From c0727bd55439fb33a03cd46881b90d17bcd89f7d Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 31 Dec 2024 12:31:07 -0500 Subject: [PATCH] v3.0.0: fixed a few minor text errors --- core/src/main/assets/messages/actors/actors.properties | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 2dc2ce78c..f435f4718 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -251,7 +251,7 @@ actors.buffs.invisibility.name=invisible actors.buffs.invisibility.desc=You are completely blended into the surrounding terrain, making you impossible to see.\n\nWhile you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility.\n\nTurns of invisibility remaining: %s. actors.buffs.invulnerability.name=invulnerable -actors.buffs.invulnerability.desc=You are suffused with great protective power, granting you a brief period of invulnerability!\n\nTurns remaining: %s. +actors.buffs.invulnerability.desc=This character is suffused with great protective power, granting them a brief period of invulnerability!\n\nTurns remaining: %s. actors.buffs.levitation.name=levitating actors.buffs.levitation.desc=A magical force is levitating you over the ground, making you feel weightless.\n\nLevitating characters move silently and ignore all ground-based effects. Traps won't trigger, water won't put out fire, plants won't be trampled, roots will miss, and pits will be hovered over. Be careful, as all these things can come into effect the second the levitation ends!\n\nTurns of levitation remaining: %s. @@ -1095,7 +1095,7 @@ actors.hero.talent.enlightening_meal.desc=_+1:_ Eating food takes the Cleric 1 t actors.hero.talent.recall_inscription.title=Recall Inscription actors.hero.talent.recall_inscription.desc=_+1:_ The Cleric can cast _Recall Inscription,_ a spell that lets them repeat the effect of the last runestone or scroll they used within _10 turns._\n\n_+2:_ The Cleric can cast _Recall Inscription,_ a spell that lets them repeat the effect of the last runestone or scroll they used within _300 turns._\n\nRecall Inscription cannot be used with scrolls of upgrade. This spell's charge cost varies based on which item was used recently: 2 for a runestone, 3 for a scroll, 4 for an exotic scroll. This charge cost is also doubled when used with a scroll of transmutation, or alchemy items that must be crafted using transmutation or upgrade. actors.hero.talent.sunray.title=Sunray -actors.hero.talent.sunray.desc=_+1:_ The Cleric can cast _Sunray,_ A spell that deals _2-8 damage_ and blinds the target for _4 turns,_ at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Sunray,_ A spell that deals _3-12 damage_ and blinds the target for _6 turns,_ at the cost of 1 charge.\n\nSunray can only blind each target once, but if the target is already blinded by Sunray then it paralyses instead. Sunray always deals maximum damage to demonic and undead foes. +actors.hero.talent.sunray.desc=_+1:_ The Cleric can cast _Sunray,_ a spell that deals _2-8 damage_ and blinds the target for _4 turns,_ at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Sunray,_ a spell that deals _3-12 damage_ and blinds the target for _6 turns,_ at the cost of 1 charge.\n\nSunray can only blind each target once, but if the target is already blinded by Sunray then it paralyses instead. Sunray always deals maximum damage to demonic and undead foes. actors.hero.talent.divine_sense.title=Divine Sense actors.hero.talent.divine_sense.desc=_+1:_ The Cleric can cast _Divine Sense,_ a spell that grants them _8 tiles_ of Mind Vision for 30 turns, at the cost of 2 charges.\n\n_+2:_ The Cleric can cast _Divine Sense,_ a spell that grants them _12 tiles_ of Mind Vision for 30 turns, at the cost of 2 charges. actors.hero.talent.bless.title=Bless @@ -1451,6 +1451,7 @@ actors.mobs.gnollgeomancer.desc_armor_sapper=_A nearby gnoll sapper is holding a actors.mobs.gnollgeomancer.desc_sleeping=This impressively tall gnoll shaman is surrounded by a layer of rock, and looks almost like a statue. Looking closely you can see the rock magically move in time with the senior gnoll's breathing. It can't be harmed while encased in rock like this, and it appears to be enjoying a literal dirt nap.\n\nYou can probably break through the layers of rock with your pickaxe, but _be sure you're ready for a fight when you do so._ The geomancer must be the source of the various earth-moving magic around here, and the organizer of all the gnoll activity. _Defeating the gnolls scattered around here before fighting it might be a good idea._ actors.mobs.gnollguard.name=gnoll guard +actors.mobs.gnollguard.def_verb=blocked actors.mobs.gnollguard.spear_warn=The gnoll lands a vicious blow with the tip of its spear! actors.mobs.gnollguard.desc=A large and tough looking gnoll wielding a spear and a shield, but no helmet. These guards are likely brutes in training, roped into helping protect the mine from encroaching wildlife.\n\nThe gnoll guard is strong enough to wield the spear in one hand, but can't use it very well. _It will need fairly open space to attack at a distance, and will do notably less damage to you if you get up close._ actors.mobs.gnollguard.desc_armor=_A nearby gnoll sapper is holding a device that is granting this guard earthen armor, heavily reducing the damage it takes._