v1.4.0: big refactor of buff name/desc code and capitalization

This commit is contained in:
Evan Debenham
2022-08-06 12:36:51 -04:00
parent 0d6ea010f1
commit ec310353a8
106 changed files with 134 additions and 901 deletions

View File

@@ -49,25 +49,25 @@ actors.blobs.web.desc=A thick web is covering everything here. Anything that tou
###buffs
actors.buffs.adrenaline.name=Adrenaline
actors.buffs.adrenaline.name=adrenaline
actors.buffs.adrenaline.desc=A surge of physical power, adrenaline enhanced both attack and movement speed.\n\nAdrenaline allows its target to run at 2x speed, and attack at 1.5x speed.\n\nTurns remaining: %s.
actors.buffs.adrenalinesurge.name=Strength Boost
actors.buffs.adrenalinesurge.name=strength boost
actors.buffs.adrenalinesurge.desc=A surge of great might, but sadly not permanent.\n\nStrength boost: +%d.\nTurns until boost weakens: %s.
actors.buffs.amok.name=Amok
actors.buffs.amok.name=amok
actors.buffs.amok.desc=Amok causes a state of great rage and confusion in its target.\n\nWhen a creature is amoked, they will attack whatever is near them, whether they be friend or foe.\n\nTurns of amok remaining: %s.
actors.buffs.ankhinvulnerability.name=Invulnerable
actors.buffs.ankhinvulnerability.name=invulnerable
actors.buffs.ankhinvulnerability.desc=Your blessed ankh has expended its energy, granting you some health and a brief period of invulnerability!\n\nTurns remaining: %s.
actors.buffs.arcanearmor.name=Arcane Armor
actors.buffs.arcanearmor.name=arcane armor
actors.buffs.arcanearmor.desc=A thin shield is surrounding you, blocking some of the damage from magical attacks.\n\nYour magical armor is currently boosted by: 0-%d.\n\nTurns until arcane armor weakens: %s.
actors.buffs.artifactrecharge.name=Artifact Recharging
actors.buffs.artifactrecharge.name=artifact recharging
actors.buffs.artifactrecharge.desc=Energy is coursing through you, increasing the rate your equipped artifacts charge.\n\nEach artifact is affected a little differently, but they will all gain charge much faster than normal.\n\nTurns remaining: %s.
actors.buffs.ascensionchallenge.name=Amulet's Curse
actors.buffs.ascensionchallenge.name=amulet's curse
actors.buffs.ascensionchallenge.desc=Somehow Yog-Dzewa is maintaining influence on this world through the amulet, and is trying to stop your ascent!\n\nYog's power is making the dungeon much more dangerous, increasing the number of enemies and making them stronger! This power will keep building if left unchecked, it can be weakened by defeating enemies that have been enhanced by Yog's power.
actors.buffs.ascensionchallenge.desc_clear=The dark energy radiating from the amulet has been weakened as much as possible for now.
actors.buffs.ascensionchallenge.desc_beckon=The amulet is currently _calling out to distant enemies,_ alerting them to your position.
@@ -84,16 +84,16 @@ actors.buffs.ascensionchallenge.break=You take a moment to catch your breath and
actors.buffs.ascensionchallenge.almost=You feel Yog's grip on the amulet begin to weaken, you're almost there!
actors.buffs.ascensionchallenge.on_kill=The dark energy consumes you...
actors.buffs.barkskin.name=Barkskin
actors.buffs.barkskin.name=barkskin
actors.buffs.barkskin.desc=Your skin is hardened, it feels rough and solid like bark.\n\nThe hardened skin increases your effective armor, allowing you to better defend against physical attack.\n\nYour armor is currently increased by: 0-%d.\nTurns until barkskin weakens: %s.
actors.buffs.barrier.name=Barrier
actors.buffs.barrier.name=barrier
actors.buffs.barrier.desc=A durable bubble of force which blocks all damage.\n\nThe barrier will take damage for whatever it is protecting so long as there is shielding left. The shielding will also slowly decay over time.\n\nShielding remaining: %d.
actors.buffs.berserk.angered=Angered
actors.buffs.berserk.berserk=Berserking
actors.buffs.berserk.exhausted=Exhausted
actors.buffs.berserk.recovering=Recovering
actors.buffs.berserk.angered=angered
actors.buffs.berserk.berserk=verserking
actors.buffs.berserk.exhausted=exhausted
actors.buffs.berserk.recovering=recovering
actors.buffs.berserk.angered_desc=The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.\n\nRage will fade over time. The lower the berserker's health, the longer it will last.\n\nIf the berserker is brought to 0 hp while at full rage, and is wearing his seal, he will go berserk and _refuse to die_ for a short time.\n\nCurrent Rage: _%.0f%%_\n_+%.0f%%_ damage
actors.buffs.berserk.berserk_desc=At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful _dealing +50% damage, gaining bonus shielding, and refusing to die._\n\nThis bonus shielding is stronger the better the berserker's armor, and will deplete over time. When this shielding is reduced to 0, the berserker will give in and die.\n\nAny form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.
actors.buffs.berserk.recovering_desc=Inner strength has its limits. The berserker must rest before using his rage again.\n\nWhile recovering the berserker does not build any rage from taking damage.\n\nLevels until recovered: _%.2f_
@@ -101,20 +101,22 @@ actors.buffs.berserk.no_rages=Berserking will also permanently wear on him, redu
actors.buffs.berserk.past_rages=Times berserker has raged: _%d_\nMax health reduced to: _%d%%_
actors.buffs.berserk.rankings_desc=Berserked to Death
actors.buffs.bleeding.name=Bleeding
actors.buffs.bleeding.name=bleeding
actors.buffs.bleeding.ondeath=You bled to death...
actors.buffs.bleeding.heromsg=You are bleeding!
actors.buffs.bleeding.rankings_desc=Bled to Death
actors.buffs.bleeding.desc=That wound is leaking a worrisome amount of blood.\n\nBleeding causes damage every turn. Each turn the damage decreases by a random amount, until the bleeding eventually stops.\n\nCurrent bleed damage: %d.
actors.buffs.bless.name=Blessed
actors.buffs.bless.name=blessed
actors.buffs.bless.desc=A great burst of focus, some say it is inspired by the gods.\n\nBlessing increases accuracy and evasion by 25%%, making the blessed much more effective in combat.\n\nTurns of bless remaining: %s.
actors.buffs.blindness.name=Blinded
actors.buffs.blindness.name=blinded
actors.buffs.blindness.heromsg=You are blinded!
actors.buffs.blindness.desc=Blinding turns the surrounding world into a dark haze.\n\nWhile blinded, a character can't see more than one tile infront of themselves, rendering ranged attacks useless and making it very easy to lose track of distant enemies. Additionally, a blinded hero is unable to read scrolls or books.\n\nTurns of blindness remaining: %s.
actors.buffs.burning.name=Burning
actors.buffs.buff.heromsg=
actors.buffs.burning.name=burning
actors.buffs.burning.heromsg=You catch fire!
actors.buffs.burning.burnsup=%s burns up!
actors.buffs.burning.ondeath=You burned to death...
@@ -135,15 +137,15 @@ actors.buffs.championenemy$blessed.desc=Blessed champions have 200% more accurac
actors.buffs.championenemy$growing.name=growing champion
actors.buffs.championenemy$growing.desc=Growing champions gain a steadily increasing bonus to accuracy, evasion, melee damage, and a reduction to damage taken.\n\nCurrent acc/eva/dmg boost: %1$d%%\nCurrent damage reduction: %2$d%%
actors.buffs.charm.name=Charmed
actors.buffs.charm.name=charmed
actors.buffs.charm.heromsg=You are charmed!
actors.buffs.charm.desc=A charm is manipulative magic that can make enemies temporarily adore each other.\n\nCharacters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however. The shock of pain will lessen the duration of charm.\n\nTurns of charm remaining: %s.
actors.buffs.chill.name=Chilled
actors.buffs.chill.name=chilled
actors.buffs.chill.freezes=%s freezes!
actors.buffs.chill.desc=Not quite frozen, but still much too cold.\n\nChilled targets perform all actions more slowly, depending on how many turns are left in the effect. At its worst, this is equivalent to being slowed.\n\nTurns of chill remaining: %1$s.\nSpeed is reduced by: %2$s%%
actors.buffs.combo.name=Combo
actors.buffs.combo.name=combo
actors.buffs.combo.action_name=combo attack
actors.buffs.combo.combo=%d hit combo!
actors.buffs.combo.bad_target=You must target an enemy in attack range.
@@ -155,67 +157,67 @@ actors.buffs.combo$combomove.parry_desc=_6 Combo: Parry_ blocks the next attack
actors.buffs.combo$combomove.crush_desc=_8 Combo: Crush_ deals %d%% (combo*25%%) of your melee damage to the primary target, and half that damage to all other enemies in a 7x7 AOE. Resets combo when used.
actors.buffs.combo$combomove.fury_desc=_10 Combo: Fury_ hits an enemy once for each combo you have, each hit deals 60% damage and can trigger enchantments. Resets combo when used.
actors.buffs.corruption.name=Corrupted
actors.buffs.corruption.name=corrupted
actors.buffs.corruption.desc=Corruption seeps into the essence of a being, twisting them against their former nature.\n\nCorrupted creatures will attack their allies, and ignore their former enemies. Corruption is damaging as well, and will slowly cause its target to succumb.\n\nCorruption is permanent, its effects only end in death.
actors.buffs.cripple.name=Crippled
actors.buffs.cripple.name=crippled
actors.buffs.cripple.heromsg=You are crippled!
actors.buffs.cripple.desc=You're pretty sure legs aren't meant to bend that way.\n\nCrippled halves movement speed, making moving a tile usually take two turns instead of one.\n\nTurns of cripple remaining: %s.
actors.buffs.degrade.name=Degraded
actors.buffs.degrade.name=degraded
actors.buffs.degrade.heromsg=Your equipment feels weaker!
actors.buffs.degrade.desc=Powerful dark magic is sapping the strength that scrolls of upgrade have applied to your equipment!\n\nWhile degraded, upgraded gear will be treated as if it is a lower level than it actually is. _Every upgrade after +3 becomes exponentially weaker than the last one._ The descriptions of your items will change to reflect their reduced power level.\n\nDegradation does not affect strength requirements, wand charges, durability of thrown weapons, or artifacts.\n\nTurns of degradation remaining: %s. Using a scroll of upgrade or remove curse will end degradation immediately.
actors.buffs.doom.name=Doomed
actors.buffs.doom.name=doomed
actors.buffs.doom.desc=It's hard to keep going when it seems like the universe wants you dead.\n\nDoomed characters will receive double damage from all sources.\n\nDoom is permanent, its effects only end in death.
actors.buffs.dread.name=Dread
actors.buffs.dread.name=dread
actors.buffs.dread.desc=A terror so great that it will cause its target to flee the dungeon entirely!\n\nCreatures affected by dread will run from their opponent at high speed, and will disappear from the dungeon entirely once they are out of sight. Enemies that are defeated this way award half experience and drop no items. The shock of pain will lessen the duration of dread.\n\nTurns of dread remaining: %d.
actors.buffs.drowsy.name=Drowsy
actors.buffs.drowsy.name=drowsy
actors.buffs.drowsy.desc=A magical force is making it difficult to stay awake.\n\nThe hero can resist drowsiness by taking damage or by being at full health.\n\nAfter a few turns, the target will fall into a deep magical sleep.
actors.buffs.earthimbue.name=Imbued with Earth
actors.buffs.earthimbue.name=imbued with earth
actors.buffs.earthimbue.desc=You are imbued with the power of earth!\n\nAll physical attacks will shift the earth under the enemy, crippling them for a short time.\n\nTurns of earth imbue remaining: %s.
actors.buffs.enhancedrings.name=Enhanced Rings
actors.buffs.enhancedrings.name=enhanced rings
actors.buffs.enhancedrings.desc=The Rogue's recently used artifact is empowering his rings. Granting them +1 upgrade for %d more turns.
actors.buffs.fireimbue.name=Imbued with Fire
actors.buffs.fireimbue.name=imbued with fire
actors.buffs.fireimbue.desc=You are imbued with the power of fire!\n\nAll physical attacks will have a chance to light enemies ablaze. Additionally, you are completely immune to the effects of fire.\n\nTurns of fire imbue remaining: %s.
actors.buffs.foresight.name=Foresight
actors.buffs.foresight.name=foresight
actors.buffs.foresight.desc=You are somehow able to see the layout of surrounding terrain with your mind.\n\nWhile under the effect of foresight all tiles in a wide radius are revealed to you, including any secret traps or doors.\n\nTurns of foresight remaining: %s.
actors.buffs.frost.name=Frozen
actors.buffs.frost.name=frozen
actors.buffs.frost.freezes=%s freezes!
actors.buffs.frost.desc=Not to be confused with freezing solid, this more benign freezing simply encases the target in ice.\n\nFreezing acts similarly to paralysis, making it impossible for the target to act. Unlike paralysis, freezing is immediately cancelled if the target takes damage, as the ice will shatter.\n\nTurns of freeze remaining: %s.
actors.buffs.frostimbue.name=Imbued with Frost
actors.buffs.frostimbue.name=imbued with frost
actors.buffs.frostimbue.desc=You are imbued with icy power!\n\nAll physical attacks will steadily stack chill on enemies. Additionally, you are completely immune to the cold.\n\nTurns of frost imbue remaining: %s.
actors.buffs.fury.name=Furious
actors.buffs.fury.name=furious
actors.buffs.fury.heromsg=You become furious!
actors.buffs.fury.desc=You are angry, enemies won't like you when you're angry.\n\nA great rage burns within you, increasing the damage you deal with physical attacks by 50%%.\n\nThis rage will last as long as you are injured below 50%% health.
actors.buffs.blobimmunity.name=Purification Barrier
actors.buffs.blobimmunity.name=purification barrier
actors.buffs.blobimmunity.desc=Some strange force is encasing you in a thin protective barrier, blocking out all harmful airborne effects.\n\nYou are immune to all area-bound effects while this barrier lasts.\n\nTurns of immunity remaining: %s.
actors.buffs.haste.name=Haste
actors.buffs.haste.name=haste
actors.buffs.haste.desc=Energy courses through your muscles, allowing you to run at incredible speeds!\n\nWhile under the effects of haste you will run at 3x speed, but will perform all other actions at normal speed.\n\nTurns of haste remaining: %s.
actors.buffs.healing.name=Healing
actors.buffs.healing.name=healing
actors.buffs.healing.desc=A magical remedy is causing wounds to close and flesh to knit.\n\nEvery turn health will steadily regenerate until the healing effect expires. The amount of healing may fade over time.\n\nNext heal: %d.\n\nHealing remaining: %d.
actors.buffs.hex.name=Hexed
actors.buffs.hex.name=hexed
actors.buffs.hex.heromsg=You have been hexed!
actors.buffs.hex.desc=Dark magic which saps focus, making the target slightly disoriented.\n\nHexing reduces accuracy and evasion by 20%%, making the target less effective in combat.\n\nTurns of hex remaining: %s.
actors.buffs.holdfast.name=Hold Fast
actors.buffs.holdfast.name=hold fast
actors.buffs.holdfast.desc=The Warrior is holding his position, increasing his armor by 0-%d. This will last until he moves.
actors.buffs.hunger.hungry=Hungry
actors.buffs.hunger.starving=Starving
actors.buffs.hunger.hungry=hungry
actors.buffs.hunger.starving=starving
actors.buffs.hunger.onhungry=You are hungry.
actors.buffs.hunger.onstarving=You are starving!
actors.buffs.hunger.ondeath=You starved to death...
@@ -225,68 +227,68 @@ actors.buffs.hunger.desc_intro_hungry=You can feel your stomach calling out for
actors.buffs.hunger.desc_intro_starving=You're so hungry it hurts.
actors.buffs.hunger.desc=\n\nHunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.\n\nRationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!
actors.buffs.invisibility.name=Invisible
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.levitation.name=Levitating
actors.buffs.levitation.name=levitating
actors.buffs.levitation.desc=A magical force is levitating you over the ground, making you feel weightless.\n\nWhile levitating you ignore all ground-based effects. Traps won't trigger, water won't put out fire, plants won't be trampled, roots will miss you, and you will hover right over pits. Be careful, as all these things can come into effect the second the levitation ends!\n\nTurns of levitation remaining: %s.
actors.buffs.lifelink.name=Life Link
actors.buffs.lifelink.name=life link
actors.buffs.lifelink.desc=This characters's life force is linked to another character nearby. Any damage taken is shared between them.\n\nWhenever this character takes damage, half of it will be dealt to the life link target instead.\n\nTurns of life link remaining: %s, or until the linked character dies.
actors.buffs.light.name=Illuminated
actors.buffs.light.name=illuminated
actors.buffs.light.desc=Even in the Darkest Dungeon, a steady light at your side is always comforting.\n\nLight helps keep darkness at bay, allowing you to see a reasonable distance despite the environment.\n\nTurns of illumination remaining: %s.
actors.buffs.lockedfloor.name=Floor is Locked
actors.buffs.lockedfloor.name=floor is locked
actors.buffs.lockedfloor.desc=The current floor is locked, and you are unable to leave it!\n\nWhile a floor is locked, you will not gain hunger or take damage from starving. In addition, if you do not work towards defeating this floor's boss, passive regeneration effects will also stop.\n\nAdditionally, if you are revived by an unblessed ankh while the floor is locked, then it will reset.\n\nKill this floor's boss to break the lock.
actors.buffs.lostinventory.name=Lost Inventory
actors.buffs.lostinventory.name=lost inventory
actors.buffs.lostinventory.desc=Your inventory has been lost somewhere in the dungeon! You won't be able to pick up or use most items until you retrieve it.
actors.buffs.magicalsight.name=Magical Sight
actors.buffs.magicalsight.name=magical sight
actors.buffs.magicalsight.desc=Somehow you are able to see with your mind, rather than your eyes.\n\nAll terrain or effects which reduce or block vision are broken while magical sight is active, and your vision range is increased by 50%%.\n\nTurns of magical sight remaining: %s.
actors.buffs.magicalsleep.name=Magical Sleep
actors.buffs.magicalsleep.name=magical sleep
actors.buffs.magicalsleep.toohealthy=You are too healthy, and resist the urge to sleep.
actors.buffs.magicalsleep.fallasleep=You fall into a deep magical sleep.
actors.buffs.magicalsleep.wakeup=You wake up feeling refreshed and healthy.
actors.buffs.magicalsleep.desc=This character has fallen into a deep magical sleep which they will not wake from naturally.\n\nMagical sleep is similar to regular sleep, except that only damage will cause the target to wake up.\n\nFor the hero, magical sleep has some restorative properties, allowing them to rapidly heal while resting.
actors.buffs.magicimmune.name=Immune to Magic
actors.buffs.magicimmune.name=immune to magic
actors.buffs.magicimmune.desc=All magical effects have lost their hold on you, you are completely impervious to them.\n\nWhile magic immune all harmful and helpful magical effects will not apply to you, including curses, enchants, wands, scrolls, rings, artifacts, etc.\n\nTurns of magic immunity remaining: %s.
actors.buffs.mindvision.name=Mind vision
actors.buffs.mindvision.name=mind vision
actors.buffs.mindvision.desc=Somehow you are able to see all creatures on this floor through your mind. It's a weird feeling.\n\nAll characters on this floor are visible to you as long as you have mind vision. Seeing a creature through mind vision counts as it being seen or nearby for the purposes of many magical effects.\n\nTurns of mind vision remaining: %s.
actors.buffs.momentum.momentum=Building Momentum
actors.buffs.momentum.running=Freerunning
actors.buffs.momentum.resting=Recovering
actors.buffs.momentum.momentum=building momentum
actors.buffs.momentum.running=freerunning
actors.buffs.momentum.resting=recovering
actors.buffs.momentum.action_name=freerun
actors.buffs.momentum.momentum_desc=As he moves, the Freerunner builds momentum, which he can spend to start freerunning.\n\nEach charge of momentum grants two turns of freerunning, and the Freerunner can build up to 10 charges. Momentum is rapidly lost when the Freerunner stops moving.\n\nCurrent momentum charge: %d.
actors.buffs.momentum.running_desc=As he moves, the Freerunner builds momentum, which he can spend to start freerunning.\n\nWhile freerunning, the Freerunner moves at double speed and gains bonus evasion based on his level.\n\nTurns remaining: %d.
actors.buffs.momentum.resting_desc=As he moves, the Freerunner builds momentum, which he can spend to start freerunning.\n\nThe Freerunner needs time to regain his stamina before building momentum again.\n\nTurns remaining: %d.
actors.buffs.ooze.name=Caustic ooze
actors.buffs.ooze.name=caustic ooze
actors.buffs.ooze.heromsg=Caustic ooze eats your flesh. Wash it away!
actors.buffs.ooze.ondeath=You melt away...
actors.buffs.ooze.rankings_desc=Dissolved
actors.buffs.ooze.desc=This sticky acid clings to flesh, slowly melting it away.\n\nOoze will deal consistent damage over time, but can be immediately washed off in water.\n\nTurns of ooze remaining: %s.
actors.buffs.paralysis.name=Paralysed
actors.buffs.paralysis.name=paralysed
actors.buffs.paralysis.heromsg=You are paralysed!
actors.buffs.paralysis.out=resisted paralysis
actors.buffs.paralysis.desc=Oftentimes the worst thing to do is nothing at all.\n\nParalysis completely halts all actions, forcing the target to wait until the effect wears off. The pain from taking damage can cause characters to resist paralysis, breaking them out of the effect.\n\nTurns of paralysis remaining: %s.
actors.buffs.pincushion.name=Pincushion
actors.buffs.pincushion.name=pincushion
actors.buffs.pincushion.desc=The thrown weapons you have used against this character are currently stuck to them and will fall to the floor after they are defeated.\n\nThe following items are currently attached:
actors.buffs.poison.name=Poisoned
actors.buffs.poison.name=poisoned
actors.buffs.poison.heromsg=You are poisoned!
actors.buffs.poison.ondeath=You died from poison...
actors.buffs.poison.rankings_desc=Succumbed to Poison
actors.buffs.poison.desc=Poison works its way through the body, slowly impairing its internal functioning.\n\nPoison deals damage each turn proportional to how long until it expires.\n\nTurns of poison remaining: %s.
actors.buffs.preparation.name=Preparation
actors.buffs.preparation.name=preparation
actors.buffs.preparation.action_name=prepared strike
actors.buffs.preparation.desc=The Assassin is waiting patiently, preparing to strike from the shadows.
actors.buffs.preparation.desc_dmg=His next attack will deal _%1$d%% bonus damage_, and will execute regular enemies below _%2$d%% health_, or bosses below _%3$d%% health_.
@@ -299,70 +301,70 @@ actors.buffs.preparation.no_target=There's nothing to attack there.
actors.buffs.preparation.out_of_reach=That target is out of reach.
actors.buffs.preparation.assassinated=assassinated
actors.buffs.prismaticguard.name=Prismatic Guard
actors.buffs.prismaticguard.name=prismatic Guard
actors.buffs.prismaticguard.desc=You are being guarded by a prismatic image which is currently inactive. When enemies are present the prismatic image will spring to action and protect you!\n\nWhile inactive, the prismatic image will steadily recover from any damage it has taken.\n\nCurrent HP: %d/%d.
actors.buffs.recharging.name=Recharging
actors.buffs.recharging.name=recharging
actors.buffs.recharging.desc=Energy is coursing through you, improving the rate that your wands and staffs charge.\n\nEach turn this buff will increase current charge by one quarter, in addition to regular recharge.\n\nTurns of recharging remaining: %s.
actors.buffs.revealedarea.name=Revealed Area
actors.buffs.revealedarea.name=revealed area
actors.buffs.revealedarea.desc=An area of the dungeon has been temporarily revealed to the hero, They will see it no matter where they are.\n\nTurns remaining: %s.
actors.buffs.revealedchar.name=Revealed
actors.buffs.revealedchar.name=revealed
actors.buffs.revealedchar.desc=This character is revealed to the hero, They will be visible no matter where they are.\n\nTurns remaining: %s.
actors.buffs.roots.name=Rooted
actors.buffs.roots.name=rooted
actors.buffs.roots.heromsg=You can't move!
actors.buffs.roots.desc=Roots (magical or natural) grab at the feet, forcing them down to the ground.\n\nRoots lock a target in place, making it impossible for them to move, but other actions are not affected.\n\nTurns of root remaining: %s.
actors.buffs.scrollempower.name=Scroll Empower
actors.buffs.scrollempower.name=scroll empower
actors.buffs.scrollempower.desc=The energy from the Mage's recently read scroll is empowering his wands!\n\nLevel Boost: +%1$d.\nZaps remaining: %2$d.
actors.buffs.shadows.name=Shadowmelded
actors.buffs.shadows.name=shadowmelded
actors.buffs.shadows.desc=You are blended into the shadows around you, granting you invisibility and slowing your metabolism.\n\nWhile you are invisible enemies are unable to attack or follow you. Most physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. Additionally, while shadowmelded, your rate of hunger is slowed.\n\nYou will remain shadowmelded until you leave the shadows or an enemy comes into contact with you.
actors.buffs.slow.name=Slowed
actors.buffs.slow.name=slowed
actors.buffs.slow.desc=Slowing magic affects the target's rate of time, to them everything is moving super-fast.\n\nA slowed character performs all actions in twice the amount of time they would normally take.\n\nTurns of slow remaining: %s.
actors.buffs.snipersmark.name=Sniper's mark
actors.buffs.snipersmark.name=sniper's mark
actors.buffs.snipersmark.action_name_snapshot=snapshot
actors.buffs.snipersmark.action_name_volley=volley
actors.buffs.snipersmark.action_name_sniper=sniper shot
actors.buffs.snipersmark.desc=The Sniper is honed in on the target she most recently attacked. She is able to perform a special attack with her bow which will vary based on how the bow is augmented.\n\nAn unaugmented bow will fire a _snapshot,_ which deals reduced damage but does not take any time to fire.\n\nA bow augmented for speed will fire a _volley_ of three arrows. Each arrow will deal reduced damage, but can still activate enchantment. This volley takes 1 turn to shoot.\n\nA bow augmented for damage will fire a _sniper shot._ This shot is guaranteed to hit, deals bonus damage based on distance from the target, and takes 2 turns to fire.
actors.buffs.soulmark.name=Soul Marked
actors.buffs.soulmark.name=soul marked
actors.buffs.soulmark.desc=The warlock has tapped into the soul of this creature, allowing him to heal as it takes physical damage.\n\nTurns of soul mark remaining: %s.
actors.buffs.stamina.name=Stamina
actors.buffs.stamina.name=stamina
actors.buffs.stamina.desc=You have unending stamina, allowing for faster movement!\n\nWhile under the effects of stamina you will run at +50%% speed, but will perform all other actions at normal speed.\n\nTurns of stamina remaining: %s.
actors.buffs.vulnerable.name=Vulnerable
actors.buffs.vulnerable.name=vulnerable
actors.buffs.vulnerable.heromsg=You feel fragile!
actors.buffs.vulnerable.desc=Vulnerability magic increases all physical damage that a character takes by 33%%, after that damage has been reduced by armor.\n\nTurns of vulnerable remaining: %s.
actors.buffs.terror.name=Terrified
actors.buffs.terror.name=terrified
actors.buffs.terror.desc=Terror is manipulative magic which forces its target into an uncontrollable panic.\n\nTerrified characters are forced to run away from their opponent, trying to put as many doors and walls between them as possible. The shock of pain will lessen the duration of terror, however.\n\nTurns of terror remaining: %s.
actors.buffs.toxicimbue.name=Imbued with Toxicity
actors.buffs.toxicimbue.name=imbued with toxicity
actors.buffs.toxicimbue.desc=You are imbued with poisonous energy!\n\nAs you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect.\n\nTurns of toxic imbue remaining: %s.
actors.buffs.corrosion.name=Corrosion
actors.buffs.corrosion.name=corrosion
actors.buffs.corrosion.heromsg=You are melting!
actors.buffs.corrosion.ondeath=You melt away...
actors.buffs.corrosion.rankings_desc=Dissolved
actors.buffs.corrosion.desc=Powerful acid melts away flesh, metal, and bone at an alarming rate.\n\nCorrosion damage increases over time, as the target continues to melt away.\n\nTurns of corrosion remaining: %1$s.\nCurrent corrosion damage: %2$d.
actors.buffs.vertigo.name=Vertigo
actors.buffs.vertigo.name=vertigo
actors.buffs.vertigo.desc=Walking in a straight line can be difficult when the whole world is spinning.\n\nWhile under the effects of vertigo, characters who attempt to move will go in a random direction, instead of the one they intended to go in.\n\nTurns of vertigo remaining: %s.
actors.buffs.wandempower.name=Wands Empowered
actors.buffs.wandempower.name=wands empowered
actors.buffs.wandempower.desc=Your damage-dealing wands have been empowered, increasing the amount of damage they deal for a few zaps.\n\nBonus damage: %1$d.\nZaps remaining: %2$d.
actors.buffs.weakness.name=Weakened
actors.buffs.weakness.name=weakened
actors.buffs.weakness.heromsg=You feel weakened!
actors.buffs.weakness.desc=Everything suddenly seems much heavier.\n\nWeakening magic reduces a character's physical strength, causing them to deal 33%% reduced damage.\n\nTurns of weakness remaining: %s.
actors.buffs.wellfed.name=Well Fed
actors.buffs.wellfed.name=well fed
actors.buffs.wellfed.desc=You feel quite satisfied and full.\n\nWhile well fed, your hunger will not increase, and you will heal an additional amount of health over time.\n\nTurns remaining: %d.
@@ -383,7 +385,7 @@ actors.hero.abilities.warrior.shockwave.name=shockwave
actors.hero.abilities.warrior.shockwave.short_desc=The Warrior releases a _Shockwave_ in a conical AOE by slamming the ground. Enemies caught in the shockwave are damaged and crippled.
actors.hero.abilities.warrior.shockwave.desc=The Warrior slams the ground, producing a shockwave that travels up to 5 tiles in a 60 degree cone.\n\nEnemies caught in this shockwave are crippled for 5 turns. They also take 5-10 damage, plus an additional 1-2 damage for every point of strength the Warrior has above 10.
actors.hero.abilities.warrior.endure.name=endure
actors.hero.abilities.warrior.endure$enduretracker.name=Endurance
actors.hero.abilities.warrior.endure$enduretracker.name=endurance
actors.hero.abilities.warrior.endure$enduretracker.desc=The Warrior is now dealing bonus damage based on the damage he endured.\n\nBonus Damage: %1$d\nHits Left: %2$d
actors.hero.abilities.warrior.endure.short_desc=The Warrior _Endures_, skipping several turns but gaining high damage resistance. He then deals bonus damage based on what he endured.
actors.hero.abilities.warrior.endure.desc=The Warrior endures for 3 turns, taking half damage from all sources. This reduction is applied before damage resisting effects like armor.\n\nAfter enduring, the warrior's next hit within 10 turns gains bonus damage. This bonus damage is equal to half of all the damage inflicted on him while enduring, before any damage reduction effects!\n\nIf the warrior has any combo, using this ability increases its remaining time by 3 turns.
@@ -419,7 +421,7 @@ actors.hero.abilities.rogue.deathmark.name=death mark
actors.hero.abilities.rogue.deathmark.ally_target=You can only mark enemies
actors.hero.abilities.rogue.deathmark.short_desc=The Rogue places a _Death Mark_ on a chosen enemy. Marked enemies take bonus damage, but cannot die until the mark ends.
actors.hero.abilities.rogue.deathmark.desc=The Rogue places a mark on a chosen enemy, causing them to take 25% extra damage. The mark is applied instantly and lasts for 5 turns.\n\nMarked enemies take bonus damage but are unable to die until the mark expires. If an enemy has 0 HP when the mark ends, they will immediately die.
actors.hero.abilities.rogue.deathmark$deathmarktracker.name=Marked for Death
actors.hero.abilities.rogue.deathmark$deathmarktracker.name=marked for death
actors.hero.abilities.rogue.deathmark$deathmarktracker.desc=This enemy has been marked, causing them to take 25%% bonus damage, but also rendering them unable to die until the mark ends.\n\nTurns remaining: %s.
actors.hero.abilities.rogue.shadowclone.name=shadow clone
actors.hero.abilities.rogue.shadowclone.short_desc=The Rogue summons a _Shadow Clone_, which can be directed to aid him in combat.
@@ -908,7 +910,7 @@ actors.mobs.brute.name=gnoll brute
actors.mobs.brute.enraged=enraged
actors.mobs.brute.def_verb=blocked
actors.mobs.brute.desc=Brutes are the largest, strongest, and toughest of all gnolls. When mortally wounded, they go berserk, gaining temporary shielding and a large boost to damage.
actors.mobs.brute$bruterage.name=Brute Rage
actors.mobs.brute$bruterage.name=brute rage
actors.mobs.brute$bruterage.desc=This gnoll brute is dying, but wants to take you with it!\n\nThe brute will die when its shielding wears off, either due to time or if it is damaged. In the meantime, it will deal hugely increased damage, so watch out!\n\nShield remaining: %d.
actors.mobs.causticslime.name=caustic slime
@@ -1058,7 +1060,7 @@ actors.mobs.monk.name=dwarf monk
actors.mobs.monk.def_verb=blocked
actors.mobs.monk.parried=parried
actors.mobs.monk.desc=These monks are fanatics, who have devoted themselves to protecting their king through physical might. So great is their devotion that they have totally surrendered their minds to their king, and now roam the dwarvern city like mindless zombies.\n\nMonks rely solely on the art of hand-to-hand combat, and are able to use their unarmed fists both for offense and defense. When they become focused, monks will parry the next physical attack used against them, even if it was otherwise guaranteed to hit. Monks build focus more quickly while on the move, and more slowly when in direct combat.
actors.mobs.monk$focus.name=Focused
actors.mobs.monk$focus.name=focused
actors.mobs.monk$focus.desc=This monk is perfectly honed in on their target, and seem to be anticipating their moves before they make them.\n\nWhile focused, the next physical attack made against their character is guaranteed to miss, no matter what circumstances there are. Parrying this attack will spend the monk's focus, and they will need to build it up again to parry another attack. Monks build focus more quickly while they are moving.
actors.mobs.piranha.name=giant piranha

View File

@@ -64,7 +64,7 @@ items.armor.glyphs.thorns.desc=This powerful glyph harms attackers, causing them
items.armor.glyphs.viscosity.name=%s of viscosity
items.armor.glyphs.viscosity.deferred=deferred %d
items.armor.glyphs.viscosity$defereddamage.name=Deferred damage
items.armor.glyphs.viscosity$defereddamage.name=deferred damage
items.armor.glyphs.viscosity$defereddamage.ondeath=The deferred damage killed you...
items.armor.glyphs.viscosity$defereddamage.rankings_desc=Killed by deferred damage
items.armor.glyphs.viscosity$defereddamage.desc=Damage is being dealt slowly over time instead of immediately.\n\nDeferred damage remaining: %d.
@@ -164,7 +164,7 @@ items.artifacts.capeofthorns.desc_active=The cape seems to be releasing stored e
items.artifacts.capeofthorns$thorns.inert=Your Cape becomes inert again.
items.artifacts.capeofthorns$thorns.radiating=Your Cape begins radiating energy, you feel protected!
items.artifacts.capeofthorns$thorns.levelup=Your Cape grows stronger!
items.artifacts.capeofthorns$thorns.name=Thorns
items.artifacts.capeofthorns$thorns.name=thorns
items.artifacts.capeofthorns$thorns.desc=Your cape is radiating energy, surrounding you in a field of deflective force!\n\nAll damage you receive is reduced while the thorns effect is active. Additionally, if the attacker is next to you, the reduced amount is deflected back at the attacker.\n\nTurns of thorns remaining: %s.
items.artifacts.chaliceofblood.name=chalice of blood
@@ -188,7 +188,7 @@ items.artifacts.cloakofshadows.no_charge=Your cloak hasn't recharged enough to b
items.artifacts.cloakofshadows.desc=A priceless magical cloak, stolen from the royal armory many years ago by the Rogue. When worn, it can be used to turn completely invisible for a short time.\n\nThe more the cloak is used, the stronger it will become, allowing the Rogue to become invisible more frequently and for longer durations.
items.artifacts.cloakofshadows$cloakstealth.no_charge=Your cloak has run out of energy.
items.artifacts.cloakofshadows$cloakstealth.levelup=Your cloak grows stronger!
items.artifacts.cloakofshadows$cloakstealth.name=Cloaked
items.artifacts.cloakofshadows$cloakstealth.name=cloaked
items.artifacts.cloakofshadows$cloakstealth.desc=Your cloak of shadows is granting you invisibility while you are shrouded by it.\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\nYou will remain cloaked until it is cancelled or your cloak runs out of charge.
items.artifacts.driedrose.name=dried rose
@@ -399,7 +399,7 @@ items.artifacts.talismanofforesight.full_charge=Your Talisman is fully charged!
items.artifacts.talismanofforesight.desc=A smooth stone with strange engravings on it. You feel like it's watching everything around you, keeping an eye out for anything hidden.
items.artifacts.talismanofforesight.desc_worn=When you hold the talisman you feel like your senses are heightened. The talisman is slowly building charge as time passes and when you discover hidden doors or traps.\n\nThe talisman can expend its charge to 'scry' in a cone shape, which reveals all tiles and secrets in the scanned area, and will grant you vision of enemies and items for a short time.
items.artifacts.talismanofforesight.desc_cursed=The cursed talisman is intently staring into you, dulling your senses.
items.artifacts.talismanofforesight$foresight.name=Foresight
items.artifacts.talismanofforesight$foresight.name=foresight
items.artifacts.talismanofforesight$foresight.uneasy=You feel uneasy.
items.artifacts.talismanofforesight$foresight.desc=You feel very nervous, as if there is nearby unseen danger.
@@ -701,7 +701,7 @@ items.potions.elixirs.elixirofarcanearmor.desc=This elixir will grant the drinke
items.potions.elixirs.elixirofaquaticrejuvenation.name=elixir of aquatic rejuvenation
items.potions.elixirs.elixirofaquaticrejuvenation.desc=This elixir contains the remains of Goo enhanced with a healing potion. While it will not provide immediate healing, it will steadily restore a greater amount of health while you are standing in water.
items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.name=Aquatic Healing
items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.name=aquatic healing
items.potions.elixirs.elixirofaquaticrejuvenation$aquahealing.desc=You have temporarily gained restorative properties similar to that of Goo.\n\nWhile standing in water, you will recover a small amount of health per turn. The effect is paused when you are at full health or are out of water.\n\nHealing left: %d.
items.potions.elixirs.elixirofdragonsblood.name=elixir of dragon's blood
@@ -717,7 +717,7 @@ items.potions.elixirs.elixirofmight.name=elixir of might
items.potions.elixirs.elixirofmight.msg_1=+1 str, +%d hp
items.potions.elixirs.elixirofmight.msg_2=Newfound strength surges through your body.
items.potions.elixirs.elixirofmight.desc=This powerful liquid will course through your muscles, permanently increasing your strength by one point and temporarily increasing maximum health by %d points. The health boost scales with your maximum health, but will slowly wear off as you gain levels.
items.potions.elixirs.elixirofmight$htboost.name=Max Health Boost
items.potions.elixirs.elixirofmight$htboost.name=max health boost
items.potions.elixirs.elixirofmight$htboost.desc=Your body feels unnaturally strong and healthy.\n\nYour maximum health is boosted for an extended period of time. As you gain levels, the boost will steadily fade.\n\nCurrent boost amount: %d.\nLevels remaining: %d.
items.potions.elixirs.elixiroftoxicessence.name=elixir of toxic essence
@@ -745,7 +745,7 @@ items.potions.exotic.exoticpotion.no=No, I changed my mind
items.potions.exotic.potionofcleansing.name=potion of cleansing
items.potions.exotic.potionofcleansing.desc=This powerful reagent will render the drinker immune to all harmful effects for a few turns when quaffed. It can be thrown at a target to cleanse them as well.
items.potions.exotic.potionofcleansing$cleanse.name=Cleansed
items.potions.exotic.potionofcleansing$cleanse.name=cleansed
items.potions.exotic.potionofcleansing$cleanse.desc=This character is temporarily immune to all harmful effects!\n\nTurns remaining: %s.
items.potions.exotic.potionofcorrosivegas.name=potion of corrosive gas
@@ -1008,7 +1008,7 @@ items.scrolls.exotic.scrollofsirenssong.prompt=Choose a target
items.scrolls.exotic.scrollofsirenssong.no_target=The scroll activates without a target
items.scrolls.exotic.scrollofsirenssong.cancel=You must choose a target
items.scrolls.exotic.scrollofsirenssong.desc=Reading this scroll emits an alluring melody which will enthrall a targeted enemy, permanently turning them into an ally! Other enemies who hear it will be temporarily charmed.\n\nParticularly strong enemies can resist the enthrall effect, and will be charmed instead.
items.scrolls.exotic.scrollofsirenssong$enthralled.name=Enthralled
items.scrolls.exotic.scrollofsirenssong$enthralled.name=enthralled
items.scrolls.exotic.scrollofsirenssong$enthralled.desc=This creature has been bewitched by the magic of a scroll of siren's song.\n\nAn enthralled character is permanently your ally, and will fight any enemies they encounter.
items.scrolls.exotic.scrollofantimagic.name=scroll of anti-magic
@@ -1016,7 +1016,7 @@ items.scrolls.exotic.scrollofantimagic.desc=The incantation on this scroll will
items.scrolls.exotic.scrollofchallenge.name=scroll of challenge
items.scrolls.exotic.scrollofchallenge.desc=When read aloud, this scroll will unleash a great roar that draws enemies to the user while simultaneously creating a small arena around them.\n\nAs long as the reader stays in this arena they will take 33% less damage from all sources (this is applied before other forms of damage reduction), and they will not lose satiety.\n\nThe size of the arena will scale with the size of the area the reader is in. It will be particularly small in some boss areas.
items.scrolls.exotic.scrollofchallenge$challengearena.name=Challenge Arena
items.scrolls.exotic.scrollofchallenge$challengearena.name=challenge arena
items.scrolls.exotic.scrollofchallenge$challengearena.desc=A scroll of challenge has created an arena around you, denoted by a billowing red fog.\n\nWhile standing in the fog, your hunger will not increase and you will take 33%% less damage from all sources. If you have any other sources of damage reduction (such as armor), they will apply after the 33%% reduction.\n\nTurns remaining: %d.
items.scrolls.exotic.scrollofdivination.name=scroll of divination
@@ -1093,7 +1093,7 @@ items.spells.curseinfusion.desc=This spell infuses a piece of equipment with the
items.spells.featherfall.name=feather fall
items.spells.featherfall.light=You feel light as a feather!
items.spells.featherfall.desc=This spell manipulates gravity's effect on the caster, allowing them to fall great distances without harm for a short time. Each use of the spell will only provide enough protection for one chasm.
items.spells.featherfall$featherbuff.name=Feather Fall
items.spells.featherfall$featherbuff.name=feather fall
items.spells.featherfall$featherbuff.desc=You are under the effects of a feather fall spell, allowing you to fall into a chasm without taking damage! This effect will expire when it is used, or after a bit of time passes.\n\nTurns remaining: %s.
items.spells.spell.ac_cast=CAST
@@ -1153,7 +1153,7 @@ items.stones.runestone$placeholder.name=runestone
items.stones.stoneofaggression.name=stone of aggression
items.stones.stoneofaggression.desc=When this stone is thrown at an ally or enemy, all nearby enemies will be forced to attack that character for a short time.\n\nWhen used on enemies, the magic will only last for a few turns, but when used on yourself or allies it will last significantly longer.
items.stones.stoneofaggression$aggression.name=Targeted
items.stones.stoneofaggression$aggression.name=targeted
items.stones.stoneofaggression$aggression.desc=Manipulative magic is forcing all nearby enemies to attack this character.\n\nTurns remaining: %s.
items.stones.stoneofaugmentation.name=stone of augmentation
@@ -1284,7 +1284,7 @@ items.wands.wandoflivingearth.desc=This wand is made from a curious rock, with b
items.wands.wandoflivingearth.stats_desc=This wand sends bolts of magical rock at enemies, dealing _%1$d-%2$d damage._ The rocks will then re-form around the user, granting them armor in proportion to the damage dealt. If enough armor is built, it will form into a rock guardian when the wand is next zapped.
items.wands.wandoflivingearth.bmage_desc=When _the Battlemage_ strikes an enemy with a staff of living earth, some of the damage dealt is returned as rock armor.
items.wands.wandoflivingearth.eleblast_desc=An elemental blast with a staff of living earth deals 50% damage, and heals an active earthen guardian for each enemy hit.
items.wands.wandoflivingearth$rockarmor.name=Rock Armor
items.wands.wandoflivingearth$rockarmor.name=rock armor
items.wands.wandoflivingearth$rockarmor.desc=Magical rocks are surrounding your body, when you are attacked they will attempt to block for you, and will reduce the damage you take by 50%%. Each damage blocked scrapes away some of the rock however.\n\nRemaining Armor: %1$d.\n\nIf enough rock is built around you, the next zap from your wand of living earth will cause the rocks to form up into a guardian which will fight with you.\n\nArmor needed for Guardian: %2$d.
items.wands.wandoflivingearth$earthguardian.name=earthen guardian
items.wands.wandoflivingearth$earthguardian.desc=The rocks from your wand of living earth have formed into a protective earthen guardian! This rocky protector will attack nearby enemies, which will force them to attack the guardian instead of you. When all nearby threats are gone, the guardian will re-form around you, and will return when you next use your wand.\n\nThe guardian's defensive power is tied to the level of your wand. It currently blocks _%1$d-%2$d damage._
@@ -1295,7 +1295,7 @@ items.wands.wandofmagicmissile.desc=This fairly plain wand launches missiles of
items.wands.wandofmagicmissile.stats_desc=Each bolt from this wand deals _%1$d-%2$d damage,_ and will briefly empower other wands if it is upgraded.
items.wands.wandofmagicmissile.bmage_desc=When _the Battlemage_ strikes an enemy with a staff of magic missile, all of his wands will gain charge in addition to his staff.
items.wands.wandofmagicmissile.eleblast_desc=An elemental blast with a staff of magic missile deals 50% damage, and grants the mage 15 turns of recharging.
items.wands.wandofmagicmissile$magiccharge.name=Magic Charge
items.wands.wandofmagicmissile$magiccharge.name=magic charge
items.wands.wandofmagicmissile$magiccharge.desc=Your wand of magic missile has fed power back into your wands, boosting the effective level of the next zap they make.\n\nYour wands are boosted to: +%d.\n\nTurns of magic charge remaining: %s.
items.wands.wandofprismaticlight.name=wand of prismatic light
@@ -1387,7 +1387,7 @@ items.weapon.curses.sacrificial.desc=Sacrificial weapons will demand blood from
items.weapon.curses.wayward.name=wayward %s
items.weapon.curses.wayward.desc=Wayward weapons will sometimes become extremely inaccurate. This magic lasts for a little while when it activates, but can be dispelled by landing a blow with the wayward weapon.
items.weapon.curses.wayward$waywardbuff.name=Wayward
items.weapon.curses.wayward$waywardbuff.name=wayward
items.weapon.curses.wayward$waywardbuff.desc=Your wayward weapon's magic has activated, making it extremely inaccurate for a short time. Note that this does not affect attacks which are guaranteed to hit, such as surprise attacks. Successfully attacking with the wayward weapon will clear this effect immediately.\n\nTurns remaining: %s.
###enchantments
@@ -1396,7 +1396,7 @@ items.weapon.enchantments.blazing.desc=This enchantment causes flames to spit fo
items.weapon.enchantments.blocking.name=blocking %s
items.weapon.enchantments.blocking.desc=This enchantment will enhance your ability to defend yourself after attacking with this weapon.
items.weapon.enchantments.blocking$blockbuff.name=Blocking
items.weapon.enchantments.blocking$blockbuff.name=blocking
items.weapon.enchantments.blocking$blockbuff.desc=Your weapon's blocking enchantment has given you a short boost of defensive power!\n\nBlocking boost: 0-%d\n\nTurns remaining: %s.
items.weapon.enchantments.blooming.name=blooming %s
@@ -1407,7 +1407,7 @@ items.weapon.enchantments.chilling.desc=Enemies struck with this enchantment are
items.weapon.enchantments.kinetic.name=kinetic %s
items.weapon.enchantments.kinetic.desc=When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.
items.weapon.enchantments.kinetic$conserveddamage.name=Conserved Damage
items.weapon.enchantments.kinetic$conserveddamage.name=conserved damage
items.weapon.enchantments.kinetic$conserveddamage.desc=Your weapon has stored the excess force from a previous killing blow, and will apply it as bonus damage to your next attack. The energy will slowly fade over time, however.\n\nConserved Damage: %d.
items.weapon.enchantments.corrupting.name=corrupting %s

View File

@@ -17,7 +17,7 @@ plants.earthroot.name=earthroot
plants.earthroot.desc=When a creature touches an earthroot, its roots create a kind of immobile natural armor around it.
plants.earthroot.warden_desc=The roots of an earthroot plant will move with _the Warden_, providing her mobile barkskin armor.
plants.earthroot$seed.name=seed of earthroot
plants.earthroot$armor.name=Herbal Armor
plants.earthroot$armor.name=herbal srmor
plants.earthroot$armor.desc=A kind of natural, immobile armor is protecting you. The armor forms plates of bark and twine, wrapping around your body.\n\nThis herbal armor will block %d damage from any physical hit you take, until it eventually runs out of durability and collapses.\n\nAs the armor is immobile, if you attempt to move it will break apart and be lost.\n\nArmor remaining: %d.
plants.fadeleaf.name=fadeleaf
@@ -65,12 +65,12 @@ plants.sungrass.name=sungrass
plants.sungrass.desc=Sungrass is renowned for its sap's slow but effective healing properties.
plants.sungrass.warden_desc=_The Warden_ can receive healing from trampled sungrass even if she moves away from it.
plants.sungrass$seed.name=seed of sungrass
plants.sungrass$health.name=Herbal Healing
plants.sungrass$health.name=herbal healing
plants.sungrass$health.desc=Sungrass possesses excellent healing properties, though it is much slower than a potion of healing.\n\nYou are currently slowly regenerating health from the sungrass plant. Moving off the plant will break the healing effect.\n\nHealing remaining: %d.
plants.swiftthistle.name=swiftthistle
plants.swiftthistle.desc=When trampled, swiftthistle will briefly accelerate the flow of time around it, allowing the trampler to perform several actions instantly.
plants.swiftthistle.warden_desc=In addition to gaining instantaneous actions, _the Warden_ will also get a brief haste boost when trampling swiftthistle.
plants.swiftthistle$seed.name=seed of swiftthistle
plants.swiftthistle$timebubble.name=Time Bubble
plants.swiftthistle$timebubble.name=time bubble
plants.swiftthistle$timebubble.desc=You are in a small bubble of accelerated time, allowing you to perform actions instantly. Attacking or using magic will break this effect however.\n\nTurns remaining: %s.

View File

@@ -793,13 +793,13 @@ public abstract class Char extends Actor {
if (sprite != null && buff.announced)
switch(buff.type){
case POSITIVE:
sprite.showStatus(CharSprite.POSITIVE, buff.toString());
sprite.showStatus(CharSprite.POSITIVE, Messages.titleCase(buff.name()));
break;
case NEGATIVE:
sprite.showStatus(CharSprite.NEGATIVE, buff.toString());
sprite.showStatus(CharSprite.NEGATIVE, Messages.titleCase(buff.name()));
break;
case NEUTRAL: default:
sprite.showStatus(CharSprite.NEUTRAL, buff.toString());
sprite.showStatus(CharSprite.NEUTRAL, Messages.titleCase(buff.name()));
break;
}

View File

@@ -50,14 +50,4 @@ public class Adrenaline extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -78,11 +78,6 @@ public class AdrenalineSurge extends Buff {
return Integer.toString((int)visualcooldown());
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", boost, dispTurns(visualcooldown()));

View File

@@ -44,14 +44,4 @@ public class Amok extends FlavourBuff {
((Mob) target).aggro(null);
}
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -48,16 +48,6 @@ public class AnkhInvulnerability extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
{
immunities.add(Paralysis.class);
immunities.add(Frost.class);

View File

@@ -92,11 +92,6 @@ public class ArcaneArmor extends Buff {
return Integer.toString(level);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", level, dispTurns(visualcooldown()));

View File

@@ -100,11 +100,6 @@ public class ArtifactRecharge extends Buff {
public String iconTextDisplay() {
return Integer.toString((int)left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {

View File

@@ -278,11 +278,6 @@ public class AscensionChallenge extends Buff {
}
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
String desc = Messages.get(this, "desc");

View File

@@ -87,11 +87,6 @@ public class Barkskin extends Buff {
return Integer.toString(level);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", level, dispTurns(visualcooldown()));

View File

@@ -87,11 +87,6 @@ public class Barrier extends ShieldBuff {
return Integer.toString(shielding());
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", shielding());

View File

@@ -207,7 +207,7 @@ public class Berserk extends Buff {
}
@Override
public String toString() {
public String name() {
switch (state){
case NORMAL: default:
return Messages.get(this, "angered");

View File

@@ -88,11 +88,6 @@ public class Bleeding extends Buff {
return Integer.toString(Math.round(level));
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public boolean act() {
if (target.isAlive()) {
@@ -132,11 +127,6 @@ public class Bleeding extends Buff {
return true;
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", Math.round(level));

View File

@@ -43,13 +43,4 @@ public class Bless extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -50,18 +50,4 @@ public class Blindness extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -57,11 +57,6 @@ public class BlobImmunity extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
{
//all harmful blobs
@@ -84,8 +79,4 @@ public class BlobImmunity extends FlavourBuff {
immunities.add(Tengu.FireAbility.FireBlob.class);
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
import com.watabou.noosa.Image;
import com.watabou.utils.Reflection;
@@ -114,11 +115,20 @@ public class Buff extends Actor {
}
public String heroMessage(){
return null;
String msg = Messages.get(this, "heromsg");
if (msg.isEmpty()) {
return null;
} else {
return msg;
}
}
public String name() {
return Messages.get(this, "name");
}
public String desc(){
return "";
return Messages.get(this, "desc");
}
//to handle the common case of showing how many turns are remaining in a buff description.

View File

@@ -194,16 +194,6 @@ public class Burning extends Buff implements Hero.Doom {
else target.sprite.remove(CharSprite.State.BURNING);
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(left));

View File

@@ -61,16 +61,6 @@ public abstract class ChampionEnemy extends Buff {
else target.sprite.clearAura();
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
public void onAttackProc(Char enemy ){
}

View File

@@ -65,21 +65,6 @@ public class Charm extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
public boolean ignoreNextHit = false;

View File

@@ -65,11 +65,6 @@ public class Chill extends FlavourBuff {
else target.sprite.remove(CharSprite.State.CHILLED);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(), new DecimalFormat("#.##").format((1f-speedFactor())*100f));

View File

@@ -85,11 +85,6 @@ public class Combo extends Buff implements ActionIndicator.Action {
public String iconTextDisplay() {
return Integer.toString((int)comboTime);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
public void hit( Char enemy ) {

View File

@@ -89,16 +89,6 @@ public class Corrosion extends Buff implements Hero.Doom {
return Integer.toString((int)damage);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(left), (int)damage);

View File

@@ -72,13 +72,4 @@ public class Corruption extends AllyBuff {
return BuffIndicator.CORRUPT;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -42,19 +42,4 @@ public class Cripple extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -79,20 +79,5 @@ public class Degrade extends FlavourBuff {
public float iconFadePercent() {
return (DURATION - visualcooldown())/DURATION;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -42,14 +42,4 @@ public class Doom extends Buff {
public int icon() {
return BuffIndicator.CORRUPT;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -116,11 +116,6 @@ public class Dread extends Buff {
icon.hardlight(1, 0, 0);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", left);

View File

@@ -67,11 +67,6 @@ public class Drowsy extends Buff {
return true;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(visualcooldown()));

View File

@@ -66,11 +66,6 @@ public class EnhancedRings extends FlavourBuff{
return Math.max(0, (max-visualcooldown()) / max);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", (int)visualcooldown());

View File

@@ -105,11 +105,6 @@ public class FireImbue extends Buff {
return Integer.toString((int)left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(left));

View File

@@ -21,6 +21,8 @@
package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
//buff whose only internal logic is to wait and detach after a time.
public class FlavourBuff extends Buff {
@@ -30,6 +32,11 @@ public class FlavourBuff extends Buff {
return true;
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
//flavour buffs can all just rely on cooldown()
protected String dispTurns() {
return dispTurns(visualcooldown());

View File

@@ -59,14 +59,5 @@ public class Foresight extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -136,16 +136,6 @@ public class Frost extends FlavourBuff {
}
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
{
//can't chill what's frozen!
immunities.add( Chill.class );

View File

@@ -56,16 +56,6 @@ public class FrostImbue extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
{
immunities.add( Frost.class );
immunities.add( Chill.class );

View File

@@ -48,19 +48,4 @@ public class Fury extends Buff {
public int icon() {
return BuffIndicator.FURY;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -47,15 +47,5 @@ public class Haste extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -115,11 +115,6 @@ public class Healing extends Buff {
return Integer.toString(healingLeft);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", healingThisTick(), healingLeft);

View File

@@ -42,20 +42,4 @@ public class Hex extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -56,11 +56,6 @@ public class HoldFast extends Buff {
icon.hardlight(1.9f, 2.4f, 3.25f);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", 2*Dungeon.hero.pointsInTalent(Talent.HOLD_FAST));

View File

@@ -176,7 +176,7 @@ public class Hunger extends Buff implements Hero.Doom {
}
@Override
public String toString() {
public String name() {
if (level < STARVING) {
return Messages.get(this, "hungry");
} else {

View File

@@ -81,16 +81,6 @@ public class Invisibility extends FlavourBuff {
else if (target.invisible == 0) target.sprite.remove( CharSprite.State.INVISIBLE );
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
public static void dispel() {
if (Dungeon.hero == null) return;

View File

@@ -79,14 +79,4 @@ public class Levitation extends FlavourBuff {
if (on) target.sprite.add(CharSprite.State.LEVITATING);
else target.sprite.remove(CharSprite.State.LEVITATING);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -74,14 +74,4 @@ public class LifeLink extends FlavourBuff {
icon.hardlight(1, 0, 1);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -75,14 +75,4 @@ public class Light extends FlavourBuff {
if (on) target.sprite.add(CharSprite.State.ILLUMINATED);
else target.sprite.remove(CharSprite.State.ILLUMINATED);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -74,14 +74,4 @@ public class LockedFloor extends Buff {
public int icon() {
return BuffIndicator.LOCKED_FLOOR;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -35,14 +35,4 @@ public class LostInventory extends Buff {
return BuffIndicator.NOINV;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -83,15 +83,4 @@ public class MagicImmune extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -52,21 +52,10 @@ public class MagicalSight extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public void detach() {
super.detach();
Dungeon.observe();
GameScene.updateFog();
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -97,14 +97,4 @@ public class MagicalSleep extends Buff {
target.sprite.remove(CharSprite.State.PARALYSED);
}
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}

View File

@@ -45,11 +45,6 @@ public class MindVision extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public void detach() {
@@ -57,9 +52,4 @@ public class MindVision extends FlavourBuff {
Dungeon.observe();
GameScene.updateFog();
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -148,7 +148,7 @@ public class Momentum extends Buff implements ActionIndicator.Action {
}
@Override
public String toString() {
public String name() {
if (freerunTurns > 0){
return Messages.get(this, "running");
} else if (freerunCooldown > 0){

View File

@@ -66,16 +66,6 @@ public class Ooze extends Buff {
public String iconTextDisplay() {
return Integer.toString((int)left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {

View File

@@ -86,22 +86,6 @@ public class Paralysis extends FlavourBuff {
else if (target.paralysed <= 1) target.sprite.remove(CharSprite.State.PARALYSED);
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
public static class ParalysisResist extends Buff {
{

View File

@@ -83,11 +83,6 @@ public class PinCushion extends Buff {
return BuffIndicator.PINCUSHION;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
String desc = Messages.get(this, "desc");

View File

@@ -78,16 +78,6 @@ public class Poison extends Buff implements Hero.Doom {
public String iconTextDisplay(){
return Integer.toString((int) left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {

View File

@@ -201,11 +201,6 @@ public class Preparation extends Buff implements ActionIndicator.Action {
return Integer.toString(turnsInvis);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
String desc = Messages.get(this, "desc");

View File

@@ -124,11 +124,6 @@ public class PrismaticGuard extends Buff {
public String iconTextDisplay() {
return Integer.toString((int)HP);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {

View File

@@ -47,11 +47,6 @@ public class Recharging extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
//want to process partial turns for this buff, and not count it when it's expiring.
//firstly, if this buff has half a turn left, should give out half the benefit.
@@ -61,9 +56,4 @@ public class Recharging extends FlavourBuff {
public float remainder() {
return Math.min(1f, this.cooldown());
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -59,11 +59,6 @@ public class RevealedArea extends FlavourBuff{
return Math.max(0, (max-visualcooldown()) / max);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", (int)visualcooldown());

View File

@@ -59,19 +59,4 @@ public class Roots extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -75,11 +75,6 @@ public class ScrollEmpower extends Buff {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", Dungeon.hero.pointsInTalent(Talent.EMPOWERING_SCROLLS), left);

View File

@@ -120,11 +120,6 @@ public class Shadows extends Invisibility {
public float iconFadePercent() {
return 0;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {

View File

@@ -48,15 +48,5 @@ public class Slow extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -90,11 +90,6 @@ public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {

View File

@@ -55,14 +55,4 @@ public class SoulMark extends FlavourBuff {
if (on) target.sprite.add(CharSprite.State.MARKED);
else target.sprite.remove(CharSprite.State.MARKED);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -47,15 +47,5 @@ public class Stamina extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -60,16 +60,6 @@ public class Terror extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
public boolean ignoreNextHit = false;
public void recover() {

View File

@@ -92,11 +92,6 @@ public class ToxicImbue extends Buff {
return Integer.toString((int)left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(left));

View File

@@ -43,14 +43,4 @@ public class Vertigo extends FlavourBuff {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -42,19 +42,4 @@ public class Vulnerable extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -52,11 +52,6 @@ public class WandEmpower extends Buff {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dmgBoost, left);

View File

@@ -42,19 +42,4 @@ public class Weakness extends FlavourBuff {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String heroMessage() {
return Messages.get(this, "heromsg");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}

View File

@@ -75,11 +75,6 @@ public class WellFed extends Buff {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", left + 1);

View File

@@ -154,8 +154,6 @@ public enum Talent {
public int icon() { return BuffIndicator.TIME; }
public void tintIcon(Image icon) { icon.hardlight(0.15f, 0.2f, 0.5f); }
public float iconFadePercent() { return Math.max(0, visualcooldown() / 50); }
public String toString() { return Messages.get(this, "name"); }
public String desc() { return Messages.get(this, "desc", dispTurns(visualcooldown())); }
};
public static class LethalMomentumTracker extends FlavourBuff{};
public static class StrikingWaveTracker extends FlavourBuff{};
@@ -203,16 +201,12 @@ public enum Talent {
public int icon() { return BuffIndicator.TIME; }
public void tintIcon(Image icon) { icon.hardlight(0f, 0.35f, 0.15f); }
public float iconFadePercent() { return Math.max(0, visualcooldown() / (15 - 5*Dungeon.hero.pointsInTalent(REJUVENATING_STEPS))); }
public String toString() { return Messages.get(this, "name"); }
public String desc() { return Messages.get(this, "desc", dispTurns(visualcooldown())); }
};
public static class RejuvenatingStepsFurrow extends CounterBuff{{revivePersists = true;}};
public static class SeerShotCooldown extends FlavourBuff{
public int icon() { return target.buff(RevealedArea.class) != null ? BuffIndicator.NONE : BuffIndicator.TIME; }
public void tintIcon(Image icon) { icon.hardlight(0.7f, 0.4f, 0.7f); }
public float iconFadePercent() { return Math.max(0, visualcooldown() / 20); }
public String toString() { return Messages.get(this, "name"); }
public String desc() { return Messages.get(this, "desc", dispTurns(visualcooldown())); }
};
public static class SpiritBladesTracker extends FlavourBuff{};

View File

@@ -95,15 +95,5 @@ public class NaturesPower extends ArmorAbility {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(visualcooldown()));
}
}
}

View File

@@ -158,17 +158,6 @@ public class DeathMark extends ArmorAbility {
icon.hardlight(1f, 0.2f, 0.2f);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
//TODO show initial HP here?
return Messages.get(this, "desc", dispTurns(visualcooldown()));
}
private void setInitialHP( int hp ){
if (initialHP < hp){
initialHP = hp;

View File

@@ -92,11 +92,6 @@ public class Endure extends ArmorAbility {
return Math.max(0, (10f - visualcooldown()) / 10f);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", damageBonus, hitsLeft);

View File

@@ -144,11 +144,6 @@ public class Brute extends Mob {
return BuffIndicator.FURY;
}
@Override
public String toString () {
return Messages.get(this, "name");
}
@Override
public String desc () {
return Messages.get(this, "desc", shielding());

View File

@@ -864,7 +864,7 @@ public abstract class Mob extends Char {
String desc = description();
for (Buff b : buffs(ChampionEnemy.class)){
desc += "\n\n_" + Messages.titleCase(b.toString()) + "_\n" + b.desc();
desc += "\n\n_" + Messages.titleCase(b.name()) + "_\n" + b.desc();
}
return desc;

View File

@@ -156,15 +156,5 @@ public class Monk extends Mob {
public void tintIcon(Image icon) {
icon.hardlight(0.25f, 1.5f, 1f);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}
}

View File

@@ -383,7 +383,7 @@ public abstract class YogFist extends Mob {
b.announced = false;
b.set(dmg*.6f);
b.attachTo(this);
sprite.showStatus(CharSprite.WARNING, b.toString() + " " + (int)b.level());
sprite.showStatus(CharSprite.WARNING, Messages.titleCase(b.name()) + " " + (int)b.level());
} else{
super.damage(dmg, src);
}

View File

@@ -142,11 +142,6 @@ public class Viscosity extends Glyph {
return Integer.toString(damage);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public boolean act() {
if (target.isAlive()) {

View File

@@ -120,11 +120,6 @@ public class CapeOfThorns extends Artifact {
return damage;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(cooldown));

View File

@@ -359,16 +359,6 @@ public class CloakOfShadows extends Artifact {
else if (target.invisible == 0) target.sprite.remove( CharSprite.State.INVISIBLE );
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
@Override
public void detach() {
activeBuff = null;

View File

@@ -342,16 +342,6 @@ public class TalismanOfForesight extends Artifact {
}
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
@Override
public int icon() {
if (warn)

View File

@@ -414,16 +414,6 @@ public class TimekeepersHourglass extends Artifact {
return Integer.toString((int)turnsToCost+1);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
private static final String PRESSES = "presses";
private static final String TURNSTOCOST = "turnsToCost";

View File

@@ -117,11 +117,6 @@ public class ElixirOfAquaticRejuvenation extends Elixir {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", left);

View File

@@ -130,11 +130,6 @@ public class ElixirOfMight extends Elixir {
public String iconTextDisplay() {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {

View File

@@ -110,15 +110,5 @@ public class PotionOfCleansing extends ExoticPotion {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns(visualcooldown()));
}
}
}

View File

@@ -102,11 +102,6 @@ public class ScrollOfChallenge extends ExoticScroll {
return Integer.toString(left);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", left);

View File

@@ -131,16 +131,6 @@ public class ScrollOfSirensSong extends ExoticScroll {
public int icon() {
return BuffIndicator.HEART;
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc");
}
}
}

View File

@@ -76,16 +76,6 @@ public class FeatherFall extends Spell {
public float iconFadePercent() {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}
@Override

View File

@@ -104,17 +104,7 @@ public class StoneOfAggression extends Runestone {
super.detach();
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}
}

View File

@@ -273,11 +273,6 @@ public class WandOfLivingEarth extends DamageWand {
return Integer.toString(armor);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get( this, "desc", armor, armorToGuardian());

View File

@@ -143,11 +143,6 @@ public class WandOfMagicMissile extends DamageWand {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", level(), dispTurns());

View File

@@ -83,16 +83,6 @@ public class Wayward extends Weapon.Enchantment {
return Math.max(0, (DURATION - visualcooldown()) / DURATION);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", dispTurns());
}
}
}

View File

@@ -82,11 +82,6 @@ public class Blocking extends Weapon.Enchantment {
return Math.max(0, (5f - visualcooldown()) / 5f);
}
@Override
public String toString() {
return Messages.get(this, "name");
}
@Override
public String desc() {
return Messages.get(this, "desc", blocking, dispTurns());

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