk kutukan, enchantment, tongkat sihir, gulungan, cincin, artefak, dan lain lain. Kemampuan armor heroik cukup kuat untuk tetap berfungsi terlepas dari efek ini.\n\nGiliran kekebalan sihir tersisa: %s. actors.buffs.mindvision.name=melihat pikiran actors.buffs.mindvision.desc=Entah bagaimana kamu dapat melihat semua makhluk di lantai ini melalui pikiranmu. Perasaan yang aneh.\n\nSemua karakter di lantai ini dapat terlihat olehmu selama kamu mempunyai kemampuan melihat pikiran. Efek ini juga mungkin dapat digunakan untuk kepentingan efek sihir.\n\nGiliran melihat pikiran tersisa: %s. @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinitas akan menerapkan actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinitas akan menerapkan efek camilan di artefak ini dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinitas akan menerapkan efek merampok musuh di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinitas akan menerapkan efek mengakar di artefak ini dengan sebuah benih acak yang berbahaya, dengan biaya _%2$s daya._ -actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinitas akan menerapkan efek sisipan di artefak ini dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinitas akan menerapkan efek mengintip di artefak ini pada _+%1$d_, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinitas akan menerapkan efek bekukan waktu di artefak ini dengan _%1$d_ giliran durasi, dengan biaya _%2$s daya._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinitas akan menerapkan efek gulungan acak di artefak ini dengan _%1$d/10_ peluang untuk mendapat versi eksotis tanpa biaya tambahan, dengan biaya _%2$s daya._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Biaya daya: %d actors.hero.spells.divinesense.name=indera ilahi actors.hero.spells.divinesense.short_desc=Mendapat penglihatan pikiran sementara dalam jangkauan luas. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Ulama memfokuskan indra-nya pada lingkungan sekitar, mendapatkan penglihatan pikiran dengan jangkauan %d petak selama 50 Giliran. Mantra ini tidak memerlukan waktu untuk dirapalkan. actors.hero.spells.divinesense$divinesensetracker.name=indera ilahi actors.hero.spells.divinesense$divinesensetracker.desc=Karakter ini untuk sementara dapat melihat makhluk lain di dekatnya dengan pikirannya!\n\ngiliran tersisa: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Kamu melihat sesuatu. actors.hero.hero.wait=... actors.hero.hero.search=mencari actors.hero.hero.search_distracted=Sangat sulit berkonsentrasi, mencari itu melelahkan. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Anda mencoba membuka gemboknya tetapi tidak berhasil kali ini. actors.hero.hero.pain_resist=Rasa sakit membantumu menahan keinginan untuk tidur. actors.hero.hero.revive=Ankh meledak dan memberikanmu energi kehidupan! @@ -808,7 +808,7 @@ actors.hero.heroclass.warrior_unlock=Pendekar secara otomatis terbuka. actors.hero.heroclass.mage=penyihir actors.hero.heroclass.mage_desc_short=Penyihir adalah ahli sihir dan membawa _tongkat magis_ yang lebih kuat dari tongkat sihir. Tongkat dapat _dijiwai dengan tongkat sihir apa pun_ yang ditemukan Penyihir. -actors.hero.heroclass.mage_desc=Penyihir memulai dengan _tongkat unik_, yang mengisi ulang lebih cepat dari tongkat sihir biasa, dan memiliki 1 daya tambahan. Tongkat ini _dapat dijiwai dengan tongkat sihir apa pun_ yang ditemukan oleh penyihir di terungku.\nPenyihir juga memulai dengan sebuah _tongkat sihir misil magis_ yang dijiwai di tongkatnya, armor kain, kantong air, dan kantong kecil.\n\nPenyihir secara otomatis mengidentifikasi:\n_-_ Gulungan Identifikasi\n_-_ Ramuan Api Cair\n_-_ Gulungan Peningkatan +actors.hero.heroclass.mage_desc=Penyihir memulai dengan _tongkat unik_, yang mengisi ulang lebih cepat dari tongkat sihir biasa, dan memiliki 1 daya tambahan. Tongkat ini _dapat dijiwai dengan tongkat sihir apa pun_ yang ditemukan oleh penyihir di terungku.\n\nPenyihir juga memulai dengan sebuah _tongkat sihir misil magis_ yang dijiwai di tongkatnya, armor kain, kantong air, dan kantong kecil.\n\nPenyihir secara otomatis mengidentifikasi:\n_-_ Gulungan Identifikasi\n_-_ Ramuan Api Cair\n_-_ Gulungan Peningkatan actors.hero.heroclass.mage_unlock=Untuk membuka Penyihir _gunakan gulungan peningkatan untuk membuat item lebih kuat._ actors.hero.heroclass.rogue=pengembara @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantment dan kutukan dari senj actors.hero.talent.cleave.title=membelah actors.hero.talent.cleave.desc=_+1:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _30 giliran_, dari 15.\n\n_+2:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _45 giliran_, dari 15.\n\n_+3:_ Waktu tambahan Gladiator saat membunuh ditingkatkan menjadi _60 giliran_, dari 15. actors.hero.talent.lethal_defense.title=pertahanan mematikan -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 50 giliran_.\n\n_+2:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 100 giliran_.\n\n_+3:_ Saat Gladiator membunuh musuh dengan gerakan kombo, cooldown pada perisai segel rusaknya _dikurangi sebesar 150 giliran_.\n\nCooldown perisai dapat dikurangi hingga serendah 100 giliran oleh bakat ini, yang berarti akan segera tersedia lagi setelah diaktifkan. actors.hero.talent.enhanced_combo.title=kombo yang ditingkatkan actors.hero.talent.enhanced_combo.desc=_+1:_ Saat jumlah kombo Gladiator 7 atau lebih, jarak pukulan mundur saat menyerang dari udara meningkat menjadi 3 petak, menimbulkan efek pusing , dan bisa menjatuhkan musuh ke jurang.\n\n_+2:_ Selain keuntungan bakat +1, ketika kombo Gladiator 9 atau lebih, dapat Menangkis beberapa serangan. \n\n_+3:_ Selain keuntungan bakat +1 dan +2, Gladiator bisa melompat hingga kombo/3 petak saat Membanting, Meremukkan, atau Mengamuk. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Saat Pembunuh membunuh musuh dengan actors.hero.talent.evasive_armor.title=armor penghindaran actors.hero.talent.evasive_armor.desc=_+1:_ Saat berlari bebas, Pelari Bebas mendapatkan _+1 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai.\n\n_+2:_ Saat berlari bebas, Pelari Bebas mendapatkan _+2 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai.\n\n_+3:_ Saat berlari bebas, Pelari Bebas mendapatkan _+3 penghindaran_ tambahan tiap lebihnya kekuatan di armor yang ia pakai. actors.hero.talent.projectile_momentum.title=momentum proyektil -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Saat berlari bebas, Pelari Bebas mendapatkan _+50% akurasi dan +15% damage_ dari senjata jarak jauh.\n\n_+2:_ Saat berlari bebas, Pelari Bebas mendapatkan _+100% akurasi dan +30% damage_ dari senjata jarak jauh.\n\n_+3:_ Saat berlari bebas, Pelari Bebas mendapatkan _+150% akurasi dan +45% damage_ dari senjata jarak jauh. actors.hero.talent.speedy_stealth.title=penyamaran gesit actors.hero.talent.speedy_stealth.desc=_+1:_ Pelari Bebas mendapatkan 2 tumpukan momentum tiap giliran saat dia tembus pandang.\n\n_+2:_ Selain kemampuan di +1, lari bebas tidak lagi dihitung selama Pelari Bebas tembus pandang.\n\n_+3:_ Selain kemampuan di +1 dan +2, Pelari Bebas bergerak dengan kecepatan 2x saat tembus pandang, terlepas dari apakah dia sedang lari bebas atau tidak. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=proyektil tahan lama actors.hero.talent.durable_projectiles.desc=_+1:_ Senjata jarak jauh _+50% lebih tahan lama_ ketika digunakan oleh Pemburu.\n\n_+2:_ Senjata jarak jauh _+75% lebih tahan lama_ ketika digunakan oleh Pemburu. actors.hero.talent.point_blank.title=titik kosong -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _-25% akurasi,_ yang mana asalnya adalah -50%.\n\n_+2:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _akurasi normal,_ yang mana asalnya adalah -50%.\n\n_+3:_ Ketika pemburu menggunakan busur atau senjata lempar pada jarak serang dekat, serangan itu memiliki _+25% akurasi,_ yang mana asalnya adalah -50%.\n\nPerlu diperhatikan bahwa senjatan lempar atau busur roh selalu memiliki +50% akurasi saat digunakan pada jarak jauh. actors.hero.talent.seer_shot.title=tembakan penglihatan actors.hero.talent.seer_shot.desc=_+1:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _5 giliran_. Memiliki cooldown 20 giliran.\n\n_+2:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _10 giliran_. Memiliki cooldown 20 giliran.\n\n_+3:_ Ketika Pemburu menembakkan panah ke tanah, panah itu memberikan penglihatan di area 3x3 di sekitarnya _15 giliran_. Memiliki cooldown 20 giliran. actors.hero.talent.seer_shot.meta_desc=_Jika bakat ini didapatkan oleh pahlawan yang berbeda_ bakat ini akan dipicu dari senjata apa pun yang dilempar. diff --git a/core/src/main/assets/messages/actors/actors_it.properties b/core/src/main/assets/messages/actors/actors_it.properties index 3f2770959..3b2e20fbd 100644 --- a/core/src/main/assets/messages/actors/actors_it.properties +++ b/core/src/main/assets/messages/actors/actors_it.properties @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Trinità applicherà l'e actors.hero.abilities.cleric.trinity.hornofplenty_use=Trinità applicherà l'effetto di fare uno spuntino di questo artefatto, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Trinità applicherà l'effetto di rapina di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Trinità applicherà l'effetto di radicamento con l'effetto di un seme nocivo casuale di questo artefatto, al costo di _%2$s cariche._ -actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity applicherà l’effetto di inserimento di questo artefatto, al costo di %2$s di carica. actors.hero.abilities.cleric.trinity.talismanofforesight_use=Trinità applicherà l'effetto di scrutamento di questo artefatto a _+%1$d_, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Trinità applicherà l'effetto di congelamento del tempo di questo artefatto con una durata di _%1$d_ turni, al costo di _%2$s cariche._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Trinità applicherà l'effetto di una pergamena casuale di questo artefatto con una possibilità di _%1$d/10_ che venga utilizzata la versione esotica di essa senza costi aggiuntivi, al costo di _%2$s cariche._ diff --git a/core/src/main/assets/messages/actors/actors_pl.properties b/core/src/main/assets/messages/actors/actors_pl.properties index ab5cc9f57..f3d1c6e57 100644 --- a/core/src/main/assets/messages/actors/actors_pl.properties +++ b/core/src/main/assets/messages/actors/actors_pl.properties @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Zaklęcia i klątwy na broni Bers actors.hero.talent.cleave.title=miażdżący cios actors.hero.talent.cleave.desc=_+1:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _30_.\n\n_+2:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _45_.\n\n_+3:_ Dodatkowy czas za zabicie przeciwnika jest zwiększony z 15 _tur_ do _60_. actors.hero.talent.lethal_defense.title=Zabójcza obrona -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 50 tur_._+2:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 100 tur_._+3:_ Kiedy Gladiator pokona wroga za pomocą specjalnego ruchu, czas odnowienia osłony jego złamanej pieczęci zostaje _zmniejszony o 150 tur_.Ten talent możne obniżyć czas odnowienia osłony do nawet -150 tur, co oznacza, że po jego aktywacji osłona będzie natychmiastowo dostępna. actors.hero.talent.enhanced_combo.title=Zaawansowana sekwencja actors.hero.talent.enhanced_combo.desc=_+1:_ Kiedy ciąg uderzeń Gladiatora wynosi 7 lub więcej, ruch "wjazd z bara" odrzuca przeciwników na 3 pola, powoduje zawroty głowy i może zrzucić wrogów w przepaść.\n\n_+2:_ W dodatku do bonusów powyższego poziomu, kiedy ciąg uderzeń Gladiatora wynosi 9 lub więcej, parowanie działa na wiele ataków.\n\n_+3:_ W dodatku do bonusów powyższych poziomów, Gladiator może skoczyć na ilość pól równą [długość ciągu / 3] gdy używa trzaśnięcia, cięcia na odlew lub furii. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Gdy skrytobójca zabije przeciwnika actors.hero.talent.evasive_armor.title=dopasowana zbroja actors.hero.talent.evasive_armor.desc=_+1:_ Podczas sprintu Sprinter zyskuje dodatkowo _+1 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi.\n\n_+2:_ Podczas sprintu Sprinter zyskuje dodatkowo _+2 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi.\n\n_+3:_ Podczas sprintu Sprinter zyskuje dodatkowo _+3 uniku_ za każdy nadmiarowy punkt siły względem swojej zbroi. actors.hero.talent.projectile_momentum.title=Pęd pocisków -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Podczas sprintu Sprinter zyskuje _+50% celności oraz +15% obrażeń_ dla broni miotanych.\n\n_+2:_ Podczas sprintu Sprinter zyskuje _+100% celności oraz +30% obrażeń_ dla broni miotanych.\n\n_+3:_ Podczas sprintu Sprinter zyskuje _+150% celności oraz +45% obrażeń_ dla broni miotanych. actors.hero.talent.speedy_stealth.title=szybkie ukrycie actors.hero.talent.speedy_stealth.desc=_+1:_ Sprinter zyskuje 2 punkty pędu za każdą turę pozostawania niewidzialnym.\n\n_+2:_ Poza powyższymi korzyściami, poziom pędu nie opada, gdy Sprinter jest niewidzialny.\n\n_+3:_ Poza powyższymi korzyściami, Sprinter porusza się 2x szybciej będąc niewidzialnym, niezależnie od tego, czy sprintuje. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=wytrzymałe pociski actors.hero.talent.durable_projectiles.desc=_+1:_ Broń miotana ma _+50% wytrzymałości_, gdy jest używana przez Łowczynię.\n\n_+2:_ Broń miotana ma _+75% wytrzymałości_, gdy jest używana przez Łowczynię. actors.hero.talent.point_blank.title=strzał z bliska -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _-25% celności_ zamiast -50%._+2:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _taką samą celność_ zamiast -50%._+3:_ Kiedy Łowczyni używa swojego łuku lub broni miotanej w zasięgu walki wręcz, atak ten posiada _+25% celności_ zamiast -50%.Pamiętaj, że bronie miotane i łuk dusz zawsze posiadają +50% celności, gdy są używane na odległość. actors.hero.talent.seer_shot.title=Przewidujący strzał actors.hero.talent.seer_shot.desc=_+1:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _5 tur_. Talent wymaga 20 tur do odnowienia.\n\n_+2:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _10 tur_. Talent wymaga 20 tur do odnowienia.\n\n_+3:_ Kiedy Łowczyni strzeli swoim łukiem w ziemię, zyskuje pełną wizję na obszarze 3x3 w miejscu trafienia na _15 tur_. Talent wymaga 20 tur do odnowienia. actors.hero.talent.seer_shot.meta_desc=_Jeśli ten talent jest uzyskany przez innego bohatera_, można go aktywować dowolną bronią miotaną. diff --git a/core/src/main/assets/messages/actors/actors_pt.properties b/core/src/main/assets/messages/actors/actors_pt.properties index adf620395..207288187 100644 --- a/core/src/main/assets/messages/actors/actors_pt.properties +++ b/core/src/main/assets/messages/actors/actors_pt.properties @@ -1,6 +1,6 @@ ###blobs actors.blobs.blizzard.name=Nevasca -actors.blobs.blizzard.desc=Uma nevasca está pairando por aqui. +actors.blobs.blizzard.desc=Uma nevasca está pairando aqui. actors.blobs.confusiongas.name=Gás da confusão actors.blobs.confusiongas.desc=Uma nuvem de gás da confusão está pairando aqui. @@ -19,7 +19,7 @@ actors.blobs.foliage.desc=Fachos de luz perfuram a escuridão do jardim subterr actors.blobs.freezing.name=Ar congelante actors.blobs.freezing.desc=O ar está estranhamente frio aqui. -actors.blobs.goowarn.name=Energia escura +actors.blobs.goowarn.name=Energia negra actors.blobs.goowarn.desc=Partículas de energia escura estão se acumulando aqui! actors.blobs.inferno.name=Inferno @@ -110,7 +110,7 @@ actors.buffs.berserk.angered=enraivecido actors.buffs.berserk.berserk=enfurecido actors.buffs.berserk.exhausted=exausto actors.buffs.berserk.recovering=recuperando -actors.buffs.berserk.angered_desc=A gravidade dos ferimentos do Berserker intensifica seus golpes. À medida que o Berserker sofre dano físico, sua fúria aumenta, concedendo-lhe dano adicional. O dano bloqueado por armadura também é considerado como dano.\n\nA fúria desaparece com o tempo. Quanto menor a vida do Berserker, mais tempo sua duração.\n\nCom 100%% de fúria, o Berserker pode enfurecer, concedendo-lhe blindagem com base no nível de sua armadura e na sua vida perdida. Enquanto estiver enfurecido, sua blindagem diminui ao longo do tempo e, quando acabar, ele terá que descansar antes de acumular fúria novamente.\n\nFúria atual: _%1$.0f%%_\n_+%2$.0f%%_damage\n\nBlindagem Berserk com armadura e PV atuais: _%3$d_ +actors.buffs.berserk.angered_desc=A gravidade dos ferimentos do Berserker intensifica seus golpes. À medida que o Berserker sofre dano físico, sua fúria aumenta, concedendo-lhe dano adicional. O dano bloqueado por armadura também é considerado como dano.\n\nA fúria desaparece com o tempo. Quanto menor a vida do Berserker, mais tempo sua duração.\n\nCom 100%% de fúria, o Berserker pode enfurecer, concedendo-lhe blindagem com base no nível de sua armadura e na sua vida perdida. Enquanto estiver enfurecido, sua blindagem diminui ao longo do tempo e, quando acabar, ele terá que descansar antes de acumular fúria novamente.\n\nFúria atual: _%1$.0f%%_\n_+%2$.0f%%_ de dano\n\nBlindagem Berserk com armadura e PV atuais: _%3$d_ actors.buffs.berserk.berserk_desc=O medo e a incerteza desaparecem, restando apenas raiva. Neste estado, o Berserker é extremamente poderoso, _causando +50%% de dano e ganhando bônus de blindagem,_ mas também perdendo blindagem a cada turno.\n\nQuando sua blindagem for reduzida a 0, enfurecer cessará.\n\nDepois de enfurecer, o Berserker precisará se recuperar antes de poder acumular fúria novamente.\n\nBlindagem restante: %d actors.buffs.berserk.recovering_desc=Força interior tem seus limites. O Berserker deve descansar antes de enfurecer novamente.\n\nEnquanto estiver se recuperando, o Berserker não acumula nenhuma fúria ao receber dano. actors.buffs.berserk.recovering_desc_turns=Turnos até a recuperação: _%d_ @@ -1736,7 +1736,7 @@ actors.mobs.skeleton.desc=Esqueletos são compostos de ossadas de aventureiros s actors.mobs.slime.name=slime actors.mobs.slime.def_verb=bloqueou -actors.mobs.slime.desc=Slimes são criaturas estranhas e ligeiramente mágicas, com um corpo externo emborrachado e um núcleo líquido. Os esgotos da cidade fornecem um amplo suprimento de água e nutrientes.\n\nPor causa de sua membrana externa elástica, é difícil causar mais de _6 dano_ a slimes com qualquer ataque. +actors.mobs.slime.desc=Slimes são criaturas estranhas e ligeiramente mágicas, com um corpo externo emborrachado e um núcleo líquido. Os esgotos da cidade fornecem um amplo suprimento de água e nutrientes.\n\nPor causa de sua membrana externa elástica, é difícil causar mais de _6 de dano_ a slimes com qualquer ataque. actors.mobs.snake.name=cobra de esgoto actors.mobs.snake.hint=Tente usar o botão examinar em uma cobra para aprender como combatê-las. diff --git a/core/src/main/assets/messages/actors/actors_ru.properties b/core/src/main/assets/messages/actors/actors_ru.properties index d7538c277..9c5292f1b 100644 --- a/core/src/main/assets/messages/actors/actors_ru.properties +++ b/core/src/main/assets/messages/actors/actors_ru.properties @@ -150,8 +150,8 @@ actors.buffs.championenemy$antimagic.name=Антимагический чемп actors.buffs.championenemy$antimagic.desc=Антимагические чемпионы получают на 50% меньше урона и совершенно неуязвимы к магии. actors.buffs.championenemy$giant.name=Гигантский чемпион actors.buffs.championenemy$giant.desc=Гигантские чемпионы получают на 80% меньше урона и увеличенный на 1 радиус атаки, но не могут проходить в узкие пространства. -actors.buffs.championenemy$blessed.name=Вдохновлённый чемпион -actors.buffs.championenemy$blessed.desc=Вдохновлённые чемпионы имеют 4-кратную меткость и уклонение. +actors.buffs.championenemy$blessed.name=благословенный чемпион +actors.buffs.championenemy$blessed.desc=Благословенные чемпионы имеют 4-кратную меткость и уклонение. actors.buffs.championenemy$growing.name=Растущий чемпион actors.buffs.championenemy$growing.desc=Растущие чемпионы получают непрерывно возрастающий бонус меткости, уклонения, физической атаки и сопротивления урону.\n\nТекущий бонус метк/укл/атк: %1$d%%\nТекущее сопротивление урону: %2$d%% diff --git a/core/src/main/assets/messages/actors/actors_tr.properties b/core/src/main/assets/messages/actors/actors_tr.properties index 22d70a0fd..8d024a87a 100644 --- a/core/src/main/assets/messages/actors/actors_tr.properties +++ b/core/src/main/assets/messages/actors/actors_tr.properties @@ -455,7 +455,7 @@ actors.hero.abilities.armorability.cost=Yük bedeli: _%d_ actors.hero.abilities.warrior.heroicleap.name=kahramanca atılma actors.hero.abilities.warrior.heroicleap.prompt=Atlanacak yönü seç actors.hero.abilities.warrior.heroicleap.short_desc=Savaşçı hedeflenen yere _Kahramanca Atlayış_ yapar, düşmanların ve tehlikelerin üzerinden süzülür. -actors.hero.abilities.warrior.heroicleap.desc=Savaşçı hedeflenen yere atlayarak yolundaki tüm düşmanların ve tehlikelerin üstünden geçer. Duvarların ve diğer sağlam arazinin üstünden atlayamaz. +actors.hero.abilities.warrior.heroicleap.desc=Savaşçı hedeflenen yere atlayarak yolundaki tüm düşmanların ve tehlikelerin üstünden geçer. Duvarların ve diğer katı arazilerin üstünden atlayamaz. actors.hero.abilities.warrior.shockwave.name=şok dalgası actors.hero.abilities.warrior.shockwave.short_desc=Savaşçı yere vurarak koni şeklinde bir _Şok Dalgası_ oluşturur. Şok dalgasına yakalanan düşmanlar hasar alır ve sakatlanır. actors.hero.abilities.warrior.shockwave.desc=Savaşçı yere vurur, bu en fazla 5 kare uzaklığa kadar ilerleyen 60 derecelik bir koni şeklinde ilerleyen bir şok dalgası oluşturur.\n\nBu şok dalgasına kapılan düşmanlar 5 tur için sakatlanır. Ayrıca 5-10 hasar alırlar, buna Savaşçı'nın 10'dan fazla sahip olduğu her güç puanı için 1-2 hasar eklenir. @@ -860,7 +860,7 @@ actors.hero.herosubclass.champion_short_desc=_Şampiyon_ iki silah kullanabilir actors.hero.herosubclass.champion_desc=Şampiyon, birincil silahına ek olarak ikincil bir silah da kuşanabilen bir yakın dövüş silahları ustasıdır. Normal saldırılarında birincil silahını kullanır, ancak birincil silahını anında değiştirebilir ve her iki silahın da yeteneğini kullanabilir.\n\nAyrıca 2 adet daha fazla azami silah yeteneği şarjı ve +%50 silah yeteneği şarj hızı kazanır. actors.hero.herosubclass.monk=Keşiş actors.hero.herosubclass.monk_short_desc=_Keşiş_ dövüşürken enerji biriktirir. Bu enerji çeşitli benzersiz yetenekler için harcanabilir. -actors.hero.herosubclass.monk_desc=Keşiş bir fiziksel teknik ustasıdır. Düşmanlarını yendikçe, çeşitli savunma ve fayda odaklı yeteneklerde kullanabileceği enerji kazanır. Bu enerji zamanla azalmaz, ancak Keşiş'in seviyesine bağlı olarak bir sınırı vardır.\n\n1 Enerji: yumruklarla hızlıca saldır\n2 Enerji: bir sonraki saldırıdan kaçmak için odaklan\n3 Enerji: anında yakınlara atıl\n4 Enerji: düşmanı tekmeleyerek uzaklaştır\n5 Enerji: durumları temizlemek ve asa & nesne yükünü yenilemek için meditasyon yap +actors.hero.herosubclass.monk_desc=Keşiş bir fiziksel teknik ustasıdır. Düşman yendikçe, çeşitli savunma ve fayda odaklı yeteneklerde kullanabileceği enerji kazanır. Bu enerji zamanla azalmaz, ancak Keşiş'in seviyesine bağlı olarak bir sınırı vardır.\n\n1 Enerji: yumruklarla hızlıca saldır\n2 Enerji: bir sonraki saldırıdan kaçmak için odaklan\n3 Enerji: anında yakına atıl\n4 Enerji: düşmanı tekmeleyerek uzaklaştır\n5 Enerji: durumları temizlemek ve asa & eser yükünü yenilemek için meditasyon yap actors.hero.herosubclass.priest=rahip actors.hero.herosubclass.priest_short_desc=_Rahip_ yeni uzun menzilli büyüler ve kılavuz ışığın güçlendirilmiş bir sürümünü kazanır. actors.hero.herosubclass.priest_desc=Rahip, menzilli savaşı ve büyülü eşyalarla sinerjiyi vurgulayan çeşitli yeni ve yükseltilmiş büyüler kazanır.\n\nRahip her 50 turda bir ücretsiz olarak _Kılavuz Işık_ büyüsünü yapabilir, herhangi bir büyüsünün doğrudan hedef aldığı düşmanları aydınlatabilir ve aydınlatma zayıflatıcısını müttefikleri, asaları ve bazı eserlerle seviye + 5'e eşit fazladan hasar için kullanabilir.\n\nRahip ayrıca karanlığı dağıtan ve görünen tüm düşmanları etkileyen _Işıltı_ büyüsünü kazanır ve 2 şarj karşılığında onları aydınlatır ve kısa süreliğine sersemletir. @@ -877,8 +877,8 @@ actors.hero.talent$followupstriketracker.name=Ardışık Saldırı actors.hero.talent$followupstriketracker.desc=Avcı kısa süre önce bir düşmana fırlatılan bir silahla saldırdı, aynı hedefe karşı yapacağı bir sonraki yakın dövüş saldırısının hasarı artar.\n\nKalan tur sayısı: %s. actors.hero.talent$patientstriketracker.name=Sabır Vuruşu actors.hero.talent$patientstriketracker.desc=Düellocu bir turunu bekleyerek geçirdi, bir sonraki yakın dövüş saldırısı ilave hasar verecek. -actors.hero.talent$improvisedprojectilecooldown.name=Doğaçlama atış bekleme süresi -actors.hero.talent$improvisedprojectilecooldown.desc=Yakın zamanda bu kabiliyeti kullandın ve yeniden kullanmak için beklemen lazım.\n\nKalan turlar: %s +actors.hero.talent$improvisedprojectilecooldown.name=Göz kararı bekleme süresi +actors.hero.talent$improvisedprojectilecooldown.desc=Yakın zamanda bu yeteneği kullandın ve yeniden kullanmak için beklemen lazım.\n\nKalan tur: %s actors.hero.talent$rejuvenatingstepscooldown.name=Yetiştiren adımlar bekleme süresi actors.hero.talent$rejuvenatingstepscooldown.desc=Yakın zamanda bu kabiliyeti kullandın ve yeniden kullanmak için beklemen lazım.\n\nKalan turlar: %s actors.hero.talent$seershotcooldown.name=gören atış beklemede @@ -920,14 +920,14 @@ actors.hero.talent.runic_transference.title=rünik aktarım actors.hero.talent.runic_transference.desc=_+1:_ Savaşçının kırık mührü, _sıradan glifleri_ bir yükseltmeyi aktardığı şekilde aktarabilir.\n\n_+2:_ Savaşçının kırık mührü _sıradan, güçlü ve lanetli glifleri_ bir yükseltmeyi aktardığı şekilde aktarabilir.\n\nMühür, glifleri yalnızca mühür takıldığında zırha uygulanmışlarsa aktarabilir. actors.hero.talent.runic_transference.meta_desc=_Eğer bu yetenek farklı bir kahraman tarafından kazanılırsa_, bunun yerine zırhındaki gliflerin yükseltme parşömenleriyle kaldırılmaya karşı direnmesine yardımcı olur. Glifler, +1 seviyesinde 6. seviyeden (önceden 4), veya +2 seviyesinde 7. seviyeden (önceden 4) yükseltme yaparken kaybolmaya başlar. Gliflerin kesinlikle kaybolduğu seviye ise +8 olarak değişmemiştir. actors.hero.talent.lethal_momentum.title=Ölümcül Momentum -actors.hero.talent.lethal_momentum.desc=_+1:_ Savaşçı fiziksel bir silahla bir düşmana öldürücü bir darbe indirdiğinde, 0 tur atması için _%67 şansa_ sahiptir.\n\n_+2:_ Savaşçı fiziksel bir silahla bir düşmana öldürücü bir darbe indirdiğinde, _%100 şansla_ 0 tur atar. +actors.hero.talent.lethal_momentum.desc=_+1:_ Savaşçı fiziksel bir silahla bir düşmana ölüm darbesi indirdiğinde _%67 şans_ ile 0 tur alır.\n\n_+2:_ Savaşçı fiziksel bir silahla bir düşmana ölüm darbesi indirdiğinde _%100 şans_ ile 0 tur alır. actors.hero.talent.improvised_projectiles.title=Göz Kararı -actors.hero.talent.improvised_projectiles.desc=_+1:_ Savaşçı normalde fırlatma silahı olarak kullanılmayan bir eşyayı fırlatarak _2 tur_ düşmanını kör edebilir. 50 tur bekleme süresi vardır.\n\n_+2:_ Savaşçı normalde fırlatmak silahı olarak kullanılmayan bir eşyayı fırlatarak _3 tur_ düşmanını kör edebilir. 50 tur bekleme süresi vardır. +actors.hero.talent.improvised_projectiles.desc=_+1:_ Savaşçı normalde fırlatma silahı olarak kullanılmayan bir eşyayı bir düşmana fırlatarak _2 tur_ kör edebilir. 50 tur bekleme süresi vardır\n\n_+2:_ Savaşçı normalde fırlatma silahı olarak kullanılmayan bir eşyayı bir düşmana fırlatarak _3 tur_ kör edebilir. 50 tur bekleme süresi vardır. actors.hero.talent.hold_fast.title=Dayan actors.hero.talent.hold_fast.desc=_+1:_ Savaşçı beklediğinde _1-2 zırh_ kazanır ve hareket edene kadar kombo ve kalkan güçlendirmelerinin azalmasını _%50_ yavaşlatır.\n\n_+2:_ Savaşçı beklediğinde _2-4 zırh_ kazanır ve hareket edene kadar kombo ve kalkan güçlendirmelerinin azalmasını _%75_ yavaşlatır.\n\n_+3:_ Savaşçı beklediğinde _3-6 zırh_ kazanır ve hareket edene kadar kombo ve kalkan güçlendirmelerinin azalmasını %_100_ yavaşlatır. actors.hero.talent.strongman.title=Güçlü Adam -actors.hero.talent.strongman.desc=_+1:_ Savaşçının gücü _%8 arttı_ sayı aşağı doğru yuvarlanır.\n\n_+2:_ Savaşçının gücü _%13 arttı_ sayı aşağı doğru yuvarlanır.\n\n_+3:_Savaşçının gücü _%18 arttı_ sayı aşağı doğru yuvarlanır. +actors.hero.talent.strongman.desc=_+1:_ Savaşçının gücü _%8 artar_ sayı aşağı doğru yuvarlanır.\n\n_+2:_ Savaşçının gücü _%13 artar_ sayı aşağı doğru yuvarlanır.\n\n_+3:_Savaşçının gücü _%18 artar_ sayı aşağı doğru yuvarlanır. actors.hero.talent.endless_rage.title=Bitmeyen Hiddet actors.hero.talent.endless_rage.desc=_+1:_ Çılgın Savaşçı, maksimum _116% öfke_ değerine ulaşabilir. \n\n_+2:_ Çılgın Savaşçı, maksimum _%133 öfke_ değerine ulaşabilir. \n\n_+3:_ Çılgın Savaşçı, maksimum _%150 öfke_ değerine ulaşabilir. \n\n%100'ün üzerindeki her öfke kalkanı %1 arttırır ve bekleme süresini %1 azaltır, ama hasar bonusunu +50%'nin üzerinde arttırmaz. @@ -936,12 +936,12 @@ actors.hero.talent.deathless_fury.desc=_+1:_ Çılgın Savaşçı'nın öfkesi actors.hero.talent.enraged_catalyst.title=Öfkeli Katalizör actors.hero.talent.enraged_catalyst.desc=_+1:_ Çılgın Savaşçı’nın silahındaki büyüler ve lanetler, sahip olduğu öfke arttıkça daha sık tetiklenir. %100 öfkeye ulaşıldığında _en fazla %15 daha sık_ tetiklenirler.\n\n_+2:_ Çılgın Savaşçı’nın silahındaki büyüler ve lanetler, sahip olduğu öfke arttıkça daha sık tetiklenir. %100 öfkeye ulaşıldığında _en fazla %30 daha sık_ tetiklenirler.\n\n_+3:_ Çılgın Savaşçı’nın silahındaki büyüler ve lanetler, sahip olduğu öfke arttıkça daha sık tetiklenir. %100 öfkeye ulaşıldığında _en fazla %45 daha sık_ tetiklenirler. -actors.hero.talent.cleave.title=yar +actors.hero.talent.cleave.title=Yar actors.hero.talent.cleave.desc=_+1:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _30 tura_ çıkarıldı.\n\n_+2:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _45 tura_ çıkarıldı.\n\n_+3:_ Gladyatörün bir öldürme için kazandığı fazladan süre 15'ten _60 tura_ çıkarıldı. actors.hero.talent.lethal_defense.title=Ölümcül Savunma -actors.hero.talent.lethal_defense.desc=_+1:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _50 tur azalır_.\n\n_+2:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _100 tur azalır_.\n\n_+3:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _150 tur azalır_.\n\nBu yetenek sayesinde kalkan bekleme süresi -150 tura kadar düşürülebilir, yani aktifleştirildiği anda tekrar kullanılabilir hale gelir. +actors.hero.talent.lethal_defense.desc=_+1:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _50 tur azalır_.\n\n_+2:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _100 tur azalır_.\n\n_+3:_ Gladyatör bir düşmanı kombo hareketiyle öldürdüğünde, kırık mühür kalkanının bekleme süresi _150 tur azalır_.\n\nBu yetenek sayesinde kalkan bekleme süresi en az -150 tura kadar düşürülebilir, yani aktifleştirildiği anda tekrar kullanılabilir hale gelir. actors.hero.talent.enhanced_combo.title=Geliştirilmiş Kombo -actors.hero.talent.enhanced_combo.desc=_+1:_ Gladyatörün kombosu 7 veya daha yüksek olduğunda, Clobber'ın geri itme aralığı 3'e çıkar, baş dönmesine neden olur ve düşmanları çukurlara fırlatabilir.\n\n_+2:_ +1'in faydalarına ek olarak, Gladyatörün kombosu 9 veya daha yüksek olduğunda Siper birden fazla saldırı üzerinde çalışır.\n\n_+3:_ +1 ve +2 avantajlarına ek olarak, Gladyatör Slam, Crush veya Fury kullanırken kombo/3 karoya kadar sıçrayabilir. +actors.hero.talent.enhanced_combo.desc=_+1:_ Gladyatörün kombosu 7 veya daha yüksek olduğunda, Darbe kombosunun geri itme aralığı 3'e çıkar, baş dönmesine neden olur ve düşmanları uçurumlara fırlatabilir.\n\n_+2:_ +1'in faydalarına ek olarak, Gladyatörün kombosu 9 veya daha yüksek olduğunda Savuşturma kombosu birden fazla saldırı üzerinde çalışır.\n\n_+3:_ +1 ve +2'nin faydalarına ek olarak, Gladyatör; Çarp, Parçala veya Öfke kullanırken kombo/3 karoya kadar atılabilir. actors.hero.talent.body_slam.title=Vücut Çarpması actors.hero.talent.body_slam.desc=_+1:_ Savaşçı zıpladıktan sonra yere indiğinde, bitişik tüm düşmanlar _1-4 hasara ek olarak engelleme gücünün %25'i kadar_ hasar alır.\n\n_+2:_ Savaşçı zıpladıktan sonra yere indiğinde, bitişik tüm düşmanlar _2-8 hasara ek olarak engelleme gücünün %50'si kadar_ hasar alır.\n\n_+3:_ Savaşçı zıpladıktan sonra yere indiğinde, bitişik tüm düşmanlar _3-12 hasara ek olarak engelleme gücünün %75'i kadar_ hasar alır.\n\n_+4:_ Savaşçı zıpladıktan sonra yere indiğinde, bitişik tüm düşmanlar _4-16 hasara ek olarak engelleme gücünün %100'ü kadar_ hasar alır. @@ -1031,7 +1031,7 @@ actors.hero.talent.longrange_warp.desc=_+1:_ Büyücü artık _%150 şarj maliye actors.hero.talent.cached_rations.title=Saklı Erzaklar actors.hero.talent.cached_rations.desc=_+1:_ Düzenbaz, zindanın sonraki birkaç katını keşfederken sandıklara yerleştirilmiş _2 erzak_ bulabilir.\n\n_+2:_ Düzenbaz, zindanın sonraki birkaç katını keşfederken sandıklara yerleştirilmiş _3 erzak_ bulabilir.\n\nErzaklar çabucak yenir, orta derecede tokluk verir, 5 hp iyileştirir ve Gölgelerin Pelerini'ne 1 şarj yükler. actors.hero.talent.thiefs_intuition.title=Hırsızın Sezgisi -actors.hero.talent.thiefs_intuition.desc=_+1:_ Düzenbaz yüzükleri _2 kat daha hızlı_ tanır ve bir yüzüğü _kuşandığında_ türünü belirler.\n\n_+2:_ Düzenbaz, yüzükleri _kuşandığında_ onları tanımlar ve bir yüzüğü _eline aldığında_ türünü belirler. +actors.hero.talent.thiefs_intuition.desc=_+1:_ Haydut, yüzükleri _2x daha hızlı_ tanır ve _kuşandığında_ türünü belirler.\n\n_+2:_ Haydut, yüzükleri _kuşandığında_ tanımlar ve _eline aldığında_ türünü belirler. actors.hero.talent.sucker_punch.title=Kalleş Yumruğu actors.hero.talent.sucker_punch.desc=_+1:_ Düzenbaz, bir düşmana ilk kez sürpriz saldırı yaptığında _1-2 ilave hasar_ verir.\n\n_+2:_ Düzenbaz, bir düşmana ilk kez sürpriz saldırı yaptığında _2 ilave hasar_ verir. actors.hero.talent.protective_shadows.title=Koruyucu Gölgeler @@ -1039,7 +1039,7 @@ actors.hero.talent.protective_shadows.desc=_+1:_ Düzenbaz görünmez olduğu _h actors.hero.talent.mystical_meal.title=Mistik Yemek actors.hero.talent.mystical_meal.desc=_+1:_ Yemek yemek Düzenbazın 1 turunu alır (erzaklar anında yenir) ve ona _3 turluk obje şarjı_ sağlar.\n\n_+2:_ Yemek yemek Düzenbazın 1 turunu alır (erzaklar anında yenir) ve ona _5 turluk obje şarjı_ sağlar.\n\nBu yetenek bolluk boynuzunun kendini yeniden şarj etmesi için kullanılamaz. -actors.hero.talent.inscribed_stealth.title=yazılı gizlilik +actors.hero.talent.inscribed_stealth.title=Yazılı Gizlilik actors.hero.talent.inscribed_stealth.desc=_+1:_ Haydut, bir parşömen okuduktan veya bir büyü eşyası kullandıktan sonra _3 tur_ görünmezlik kazanır.\n\n_+2:_ Haydut bir parşömen okuduktan veya bir büyü eşyası kullandıktan sonra _5 tur_ görünmezlik kazanır.\n\nYükseltme parşömeni, dönüşüm parşömeni veya bu parşömenler kullanılarak üretilmesi gereken simya eşyaları kullanıldığında görünmezlik süresi iki katına çıkar.\n\nDaha yüksek üretim miktarlarına sahip simya nesneleri için (örneğin çoğu büyü), bu yeteneğin o nesneden kaç tane üretildiğine bağlı olarak tetiklenme şansı vardır. actors.hero.talent.wide_search.title=Geniş Arama actors.hero.talent.wide_search.desc=_+1:_ Düzenbaz'ın arama yarıçapı 5x5 kareden _7x7 çembere_ çıkarıldı.\n\n_+2:_ Düzenbaz'ın arama yarıçapı 5x5 kareden _7x7 kareye_ yükseltilir. @@ -1052,7 +1052,7 @@ actors.hero.talent.rogues_foresight.desc=_+1:_ Haydut gizli bir odanın olduğu actors.hero.talent.light_cloak.title=hafif pelerin actors.hero.talent.light_cloak.desc=_+1:_ Haydut, gölge pelerinini kuşanmadığında kullanabilir, ancak kuşanmadığında_ %25 hızla_ yeniden şarj olur.\n\n_+2:_ Haydut gölge pelerinini kuşanmadığında kullanabilir, ancak kuşanmadığında _%50 hızla_ şarj olur.\n\n_+3:_ Haydut gölge pelerinini kuşanmadığında kullanabilir, ancak kuşanmadığında _%75 hızla_ şarj olur. actors.hero.talent.light_cloak.meta_desc=_Bu yetenek farklı bir kahraman tarafından kazanılırsa_ bunun yerine tüm eserlerin şarj hızını +1/+2/+3'te %7/13/20 oranında artıracaktır. -actors.hero.talent.enhanced_rings.title=geliştirilmiş yüzükler +actors.hero.talent.enhanced_rings.title=Geliştirilmiş Yüzükler actors.hero.talent.enhanced_rings.desc=_+1:_ Haydut bir eser kullandığında, yüzükleri _3 tur_ boyunca +1 yükseltme kazanır.\n\n_+2:_ Haydut bir eser kullandığında, yüzükleri _6 tur_ boyunca +1 yükseltme kazanır.\n\n_+3:_ Haydut bir eser kullandığında, yüzükleri _9 tur_ boyunca +1 yükseltme kazanır. actors.hero.talent.enhanced_lethality.title=gelişmiş öldürücülük @@ -1062,8 +1062,8 @@ actors.hero.talent.assassins_reach.desc=_+1:_ Suikastçı'nın hazırlık seviye actors.hero.talent.bounty_hunter.title=ödül avcısı actors.hero.talent.bounty_hunter.desc=_+1:_ Haydut bir düşmanı hazırlıklı vuruş öldürürse, düşmanın eşya düşürme şansı her hazırlanma düzeyi başına _2/4/8/16%_ ile artar\n\n_+2:_ Haydut bir düşmanı hazırlıklı vuruş öldürürse, düşmanın eşya düşürme şansı her hazırlanma düzeyi başına _4/8/16/34%_ ile artar\n\n_+3:_ Haydut bir düşmanı hazırlıklı vuruş öldürürse, düşmanın eşya düşürme şansı her hazırlanma düzeyi başına _6/12/24/48%_ ile artar -actors.hero.talent.evasive_armor.title=baştan savılmış zırh -actors.hero.talent.evasive_armor.desc=_+1:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+1 kaçınma_ kazanır.\n\n_+2:_ Serbest koşarken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+2 kaçınma_ kazanır.\n\n_+3:_ Serbest çalışırken, Serbest Koşucu, zırhındaki aşırı güç noktası başına ek bir _+3 kaçınma_ kazanır. +actors.hero.talent.evasive_armor.title=Yakalayamaz Ki +actors.hero.talent.evasive_armor.desc=_+1:_ Serbest koşarken, Serbest Koşucu, zırhındaki her fazla güç puanı başına ek _+1 kaçınma_ kazanır.\n\n_+2:_ Serbest koşarken, Serbest Koşucu, zırhındaki her fazla güç puanı başına ek _+2 kaçınma_ kazanır.\n\n_+3:_ Serbest koşarken, Serbest Koşucu, zırhındaki her fazla güç puanı başına ek _+3 kaçınma_ kazanır. actors.hero.talent.projectile_momentum.title=atış momentumu actors.hero.talent.projectile_momentum.desc=_+1:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%50 isabet ve +%15 hasar_ kazanır.\n\n_+2:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%100 isabet ve +%30 hasar_ kazanır.\n\n_+3:_ Serbest koşu sırasında, Serbest Koşucu fırlatma silahlarıyla _+%150 isabet ve +%45 hasar_ kazanır. actors.hero.talent.speedy_stealth.title=hızlı gizlilik @@ -1197,7 +1197,7 @@ actors.hero.talent.monastic_vigor.desc=_+1:_ Keşişin _%100 enerjisi_ varsa, ye actors.hero.talent.combined_energy.title=toplu enerji actors.hero.talent.combined_energy.desc=_+1:_ Keşiş 5 tur arayla bir silah yeteneği ve _4+ enerji_ yeteneği kullanırsa harcanan 1 enerjiyi geri kazanır.\n_+2:_ Keşiş 5 tur arayla bir silah yeteneği ve _3+ enerji_ yeteneği kullanırsa harcanan 1 enerjiyi geri kazanır.\n_+3:_ Keşiş 5 tur arayla bir silah yeteneği ve _2+ enerji_ yeteneği kullanırsa harcanan 1 enerjiyi geri kazanır. -actors.hero.talent.close_the_gap.title=mesafeyi kapat +actors.hero.talent.close_the_gap.title=Mesafeyi Kapat actors.hero.talent.close_the_gap.desc=_+1:_ Düellocu düelloya başlarken hedefine doğru _iki kareye kadar_ ışınlanır.\n\n_+2:_ Düellocu düelloya başlarken hedefine doğru _üç kareye kadar_ ışınlanır.\n\n_+3:_ Düellocu düelloya başlarken hedefine doğru _dört kareye kadar_ ışınlanır.\n\n_+4:_ Düellocu düelloya başlarken hedefine doğru _beş kareye kadar_ ışınlanır.\n\nBu hareket tehlikelerden ve düşmanlardan geçebilir, ancak duvar gibi katı arazilerden geçemez. Bir düşmanın meydan okunacak menzilde olup olmadığı belirlenirken ışınlanma dikkate alınır. actors.hero.talent.invigorating_victory.title=hayat veren zafer actors.hero.talent.invigorating_victory.desc=_+1:_ Düellocu düello sona ermeden önce hedefini yenerse, _5 HP artı düello sırasında aldığı hasarın %30'u_ kadar iyileşir.\n\n_+2:_ Düellocu düello sona ermeden önce hedefini yenerse, _10 HP artı düello sırasında aldığı hasarın %50'si_ kadar iyileşir.\n\n_+3:_ Düellocu düello sona ermeden önce hedefini yenerse, _15 HP artı düello sırasında aldığı hasarın %65'i_ kadar iyileşir.\n\n_+4:_ Düellocu düello sona ermeden önce hedefini yenerse, _20 HP artı düello sırasında aldığı hasarın %75'i_ kadar iyileşir. diff --git a/core/src/main/assets/messages/actors/actors_uk.properties b/core/src/main/assets/messages/actors/actors_uk.properties index 26f4adc6a..da426230d 100644 --- a/core/src/main/assets/messages/actors/actors_uk.properties +++ b/core/src/main/assets/messages/actors/actors_uk.properties @@ -93,8 +93,8 @@ actors.buffs.ascensionchallenge.beckon=Амулет починає заклик actors.buffs.ascensionchallenge.haste=Амулет починає квапити віддалених ворогів. actors.buffs.ascensionchallenge.slow=Амулет починає відчуватися як свинцева гиря у вашому інвентарі! actors.buffs.ascensionchallenge.damage=Амулет починає випромінювати темну енергію. Він горить! -actors.buffs.ascensionchallenge.weaken_info=The amulet's curse can be weakened by defeating more enemies. -actors.buffs.ascensionchallenge.weaken_info_no_kills=If you defeat enemies the amulet's curse will weaken! +actors.buffs.ascensionchallenge.weaken_info=Прокляття амулета можна послабити, знищивши більше ворогів. +actors.buffs.ascensionchallenge.weaken_info_no_kills=Якщо ви знищите ворогів, прокляття амулета ослабне! actors.buffs.ascensionchallenge.weaken=Ви відчуваєте як прокляття амулета трохи ослабло. actors.buffs.ascensionchallenge.break=Ви знайшли хвилинку перевести подих, і відчуваєте як ваші рани загоюються! actors.buffs.ascensionchallenge.almost=Ви відчуваєте як влада Давнього Бога над амулетом слабшає, вже майже все! @@ -139,7 +139,7 @@ actors.buffs.burning.heromsg=Ви загорілися! actors.buffs.burning.burnsup=%s згорів! actors.buffs.burning.ondeath=Ви згоріли живцем... actors.buffs.burning.rankings_desc=Спалений до попелу -actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinguished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s. +actors.buffs.burning.desc=Мало що є гіршим, ніж бути охопленим вогнем.\n\nВогонь буде заподіювати шкоду кожен хід, поки не буде змитий водою або не догорить. Вогонь можна загасити, занурившись у воду або за допомогою бризок розбитого зілля.\n\nДо того ж вогонь може спалити легкозаймисті ділянки ландшафту або речі, до яких він добереться.\n\nХодів залишилось: %s. actors.buffs.championenemy.warn=Ви відчуваєте смертельну присутність. actors.buffs.championenemy$blazing.name=полум'яний чемпіон @@ -487,7 +487,7 @@ actors.hero.abilities.mage.warpbeacon.short_desc=Маг розміщує _Мая actors.hero.abilities.mage.warpbeacon.desc=Маг розміщує маяк, до якого може переміститися за бажанням. Розміщення маяка займає 1 хід, але переміщення до нього відбувається миттєво.\n\nМаг не може переміщатися між поверхами за замовченням або використовувати маяк, щоб дістатися до недоступних місць, наприклад, до замкнених кімнат. Маг може телепортуватися у ворогів, що відштовхне їх убік. actors.hero.abilities.rogue.smokebomb.name=димова бомба -actors.hero.abilities.rogue.smokebomb.fov=You can only jump to an empty location in your field of view. +actors.hero.abilities.rogue.smokebomb.fov=Ви можете стрибнути лише у порожню клітину в вашому полі зору. actors.hero.abilities.rogue.smokebomb.prompt=Оберіть ціль для стрибка actors.hero.abilities.rogue.smokebomb$ninjalog.name=дерев'яна приманка actors.hero.abilities.rogue.smokebomb$ninjalog.desc=Якимось чином ворогів легко переконати, що ця дерев’яна приманка – справжній Розбійник! @@ -573,7 +573,7 @@ actors.hero.abilities.cleric.trinity.etherealchains_use=Трійця засто actors.hero.abilities.cleric.trinity.hornofplenty_use=Трійця застосує ефект поглинання цього артефакту, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.masterthievesarmband_use=Трійця застосує до цього артефакту ефект пограбування супротивника так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.sandalsofnature_use=Трійця застосує ефект укорінення цього артефакту з випадковим шкідливим насінням, витративши на це _%2$s зарядів._ -actors.hero.abilities.cleric.trinity.skeletonkey_use=Trinity will apply this artifact's insert effect, at the cost of _%2$s charge._ +actors.hero.abilities.cleric.trinity.skeletonkey_use=Трійця застосує ефект вкладення цього артефакту, витративши _%2$s заряду._ actors.hero.abilities.cleric.trinity.talismanofforesight_use=Трійця застосує лякаючий ефект цього артефакту так, ніби це _+%1$d_, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.timekeepershourglass_use=Трійця застосує до цього артефакту ефект зупинки часу з _%1$d_ тривалістю ходу, витративши на це _%2$s зарядів._ actors.hero.abilities.cleric.trinity.unstablespellbook_use=Трійця застосує ефект випадкового сувою цього артефакту з шансом _%1$d/10_ запропонувати екзотичну форму без додаткового використання, за _%2$s зарядів._ @@ -652,7 +652,7 @@ actors.hero.spells.clericspell.charge_cost=Вартість заряду: %d actors.hero.spells.divinesense.name=божественного передчуття actors.hero.spells.divinesense.short_desc=Отримайте тимчасовий ментальний зір в ширшому діапазоні. -actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 50 turns. This spell takes no time to cast. +actors.hero.spells.divinesense.desc=Священник зосереджує свої відчуття на навколишньому середовищі, отримуючи ментальний зір за допомогою %d діапазону плиток на 50 ходів. Це закляття не займає багато часу. actors.hero.spells.divinesense$divinesensetracker.name=божественного передчуття actors.hero.spells.divinesense$divinesensetracker.desc=Цей персонаж тимчасово може бачити інших істот, що знаходяться поблизу, силою свого розуму!\n\nХодів залишилося: %s. @@ -796,7 +796,7 @@ actors.hero.hero.noticed_smth=Ви помітили щось. actors.hero.hero.wait=... actors.hero.hero.search=пошук actors.hero.hero.search_distracted=Важко зосередитися, пошук втомлює. -actors.hero.hero.key_distracted=You fiddle with the lock but can't quite open it this time. +actors.hero.hero.key_distracted=Ви возитеся з замком, але цього разу не можете його відкрити. actors.hero.hero.pain_resist=Біль допомагає тобі противитися сну. actors.hero.hero.revive=Анх вибухає життєдайною енергією! @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_ Чари та прокльони actors.hero.talent.cleave.title=розсікти actors.hero.talent.cleave.desc=_+1:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _30 ходів_, з 15.\n\n_+2:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _45 ходів_, з 15.\n\n_+3:_ Додатковий час, який гладіатор отримує на вбивство, збільшується до _60 ходів_, з 15. actors.hero.talent.lethal_defense.title=летальний захист -actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 50 turns_.\n\n_+2:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 100 turns_.\n\n_+3:_ When the Gladiator kills an enemy with a combo move, the cooldown on his broken seal shielding is _reduced by 150 turns_.\n\nThe shield cooldown can be reduced to as low as -150 turns by this talent, which means it will immediately be available again once it is activated. +actors.hero.talent.lethal_defense.desc=_+1:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 50 ходів_.\n\n_+2:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 100 ходів_.\n\n_+3:_ Коли Гладіатор вбиває ворога за допомогою комбінованого руху, його захист від зламаної печатки _зменшується на 150 ходів_.\n\nЦей талант може зменшити перезарядку захисту на 150 ходів, а це означає, що після активації він буде знову доступний одразу ж. actors.hero.talent.enhanced_combo.title=посилене комбо actors.hero.talent.enhanced_combo.desc=_+1:_ Коли серія ударів Гладіатора досягає 7 чи вище, відстань Відкидання зростає до 3, воно завдає запаморочення та може скидати ворогів у провалля.\n\n_+2:_ На додачу до бонусів +1, коли серія ударів Гладіатора досягає 9 чи вище, Парирування працює з декількома атаками.\n\n_+3:_ На додачу до бонусів +1 та +2, Гладіатор може стрибнути до комбо/3 плиток, коли використовує Удар тілом, Знищення, або Лють. @@ -1065,7 +1065,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ Коли Вбивця вбиває actors.hero.talent.evasive_armor.title=легка броня actors.hero.talent.evasive_armor.desc=_+1:_ Під час бігу Бігун отримує _+1 ухилення_ за кожен зайвий пункт сили на вашому обладунку.\n\n_+2:_ Під час бігу Бігун отримує _+2 ухилення_ за кожен зайвий пункт сили на вашому обладунку.\n\n_+3:_ Під час бігу Бігун отримує _+3 ухилення_ за кожен зайвий пункт сили на вашому обладунку. actors.hero.talent.projectile_momentum.title=імпульс снаряда -actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +15% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +45% damage_ with thrown weapons. +actors.hero.talent.projectile_momentum.desc=_+1:_ Під час бігу Бігун отримує _+50% до влучності і +15% до шкоди_ від метальної зброї.\n\n_+2:_ Під час бігу Бігун отримує _+100% до влучності і +30% до шкоди_ від метальної зброї.\n\n_+3:_ Під час бігу Бігун отримує _+150% до влучності і +45% до шкоди_ від метальної зброї. actors.hero.talent.speedy_stealth.title=швидка непомітність actors.hero.talent.speedy_stealth.desc=_+1:_ Бігун отримує 2 склянки імпульсу за хід, поки він невидимий.\n\n_+2:_ На додачу до переваг +1, час при бігу більше не враховується, поки Бігун невидимий.\n\n_+3:_ На додачу до переваг +1 і +2, Бігун рухається з подвоєною швидкістю, поки він невидимий, незалежно від того, біжить він чи ні. @@ -1112,7 +1112,7 @@ actors.hero.talent.durable_projectiles.title=міцні снаряди actors.hero.talent.durable_projectiles.desc=_+1:_ Метальна зброя на _+50% довговічніша_, коли використовується Мисливецею.\n\n_+2:_ Метальна зброя на _+75% довговічніша_, коли використовується Мисливецею. actors.hero.talent.point_blank.title=стрільба впритул -actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses her bow or a thrown weapon at melee range it has _-25% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses her bow or a thrown weapon at melee range it has _normal accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses her bow or a thrown weapon at melee range it has _+25% accuracy,_ instead of -50%.\n\nNote that thrown weapons or the spirit bow always have +50% accuracy when used at a distance. +actors.hero.talent.point_blank.desc=_+1:_ Коли Мисливиця використовує свій лук або метальну зброю на відстані ближнього бою, _точність -25%_ замість -50%.\n\n_+2:_ Коли Мисливиця використовує свій лук або метальну зброю на відстані ближнього бою, вона має _нормальну точність_ замість -50%.\n\n_+3:_ Коли Мисливиця використовує свій лук або метальну зброю на дистанції ближнього бою, _точність +25%_ замість -50%.\n\nЗауважте, що метальна зброя або духовий лук завжди мають +50% точності при використанні на відстані. actors.hero.talent.seer_shot.title=віщий постріл actors.hero.talent.seer_shot.desc=_+1:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _5 ходів_. Талант перезаряджається 20 ходів.\n\n_+2:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _10 ходів_. Талант перезаряджається 20 ходів.\n\n_+3:_ Коли Мисливиця випускає стрілу в землю, вона відкриває місцевість в області 3х3 навколо неї на _15 ходів_. Талант перезаряджається 20 ходів. actors.hero.talent.seer_shot.meta_desc=_Якщо цей талант набутий іншим героєм_, він спрацює від будь-якої метальної зброї. @@ -1338,7 +1338,7 @@ actors.mobs.npcs.blacksmith.exit_yes=Я закінчив actors.mobs.npcs.blacksmith.exit_no=Не зовсім actors.mobs.npcs.blacksmith.get_lost=Я зайнятий. Зникни! actors.mobs.npcs.blacksmith.entrance_blocked=Шлях вниз перекритий. -actors.mobs.npcs.blacksmith.cant_enter_old=Ця область недоступна на цьому етапі. Грайте в нову гру, щоб спробувати новий квест! +actors.mobs.npcs.blacksmith.cant_enter_old=Ця область недоступна на цьому етапі. Грайте в нову гру, щоб спробувати нове завдання! actors.mobs.npcs.blacksmith.def_verb=заблоковано actors.mobs.npcs.blacksmith.desc=Цей троль-коваль виглядає так само, як і всі тролі: він високий і худий, а його шкіра нагадує камінь і кольором, і текстурою. Троль-коваль возиться з непропорційно малими інструментами. diff --git a/core/src/main/assets/messages/actors/actors_zh-hant.properties b/core/src/main/assets/messages/actors/actors_zh-hant.properties index ada571237..4f3dcf660 100644 --- a/core/src/main/assets/messages/actors/actors_zh-hant.properties +++ b/core/src/main/assets/messages/actors/actors_zh-hant.properties @@ -55,7 +55,7 @@ actors.blobs.corrosivegas.desc=致命酸蝕氣體在此處旋繞。 actors.blobs.waterofawareness.name=靈知之井 actors.blobs.waterofawareness.procced=在你小酌一口時,你感覺到知識湧入了你的頭腦。 -actors.blobs.waterofawareness.desc=知識的力量從這口井的水中散發出來。喝下這口井的水可以完全辨識所有裝備物品、辨識您庫存中所有物品的詛咒,並顯示目前樓層的所有物品。 +actors.blobs.waterofawareness.desc=知識的力量從這口井的水中散發出來。喝下這口井的水可以完全辨識所有裝備物品、辨識你庫存中所有物品的詛咒,並顯示目前樓層的所有物品。 actors.blobs.waterofhealth.name=聖療之井 actors.blobs.waterofhealth.procced=當你小酌一口時,你感覺到你身上的痛苦完全消除了。 @@ -385,7 +385,7 @@ actors.buffs.recharging.desc=魔力在你體內奔騰而過,提高你的魔杖 actors.buffs.revealedarea.name=區域揭示 actors.buffs.revealedarea.desc=一片區域受到揭露,無論你身處這層中的何處都能對那裡一覽無遺。\n\n效果剩餘:%s回合。 -actors.buffs.revealedchar.name=已揭示 +actors.buffs.revealedchar.name=單位揭示 actors.buffs.revealedchar.desc=這個單位已被向英雄揭露,它無論身處何處都將保持可見。\n\n效果剩餘:%s回合。 actors.buffs.roots.name=束縛 @@ -721,7 +721,7 @@ actors.hero.spells.judgement.desc=牧師手拳裂地,聖光從縫中閃矅而 actors.hero.spells.layonhands.name=神聖之觸 actors.hero.spells.layonhands.short_desc=立即治療相鄰的單位,或給予聖騎士護盾。 -actors.hero.spells.layonhands.desc=神聖力量流入聖騎士的雙手,使其具有治療或保護的效果。\n\n聖騎士可對相鄰的角色施法,恢復該角色%1$d點生命,剩餘的治療效果則轉化為護盾。聖騎士也可對自己施法,給予自己%1$d護盾。。\n\n施放此法術不耗時間,並可重復施法。然而,在一瞬間施法,所給予的護盾,不會超過三次施法所能給予的量。 +actors.hero.spells.layonhands.desc=神聖力量流入聖騎士的雙手,使其具有治療或保護的效果。\n\n聖騎士可對相鄰的角色施法,恢復該角色%1$d點生命,剩餘的治療效果則轉化為護盾。聖騎士也可對自己施法,給予自己%1$d護盾。\n\n施放此法術不耗時間,並可重復施法。然而,在一瞬間施法,所給予的護盾,不會超過三次施法所能給予的量。 actors.hero.spells.lifelinkspell.name=生命聯結 actors.hero.spells.lifelinkspell.short_desc=減緩並與盟友分散傷害。 @@ -742,7 +742,7 @@ actors.hero.spells.radiance.short_desc=麻痺並點亮可視範圍內的敵人 actors.hero.spells.radiance.desc=祭司全身蹦出強光,且麻痹所見敵人3回合。如果敵人正在發光,此法術會觸發光明的額外傷害,並再次點亮該敵人。如果當層樓光照不佳,此法術也會使祭司獲得100回合的光明。 actors.hero.spells.recallinscription.name=符咒召回 -actors.hero.spells.recallinscription.short_desc=重複最近使用的符石或捲軸效果。 +actors.hero.spells.recallinscription.short_desc=重複最近使用的符石或卷軸效果。 actors.hero.spells.recallinscription.desc=牧師能用聖典的魔力,複製%s回合內用過的卷軸與符石所具的效果。\n\n此法術無法複製升級卷軸的效果,施法所耗的能量也隨複製的物品而變化:符石2點,卷軸3點,祕卷4點。複製轉化、升級卷軸製成的祕卷與符石,以及轉化卷軸本身,耗能會再加倍。 actors.hero.spells.recallinscription$useditemtracker.name=近期已使用符咒 actors.hero.spells.recallinscription$useditemtracker.desc=牧師最近用了一項可被符咒召回模仿的法術。牧師可施法再次觸發此物品的效果。\n\n可模仿的物品:%1$s。\n\n有效時長:%2$s回合。 @@ -930,9 +930,9 @@ actors.hero.talent.strongman.title=力大無窮 actors.hero.talent.strongman.desc=_+1:_英雄的力量_增加8%_,向下取整。\n\n_+2:_英雄的力量_增加13%_,向下取整。\n\n_+3:_英雄的力量_增加18%_,向下取整。 actors.hero.talent.endless_rage.title=無盡狂怒 -actors.hero.talent.endless_rage.desc=_+1:_狂戰士的怒氣上限提升至_116%_\n\n_+2:_狂戰士的怒氣上限提升至_133%_\n\n_+3:_狂戰士的怒氣上限提升至_150%_\n\n超過100%恕氣後,每1%怒氣提升1%護盾,並使狂暴泠卻時間減少1%,但傷害提升效果不會超過50%。 +actors.hero.talent.endless_rage.desc=_+1:_狂戰士的怒氣上限提升至_116%_。\n\n_+2:_狂戰士的怒氣上限提升至_133%_。\n\n_+3:_狂戰士的怒氣上限提升至_150%_。\n\n超過100%恕氣後,每1%怒氣提升1%護盾,並使狂暴泠卻時間減少1%,但傷害提升效果不會超過50%。 actors.hero.talent.deathless_fury.title=氣焰不斷 -actors.hero.talent.deathless_fury.desc=_+1:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_升級3次_,才能再次觸發此效果。\n\n_+2:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_升級2次_,才能再次觸發此效果。\n\n_+3:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_升級1次_,才能再次觸發此效果。\n\n狂暴結束後,若狂戰士仍只有0生命,則立即死亡。\n\n譯注:此天賦效果優先於復活十字架。 +actors.hero.talent.deathless_fury.desc=_+1:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_英雄須升級3次_,才能再次觸發此效果。\n\n_+2:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_英雄須升級2次_,才能再次觸發此效果。\n\n_+3:_狂戰士承受致命一擊時,如果具有100%以上的怒氣,則自動進入狂暴化。觸發之後,_英雄須升級1次_,才能再次觸發此效果。\n\n狂暴結束後,若狂戰士仍只有0生命,則立即死亡。\n\n譯注:此天賦效果優先於重生十字架。 actors.hero.talent.enraged_catalyst.title=怒氣激法 actors.hero.talent.enraged_catalyst.desc=_+1:_狂戰士有越多怒氣,手上武器的附魔與詛咒效果,就越容易觸發。在100%怒氣時,有最高加成_15%_。\n\n_+2:_狂戰士有越多怒氣,手上武器的附魔與詛咒效果,就越容易觸發。在100%怒氣時,有最高加成_30%_。\n\n_+3:_狂戰士有越多怒氣,手上武器的附魔與詛咒效果,就越容易觸發。在100%怒氣時,有最高加成_45%_。 @@ -966,7 +966,7 @@ actors.hero.talent.even_the_odds.desc=_+1:_苦痛堅忍結束時,在格內每 #mage actors.hero.talent.empowering_meal.title=食能強魔 -actors.hero.talent.empowering_meal.desc=_+1:_英雄進食後,後3次法杖釋能攻擊,得到額外_2攻擊力_。\n\n_+2:_英雄進食後,後3次法杖釋能攻擊,得到額外_3攻擊力_。 +actors.hero.talent.empowering_meal.desc=_+1:_英雄進食後,後3次法杖釋能攻擊,得到額外_2點額外傷害_。\n\n_+2:_英雄進食後,後3次法杖釋能攻擊,得到額外_3點額外傷害_。 actors.hero.talent.scholars_intuition.title=活用所學 actors.hero.talent.scholars_intuition.desc=_+1:_鑑定法杖速度提升_3倍_。\n\n_+2:_法杖將於_使用時_鑑定。 actors.hero.talent.lingering_magic.title=魔能餘勢 @@ -1229,7 +1229,7 @@ actors.hero.talent.searing_light.title=灼熱強光 actors.hero.talent.searing_light.desc=_+1:_牧師對於_發光_的敵人的物理攻擊_傷害+3_。\n\n_+2:_牧師對於_發光_的敵人的物理攻擊_傷害+5_。 actors.hero.talent.searing_light.meta_desc=_如果其他英雄獲得此天賦_,額外傷害將作用於剛受法杖或神器影響的敵人,擁有20回合的冷卻。 actors.hero.talent.shield_of_light.title=光明屏障 -actors.hero.talent.shield_of_light.desc=_+1:_習得法術_光明屏障_,可耗1點充能使特定目標對牧師的傷害減免_2~4點_5回合。\n\n_+2:_習得法術_光明屏障_,可耗1點充能使特定目標對牧師的傷害減免_3~6點_5回合。 +actors.hero.talent.shield_of_light.desc=_+1:_習得法術_光明屏障_,可耗1點充能使特定目標對牧師的物理傷害減免_2~4點_5回合。\n\n_+2:_習得法術_光明屏障_,可耗1點充能使特定目標對牧師的物理傷害減免_3~6點_5回合。 actors.hero.talent.shield_of_light.meta_desc=_如果其他英雄獲得此天賦_,來自敵人的物理攻擊將會額外減免1點,機率在+1為33%,+2為50%。 actors.hero.talent.enlightening_meal.title=食點迷津 @@ -1314,8 +1314,8 @@ actors.mobs.npcs.blacksmith.intro_quest_rogue=嘿!人類!看來你滿狡猾的 actors.mobs.npcs.blacksmith.intro_quest_huntress=嘿!人類!看來妳滿矯捷的。 actors.mobs.npcs.blacksmith.intro_quest_duelist=嘿!人類!看來妳滿勇猛的。 actors.mobs.npcs.blacksmith.intro_quest_cleric=嘿!人類!看來你滿莊重的。 -actors.mobs.npcs.blacksmith.intro_quest_start=不想當個沒用的廢物,嗯?我有個活能讓你幹。我在仄舊礦坑上建了仄個鐵匠鋪,再建了蠟梯子連通兩地。你給我拿著仄鎬子然後給我挖點在礦坑裡的_暗金礦,40塊_就夠了。蠟裏的岩石不太堅硬,_用些力甚至能挖牆_。\n\n怎麼?要我報答你?你仄貪婪的渾帳!……\n\n好啦,好啦,我沒錢付給你,但我可以給你打些鐵。想想你運氣有多好吧,我可是仄附近唯一的鐵匠。 -actors.mobs.npcs.blacksmith.intro_quest_crystal=你也要小心點,這礦坑對你們仄種懦弱的種族來說太危險了。礦坑廢棄太久了,長了堆水晶出來。它們或許很閃亮,但太脆弱了,對我來說沒路用。還有些魔法造物守在蠟。它們非常難纏,所以_注意你挖礦的位置_,別讓它們發現你。\n\n底下_有塊水晶非常巨大_,它也更硬。想挖下它注定是場硬仗,但拆了它可以使水晶長慢些,我也會給你更多報酬。 +actors.mobs.npcs.blacksmith.intro_quest_start=不想當個沒用的廢物,嗯?我有個活能讓你幹。我在仄舊礦坑上建了仄個鐵匠鋪,再建了蠟梯子連通兩地。你給我拿著仄鎬子然後給我挖點在礦坑裡的_暗金礦,40塊_就夠了。蠟裏的岩石不太堅硬,_用些力甚至能挖牆_。\n\n怎麼?要我報答你?你仄貪婪的渾帳!……\n\n呃,好吧,我雖然沒錢付給你,但我可以給你打些鐵。想想你運氣有多好吧,我可是仄附近唯一的鐵匠。 +actors.mobs.npcs.blacksmith.intro_quest_crystal=你也要小心點,這礦坑對你們仄種懦弱的種族來說太危險了。礦坑廢棄太久了,長了堆水晶出來。它們或許很閃亮,但太脆弱了,對我來說沒路用。還有些魔法造物守在蠟。它們非常難纏,所以_注意你挖礦的位置_,別讓它們從被壞的水晶牆縫隙發現你。\n\n底下_有塊水晶非常巨大_,它也更硬。想挖下它注定是場硬仗,但拆了它可以使水晶長慢些,我也會給你更多報酬。 actors.mobs.npcs.blacksmith.intro_quest_gnoll=你也要小心點,這礦坑對你們仄種懦弱的種族來說太危險了。一些豺狼人早搶了蠟礦坑,他們也想要蠟些暗金礦。蠟群不知道挖礦是什麼的笨蛋搞得礦坑嚴重崩塌,所以你得自己找路了,記住了,_崩塌地點附近絕對會有岩石落下_。\n\n我記得有隻領頭惹了最多麻煩,聽起來像是位_地動法師_吧。把它給宰了的話,我能給你更多報酬,但我肯定它會還手。 actors.mobs.npcs.blacksmith.intro_quest_fungi=你也要小心點。這礦坑對你們仄種懦弱的種族來說太危險了。有很多什麼蘑菇怪物的,在蠟底下生長。他們哨衛的攻擊很危險。被它們看到,開始攻擊你,你就差不多了。如果你想活著上來,_就不要被他們看到_。\n\n如果你能砍死_最大的蘑菇_,我就會多給報酬。但要砍蘑菇也不容易。蠟蘑菇與藏在牆內的菌絲節點相連。你要先把大部分的節點砍掉,對大蘑菇的攻擊才會有傷害。 actors.mobs.npcs.blacksmith.reminder=還想浪費我的時間?入口就在蠟邊。 @@ -1323,11 +1323,11 @@ actors.mobs.npcs.blacksmith.reminder_crystal=帶多點暗金礦回來,並試 actors.mobs.npcs.blacksmith.reminder_gnoll=帶多點暗金礦回來,順便設法把蠟該死的渾帳地動師給斬了。 actors.mobs.npcs.blacksmith.reminder_fungi=帶多點暗金礦回來,再試著把蠟株巨型蘑菇連根拔起。 actors.mobs.npcs.blacksmith.lost_pick=開玩笑喔?阿我鎬子咧?! -actors.mobs.npcs.blacksmith.quest_start_prompt=準備好下去了?先檢查是否有留背包空間給暗金礦。\n\n_我只准你下去一次!_ +actors.mobs.npcs.blacksmith.quest_start_prompt=準備好下去了?先檢查是否有留空間裝暗金礦。\n\n還有,_我只准你下去一次!_ actors.mobs.npcs.blacksmith.enter_yes=我準備好了 actors.mobs.npcs.blacksmith.enter_no=還沒 actors.mobs.npcs.blacksmith.exit_warn_none=仄麼快?我看你根本沒在挖!聽好了,暗金礦。_40塊_。說真的,有蠟麼難?!\n\n_別忘了,你上來後我可不會放你再下去。_ -actors.mobs.npcs.blacksmith.exit_warn_low=仄麼快?總覺得你挖到的不是很多。至少也挖到_40塊_吧。\n\n_別忘了,你上來後我可不會放你再下去。_ +actors.mobs.npcs.blacksmith.exit_warn_low=仄麼快?總覺得你挖到的不是很多。至少也挖個_40塊_吧。\n\n_別忘了,你上來後我可不會放你再下去。_ actors.mobs.npcs.blacksmith.exit_warn_med=完成了?我看得出來你有努力在挖,但下面絕對有更多。而且我說過我要_40塊_。\n\n_別忘了,你上來後我可不會放你再下去。_ actors.mobs.npcs.blacksmith.exit_warn_high=完成了?雖然你的收穫不錯,但我相信你能再多挖一點,挖個_40塊_我就不跟你計較。\n\n_別忘了,你上來後我可不會放你再下去。_ actors.mobs.npcs.blacksmith.exit_warn_full=完成了?仄些暗金礦的確夠用了,但你千萬別在下面弄丟了些甚麼東西。\n\n_別忘了,你上來後我可不會放你再下去。_ @@ -1393,7 +1393,7 @@ actors.mobs.npcs.ratking.crown_fine=好吧!反正我也不太想要那個閃閃 actors.mobs.npcs.ratking.crown_after=喜歡你的新衣服嗎? 別想提退貨! actors.mobs.npcs.ratking.desc_crown=這隻老鼠比普通的大一點。牠戴著矮人國王的皇冠。 actors.mobs.npcs.ratking.desc_birthday=這隻老鼠比普通的大一點。牠戴著一頂很小的綠色派對帽,而不是它通常戴的皇冠。\n生日快樂!鼠王! -actors.mobs.npcs.ratking.desc_winter=這隻老鼠比普通的大一點。牠戴著一頂小號的和節日很配的帽子,而不是它通常戴的皇冠。\n佳節愉快! +actors.mobs.npcs.ratking.desc_winter=這隻老鼠比普通的大一點。牠戴著一頂和節日很配的小號帽子,而不是它通常戴的皇冠。佳節愉快! actors.mobs.npcs.ratking.desc=這隻老鼠比普通的大一點。牠戴著一頂很小的皇冠。 actors.mobs.npcs.ratking.discover_hint=此角色藏身於地下城某區的頭目樓層。 @@ -1543,7 +1543,7 @@ actors.mobs.dwarfking.teleport_2=奴隸,給我包圍他! actors.mobs.dwarfking.wave_1=夠了!挺身而戰!奴隸們! actors.mobs.dwarfking.wave_2=輪到你們了! 統統給我上! actors.mobs.dwarfking.wave_3=一群廢物!來人!把他的頭給我拿來! -actors.mobs.dwarfking.enraged=你殺不死我,%s。 我! 是! 永生者! +actors.mobs.dwarfking.enraged=你休過我這關,%s,我! 是! 永生者! actors.mobs.dwarfking.losing=不!你不可以這樣做……你不知道下面藏著什麼…… actors.mobs.dwarfking.defeated=你……把我們滅了會…… actors.mobs.dwarfking.rankings_desc=跪倒在矮人國王御前 @@ -1599,11 +1599,11 @@ actors.mobs.gnoll.name=豺狼偵查兵 actors.mobs.gnoll.desc=豺狼是鬣狗狀的類人生物。它們在下水道和地下城裡遊蕩,不時向上行動試圖向地表發起進攻。豺狼偵查兵是它們種群裡最普通的一員,它們力量不敵暴徒,智力也不及薩滿。 actors.mobs.gnollexile.name=豺狼流民 -actors.mobs.gnollexile.desc=這隻灰毛豺狼的肩上烙印著大型記號,顯然是遭流放了。這通常是它不守序,忽視法規的下埸。在外流亡必定是要身強體壯,身懷絕技,才可能存活,而這位看起來懂得利用手上的長矛。 -actors.mobs.gnollexile.desc_passive=_豺狼流民目前沒有攻擊意圖。_牠似乎不像其他的豺狼一樣好鬥,並且覺得攻擊你不值得。你可以就這樣忽視牠,但牠的背包內好像有很多實用的物品…… +actors.mobs.gnollexile.desc=這隻灰毛豺狼人的肩上烙印著大型記號,顯然是遭流放了。這通常是它不守序,忽視法規的下埸。在外流亡必定是要身強體壯,身懷絕技,才可能存活,而這位看起來懂得利用手上的長矛。 +actors.mobs.gnollexile.desc_passive=_豺狼流民目前沒有攻擊意圖。_牠似乎不像其他的豺狼人一樣好鬥,並且覺得攻擊你不值得。你可以就這樣忽視牠,但牠的背包內好像有很多實用的物品…… actors.mobs.gnollexile.desc_aggro=_豺狼流民看起來氣焰衝天。_似乎還是有什麼原因使牠決定跟你死鬥。小心那根長矛! -actors.mobs.gnollexile.seen_passive=持矛的豺狼用雙眼緊盯著你,但沒有攻擊動作。 -actors.mobs.gnollexile.seen_aggro=持矛的豺狼要向你發動攻擊了! +actors.mobs.gnollexile.seen_passive=持矛的豺狼人用雙眼緊盯著你,但沒有攻擊動作。 +actors.mobs.gnollexile.seen_aggro=持矛的豺狼人要向你發動攻擊了! actors.mobs.gnollgeomancer.name=豺狼地動法師 actors.mobs.gnollgeomancer.warning=地動法師的眼皮開始翻動了。在繼續前最好先做好準備! @@ -1613,22 +1613,22 @@ actors.mobs.gnollgeomancer.rockfall_kill=你被掉落的岩石壓垮了…… actors.mobs.gnollgeomancer.desc=這位身材高大的老豺狼必定是這裡所有豺狼的領袖,還是地動魔法的來源。牠精通動地魔法,不像其他工兵,所以他不會被飛岩或落石傷害。不過,他沒有近戰能力。 actors.mobs.gnollgeomancer.desc_armor=牠目前被一層岩石護甲所包覆。在你能夠對其造成傷害前,你必須先靠近並用你的礦鎬將其護甲擊碎。 actors.mobs.gnollgeomancer.desc_armor_sapper=附近有一位工兵持有正在強化地動法師的岩石護甲的裝置。現在無論如何攻擊都不管用! -actors.mobs.gnollgeomancer.desc_sleeping=這隻身形高大的老豺狼的身邊環繞著一層岩石,看起來就像是一尊雕像。如果注意看的話還能看到岩石隨著其呼吸移動。像這樣被岩石包覆時,牠不會受到傷害,而且看起來很享受像現在這樣"入土為安"。\n\n其周遭的岩石應該可以被你用礦鎬敲碎,但務必先做好戰鬥的準備。這隻地動法師大概就是這附近的魔法來源,同時也是所有豺狼活動的規劃者。在與其交手前先行除掉周遭的豺狼應該會是不錯的選擇。 +actors.mobs.gnollgeomancer.desc_sleeping=這隻身形高大的老豺狼人的身邊環繞著一層岩石,看起來就像是一尊雕像。如果注意看的話還能看到岩石隨著其呼吸移動。像這樣被岩石包覆時,牠不會受到傷害,而且看起來很享受像現在這樣"入土為安"。\n\n其周遭的岩石應該可以被你用礦鎬敲碎,_但務必先做好戰鬥的準備。_這隻地動法師大概就是這附近的魔法來源,同時也是所有豺狼人活動的規劃者。_在與其交手前先行除掉周遭的豺狼人應該會是不錯的選擇。_ actors.mobs.gnollgeomancer.discover_hint=此敵人在特定任務中出現。 actors.mobs.gnollguard.name=豺狼衛兵 actors.mobs.gnollguard.def_verb=格擋 actors.mobs.gnollguard.spear_warn=豺狼人用其長矛尖端擊出凶狠的一擊! -actors.mobs.gnollguard.desc=一隻長的又大又兇狠的豺狼,兩手各拿著一隻長矛和一個盾牌,但沒帶頭盔。這些豺狼大概是正在受訓中的暴徒,被派來幫忙自周遭的野生動物中保護礦坑。\n\n豺狼衛兵雖然強壯到能一隻手拿著長矛,但沒辦法好好使用。_牠需要夠空曠的地方才能遠距離攻擊,而且近戰時能造成的傷害會明顯減少。_ +actors.mobs.gnollguard.desc=一隻長的又大又兇狠的豺狼人,兩手各拿著一隻長矛和一個盾牌,但沒帶頭盔。這些豺狼人大概是正在受訓中的暴徒,被派來幫忙自周遭的野生動物中保護礦坑。\n\n豺狼衛兵雖然強壯到能一隻手拿著長矛,但沒辦法好好使用。_牠需要夠空曠的地方才能遠距離攻擊,而且近戰時能造成的傷害會明顯減少。_ actors.mobs.gnollguard.desc_armor=附近有一位工兵持有能賦予這隻衛兵大地護甲的裝置,大幅減少其受到的傷害。 actors.mobs.gnollguard.discover_hint=此敵人在特定任務中出現。 actors.mobs.gnollsapper.name=豺狼工兵 -actors.mobs.gnollsapper.desc=一隻體型較小且較弱但聰明的豺狼,其毛髮蒼白,身上攜帶著各式各樣的裝置。他們大概是來幫忙尋找並開採黃金的,周遭有幾隻負責保護牠的衛兵。他們能夠戰鬥,但攻擊力低的可憐,和偵查兵差不多。\n\n比起直接作戰,工兵更喜歡透過牠們攜帶的裝置來讓周遭環境替他們攻擊。但他們並不了解背後的法術,所以經常亂用。_應該有非常多可以利用這些攻擊的方式。_ +actors.mobs.gnollsapper.desc=一隻體型較小且較弱但聰明的豺狼人,其毛髮蒼白,身上攜帶著各式各樣的裝置。他們大概是來幫忙尋找並開採黃金的,周遭有幾隻負責保護牠的衛兵。他們能夠戰鬥,但攻擊力低的可憐,和偵查兵差不多。\n\n比起直接作戰,工兵更喜歡透過牠們攜帶的裝置來讓周遭環境替他們攻擊。但他們並不了解背後的法術,所以經常亂用。_應該有非常多可以利用這些攻擊的方式。_ actors.mobs.gnollsapper.discover_hint=此敵人在特定任務中出現。 actors.mobs.gnolltrickster.name=豺狼詭術師 -actors.mobs.gnolltrickster.desc=即使以豺狼的標準來看,這隻生物也非常詭異。牠佝僂著腰,鬼鬼祟祟地行進著,咧開的大嘴掛著邪惡的笑容,肩上背著的挎包鼓得像搖籃一般。牠的瞳孔中混雜著恐懼與興奮。\n\n牠的挎包裡有一大批粗製濫造的飛鏢,它們的尖端似乎被各種有害物質包覆著。 +actors.mobs.gnolltrickster.desc=即使以豺狼人的標準來看,這隻生物也非常詭異。牠佝僂著腰,鬼鬼祟祟地行進著,咧開的大嘴掛著邪惡的笑容,肩上背著的挎包鼓得像搖籃一般。牠的瞳孔中混雜著恐懼與興奮。\n\n牠的挎包裡有一大批粗製濫造的飛鏢,它們的尖端似乎被各種有害物質包覆著。 actors.mobs.gnolltrickster.discover_hint=此敵人在特定任務中出現。 actors.mobs.goldenmimic.name=黃金寶箱怪 diff --git a/core/src/main/assets/messages/actors/actors_zh.properties b/core/src/main/assets/messages/actors/actors_zh.properties index fe4ac9d2a..bb82d2cda 100644 --- a/core/src/main/assets/messages/actors/actors_zh.properties +++ b/core/src/main/assets/messages/actors/actors_zh.properties @@ -553,8 +553,8 @@ actors.hero.abilities.duelist.feint.short_desc=决斗家_虚晃一招_,在假 actors.hero.abilities.duelist.feint.desc=决斗家在假装进行攻击的同时冲向一个邻近位置,在原位留下一个残影。正在攻击决斗家的敌人会攻击到残影。\n\n攻击了残影的敌人会被迷惑,取消原本的下一个动作,并且可以被伏击。 actors.hero.abilities.cleric.ascendedform.name=超凡升天 -actors.hero.abilities.cleric.ascendedform.short_desc=牧师_超凡升天_,进入神格以获得新法术,攻击距离与护盾。 -actors.hero.abilities.cleric.ascendedform.desc=牧师释放神圣能量,进入持续10回合的神格。在此形态下,牧师可施放新法术,增加2格攻击距离与30点护盾。且每消耗1点圣典充能进行施法都能使牧师获得10点护盾。\n\n通过超凡升天及其法术赋予的护盾不会自然衰减,但在超凡升天结束时这种护盾会立即消失。重新使用该技能可刷新超凡升天的持续时间。 +actors.hero.abilities.cleric.ascendedform.short_desc=牧师_超凡升天_而进入神格,可获得全新法术、攻击距离与护盾。 +actors.hero.abilities.cleric.ascendedform.desc=牧师释放神圣能量,进入持续10回合的神格。在此形态下,牧师可施放全新法术,增加2格攻击距离与30点护盾。且每消耗1点圣典充能进行施法都能使牧师获得10点护盾。\n\n通过超凡升天及其法术赋予的护盾不会自然衰减,但在超凡升天结束时这种护盾会立即消失。重新使用该技能可刷新超凡升天的持续时间。 actors.hero.abilities.cleric.ascendedform$ascendbuff.name=超凡升天 actors.hero.abilities.cleric.ascendedform$ascendbuff.desc=神圣能量自牧师周身流转。进入神格时,牧师可通过其神圣能量索敌以获得2格攻击距离,并且每使用一点圣书充能牧师都能获得10点护盾。此外,牧师还可以施放通过超凡升天相关天赋解锁的法术。\n\n通过超凡升天及其法术获得的护盾不会正常衰减,但在超凡升天结束时这种护盾会立即消失。\n\n当前护盾值: %1$d\n剩余回合数: %2$d actors.hero.abilities.cleric.trinity.name=三位一体 @@ -578,13 +578,13 @@ actors.hero.abilities.cleric.trinity.talismanofforesight_use=三位一体会消 actors.hero.abilities.cleric.trinity.timekeepershourglass_use=三位一体会消耗_%2$s充能_以获得该神器持续_%1$d_回合的时间冻结效果。 actors.hero.abilities.cleric.trinity.unstablespellbook_use=三位一体会消耗_%2$s充能_以使用该神器_%1$d/10_无额外消耗使用秘卷概率的随机卷轴效果。 actors.hero.abilities.cleric.trinity.cost=该护甲技能充能消耗不定,但通常为_%d_。 -actors.hero.abilities.cleric.trinity.short_desc=牧师获得一套_三位一体_的护甲技能,统率神力通晓万物,通过使用新法术选择并幻化其已鉴定的装备。 -actors.hero.abilities.cleric.trinity.desc=牧师获得一套_三位一体_的护甲技能,通过使用三种新法术选择并使用各式各样的物品效果。每种位格法术都专用于幻化牧师本局已鉴定的不同种类装备效果:体之位格(武器与护甲)、智之位格(法杖与投武)、魂之位格(戒指与神器)。\n\n每种位格法术同时只能幻化一种效果,而牧师使用三位一体时可以选择使用哪种位格法术的效果。三位一体无法复制你已经装备的装备效果。 +actors.hero.abilities.cleric.trinity.short_desc=牧师获得_三位一体_的技能,可模拟其已鉴定的装备并通过使用全新法术进行装备分配。 +actors.hero.abilities.cleric.trinity.desc=牧师获得一套_三位一体_的护甲技能,通过使用三种全新法术选择并使用各式各样的物品效果。每种位格法术都专用于模拟牧师本局已鉴定的不同种类装备效果:体之位格(武器与护甲)、智之位格(法杖与投武)、魂之位格(戒指与神器)。\n\n每种位格法术同时只能模拟一种效果,而牧师使用三位一体时可以选择所使用的位格法术的种类。三位一体无法复制你已装备的装备效果。 actors.hero.abilities.cleric.trinity$wndusetrinity.text=选择三位一体所使用的位格法术。不同位格的效果可同时生效。 actors.hero.abilities.cleric.trinity$wndusetrinity.body=_体之位格:%s_ actors.hero.abilities.cleric.trinity$wndusetrinity.mind=_智之位格:%s_ actors.hero.abilities.cleric.trinity$wndusetrinity.spirit=_魂之位格:%s_ -actors.hero.abilities.cleric.trinity$wnditemtypeselect.text=选择三位一体所幻化的物品效果。附加信息将在确认之前显示。 +actors.hero.abilities.cleric.trinity$wnditemtypeselect.text=选择三位一体所模拟的物品效果。附加信息将在确认之前显示。 actors.hero.abilities.cleric.trinity$wnditemconfirm.body=选择体之位格效果 actors.hero.abilities.cleric.trinity$wnditemconfirm.mind=选择智之位格效果 actors.hero.abilities.cleric.trinity$wnditemconfirm.spirit=选择魂之位格效果 @@ -594,15 +594,15 @@ actors.hero.abilities.cleric.powerofmany.prompt_ally=指挥你的圣天誓盟 actors.hero.abilities.cleric.powerofmany.ally_exists=你已经有一位强化盟友了。 actors.hero.abilities.cleric.powerofmany.no_vision=你无法以视野外的位置为目标。 actors.hero.abilities.cleric.powerofmany.only_allies=你只能强化盟友。 -actors.hero.abilities.cleric.powerofmany.short_desc=牧师引导_万物一心_之力,赋能已有盟友以为其进行强化,或创造圣天誓盟。 -actors.hero.abilities.cleric.powerofmany.desc=牧师引导_万物一心_之力,赋能已有盟友以为其进行强化,或创造持续100回合的圣天誓盟。牧师对空位置施放该护甲技能即可创造圣天誓盟。\n\n被万物一心强化时,任何盟友都会获得25%伤害加成与25%伤害减免,并与牧师共享视野。使用护甲能力时盟友还会获得25点护盾。\n\n牧师还会获得三种仅能对赋能盟友施放的新法术。万物一心不会在上述法术生效时结束。 +actors.hero.abilities.cleric.powerofmany.short_desc=牧师引导_万物一心_的力量,可强化一位已有盟友或创造一位全新盟友。 +actors.hero.abilities.cleric.powerofmany.desc=牧师引导_万物一心_的力量,可强化一位已有盟友或创造一位持续100回合的全新盟友。牧师对空格施放该护甲技能即可创造一位名为圣天誓盟的全新盟友。\n\n被万物一心强化时,任何盟友都会获得25%伤害加成与25%伤害减免,并与牧师共享视野。使用护甲技能还会使盟友获得25点护盾。\n\n牧师还会获得三种仅能对强化盟友施放的全新法术。万物一心不会在上述法术之一的效果期间内结束。 actors.hero.abilities.cleric.powerofmany$powerbuff.name=万物一心 -actors.hero.abilities.cleric.powerofmany$powerbuff.desc=该盟友已被万物一心强化,获得25%%伤害加成与25%%伤害减免。盟友还会与牧师共享视野,并可获益于万物一心咒语。\n\n诸如虹卫此类盟友消散时,万物一心效果会持续存在,但效果持续时间仍会倒计时。\n\n剩余回合数:%s +actors.hero.abilities.cleric.powerofmany$powerbuff.desc=该盟友已被万物一心强化,获得25%%伤害加成与25%%伤害减免。盟友还会与牧师共享视野,并可获益于万物一心法术\n\n万物一心会在盟友消散时(例如虹卫)维持强化效果,然而强化效果的持续时长仍会进行倒计时。\n\n剩余回合数:%s actors.hero.abilities.cleric.powerofmany$lightally.name=圣天誓盟 actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=你的盟友移动到了那个位置。 actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=你的盟友正在跟随你。 actors.hero.abilities.cleric.powerofmany$lightally.direct_attack=你的盟友正在发动攻击! -actors.hero.abilities.cleric.powerofmany$lightally.desc=一位牧师冒险伙伴的克隆人,通体由凝聚态圣光制成。即使圣天誓盟具有另一位英雄的外形,却不具有他们的任何独特能力。只要该盟友的万物一心效果依旧存在,该盟友就会持续存在。\n\n该盟友无需消耗充能即可通过再次使用万物一心护甲技能指挥。 +actors.hero.abilities.cleric.powerofmany$lightally.desc=一位牧师冒险伙伴的克隆人,通体由凝聚态圣光制成。即使圣天誓盟具有另一位英雄的外形,却不具有他们的任何独特能力。只要万物一心的强化效果仍在,该盟友就会维持其存在。\n\n该盟友可通过再次使用万物一心护甲技能不消耗充能地指挥。 actors.hero.abilities.cleric.powerofmany$lightally.discover_hint=你可通过某个英雄护甲技能遇到该单位。 @@ -628,7 +628,7 @@ actors.hero.spells.beamingray.out_of_range=那个位置超出了范围。 actors.hero.spells.beamingray.short_desc=传送你的盟友并使其获得伤害加成。 actors.hero.spells.beamingray.desc=牧师引导其盟友的力量为可将传送盟友至某个位置的光束。若光束投射到敌人上,传送光束会将盟友传送至敌人附近并将其作为攻击目标。\n\n传送光束的最大范围为%1$d格,并使万物一心对4格范围内最近敌人的伤害加成提升至%2$d%%,持续10回合。该法术还可以传送通常情况下无法移动的盟友,但若如此则传送光束范围减半。 actors.hero.spells.beamingray$beamingrayboost.name=光灵召唤 -actors.hero.spells.beamingray$beamingrayboost.desc=该盟友刚被光灵召唤传送,在位移后可对最近敌人造成额外伤害。万物一心的增益不会在该效果生效时结束。\n\n剩余回合数:%s +actors.hero.spells.beamingray$beamingrayboost.desc=该盟友近期被光灵召唤的传送光束传送,获得对传送后最近敌人的伤害加成。万物一心不会在该增益的效果期间内结束。\n\n剩余回合数:%s actors.hero.spells.blessspell.name=神圣祝福 actors.hero.spells.blessspell.short_desc=使牧师获得祝福和护盾,使其他单位获得祝福和治疗。 @@ -636,13 +636,13 @@ actors.hero.spells.blessspell.desc=牧师赐自身或视野内一个单位神圣 actors.hero.spells.bodyform.name=体之位格 actors.hero.spells.bodyform.short_desc=为三位一体选择附魔或刻印。 -actors.hero.spells.bodyform.desc=牧师选择一个本局已鉴定的附魔或刻印并使三位一体幻化其效果。\n\n使用三位一体时,牧师会获得所选附魔或刻印的效果%d回合。该临时附魔或刻印具有正常附魔或刻印本应具有的任何效果。\n\n该法术会刷新三位一体当前已幻化的任何体之位格效果。 +actors.hero.spells.bodyform.desc=牧师选择一个本局已鉴定的附魔或刻印并使三位一体模拟其效果。\n\n使用三位一体时,牧师会获得所选附魔或刻印的效果%d回合。该临时附魔或刻印具有正常附魔或刻印本应具有的任何效果。\n\n该法术会刷新三位一体当前已模拟的任何体之位格效果。 actors.hero.spells.bodyform$bodyformbuff.name=体之位格 actors.hero.spells.bodyform$bodyformbuff.desc=位格法术体之位格正使你获得附魔或刻印的效果,仿佛你已将其装备于当前的武器或护甲。\n\n注意,体之位格无法复制你已经装备的装备效果。\n\n当前的效果:%1$s\n\n剩余回合数:%2$s actors.hero.spells.cleanse.name=神圣净化 actors.hero.spells.cleanse.short_desc=清除减益并获得护盾。 -actors.hero.spells.cleanse.desc=牧师清除自身和视野内盟友的所有减益效果。此后所有受影响的单位还将获得%1$d回合的减益免疫和%2$d点护盾。 +actors.hero.spells.cleanse.desc=牧师清除自身和视野内盟友的所有负面状态效果。此后所有受影响的单位还将获得%1$d回合的全面净化和%2$d点护盾。 actors.hero.spells.clericspell.prompt=选择一个目标 actors.hero.spells.clericspell.no_target=那里没有任何目标。 @@ -727,11 +727,11 @@ actors.hero.spells.lifelinkspell.name=血色羁绊 actors.hero.spells.lifelinkspell.short_desc=与盟友共享所受伤害,并使其获得伤害减免。 actors.hero.spells.lifelinkspell.desc=牧师强化自身与其强化盟友之间的生命联结。该强化版生命联结持续%1$d回合,会使英雄与其盟友共享任何所受伤害,并使万物一心的伤害减免提升至%2$d%%。注意,伤害共享的优先级低于护甲,但高于万物一心的伤害减免。\n\n生命联结效果生效时,对任何一方施放3阶及以下的增益型牧师法术对双方均有效果。 actors.hero.spells.lifelinkspell$lifelinkspellbuff.name=血色羁绊 -actors.hero.spells.lifelinkspell$lifelinkspellbuff.desc=牧师近期对该盟友施放了血色羁绊以建立生命联结。\n\n除生命联结的通常效果外,该单位还会获得伤害减免,任何增益型牧师法术对牧师与该盟友施放时对双方均生效,并且万物一心不会在该效果生效时结束。\n\n剩余回合数:%s +actors.hero.spells.lifelinkspell$lifelinkspellbuff.desc=牧师近期对该盟友施放了血色羁绊以建立生命联结。\n\n除生命联结的通常效果外,该单位还会获得伤害减免,任何增益型牧师法术对牧师与该盟友施放时对双方均生效,并且万物一心不会在该增益的效果期间内结束。\n\n\n剩余回合数:%s actors.hero.spells.mindform.name=智之位格 actors.hero.spells.mindform.short_desc=为三位一体选择法杖或投武。 -actors.hero.spells.mindform.desc=牧师选择一个本局已鉴定的法杖或投武并使三位一体幻化其效果。\n\n使用三位一体时,牧师会使用所选物品单次攻击的%d级效果。该次攻击触发正常使用该物品本应触发的所有效果。\n\n该法术会刷新三位一体当前已有的任何智之位格效果。 +actors.hero.spells.mindform.desc=牧师选择一个本局已鉴定的法杖或投武并使三位一体模拟其效果。\n\n使用三位一体时,牧师会使用所选物品单次攻击的%d级效果。该次攻击触发正常使用该物品本应触发的所有效果。\n\n该法术会刷新三位一体当前已有的任何智之位格效果。 actors.hero.spells.mnemonicprayer.name=祈愿诗篇 actors.hero.spells.mnemonicprayer.short_desc=延长盟友/敌人的增益/减益效果, 并重新施加圣辉。 @@ -755,7 +755,7 @@ actors.hero.spells.shieldoflight$shieldoflighttracker.desc=一面薄弱的圣盾 actors.hero.spells.spiritform.name=魂之位格 actors.hero.spells.spiritform.short_desc=为三位一体选择戒指或神器。 -actors.hero.spells.spiritform.desc=牧师选择本局已鉴定的戒指或神器(神圣法典除外)并使三位一体幻化其效果。\n\n如果所选物品为戒指,三位一体会获得所选戒指的%1$d级效果20回合。\n\n如果所选物品为神器,三位一体会复制所选神器的%2$d级效果。三位一体使用神器时的具体效果与护甲充能消耗因神器而异。\n\n该法术会刷新三位一体当前已幻化的任何魂之位格效果。 +actors.hero.spells.spiritform.desc=牧师选择本局已鉴定的戒指或神器(神圣法典除外)并使三位一体模拟其效果。\n\n如果所选物品为戒指,三位一体会获得所选戒指的%1$d级效果20回合。\n\n如果所选物品为神器,三位一体会复制所选神器的%2$d级效果。三位一体使用神器时的具体效果与护甲充能消耗因神器而异。\n\n该法术会刷新三位一体当前已模拟的任何魂之位格效果。 actors.hero.spells.spiritform$spiritformbuff.name=魂之位格 actors.hero.spells.spiritform$spiritformbuff.desc=位格法术魂之位格正使你获得物品的效果,仿佛你已将其装备于装备栏。\n\n注意,魂之位格无法复制你已经装备的装备效果。\n\n当前的效果:%1$s\n\n剩余回合数:%2$s @@ -860,7 +860,7 @@ actors.hero.herosubclass.champion_short_desc=_勇士_可以双持武器,并拥 actors.hero.herosubclass.champion_desc=勇士善使近战武器,除了主武器,她还能再装备一件副武器。勇士用主武器进行普通攻击,但她可以不耗时地切换主、副武器,也能施放两武器各自的武技。\n\n她还额外有2点武技充能上限,且武技充能回复速率提升50%。 actors.hero.herosubclass.monk=武僧 actors.hero.herosubclass.monk_short_desc=_武僧_在战斗时能够积蓄内力,这些内力可用于施展诸多武功。 -actors.hero.herosubclass.monk_desc=武僧的武术造诣十分深厚。她在击败敌人时能够积蓄内力,并用于施放诸多防御性和功能性的能力。内力不会随时间流失,但具有基于武僧等级的存储上限。\n\n1点内力:快速出拳打击\n2点内力:凝神以闪避下次攻击\n3点内力:瞬间闪现至周边\n4点内力:将敌人踢开\n5点内力:冥思以清除减益效果并回复法杖与神器充能 +actors.hero.herosubclass.monk_desc=武僧的武术造诣十分深厚。她在击败敌人时能够积蓄内力,并用于施放诸多防御性和功能性的能力。内力不会随时间流失,但具有基于武僧等级的存储上限。\n\n1点内力:疾速出拳,连续打击目标\n2点内力:聚精会神,闪避下次受击\n3点内力:瞬间位移,冲向附近位置\n4点内力:蓄力飞踢,击退附近敌人\n5点内力:清除状态,充能法杖神器 actors.hero.herosubclass.priest=祭司 actors.hero.herosubclass.priest_short_desc=_祭司_会获得全新的远程法术和强化版神导之光。 actors.hero.herosubclass.priest_desc=祭司获得一系列全新升级的法术,其主要强调远程攻击与魔法物品兼容。\n\n祭司每经50回合可以免费施放一次_神导之光_,可通过其任何直接作用于敌人的法术施加圣辉,并可通过盟友、法杖和某些神器消耗圣辉以造成等同于祭司等级+5的额外伤害。\n\n祭司还会获得法术_破晓辐光_,消耗2点充能以驱散黑暗,为视野内所有敌人触发并施加圣辉,并将其短暂击晕。 @@ -939,7 +939,7 @@ actors.hero.talent.enraged_catalyst.desc=_+1:_狂战士拥有越多怒气, actors.hero.talent.cleave.title=连战热忱 actors.hero.talent.cleave.desc=_+1:_当角斗士击杀一名敌人时,_30回合_内再次攻击仍继承连击数。\n\n_+2:_当角斗士击杀一名敌人时,_45回合_内再次攻击仍继承连击数。\n\n_+3:_当角斗士击杀一名敌人时,_60回合_内再次攻击仍继承连击数。 actors.hero.talent.lethal_defense.title=以战养战 -actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_50回合_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_100回合_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_150回合_。\n\n该天赋可将护盾剩余冷却时间减至最低-150回合,意味着护盾可在生效后立刻冷却,以便再次激活护盾。 +actors.hero.talent.lethal_defense.desc=_+1:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_50回合_。\n\n_+2:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_100回合_。\n\n_+3:_当角斗士使用连击战技击杀一名敌人时,破损纹章护盾的剩余冷却时间会减少_150回合_。\n\n该天赋可将护盾剩余冷却时间减至最低-150回合,意味着护盾可在生效后立刻冷却完毕,以便再次激活护盾。 actors.hero.talent.enhanced_combo.title=战技强化 actors.hero.talent.enhanced_combo.desc=_+1:_当角斗士的连击数达到7或以上时,冲击的击退距离提升至3且附带眩晕,并可将敌人击落深渊。\n\n_+2:_除+1的增益外,当角斗士的连击数达到9或以上时,招架反击对一回合内的多次攻击有效。\n\n_+3:_除+1和+2的增益外,角斗士在使用撞击,横扫和暴雨时可跃过 连击数/3 格的地格来接近敌人。 @@ -1229,7 +1229,7 @@ actors.hero.talent.searing_light.title=灼热之光 actors.hero.talent.searing_light.desc=_+1:_牧师对被_神导之光_施加圣辉的敌人的物理攻击造成_3点额外伤害_。\n\n_+2:_牧师对被_神导之光_施加圣辉的敌人的物理攻击造成_5点额外伤害_。 actors.hero.talent.searing_light.meta_desc=_如果这个天赋被其它英雄获得_,那么它会使攻击在对敌人使用法杖或神器后造成额外伤害,带有20回合的冷却时间。 actors.hero.talent.shield_of_light.title=神圣护盾 -actors.hero.talent.shield_of_light.desc=_+1:_牧师可以施放法术_神圣护盾_,消耗1点充能以立即获得仅对单个目标生效的持续5回合的_2~4点护甲_。\n\n_+2:_牧师可以施放法术_神圣护盾_,消耗1点充能以立即获得仅对单个目标生效的持续5回合的_3~6点护甲_。 +actors.hero.talent.shield_of_light.desc=_+1:_牧师可以施放法术_神圣护盾_,消耗1点充能以立即获得在5回合内仅对指定目标有效的_2~4点护甲_。\n\n_+2:_牧师可以施放法术_神圣护盾_,消耗1点充能以立即获得在5回合内仅对指定目标有效的_3~6点护甲_。 actors.hero.talent.shield_of_light.meta_desc=_如果这个天赋被其它英雄获得_,那么它会在+1/+2等级时有33/50%的概率减少作为你的攻击目标的敌人所造成的1点物理伤害。 actors.hero.talent.enlightening_meal.title=启蒙圣餐 @@ -1250,7 +1250,7 @@ actors.hero.talent.bless.desc=_+1:_牧师可以施放法术_神圣祝福_, actors.hero.talent.bless.meta_desc=_如果这个天赋被其它英雄获得_,那么它会在+1/+2等级时提升英雄和所有盟友3%/5%的精准和闪避。 actors.hero.talent.cleanse.title=神圣净化 -actors.hero.talent.cleanse.desc=_+1:_牧师可以施放法术_神圣净化_,消耗2点充能以清除自身和附近任何盟友的所有减益效果并使全体获得_10点护盾_。\n\n_+2:_牧师可以施放法术_神圣净化_,消耗2点充能以清除自身和附近任何盟友的所有减益效果并使全体获得_20点护盾_与_3回合减益免疫_。\n\n_+3:_牧师可以施放法术_神圣净化_,消耗2点充能以清除自身和附近任何盟友的所有减益效果并使全体获得_30点护盾_与_5回合减益免疫_。 +actors.hero.talent.cleanse.desc=_+1:_牧师可以施放法术_神圣净化_,消耗2点充能以使自身和附近任何盟友_清除负面状态效果_并获得_10点护盾_。\n\n_+2:_牧师可以施放法术_神圣净化_,消耗2点充能以使自身和附近任何盟友获得_3回合全面净化_与_20点护盾_。\n\n_+3:_牧师可以施放法术_神圣净化_,消消耗2点充能以使自身和附近任何盟友获得_5回合全面净化_与_30点护盾_。 actors.hero.talent.cleanse.meta_desc=_如果这个天赋被其它英雄获得_,那么它会在+1/+2/+3等级时使英雄在使用法杖或神器后有10/20/30%的概率净化负面状态效果。 actors.hero.talent.light_reading.title=轻量阅读 actors.hero.talent.light_reading.desc=_+1:_牧师不装备圣典也能使用其功能,但未装备时圣典的充能速率会降至_25%_。\n\n_+2:_牧师不装备圣典也能使用其功能,但未装备时圣典的充能速率会降至_50%_。\n\n_+3:_牧师不装备圣典也能使用其功能,但未装备时圣典的充能速率会降至_75%_。 @@ -1278,11 +1278,11 @@ actors.hero.talent.flash.title=天堂阶梯 actors.hero.talent.flash.desc=_+1:_开启超凡升天时,牧师可以施放法术_天堂阶梯_,以传送至最多_3格_外。\n\n_+2:_开启超凡升天时,牧师可以施放法术_天堂阶梯_,以传送至最多_4格_外。\n\n_+3:_开启超凡升天时,牧师可以施放法术_天堂阶梯_,以传送至最多_5格_外。\n\n_+4:_开启超凡升天时,牧师可以施放法术_天堂阶梯_,以传送至最多_6格_外。\n\n天堂阶梯初始消耗2点圣典充能,并且在同次开启超凡升天时每次施放都会+1充能消耗。 actors.hero.talent.body_form.title=体之位格 -actors.hero.talent.body_form.desc=牧师可以施放法术_体之位格_,消耗2点充能以使三位一体幻化牧师本局已鉴定的附魔或刻印。\n\n_+1:_使用三位一体时,牧师会获得所选附魔或刻印的效果_20回合_。\n\n_+2:_使用三位一体时,牧师会获得所选附魔或刻印的效果_27回合_。\n\n_+3:_使用三位一体时,牧师会获得所选附魔或刻印的效果_33回合_。\n\n_+4:_使用三位一体时,牧师会获得所选附魔或刻印效果_40回合_。\n\n三位一体同时只能幻化一种体之位格效果。选择罕见而强力的刻印时,三位一体的护甲充能消耗更高。 +actors.hero.talent.body_form.desc=牧师可以施放法术_体之位格_,消耗2点充能以使三位一体模拟牧师本局已鉴定的附魔或刻印。\n\n_+1:_使用三位一体时,牧师会获得所选附魔或刻印的效果_20回合_。\n\n_+2:_使用三位一体时,牧师会获得所选附魔或刻印的效果_27回合_。\n\n_+3:_使用三位一体时,牧师会获得所选附魔或刻印的效果_33回合_。\n\n_+4:_使用三位一体时,牧师会获得所选附魔或刻印效果_40回合_。\n\n三位一体同时只能模拟一种体之位格效果。选择罕见而强力的刻印时,三位一体的护甲充能消耗更高。 actors.hero.talent.mind_form.title=智之位格 -actors.hero.talent.mind_form.desc=牧师可以施放法术_智之位格_,消耗3点充能以使三位一体幻化牧师本局已使用的法杖或投武。\n\n_+1:_使用三位一体时,牧师会使用所选法杖或投武的_3级_效果。\n\n_+2:_使用三位一体时,牧师会使用所选法杖或投武的_4级_效果。\n\n_+3:_使用三位一体时,牧师会使用所选法杖或投武的_5级_效果。\n\n_+4:_使用三位一体时,牧师会使用所选法杖或投武的_6级_效果。\n\n三位一体同时只能幻化一种智之位格效果。 +actors.hero.talent.mind_form.desc=牧师可以施放法术_智之位格_,消耗3点充能以使三位一体模拟牧师本局已使用的法杖或投武。\n\n_+1:_使用三位一体时,牧师会使用所选法杖或投武的_3级_效果。\n\n_+2:_使用三位一体时,牧师会使用所选法杖或投武的_4级_效果。\n\n_+3:_使用三位一体时,牧师会使用所选法杖或投武的_5级_效果。\n\n_+4:_使用三位一体时,牧师会使用所选法杖或投武的_6级_效果。\n\n三位一体同时只能模拟一种智之位格效果。 actors.hero.talent.spirit_form.title=魂之位格 -actors.hero.talent.spirit_form.desc=牧师可以施放法术_魂之位格_,消耗4点充能以使三位一体幻化牧师本局已鉴定的戒指或神器(神圣法典除外)。\n\n_+1:_使用三位一体时,牧师会获得所选戒指的_1级_效果20回合或使用所选神器的_4级_效果。\n\n_+2:_使用三位一体时,牧师会获得所选戒指的_2级_效果20回合或使用所选神器的_6级_效果。\n\n_+3:_使用三位一体时,牧师会获得所选戒指的_3级_效果20回合或使用所选神器的_8级_效果。\n\n_+4:_使用三位一体时,牧师会获得所选戒指的_4级_效果20回合或使用所选神器的_10级_效果。\n\n三位一体同时只能幻化一种魂之位格效果。通过三位一体使用神器时效果与护甲充能消耗因神器而异。 +actors.hero.talent.spirit_form.desc=牧师可以施放法术_魂之位格_,消耗4点充能以使三位一体模拟牧师本局已鉴定的戒指或神器(神圣法典除外)。\n\n_+1:_使用三位一体时,牧师会获得所选戒指的_1级_效果20回合或使用所选神器的_4级_效果。\n\n_+2:_使用三位一体时,牧师会获得所选戒指的_2级_效果20回合或使用所选神器的_6级_效果。\n\n_+3:_使用三位一体时,牧师会获得所选戒指的_3级_效果20回合或使用所选神器的_8级_效果。\n\n_+4:_使用三位一体时,牧师会获得所选戒指的_4级_效果20回合或使用所选神器的_10级_效果。\n\n三位一体同时只能模拟一种魂之位格效果。通过三位一体使用神器时效果与护甲充能消耗因神器而异。 actors.hero.talent.beaming_ray.title=光灵召唤 actors.hero.talent.beaming_ray.desc=牧师可以施放法术_光灵召唤_,消耗1点充能以使强化盟友释放传送光束。光束可穿透墙壁并传送盟友至指定位置。若该位置有敌人,盟友会出现在敌人附近并将其作为攻击目标。该法术还可传送通常情况下无法移动的盟友,但若如此做则传送光束范围减半。\n\n_+1:_传送光束的最大范围为_4格_,并使万物一心对最近敌人的伤害加成提升至_35%_,持续10回合。\n\n_+2:_传送光束的最大范围为_8格_,并使万物一心对最近敌人的伤害加成提升至_40%_,持续10回合。\n\n_+3:_传送光束的最大范围为_12格_,并使万物一心对最近敌人的伤害加成提升至_45%_,持续10回合。\n\n_+4:_传送光束的最大范围为_16格_,并使万物一心对最近敌人的伤害加成提升至_50%_,持续10回合。 diff --git a/core/src/main/assets/messages/items/items_de.properties b/core/src/main/assets/messages/items/items_de.properties index e941729c0..6db00cad6 100644 --- a/core/src/main/assets/messages/items/items_de.properties +++ b/core/src/main/assets/messages/items/items_de.properties @@ -441,7 +441,7 @@ items.artifacts.skeletonkey.force_lock=Das Schloss ist ohne deinen Skelettschlü items.artifacts.skeletonkey.discard=Du wirfst deine überflüssigen Schlüssel weg. items.artifacts.skeletonkey.levelup=Dein Skelettschlüssel wird stärker! items.artifacts.skeletonkey.desc=Ein wichtig aussehender Schlüssel, dessen Reide wie ein Schädel geformt ist. Jedes mal, wenn du darauf schaust, scheinen die Zähne anders angeordnet zu sein. -items.artifacts.skeletonkey.desc_worn=Dieser magische Schlüssel scheint stärker zu werden, wenn du ihn anstelle der normalen Schlüssel im Dungeon benutzt. Er kann in fast jedes Schloss des Dungeons gesteckt werden, um es entweder zu öffnen oder zu verschließen.\nEs funktioniert sogar bei Schlössern, dessen Türen zuvor nicht verschlossen waren.\n\nZudem kann der Schlüssel in freiem Räumen in eine der vier Himmelsrichtungen oder diagonal verwendet werden, um die Luft vor dir zu ‚verschließen‘. Dadurch entsteht eine drei Felder breite Barriere, die 10 Züge lang bestehen bleibt. Bei diesem Vorgang werden Gegner weggestoßen, sofern genügend Platz dafür vorhanden ist.“ +items.artifacts.skeletonkey.desc_worn=Dieser magische Schlüssel scheint stärker zu werden, wenn du ihn anstelle der normalen Schlüssel im Dungeon benutzt. Er kann in fast jedes Schloss des Dungeons gesteckt werden, um es entweder zu öffnen oder zu verschließen. Es funktioniert sogar bei Schlössern, dessen Türen zuvor nicht verschlossen waren.Zudem kann der Schlüssel in freiem Räumen in eine der vier Himmelsrichtungen oder diagonal verwendet werden, um die Luft vor dir zu ‚verschließen‘. Dadurch entsteht eine drei Felder breite Barriere, die 10 Züge lang bestehen bleibt. Bei diesem Vorgang werden Gegner weggestoßen, sofern genügend Platz dafür vorhanden ist. items.artifacts.skeletonkey.desc_cursed=Der verfluchte Schlüssel scheint aktiv zu vermeiden, in irgendein Schloss zu passen, und erschwert dir sogar die Nutzung deiner anderen Schlüssel – wenn auch nicht völlig. items.artifacts.skeletonkey$keywall.desc=Eine temporäre magische Barriere wurde hier mithilfe des Skelettschlüssels erschaffen. @@ -716,7 +716,7 @@ items.keys.ironkey.name=Eisenschlüssel items.keys.ironkey.desc=Der Bart dieses altertümlichen Schlüssels ist deutlich verschlissen. Welches Schloss kann dieser Schlüssel wohl öffnen? items.keys.wornkey.name=abgenutzter Schlüssel -items.keys.wornkey.desc=Der Schlüssel ist abgenutzt und verfärbt, allerdings sieht er so aus, als wäre er von hoher Bedeutung. Er könnte vielleicht genutzt werden um eine besondere Tür in der Nähe zu öffnen. +items.keys.wornkey.desc=Der Schlüssel ist abgenutzt und verfärbt, allerdings sieht er so aus, als wäre er von hoher Bedeutung. Er könnte vielleicht genutzt werden, um eine besondere Tür in der Nähe zu öffnen. @@ -942,7 +942,7 @@ items.quest.embers.discover_hint=Du kannst diesen Gegenstand während einer best items.quest.escapecrystal.name=Fluchtkristall items.quest.escapecrystal.ac_use=VERWENDEN -items.quest.escapecrystal.desc=Ein schmaler magischer Zauberkristall, der offenbar eine Art Teleportationsmagie enthält. Du kannst diesen Kristall jederzeit benutzen, um den zwergischen Tresor zu verlassen – allerdings wirst du somit nichts aus ihm mitnehmen können! +items.quest.escapecrystal.desc=Ein schmaler magischer Zauberkristall, der offenbar eine Art Teleportationsmagie enthält. Du kannst diesen Kristall jederzeit benutzen, um die Zwergenschatzkammer zu verlassen – allerdings wirst du somit nichts aus ihr mitnehmen können! items.quest.escapecrystal.discover_hint=Du kannst diesen Gegenstand während einer bestimmten Aufgabe finden. items.quest.gooblob.name=Schleimklumpen @@ -1426,10 +1426,10 @@ items.trinkets.chaoticcenser.typical_stats_desc=Dieses Kleinod wird ungefähr al items.trinkets.chaoticcenser.stats_desc=Dieses Kleinod wird ungefähr alle _%d_ Züge schädliches Gas in der Nähe eines Feindes erzeugen. Gase treten nur auf, wenn Feinde zugegen sind. Auf höheren Stufen steigt die Wahrscheinlichkeit, dass exotisches und mächtiges Gas erzeugt wird. items.trinkets.crackedspyglass.name=gesprungenes Fernglas -items.trinkets.crackedspyglass.desc=Dieses handliche Teleskop wäre ein beeindruckendes Beispiel für großartige und präzise Handwerkskunst – wäre da nicht der Riss in seiner Frontlinse. Das Fernrohr scheint dir zu helfen, neue Gegenstände im Dungeon aufzuspüren, doch durch seinen Makel sind die entdeckten Objekte nur schwer zu erkennen! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.desc=Dieses handliche Teleskop wäre ein beeindruckendes Beispiel für großartige und präzise Handwerkskunst – wäre da nicht der Riss in seiner vorderen Linse. Das Fernrohr scheint dir zu helfen, neue Gegenstände im Dungeon aufzuspüren, doch durch seinen Makel sind die entdeckten Objekte nur schwer zu erkennen! +items.trinkets.crackedspyglass.typical_stats_desc=Normalerweise erschafft dieses Kleinod mit einer _Chance von %1$s%%_ einen zusätzlichen verborgenen Raum auf jeder Nicht-Boss-Ebene. +items.trinkets.crackedspyglass.stats_desc=Auf seiner aktuellen Stufe hat dieses Kleinod eine _Chance von %1$s%%_, einen zusätzlichen verborgenen Gegenstand auf jeder Nicht-Boss-Ebene zu erschaffen. +items.trinkets.crackedspyglass.stats_desc_upgraded=Auf seiner aktuellen Stufe hat dieses Kleinod eine _Chance von 100%%_, einen zusätzlichen verborgenen Gegenstand auf jeder Nicht-Boss-Ebene zu erschaffen, sowie eine _Chance von %1$s%%_, einen zweiten verborgenen Gegenstand zu erschaffen. items.trinkets.dimensionalsundial.name=Dimensions-Sonnenuhr items.trinkets.dimensionalsundial.warning=Deine Sonnenuhr wirft keinen Schatten, du fühlst dich unbehaglich. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Die Zweikämpferin kann mit der Streit items.weapon.melee.battleaxe.desc=Der enorme Stahlkopf dieser Streitaxt bringt eine beachtliche Wucht mit jedem Schlag. items.weapon.melee.crossbow.name=Armbrust -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Normalerweise verbessert diese Waffe Wurfpfeile, so dass diese _%1$d-%2$d Schaden_ zufügen, wenn sie ausgerüstet ist, und sie verleiht ihnen sogar ihre Verzauberung. +items.weapon.melee.crossbow.stats_desc=Diese Waffe verstärkt, wenn ausgerüstet, Wurfpfeile so, dass diese _%1$d-%2$d_ Schaden verursachen, und verleiht ihnen ihre Verzauberung. items.weapon.melee.crossbow.ability_name=geladener Schuss items.weapon.melee.crossbow.typical_ability_desc=Die Zweikämpferin kann ihre Armbrust _aufladen_, wodurch ihr nächster normaler Angriff damit immer trifft und einen von drei Effekten ausführt: Nahkampfangriffe stoßen Feinde weg, nicht präparierte Pfeile verursachen normalerweise _+%1$d Schaden_, präparierte Pfeile lösen ihre Wirkung in einem 7x7-Bereich aus und halten normalerweise für _%2$d nochmalige Anwendungen_. items.weapon.melee.crossbow.ability_desc=Die Zweikämpferin kann ihre Armbrust _aufladen_, wodurch ihr nächster normaler Angriff damit immer trifft und einen von drei Effekten ausführt: Nahkampfangriffe stoßen Feinde weg, nicht präparierte Pfeile verursachen _+%1$d Schaden_ und präparierte Pfeile lösen ihren Effekt in einem 7x7-Bereich aus und halten für _%2$d weitere Anwendungen_. @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Diese Steine wurden abgeschliffen, dami items.weapon.missiles.throwingstone.discover_hint=Einer der Helden startet mit diesem Gegenstand. items.weapon.missiles.tomahawk.name=Tomahawk -items.weapon.missiles.tomahawk.stats_desc=Diese Waffe fügt ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ hinzu. -items.weapon.missiles.tomahawk.typical_stats_desc=Normalerweise fügt diese Waffe ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ hinzu. +items.weapon.missiles.tomahawk.stats_desc=Diese Waffe fügt ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ zu. +items.weapon.missiles.tomahawk.typical_stats_desc=Normalerweise fügt diese Waffe ihrem Ziel _Blutungen der Stärke %1$d-%2$d_ zu. items.weapon.missiles.tomahawk.desc=Diese Wurfäxte haben eine gezackte Kante, die Wunden reißt, während sie in einem Feind stecken bleiben. items.weapon.missiles.trident.name=Dreizack @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Einer der Helden startet mit diesem Gegenstand. items.brokenseal$warriorshield.name=Kriegerschild items.brokenseal$warriorshield.desc_active=Das zerbrochene Siegel hilft derzeit dem Krieger durchzuhalten und verleiht ihm Abschirmung über seinen LP. Nach der Aktivierung der Abschirmung muss eine Abklingzeit ablaufen, bevor sie erneut aktiviert werden kann.\n\nDer Schild nimmt nicht mit der Zeit ab, endet aber, wenn für ein paar Züge keine Gegner in der Nähe sind. Wenn er endet, reduzieren unverbrauchte Schildpunkte die Abklingeit um ein Maximum von 50%%.\n\nVerbleibender Schild: %1$d.\n\nVerbleiende Abklingzeit: %2$d. items.brokenseal$warriorshield.desc_cooldown=Der Krieger hat vor kurzem Abschirmung vom zerbrochenen Siegel erhalten und muss warten, bevor er wieder von diesem schützenden Effekt profitieren kann.\n\nVerbleibende Züge: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Die Abklingzeit der Abschirmung des Kriegers ist momentan negativ, das heißt, wenn seine Abschirmung aktiviert wird, ist die Abklingzeit kürzer als die üblichen 150 Züge. Die Abklingzeit der Abschirmung kann auf bis zu -150 Züge herabgesetzt werden, was bedeutet, dass sie sofort wieder verfügbar ist, nachdem sie aktiviert wurde.Derzeitige Abklingzeit: %d. items.dewdrop.name=Tautropfen items.dewdrop.already_full=Du bist bereits bei vollständiger Gesundheit. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=ANWENDEN items.liquidmetal.prompt=Wähle eine Wurfwaffe items.liquidmetal.already_fixed=Diese Wurfwaffe befindet sich schon in perfektem Zustand! items.liquidmetal.apply=Du benutzt %d Flüssigmetall, um deine Wurfwaffe zu reparieren. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Diese magische Flüssigkeit kann durch Gebrauch entstandene Risse und Brüche einer Wurfwaffe ausbessern und sie so wieder in einen makellosen Zustand versetzen! Wenn einem Satz Waffen ein Exemplar fehlt, es ansonsten aber vollständig repariert ist, kann dieses flüssige Metall sogar dazu verwendet werden, die fehlende Waffe in dem Satz zu ersetzen!\n\nEine Waffe der Stufe 1 benötigt 10 Einheiten Flüssigmetall, um vollständig repariert zu werden, eine Waffe der Stufe 5 benötigt 30. Mit jeder Verbesserung erhöht sich auch die benötigte Menge an Metall um 35%.\n\nFlüssigmetall kann nicht dazu verwendet werden, die Spitzen von präparierten Wurfpfeilen aufzufrischen. items.liquidmetal.discover_hint=Du kannst diesen Gegenstand mit Alchemie herstellen. items.lostbackpack.name=verlorener Rucksack diff --git a/core/src/main/assets/messages/items/items_eo.properties b/core/src/main/assets/messages/items/items_eo.properties index 57bb071fa..40510ebad 100644 --- a/core/src/main/assets/messages/items/items_eo.properties +++ b/core/src/main/assets/messages/items/items_eo.properties @@ -162,7 +162,7 @@ items.artifacts.alchemiststoolkit.energize_desc=Ĉiuj 6 kristaloj de energio ŝa items.artifacts.alchemiststoolkit.energize_1=6 da energio: +1 nivelo items.artifacts.alchemiststoolkit.energize_all=%1$d da energio: +%2$d niveloj items.artifacts.alchemiststoolkit.desc=Tiu ĉi ilaro enhavas kelkajn reakciilojn kaj herbojn kune kun malgranda provtubo por prepari eliksirojn ie ajn vi estas. La provtubo ŝajnas enhavi kristalojn de alĥemio en likva formo. -items.artifacts.alchemiststoolkit.desc_cursed=La malbenita ilaro alteniiĝis al vi kaj malpermesas al vi uzi alĥemion. +items.artifacts.alchemiststoolkit.desc_cursed=La malbenita ilaro alteniiĝis al vi kaj melebligas al vi uzi alĥemion. items.artifacts.alchemiststoolkit.desc_warming=La ilaro nuntempe varmiĝas kaj estos preta baldaŭ. items.artifacts.alchemiststoolkit.desc_hint=La surmetita ilaro iom post iom liveras alĥemian energion dum kiam vi akiras sperton. Ŝajnas, ke la solvaĵo en la provtubo povas esti plipovigita per aldoni al ĝi kristalojn de energio. @@ -190,7 +190,7 @@ items.artifacts.chaliceofblood.prick_warn=Ĉiufoje kiam vi uzas la kalikon, ĝi items.artifacts.chaliceofblood.onprick=Vi pikis vin kaj via esenco de vivo fluas en la kalikon. items.artifacts.chaliceofblood.ondeath=La kaliko elsuĉis el vi ĉiun esencon de vivo… items.artifacts.chaliceofblood.desc=Tiu ĉi brileta arĝenta kaliko estas kurioze ornamita per akraj juvelŝtonoj ĉe rando. -items.artifacts.chaliceofblood.desc_cursed=La malbenita kaliko alteniĝis al via mano kaj malpermesas al vi resanigi. +items.artifacts.chaliceofblood.desc_cursed=La malbenita kaliko alteniĝis al via mano kaj melebligas al vi resanigi. items.artifacts.chaliceofblood.desc_1=Kiam vi tenas kalikon, vi sentas kuriozan emon por piki vin per akraj juvelŝtonoj. items.artifacts.chaliceofblood.desc_2=Iom da via sango estas verŝita en la kalikon, vi subtile sentas, ke la kaliko nutras vin per vivenergio, pliigante vian naturan replenadon de sano.. Vi plue volas piki vin per la kaliko, malgraŭ konscio, ke tio ĉi vin doloros. items.artifacts.chaliceofblood.desc_3=La kaliko estas plenigita ĝis la rando per via esenco de vivo. Vi sentas, ke la kaliko verŝas vivenergion en vin. @@ -490,7 +490,7 @@ items.artifacts.unstablespellbook.infuse_scroll=Vi enigis energion de skribrula items.artifacts.unstablespellbook.unable_scroll=Vi ne povas aldoni tiun ĉi skribrulaĵon al la librego. items.artifacts.unstablespellbook.unknown_scroll=Vi ankoraŭ ne scias pri kia skribrulaĵo tiu ĉi estas. items.artifacts.unstablespellbook.desc=Tiu ĉi volumo estas en surprize bona stato malgraŭ ĝia aĝo. Ĝi kraketas kaj siblas dum foliumado, ĝia nestabila energio ondas. Oni ne povas scii pri kiun magiaĵon vi sorĉos kiam vi legos la libregon. -items.artifacts.unstablespellbook.desc_cursed=La malbenita librego alteniĝis al vi kaj malpermesas al vi uzi plejparton de skribrulaĵoj. +items.artifacts.unstablespellbook.desc_cursed=La malbenita librego alteniĝis al vi kaj malebligas al vi uzi plejparton de skribrulaĵoj. items.artifacts.unstablespellbook.desc_index=Tiu ĉi librego estas nekompleta. Ĝia enhavtabelo nune indikas la jenajn malplenajn paĝojn: items.artifacts.unstablespellbook.desc_empowered=La skribrulaĵoj, kiujn vi aldonis al la libro ardas je povo. Vi povas elekti ekzotajn versiojn de efikojn de tiuj ĉi skribrulaĵoj, sed tio ĉi kostos kroman ŝargon. items.artifacts.unstablespellbook.read_empowered=La skribrulaĵo aldonita al la librego ekscitiĝas je energio. Vi povas uzi aŭ norman aŭ ekzotan version de tiu ĉi skribrulaĵo.\n\nElekto de ekzota versio kostos 2 ŝargojn anstataŭ 1. diff --git a/core/src/main/assets/messages/items/items_in.properties b/core/src/main/assets/messages/items/items_in.properties index 70b4455a3..e9b97bc8e 100644 --- a/core/src/main/assets/messages/items/items_in.properties +++ b/core/src/main/assets/messages/items/items_in.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s anti-entropi items.armor.curses.antientropy.desc=Cara kerja kutukan anti-entropi adalah melawan hukum alam, yaitu dengan menyerap energi kepada si pemakai dan menghempaskan energi kepada lingkungan sekitar. Kutukan ini akan membakar pemakai dalam waktu singkat, tapi akan membekukan segalanya di lingkungkan sekitar! items.armor.curses.bulk.name=%s besar -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Armor berukuran besar terlihat lebih besar dan lebih mengesankan, namun sebenarnya tidak memiliki pertahanan yang ditingkatkan. Lebih buruk lagi, ukuran yang bertambah membuat pergerakan memasuki pintu menjadi sangat sulit. items.armor.curses.corrosion.name=%s korosi items.armor.curses.corrosion.desc=Armor korosi bisa menyemburkan cairan korosif, melumuri segalanya di area dengan cairan asam yang lengket. @@ -86,7 +86,7 @@ items.armor.armor.excess_str=Karena kelebihan kekuatan, kamu _lebih mudah menghi items.armor.armor.evasion=Peningkatan _penghindaran_ telah ditambahkan. items.armor.armor.defense=Peningkatan _pertahanan_ telah ditambahkan. items.armor.armor.inscribed=Telah diberi kekuatan _%s._ -items.armor.armor.glyph_hardened=Sudah _dikeraskan_ +items.armor.armor.glyph_hardened=Sudah _dikeraskan._ items.armor.armor.hardened_no_glyph=Armor ini telah _dikeraskan_, namun saat ini tidak tertulis sebuah glyph. items.armor.armor.cursed_worn=Karena armor ini terkutuk, kamu tidak kuat untuk melepaskannya. items.armor.armor.cursed=Kamu dapat merasakan sihir jahat di armor ini. @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=piala darah items.artifacts.chaliceofblood.ac_prick=TUSUK items.artifacts.chaliceofblood.yes=Ya, aku tahu apa yang kulakukan items.artifacts.chaliceofblood.no=Tidak, aku berubah pikiran -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Setiap kali Anda menggunakan piala itu, energi hidupmu akan terkuras lebih banyak, tetapi sebagai gantinya akan meningkatkan regenerasi kesehatan alami Anda.\n\nSaat ini, menusuk diri sendiri akan menimbulkan _%1$d-%2$d damage_, meskipun damage ini dapat dikurangi dengan _pemblokiran fisik dan magis atau pengurangan damage_. Tanpa mempertimbangkan efek pengurangan damage, menusuk diri sendiri saat ini memiliki _peluang %3$s%%_ untuk menguras energi hidupmu sepenuhnya.\n\nApakah Anda yakin ingin mempersembahkan lebih banyak energi hidup pada piala itu? items.artifacts.chaliceofblood.onprick=Kau menusuk jarimu, dan esensi kehidupanmu tertuang dalam piala. items.artifacts.chaliceofblood.ondeath=Piala itu menyerap esensi kehidupanmu sampai habis... items.artifacts.chaliceofblood.desc=Piala perak yang berkilau ini dengan anehnya dihiasi dengan permata tajam di pinggirnya. items.artifacts.chaliceofblood.desc_cursed=Piala terkutuk menempel sendiri di tanganmu, dan menghalangi kemampuanmu untuk meregenarasi darah. items.artifacts.chaliceofblood.desc_1=Ketika kamu memegang piala itu, anehnya kamu merasa terdorong untuk menusuk jarimu ke permata yang tajam. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Sebagian darahmu dikumpulkan ke dalam piala, kamu dapat secara halus merasakan piala tersebut memberi energi kehidupan ke dalam dirimu, meningkatkan regenerasi alami darahmu. Kamu tetap ingin melukai diri sendiri dengan piala itu, meskipun kamu tahu itu akan menyakitkan. items.artifacts.chaliceofblood.desc_3=Piala diisi sampai penuh dengan esensi kehidupanmu. Kamu dapat merasakan piala yang mengalirkan energi kehidupan kembali ke dalam dirimu. items.artifacts.cloakofshadows.name=jubah bayangan @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Gelang Tanganmu tidak memiliki cu items.artifacts.masterthievesarmband.cursed=Kamu tidak bisa menggunakan gelang tangan yang terkutuk. items.artifacts.masterthievesarmband.full=Gelang Tanganmu terisi penuh! items.artifacts.masterthievesarmband.prompt=Pilih musuh untuk ditargetkan -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Kamu harus menargetkan musuh yang berdekatan denganmu items.artifacts.masterthievesarmband.steal_shopkeeper=Kamu tidak dapat mencuri dari pemilik toko secara langsung. items.artifacts.masterthievesarmband.no_steal=Musuh itu tidak punya apa-apa untuk dicuri. items.artifacts.masterthievesarmband.stole_item=Kamu mencuri item:%s @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Alas kaki itu beriak sesuai warna b items.artifacts.sandalsofnature.desc_seeds=Kamu telah memberi alas kakimu %d benih. items.artifacts.skeletonkey.name=kunci tengkorak -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=MASUKKAN +items.artifacts.skeletonkey.cursed=Kamu tidak bisa memakai kunci tengkorak yang dikutuk. items.artifacts.skeletonkey.prompt=Pilih target -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Tidak ada yang perlu dikunci atau dibuka di sana +items.artifacts.skeletonkey.lock_no_space=Anda tidak bisa mengunci karakter di dalam pintu! +items.artifacts.skeletonkey.iron_charges=Membuka kunci biasa memerlukan 1 daya. +items.artifacts.skeletonkey.gold_charges=Membuka kunci emas memerlukan 2 daya. +items.artifacts.skeletonkey.lock_charges=Mengunci pintu memerlukan 2 daya. +items.artifacts.skeletonkey.wall_charges=Membuat tembok sementara memerlukan 2 daya. +items.artifacts.skeletonkey.crystal_charges=Membuka kunci kristal memerlukan 5daya. +items.artifacts.skeletonkey.wont_open=Entah mengapa, kunci tersebut tidak bisa masuk ke dalam gembok ini. +items.artifacts.skeletonkey.locked_with_key=Pintu itu dikunci dengan kunci tengkorak milikmu. +items.artifacts.skeletonkey.force_lock=Gembok itu menjadi lemah tanpa kunci utamamu. Anda berhasil membukanya secara paksa. +items.artifacts.skeletonkey.discard=Anda membuang kunci-kuncimu yang berlebihan. +items.artifacts.skeletonkey.levelup=Kunci tengkorakmu menjadi lebih kuat! +items.artifacts.skeletonkey.desc=Sebuah kunci yang tampak penting dengan kepala berbentuk tengkorak. Gigi-giginya tampak berbeda setiap kali kamu melihatnya +items.artifacts.skeletonkey.desc_worn=Kunci ajaib ini tampaknya semakin kuat saat kamu menggunakannya, bukan kunci biasa di dalam terungku. Kunci ini dapat dimasukkan ke hampir semua kunci di terungku untuk membuka atau menutupnya, termasuk pintu yang sebelumnya tidak pernah terkunci.\n\nKunci ini bahkan dapat digunakan pada ruang kosong di arah mata angin atau diagonal untuk 'mengunci' udara di depanmu, menciptakan dinding padat selebar 3 petak yang bertahan selama 10 giliran. Penguncian akan mendorong musuh menjauh jika ada ruang untuk melakukannya. +items.artifacts.skeletonkey.desc_cursed=Kunci terkutuk itu tampaknya secara aktif menghindari masuk ke dalam kunci manapun, dan bahkan mempersulit (tetapi bukan tidak mungkin) kamu untuk menggunakan kuncimu yang lain. +items.artifacts.skeletonkey$keywall.desc=Dinding magis sementara telah ditempatkan di sini oleh kunci tengkorak. items.artifacts.talismanofforesight.name=jimat mata batin items.artifacts.talismanofforesight.ac_scry=PINDAI @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Permukaan potongan kunci kristal ini berkilau dalam k items.keys.ironkey.name=kunci besi items.keys.ironkey.desc=Ukiran di kunci besi kuno ini bagus; tali kulitnya sudah dimakan waktu. Pintu apa yang dapat dibuka dengan ini? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=kunci usang +items.keys.wornkey.desc=Kunci ini sudah usang dan warnanya pudar, tetapi terlihat serius. Mungkin kunci ini bisa membuka pintu penting di dekat sini. @@ -940,9 +940,9 @@ items.quest.embers.name=bara elemental items.quest.embers.desc=Bara spesial yang hanya bisa didapatkan dari elemental api muda. Bara itu memancarkan energi panas. items.quest.embers.discover_hint=Kamu bisa menemukan item ini dalam misi tertentu. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=kristal pelarian items.quest.escapecrystal.ac_use=GUNAKAN -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Sebuah kristal mantra magis tipis yang tampaknya mengandung sihir teleportasi. Anda dapat menggunakan kristal ini kapan saja untuk meninggalkan brankas kurcaci, tetapi Anda tidak akan dapat membawa apa pun keluar bersamamu! items.quest.escapecrystal.discover_hint=Kamu bisa menemukan item ini dalam misi tertentu. items.quest.gooblob.name=gumpalan goo @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Setelah beberapa saat di dalam panci peracik, items.trinkets.chaoticcenser.typical_stats_desc=Biasanya perhiasan ini akan memunculkan gas berbahaya di dekat musuh kira-kira setiap _%d_ giliran. Gas hanya akan muncul saat ada musuh. Pada level yang lebih tinggi, gas ini cenderung eksotis dan kuat. items.trinkets.chaoticcenser.stats_desc=Pada level saat ini, perhiasan ini akan memunculkan gas berbahaya di dekat musuh kira-kira setiap _%d_ giliran. Gas hanya akan muncul saat ada musuh. Pada level yang lebih tinggi, gas ini cenderung eksotis dan kuat. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=teropong yang retak +items.trinkets.crackedspyglass.desc=Teleskop genggam ini akan menjadi demonstrasi pengerjaan yang hebat dan presisi, jika bukan karena retakan di sepanjang lensa depannya. Teropong ini tampaknya membantumu dengan mengungkapkan item baru di terungku, tetapi karena cacatnya, item yang terungkap cukup sulit dilihat! +items.trinkets.crackedspyglass.typical_stats_desc=Biasanya, perhiasan ini memiliki _peluang %1$s%%_ untuk menciptakan item tersembunyi tambahan di setiap lantai non-bos. +items.trinkets.crackedspyglass.stats_desc=Pada level saat ini, perhiasan ini memiliki _peluang %1$s%%_ untuk menciptakan item tersembunyi tambahan di setiap lantai non-bos. +items.trinkets.crackedspyglass.stats_desc_upgraded=Pada level saat ini, perhiasan ini memiliki _peluang and 100%%_ untuk menciptakan item tersembunyi tambahan di setiap lantai non-bos, dan _peluang %1$s%%_ untuk membuat item tersembunyi tambahan kedua. items.trinkets.dimensionalsundial.name=jam bayang matahari dimensi items.trinkets.dimensionalsundial.warning=Jam Bayangan Matahari milikmu tidak menampakkan bayangan, kamu merasa gelisah. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Biasanya perhiasan ini akan menguran items.trinkets.eyeofnewt.stats_desc=Pada level saat ini, perhiasan ini akan mengurangi jangkauan penglihatanmu sebesar _%1$s%%_, tetapi juga akan memberimu penglihatan pikiran pada musuh dalam _%2$d_ petak. items.trinkets.ferrettuft.name=Jambul musang -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Sejumput bulu musang putih halus, disatukan oleh pita hijau limau yang diikat menjadi busur. Musang dikenal karena kelincahannya, sifatnya yang nakal, dan kurangnya integritas. Sebagian dari kekuatan itu tampaknya terpancar dari perhiasan itu, meningkatkan kemampuan menghindar dari apa pun di dekatnya. items.trinkets.ferrettuft.typical_stats_desc=Biasanya perhiasan ini akan meningkatkan penghindaran semua karakter sebesar _%1$s%%_. items.trinkets.ferrettuft.stats_desc=Pada level saat ini, perhiasan ini akan meningkatkan penghindaran semua karakter sebesar _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Duelis dapat melakukan sebuah _pukulan items.weapon.melee.battleaxe.desc=Besi yang besar di ujung kapak tarung ini memberikan berat yang besar pula pada tiap sisinya. items.weapon.melee.crossbow.name=busur silang -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Biasanya senjata ini meningkatkan damage yang ditimbulkan oleh anak panah yang dilempar sebesar _%1$d-%2$d_ saat digunakan, dan bahkan akan memberikan efek enchantment pada anak panah tersebut. +items.weapon.melee.crossbow.stats_desc=Senjata ini meningkatkan damage yang ditimbulkan oleh anak panah yang dilempar sebesar _%1$d-%2$d_ saat digunakan, dan bahkan akan memberikan efek enchantment pada anak panah tersebut. items.weapon.melee.crossbow.ability_name=tembakan berisi items.weapon.melee.crossbow.typical_ability_desc=Duelis dapat _mengisi_ busur silang miliknya, yang menyebabkan serangan biasa berikutnya dengan busur silang tersebut akan kena dan memberikan satu dari tiga efek: serangan jarak dekat akan menjatuhkan musuh, anak panah yang tidak dilapisi biasanya akan menghasilkan _+%1$d damage_, dan anak panah yang dilapisi akan memberikan efeknya dalam area 7x7 dan biasanya bertahan selama _%2$d penggunaan lebih banyak_. items.weapon.melee.crossbow.ability_desc=Duelis dapat _mengisi_ busur silang miliknya, yang menyebabkan serangan biasa berikutnya dengan busur silang tersebut akan kena dan memberikan satu dari tiga efek: serangan jarak dekat akan menjatuhkan musuh, anak panah yang tidak dilapisi akan menghasilkan _+%1$d damage_, dan anak panah yang dilapisi akan memberikan efeknya dalam area 7x7 dan bertahan selama _%2$d penggunaan lebih banyak_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Senjata ini menyebarkan kekuatan bent items.weapon.missiles.forcecube.desc=Kubus ajaib berbentuk aneh ini cukup kecil untuk dipegang di tanganmu, tetapi sangat berat. items.weapon.missiles.heavyboomerang.name=bumerang berat -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Senjata ini kembali ke lokasi asalnya setelah lima giliran. items.weapon.missiles.heavyboomerang.desc=Bumerang besar ini sulit digunakan secara efektif, tetapi akan menghasilkan damage yang cukup parah. items.weapon.missiles.javelin.name=lembing @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Batu-batu ini diampelas agar mampu dile items.weapon.missiles.throwingstone.discover_hint=Salah satu pahlawan berawal dengan item ini. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Senjata ini memberikan efek _%1$d-%2$d pendarahan_ ke targetnya. +items.weapon.missiles.tomahawk.typical_stats_desc=Senjata ini biasanya memberikan efek _%1$d-%2$d pendarahan_ ke targetnya. items.weapon.missiles.tomahawk.desc=Kapak lempar ini memiliki mata pisau bergerigi yang akan robek saat menempel pada musuh. items.weapon.missiles.trident.name=trisula @@ -2284,8 +2284,8 @@ items.weapon.weapon.weak_cursed=Meski terkena kutukan, kau dapat melepas senjata items.weapon.weapon.not_cursed=Senjata ini bebas dari sihir jahat. items.weapon.weapon.faster=Peningkatan _kecepatan_ telah ditambahkan. items.weapon.weapon.stronger=Peningkatan _damage_ telah ditambahkan. -items.weapon.weapon.enchanted=itu mempunyai_%s._ -items.weapon.weapon.enchant_hardened=Sudah _dikeraskan_ +items.weapon.weapon.enchanted=itu mempunyai _%s._ +items.weapon.weapon.enchant_hardened=Sudah _dikeraskan._ items.weapon.weapon.hardened_no_enchant=Senjata ini telah _dikeraskan_, namun saat ini tidak ada enchantment. items.weapon.weapon$enchantment.enchant=enchantment items.weapon.weapon$enchantment.rankings_desc=Terbunuh oleh sihir @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Salah satu pahlawan berawal dengan item ini. items.brokenseal$warriorshield.name=Perisai Pendekar items.brokenseal$warriorshield.desc_active=Segel rusak Pendekar saat ini membantunya bertahan, memberinya perisai di atas darahnya. Terdapat cooldown setelah perisai awalnya dipicu sebelum dapat digunakan lagi.\n\nPerisai ini tidak berkurang seiring waktu, tetapi akan berakhir jika tidak ada musuh di dekatnya selama beberapa giliran. Saat berakhir, perisai yang tidak digunakan akan mengurangi cooldown, hingga maksimal 50%%.\n\nPerisai tersisa: %1$d.\n\nCooldown saat ini: %2$d. items.brokenseal$warriorshield.desc_cooldown=Pendekar baru saja memperoleh perisai dari segel rusaknya, dan harus menunggu hingga ia dapat memperoleh manfaat dari efek perisainya lagi.\n\nGiliran tersisa: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Cooldown perisai Pendekar saat ini bernilai negatif, artinya saat perisainya aktif, cooldown akan lebih rendah dari biasanya yaitu 150 giliran. Cooldown perisai dapat dikurangi hingga serendah -150 giliran, yang berarti perisai akan langsung tersedia kembali setelah diaktifkan.\n\nCooldown saat ini: %d. items.dewdrop.name=tetes embun items.dewdrop.already_full=Darahmu sudah penuh. @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=TERAPKAN items.liquidmetal.prompt=Pilih senjata lempar items.liquidmetal.already_fixed=Senjata lempar itu sudah dalam kondisi sempurna! items.liquidmetal.apply=Kau menggunakan %d logam cair untuk memperbaiki senjata lemparmu. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Cairan ajaib ini dapat mengisi retakan dan sobekan pada senjata lempar, mengembalikannya ke kondisi sempurna! Jika satu set senjata hilang tetapi sudah diperbaiki sepenuhnya, logam cair bahkan dapat digunakan untuk mengganti senjata yang hilang dari set tersebut!\n\nSenjata tingkat 1 membutuhkan 10 logam cair untuk diperbaiki sepenuhnya, senjata tingkat 5 membutuhkan 30. Setiap peningkatan juga meningkatkan jumlah logam yang dibutuhkan sebesar 35%.\n\nLogam cair tidak dapat digunakan untuk memperbaiki ujung anak panah yang berujung. items.liquidmetal.discover_hint=Item ini bisa didapatkan melalui peracikan. items.lostbackpack.name=tas yang hilang diff --git a/core/src/main/assets/messages/items/items_it.properties b/core/src/main/assets/messages/items/items_it.properties index e01a35ed4..683a9e031 100644 --- a/core/src/main/assets/messages/items/items_it.properties +++ b/core/src/main/assets/messages/items/items_it.properties @@ -192,7 +192,7 @@ items.artifacts.chaliceofblood.ondeath=Il calice prosciuga interamente la tua vi items.artifacts.chaliceofblood.desc=Questo calice d'argento luccicante è stranamente decorato con gemme affilate attorno all'orlo. items.artifacts.chaliceofblood.desc_cursed=Il calice maledetto si è legato alla tua mano, inibendo la tua capacità di rigenerare salute. items.artifacts.chaliceofblood.desc_1=Come afferri il calice, ti senti stranamente costretto a pungerti con le gemme taglienti. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=C'è un po' del tuo sangue accumulato nel calice, senti la sensazione del calice rifornirti di energia vitale, aumentando la tua rigenerazione naturale. Vuoi ancora tagliarti col calice, anche se sai che farà male. items.artifacts.chaliceofblood.desc_3=Il calice è riempito fino all'orlo della tua essenza vitale. Puoi sentire il calice riversare energia vitale in te. items.artifacts.cloakofshadows.name=manto delle ombre @@ -260,7 +260,7 @@ items.artifacts.driedrose$ghosthero.dialogue_prison_5=Quale potrebbe essere la c items.artifacts.driedrose$ghosthero.dialogue_prison_6=Queste persone non sarebbero dovute finire così... items.artifacts.driedrose$ghosthero.dialogue_caves_1=Nessun umano o nano è stato qui da molto tempo. items.artifacts.driedrose$ghosthero.dialogue_caves_2=Cosa mai avrebbe spinto dei nani ad abbandonare una miniera d'oro? -items.artifacts.driedrose$ghosthero.dialogue_caves_3=È un peccato che tutto l'oro che sta qui sia inutile in superficie. +items.artifacts.driedrose$ghosthero.dialogue_caves_3=È un peccato che tutto l'oro che è qui sia inutile in superficie. items.artifacts.driedrose$ghosthero.dialogue_caves_4=Le creature presenti qui sono contorte, proprio come nelle fognature. items.artifacts.driedrose$ghosthero.dialogue_caves_5=Perfino i pipistrelli sono assetati di sangue qui. items.artifacts.driedrose$ghosthero.dialogue_caves_6=Nessuna traccia di macchinari estrattivi, che i nani li abbiano recuperati tutti? @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Il tuo bracciale non ha abbastanz items.artifacts.masterthievesarmband.cursed=Non puoi usare un bracciale maledetto. items.artifacts.masterthievesarmband.full=Il tuo bracciale è completamente carico! items.artifacts.masterthievesarmband.prompt=Scegli un nemico da bersagliare -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Devi bersagliare un nemico adiacente a te. items.artifacts.masterthievesarmband.steal_shopkeeper=Non puoi rubare direttamente da un negoziante items.artifacts.masterthievesarmband.no_steal=Quel nemico non ha niente da rubare. items.artifacts.masterthievesarmband.stole_item=Hai rubato un oggetto: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Le calzature brillano del colore de items.artifacts.sandalsofnature.desc_seeds=Hai nutrito le calzature con i semi di %d. items.artifacts.skeletonkey.name=chiave scheletrica -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=INSERISCI +items.artifacts.skeletonkey.cursed=Non puoi utilizzare una chiave scheletrica maledetta. items.artifacts.skeletonkey.prompt=Scegli un bersaglio -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. +items.artifacts.skeletonkey.invalid_target=Non c'è niente da bloccare o sbloccare qua. items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. +items.artifacts.skeletonkey.iron_charges=Aprire una serratura normale richiede 1 carica. +items.artifacts.skeletonkey.gold_charges=Aprire una serratura dorata richiede 2 cariche. +items.artifacts.skeletonkey.lock_charges=Bloccare una porta richiedere 2 cariche. +items.artifacts.skeletonkey.wall_charges=Creare un muro temporaneo richiede 2 cariche. +items.artifacts.skeletonkey.crystal_charges=Aprire una serratura di cristallo richiede 5 carche. +items.artifacts.skeletonkey.wont_open=Per qualche ragione la chiave si rifiuta di entrare in questa serratura. +items.artifacts.skeletonkey.locked_with_key=Quella porta è stata bloccata dalla tua chiave scheletrica. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.discard=Scarti le tue chiavi in eccesso. +items.artifacts.skeletonkey.levelup=La tua chiave scheletrica diventa più forte! +items.artifacts.skeletonkey.desc=Una chiave dall'aspetto importante con la testa a forma di teschio. I suoi denti sembrano diversi ogni volta che li guardi. +items.artifacts.skeletonkey.desc_worn=Sembra che questa chiave magica tragga potere quando la usi al posto delle regolari chiavi del dungeon. Può essere inserita in quasi ogni serratura del dungeon per aprirla o chiuderla, anche in quelle delle porte che non erano bloccate in precedenza.\n\nLa chiave può anche essere usata su uno spazio vuoto in una direzione cardinale o diagonale per 'bloccare' l'aria di fronte a te, creando un muro solido largo 3 caselle che dura per 10 turni. Bloccando spingerai via i nemici se c'è spazio per farlo. +items.artifacts.skeletonkey.desc_cursed=La chiave maledetta sembra star attivamente evitando di entrare in qualunque serratura, e ti sta anche rendendo difficile (ma non impossibile) usare le tue altre chiavi. +items.artifacts.skeletonkey$keywall.desc=Un muro magico temporaneo è stato posizionato qui dalla chiave scheletrica. items.artifacts.talismanofforesight.name=talismano della preveggenza items.artifacts.talismanofforesight.ac_scry=PROFETIZZA @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=La superficie levigata di questa chiave cristallina b items.keys.ironkey.name=chiave di ferro items.keys.ironkey.desc=Le incisioni su questa vecchia chiave di ferro sono molto consumate; il suo cordino di cuoio è rovinato dal tempo.\nQuale porta potrà aprire? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=chiave logora +items.keys.wornkey.desc=Questa chiave è logora e scolorita, ma ha un'aspetto importante. Probabilmente è in grado di aprire qualche porta molto importante. @@ -940,7 +940,7 @@ items.quest.embers.name=braci elementali items.quest.embers.desc=Braci speciali che possono essere raccolti da giovani elementali del fuoco. Irradiano energia termica. items.quest.embers.discover_hint=Puoi trovare questo oggetto durante una missione specifica. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=cristallo di fuga items.quest.escapecrystal.ac_use=USA items.quest.escapecrystal.desc=Un piccolo cristallo magico che sembra contenere magia di teletrasporto. Potrai usare il cristallo in ogni momento per uscire dalla cripta nanica, ma non potrai portare nulla con te! items.quest.escapecrystal.discover_hint=Puoi trovare questo oggetto durante una missione specifica. @@ -1425,8 +1425,8 @@ items.trinkets.chaoticcenser.desc=Dopo un po' di tempo nel vaso dell'alchimia, q items.trinkets.chaoticcenser.typical_stats_desc=In genere questo gingillo genererà un gas nocivo vicino ad un nemico circa ogni _%d_ turni. I gas appariranno solo quando ci sono dei nemici presenti. A livelli più alti, questi gas hanno più probabilità di essere rari e potenti. items.trinkets.chaoticcenser.stats_desc=Al livello attuale, questo gingillo genererà un gas nocivo vicino ad un nemico circa ogni _%d_ turni. I gas appariranno solo quando ci sono dei nemici presenti. A livelli più alti, questi gas hanno più probabilità di essere rari e potenti. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! +items.trinkets.crackedspyglass.name=cannocchiale crepato +items.trinkets.crackedspyglass.desc=Questo telescopio portatile sarebbe una dimostrazione di una grande e fina abilità professionale, se non fosse per la crepa lungo le lenti frontali. Sembra che il cannocchiale ti stia aiutando a rivelare nuovi oggetti nel dungeon, ma a causa dei suoi difetti gli oggetti rivelati sono abbastanza difficili da vedere! items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. diff --git a/core/src/main/assets/messages/items/items_ja.properties b/core/src/main/assets/messages/items/items_ja.properties index bbee460ef..c54869dda 100644 --- a/core/src/main/assets/messages/items/items_ja.properties +++ b/core/src/main/assets/messages/items/items_ja.properties @@ -438,7 +438,7 @@ items.artifacts.skeletonkey.crystal_charges=結晶の錠を開けるには5の items.artifacts.skeletonkey.wont_open=鍵が何らかの理由でこの錠に合わない。 items.artifacts.skeletonkey.locked_with_key=その扉はあなたの万能鍵で施錠されていた。 items.artifacts.skeletonkey.force_lock=その錠は万能鍵なしで弱まっている。なんとかこじ開ける。 -items.artifacts.skeletonkey.discard=余った鍵を捨てる。 +items.artifacts.skeletonkey.discard=余った鍵を捨てた。 items.artifacts.skeletonkey.levelup=万能鍵はより強力になった! items.artifacts.skeletonkey.desc=頭部が頭蓋骨のような形をした、重要そうな鍵だ。その歯は見るたびに形が変わっているように見える。 items.artifacts.skeletonkey.desc_worn=この魔法の鍵は、ダンジョンの通常の鍵の代わりに使うと、使うほどに力を増すようだ。ダンジョンのほぼ全ての錠に差し込むことができ、開錠も施錠も可能だ。これまでに一度も施錠されたことのない扉も例外ではない。\n\nこの鍵は、空いている空間に対して四方向または斜め方向に使うことで、目の前の空間を「ロック」することもできる。これにより幅3タイル分の固い壁が形成され、10ターン間持続する。ロック時には、敵が押し出される余地があれば押し退けられる。 @@ -1429,7 +1429,7 @@ items.trinkets.crackedspyglass.name=割れた小型望遠鏡 items.trinkets.crackedspyglass.desc=この手持ち望遠鏡は、前面レンズにひびが入っていなければ、精巧で精密な職人技の結晶と言えるだろう。この望遠鏡はダンジョン内の新たなアイテムを映し出すことであなたを手助けしているようだが、その欠陥のせいで映し出されたアイテムはなかなか見えづらい! items.trinkets.crackedspyglass.typical_stats_desc=通常、この装身具はボスが居ない階で追加の隠しアイテムを _%1$s%%の確率_ で生成する。 items.trinkets.crackedspyglass.stats_desc=現在の強化値では、この装身具はボスが居ない階で追加の隠しアイテムを _%1$s%%の確率_ で生成する。 -items.trinkets.crackedspyglass.stats_desc_upgraded=現在の強化値では、この装身具はボスが居ない階で追加の隠しアイテムを _100%%の確率_ で生成し、さらに _%%%1$sの確率_ で2つ目の追加の隠しアイテムを生成する。 +items.trinkets.crackedspyglass.stats_desc_upgraded=現在の強化値では、この装身具はボスが居ない階で追加の隠しアイテムを _100%%の確率_ で生成し、さらに _%1$s%%の確率_ で2つ目の追加の隠しアイテムを生成する。 items.trinkets.dimensionalsundial.name=次元の日時計 items.trinkets.dimensionalsundial.warning=日時計が影を映し出していないことに不安を感じる。 diff --git a/core/src/main/assets/messages/items/items_pl.properties b/core/src/main/assets/messages/items/items_pl.properties index 7f06bd1c0..18c58ebab 100644 --- a/core/src/main/assets/messages/items/items_pl.properties +++ b/core/src/main/assets/messages/items/items_pl.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=czara krwi items.artifacts.chaliceofblood.ac_prick=UKŁUJ SIĘ items.artifacts.chaliceofblood.yes=Tak, wiem co robię. items.artifacts.chaliceofblood.no=Nie, zmieniłem zdanie. -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Z każdym użyciem czara odbiera więcej życiodajnej energii, lecz w zamian, zwiększy twoją naturalną regeneracje życia.Dźgnięcie się zada _%1$d-%2$d obrażeń_, choć wartość ta może zmniejszona przez _zarówno fizyczne, jak i magiczne blokady lub redukcje obrażeń._ Bez uwzględnienia efektów redukujących obrażenia, dźgnięcie się ma _%3$s%% szans_ na odebranie całej twojej siły życiowej.Czy na pewno chcesz ofiarować jej więcej życiodajnej energii? items.artifacts.chaliceofblood.onprick=Dźgnąłeś się i twoja esencja życia spłynęła do czary. items.artifacts.chaliceofblood.ondeath=Czara wyssała z ciebie całą esencję życia... items.artifacts.chaliceofblood.desc=Ta błyszcząca srebrna czara jest nietypowo przyozdobiona ostrymi brylantami u brzegu. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Obuwie delikatnie połyskuje kolore items.artifacts.sandalsofnature.desc_seeds=Obuwie zostało nakarmione %d nasionami. items.artifacts.skeletonkey.name=kościany klucz -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=WŁÓŻ +items.artifacts.skeletonkey.cursed=Nie możesz użyć przeklętego kościanego klucza. items.artifacts.skeletonkey.prompt=Wybierz cel items.artifacts.skeletonkey.invalid_target=Nie ma tu nic do zamknięcia ani otwarcia. items.artifacts.skeletonkey.lock_no_space=Nie możesz zamknąć postaci wewnątrz drzwi! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. +items.artifacts.skeletonkey.iron_charges=Otwarcie zwykłego zamka wymaga 1 ładunku. +items.artifacts.skeletonkey.gold_charges=Otwarcie złotego zamka wymaga 2 ładunków. +items.artifacts.skeletonkey.lock_charges=Zamknięcie drzwi wymaga 2 ładunków. +items.artifacts.skeletonkey.wall_charges=Stworzenie tymczasowej ściany wymaga 2 ładunków. +items.artifacts.skeletonkey.crystal_charges=Otwarcie kryształowej skrzyni wymaga 5 ładunków. +items.artifacts.skeletonkey.wont_open=Klucz z jakiegoś powodu nie chce wejść w zamek. items.artifacts.skeletonkey.locked_with_key=Te drzwi zostały zamknięte twoim kościanym kluczem. items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. items.artifacts.skeletonkey.discard=You discard your excess keys. items.artifacts.skeletonkey.levelup=Twój kościany klucz nabiera mocy! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.desc=Ważnie wyglądający klucz z główką w kształcie czaszki. Jego ząbki zdają się za każdym razem wyglądać inaczej, kiedy na nie patrzysz. +items.artifacts.skeletonkey.desc_worn=Magiczny klucz zdaje się rosnąć w siłę wraz z używaniem go zamiast zwykłych kluczy znalezionych w lochu. Może on być włożony w prawie każdy zamek aby go otworzyć, lub zamknąć, co uwzględnia również drzwi, które nie były wcześniej zamknięte.Klucz może nawet być użyty na pustym polu w linii lub na skos aby 'zamknąć' powietrze przed tobą, tworząc ścianę na 3 pola, która utrzymuje się przez 10 tur. Zamykanie odepchnie wrogów jeśli jest na to przestrzeń. +items.artifacts.skeletonkey.desc_cursed=Klucz zdaje się aktywnie unikać wpasowywania się w zamki, jak również utrudniać (choć nie uniemożliwiać) używanie twoich pozostałych kluczy. +items.artifacts.skeletonkey$keywall.desc=Tymczasowa magiczna ściana została tu postawiona przez kościany klucz. items.artifacts.talismanofforesight.name=talizman przezorności items.artifacts.talismanofforesight.ac_scry=SKANUJ @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=UŻYJ items.liquidmetal.prompt=Wybierz broń miotaną items.liquidmetal.already_fixed=Ta broń miotana już jest w idealnym stanie! items.liquidmetal.apply=Liczba użytych jednostek płynnego metalu do naprawy broni miotanej: %d. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Ten magiczny płyn wypełnia pęknięcia i rysy broni miotanej, całkowicie ją naprawiając! Jeżeli w zestawie brakuje sztuk broni, a jest on w idealnym stanie, to płynny metal można wykorzystać do odtworzenia brakującej broni z zestawu! Broń 1. kręgu wymaga 10 fiolek płynnego metalu by zostać w pełni naprawiona, a broń 5. kręgu wymaga 30. Każde ulepszenie zwiększa ilość wymaganego metalu o 35%.Płynny metal nie może być wykorzystany do naprawy nasączonych strzałek. items.liquidmetal.discover_hint=Ten przedmiot możesz stworzyć poprzez alchemię. items.lostbackpack.name=stracony plecak diff --git a/core/src/main/assets/messages/items/items_pt.properties b/core/src/main/assets/messages/items/items_pt.properties index c8a7136e1..0e99e3646 100644 --- a/core/src/main/assets/messages/items/items_pt.properties +++ b/core/src/main/assets/messages/items/items_pt.properties @@ -1443,7 +1443,7 @@ items.trinkets.exoticcrystals.typical_stats_desc=Normalmente, este acessório su items.trinkets.exoticcrystals.stats_desc=No nível atual, este acessório substituirá _%s%%_ das poções ou dos pergaminhos dropados por seus equivalentes exóticos. Este efeito não afeta poções de força, pergaminhos de aprimoramento ou itens que são gerados para ajudar a resolver salas puzzles. items.trinkets.eyeofnewt.name=Olho de salamandra -items.trinkets.eyeofnewt.desc=Este olho de salamandra dourado e preto é um ingrediente comum, agora transformado em um assessório. O olho parece estar reduzindo a sua visão em troca de permitir que você veja as coisas de outras maneiras. +items.trinkets.eyeofnewt.desc=Este olho de salamandra dourado e preto é um ingrediente comum, agora transformado em um acessório. O olho parece estar reduzindo a sua visão em troca de permitir que você veja as coisas de outras maneiras. items.trinkets.eyeofnewt.typical_stats_desc=Normalmente, este acessório reduzirá seu alcance de visão em _%1$s%%_, mas também lhe concederá visão mental de inimigos dentro de _%2$d_ quadrados. items.trinkets.eyeofnewt.stats_desc=No nível atual, este acessório reduzirá seu alcance de visão em _%1$s%%_, mas também lhe concederá visão mental de inimigos dentro de _%2$d_ quadrados. @@ -1473,7 +1473,7 @@ items.trinkets.petrifiedseed.typical_stats_desc=Normalmente, este acessório far items.trinkets.petrifiedseed.stats_desc=No nível atual, este acessório fará com que a grama pisoteada drope runas em vez de sementes _%1$s%%_ das vezes, e também fará com que a grama alta drope itens com _%2$s%%_ mais frequência. items.trinkets.ratskull.name=crânio de rato -items.trinkets.ratskull.desc=Este assessório macabro não é muito maior que o crânio de um rato normal, o que é de alguma forma uma raridade nesta masmorra. A influência mágica da caveira parece atrair os habitantes mais raros da masmorra, fazendo-os aparecer com muito mais frequência. +items.trinkets.ratskull.desc=Este acessório macabro não é muito maior que o crânio de um rato normal, o que é de alguma forma uma raridade nesta masmorra. A influência mágica da caveira parece atrair os habitantes mais raros da masmorra, fazendo-os aparecer com muito mais frequência. items.trinkets.ratskull.typical_stats_desc=Normalmente, este acessório fará com que inimigos exóticos raros tenham _%dx_ mais probabilidade de aparecer. No entanto, o crânio tem apenas metade da eficácia em atrair mímicos de cristal e estátuas encouraçadas. items.trinkets.ratskull.stats_desc=No nível atual, este acessório fará com que inimigos exóticos raros tenham _%dx_ mais probabilidade de aparecer. No entanto, o crânio tem apenas metade da eficácia em atrair mímicos de cristal e estátuas encouraçadas. @@ -1498,7 +1498,7 @@ items.trinkets.shardofoblivion$thrownusetracker.name=Arma de arremesso não iden items.trinkets.shardofoblivion$thrownusetracker.desc=Você usou recentemente uma arma de arremesso não identificada, que conta, por um tempo, como uma peça de equipamento não identificado usada para o Fragmento do Esquecimento.\n\nTurnos restantes: %s. items.trinkets.thirteenleafclover.name=Trevo de treze folhas -items.trinkets.thirteenleafclover.desc=De alguma forma, cozinhar no pote de alquimia fez com que este trevo crescesse um monte de folhas extras! Não está muito claro se este assessório dá sorte ou azar, talvez torne sua sorte mais caótica? +items.trinkets.thirteenleafclover.desc=De alguma forma, cozinhar no pote de alquimia fez com que este trevo crescesse um monte de folhas extras! Não está muito claro se este acessório dá sorte ou azar, talvez torne sua sorte mais caótica? items.trinkets.thirteenleafclover.typical_stats_desc=Normalmente, este acessório fará com que você cause dano máximo _%1$d%%_ do tempo e dano mínimo _%2$d%%_ do tempo. items.trinkets.thirteenleafclover.stats_desc=No nível atual, este acessório fará com que você cause dano máximo _%1$d%%_ do tempo e dano mínimo _%2$d%%_ do tempo. @@ -1519,13 +1519,13 @@ items.trinkets.wondrousresin.stats_desc=No nível atual, este acessório forçar items.trinkets.trinketcatalyst.name=catalisador mágico items.trinkets.trinketcatalyst.window_title=criar acessório -items.trinkets.trinketcatalyst.window_text=A água começa a brilhar conforme você adiciona o catalisador. Existem alguns itens próximos que você pode imbuir com energia para transformá-los em um assessório mágico. -items.trinkets.trinketcatalyst.desc=Esta bola de pó dourado mágico brilha na escuridão da masmorra. Este catalisador pode ser usado em um pote de alquimia com um pouco de energia alquímica para produzir um assessório único.\n\nOs assessórios fornecem vários efeitos diferentes que alteram ligeiramente a masmorra ou seus habitantes. Os assessórios podem ser aprimorados com mais energia para tornar seus efeitos mais poderosos ou descartados para renunciar totalmente ao efeito. +items.trinkets.trinketcatalyst.window_text=A água começa a brilhar conforme você adiciona o catalisador. Existem alguns itens próximos que você pode imbuir com energia para transformá-los em um acessório mágico. +items.trinkets.trinketcatalyst.desc=Esta bola de pó dourado mágico brilha na escuridão da masmorra. Este catalisador pode ser usado em um pote de alquimia com um pouco de energia alquímica para produzir um acessório único.\n\nOs acessórios fornecem vários efeitos diferentes que alteram ligeiramente a masmorra ou seus habitantes. Os acessórios podem ser aprimorados com mais energia para tornar seus efeitos mais poderosos ou descartados para renunciar totalmente ao efeito. items.trinkets.trinketcatalyst$randomtrinket.name=Acessório aleatório items.trinkets.trinketcatalyst$randomtrinket.desc=Um item próximo está preso dentro de uma bolsa que você não consegue abrir.\n\nO processo de alquimia dissolverá a bolsa, mas você não saberá qual acessório receberá até fazê-lo! items.trinkets.trinket.discover_hint=Este item tem a chance de ser uma opção sempre que você criar um acessório por meio de alquimia. -items.trinkets.trinket$placeholder.name=assessório +items.trinkets.trinket$placeholder.name=acessório ###wands items.wands.cursedwand.ondeath=Você causou sua própria morte com %s. diff --git a/core/src/main/assets/messages/items/items_ru.properties b/core/src/main/assets/messages/items/items_ru.properties index 47baad51d..5e193869a 100644 --- a/core/src/main/assets/messages/items/items_ru.properties +++ b/core/src/main/assets/messages/items/items_ru.properties @@ -441,7 +441,7 @@ items.artifacts.skeletonkey.force_lock=Замок ослаб и без испо items.artifacts.skeletonkey.discard=Вы избавляетесь от лишних ключей. items.artifacts.skeletonkey.levelup=Ваш костяной ключ становится сильнее! items.artifacts.skeletonkey.desc=Важно выглядящий ключ с кольцом в виде черепа. Его лезвие выглядит разным каждый раз, как вы на него смотрите. -items.artifacts.skeletonkey.desc_worn=Этот магический ключ, кажется, получает силу каждый раз, как вы используете его заместо обычных ключей подземелья. Он может быть вставлен практически в каждый замок, чтобы отпереть, или запереть его, включая двери, которые никогда не были заперты до этого.\n\nКлюч даже может быть использован на пустое место в прямом или диагональном направлении, чтобы "запереть" воздух впереди вас, создавая 3 клетки широкой, плотной стены, которая существует 10 ходов. Запирание оттолкнёт врагов, если есть свободное место. +items.artifacts.skeletonkey.desc_worn=Этот магический ключ, кажется, получает силу каждый раз, как вы используете его вместо обычных ключей подземелья. Он может быть вставлен практически в каждый замок, чтобы отпереть, или запереть его, включая двери, которые никогда не были заперты до этого.\n\nКлюч даже может быть использован на пустое место в прямом или диагональном направлении, чтобы "запереть" воздух впереди вас, создавая 3 клетки широкой, плотной стены, которая существует 10 ходов. Запирание оттолкнёт врагов, если есть свободное место. items.artifacts.skeletonkey.desc_cursed=Проклятый ключ, кажется, активно сопротивляется помещаться в любой замок и даже мешает (не до невозможности) использовать другие ключи. items.artifacts.skeletonkey$keywall.desc=Временная магическая стена была размещена здесь костяным ключом. @@ -2306,7 +2306,7 @@ items.amulet.discover_hint=Вы можете найти этот предмет items.ankh.name=анх items.ankh.ac_bless=ОСВЯТИТЬ -items.ankh.bless=Вы благославляете анх волшебной водой. +items.ankh.bless=Вы освящаете анх волшебной водой. items.ankh.desc=Этот древний символ дарует возможность возродиться после смерти. Большинство ваших предметов будет сохранено на месте смерти, и их можно будет подобрать, когда вы вернетесь на это место. Используя полный бурдюк с водой, можно освятить анх, придав ему дополнительные силы. items.ankh.desc_blessed=Древний символ бессмертия даёт возможность возродиться после смерти. Анх освящён и обладает большей силой. Анх пожертвует собой, чтобы спасти вас от смерти. items.ankh.discover_hint=Вы можете купить этот предмет в магазине. diff --git a/core/src/main/assets/messages/items/items_tr.properties b/core/src/main/assets/messages/items/items_tr.properties index ad7a8f013..5720ba078 100644 --- a/core/src/main/assets/messages/items/items_tr.properties +++ b/core/src/main/assets/messages/items/items_tr.properties @@ -1311,15 +1311,15 @@ items.spells.phaseshift.name=Faz geçişi items.spells.phaseshift.no_target=Burada ışınlanacak bir yer yok. items.spells.phaseshift.desc=Bu kaotik büyü, hedef aldığı herhangi bir karakteri mevcut katta rastgele bir yere ışınlayacak ve onları önemli bir süre sersemletecek. Güçlü düşmanlar, çarpıcı etkiye direnebilecek. Bu büyü, bir hedefe veya kullanıcının kendisine yönlendirilebilir. -items.spells.reclaimtrap.name=Tuzak kapma -items.spells.reclaimtrap.no_trap=Burada tuzak yok. +items.spells.reclaimtrap.name=Tuzak Tutucu +items.spells.reclaimtrap.no_trap=Orada tuzak yok. items.spells.reclaimtrap.desc_trap=Büyü şu anda bir _%s_ yi tetiklemeye hazır. items.spells.reclaimtrap.desc=Bu büyü DM-300'ün mekanik enerjisinin kalıntılarını içerir. Aktif bir tuzak üzerinde kullanıldığında, tuzağın gücü size bağlanır ve bu gücü dışarı atmak ve tuzağın etkisini istediğiniz herhangi bir yerde tetiklemek için büyüyü tekrar kullanmanıza izin verir.\n\nAncak, bazı tuzaklar her yerde çalışmayabilir ve aynı anda yalnızca bir tuzak saklanabilir. -items.spells.recycle.name=Geri dönüşüm +items.spells.recycle.name=Geri Dönüştürücü items.spells.recycle.inv_title=Bir eşyayı geri dönüştür items.spells.recycle.recycled=Bu eşya %s'e geri dönüştürüldü -items.spells.recycle.desc=Bu büyü daha küçük bir değiştirici güce sahiptir. Ekipmana işlemez. Parşömen, iksir, tohum, büyütaşı ya da uçlu dartları aynı tipte farklı bir eşyaya dönüştürür. +items.spells.recycle.desc=Bu büyü daha küçük bir değiştirici güce sahiptir. Ekipmanlarda çalışmaz. Parşömen, iksir, tohum, rüntaşı ya da uçlu dartları aynı tipte farklı bir eşyaya dönüştürür. items.spells.summonelemental.name=elemental çağır items.spells.summonelemental.ac_imbue=AŞILA @@ -1349,8 +1349,8 @@ items.spells.wildenergy.desc=Bu büyü DM-300'e güç vermiş lanetli enerjinin ###runestones items.stones.inventorystone.ac_use=KULLAN -items.stones.runestone$placeholder.name=rün taşı -items.stones.runestone.discover_hint=Bu etkiye sahip bir eşyayı zindanda rastgele bulabilirsin ya da simya ile üretebilirsin. +items.stones.runestone$placeholder.name=Rüntaşı +items.stones.runestone.discover_hint=Bu eşyayı zindanda rastgele bulabilirsin veya simya ile üretebilirsin. items.stones.stoneofaggression.name=saldırganlık taşı items.stones.stoneofaggression.desc=Bu taş bir dost veya düşmana fırlatıldığında, yakındaki tüm düşmanlar kısa bir süre için o karaktere saldırmayı tercih eder. \n\nAncak patron düşmanlar bu etkiye direnebilir, süreyi önemli ölçüde kısaltır ve kölelerinin saldırılarından daha az hasar alır. @@ -1378,10 +1378,10 @@ items.stones.stoneofblink.desc=Bu rüntaşı kullanıcısını fırlatıldığı items.stones.stoneofclairvoyance.name=sağgörü taşı items.stones.stoneofclairvoyance.desc=Bu taş atıldığı anda geniş bir alandaki tüm zemini açığa çıkarır, bu etki duvarların ötesine de geçer. -items.stones.stoneofdeepsleep.name=horlayarak uyku taşı +items.stones.stoneofdeepsleep.name=Derin Uyku Taşı items.stones.stoneofdeepsleep.desc=Bu taş bir düşmana atıldığında, onları tavuk gibi büyülü uykuya sokar. Sihirli bir şekilde uyuyan düşmanlar, dürtülene dek sonsuza kadar uyur. -items.stones.stoneofdetectmagic.name=büyü saptama taşı +items.stones.stoneofdetectmagic.name=Büyü Saptama Taşı items.stones.stoneofdetectmagic.inv_title=Bir eşyanın lanetli olup olmadığını tespit et items.stones.stoneofdetectmagic.detected_none=Bu eşyaya etki eden bir büyü fark etmedin. items.stones.stoneofdetectmagic.detected_both=Bu eşyaya hem kötücül hem de pozitif büyünün etki ettiğini fark ediyorsun! @@ -1477,7 +1477,7 @@ items.trinkets.ratskull.desc=Bu ürkütücü tılsım, bu zindanda bir şekilde items.trinkets.ratskull.typical_stats_desc=Normal koşullarda bu tılsım, nadir egzotik düşmanların _%dx_ daha fazla ortaya çıkmasını sağlar. Ancak bu kafatası, çekici kristal mimiklerin ve zırhlı heykellerin ortaya çıkmasında sadece yarı yarıya daha az etkilidir. items.trinkets.ratskull.stats_desc=Mevcut seviyesinde bu tılsım, nadir egzotik düşmanların ortaya çıkma olasılığını _%dx_ artıracaktır. Ancak kafatası kristal taklitçileri ve zırhlı heykelleri cezbetmede yarı yarıya etkilidir. -items.trinkets.saltcube.name=Tuz küpü +items.trinkets.saltcube.name=Tuz Küpü items.trinkets.saltcube.desc=Bu büyük tuz kristali neredeyse mükemmel bir küp şeklinde kesilmiş ve bir şekilde simya kabındaki suyun yarısını eritmek yerine boşaltmayı başarmış. Görünüşe göre yediğiniz yiyecekleri sihirli bir şekilde kurutuyor ve koruyor, aldığınız tokluğu uzatıyor, ancak aynı zamanda açlıktan kıvranmadığınız da sağlığınızın yenilenmesini de azaltıyor. items.trinkets.saltcube.typical_stats_desc=Genellikle bu tılsım acıkmadan önceki süreyi _%%%1$s_ oranında artırır, ancak zemin kilitli olmadığı sürece sağlık yenileme oranınızı da _%%%2$s_ oranında azaltır. items.trinkets.saltcube.stats_desc=Mevcut seviyesinde bu tılsım, acıkmadan önceki süreyi _%%%1$s_ oranında artırır, ancak zemin kilitli değilse sağlık yenileme oranınızı da _%%%2$s_ oranında azaltır. @@ -1486,7 +1486,7 @@ items.trinkets.shardofoblivion.name=unutuluş parçası items.trinkets.shardofoblivion.desc=Bu küçük lanetli metal parçası simya kazanında kaynadıktan sonra değişerek... hiçbir şeyden yapılmaz hale geldi. Işık onun etrafında bükülüyor gibi görünüyor ve siz onu tutmadığınızda olduğu yerde asılı kalıyor. Parça cehaletinizden sihirli bir şekilde güç çekiyor gibi görünüyor, bu yüzden muhtemelen en iyisi bunun hakkında çok fazla düşünmemek. items.trinkets.shardofoblivion.typical_stats_desc=Tipik olarak bu takı, taktığınız veya yakın zamanda kullandığınız tanımlanamayan her ekipman parçası için düşmanların ganimet düşürme oranını maksimum _%d eşya(lar)_'a kadar %%20 artıracaktır. Parça aynı zamanda ekipmanı tanımlamanızı da engeller, ancak hazır olan eşyaları el ile tanımak için kullanılabilir. items.trinkets.shardofoblivion.stats_desc=Mevcut seviyesinde bu tılsım, kuşandığınız veya yakın zamanda kullandığınız tanımlanamayan her ekipman parçası için düşmanların ganimet düşürme oranını maksimum _%d eşya(lar)_'a kadar %%20 artıracaktır. Parça aynı zamanda ekipman tanımlamanızı engeller, ancak hazır olan eşyaları el ile tanımlamak için kullanılabilir. -items.trinkets.shardofoblivion.ac_identify=Tanımlamak +items.trinkets.shardofoblivion.ac_identify=TANIMLA items.trinkets.shardofoblivion.identify_prompt=Bir eşyayı tanımla items.trinkets.shardofoblivion.identify_ready=Bir öğe tanımlanmaya hazırdır: %s. Tanımlamak için Unutuluş Parçası'nı üzerinde kullan. items.trinkets.shardofoblivion.identify_ready_worn=Yıpranmış eşyalarınız artık tanımlanmaya hazır. Tanımlamak için eşyalar üzerinde Unutuluş Parçanızı kullanın. @@ -1734,7 +1734,7 @@ items.weapon.curses.annoying.msg_6=GEBER, BÖCEK! items.weapon.curses.annoying.msg_7=YEEEEEEEEEEEEEEE! items.weapon.curses.annoying.msg_8=MOLA VEREBİLİR MİYİZ!? items.weapon.curses.annoying.msg_9=BUM, HAHA! -items.weapon.curses.annoying.msg_10=İYİ VURULDU! +items.weapon.curses.annoying.msg_10=GÜZEL VURUŞ! items.weapon.curses.annoying.msg_11=Bir silah olmak istemedim, bir oduncunun baltası olmak istedim. items.weapon.curses.annoying.msg_12=Unutma, aşırı özgüven yavaş ve sinsi bir katildir. items.weapon.curses.annoying.msg_13=TÜM ÜSSÜNÜZ BİZE AİT! @@ -1781,13 +1781,13 @@ items.weapon.enchantments.blazing.name=yakıcı %s items.weapon.enchantments.blazing.desc=Bu büyü, silahtan alevler püskürterek düşmanları tutuşturur ve zaten yanmakta olan düşmanlara ilave hasar verir. items.weapon.enchantments.blazing.elestrike_desc=Alevli büyüye sahip bir element saldırısı, menzildeki her kareye ateş yayar ve bu 8 tur sürer. -items.weapon.enchantments.blocking.name=engelleyen %s +items.weapon.enchantments.blocking.name=Engelleyici %s items.weapon.enchantments.blocking.desc=Engelleyici silahlar, onlara saldırdıktan sonra seni kısa süreliğine koruma şansına sahiptir. items.weapon.enchantments.blocking.elestrike_desc=Engelleme büyüsüne sahip bir element saldırısı, Düellocuya menzilindeki her düşman için fazladan 6 kalkan kazandırır. items.weapon.enchantments.blocking$blockbuff.name=engelleniyor items.weapon.enchantments.blocking$blockbuff.desc=Silahının engelleyici büyüsü, savunma gücüne kısa süreli bir destek sağladı!\n\nKalan kalkan: %d\n\nKalan sıra: %s. -items.weapon.enchantments.blooming.name=çiçek açtıran %s +items.weapon.enchantments.blooming.name=Bittiren %s items.weapon.enchantments.blooming.desc=Çiçek açtıran silahlar, vurdukları kişilerin üzerinde veya çevresinde bitki örtüsünün filizlenmesine neden olacak büyü içerir. items.weapon.enchantments.blooming.elestrike_desc=Çiçek açma büyüsüne sahip bir element saldırısı, menzildeki 8 kareye kadar çimen yayar ve menzildeki tüm düşmanları 6 tur boyunca köklendirir. @@ -1795,13 +1795,13 @@ items.weapon.enchantments.chilling.name=üşütücü %s items.weapon.enchantments.chilling.desc=Bu efsunla vurulan düşmanlar üşür, bu da hareket ve saldırılarını yavaşlatır. items.weapon.enchantments.chilling.elestrike_desc=Tüyler ürpertici bir büyüye sahip bir element saldırısı, menzil içindeki her kareye 8 tur süren tüyler ürpertici bir hava yayar. -items.weapon.enchantments.kinetic.name=kinetik %s +items.weapon.enchantments.kinetic.name=Kinetik %s items.weapon.enchantments.kinetic.desc=Bir düşman kinetik bir silahla öldürüldüğünde, fazla kuvvet silahta depolanır ve bir sonraki başarılı saldırıya uygulanır. items.weapon.enchantments.kinetic.elestrike_desc=Kinetik büyüye sahip bir element saldırısı, birincil hedef hariç menzildeki her düşmana depolanmış hasarın %40'ını uygular. items.weapon.enchantments.kinetic$conserveddamage.name=korunan hasar items.weapon.enchantments.kinetic$conserveddamage.desc=Silahın önceki öldürücü vuruştaki fazladan gücü depoladı ve bir sonraki vuruşta fazladan hasar olarak verecek. Ama bu enerji zamanla kaybolacak.\n\nDepolanan Hasar: %d. -items.weapon.enchantments.corrupting.name=yozlaştırıcı %s +items.weapon.enchantments.corrupting.name=Yozlaştırıcı %s items.weapon.enchantments.corrupting.desc=Bu güçlü büyü, düşmanları isteğinize göre dönüştürme yeteneğine sahiptir. Bir düşman bu silahla öldürüldüğünde, ölmek yerine yozlaşma ihtimali vardır. items.weapon.enchantments.corrupting.elestrike_desc=Bozucu büyüye sahip bir element saldırısının, birincil hedef hariç menzildeki her düşmanı bozma şansı %5-25'tir (eksik HP'ye bağlı olarak). @@ -1845,7 +1845,7 @@ items.weapon.melee.assassinsblade.desc=Küçük, dalgalı obsidyenden yapılma b items.weapon.melee.battleaxe.name=savaş baltası items.weapon.melee.battleaxe.stats_desc=Bu silah gayet isabetli. -items.weapon.melee.battleaxe.ability_name=ağır darbe +items.weapon.melee.battleaxe.ability_name=Ağır Darbe items.weapon.melee.battleaxe.typical_ability_desc=Düellocu savaş baltasıyla _ağır bir darbe_ indirebilir. Bu yoğun saldırı, düşmanı şaşırttıysa tipik olarak _%1$d-%2$d hasar verir ve onları 5 tur boyunca sersemleterek isabet oranını ve kaçınma kabiliyetini 50%% azaltır. Ağır darbe her zaman isabet eder ancak düşmanı şaşırtmazsa normal hasar verir. items.weapon.melee.battleaxe.ability_desc=Düellocu savaş baltasıyla _ağır bir darbe_ indirebilir. Bu yoğunlaştırılmış saldırı, düşmanı şaşırttıysa _%1$d-%2$d hasar_ verir ve 5 tur boyunca sersemleterek isabet oranını ve kaçma kabiliyetini 50%% azaltır. Ağır darbe her zaman isabet eder ancak düşmanı şaşırtmazsa normal hasar verir. items.weapon.melee.battleaxe.desc=Bu savaş baltasının devasa çelik başı her geniş savurmaya ağırlığını veriyor. diff --git a/core/src/main/assets/messages/items/items_uk.properties b/core/src/main/assets/messages/items/items_uk.properties index 584493702..95cff7d4e 100644 --- a/core/src/main/assets/messages/items/items_uk.properties +++ b/core/src/main/assets/messages/items/items_uk.properties @@ -3,7 +3,7 @@ items.armor.curses.antientropy.name=%s анти-ентропії. items.armor.curses.antientropy.desc=Прокляття анти-ентропії протидіє законам всесвіту, поглинаючи енергію в носія з оточення. Воно злегка підпалює носія, але заморожує все навколо! items.armor.curses.bulk.name=%s незграбності -items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving into doorways very difficult. +items.armor.curses.bulk.desc=Обладунок виглядає більшим, але насправді не має бонусів до захисту. Що гірше, додатковий розмір значно ускладнює проходження крізь двері. items.armor.curses.corrosion.name=%s корозії. items.armor.curses.corrosion.desc=Обладунок корозії здатен розбризкати корозійну рідину, покривши все навколо липкою кислотою @@ -186,13 +186,13 @@ items.artifacts.chaliceofblood.name=кривавий кубок items.artifacts.chaliceofblood.ac_prick=ВКОЛОТИСЯ items.artifacts.chaliceofblood.yes=Так, я розумію, що я роблю items.artifacts.chaliceofblood.no=Ні, я одумався -items.artifacts.chaliceofblood.prick_warn=Each time you use the chalice it will drain more of your life energy, but will further enhance your natural health regeneration in exchange.\n\nCurrently pricking yourself will deal _%1$d-%2$d damage_, although this damage can be reduced by _both physical and magical blocking or damage reduction._ Without considering damage reduction effects, pricking yourself currently has a _%3$s%% chance_ to drain your life force completely.\n\nAre you sure you want to offer the chalice more life energy? +items.artifacts.chaliceofblood.prick_warn=Кожного разу, коли ви використовуєте кубок, він висмоктує все більше вашої життєвої енергії, але натомість ще більше посилює природне відновлення вашого здоров'я.\n\nНаразі укол завдасть _%1$d-%2$d шкоди_, хоча цю шкоду можна зменшити за допомогою _фізичного та магічного блокування або зменшення шкоди._ Не враховуючи ефекти зменшення шкоди, укол наразі має _%3$s%% шанс_ повністю виснажити вашу життєву силу.\n\nВи впевнені, що хочете надати кубку більше життєвої енергії? items.artifacts.chaliceofblood.onprick=Ви колете себе, і ваша життєва енергія стікає в кубок. items.artifacts.chaliceofblood.ondeath=Кубок висмоктує вашу енергію до кінця... items.artifacts.chaliceofblood.desc=Цей сяючий срібний кубок дивно прикрашений гострими дорогоцінними каменями на обідку. items.artifacts.chaliceofblood.desc_cursed=Проклятий кубок вчепився у вашу руку і гальмує регенерацію. items.artifacts.chaliceofblood.desc_1=Коли ви тримаєте кубок, ви відчуваєте дивне відчуття, вас тягне вколоти руку гострими самоцвітами на обідку. -items.artifacts.chaliceofblood.desc_2=Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you, increasing your natural health regeneration. You still want to cut yourself on the chalice, even though you know it will hurt. +items.artifacts.chaliceofblood.desc_2=Частина вашої крові збирається в кубок, ви можете ледь відчувати, як кубок наповнює вас життєвою енергією, посилюючи природні сили відновлення вашого здоров'я. Ви все ще хочете порізатися, хоча й знаєте, як це боляче? items.artifacts.chaliceofblood.desc_3=Кубок наповнений до краю вашою життєвою енергією. Ви відчуваєте, як він віддає вам життєву енергію назад. items.artifacts.cloakofshadows.name=Плащ тіней @@ -392,7 +392,7 @@ items.artifacts.masterthievesarmband.no_charge=Ваша пов'язка не м items.artifacts.masterthievesarmband.cursed=Ви не можете скористатися проклятою пов'язкою. items.artifacts.masterthievesarmband.full=Ваша пов'язка повністю заряджена! items.artifacts.masterthievesarmband.prompt=Оберіть ворога для націлення -items.artifacts.masterthievesarmband.no_target=You must target an enemy that is adjacent to you. +items.artifacts.masterthievesarmband.no_target=Ви маєте обрати ворога, що прилеглий до вас. items.artifacts.masterthievesarmband.steal_shopkeeper=Ви не можете напряму красти у крамарів. items.artifacts.masterthievesarmband.no_steal=У цього ворога немає нічого, щоб вкрасти. items.artifacts.masterthievesarmband.stole_item=Ви вкрали предмет: %s. @@ -425,25 +425,25 @@ items.artifacts.sandalsofnature.desc_ability=Взуття переливаєть items.artifacts.sandalsofnature.desc_seeds=Ви нагодували взуття насіниною %d. items.artifacts.skeletonkey.name=скелетний ключ -items.artifacts.skeletonkey.ac_insert=INSERT -items.artifacts.skeletonkey.cursed=You can't use a cursed skeleton key. +items.artifacts.skeletonkey.ac_insert=ВСТАВИТИ +items.artifacts.skeletonkey.cursed=Не можна використовувати проклятий скелетний ключ. items.artifacts.skeletonkey.prompt=Виберіть ціль -items.artifacts.skeletonkey.invalid_target=There's nothing to lock or unlock there. -items.artifacts.skeletonkey.lock_no_space=You can't lock a character inside of a door! -items.artifacts.skeletonkey.iron_charges=Opening a regular lock requires 1 charge. -items.artifacts.skeletonkey.gold_charges=Opening a gold lock requires 2 charges. -items.artifacts.skeletonkey.lock_charges=Locking a door requires 2 charges. -items.artifacts.skeletonkey.wall_charges=Creating a temporary wall requires 2 charges. -items.artifacts.skeletonkey.crystal_charges=Opening a crystal lock requires 5 charges. -items.artifacts.skeletonkey.wont_open=The key refuses to fit into this lock for some reason. -items.artifacts.skeletonkey.locked_with_key=That door was locked by your skeleton key. -items.artifacts.skeletonkey.force_lock=The lock has weakened without your skeleton key. You manage to force it open. -items.artifacts.skeletonkey.discard=You discard your excess keys. -items.artifacts.skeletonkey.levelup=Your skeleton key grows stronger! -items.artifacts.skeletonkey.desc=An important-looking key with a head shaped like a skull. Its teeth seem to be different every time you look at them. -items.artifacts.skeletonkey.desc_worn=This magical key seems to gain power as you use it instead of the dungeon's regular keys. It can be inserted into almost any of the dungeon's locks to either open or close them, including doors that were never locked previously.\n\nThe key can even be used on empty space in a cardinal or diagonal direction to 'lock' the air in front of you, creating a 3 tile wide solid wall that lasts for 10 turns. Locking will push away enemies if there is space to do so. -items.artifacts.skeletonkey.desc_cursed=The cursed key seems to be actively avoiding fitting into any lock, and is even making it difficult (but not impossible) for you to use your other keys. -items.artifacts.skeletonkey$keywall.desc=A temporary magical wall has been placed here by the skeleton key. +items.artifacts.skeletonkey.invalid_target=Там нічого замикати чи відмикати. +items.artifacts.skeletonkey.lock_no_space=Не можна замикати персонажа за дверима! +items.artifacts.skeletonkey.iron_charges=Відкриття звичайного замка вимагає 1 заряд. +items.artifacts.skeletonkey.gold_charges=Відкриття золотого замка вимагає 2 заряди. +items.artifacts.skeletonkey.lock_charges=Замикання дверей вимагає 2 заряди. +items.artifacts.skeletonkey.wall_charges=Для створення тимчасової стіни потрібно 2 заряди. +items.artifacts.skeletonkey.crystal_charges=Відкриття кришталевого замка вимагає 5 зарядів. +items.artifacts.skeletonkey.wont_open=Ключ з якоїсь причини не входить у цей замок. +items.artifacts.skeletonkey.locked_with_key=Ці двері замкнено твоїм скелетним ключем. +items.artifacts.skeletonkey.force_lock=Замок ослаб без вашого скелетного ключа. Вам вдається його виламати. +items.artifacts.skeletonkey.discard=Ви викидаєте зайві ключі. +items.artifacts.skeletonkey.levelup=Ваш скелетний ключ стає сильнішим! +items.artifacts.skeletonkey.desc=Важливий на вигляд ключ з головкою у формі черепа. Його зубці здаються різними щоразу, коли на них дивишся. +items.artifacts.skeletonkey.desc_worn=Цей чарівний ключ, здається, набуває сили, коли ви використовуєте його замість звичайних ключів від підземелля. Його можна вставляти майже в будь-який замок підземелля, щоб відкрити або закрити його, включаючи двері, які раніше ніколи не замикалися.\n\nКлюч можна використовувати навіть на порожньому просторі в прямому або діагональному напрямку, щоб «заблокувати» повітря перед собою, створивши міцну стіну шириною в 3 плитки, яка протримається 10 ходів. Блокування відштовхне ворогів, якщо для цього є місце. +items.artifacts.skeletonkey.desc_cursed=Проклятий ключ, здається, активно уникає вставляння в будь-який замок і навіть ускладнює (але не унеможливлює) використання інших ключів. +items.artifacts.skeletonkey$keywall.desc=Тут за допомогою скелетного ключа було встановлено тимчасову магічну стіну. items.artifacts.talismanofforesight.name=талісман передбачення items.artifacts.talismanofforesight.ac_scry=ПРОЗРІННЯ @@ -715,8 +715,8 @@ items.keys.crystalkey.desc=Гладенькі поверхні криштале items.keys.ironkey.name=залізний ключ items.keys.ironkey.desc=Зазубрини на цьому старовинному залізному ключі сильно зношені; його шкіряний ремінець пошкоджений часом. Які двері він може відкрити? -items.keys.wornkey.name=worn key -items.keys.wornkey.desc=This key is worn and discolored, but looks serious. Probably it can open some serious door nearby. +items.keys.wornkey.name=зношений ключ +items.keys.wornkey.desc=Цей ключ зношений і потьмянілий, але виглядає солідно. Ймовірно, він може відкрити якісь важливі двері поблизу. @@ -940,9 +940,9 @@ items.quest.embers.name=жарина стихійника items.quest.embers.desc=Особлива жарина, яку можна отримати лише з молодих вогняних стихійників. Воно й досі випромінює тепло. items.quest.embers.discover_hint=Ви можете знайти цей предмет під час виконання певного завдання. -items.quest.escapecrystal.name=escape crystal +items.quest.escapecrystal.name=кристал втечі items.quest.escapecrystal.ac_use=ВИКОРИСТАТИ -items.quest.escapecrystal.desc=A thin magical spell crystal that seems to contain teleportation magic. You can use the crystal at any time to leave the dwarven vault, but you won't be able to take anything out with you! +items.quest.escapecrystal.desc=Тонкий магічний кристал, який, здається, містить магію телепортації. Ви можете використовувати кристал у будь-який час, щоб покинути сховище гномів, але ви не зможете нічого взяти з собою! items.quest.escapecrystal.discover_hint=Ви можете знайти цей предмет під час виконання певного завдання. items.quest.gooblob.name=слизька крапля @@ -1425,11 +1425,11 @@ items.trinkets.chaoticcenser.desc=Через деякий час у алхімі items.trinkets.chaoticcenser.typical_stats_desc=Зазвичай цей аксесуар породжує шкідливий газ поблизу ворога приблизно кожні _%d_ ходів. Гази з'являтимуться лише за наявності ворогів. На вищих рівнях ці гази, швидше за все, будуть екзотичними та потужними. items.trinkets.chaoticcenser.stats_desc=На цьому рівні, цей аксесуар породжує шкідливий газ поблизу ворога приблизно кожні _%d_ ходів. Гази з'являтимуться лише за наявності ворогів. На вищих рівнях ці гази, швидше за все, будуть екзотичними та потужними. -items.trinkets.crackedspyglass.name=cracked spyglass -items.trinkets.crackedspyglass.desc=This handheld telescope would be a demonstration of great and precise workmanship, if it weren't for the crack along its front lens. The spyglass seems to be helping you by revealing new items in the dungeon, but due to its flaw the revealed items are quite hard to see! -items.trinkets.crackedspyglass.typical_stats_desc=Typically this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc=At its current level, this trinket has a _%1$s%% chance_ to create an extra hidden item on each non-boss floor. -items.trinkets.crackedspyglass.stats_desc_upgraded=At its current level, this trinket has a _100%% chance_ to create an extra hidden item on each non-boss floor, and a _%1$s%% chance_ to create a second extra hidden item. +items.trinkets.crackedspyglass.name=тріснута підзорна труба +items.trinkets.crackedspyglass.desc=Цей ручний телескоп був би зразком чудової та точної роботи, якби не тріщина на передній лінзі. Підзорна труба, здається, допомагає вам, відкриваючи нові предмети в підземеллі, але через її дефект відкриті предмети досить важко розгледіти! +items.trinkets.crackedspyglass.typical_stats_desc=Зазвичай цей аксесуар має _%1$s%% шанс_ створити додатковий прихований предмет на кожному поверсі, де немає боса. +items.trinkets.crackedspyglass.stats_desc=На цьому рівні, цей аксесуар має _%1$s%% шанс_ створити додатковий прихований предмет на кожному поверсі, де немає боса. +items.trinkets.crackedspyglass.stats_desc_upgraded=На цьому рівні, цей аксесуар має _100%% шанс_ створити додатковий прихований предмет на кожному небосовому поверсі та _%1$s%% шанс_ створити другий додатковий прихований предмет. items.trinkets.dimensionalsundial.name=міжвимірний сонячний годинник items.trinkets.dimensionalsundial.warning=Ваш сонячний годинник не кидає тінь, ви стривожені. @@ -1448,7 +1448,7 @@ items.trinkets.eyeofnewt.typical_stats_desc=Зазвичай цей аксесу items.trinkets.eyeofnewt.stats_desc=На поточному рівні цей аксесуар зменшить дальність вашого бачення на _%1$s%%_, але також дасть вам ментальний зір у межах _%2$d_ плиток. items.trinkets.ferrettuft.name=тхорячий чубчик -items.trinkets.ferrettuft.desc=A tuft of silky white ferret fur, held together by a Lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. +items.trinkets.ferrettuft.desc=Пучок шовковистого білого тхорячого хутра, скріплений лаймово-зеленою стрічкою, зав'язаною в бант. Тхори відомі своєю спритністю, пустотливістю та відсутністю доброчесності. Здається, частина цієї сили випромінюється з брелока, посилюючи ухилення від усього, що знаходиться поруч. items.trinkets.ferrettuft.typical_stats_desc=Зазвичай цей аксесуар збільшує ухилення всіх персонажів до _%1$s%%_. items.trinkets.ferrettuft.stats_desc=На поточному рівні цей аксесуар збільшить ухилення всіх персонажів на _%1$s%%_. @@ -1851,8 +1851,8 @@ items.weapon.melee.battleaxe.ability_desc=Дуелянт може здійсни items.weapon.melee.battleaxe.desc=Величезне сталеве лезо цієї бойової сокири здатне наносити важкі пошкодження. items.weapon.melee.crossbow.name=Арбалет -items.weapon.melee.crossbow.typical_stats_desc=Typically this weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. -items.weapon.melee.crossbow.stats_desc=This weapon enhances thrown darts to deal _%1$d-%2$d damage_ when it is equipped, and will even grant its enchantment to them. +items.weapon.melee.crossbow.typical_stats_desc=Зазвичай ця зброя посилює метальні дротики, завдаючи _%1$d-%2$d шкоди_, коли вона споряджена, і навіть надає їм своє зачарування. +items.weapon.melee.crossbow.stats_desc=Ця зброя посилює метальні дротики, завдаючи _%1$d-%2$d шкоди_, коли вона споряджена, і навіть надає їм своє зачарування. items.weapon.melee.crossbow.ability_name=заряджений постріл items.weapon.melee.crossbow.typical_ability_desc=Дуелянтка може _зарядити_ свій арбалет, що призведе до того, що її наступна звичайна атака з ним завжди влучить і застосовує один із трьох ефектів: атаки ближнього бою відкидають ворогів, а не змазані дротики зазвичай завдають _+%1$d шкоди_, і змазані дротики застосовують свій ефект у зоні 7x7 і зазвичай тривають на _%2$d більше застосувань_. items.weapon.melee.crossbow.ability_desc=Дуелянтка може _зарядити_ свій арбалет, що призведе до того, що її наступна звичайна атака з ним завжди влучить і застосовує один із трьох ефектів: атаки ближнього бою відкидають ворогів, а не змазані дротики завдають _+%1$d шкоди_, і змазані дротики застосовують свій ефект у зоні 7x7 і тривають на _%2$d більше застосувань_. @@ -2199,7 +2199,7 @@ items.weapon.missiles.forcecube.stats_desc=Ця зброя поширює сил items.weapon.missiles.forcecube.desc=Ці магічні кубики дивної форми досить малі, щоб їх можна було тримати в руці, але неймовірно важкі. items.weapon.missiles.heavyboomerang.name=Важкий бумеранг -items.weapon.missiles.heavyboomerang.stats_desc=This weapon circles back to the location it was thrown from after five turns. +items.weapon.missiles.heavyboomerang.stats_desc=Через п'ять ходів ця зброя повертається до місця, звідки вона була кинута. items.weapon.missiles.heavyboomerang.desc=Цим великим бумерангом важко ефективно володіти, але він завдасть значної шкоди. items.weapon.missiles.javelin.name=Метальний спис @@ -2258,8 +2258,8 @@ items.weapon.missiles.throwingstone.desc=Ці камені відшліфова items.weapon.missiles.throwingstone.discover_hint=Один з героїв починає з цього предмета. items.weapon.missiles.tomahawk.name=томагавк -items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts _%1$d-%2$d bleed_ to its target. -items.weapon.missiles.tomahawk.typical_stats_desc=This weapon typically inflicts _%1$d-%2$d bleed_ to its target. +items.weapon.missiles.tomahawk.stats_desc=Ця зброя завдає _%1$d-%2$d кровотечі_ своїй цілі. +items.weapon.missiles.tomahawk.typical_stats_desc=Зазвичай ця зброя завдає _%1$d-%2$d кровотечі_ своїй цілі. items.weapon.missiles.tomahawk.desc=Ці метальні сокири мають зубчастий край, який розривається, коли вони встромляються у ворога. items.weapon.missiles.trident.name=тризубець @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=Один з героїв починає з цьо items.brokenseal$warriorshield.name=Захист воїна items.brokenseal$warriorshield.desc_active=Зламана печатка воїна наразі допомагає йому вистояти, надаючи йому захист на додачу до здоров'я. Після того, як захист спрацює, він перезавантажується, перш ніж його можна буде використати знову.\n\nЦей захист не зникає з часом, але закінчується, якщо протягом кількох ходів поблизу немає ворогів. Коли він закінчується, будь-який невикористаний захист зменшує час перезарядки, максимум до 50%%.\n\nЗахисту залишилося: %1$d.\n\nПоточна перезарядка: %2$d. items.brokenseal$warriorshield.desc_cooldown=Воїн нещодавно отримав захист від зламаної печатки, і повинен почекати, поки знову зможе скористатися її захисним ефектом.\n\nХодів залишилося: %d. -items.brokenseal$warriorshield.desc_negative_cooldown=The Warrior's shield cooldown is currently negative, meaning that when his shield activates the cooldown will be lower than the usual 150 turns. The shield cooldown can be reduced to as low as -150 turns, which means it will immediately be available again once it is activated.\n\nCurrent cooldown: %d. +items.brokenseal$warriorshield.desc_negative_cooldown=Час відновлення щита Воїна наразі є від'ємним, що означає, що коли його щит активується, час відновлення буде меншим, ніж звичайні 150 ходів. Час відновлення щита може бути зменшений до -150 ходів, що означає, що він буде знову доступний одразу після активації.\n\nПоточний час відновлення: %d. items.dewdrop.name=Крапля роси items.dewdrop.already_full=Ви вже повністю здорові! @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=ЗАСТОСУВАТИ items.liquidmetal.prompt=Оберіть метальну зброю items.liquidmetal.already_fixed=Ця метальна зброя вже в ідеальному стані! items.liquidmetal.apply=Ви використовуєте %d рідкого металу для ремонту вашої метальної зброї. -items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts. +items.liquidmetal.desc=Ця чарівна рідина може заповнити тріщини та розриви на метальній зброї, відновлюючи її до ідеального стану! Якщо в наборі зброї відсутня якась зброя, але в іншому вона повністю відремонтована, то рідкий метал можна використовувати навіть для заміни відсутньої зброї з набору!\n\nДля повного ремонту зброї 1-го рангу потрібно 10 рідкого металу, для зброї 5-го рангу - 30. Кожне покращення також збільшує кількість необхідного металу на 35%.\n\nРідкий метал не можна використовувати для ремонту наконечників на дротиках. items.liquidmetal.discover_hint=Ви можете створити цей предмет за допомогою алхімії. items.lostbackpack.name=загублений рюкзак diff --git a/core/src/main/assets/messages/items/items_zh-hant.properties b/core/src/main/assets/messages/items/items_zh-hant.properties index a71e527eb..44b1d66e0 100644 --- a/core/src/main/assets/messages/items/items_zh-hant.properties +++ b/core/src/main/assets/messages/items/items_zh-hant.properties @@ -205,7 +205,7 @@ items.artifacts.cloakofshadows.discover_hint=此物品是某位英雄的初始 items.artifacts.cloakofshadows$cloakstealth.no_charge=你的斗篷耗盡了能量。 items.artifacts.cloakofshadows$cloakstealth.levelup=你的斗篷變得更強大了! items.artifacts.cloakofshadows$cloakstealth.name=影遁 -items.artifacts.cloakofshadows$cloakstealth.desc=你身上的暗影斗篷正給予你隱形效果。再次使用斗篷,或斗篷充能耗盡時,隠形效果結束。\n\n當你在隱形時敵人無法追蹤或攻擊你。大部分物理攻擊與魔法(比如捲軸與法杖)會立即消除隱形效果。\n\n斗篷在%d回合後將消耗下一點充能。 +items.artifacts.cloakofshadows$cloakstealth.desc=你身上的暗影斗篷正給予你隱形效果。再次使用斗篷,或斗篷充能耗盡時,隱形效果即結束。\n\n當你在隱形時敵人無法追蹤或攻擊你。大部分物理攻擊與魔法(比如卷軸與法杖)會立即消除隱形效果。\n\n斗篷在%d回合後將消耗下一點充能。 items.artifacts.driedrose.name=乾枯玫瑰 items.artifacts.driedrose.ac_summon=召喚 @@ -493,7 +493,7 @@ items.artifacts.unstablespellbook.desc=這本魔典就其年歲而言被保養 items.artifacts.unstablespellbook.desc_cursed=被詛咒的魔典將自己綁在了你身上,並在抑制你使用大部分卷軸的能力。 items.artifacts.unstablespellbook.desc_index=這本魔典的目錄並不完整,目錄指向的白頁上寫著: items.artifacts.unstablespellbook.desc_empowered=被你放進書中的卷軸閃耀著魔力的微光。你能夠利用魔典進一步激發卷軸能力,使用其秘卷效果,但這樣也會消耗你額外的充能。 -items.artifacts.unstablespellbook.read_empowered=被你放入魔典的卷軸都充滿了魔法能量。你可以自主選擇引動該卷軸的正常或秘卷能力\n\n如果選擇釋放秘卷能力,則會消耗2點魔典充能。 +items.artifacts.unstablespellbook.read_empowered=被你放入魔典的卷軸都充滿了魔法能量。你可以自主選擇引動該卷軸的正常或秘卷能力。\n\n如果選擇釋放秘卷能力,則會消耗2點魔典充能。 @@ -502,7 +502,7 @@ items.bags.bag.name=背包 items.bags.bag.discover_hint=此物品只在商店中出現。 items.bags.potionbandolier.name=藥瓶挎帶 -items.bags.potionbandolier.desc=這副厚實的挎帶能像肩帶一樣掛在身上,上面有許多用來架上玻璃瓶和水袋的隔熱皮帶。\n\n挎帶能為存放其中的藥瓶抵禦寒冷。 +items.bags.potionbandolier.desc=這副厚實的挎帶能像肩帶一樣掛在身上,上面有許多用來架上玻璃瓶和水袋的隔熱皮帶。 挎帶能為存放其中的藥瓶抵禦寒冷。 items.bags.scrollholder.name=卷軸筒 items.bags.scrollholder.desc=這個管狀容器好像能裝進一整套天文學家的工具和手書,但你的卷軸也同樣能放進去。它甚至還有一些小口袋,非常適合放入咒法水晶、奧術刻筆以及奧術樹脂。\n\n這個容器應該是防火的,所以你的卷軸在裡面時應該很安全。 @@ -630,7 +630,7 @@ items.food.mysterymeat.discover_hint=此食材為殺死某些敵人的掉落物 items.food.mysterymeat$placeholder.name=肉 items.food.phantommeat.name=幻影肉 -items.food.phantommeat.desc=一塊從幻影食人魚身上切下來的半透明肉排。這種神奇的肉能生食,吃下後除了讓您完全飽腹之外,還可以獲得隱身、暫時的防禦加成、一些治療,並淨化大部分的有害效果。 +items.food.phantommeat.desc=一塊從幻影食人魚身上切下來的半透明肉排。這種神奇的肉能生食,吃下後除了讓你完全飽腹之外,還可以獲得隱身、暫時的防禦加成、一些治療,並淨化大部分的有害效果。 items.food.phantommeat.discover_hint=此食物為殺死某種敵人的掉落物。 items.food.pasty.name=肉餡餅 @@ -1098,7 +1098,7 @@ items.rings.ringoftenacity.desc=這枚戒指使穿戴者能夠抵禦本應致命 items.rings.ringofwealth.name=財富之戒 items.rings.ringofwealth.stats=佩戴時,此戒指將增加你的幸運程度_%s%%_。 -items.rings.ringofwealth.typical_stats=佩戴時,此戒指通常將會增加您的幸運程度_%s%%_。 +items.rings.ringofwealth.typical_stats=佩戴時,此戒指通常將會增加你的幸運程度_%s%%_。 items.rings.ringofwealth.combined_stats=你裝備的兩枚戒指的能力疊加後,共增加了_%s%%_的幸運程度。 items.rings.ringofwealth.upgrade_stat_name_1=額外物品掉落率 items.rings.ringofwealth.desc=這枚戒指有如磁石般的招財功效,佩戴者有更大的機率從敵人身上或各類容器中取得較有價值的額外道具。 詛咒的戒指則會抑制這種效果。 @@ -1147,7 +1147,7 @@ items.scrolls.scrollofmirrorimage.copies=卷軸產生了你的鏡像。 items.scrolls.scrollofmirrorimage.no_copies=卷軸試圖產生你的鏡像,但它們沒空間顯影。 items.scrolls.scrollofmirrorimage.desc=卷軸上的咒文會創造閱讀者的兩個鏡像。 這些像是閱讀者弱化版的鏡像會對敵人展開追殺。 不過它們非常脆弱,受到傷害就會瞬間消散。 -items.scrolls.scrollofretribution.name=復仇捲軸 +items.scrolls.scrollofretribution.name=復仇卷軸 items.scrolls.scrollofretribution.blast=強大的魔法能量從卷軸中湧出! items.scrolls.scrollofretribution.desc=這種卷軸可以將閱讀者的所受的傷痛轉化為能量釋放而出。 閱讀者的傷勢越重,所釋放的能量越大。 閱讀者處於低血量的情況下所釋放的這種能量足以殺死大部分敵人。\n\n即便如此,這張卷軸依然會影響使用者,使其短時間目盲並虛弱無比。 @@ -1189,7 +1189,7 @@ items.scrolls.scrollofupgrade.name=升級卷軸 items.scrolls.scrollofupgrade.inv_title=選擇一件要升級的物品 items.scrolls.scrollofupgrade.weaken_curse=升級卷軸減弱了物品上的詛咒。 items.scrolls.scrollofupgrade.remove_curse=升級卷軸淨化了物品上的詛咒! -items.scrolls.scrollofupgrade.desc=這種卷軸能將物品升級。升級會提升法杖的威力及充能數、戒指提供的效果、武器與投擲武器的傷害及耐久、以及護甲的防禦能力,並維修投擲武器至全新狀態。\n\n它也能削弱甚至於消除詛咒,但這種事不如利用祛邪捲軸卷軸做還比較好。而且這種升級有個缺陷:它可能會使附魔和刻印消除,裝備等級越高,消除的機率就會變高。 +items.scrolls.scrollofupgrade.desc=這種卷軸能將物品升級。升級會提升法杖的威力及充能數、戒指提供的效果、武器與投擲武器的傷害及耐久、以及護甲的防禦能力,並維修投擲武器至全新狀態。\n\n它也能削弱甚至於消除詛咒,但這種事不如利用祛邪卷軸做還比較好。而且這種升級有個缺陷:它可能會使附魔和刻印消除,裝備等級越高,消除的機率就會變高。 @@ -1361,7 +1361,7 @@ items.stones.stoneofaugmentation.name=強化符石 items.stones.stoneofaugmentation.inv_title=強化一件物品 items.stones.stoneofaugmentation.desc=這種符石內的強力魔法可以用於強化裝備的一種屬性,但是會以減弱另一種屬性為代價。\n\n用於武器可以強化傷害或者速度。提升投擲武器的速度也會提升其耐久度。\n\n用於護甲可以強化防禦或者閃避。 items.stones.stoneofaugmentation.discover_hint=此物品為商店的商品,但用錬金釜也可以製造出此物品。 -items.stones.stoneofaugmentation$wndaugment.choice=您想增強什麼? +items.stones.stoneofaugmentation$wndaugment.choice=你想增強什麼? items.stones.stoneofaugmentation$wndaugment.speed=速度 items.stones.stoneofaugmentation$wndaugment.damage=傷害 items.stones.stoneofaugmentation$wndaugment.evasion=閃避 @@ -1577,7 +1577,7 @@ items.wands.wandofcorrosion.desc=這根法杖的灰色主幹頂端鑲嵌著一 items.wands.wandofcorrosion.stats_desc=這根法杖能射出一顆會在目標位置爆炸成一團強酸性霧氣的法球。 進入酸霧的任何單位都會受到自_%d_點起隨時間遞增的傷害。 items.wands.wandofcorrosion.upgrade_stat_name_1=初始酸蝕傷害 items.wands.wandofcorrosion.upgrade_stat_name_2=氣體總量 -items.wands.wandofcorrosion.bmage_desc=當_戰鬥法師_以酸蝕魔杖近戰攻擊目標時,有概率使其沾染腐蝕淤泥。 +items.wands.wandofcorrosion.bmage_desc=當_戰鬥法師_以酸蝕魔杖近戰攻擊目標時,有機率使其沾染腐蝕淤泥。 items.wands.wandofcorrosion.eleblast_desc=以酸蝕魔杖施放的元素爆發會使範圍內所有敵人造成起始傷害為6點的4回合酸蝕效果。 items.wands.wandofcorruption.name=腐化法杖 @@ -1587,7 +1587,7 @@ items.wands.wandofcorruption.desc=這根法杖能發射混亂的黑暗能量, items.wands.wandofcorruption.stats_desc=該法杖會釋放腐壞的能量,能削弱敵人並最終將他們扭曲為你的奴僕。 敵人能抵抗腐化,但虛弱的敵人明顯地更容易被腐化。 items.wands.wandofcorruption.upgrade_stat_name_1=腐化強度 items.wands.wandofcorruption.upgrade_stat_name_2=減益時長 -items.wands.wandofcorruption.bmage_desc=當_戰鬥法師_以腐化魔杖近戰攻擊目標時,有概率使其陷入狂亂。 +items.wands.wandofcorruption.bmage_desc=當_戰鬥法師_以腐化魔杖近戰攻擊目標時,有機率使其陷入狂亂。 items.wands.wandofcorruption.eleblast_desc=以腐化魔杖施放的元素爆發會對範圍內所有敵人施加5回合狂亂。 items.wands.wandofdisintegration.name=解離法杖 @@ -1605,7 +1605,7 @@ items.wands.wandoffireblast.stats_desc=該法杖在使用時會產生一股強 items.wands.wandoffireblast.upgrade_stat_name_1=1點充能傷害 items.wands.wandoffireblast.upgrade_stat_name_2=2點充能傷害 items.wands.wandoffireblast.upgrade_stat_name_3=3點充能傷害 -items.wands.wandoffireblast.bmage_desc=當_戰鬥法師_以焰浪魔杖近戰攻擊目標時,法杖有概率汲取附近火焰能量,產生只傷害敵人的爆炸,並熄滅週遭火焰。近戰目標旁有越多火焰,發生的機率越高。 +items.wands.wandoffireblast.bmage_desc=當_戰鬥法師_以焰浪魔杖近戰攻擊目標時,法杖有機率汲取附近火焰能量,產生只傷害敵人的爆炸,並熄滅週遭火焰。近戰目標旁有越多火焰,發生的機率越高。 items.wands.wandoffireblast.eleblast_desc=以焰浪魔杖施放的元素爆發會造成100%傷害,並把門打沖開且使敵人和易燃物著火。 items.wands.wandoffrost.name=霜凍法杖 @@ -1613,7 +1613,7 @@ items.wands.wandoffrost.staff_name=霜凍魔杖 items.wands.wandoffrost.desc=這根法杖似乎由某種魔法冰塊製成。它的圓頂閃著亮光。握起來很冰,但不知為何你的手仍保持溫暖。 items.wands.wandoffrost.stats_desc=該法杖能向你的敵人射擊冰霜能量,造成_%1$d~%2$d點傷害_並使目標凍傷,而在水中的效果似乎更強。已被凍傷和凍結的敵人受到來自該法杖的傷害將更少。 items.wands.wandoffrost.upgrade_stat_name_2=凍傷時長 -items.wands.wandoffrost.bmage_desc=當_戰鬥法師_以霜凍魔杖近戰攻擊目標時,有概率將其直接凍結。目標凍傷越嚴重,被凍結的概率就越高。 +items.wands.wandoffrost.bmage_desc=當_戰鬥法師_以霜凍魔杖近戰攻擊目標時,有機率將其直接凍結。目標凍傷越嚴重,被凍結的機率就越高。 items.wands.wandoffrost.eleblast_desc=以霜凍魔杖施放的元素爆發會造成100%傷害,並使敵人結凍及熄滅火焰。 items.wands.wandoflightning.name=雷霆法杖 @@ -1701,7 +1701,7 @@ items.wands.wandofwarding.desc=這個短小的金屬法杖尖端上有一顆亮 items.wands.wandofwarding.stats_desc=這根法杖並不能直接攻擊敵人,但可以召喚出哨衛元素與哨衛結晶。 你可以在可視範圍中的任何地方召喚哨衛,即使目的地有障礙物組隔。 這根法杖最多能提供_ %d點能量_以維持哨衛。 items.wands.wandofwarding.upgrade_stat_name_1=哨衛傷害 items.wands.wandofwarding.upgrade_stat_name_2=可用能量 -items.wands.wandofwarding.bmage_desc=當_戰鬥法師_以哨衛魔杖近戰攻擊目標時,有概率為所有哨衛元素與結晶恢復一定生命值。 +items.wands.wandofwarding.bmage_desc=當_戰鬥法師_以哨衛魔杖近戰攻擊目標時,有機率為所有哨衛元素與結晶恢復一定生命值。 items.wands.wandofwarding.eleblast_desc=以哨衛魔杖施放的元素爆發會治療範圍內所有的哨衛元素與結晶。 items.wands.wandofwarding$ward.desc_generic_ward=哨衛元素會自動攻擊其可視範圍內的目標。\n\n對哨衛使用哨衛法杖以升級它。\n\n哨衛在一定的攻擊次數後消散。 items.wands.wandofwarding$ward.desc_generic_sentry=這顆結晶看起來就像法杖頂端上的寶石。即便哨衛結晶與元素型態的傷害相同,但結晶改以消耗生命值取代了有限的攻擊次數。\n\n哨衛在攻擊時會消耗生命值,但能以哨衛法杖治療及升級它。 @@ -2406,7 +2406,7 @@ items.liquidmetal.ac_apply=修復 items.liquidmetal.prompt=選擇一個投擲武器 items.liquidmetal.already_fixed=這件投擲武器已經完好無損了! items.liquidmetal.apply=你為修復該投擲武器消耗了%d瓶液態金屬。 -items.liquidmetal.desc=當這些金屬倒入投擲武器中,這種神奇的液體會進入他的每個因使用而產生的損傷處,讓這個投擲武器煥然一新!如果這套武器的有缺建,而其它部份是完整的,他也能為那套武器再補一件新的!\n\n完全修復1階投擲武器需要10瓶液態金屬,對於最強大的5階投擲武器則需要30瓶,且每級升級都要多耗35%。\n\n液態金屬無法恢復飛鏢上的塗藥。 +items.liquidmetal.desc=當這些金屬倒入投擲武器中,這種神奇的液體會進入他的每個因使用而產生的損傷處,讓這個投擲武器煥然一新!如果這套武器有缺件,而其它部份完好無暇,它也能為那套武器再補一件新的!\n\n完全修復1階投擲武器需要10瓶液態金屬,對於最強大的5階投擲武器則需要30瓶,且每級升級都要多耗35%。\n\n液態金屬無法恢復飛鏢上的塗藥。 items.liquidmetal.discover_hint=此物品為鍊金的產物。 items.lostbackpack.name=遺物 diff --git a/core/src/main/assets/messages/items/items_zh.properties b/core/src/main/assets/messages/items/items_zh.properties index 701c3d2de..e18653337 100644 --- a/core/src/main/assets/messages/items/items_zh.properties +++ b/core/src/main/assets/messages/items/items_zh.properties @@ -186,7 +186,7 @@ items.artifacts.chaliceofblood.name=蓄血圣杯 items.artifacts.chaliceofblood.ac_prick=血祭 items.artifacts.chaliceofblood.yes=是的,我知道我在做什么 items.artifacts.chaliceofblood.no=不,我改主意了 -items.artifacts.chaliceofblood.prick_warn=每次使用圣杯都会消耗比上次更多的生命力,但作为交换,它亦会进一步强化你的自然生命回复速率。\n\n下一次用其刺伤自己时,会造成_%1$d~%2$d_点伤害。该伤害可被_物法格挡与伤害减免_降低。如果不计算任何减伤效果,下一次刺伤自己会有 _%3$s%%_ 的概率将你的生命力抽取竭尽。\n\n你确定要为圣杯献上更多的生命力吗? +items.artifacts.chaliceofblood.prick_warn=你每使用一次圣杯都会使它吸取你更多的生命力,但圣杯也会进而强化你的自然生命回复速率作为交换。\n\n此次献祭会对自己造成_%1$d~%2$d点伤害_,不过自伤可被_物理、魔法防御与伤害减免_降低。若不计算伤害减免,则此次献祭会有 _%3$s%%的概率_耗尽你的生命力。\n\n你确定要为圣杯供奉更多的生命力作为祭品? items.artifacts.chaliceofblood.onprick=你刺破了自己的手指,使你的生命精华流入了圣杯。 items.artifacts.chaliceofblood.ondeath=圣杯将你的生命精华吸噬殆尽了... items.artifacts.chaliceofblood.desc=这个闪闪发光的银质圣杯在边沿突兀地装饰着几颗造型尖锐的宝石。 @@ -440,7 +440,7 @@ items.artifacts.skeletonkey.locked_with_key=这扇门已被你的骷髅钥匙上 items.artifacts.skeletonkey.force_lock=这把锁已被你的骷髅钥匙削弱。你成功将其强行解开。 items.artifacts.skeletonkey.discard=你弃置了多余的钥匙。 items.artifacts.skeletonkey.levelup=你的骷髅钥匙变得更强了! -items.artifacts.skeletonkey.desc=一把匙柄处塑有头骨,与众不同的钥匙。其匙齿似乎每次看外形都不一样。 +items.artifacts.skeletonkey.desc=一把匙柄处塑有头骨,与众不同的钥匙。你每次观察匙齿时其外形似乎总是各不相同。 items.artifacts.skeletonkey.desc_worn=这把不同于地牢中其他钥匙的魔法钥匙似乎能在你使用它的时候获得力量。它几乎可被插到地牢的任何锁中并将其上锁或解锁,还包括先前从未被锁住的门。\n\n钥匙还可用于“锁定”你面前正向或斜向空间的空气,以创造一面持续10回合,3格宽的坚固墙壁。如果有空间可施展,锁定会将敌人击退。 items.artifacts.skeletonkey.desc_cursed=被诅咒的钥匙似乎在全力避免适配任何一把锁,并使你更难以使用其他钥匙(但并非不能使用)。 items.artifacts.skeletonkey$keywall.desc=一面被骷髅钥匙创造的临时魔法墙壁。 @@ -871,9 +871,9 @@ items.potions.exotic.exoticpotion.no=不,我改变主意了 items.potions.exotic.exoticpotion.discover_hint=你可通过炼金合成该物品。 items.potions.exotic.potionofcleansing.name=全面净化合剂 -items.potions.exotic.potionofcleansing.desc=当这种合剂被饮用时,它可以令饮用者短时间内对所有减益的免疫。它同样可以被扔向某个单位以清除该单位的减益。 +items.potions.exotic.potionofcleansing.desc=当这种合剂被饮用时,它可以令饮用者短时间内对所有负面状态效果的免疫。它同样可以被扔向某个单位以清除该单位的负面状态效果。 items.potions.exotic.potionofcleansing$cleanse.name=全面净化 -items.potions.exotic.potionofcleansing$cleanse.desc=这个角色暂时免疫所有的减益效果!\n\n剩余时长:%s +items.potions.exotic.potionofcleansing$cleanse.desc=这个角色暂时免疫所有的负面状态效果!\n\n剩余时长:%s items.potions.exotic.potionofcorrosivegas.name=腐蚀酸雾合剂 items.potions.exotic.potionofcorrosivegas.desc=打开或摔碎这个密封的药瓶将导致内容物爆发成一团强腐蚀性的锈色酸雾。这种酸雾的扩散速度与致命性都远超毒气。不过稳定性较差,不能在空气中存留太久。 @@ -2334,7 +2334,7 @@ items.brokenseal.discover_hint=某位英雄初始携带该物品。 items.brokenseal$warriorshield.name=战士护盾 items.brokenseal$warriorshield.desc_active=战士的破损纹章正使他变得不屈不挠,使其获得在生命值之上的护盾。在护盾首次触发后其可被再次使用之前护盾需要进行冷却。\n\n这种护盾并不会随时间衰减,但如果附近持续几回合没有敌人则护盾会结束。当其结束时,任何未使用的护盾都会降低护盾冷却,最多降低50%%。\n\n剩余护盾:%1$d\n\n当前冷却:%2$d items.brokenseal$warriorshield.desc_cooldown=战士近期已经从他的破碎纹章获得了护盾,而他必须等待直至他可从其护盾效果中再次获益。\n\n剩余回合数:%d -items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在生效后立刻冷却,以便再次激活护盾。\n\n剩余冷却时间:%d +items.brokenseal$warriorshield.desc_negative_cooldown=战士护盾的冷却时间当前为负值,意味着当他的护盾生效时,冷却时间会比通常的150回合更低。护盾冷却可被减至最低-150回合,意味着护盾可在生效后立刻冷却完毕,以便再次激活护盾。\n\n当前冷却时间:%d items.dewdrop.name=露珠 items.dewdrop.already_full=你的生命值已满。 diff --git a/core/src/main/assets/messages/journal/journal_pt.properties b/core/src/main/assets/messages/journal/journal_pt.properties index 518660010..9d5fda850 100644 --- a/core/src/main/assets/messages/journal/journal_pt.properties +++ b/core/src/main/assets/messages/journal/journal_pt.properties @@ -16,7 +16,7 @@ journal.catalog.thrown_weapons.title=Armas de arremesso journal.catalog.wands.title=Varinhas journal.catalog.rings.title=Anéis journal.catalog.artifacts.title=Artefatos -journal.catalog.trinkets.title=Assessórios +journal.catalog.trinkets.title=Acessórios journal.catalog.misc_equipment.title=Equipamentos variados journal.catalog.potions.title=poções @@ -44,7 +44,7 @@ journal.document.adventurers_guide.identifying.title=Identificando itens journal.document.adventurers_guide.identifying.body=As cores das poções e os símbolos nos pergaminhos são diferentes em cada masmorra. Equipamentos não identificados podem estar aprimorados ou encantados se você tiver sorte, ou podem estar amaldiçoados! \n\nPergaminhos de identificação, aprimoramento ou remover maldição são muito úteis se você deseja reduzir o risco de usar equipamentos não identificados.\n\n(Você pode encontrar uma lista de todos os itens que identificou na aba de catálogo do seu diário) journal.document.adventurers_guide.food.title=Lidando com a Fome journal.document.adventurers_guide.food.body=Racionar com eficiência é uma das melhores maneiras de aumentar suas chances de sobrevivência. Você nem sempre precisa comer logo quando sente fome!\n\nQuando você não está morrendo de fome, sua saúde se regenera lentamente, então, se você comer com a vida cheia, essa regeneração será desperdiçada!\n\nSe você controlar o ritmo de alimentação com base na sua saúde, sua comida durará muito mais. -journal.document.adventurers_guide.alchemy.title=Alquimia & Assessórios +journal.document.adventurers_guide.alchemy.title=Alquimia & Acessórios journal.document.adventurers_guide.alchemy.body=Se você não achar um item consumível útil, pode usá-lo como ingrediente de alquimia ou transformá-lo em energia alquímica multiuso. Energizar poções e pergaminhos também os identificam!\n\nAcessórios são um tipo único de equipamento criado e aprimorado por meio da alquimia. Eles são feitos com um catalisador mágico de acessórios e um pouco de energia alquímica.\n\n(O primeiro pote de alquimia fica no 3º ou 4º andar da masmorra. Há páginas de livros de receitas de alquimia perto desses potes também.) journal.document.adventurers_guide.dieing.title=Lidar com a Derrota journal.document.adventurers_guide.dieing.body=Masmorraria é perigoso e muitos aventureiros eventualmente acabarão morrendo.\n\nA sorte ajuda, mas os melhores aventureiros usam todo e cada pequeno truque para melhorar suas chances de sucesso.\n\n(Não fique desanimado se morrer muitas vezes, este jogo é difícil! Foque em aprender e vá melhorando aos poucos, não foque em vencer direto.) diff --git a/core/src/main/assets/messages/journal/journal_zh-hant.properties b/core/src/main/assets/messages/journal/journal_zh-hant.properties index ed992909f..2f05782bc 100644 --- a/core/src/main/assets/messages/journal/journal_zh-hant.properties +++ b/core/src/main/assets/messages/journal/journal_zh-hant.properties @@ -24,7 +24,7 @@ journal.catalog.scrolls.title=卷軸 journal.catalog.seeds.title=種子 journal.catalog.stones.title=符石 journal.catalog.food.title=食物 -journal.catalog.exotic_potions.title=魔藥與秘藥 +journal.catalog.exotic_potions.title=合劑 journal.catalog.exotic_scrolls.title=秘卷 journal.catalog.bombs.title=炸彈 journal.catalog.tipped_darts.title=塗藥飛鏢 @@ -67,7 +67,7 @@ journal.document.alchemy_guide.title=鍊金指南 journal.document.alchemy_guide.potions.title=引言與藥劑釀造 journal.document.alchemy_guide.potions.body=歡迎來到《鍊金術的實際應用》! 這是業餘鍊金愛好者和冒險家們的鍊金配方參考書。\n\n我們將從最經典的配方開始: 藥劑!\n\n往鍊金釜隨意放置三個種子來釀造一瓶隨機藥劑! 每類種子都有著與之對應的藥劑。釀造的藥劑可能與原料種子相關,但也可能完全隨機。 使用更多相同種類的種子能夠減少出現隨機藥劑的機率。 journal.document.alchemy_guide.stones.title=鍛造符石 -journal.document.alchemy_guide.stones.body=在鍊金釜中放入一張卷軸,就能使捲軸的魔力注入到兩塊石頭中。 就能鍛造出符石,你也能得知卷軸上文字的意思! +journal.document.alchemy_guide.stones.body=在鍊金釜中放入一張卷軸,就能使卷軸的魔力注入到兩塊石頭中。 就能鍛造出符石,你也能得知卷軸上文字的意思! journal.document.alchemy_guide.energy_food.title=鍊金能量與食物烹飪 journal.document.alchemy_guide.energy_food.body=大多配方需要消耗鍊金能量。這些能量能從消耗品中提煉出來。與此同時也會鑑定提煉物。\n\n然而並非所有耗能配方都是神秘且不可告人的。 下面的這些配方比起鍊金更接近傳統烹飪法。 journal.document.alchemy_guide.exotic_potions.title=釀造合劑 @@ -85,7 +85,7 @@ journal.document.alchemy_guide.spells.body=咒法結晶是封裝於晶體中的 journal.document.intros.title=地區簡介 journal.document.intros.discover_hint=首次進入特定區域即會解鎖此文本。 -journal.document.intros.dungeon.title=地城本體 +journal.document.intros.dungeon.title=地下城本體 journal.document.intros.dungeon.body=在你之前已有許多英雄自上方的城市進入這座地下城探索,大多數都已音訊全無。\n\n據說地下城深處藏著古老的邪惡力量,守護著全能的Yender護符。就連到現在都還有黑暗能量從底下竄出,朝著城市前進。\n\n你究竟能不能拿下這座地下城並奪得護符呢? 是時候開始屬於你的冒險了! journal.document.intros.sewers.title=下水道 journal.document.intros.sewers.body=地下城的前幾層其實是城市的下水道系統。\n\n由於下方的黑暗能量,導致這裡本應無害的生物變得越來越危險。城市曾派遣過巡邏隊到此試著維持其上方區域的安全。\n\n這地方已經能稱作"危險"了,但這裡受邪惡魔法的影響還很微弱。 @@ -110,7 +110,7 @@ journal.document.sewers_guard.crabs.body=376年,冬季第11天\n親愛的爸 journal.document.sewers_guard.guild.title=盜賊公會 journal.document.sewers_guard.guild.body=376年,冬季第11天\n親愛的爸媽,\n\n沒再有新生物了,但我們在巡邏時遇到了一小群來自盜賊公會的團隊。\n\n我記得他們不是什麼好東西,但團隊裡的其它人看起來卻對他們很友好。Thomas和他們交換了些情報和物資後就各自分開了。\n\n我不太明白,我們的職責不是該解決那些亂黨嗎?Thomas還說別向上級長官提起這種事。但至少這些幫助對我們來說非常有用,而且我可不想我們再多一群需要對付的人。\n\n我想我們在這鳥不生蛋的地方,無論是誰都該團結起來。 journal.document.sewers_guard.lost.title=我們迷路了 -journal.document.sewers_guard.lost.body=376年,冬季第40天\n\nThomas和我迷路了。我們在和豺狼戰鬥的過程中和剩下的成員分開了。我們兩個都沒事,但下水道的底部跟迷宮沒兩樣。\n\nThomas說他知道一條離開的路,但那條路從下水道最底部的一個老舊監獄的入口開始。我真的不想繼續往下走,但我們已經沒有糧食了,往下也比在這邊遊蕩找我們的哨兵部隊快上許多。\n\n沒事的。Thomas很清楚他在做什麼。 +journal.document.sewers_guard.lost.body=376年,冬季第40天\n\nThomas和我迷路了。我們在和豺狼人戰鬥的過程中和剩下的成員分開了。我們兩個都沒事,但下水道的底部跟迷宮沒兩樣。\n\nThomas說他知道一條離開的路,但那條路從下水道最底部的一個老舊監獄的入口開始。我真的不想繼續往下走,但我們已經沒有糧食了,往下也比在這邊遊蕩找我們的哨兵部隊快上許多。\n\n沒事的。Thomas很清楚他在做什麼。 journal.document.sewers_guard.not_worth.title=完全不划算 journal.document.sewers_guard.not_worth.body=Thomas和我在監獄入口遇到了某種巨大的汙泥怪物。在我們還沒能反應過來之前,就被它用魔法轟炸了。Thomas擋下了大部分的攻擊,命喪於此。\n\n再多錢也不值得我做這種工作。我要走Thomas告訴我的路線離開這裡。然後,我要用我當警衛賺到的錢帶我的家人們離開這座受詛咒的城市。雖然我還想相信國王肯定有為了這一切制定計畫,但我覺得不可能。\n\n我要把這些信留在這裡,作為給後人的警告。這裡絕對不只是有巨大老鼠或螃蟹之類的,這裡的問題絕對遠遠不只如此。 diff --git a/core/src/main/assets/messages/levels/levels_de.properties b/core/src/main/assets/messages/levels/levels_de.properties index e76b39ca0..3b74b5f0a 100644 --- a/core/src/main/assets/messages/levels/levels_de.properties +++ b/core/src/main/assets/messages/levels/levels_de.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Diese Falle muss wohl vor Ewigk levels.rooms.special.weakfloorroom$hiddenwell.name=Ferner Brunnen levels.rooms.special.weakfloorroom$hiddenwell.desc=Du kannst einen Brunnen in der Tiefe erkennen, vielleicht befindet sich ja etwas da unten? -levels.rooms.quest.ambitiousimproom$questentrance.name=Tresoreingang -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Eingang zur Schatzkammer +levels.rooms.quest.ambitiousimproom$questentrance.desc=Diese bedrohlich wirkende Grube scheint der Eingang zu einer Art uralter Zwergenschatzkammer zu sein. Eine magische Barriere verhindert den Eintritt, du kannst darüber laufen, als sei normaler Boden an dieser Stelle. levels.rooms.quest.blacksmithroom$questentrance.name=Mineneingang levels.rooms.quest.blacksmithroom$questentrance.desc=Diese Leiter führt zu einer alten, direkt unter der Werkstatt des Schmieds gelegenen Mine. @@ -195,8 +195,8 @@ levels.citylevel.region_deco_name=Flammendes Postament levels.citylevel.region_deco_desc=Ein erhobenes Postament mit einer hellen, grünen, magischen Flamme darauf. Die Flamme ist so dicht, sie könnte auch fest sein. levels.citylevel.upcoming_quest_intro_title=Nachricht vom Entwickler -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Hinein in den Tresor! +levels.citylevel.upcoming_quest_intro_body=Das nächste große Update für Shattered Pixel Dungeon wird eine Überarbeitung des Abenteuers enthalten, mit dem dich der Ehrgeizige Wicht beauftragt! Bei diesem Abenteuer wirst du damit beauftragt, eine uralte Zwergenschatzkammer zu plündern, auf deren Eingang du derzeit gerade stehst.Jetzt ist der Bereich dieses Abenteuers noch ziemlich leer, aber du kannst gern hinuntergehen und dich ein wenig umsehen, sowohl, um diesen Bereich einmal zu testen, als auch, um frühzeitig Feedback zu geben!Eine der Mechaniken dieses Abenteuers wird sein, dass keiner deiner Gegenstände mitgenommen werden kann, das heißt, wenn du hinuntergehst, verlierst du für diese Zeit dein Inventar, und _du bekommst einen Fluchtkristall, den du zur Rückkehr einsetzen kannst_. Auch werden die Effekte von Hunger und Regeneration dort pausiert sein.- Evan +levels.citylevel.upcoming_quest_intro_yes=In die Schatzkammer hinabsteigen levels.citylevel.upcoming_quest_intro_no=Hierbleiben levels.hallslevel.water_name=kalte Lava diff --git a/core/src/main/assets/messages/levels/levels_in.properties b/core/src/main/assets/messages/levels/levels_in.properties index 9ed932fed..135e71553 100644 --- a/core/src/main/assets/messages/levels/levels_in.properties +++ b/core/src/main/assets/messages/levels/levels_in.properties @@ -21,6 +21,9 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Seorang petualang yang ceroboh levels.rooms.special.weakfloorroom$hiddenwell.name=Sumur yang jauh levels.rooms.special.weakfloorroom$hiddenwell.desc=Kau hanya dapat melihat sumur di bawah sana, mungkin ada sesuatu di bawah sana? +levels.rooms.quest.ambitiousimproom$questentrance.name=Pintu Masuk Brankas +levels.rooms.quest.ambitiousimproom$questentrance.desc=Lubang mengerikan ini tampaknya merupakan pintu masuk ke semacam brankas kuno kurcaci. Sebuah penghalang magis mencegah masuk, Anda dapat berjalan di atasnya seolah-olah ada lantai di sini. + levels.rooms.quest.blacksmithroom$questentrance.name=Pintu masuk tambang levels.rooms.quest.blacksmithroom$questentrance.desc=Tangga ini mengarah ke sebuah tambang tua tepat di bawah bengkel pandai besi. @@ -191,6 +194,11 @@ levels.citylevel.bookshelf_desc=Barisan buku yang agak berantakan mememuhi rak b levels.citylevel.region_deco_name=Alas yang membara levels.citylevel.region_deco_desc=Sebuah alas tinggi dengan api ajaib berwarna hijau terang di atasnya. Api itu begitu pekat sehingga bisa dikatakan padat. +levels.citylevel.upcoming_quest_intro_title=Pesan Pengembang +levels.citylevel.upcoming_quest_intro_body=Pembaruan besar berikutnya untuk Shattered Pixel Dungeon akan menghadirkan perombakan pada misi yang diberikan oleh Iblis Kecil Ambisius! Misi ini akan menugaskan Anda untuk menyerbu brankas kurcaci kuno, yang saat ini Anda berdiri di atas pintu masuknya.\n\nSaat ini area misi baru cukup kosong, tetapi Anda dipersilakan untuk turun dan melihat-lihat, baik untuk menguji area baru maupun memberikan umpan balik awal!\n\nSalah satu mekanisme misi adalah bahwa tidak ada itemmu yang akan ikut bersamamu, jadi saat turun Anda akan kehilangan item Anda untuk sementara dan akan diberikan kristal pelarian yang memungkinkan Anda untuk kembali. Efek kelaparan dan regenerasi juga akan dihentikan sementara.\n\n- Evan +levels.citylevel.upcoming_quest_intro_yes=Turun memasuki brankas +levels.citylevel.upcoming_quest_intro_no=Tetap disini + levels.hallslevel.water_name=Lava dingin levels.hallslevel.grass_name=Lumut Menyala levels.hallslevel.high_grass_name=Jamur Menyala diff --git a/core/src/main/assets/messages/levels/levels_ja.properties b/core/src/main/assets/messages/levels/levels_ja.properties index abf61e58c..d03e873df 100644 --- a/core/src/main/assets/messages/levels/levels_ja.properties +++ b/core/src/main/assets/messages/levels/levels_ja.properties @@ -195,7 +195,7 @@ levels.citylevel.region_deco_name=炎を上げる台座 levels.citylevel.region_deco_desc=盛り上がった台座の上には、鮮やかな緑色の魔法の炎がある。炎は非常に濃く、まるで固体のようだ。 levels.citylevel.upcoming_quest_intro_title=開発者メッセージ -levels.citylevel.upcoming_quest_intro_body=Shattered Pixel Dungeonの次回大型アップデートでは、野心家のインプから与えられるクエストを全面刷新します!このクエストでは、あなたが今まさにその入口の上に立っている古代ドワーフの宝物庫を襲撃することになります。\n\n現在、新クエストエリアはかなり空っぽですが、新エリアのテストと早期フィードバックのため、ぜひ降りて探索してみてください!\n\nクエストの仕組みの一つとして、アイテムは一切持ち込めません。そのため侵入時には一時的に所持品を失い、代わりに _脱出の結晶_ が支給され、これを使って戻ることができます。_また、満腹度の減少と回復効果も一時停止されます。\n\n- Evan +levels.citylevel.upcoming_quest_intro_body=Shattered Pixel Dungeonの次回大型アップデートでは、野心家のインプから与えられるクエストを全面刷新します!このクエストでは、あなたが今まさにその入口の上に立っている古代ドワーフの宝物庫を襲撃することになります。\n\n現在、新クエストエリアはかなり空っぽですが、新エリアのテストと早期フィードバックのため、ぜひ降りて探索してみてください!\n\nクエストの仕組みの一つとして、アイテムは一切持ち込めません。そのため侵入時には一時的に所持品を失い、代わりに _脱出の結晶_ が支給され、これを使って戻ることができます。_また、満腹度の減少と回復効果も一時停止されます。_\n\n- Evan levels.citylevel.upcoming_quest_intro_yes=宝物庫へ降りる levels.citylevel.upcoming_quest_intro_no=留まる diff --git a/core/src/main/assets/messages/levels/levels_uk.properties b/core/src/main/assets/messages/levels/levels_uk.properties index dcc71f1eb..506394e93 100644 --- a/core/src/main/assets/messages/levels/levels_uk.properties +++ b/core/src/main/assets/messages/levels/levels_uk.properties @@ -21,8 +21,8 @@ levels.rooms.special.toxicgasroom$toxicvent.desc=Недбалий мандрів levels.rooms.special.weakfloorroom$hiddenwell.name=Далекий колодязь levels.rooms.special.weakfloorroom$hiddenwell.desc=Ти ледь розрізняєш у глибині колодязь. Може, там є щось корисне? -levels.rooms.quest.ambitiousimproom$questentrance.name=Vault Entrance -levels.rooms.quest.ambitiousimproom$questentrance.desc=This ominous pit seems to be the entrance to some ancient dwarven vault. A magical barrier prevents entry, you can walk over top of it as if there was floor here. +levels.rooms.quest.ambitiousimproom$questentrance.name=Вхід до сховища +levels.rooms.quest.ambitiousimproom$questentrance.desc=Ця зловісна яма, схоже, є входом до якогось стародавнього сховища гномів. Магічний бар'єр заважає пройти, але ви можете пройти по ньому, ніби це рівна поверхня. levels.rooms.quest.blacksmithroom$questentrance.name=Вхід до шахти levels.rooms.quest.blacksmithroom$questentrance.desc=Ці сходи ведуть до старої шахти просто під ковальською майстернею. @@ -195,9 +195,9 @@ levels.citylevel.region_deco_name=Полум'яний п'єдестал levels.citylevel.region_deco_desc=Піднесений п'єдестал з яскраво-зеленим магічним полум'ям на вершині. Полум'я настільки щільне, що здається, ніби воно суцільне. levels.citylevel.upcoming_quest_intro_title=Повідомлення розробника -levels.citylevel.upcoming_quest_intro_body=The next major update to Shattered Pixel Dungeon will feature an overhaul to the quest given by the Ambitious Imp! This quest will task you with raiding an ancient dwarven vault, that you're current standing on top of the entrance for.\n\nCurrently the new quest area is pretty empty, but you're welcome to go down and look around, both to test the new area and give early feedback!\n\nOne of the quest's mechanics is that none of your items will come with you, so when descending you'll temporarily lose your items and _will be given an escape crystal that lets you return._ Hunger and regeneration effects will also be paused.\n\n- Evan -levels.citylevel.upcoming_quest_intro_yes=Descend into the vault -levels.citylevel.upcoming_quest_intro_no=Stay here +levels.citylevel.upcoming_quest_intro_body=Наступне велике оновлення Shattered Pixel Dungeon включатиме переробку квесту, який дає Амбіційний Чорт! У цьому квесті вам доведеться здійснити напад на стародавнє сховище гномів, над входом до якого ви зараз стоїте.\n\nНаразі нова зона завдань є досить порожньою, але ви можете спуститися туди і оглянути її, щоб випробувати нову зону та поділитися своїми першими враженнями!\n\nОднією з особливостей квесту є те, що жоден з ваших предметів не буде з вами, тому під час спуску ви тимчасово втратите свої предмети і отримаєте кристал втечі, який дозволить вам повернутися. Ефекти голоду і відновлення також будуть призупинені.\n\n- Еван +levels.citylevel.upcoming_quest_intro_yes=Спуститися в сховище +levels.citylevel.upcoming_quest_intro_no=Залишатися тут levels.hallslevel.water_name=Холодна лава levels.hallslevel.grass_name=Жаромох diff --git a/core/src/main/assets/messages/misc/misc_de.properties b/core/src/main/assets/messages/misc/misc_de.properties index 163684e4a..7d443346e 100644 --- a/core/src/main/assets/messages/misc/misc_de.properties +++ b/core/src/main/assets/messages/misc/misc_de.properties @@ -228,7 +228,7 @@ challenges.darkness_desc=Es ist schließlich ein Dungeon!\n\n- normal sichtbare challenges.no_scrolls=Verbotene Runen challenges.no_scrolls_desc=Eine bestimmte Rune lässt sich schwerer finden. Leider ist das immer die nützlichste!\n\n- Die Hälfte der Schriftrollen der Verbesserung werden aus dem Dungeon entfernt challenges.champion_enemies=Feindliche Champions -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Du bist nicht der Einzige, der aufsteigen kann!\n\nNormale Gegner haben eine 1/8 Chance, mit einem speziellem Champion-Buff auf Ebene 1 zu erscheinen; diese Chance erhöht sich graduell bis zu 1/6 auf Ebene 21.\n\n- Champions wachen auf, wenn sie schlafend erscheinen;\n- Der Held erfährt, wenn ein Champion erscheint;\n- Champions können nicht zu Verbündeten gemacht werden.\n\nEs gibt sechs Arten von gegnerischen Champions:\n_Flammend (orange):_ +25% Nahkampfschaden, entzündet beim Treffer, verbreitet Flammen bei Tod, kann keine Wasserfelder entzünden;\n_Projizierend (lila):_ +25% Nahkampfschaden, +3 Nahkampf-Reichweite;\n_Antimagisch (grün):_ -50% erlittener Schaden, immun gegen magische Effekte;\n_Gigantisch (blau):_ -80% erlittener Schaden, +1 Nahkampfreichweite, kann keine Tunnel betreten;\n_Gesegnet (gelb):_ 4x Genauigkeit und Ausweichen;\n_Wachsend (rot):_ +20% Genauigkeit, Ausweichen, Schaden und effektive Lebenspunkte. Erhöht sich alle 4 Züge um 1%. challenges.stronger_bosses=Bösere Bosse challenges.stronger_bosses_desc=Die Bosse sind mit dieser Herausforderung viel härter!\n\n_Schleim:_ +20% Gesundheit\n_-_ Heilung im Wasser erhöht sich auf 3/Zug\n_-_ Pumpt sich in 1 Zug auf, statt in 2\n_Tengu:_ +25% Gesundheit\n_-_ Phase 1: Fallen sind viel tödlicher\n_-_ Phase 2: Fähigkeiten sind häufiger\n_DM-300:_ +33% Gesundheit\n_-_ Pylonen sind zäher und 3 aktivieren\n_-_ Fähigkeiten sind mächtiger und häufiger\n_-_ DM-300 ist schneller, wenn er aufgeladen ist\n_-_ Freiliegende Drähte sind doppelt so häufig\n_Zwergenkönig:_ +50% Gesundheit\n_-_ Untertanen sind in allen Phasen stärker\n_-_ Phase 1: schnellere Fähigkeiten und Beschwörungen\n_-_ Phase 2: 2 Untertanen mehr pro Zug\n_-_ Phase 3: 2x Gesundheit, schnellere Beschwörungen\n_Yog-Dzewa:_\n_-_ Es werden zwei Fäuste auf einmal beschworen!\n_-_ +60% Laserschaden\n_-_ Stärkere Untertanen diff --git a/core/src/main/assets/messages/misc/misc_in.properties b/core/src/main/assets/messages/misc/misc_in.properties index f883ff244..f29b20ef8 100644 --- a/core/src/main/assets/messages/misc/misc_in.properties +++ b/core/src/main/assets/messages/misc/misc_in.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Kalahkan bos penjara tanpa terkena jebakan at badges$badge.boss_challenge_3.title=Kalah Manuver badges$badge.boss_challenge_3.desc=Kalahkan bos gua tanpa diserang atau terkena damage saat 'serangan super' badges$badge.boss_challenge_4.title=Tidak Ada Senjata di Kehadirannya -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Kalahkan bos kota tanpa pernah langsung menyerangnya dengan senjata, cincin, tongkat, atau damage dari mantra badges$badge.boss_challenge_5.title=Pembunuh Kiamat badges$badge.boss_challenge_5.desc=Kalahkan bos terakhir dengan semua pemuncul iblis hidup dan tantangan bos yang lebih jahat diaktifkan badges$badge.games_played_1.title=Dungeoneer Pemula @@ -228,7 +228,7 @@ challenges.darkness_desc=Ya namanya juga terungku!\n\n- Jarak pandang berkurang challenges.no_scrolls=Tulisan terlarang challenges.no_scrolls_desc=Beberapa gulungan akan lebih sulit ditemukan. Sayangnya, gulungan tersebut akan selalu gulungan yang berguna.\n\n- Setengah gulungan peningkatan yang ada di terungku dikurangi challenges.champion_enemies=Jagoan Berbahaya -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Kamu bukan satu-satunya yang bisa naik level!\n\nMusuh biasa memiliki peluang 1/8 untuk muncul dengan buff jagoan spesial di lantai 1, meningkat menjadi 1/6 di lantai 21.\n\n- Jagoan akan bangun jika muncul dalam keadaan tidur\n- Pahlawan mengetahui kapan jagoan muncul\n- Jagoan tidak dapat diubah menjadi sekutu\n\nAda enam jenis musuh champion:\n_Membara (oranye):_ +25% damage jarak dekat, membakar saat terkena serangan, menyebarkan api saat mati, tidak dapat membakar petak berair\n_Proyeksi (ungu):_ +25% damage jarak dekat, +3 jangkauan jarak dekat\n_Anti Sihir (hijau):_ -50% damage yang diterima, kebal terhadap efek sihir\n_Raksasa (biru):_ -80% damage yang diterima, +1 jangkauan jarak dekat, tidak dapat bergerak ke dalam terowongan\n_Berkat (kuning):_ Akurasi dan penghindaran 4x\n_Perkembangan (merah):_ +20% akurasi, penghindaran, damage, dan HP efektif. Meningkat 1% setiap 4 giliran. challenges.stronger_bosses=Bos lebih jahat challenges.stronger_bosses_desc= Bos-bos akan lebih kuat dalam tantangan ini!\n\n_Goo:_ +20% darah\n_-_ Penyembuhan di atas air bertambah ke 3/giliran\n_-_ Pemompaan dalam 1 giliran, bukan 2 giliran\n_Tengu:_ +25% darah\n_-_ Fase 1: jebakan lebih mematikan\n_-_ Fase 2: kemampuan keluar lebih sering\n_DM-300:_ +33% darah_\n_-_ Tiang lebih kuat dan 3 buah aktif\n_-_ Kemampuan lebih kuat dan lebih sering keluar\n_-_ DM-300 bergerak lebih cepat saat 'serangan super'\n_-_ Kabel terbuka dua kali lipat lebih banyak dari biasanya\n_Raja Kurcaci:_ +50% darah\n_-_ Antek-antek lebih kuat di semua fase\n_-_ Fase 1: kemampuan dan pemunculan lebih cepat\n_-_ Fase 2: antek-antek ditambah 2 per babak\n_-_ Fase 3: darah 2x lipat, pemunculan lebih sering\n_Yog-Dzewa:_\n_-_ Dua tinju muncul di saat yang bersamaan!\n_-_ +60% damage laser\n_-_ Antek-antek yang lebih kuat diff --git a/core/src/main/assets/messages/misc/misc_pl.properties b/core/src/main/assets/messages/misc/misc_pl.properties index f7f616a46..e8ff8a405 100644 --- a/core/src/main/assets/messages/misc/misc_pl.properties +++ b/core/src/main/assets/messages/misc/misc_pl.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Pokonaj bossa więzienia nie dając się traf badges$badge.boss_challenge_3.title=Wymanewrowany badges$badge.boss_challenge_3.desc=Pokonaj bossa jaskiń bez zostania zaatakowanym ani zranionym podczas gdy jest doładowany badges$badge.boss_challenge_4.title=Żadnej Broni w Jego Obliczu -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Pokonaj bossa miasta nie atakując go bezpośrednio broniami, pierścieniami, różdżkami ani zaklęciami zadającymi obrażenia badges$badge.boss_challenge_5.title=Doom Slayer badges$badge.boss_challenge_5.desc=Pokonaj ostatniego bossa nie niszcząc żadnej rozrodni demonów i mając włączone wyzwanie "trudniejsi bossowie" badges$badge.games_played_1.title=Badacz Lochów - Żółtodziób diff --git a/core/src/main/assets/messages/misc/misc_uk.properties b/core/src/main/assets/messages/misc/misc_uk.properties index 06cde3131..598a1b533 100644 --- a/core/src/main/assets/messages/misc/misc_uk.properties +++ b/core/src/main/assets/messages/misc/misc_uk.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Здолай боса в'язниці, не badges$badge.boss_challenge_3.title=Переграв badges$badge.boss_challenge_3.desc=Подолай боса печер, не будучи атакованим чи пораненим, коли той надзаряджений badges$badge.boss_challenge_4.title=Ніякої зброї в Його присутності -badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells +badges$badge.boss_challenge_4.desc=Подолай боса міста, ні разу не атакуючи його напряму зброєю, перснями, паличками чи руйнівними заклинаннями badges$badge.boss_challenge_5.title=Кат Фатуму badges$badge.boss_challenge_5.desc=Подолай фінального боса з усіма розплідниками демонів дійсними та увімкненим випробуванням "потужніші боси" badges$badge.games_played_1.title=Хто я? Де я? @@ -210,8 +210,8 @@ badges$badge.pacifist_ascent.title=Мирне сходження badges$badge.pacifist_ascent.desc=Підніміть Амулет Єндера на поверхню, не зменшуючи при цьому силу його прокляття badges$badge.taking_the_mick.title=Взяття мікрофона badges$badge.taking_the_mick.desc=Нанесіть смертельний удар по останньому босу з кайлом +20 або вище -badges$badge.victory_random.title=Randomized Victory! -badges$badge.victory_random.desc=Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability. +badges$badge.victory_random.title=Випадкова перемога! +badges$badge.victory_random.desc=Отримайте Амулет Йендора з випадковим героєм, поліпшеннями здібностей, підкласом і здатністю обладунків. challenges.no_food=На дієті challenges.no_food_desc=Їжі стало ще менше, і вам варто краще стежити за її кількістю!\n\n- Їжа і ріг достатку втамовують голод на 1/3 від нормального значення\n- Інші джерела ситості не змінені @@ -228,7 +228,7 @@ challenges.darkness_desc=Це, все ж таки, підземелля!\n\n- В challenges.no_scrolls=Закляті руни challenges.no_scrolls_desc=Одну з рун значно важче знайти. На жаль, це завжди найкорисніша з них.\n\n- Половина сувоїв покращення зникла з підземелля challenges.champion_enemies=Ворожі чемпіони -challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns. +challenges.champion_enemies_desc=Ви не єдиний, хто може підвищити рівень!\n\nЗвичайні вороги мають шанс 1/8 з’явитися зі спеціальним позитивним ефектом чемпіона на 1 поверсі, збільшуючись до 1/6 на 21 поверсі.\n\n- Чемпіони прокидаються, якщо з'являються\n- Герой знає, коли з'являється чемпіон\n- Чемпіонів не можна перетворити на союзників\n\nІснує шість типів ворогів-чемпіонів:\n_Палаючий (помаранчевий):_ +25% шкоди в ближньому бою, запалюється при ударі, поширює полум'я при смерті, не може запалити плитки води\n_Проекційний (фіолетовий):_ +25% шкоди в ближньому бою, +3 на дальність ближнього бою\n_Антимагічний (зелений):_ -50% отриманої шкоди, імунітет до магічних ефектів\n_Гігант (синій):_ -80% отриманої шкоди, +1 дальність ближнього бою, не може рухатися в тунелі\n_Благословенний (жовтий):_ 4x точність і ухилення\n_Зростаючий (червоний):_ +20% точності, ухилення, шкоди та ефективного здоров'я. Збільшується на 1% кожні 4 ходи. challenges.stronger_bosses=Потужніші боси challenges.stronger_bosses_desc=Боси значно сильніші у цьому випробуванні!\n\n_Хлюпень:_ +20% здоров'я\n_-_Лікування у воді накопичується до 3/хід\n_-_Накачується за 1 хід замість 2\n_Тенгу:_ +25% здоров'я\n_-_Фаза 1: пастки значно небезпечніші\n_-_Фаза 2: частіше застосовує здібності\n_ЗМ-300:_ +33% здоров'я\n_-_Пілони міцніші та активуються по 3\n_-_Здібності сильніші та частіше застосовуються\n_-_ЗМ-300 значно швидша при надлишковому заряді\n_-_Вдвічі більше кабелів на підлозі\n_Король Дварфів:_ +50% здоров'я\n_-_Прислужники сильніші в усіх фазах\n_-_Фаза 1: швидший виклик та застосування здібностей\n_-_Фаза 2: на два прислужники більше кожен раунд\n_-_Фаза 3: подвоєне здоров'я, швидший виклик\n_Давній Бог:_ \n_-_Два кулаки одночасно\n_-_+60% до шкоди лазера\n_-_Сильніші прислужники diff --git a/core/src/main/assets/messages/misc/misc_zh-hant.properties b/core/src/main/assets/messages/misc/misc_zh-hant.properties index bbb73c449..4e3eff486 100644 --- a/core/src/main/assets/messages/misc/misc_zh-hant.properties +++ b/core/src/main/assets/messages/misc/misc_zh-hant.properties @@ -210,7 +210,7 @@ badges$badge.pacifist_ascent.title=心無旁鶩,逃出生天 badges$badge.pacifist_ascent.desc=在不削弱護符詛咒的情況下帶著護符歸返 badges$badge.taking_the_mick.title=愛現鬼 badges$badge.taking_the_mick.desc=以20級以上的礦鎬了結最終頭目 -badges$badge.victory_random.title=混亂勝利! +badges$badge.victory_random.title=混亂通關! badges$badge.victory_random.desc=透過完全隨機選擇的英雄,專精,天賦與護甲能力取得Yendor護符 challenges.no_food=縮餐節食 diff --git a/core/src/main/assets/messages/misc/misc_zh.properties b/core/src/main/assets/messages/misc/misc_zh.properties index f552eeb36..603d0676a 100644 --- a/core/src/main/assets/messages/misc/misc_zh.properties +++ b/core/src/main/assets/messages/misc/misc_zh.properties @@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=在不被任何机关陷阱击中的情况下 badges$badge.boss_challenge_3.title=疾行无影 badges$badge.boss_challenge_3.desc=在过载期间完全规避所有攻击和伤害来源的情况下,击败洞穴区域Boss badges$badge.boss_challenge_4.title=掣君无刃 -badges$badge.boss_challenge_4.desc=不使用武器、戒指、法杖或伤害性法术进行直接攻击,击败都城区域Boss +badges$badge.boss_challenge_4.desc=在不使用武器、戒指、法杖或攻击性法术进行对其直接攻击的情况下,击败都城区域Boss badges$badge.boss_challenge_5.title=制霸无敌 badges$badge.boss_challenge_5.desc=在开启“绝命头目”挑战、且所有恶魔血巢存活的情况下击败最终Boss badges$badge.games_played_1.title=新晋地牢人 @@ -204,14 +204,14 @@ badges$badge.unlock_cleric.title=解锁牧师! badges$badge.unlock_cleric.desc=完全净化任何一件被诅咒装备的诅咒以解锁牧师 badges$badge.enemy_hazards.title=安全隐患 badges$badge.enemy_hazards.desc=在一局游戏中通过特殊地形(陷阱、植物或深渊)击败10个敌人 -badges$badge.many_buffs.title=目有五光十色 -badges$badge.many_buffs.desc=同时拥有至少10种增益/减益 +badges$badge.many_buffs.title=狂乱的鸡尾酒 +badges$badge.many_buffs.desc=同时获有至少10种增益/减益图标 badges$badge.pacifist_ascent.title=和平凯旋 badges$badge.pacifist_ascent.desc=将其诅咒未曾减弱的Yendor护符带出地牢 badges$badge.taking_the_mick.title=适才相戏耳 badges$badge.taking_the_mick.desc=以一把至少20级的镐子对最终boss打出致命一击 -badges$badge.victory_random.title=随机模式获胜! -badges$badge.victory_random.desc=以随机英雄、随机天赋、随机专精与随机护甲技能获得Yendor护符 +badges$badge.victory_random.title=全随机获胜! +badges$badge.victory_random.desc=在英雄、天赋、专精与护甲技能均为随机的条件下Yendor护符 challenges.no_food=缩餐节食 challenges.no_food_desc=食物本就稀缺,但你还需要注意节食!\n\n-使用各类食物与丰饶之角的饱腹效果为原本的三分之一\n-其他恢复饥饿的机制不受影响 diff --git a/core/src/main/assets/messages/plants/plants_in.properties b/core/src/main/assets/messages/plants/plants_in.properties index 573d5a23c..74ca2c0f9 100644 --- a/core/src/main/assets/messages/plants/plants_in.properties +++ b/core/src/main/assets/messages/plants/plants_in.properties @@ -9,7 +9,7 @@ plants.blindweed.warden_desc=_Penjaga_ akan menyalurkan energi rumput buta menja plants.blindweed$seed.name=benih rumput buta plants.mageroyal.name=mageroyal -plants.mageroyal.refreshed=Kau merasa segar. +plants.mageroyal.refreshed=Kamu merasa segar. plants.mageroyal.desc=Bunga berduri mageroyal mengandung bahan kimia yang dikenal sebagai penetral yang kuat. Apapun yang menginjak tanaman ini akan dibersihkan dari beragam efek negatif. plants.mageroyal.warden_desc=Selain efek penetral, _Penjaga_ akan menjadi kebal sementara terhadap semua efek area saat menginjak mageroyal. plants.mageroyal$seed.name=benih bunga mageroyal diff --git a/core/src/main/assets/messages/scenes/scenes_de.properties b/core/src/main/assets/messages/scenes/scenes_de.properties index 5841a553e..dda0a68cc 100644 --- a/core/src/main/assets/messages/scenes/scenes_de.properties +++ b/core/src/main/assets/messages/scenes/scenes_de.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon ist vollkommen kostenfrei scenes.titlescene.patreon_button=Patreon-Seite scenes.welcomescene.update_intro=Es gab ein Update für Shattered Pixel Dungeon! -scenes.welcomescene.update_msg=v3.3 umfasst einen Test-Bereich für die bevorstehende Überarbeitung der Mission in der Zwergenstadt, neue Gegenstände und einen Dutzend an kleineren Fehlerbehebungen und Verbesserungen. +scenes.welcomescene.update_msg=v3.3 umfasst einen Test-Bereich für die bevorstehende Überarbeitung der Mission in der Zwergenstadt, neue Gegenstände und ein Dutzend an kleineren Fehlerbehebungen und Verbesserungen. scenes.welcomescene.patch_intro=Es gab Patches für Shattered Pixel Dungeon! scenes.welcomescene.patch_bugfixes=Dieser Patch enthält Fehlerkorrekturen. scenes.welcomescene.patch_translations=Dieser Patch enthält neue Übersetzungen. diff --git a/core/src/main/assets/messages/scenes/scenes_in.properties b/core/src/main/assets/messages/scenes/scenes_in.properties index 459491ad1..3ab38def7 100644 --- a/core/src/main/assets/messages/scenes/scenes_in.properties +++ b/core/src/main/assets/messages/scenes/scenes_in.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=Game ini menggunakan kode benih untuk m scenes.heroselectscene.custom_seed_set=Pasang scenes.heroselectscene.custom_seed_clear=Bersihkan scenes.heroselectscene.challenges_nowin=Tantangan adalah pengubah opsional yang membuat permainan menjadi lebih sulit. Beberapa tantangan membuat terungku lebih berbahaya, yang lain mengurangi kekuatan kemampuan atau item kamu.\n\n_Kamu harus memenangkan setidaknya satu pertandingan sebelum dapat mengaktifkan tantangan._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Acak +scenes.heroselectscene.randomize_hero=Pahlawan Acak +scenes.heroselectscene.randomize_chals=Tantangan Acak scenes.heroselectscene.randomize_chals_title=Tantangan scenes.heroselectscene.randomize_confirm=Terima scenes.heroselectscene.randomize_cancel=Batal @@ -118,7 +118,7 @@ scenes.startscene.sort_level=Urutan: Level scenes.startscene.sort_recent=Urutan: Terkini scenes.supporterscene.title=Dukung Game -scenes.supporterscene.intro=Aku ingin Shattered Pixel Dungon bebas dari iklan dan mikrotransaksi, yang mana telah merusak banyak sekali game gratis. Oleh karena itu, aku lebih memilih untuk meminta bantuan langsung kepada pemain jika berkenan! +scenes.supporterscene.intro=Aku ingin Shattered Pixel Dungeon bebas dari iklan dan mikrotransaksi, yang mana telah merusak banyak sekali game gratis. Oleh karena itu, aku lebih memilih untuk meminta bantuan langsung kepada pemain jika berkenan! scenes.supporterscene.patreon_msg=Kalau kau menikmati Shattered dan ingin membantuku terus membuatnya, tolong pertimbangkan untuk membantuku di _Patreon!_ Yang membantu di Patreon akan mendapatkan manfaat ekslusif!:\n_- Akses awal- untuk versi beta di pembaruan yang akan datang.\n_- Mini-Blog Mingguan_ dengan info tentang apa yang sedang kukerjakan.\n_- Polling Bulanan_ yang akan secara langsung berefek pada konten yang sedang kukembangkan.\n_- Hadiah Langsung: Pin_ setelah 1, 2, dan 3 tahun membantu lewat Patreon.\n_- Komunitas Discord_ dengan log developer dan channel chat.\n\n_Dan masih banyak lagi!_ Kau dapat mengunjungi halaman Patreon untuk info lebih lanjut. Terima kasih atas waktunya, dan selamat berpetualang ria! scenes.supporterscene.patreon_english=(Perhatikan bahwa hadiah Patreon hanya tersedia dalam bahasa Inggris.) scenes.supporterscene.supporter_link=Pergi ke Halaman Patreon @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon adalah game gratis, yang scenes.titlescene.patreon_button=Halaman Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon telah di-update! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=v3.3 menyertakan area pengujian untuk perombakan mendatang pada misi kota, item baru, dan sejumlah penyesuaian serta peningkatan kecil lainnya. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon telah di-patch! scenes.welcomescene.patch_bugfixes=Patch ini berisi bugfix. scenes.welcomescene.patch_translations=Patch ini berisi update terjemahan. diff --git a/core/src/main/assets/messages/scenes/scenes_pl.properties b/core/src/main/assets/messages/scenes/scenes_pl.properties index ef7f7bc9c..26fc1cacb 100644 --- a/core/src/main/assets/messages/scenes/scenes_pl.properties +++ b/core/src/main/assets/messages/scenes/scenes_pl.properties @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon to w pełni darmowa gra, scenes.titlescene.patreon_button=Strona Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon został uaktualniony! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=W wersji 3.3 dodano obszar testowy związany z nadchodzącą przebudową zadania w mieście, nowe przedmioty i wiele mniejszych zmian i ulepszeń. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon został załatany! scenes.welcomescene.patch_bugfixes=Ta łatka zawiera poprawy błędów. scenes.welcomescene.patch_translations=Ta łatka zawiera aktualizacje tłumaczeń. diff --git a/core/src/main/assets/messages/scenes/scenes_uk.properties b/core/src/main/assets/messages/scenes/scenes_uk.properties index aa5c56c48..d8db9d923 100644 --- a/core/src/main/assets/messages/scenes/scenes_uk.properties +++ b/core/src/main/assets/messages/scenes/scenes_uk.properties @@ -73,9 +73,9 @@ scenes.heroselectscene.custom_seed_nowin=У грі використовуєть scenes.heroselectscene.custom_seed_set=Встановити scenes.heroselectscene.custom_seed_clear=Очистити scenes.heroselectscene.challenges_nowin=Випробування — це додаткові модифікатори, які ускладнюють гру. Деякі випробування роблять підземелля більш небезпечним, інші зменшують силу ваших здібностей або предметів.\n\n_Ви повинні виграти принаймні одну гру, перш ніж ви зможете ввімкнути випробування._ -scenes.heroselectscene.randomize=Randomize -scenes.heroselectscene.randomize_hero=Randomize Hero -scenes.heroselectscene.randomize_chals=Randomize Challenges +scenes.heroselectscene.randomize=Випадковий +scenes.heroselectscene.randomize_hero=Випадковий герой +scenes.heroselectscene.randomize_chals=Випадкові завдання scenes.heroselectscene.randomize_chals_title=Випробування scenes.heroselectscene.randomize_confirm=Підтвердити scenes.heroselectscene.randomize_cancel=Скасувати @@ -145,7 +145,7 @@ scenes.titlescene.patreon_body=Shattered Pixel Dungeon - це повністю scenes.titlescene.patreon_button=Сторінка на Patreon scenes.welcomescene.update_intro=Shattered Pixel Dungeon оновлено! -scenes.welcomescene.update_msg=v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements. +scenes.welcomescene.update_msg=Версія 3.3 включає тестову зону для майбутнього оновлення міських завдань, нові предмети та низку дрібних виправлень і поліпшень. scenes.welcomescene.patch_intro=Shattered Pixel Dungeon пропатчено! scenes.welcomescene.patch_bugfixes=Цей патч включає в себе виправлення помилок. scenes.welcomescene.patch_translations=Цей патч включає в себе покращення перекладу. diff --git a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties index 78d1a0d05..2a8cd1862 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh-hant.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh-hant.properties @@ -141,7 +141,7 @@ scenes.titlescene$changesbutton.versioned_title=最新版本:%s scenes.titlescene$changesbutton.desc=破碎像素地城會時常更新來更改或重製遊戲,或新增全新內容!\n\n同時也會經常調整遊戲平衡,以維持物品、單位強度的平衡性。\n\n此外,更新也通常包含bug修復與提升穩定性。 scenes.titlescene$changesbutton.update=進行更新 scenes.titlescene$changesbutton.changes=進入改動介面 -scenes.titlescene.patreon_body=《破碎像素地城》是一款完全免費的遊戲,有玩家的慷慨捐獻支持我才能一直持續開發。\n\n如果想支持我,最好的方法是使用Patreon平臺。Patreon能提供一個穩定的收入,也讓我能回報我的支持者!\n\nPatreon支持者每週都可以看一篇獨家文章,搶先瞭解我的下一步開發想法!\n\n你可以到我的Patreon頁面獲得最新的回饋詳情。感謝你的支持!\n\n(Patreon獎勵只能提供英文內容,請見諒) +scenes.titlescene.patreon_body=《破碎像素地城》是一款完全免費的遊戲,有玩家的慷慨捐獻支持我才能一直持續開發。\n\n如果想支持我,最好的方法是使用Patreon平臺。Patreon能提供一個穩定的收入,也讓我能回報我的支持者!\n\nPatreon支持者每週都可以看一篇獨家文章,搶先瞭解我的下一步開發想法!\n\n你可以到我的Patreon頁面獲得最新的回饋詳情。感謝你的支持!\n\n(Patreon獎勵只能提供英文內容,請見諒) scenes.titlescene.patreon_button=Patreon贊助頁面 scenes.welcomescene.update_intro=破碎像素地城已更新! diff --git a/core/src/main/assets/messages/scenes/scenes_zh.properties b/core/src/main/assets/messages/scenes/scenes_zh.properties index 7ec6eb9b8..2e35883cd 100644 --- a/core/src/main/assets/messages/scenes/scenes_zh.properties +++ b/core/src/main/assets/messages/scenes/scenes_zh.properties @@ -73,7 +73,7 @@ scenes.heroselectscene.custom_seed_nowin=游戏通过使用种子来生成地牢 scenes.heroselectscene.custom_seed_set=设置 scenes.heroselectscene.custom_seed_clear=清除 scenes.heroselectscene.challenges_nowin=挑战是一类为游戏增添难度的设置选项,可自行选择开启与否。其中的一些会使地牢变得更加危险,另一些则会削弱角色本身或其他物品的力量。\n\n_你必须先正常通关至少一次,才能开启挑战进行游玩。_ -scenes.heroselectscene.randomize=随机模式 +scenes.heroselectscene.randomize=随机 scenes.heroselectscene.randomize_hero=随机英雄 scenes.heroselectscene.randomize_chals=随机挑战 scenes.heroselectscene.randomize_chals_title=挑战个数 diff --git a/core/src/main/assets/messages/ui/ui_de.properties b/core/src/main/assets/messages/ui/ui_de.properties index a1b07ca46..e7f44d3da 100644 --- a/core/src/main/assets/messages/ui/ui_de.properties +++ b/core/src/main/assets/messages/ui/ui_de.properties @@ -27,7 +27,7 @@ ui.talentspane.unlock_tier2=Erreiche Stufe 6, um mehr Talente freizuschalten. ui.talentspane.unlock_tier3=Erreiche Stufe 12 und nutze den Gegenstand des zweiten Bosses, um mehr Talente freizuschalten. ui.talentspane.unlock_tier4=Erreiche Stufe 20 und nutze den Gegenstand des vierten Bosses, um mehr Talente freizuschalten. ui.talentspane.random_title=Zufällige Talente -ui.talentspane.random_sure=Bist du dir sicher, dass du diese Talentpunkte per Zufallsprinzip verteilen möchtest? +ui.talentspane.random_sure=Bist du dir sicher, dass du diese Talentpunkte nach dem Zufallsprinzip verteilen möchtest? ui.talentspane.random_yes=Ja, nutze alle. ui.talentspane.random_one=Verteile einen zufällig. ui.talentspane.random_no=Doch nicht. diff --git a/core/src/main/assets/messages/ui/ui_pl.properties b/core/src/main/assets/messages/ui/ui_pl.properties index 1e6389ff1..307b9e807 100644 --- a/core/src/main/assets/messages/ui/ui_pl.properties +++ b/core/src/main/assets/messages/ui/ui_pl.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=%d. krąg ui.talentspane.unlock_tier2=Osiągnij poziom 6, aby odblokować więcej talentów. ui.talentspane.unlock_tier3=Osiągnij poziom 12 i użyj przedmiotu z drugiego bossa, aby odblokować więcej talentów. ui.talentspane.unlock_tier4=Osiągnij poziom 20 i użyj przedmiotu z czwartego bossa, aby odblokować więcej talentów. +ui.talentspane.random_title=Random Talents +ui.talentspane.random_sure=Czy na pewno chcesz losowo wydać punkty talentu? +ui.talentspane.random_yes=Tak, wydaj je wszystkie. +ui.talentspane.random_one=Wydaj tylko jeden losowo. +ui.talentspane.random_no=I'll decide later. ui.toolbar.quickslot_prompt=Szybki Dostęp ui.toolbar.quickslot_select=Wybierz Przedmiot diff --git a/core/src/main/assets/messages/ui/ui_uk.properties b/core/src/main/assets/messages/ui/ui_uk.properties index 44f8d0aef..4002b26ff 100644 --- a/core/src/main/assets/messages/ui/ui_uk.properties +++ b/core/src/main/assets/messages/ui/ui_uk.properties @@ -26,6 +26,11 @@ ui.talentspane.tier=ранг%d ui.talentspane.unlock_tier2=Досягніть 6-го рівня, щоб відкрити наступні таланти. ui.talentspane.unlock_tier3=Досягніть 12-го рівня та використайте предмет з другого боса, щоб відкрити наступні таланти. ui.talentspane.unlock_tier4=Досягніть 20-го рівня та використайте предмет з четвертого боса, щоб відкрити наступні таланти. +ui.talentspane.random_title=Випадкові здібності +ui.talentspane.random_sure=Ви впевнені, що хочете витратити ці пункти здібностей випадковим чином? +ui.talentspane.random_yes=Так, витратити їх усі. +ui.talentspane.random_one=Просто витратити один випадково. +ui.talentspane.random_no=Я вирішу потім. ui.toolbar.quickslot_prompt=Оберіть швидку комірку ui.toolbar.quickslot_select=Обрати швидку комірку diff --git a/core/src/main/assets/messages/windows/windows_de.properties b/core/src/main/assets/messages/windows/windows_de.properties index e7d04efad..dac81b3ec 100644 --- a/core/src/main/assets/messages/windows/windows_de.properties +++ b/core/src/main/assets/messages/windows/windows_de.properties @@ -30,8 +30,8 @@ windows.wndchooseability.cancel=Ich entscheide das später windows.wndchooseability.are_you_sure=Bist du dir sicher, dass du diese Fähigkeit auswählen möchtest? windows.wndchooseability.yes=Ja, ich habe mich entschieden. windows.wndchooseability.no=Nein, das entscheide ich später. -windows.wndchooseability.random_title=Zufällige Spezialfähigkeit -windows.wndchooseability.random_sure=Bist du sicher, dass du deine Spezialfähigkeit per Zufallsprinzip auswählen möchtest? +windows.wndchooseability.random_title=Zufällige Rüstungsfähigkeit +windows.wndchooseability.random_sure=Bist du sicher, dass du deine Spezialfähigkeit nach dem Zufallsprinzip auswählen möchtest? windows.wndchoosesubclass.message=Während du die Maske über dein Gesicht ziehst, schwindet dein Augenlicht und Visionen von neuer Macht strömen in deinen Geist. Wie wirst du die Kraft der Maske nutzen? windows.wndchoosesubclass.cancel=Ich entscheide das später @@ -39,7 +39,7 @@ windows.wndchoosesubclass.are_you_sure=Bist du dir sicher, dass du diese Unterkl windows.wndchoosesubclass.yes=Ja, ich habe mich entschieden. windows.wndchoosesubclass.no=Nein, ich entscheide das später. windows.wndchoosesubclass.random_title=Zufällige Unterklasse -windows.wndchoosesubclass.random_sure=Bist du sicher, dass du die Unterklasse per Zufallsprinzip wählen möchtest? +windows.wndchoosesubclass.random_sure=Bist du sicher, dass du die Unterklasse nach dem Zufallsprinzip wählen möchtest? windows.wndclass.mastery=Meister @@ -66,8 +66,8 @@ windows.wndenergizeitem.prompt=einen Gegenstand in Energie wandeln windows.wndenergizeitem.energize=In %d Energie umwandeln windows.wndenergizeitem.energize_1=1 in %d Energie umwandeln windows.wndenergizeitem.energize_all=Alle in %d Energie umwandeln -windows.wndenergizeitem.trinket_warn=Bist du sicher, dass du dein Kleinod energetisieren möchtest? Du würdest zwar 5 Energie dafür zurückbekommen, allerdings ist das Kleinod somit _permanent verschwunden!_ -windows.wndenergizeitem.trinket_yes=Ja, energetisiere es +windows.wndenergizeitem.trinket_warn=Bist du sicher, dass du dein Kleinod in Energie wandeln möchtest? Du würdest zwar 5 Energie dafür zurückbekommen, allerdings ist das Kleinod somit _permanent verloren!_ +windows.wndenergizeitem.trinket_yes=Ja, in Energie wandeln windows.wndenergizeitem.trinket_no=Nein, lieber nicht windows.wnderror.title=FEHLER @@ -296,7 +296,7 @@ windows.wndsettings$displaytab.hide_navigation=Verstecke Navigations-Leiste windows.wndsettings$displaytab.hide_gesture=Navigationsleiste verstecken windows.wndsettings$displaytab.okay=Okay windows.wndsettings$displaytab.cancel=Abbrechen -windows.wndsettings$displaytab.landscape=Quervormat erzwingen +windows.wndsettings$displaytab.landscape=Querformat erzwingen windows.wndsettings$displaytab.brightness=Helligkeit windows.wndsettings$displaytab.dark=Dunkel windows.wndsettings$displaytab.bright=Hell diff --git a/core/src/main/assets/messages/windows/windows_in.properties b/core/src/main/assets/messages/windows/windows_in.properties index 93d1d2198..306becaf6 100644 --- a/core/src/main/assets/messages/windows/windows_in.properties +++ b/core/src/main/assets/messages/windows/windows_in.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Kuputuskan nanti windows.wndchooseability.are_you_sure=Apakah kamu yakin ingin memilih kemampuan ini? windows.wndchooseability.yes=Ya, sudah kuputuskan. windows.wndchooseability.no=Tidak, kuputuskan nanti. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Kemampuan Armor Acak +windows.wndchooseability.random_sure=Apakah kamu yakin ingin memilih kemampuan armor acak kamu? windows.wndchoosesubclass.message=Ketika topeng itu ditempelkan ke wajahmu, penglihatanmu memudar dan visi kekuatan baru membanjiri pikiranmu. Bagaimana kamu akan mengarahkan kekuatan topeng ini? windows.wndchoosesubclass.cancel=Kuputuskan nanti windows.wndchoosesubclass.are_you_sure=Apakah kamu yakin ingin memilih subkelas ini? windows.wndchoosesubclass.yes=Ya, sudah kuputuskan. windows.wndchoosesubclass.no=Tidak, kuputuskan nanti. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Subkelas Acak +windows.wndchoosesubclass.random_sure=Apakah kamu yakin ingin memilih subkelas acak kamu? windows.wndclass.mastery=Penguasaan @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Berikan Energi pada Item windows.wndenergizeitem.energize=Berubah menjadi %d energi windows.wndenergizeitem.energize_1=Ubah 1 menjadi %d energi windows.wndenergizeitem.energize_all=Ubah semua menjadi %d energi -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Apakah kamu yakin ingin memberi energi pada perhiasanmu? Kamu akan mendapatkan 5 energi kembali, tetapi _perhiasan itu akan hilang selamanya!_ +windows.wndenergizeitem.trinket_yes=Ya, beri energi +windows.wndenergizeitem.trinket_no=Tidak, lupakan windows.wnderror.title=GAGAL @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Game yang dimulai sebelum v1.3 memiliki windows.wndsettings$displaytab.title=Pengaturan Tampilan windows.wndsettings$displaytab.fullscreen=Layar Penuh windows.wndsettings$displaytab.hide_navigation=Sembunyikan Bar Navigasi -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Sembunyikan Bar Gestur windows.wndsettings$displaytab.okay=Oke windows.wndsettings$displaytab.cancel=Batal -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Paksa ke lanskap windows.wndsettings$displaytab.brightness=Kecerahan windows.wndsettings$displaytab.dark=Gelap windows.wndsettings$displaytab.bright=Terang @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Mengupgrade item ini juga memiliki peluang %d%% untuk windows.wndupgrade.resin=Tongkat ini telah ditingkatkan dengan getah magis, peningkatan normal akan menggantikan peningkatan getah! windows.wndupgrade.thrown_dust=Senjata dari set ini yang tidak ada dalam inventaris kamu akan hancur menjadi debu. windows.wndupgrade.damage=Damage -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Damage Panah windows.wndupgrade.bleeding=Pendarahan windows.wndupgrade.blocking=Pertahanan windows.wndupgrade.weight=Berat diff --git a/core/src/main/assets/messages/windows/windows_nl.properties b/core/src/main/assets/messages/windows/windows_nl.properties index 8b9ee1cfe..0fbe2d5ae 100644 --- a/core/src/main/assets/messages/windows/windows_nl.properties +++ b/core/src/main/assets/messages/windows/windows_nl.properties @@ -292,8 +292,8 @@ windows.wndscorebreakdown.old_score_desc=Spellen die vóór v1.3 zijn gestart, h windows.wndsettings$displaytab.title=Scherminstellingen windows.wndsettings$displaytab.fullscreen=Volledig Scherm -windows.wndsettings$displaytab.hide_navigation=Verberg Navigatie Balk -windows.wndsettings$displaytab.hide_gesture=Navigatiebalk verbergen +windows.wndsettings$displaytab.hide_navigation=Navigatiebalk verbergen +windows.wndsettings$displaytab.hide_gesture=Gebarenbalk verbergen windows.wndsettings$displaytab.okay=Oké windows.wndsettings$displaytab.cancel=Annuleren windows.wndsettings$displaytab.landscape=Landschapsmodus diff --git a/core/src/main/assets/messages/windows/windows_pl.properties b/core/src/main/assets/messages/windows/windows_pl.properties index c7d857ff6..4b3cde1c7 100644 --- a/core/src/main/assets/messages/windows/windows_pl.properties +++ b/core/src/main/assets/messages/windows/windows_pl.properties @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Gry rozpoczęte przed wersją 1.3 mają windows.wndsettings$displaytab.title=Ustawienia Wyświetlacza windows.wndsettings$displaytab.fullscreen=Pełny Ekran windows.wndsettings$displaytab.hide_navigation=Ukryj pasek nawigacji -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Ukryj pasek gestów windows.wndsettings$displaytab.okay=OK windows.wndsettings$displaytab.cancel=Anuluj -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Wymuś orientację poziomą windows.wndsettings$displaytab.brightness=Jasność windows.wndsettings$displaytab.dark=Ciemno windows.wndsettings$displaytab.bright=Jasno diff --git a/core/src/main/assets/messages/windows/windows_uk.properties b/core/src/main/assets/messages/windows/windows_uk.properties index a688aa735..1437db762 100644 --- a/core/src/main/assets/messages/windows/windows_uk.properties +++ b/core/src/main/assets/messages/windows/windows_uk.properties @@ -30,16 +30,16 @@ windows.wndchooseability.cancel=Я вирішу пізніше windows.wndchooseability.are_you_sure=Ви впевнені, що хочете обрати саме цю здібність? windows.wndchooseability.yes=Так, я зробив свій вибір. windows.wndchooseability.no=Ні, я вирішу пізніше. -windows.wndchooseability.random_title=Random Armor Ability -windows.wndchooseability.random_sure=Are you sure you want to choose your armor ability randomly? +windows.wndchooseability.random_title=Випадкова здатність обладунку +windows.wndchooseability.random_sure=Ви впевнені, що хочете вибрати здатність обладунку випадково? windows.wndchoosesubclass.message=Коли маска прилягає до вашого обличчя, зір затьмарюється, а видіння нової сили наповнює ваш розум. Як ви спрямуєте силу маски? windows.wndchoosesubclass.cancel=Я вирішу пізніше windows.wndchoosesubclass.are_you_sure=Ви впевнені, що хочете обрати цей підклас? windows.wndchoosesubclass.yes=Так, я зробив свій вибір. windows.wndchoosesubclass.no=Ні, я вирішу пізніше. -windows.wndchoosesubclass.random_title=Random Subclass -windows.wndchoosesubclass.random_sure=Are you sure you want to choose a subclass randomly? +windows.wndchoosesubclass.random_title=Випадковий підклас +windows.wndchoosesubclass.random_sure=Ви впевнені, що хочете вибрати підклас випадковим чином? windows.wndclass.mastery=Майстерність @@ -66,9 +66,9 @@ windows.wndenergizeitem.prompt=Живити предмет windows.wndenergizeitem.energize=Перетворити в %d енергії windows.wndenergizeitem.energize_1=Перетворити 1 у %d енергії windows.wndenergizeitem.energize_all=Перетворити все у %d енергії -windows.wndenergizeitem.trinket_warn=Are you sure you want to energize your trinket? You'll get 5 energy back but _the trinket will be permanently lost!_ -windows.wndenergizeitem.trinket_yes=Yes, energize it -windows.wndenergizeitem.trinket_no=No, nevermind +windows.wndenergizeitem.trinket_warn=Ви впевнені, що хочете активувати ваш аксесуар? Ви отримаєте назад 5 одиниць енергії, але _аксесуар буде назавжди втрачено!_ +windows.wndenergizeitem.trinket_yes=Так, активувати його +windows.wndenergizeitem.trinket_no=Ні, нехай буде windows.wnderror.title=ПОМИЛКА @@ -293,10 +293,10 @@ windows.wndscorebreakdown.old_score_desc=Ігри, розпочаті до ве windows.wndsettings$displaytab.title=Екран windows.wndsettings$displaytab.fullscreen=На весь екран windows.wndsettings$displaytab.hide_navigation=Сховати навігаційну панель -windows.wndsettings$displaytab.hide_gesture=Hide Gesture Bar +windows.wndsettings$displaytab.hide_gesture=Сховати панель жестів windows.wndsettings$displaytab.okay=Підтвердити windows.wndsettings$displaytab.cancel=Скасувати -windows.wndsettings$displaytab.landscape=Force landscape +windows.wndsettings$displaytab.landscape=Примусова альбомна орієнтація windows.wndsettings$displaytab.brightness=Яскравість windows.wndsettings$displaytab.dark=Темно windows.wndsettings$displaytab.bright=Яскраво @@ -379,7 +379,7 @@ windows.wndupgrade.harden=Покращення цього елемента та windows.wndupgrade.resin=Цю паличку було вдосконалено магічною смолою, звичайні покращення можуть замінити покращення смолою! windows.wndupgrade.thrown_dust=Зброя з цього набору, якої немає у вашому інвентарі, розсиплеться на порох. windows.wndupgrade.damage=Шкода -windows.wndupgrade.dart_damage=Dart Damage +windows.wndupgrade.dart_damage=Пошкодження від дротика windows.wndupgrade.bleeding=Кровоточить windows.wndupgrade.blocking=Оборона windows.wndupgrade.weight=Вага diff --git a/core/src/main/assets/messages/windows/windows_zh-hant.properties b/core/src/main/assets/messages/windows/windows_zh-hant.properties index f54acf1ae..b7fa5de57 100644 --- a/core/src/main/assets/messages/windows/windows_zh-hant.properties +++ b/core/src/main/assets/messages/windows/windows_zh-hant.properties @@ -1,4 +1,4 @@ -windows.wndblacksmith.prompt=好啦,一言為定,我能幫你做些事,但不包括鑑定服務,你也別想害我受詛咒。\n\n_可用人情點:%d_ +windows.wndblacksmith.prompt=好吧,一言為定,我能幫你做些事,但不包括鑑定服務,你也別想害我受詛咒。\n\n_可用人情點:%d_ windows.wndblacksmith.pickaxe=_鎬子(%d點人情)_:你想要的話能把這把鎬子拿走,反正我存貨很多。 windows.wndblacksmith.pickaxe_verify=你真想要仄陳年貨?這裡的石頭可比礦井裡的硬多了,仄傢伙可破壞不了仄裡的牆。 windows.wndblacksmith.pickaxe_free=嗯,看在你辦得不錯的份下,這就當報酬的一部份了。 @@ -13,7 +13,7 @@ windows.wndblacksmith.smith_yes=好,預熱爐子吧。 windows.wndblacksmith.smith_no=還是算了。 windows.wndblacksmith.cashout=_兌現(所有人情點)_:我能給些之前在附近撿到的金幣,一點人情換一枚。 windows.wndblacksmith.cashout_verify=好,%d塊現錢,拿了你就別再煩我了! -windows.wndblacksmith.cashout_yes=好啦,把錢拿來。 +windows.wndblacksmith.cashout_yes=隨便,把錢拿來。 windows.wndblacksmith.cashout_no=還是算了。 windows.wndblacksmith$wndreforge.message=好,我可以重鑄兩件鑑定過的同種物品。升級比較少的物品會被當成原料,為另一件物品升一級。如果兩件物品同等級,我會保留左側蠟件。 windows.wndblacksmith$wndreforge.prompt=選擇要重鑄的物品 @@ -53,7 +53,7 @@ windows.wndclericspells.info=訊息 windows.wndclericspells.quick_cast=設為快速動作 windows.wndcombo.title=選擇一個連擊戰技 -windows.wndcombo.combo_req=(%d連擊) +windows.wndcombo.combo_req=(%d連擊) windows.wnddailies.title=每日賽局紀錄 windows.wnddailies.date=日期 @@ -266,7 +266,7 @@ windows.wndsadghost.rat_title=擊敗腐臭老鼠 windows.wndsadghost.gnoll_title=擊敗豺狼詭術師 windows.wndsadghost.crab_title=擊敗巨鉗螃蟹 windows.wndsadghost.rat=謝謝你,那隻可怕的老鼠被殺之後,我才終於能夠安息……究竟是多麼扭曲的魔法才能創造出如此骯髒的生物…… -windows.wndsadghost.gnoll=謝謝你,那位狡詐的豺狼被殺之後,我才終於能夠安息……究竟是多麼扭曲的魔法才能讓牠如此聰慧…… +windows.wndsadghost.gnoll=謝謝你,那位狡詐的豺狼人被殺之後,我才終於能夠安息……究竟是多麼扭曲的魔法才能讓牠如此聰慧…… windows.wndsadghost.crab=謝謝你,那隻巨大的螃蟹被殺之後,我才終於能夠安息……究竟是多麼扭曲的魔法才能讓牠如此長壽…… windows.wndsadghost.give_item=請從這些東西之中拿一件吧,現在對我來說都沒用了……也許它們在你的旅程裡能起到作用…\n\n對了,在這個地下城裡還有一樣物品,對我來說非常珍貴……如果你能……找到我的……玫瑰…… windows.wndsadghost.confirm=確定 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index 68e1d3e4f..f736dcb05 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -207,7 +207,7 @@ public class WelcomeScene extends PixelScene { //TODO: change the messages here in accordance with the type of patch. message = Messages.get(this, "patch_intro"); message += "\n"; - //message += "\n" + Messages.get(this, "patch_balance"); + message += "\n" + Messages.get(this, "patch_balance"); message += "\n" + Messages.get(this, "patch_bugfixes"); message += "\n" + Messages.get(this, "patch_translations"); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 977f900a7..6ec41a807 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -85,17 +85,46 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("", false, null); + changes = new ChangeInfo("v3.3.2", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Quest Tester Area Progress", + "Happy New Year Everyone!\n\n" + + "I've made some progress over the holidays on the new quest tester area. It's now entirely generated by the game's levelgen system, whereas the previous iteration was mostly hardcoded.\n\n" + + "There's still quite a bit I plan to do in future v3.3 patches though.")); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**- Shocking Enchantment** now has a flat 1/3 chance to trigger (instead of (lvl+1)/(lvl+4)), but damage ratio increased to 50% from 40%. Previously shocking effectively scaled based on weapon level twice, which made it disproportionally powerful at high levels and/or with arcana ring.\n\n" + + "**- Glyph of Swiftness** now requires a distance of 2 tiles from an enemy, up from 1. This effectively reverts its power to what is was prior to v3.3's change to speed boost logic.\n\n" + + "**-** The main target is now prioritized for sniper's mark if a force cube hits multiple enemies\n" + + "**-** Remains no longer appear in the vault tester level\n" + + "**-** Updated translations and translator credits")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Caused by v3.3:**\n" + + "**-** Crash on launch on old iOS devices with A7 and A8 processors\n" + + "**-** Monk energy starting at 10 instead of 0 after subclass is chosen\n" + + "**-** Game showing a warning about save file errors in more cases than it should\n" + + "**-** Rare cases where keys would be discarded when they shouldn't be\n" + + "**-** Landmark for distant well rooms not being cleared when the skeleton key is used to open their door\n" + + "**-** Various rare crash bugs\n" + + "**-** Various minor textual errors\n" + + "\n" + + "**Existed Prior to v3.3:**\n" + + "**-** Cases where the Steam version could hang on launch on Linux\n" + + "**-** Reclaim trap counting as being cast for talents even when it isn't consumed\n" + + "**-** Pickaxe being marked as seen before it is given to the player\n" + + "**-** Specific cases where ghost ally could regenerate past max HP")); + changes = new ChangeInfo("v3.3.1", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + - "**Caused by v3.3.1:**\n" + + "**Caused by v3.3:**\n" + "**-** Skeleton key not triggering on-artifact effects\n" + "**-** Tomahawk bleed damage not scaling with ring of sharpshooting\n" + "**-** Vault tester area being enterable with a lost inventory, causing a softlock\n" + From 5a6ffd39b8ba9bba30ae54dd4e2b1a93b8764583 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 4 Jan 2026 11:31:00 -0500 Subject: [PATCH 152/156] v3.3.2: fixed targeted spells calling onSpellUsed twice (oops!) --- .../shatteredpixeldungeon/items/spells/TargetedSpell.java | 1 - 1 file changed, 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java index 2353cefdf..cf08f21a2 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/spells/TargetedSpell.java @@ -104,7 +104,6 @@ public abstract class TargetedSpell extends Spell { curSpell.fx(shot, new Callback() { public void call() { curSpell.affectTarget(shot, curUser); - curSpell.onSpellused(); } }); From 9af1fc3f7c64f261567f83bdb4926d40d4ec3eff Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 4 Jan 2026 11:44:02 -0500 Subject: [PATCH 153/156] v3.3.2: moved custom vault rooms into proper static class definitions This prevents internal error spam when attempting to initialize these rooms when loading the vault tester area --- .../levels/VaultLevel.java | 89 +++++++++++-------- 1 file changed, 50 insertions(+), 39 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java index 378bffebf..59443d64e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/VaultLevel.java @@ -47,53 +47,64 @@ import java.util.ArrayList; public class VaultLevel extends CityLevel { + public static class VaultEntrance extends EntranceRoom { + @Override + public int maxConnections(int direction) { + if (direction == LEFT || direction == TOP) return 0; + return super.maxConnections(direction); + } + + @Override + public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { + return false; + } + } + + public static class VaultSegmentedRoom extends SegmentedRoom { + @Override + public float[] sizeCatProbs() { + return new float[]{1, 0, 0}; + } + } + + public static class VaultRegionDecoLineRoom extends RegionDecoLineRoom{ + @Override + public float[] sizeCatProbs() { + return new float[]{0, 0, 1}; + } + + @Override + public boolean isExit() { + return true; + } + + @Override + public int maxConnections(int direction) { + return 1; + } + + @Override + public boolean canPlaceItem(Point p, Level l) { + return false; + } + + @Override + public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { + return false; + } + } + @Override protected ArrayList initRooms() { ArrayList initRooms = new ArrayList<>(); - initRooms.add(roomEntrance = new EntranceRoom(){ - @Override - public int maxConnections(int direction) { - if (direction == LEFT || direction == TOP) return 0; - return super.maxConnections(direction); - } - - @Override - public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { - return false; - } - }); + initRooms.add(roomEntrance = new VaultEntrance()); for (int i = 0; i < 23; i++){ - initRooms.add(new SegmentedRoom(){ - @Override - public float[] sizeCatProbs() { - return new float[]{1, 0, 0}; - } - }); + initRooms.add(new VaultSegmentedRoom()); } - initRooms.add(new RegionDecoLineRoom(){ - @Override - public float[] sizeCatProbs() { - return new float[]{0, 0, 1}; - } - - @Override - public boolean isExit() { - return true; - } - - @Override - public int maxConnections(int direction) { - return 1; - } - - @Override - public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) { - return false; - } - }); + initRooms.add(new VaultRegionDecoLineRoom()); return initRooms; } From 6bba0ba310e9d775be8a8bb7f67f1a458169a2e4 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 4 Jan 2026 11:44:40 -0500 Subject: [PATCH 154/156] v3.3.2: updated version code and changelog for amended v3.3.2 release --- build.gradle | 2 +- .../shatteredpixeldungeon/ui/changelist/v3_X_Changes.java | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/build.gradle b/build.gradle index 4a626957a..ceb4fe69b 100644 --- a/build.gradle +++ b/build.gradle @@ -14,7 +14,7 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 885 + appVersionCode = 886 appVersionName = '3.3.2' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 6ec41a807..a425d057d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -104,7 +104,6 @@ public class v3_X_Changes { changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + "**Caused by v3.3:**\n" + - "**-** Crash on launch on old iOS devices with A7 and A8 processors\n" + "**-** Monk energy starting at 10 instead of 0 after subclass is chosen\n" + "**-** Game showing a warning about save file errors in more cases than it should\n" + "**-** Rare cases where keys would be discarded when they shouldn't be\n" + @@ -113,6 +112,7 @@ public class v3_X_Changes { "**-** Various minor textual errors\n" + "\n" + "**Existed Prior to v3.3:**\n" + + "**-** Crash on launch on old iOS devices with A7 and A8 processors\n" + "**-** Cases where the Steam version could hang on launch on Linux\n" + "**-** Reclaim trap counting as being cast for talents even when it isn't consumed\n" + "**-** Pickaxe being marked as seen before it is given to the player\n" + From f21da8925b6431e48c5a687dfa664466ce2705d0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 5 Jan 2026 10:30:38 -0500 Subject: [PATCH 155/156] v3.3.3: fixed NPE caused by resurrection level reset + skeleton key --- .../shatteredpixeldungeon/items/artifacts/SkeletonKey.java | 7 +++++++ .../shatteredpixeldungeon/scenes/InterlevelScene.java | 2 +- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java index bc8759ebf..9f95a86e0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/artifacts/SkeletonKey.java @@ -595,6 +595,13 @@ public class SkeletonKey extends Artifact { } } + //used if a level was reset, e.g. via unblessed ankh vs. boss + public void clearDepth(){ + ironKeysNeeded[Dungeon.depth] = -1; + goldenKeysNeeded[Dungeon.depth] = -1; + crystalKeysNeeded[Dungeon.depth] = -1; + } + public void processIronLockOpened(){ if (ironKeysNeeded[Dungeon.depth] == -1){ setupKeysForDepth(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java index 00f3126e6..e246b83dc 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/InterlevelScene.java @@ -769,7 +769,7 @@ public class InterlevelScene extends PixelScene { //need to reset key replacement tracking as well if (Dungeon.hero.buff(SkeletonKey.KeyReplacementTracker.class) != null){ - Dungeon.hero.buff(SkeletonKey.KeyReplacementTracker.class).setupKeysForDepth(); + Dungeon.hero.buff(SkeletonKey.KeyReplacementTracker.class).clearDepth(); } } else { From 6efcffde0a6a15bcfedb830d87115c0de18e538b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 5 Jan 2026 10:42:40 -0500 Subject: [PATCH 156/156] v3.3.3: updated changelog and version for v3.3.3 release --- build.gradle | 4 ++-- .../shatteredpixeldungeon/ui/changelist/v3_X_Changes.java | 8 +++++++- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/build.gradle b/build.gradle index ceb4fe69b..d56f53b2c 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 886 - appVersionName = '3.3.2' + appVersionCode = 887 + appVersionName = '3.3.3' appJavaCompatibility = JavaVersion.VERSION_11 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index a425d057d..95bffb333 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -85,10 +85,16 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("v3.3.2", false, null); + changes = new ChangeInfo("v3.3.3 & v3.3.2", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), "v3.3.3", + "v3.3.3 is a quick followup patch to fix one serious bug introduced in v3.3.2, sorry for the trouble!\n\n" + + "Fixed the following bugs:\n" + + "**Caused by v3.3.2:**\n" + + "**-** Crashes caused by resurrection via unblessed ankh while holding a skeleton key.")); + changes.addButton( new ChangeButton(new Image(new ImpSprite()), "Quest Tester Area Progress", "Happy New Year Everyone!\n\n" + "I've made some progress over the holidays on the new quest tester area. It's now entirely generated by the game's levelgen system, whereas the previous iteration was mostly hardcoded.\n\n" +