v0.3.4: adjusted the description of some buffs for better i18n
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@ -90,9 +90,7 @@ public class Buff extends Actor {
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//to handle the common case of showing how many turns are remaining in a buff description.
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protected String dispTurns(float input){
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return input == 1 ?
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Messages.get(Buff.class, "1moreturn") :
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Messages.get(Buff.class, "#moreturns", new DecimalFormat("#.##").format(input));
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return new DecimalFormat("#.##").format(input);
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}
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//creates a fresh instance of the buff and attaches that, this allows duplication.
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@ -30,72 +30,69 @@ actors.blobs.web.desc=Everything is covered with a thick web here.
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###buffs
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actors.buffs.amok.name=Amok
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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\nThe amok will last for %s.
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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.
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actors.buffs.barkskin.name=Barkskin
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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. The armor bonus will decrease by one point each turn until it expires.\n\nYour armor is currently increased by %d.
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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. The armor bonus will decrease by one point each turn until it expires.\n\nYour armor is currently increased by: %d.
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actors.buffs.bleeding.name=Bleeding
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actors.buffs.bleeding.ondeath=You bled to death...
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actors.buffs.bleeding.heromsg=You are bleeding!
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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\nThe bleeding can currently deal %d max damage.
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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.
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actors.buffs.bless.name=Blessed
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actors.buffs.bless.desc=A great burst of focus, some say it is inspired by the gods.\n\nBlessing significantly increases accuracy and evasion, making the blessed much more effective in combat.\n\nThis blessing will last for %s.
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actors.buffs.bless.desc=A great burst of focus, some say it is inspired by the gods.\n\nBlessing significantly increases accuracy and evasion, making the blessed much more effective in combat.\n\nTurns of bless remaining: %s.
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actors.buffs.blindness.name=Blinded
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actors.buffs.blindness.heromsg=You are blinded!
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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\nThe blindness will last for %s.
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actors.buffs.buff.1moreturn=1 more turn
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actors.buffs.buff.#moreturns=%s more turns
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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.
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actors.buffs.burning.name=Burning
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actors.buffs.burning.heromsg=You catch fire!
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actors.buffs.burning.burnsup=%s burns up!
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actors.buffs.burning.ondeath=You burned to death...
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actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinquished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nThe burning will last for %s, or until it is extinquished.
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actors.buffs.burning.desc=Few things are more distressing than being engulfed in flames.\n\nFire will deal damage every turn until it is put out by water or it expires. Fire can be extinquished by stepping into water, or from the splash of a shattering potion.\n\nAdditionally, the fire may ignite flammable terrain or items that it comes into contact with.\n\nTurns of burning remaining: %s.
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actors.buffs.charm.name=Charmed
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actors.buffs.charm.heromsg=You are charmed!
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actors.buffs.charm.desc=A charm is manipulative magic that can make enemies temporarily adore eachother.\n\nCharacters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however.\n\nThe charm will last for %s.
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actors.buffs.charm.desc=A charm is manipulative magic that can make enemies temporarily adore eachother.\n\nCharacters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however.\n\nTurns of charm remaining: %s.
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actors.buffs.chill.name=Chilled
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actors.buffs.chill.freezes=%s freezes!
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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 it's worst, this is equivalent to being slowed.\n\nThis chill will last for %s, and is currently reducing speed by %s%%
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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 it's worst, this is equivalent to being slowed.\n\nTurns of chill remaining: %s.\nSpeed is reduced by: %s%%
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actors.buffs.combo.name=Combo
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actors.buffs.combo.combo=%d hit combo!
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actors.buffs.combo.desc=Through building momentum, the gladiator deals bonus damage.\n\nYour combo will keep building with quick attacks. The higher your combo gets, the faster your attacks will need to be. Failing to land a hit quickly enough will reset the combo.
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actors.buffs.combo.notenough=\n\nYour combo has not built up enough to give you bonus damage yet.
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actors.buffs.combo.bonusdmg=\n\nYour combo is currently giving you %f%% bonus damage.
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actors.buffs.combo.bonusdmg=\n\nCurrent combo bonus damage: %f%%.
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actors.buffs.corruption.name=Corrupted
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actors.buffs.corruption.desc=Corruption seeps into the essence of a being, twisting them against their former nature.\n\nCorrupted creatures will attack and aggravate 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.
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actors.buffs.cripple.name=Crippled
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actors.buffs.cripple.heromsg=You are crippled!
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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\nThis cripple will last for %s.
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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\Turns of cripple remaining: %s.
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actors.buffs.drowsy.name=Drowsy
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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 %s, the target will fall into a deep magical sleep.
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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.
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actors.buffs.earthimbue.name=Imbued with Earth
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actors.buffs.earthimbue.desc=You are imbued with the power of earth!\n\nAll physical attacks will command roots to lock the enemy in place while the effect lasts.\n\nYou are imbued for %s.
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actors.buffs.earthimbue.desc=You are imbued with the power of earth!\n\nAll physical attacks will command roots to lock the enemy in place while the effect lasts.\n\nTurns of earth imbue remaining: %s.
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actors.buffs.fireimbue.name=Imbued with Fire
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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\nYou are imbued for %s.
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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.
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actors.buffs.frost.name=Frozen
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actors.buffs.frost.freezes=%s freezes!
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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\nThe freeze will last for %s, or until the target takes damage.
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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.
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actors.buffs.fury.name=Furious
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actors.buffs.fury.heromsg=You become furious!
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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.
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actors.buffs.gasesimmunity.name=Immune to gases
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actors.buffs.gasesimmunity.desc=Some strange force is filtering out the air around you, it's not causing you any harm, but it blocks out everything but air so effectively you can't even smell anything!\n\nYou are immune to the effects of all gasses while this buff lasts.\n\nYou will be immune for %s.
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actors.buffs.gasesimmunity.desc=Some strange force is filtering out the air around you, it's not causing you any harm, but it blocks out everything but air so effectively you can't even smell anything!\n\nYou are immune to the effects of all gasses while this buff lasts.\n\nTurns of gas immunity remaining: %s.
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actors.buffs.hunger.hungry=Hungry
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actors.buffs.hunger.starving=Starving
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@ -108,13 +105,13 @@ actors.buffs.hunger.desc_intro_starving=You're so hungry it hurts.
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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!
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actors.buffs.invisibility.name=Invisible
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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\nThis invisibility will last for %s.
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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.
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actors.buffs.levitation.name=Levitating
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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\nYou are levitating for %s.
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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.
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actors.buffs.light.name=Illuminated
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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\nThe light will last for %s.
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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.
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actors.buffs.lockedfloor.name=Floor is Locked
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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.
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@ -126,7 +123,7 @@ actors.buffs.magicalsleep.wakeup=You wake up feeling refreshed and healthy.
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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.
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actors.buffs.mindvision.name=Mind vision
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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\nThe mind vision will last for %s.
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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.
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actors.buffs.ooze.name=Caustic ooze
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actors.buffs.ooze.heromsg=Caustic ooze eats your flesh. Wash it away!
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@ -135,47 +132,47 @@ actors.buffs.ooze.desc=This sticky acid clings to flesh, slowly melting it away.
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actors.buffs.paralysis.name=Paralysed
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actors.buffs.paralysis.heromsg=You are paralysed!
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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 also cause characters to snap out of paralysis.\n\nThis paralysis will last for %s, or until it is resisted through pain.
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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 also cause characters to snap out of paralysis.\n\nTurns of paralysis remaining: %s.
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actors.buffs.poison.name=Poisoned
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actors.buffs.poison.heromsg=You are poisoned!
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actors.buffs.poison.ondeath=You died from poison...
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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\nThis poison will last for %s.
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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.
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actors.buffs.recharging.name=Recharging
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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\nThe recharging will last for %s.
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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.
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actors.buffs.roots.name=Rooted
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actors.buffs.roots.heromsg=You can't move!
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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\nThe roots will last for %s.
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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.
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actors.buffs.shadows.name=Shadowmelded
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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.
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actors.buffs.slow.name=Slowed
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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\nThis slow will last for %s.
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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.
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actors.buffs.snipersmark.name=Sniper's mark
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actors.buffs.snipersmark.desc=The sniper is honed in on a nearby target, gaining increased attack speed and armor penetration while attacking it.\n\nThe sniper will remain honed in until she switches targets, stops attacking, or the target dies.
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actors.buffs.soulmark.name=Soul Marked
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actors.buffs.soulmark.desc=The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage.\n\nThis mark will last for %s.
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actors.buffs.soulmark.desc=The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage.\n\nTurns of soul mark remaining: %s.
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actors.buffs.terror.name=Terrified
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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 is enough to break this effect, however.\n\nThis terror will last for %s, or until the target takes damage.
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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 is enough to break this effect, however.\n\nTurns of terror remaining: %s.
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actors.buffs.toxicimbue.name=Imbued with Toxicity
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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\nYou are imbued for %s.
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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.
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actors.buffs.venom.name=Venomed
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actors.buffs.venom.desc=Venom is a extremely caustic and dangerous poison.\n\nUnlike poison, whose damage lowers over time, venom does increasing damage the longer it stays on a target.\n\nThis venom will last for %s, and is currently dealing %d damage.
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actors.buffs.venom.desc=Venom is a extremely caustic and dangerous poison.\n\nUnlike poison, whose damage lowers over time, venom does increasing damage the longer it stays on a target.\n\nTurns of venom remaining: %s.\nCurrent venom damage: %d.
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actors.buffs.vertigo.name=Vertigo
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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\nThis Vertigo effect with last for %s.
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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.
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actors.buffs.weakness.name=Weakened
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actors.buffs.weakness.heromsg=You feel weakened!
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actors.buffs.weakness.desc=Your gear suddenly feels a lot heavier.\n\nWeakening magic is affecting you, reducing your effective strength by 2 points.\n\nThis weakness will last for %s.
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actors.buffs.weakness.desc=Your gear suddenly feels a lot heavier.\n\nWeakening magic is affecting you, reducing your effective strength by 2 points.\n\nTurns of weakness remaining: %s.
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@ -20,7 +20,7 @@ items.armor.glyphs.stench.name=%s of stench
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items.armor.glyphs.viscosity.name=%s of viscosity
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items.armor.glyphs.viscosity.deferred=deferred %d
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items.armor.glyphs.viscosity$defereddamage.name=Deferred damage
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items.armor.glyphs.viscosity$defereddamage.desc=While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.\n\nDamage is being dealt to you over time instead of immediately. You will take one damage per turn until there is no damage left.\n\nThere is %d deferred damage left.
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items.armor.glyphs.viscosity$defereddamage.desc=While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.\n\nDamage is being dealt to you over time instead of immediately. You will take one damage per turn until there is no damage left.\n\nDeferred damage remaining: %d.
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@ -93,7 +93,7 @@ items.artifacts.capeofthorns$thorns.inert=Your Cape becomes inert again.
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items.artifacts.capeofthorns$thorns.radiating=Your Cape begins radiating energy, you feel protected!
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items.artifacts.capeofthorns$thorns.levelup=Your Cape grows stronger!
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items.artifacts.capeofthorns$thorns.name=Thorns
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items.artifacts.capeofthorns$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\nYour cape will continue radiating energy for %s.
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items.artifacts.capeofthorns$thorns.desc=Your cape is radiating energy, surrounding you in a field of deflective force!\n\nAll damage you receive is reduced while the thorns effect is active. Additionally, if the attacker is next to you, the reduced amount is deflected back at the attacker.\n\nTurns of thorns remaining: %s.
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items.artifacts.chaliceofblood.name=chalice of blood
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items.artifacts.chaliceofblood.yes=Yes, I know what I'm doing
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@ -15,7 +15,7 @@ plants.earthroot.name=Earthroot
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plants.earthroot.desc=When a creature touches an Earthroot, its roots create a kind of immobile natural armor around it.
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plants.earthroot$seed.name=seed of earthroot
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plants.earthroot$armor.name=Herbal armor
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plants.earthroot$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 absorb 50%% of all physical damage you take, until it eventually runs out of durability and collapses. The armor is also immobile, if you attempt to move it will break apart and be lost.\n\nThe herbal armor can absorb %d more damage before breaking.
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plants.earthroot$armor.desc=A kind of natural, immobile armor is protecting you. The armor forms plates of bark and twine, wrapping around your body.\n\nThis herbal armor will absorb 50%% of all physical damage you take, until it eventually runs out of durability and collapses. The armor is also immobile, if you attempt to move it will break apart and be lost.\n\nArmor remaining: %d.
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plants.fadeleaf.name=Fadeleaf
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plants.fadeleaf.desc=Touching a Fadeleaf will teleport any creature to a random place on the current level.
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@ -53,4 +53,4 @@ plants.sungrass.name=Sungrass
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plants.sungrass.desc=Sungrass is renowned for its sap's slow but effective healing properties.
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||||
plants.sungrass$seed.name=seed of sungrass
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||||
plants.sungrass$health.name=Herbal Healing
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||||
plants.sungrass$health.desc=Sungrass possesses excellent healing properties, though its not as fast as a potion of healing.\n\nYou are current slowly regenerating health from the sungrass plant. Taking damage while healing will reduce the healing effectiveness, and moving off the plant will break the healing effect.\n\nYou can heal for %d more health, or until your health is full.
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||||
plants.sungrass$health.desc=Sungrass possesses excellent healing properties, though its not as fast as a potion of healing.\n\nYou are current slowly regenerating health from the sungrass plant. Taking damage while healing will reduce the healing effectiveness, and moving off the plant will break the healing effect.\n\nHealing remaining: %d.
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Loading…
Reference in New Issue
Block a user