update:修改文本描述
This commit is contained in:
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166b11d369
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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
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actors.mobs.kagenonusujin.name=影子盗贼
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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!
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actors.mobs.fireghost.name=红色怨灵
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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。
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actors.mobs.fireghost.name=赤色灵武者
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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。
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actors.mobs.blackhost.name=玄色灵武者
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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。
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actors.mobs.blackhost.name=黑色怨灵
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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。
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actors.mobs.ogpdlls.name = 老年老鼠
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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!
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@ -1946,10 +1948,10 @@ actors.mobs.shaman$purpleshaman.spell_desc=佩戴紫色面具的萨满会利用
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actors.mobs.armoredbrute.name=重甲暴徒
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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。
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actors.mobs.skeleton.name=骷髅
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actors.mobs.skeleton.explo_kill=你被骨头的爆炸杀掉了……
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actors.mobs.skeleton.name=苍白机器人
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actors.mobs.skeleton.explo_kill=你被机械核心的爆炸杀掉了……
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actors.mobs.skeleton.def_verb=格挡
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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。
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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。
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actors.mobs.slime.name=史莱姆
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actors.mobs.slime.def_verb=格挡
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@ -1,42 +1,42 @@
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//
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// Source code recreated from a .class file by IntelliJ IDEA
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// (powered by Fernflower decompiler)
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//
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.watabou.noosa.TextureFilm;
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public class PoltergeistSprite extends MobSprite {
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public PoltergeistSprite() {
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this.texture("SRPD/BlackGhost.png");
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TextureFilm var1 = new TextureFilm(this.texture, 14, 15);
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this.idle = new Animation(5, true);
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this.idle.frames(var1, new Object[]{0, 1});
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this.run = new Animation(10, true);
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this.run.frames(var1, new Object[]{0, 1});
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this.attack = new Animation(10, false);
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this.attack.frames(var1, new Object[]{0, 2, 3, 4, 5});
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this.die = new Animation(8, false);
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this.die.frames(var1, new Object[]{0, 5, 6, 7, 8, 9});
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this.play(this.idle);
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}
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public int blood() {
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return -2013265920;
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}
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public static class WraithSpriteRed extends PoltergeistSprite {
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public WraithSpriteRed(){
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super();
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tint(1, 1, 1, 0.3f);
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}
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@Override
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public void resetColor() {
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super.resetColor();
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tint(1, 1, 1, 0.3f);
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}
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}
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}
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//
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// Source code recreated from a .class file by IntelliJ IDEA
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// (powered by Fernflower decompiler)
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//
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.watabou.noosa.TextureFilm;
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public class PoltergeistSprite extends MobSprite {
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public PoltergeistSprite() {
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this.texture("SRPD/BlackGhost.png");
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TextureFilm var1 = new TextureFilm(this.texture, 14, 15);
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this.idle = new Animation(5, true);
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this.idle.frames(var1, 0, 1);
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this.run = new Animation(10, true);
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this.run.frames(var1, 0, 1);
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this.attack = new Animation(10, false);
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this.attack.frames(var1, 0, 2, 3, 4, 5);
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this.die = new Animation(8, false);
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this.die.frames(var1, 0, 5, 6, 7, 8);
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this.play(this.idle);
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}
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public int blood() {
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return -2013265920;
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}
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public static class WraithSpriteRed extends PoltergeistSprite {
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public WraithSpriteRed(){
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super();
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tint(1, 1, 1, 0.3f);
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}
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@Override
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public void resetColor() {
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super.resetColor();
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tint(1, 1, 1, 0.3f);
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}
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}
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}
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@ -1,65 +1,65 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.watabou.noosa.TextureFilm;
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public class SkeletonSprite extends MobSprite {
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public SkeletonSprite() {
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super();
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texture( Assets.Sprites.SKELETON );
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TextureFilm frames = new TextureFilm( texture, 12, 15 );
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idle = new Animation( 12, true );
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idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3 );
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run = new Animation( 15, true );
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run.frames( frames, 4, 5, 6, 7, 8, 9 );
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attack = new Animation( 15, false );
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attack.frames( frames, 14, 15, 16 );
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die = new Animation( 12, false );
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die.frames( frames, 10, 11, 12, 13 );
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play( idle );
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}
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@Override
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public void die() {
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super.die();
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if (Dungeon.level.heroFOV[ch.pos]) {
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emitter().burst( Speck.factory( Speck.BONE ), 6 );
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}
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}
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@Override
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public int blood() {
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return 0xFFcccccc;
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}
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}
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.watabou.noosa.TextureFilm;
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public class SkeletonSprite extends MobSprite {
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public SkeletonSprite() {
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super();
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texture( Assets.Sprites.SKELETON );
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TextureFilm frames = new TextureFilm( texture, 12, 15 );
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idle = new Animation( 12, true );
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idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3 );
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run = new Animation( 15, true );
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run.frames( frames, 4, 5, 6 );
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attack = new Animation( 15, false );
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attack.frames( frames, 10, 11, 12, 13);
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die = new Animation( 12, false );
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die.frames( frames, 7 ,8 ,9 );
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play( idle );
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}
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@Override
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public void die() {
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super.die();
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if (Dungeon.level.heroFOV[ch.pos]) {
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emitter().burst( Speck.factory( Speck.BONE ), 6 );
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}
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}
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@Override
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public int blood() {
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return 0xFFcccccc;
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}
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}
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