update:修改文本描述

This commit is contained in:
mason369 2023-05-27 15:05:32 +08:00
parent 166b11d369
commit 33966b7f6f
3 changed files with 116 additions and 114 deletions

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@ -765,11 +765,13 @@ actors.mobs.ogpdnqhz.desc = 这个老鼠很健壮,某些时刻可能给你致
actors.mobs.kagenonusujin.name=影子盗贼
actors.mobs.kagenonusujin.desc=这个邪魔外道的小偷为了偷取什么宝贵之物而在此处游荡着。学习了来自深渊的黑暗法术的他,能够化作黑暗中的影子潜藏其间,又立刻消逝。\n\n这个怪物会尝试偷取玩家物品之后将玩家瞬移到地图上另一个地方并被魔法反噬流血。\n\n如果失败则会因为魔法反噬而中毒
actors.mobs.fireghost.name=红色怨灵
actors.mobs.fireghost.desc=这只全身赤色的怨灵由地牢深处的死灵学家们从烈焰之中唤醒,虽然它们没有火元素强大,但也已可无限毗近。\n\n这个怪物会点燃你。
actors.mobs.fireghost.name=赤色灵武者
actors.mobs.fireghost.desc=这名全身赤色的幽灵武士自烈焰中诞生,虽然它没有火元素强大,但也已可无限毗近。\n\n这个怪物会点燃你。
actors.mobs.blackhost.name=玄色灵武者
actors.mobs.blackhost.desc=这名全身黑色的幽灵武士自瘴气中诞生,虽然它们很脆弱,但攻击会让你受到大量负面效果。\n\n这个怪物十分危险。
actors.mobs.blackhost.name=黑色怨灵
actors.mobs.blackhost.desc=这只全身黑色的怨灵是地牢深处的瘴气影响怨灵后形成的,虽然它们很脆弱,但却可以让你中毒&流血&燃烧。但是他们的视力非常差。\n\n这个怪物十分危险。
actors.mobs.ogpdlls.name = 老年老鼠
actors.mobs.ogpdlls.desc = 这个老鼠已经步入中老年,因此它的精准程度很高!
@ -1946,10 +1948,10 @@ actors.mobs.shaman$purpleshaman.spell_desc=佩戴紫色面具的萨满会利用
actors.mobs.armoredbrute.name=重甲暴徒
actors.mobs.armoredbrute.desc=这些顶级的豺狼暴徒通常装备着强力的护甲来体现它们的地位。它们的护甲使得它们对物理伤害有着更高的防御,它们坚强的意志允许它们在弥留之际坚持更长的时间。
actors.mobs.skeleton.name=骷髅
actors.mobs.skeleton.explo_kill=你被骨头的爆炸杀掉了……
actors.mobs.skeleton.name=苍白机器人
actors.mobs.skeleton.explo_kill=你被机械核心的爆炸杀掉了……
actors.mobs.skeleton.def_verb=格挡
actors.mobs.skeleton.desc=骷髅是从那些悲惨的冒险者及地牢原住民尸骨的聚合物产生的,来自下层地牢的邪恶力量将它们从死亡中唤起。在吸收了足够的伤害之后,它们就会在骨头的爆炸中消解
actors.mobs.skeleton.desc=苍白机器人是死灵法师模仿矮人科技制作的量产型机体。在吸收了足够的伤害之后,它们就会强行引爆自身的核心,与敌人同归于尽
actors.mobs.slime.name=史莱姆
actors.mobs.slime.def_verb=格挡

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@ -1,42 +1,42 @@
//
// Source code recreated from a .class file by IntelliJ IDEA
// (powered by Fernflower decompiler)
//
package com.shatteredpixel.shatteredpixeldungeon.sprites;
import com.watabou.noosa.TextureFilm;
public class PoltergeistSprite extends MobSprite {
public PoltergeistSprite() {
this.texture("SRPD/BlackGhost.png");
TextureFilm var1 = new TextureFilm(this.texture, 14, 15);
this.idle = new Animation(5, true);
this.idle.frames(var1, new Object[]{0, 1});
this.run = new Animation(10, true);
this.run.frames(var1, new Object[]{0, 1});
this.attack = new Animation(10, false);
this.attack.frames(var1, new Object[]{0, 2, 3, 4, 5});
this.die = new Animation(8, false);
this.die.frames(var1, new Object[]{0, 5, 6, 7, 8, 9});
this.play(this.idle);
}
public int blood() {
return -2013265920;
}
public static class WraithSpriteRed extends PoltergeistSprite {
public WraithSpriteRed(){
super();
tint(1, 1, 1, 0.3f);
}
@Override
public void resetColor() {
super.resetColor();
tint(1, 1, 1, 0.3f);
}
}
}
//
// Source code recreated from a .class file by IntelliJ IDEA
// (powered by Fernflower decompiler)
//
package com.shatteredpixel.shatteredpixeldungeon.sprites;
import com.watabou.noosa.TextureFilm;
public class PoltergeistSprite extends MobSprite {
public PoltergeistSprite() {
this.texture("SRPD/BlackGhost.png");
TextureFilm var1 = new TextureFilm(this.texture, 14, 15);
this.idle = new Animation(5, true);
this.idle.frames(var1, 0, 1);
this.run = new Animation(10, true);
this.run.frames(var1, 0, 1);
this.attack = new Animation(10, false);
this.attack.frames(var1, 0, 2, 3, 4, 5);
this.die = new Animation(8, false);
this.die.frames(var1, 0, 5, 6, 7, 8);
this.play(this.idle);
}
public int blood() {
return -2013265920;
}
public static class WraithSpriteRed extends PoltergeistSprite {
public WraithSpriteRed(){
super();
tint(1, 1, 1, 0.3f);
}
@Override
public void resetColor() {
super.resetColor();
tint(1, 1, 1, 0.3f);
}
}
}

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@ -1,65 +1,65 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.sprites;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.watabou.noosa.TextureFilm;
public class SkeletonSprite extends MobSprite {
public SkeletonSprite() {
super();
texture( Assets.Sprites.SKELETON );
TextureFilm frames = new TextureFilm( texture, 12, 15 );
idle = new Animation( 12, true );
idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3 );
run = new Animation( 15, true );
run.frames( frames, 4, 5, 6, 7, 8, 9 );
attack = new Animation( 15, false );
attack.frames( frames, 14, 15, 16 );
die = new Animation( 12, false );
die.frames( frames, 10, 11, 12, 13 );
play( idle );
}
@Override
public void die() {
super.die();
if (Dungeon.level.heroFOV[ch.pos]) {
emitter().burst( Speck.factory( Speck.BONE ), 6 );
}
}
@Override
public int blood() {
return 0xFFcccccc;
}
}
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.sprites;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.watabou.noosa.TextureFilm;
public class SkeletonSprite extends MobSprite {
public SkeletonSprite() {
super();
texture( Assets.Sprites.SKELETON );
TextureFilm frames = new TextureFilm( texture, 12, 15 );
idle = new Animation( 12, true );
idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3 );
run = new Animation( 15, true );
run.frames( frames, 4, 5, 6 );
attack = new Animation( 15, false );
attack.frames( frames, 10, 11, 12, 13);
die = new Animation( 12, false );
die.frames( frames, 7 ,8 ,9 );
play( idle );
}
@Override
public void die() {
super.die();
if (Dungeon.level.heroFOV[ch.pos]) {
emitter().burst( Speck.factory( Speck.BONE ), 6 );
}
}
@Override
public int blood() {
return 0xFFcccccc;
}
}