Fixed Less Question
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@ -279,8 +279,8 @@ paswordbadges$badge.reset_day.desc=携带神秘生物的遗物离开地牢,完
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paswordbadges$badge.take_item.title=宝藏探索者
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paswordbadges$badge.take_item.title=宝藏探索者
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paswordbadges$badge.take_item.desc=获得宝藏迷宫的三个隐藏宝藏,切记,对决不是拟态王的本意。
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paswordbadges$badge.take_item.desc=获得宝藏迷宫的三个隐藏宝藏,切记,对决不是拟态王的本意。
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paswordbadges$badge.allcs.title=履险蹈危
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paswordbadges$badge.allcsx.title=履险蹈危
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paswordbadges$badge.allcs.desc=开启13项以上挑战通关,你就是传说中的救世主吗?
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paswordbadges$badge.allcsx.desc=开启13项以上挑战通关,看来你已准备好踏上新的征途……
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paswordbadges$badge.big_x.title=突变风波
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paswordbadges$badge.big_x.title=突变风波
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paswordbadges$badge.big_x.desc=基因突变开启通关!你见证了地牢的突变体,同时也看见了玩火必自焚的道理……\n\n_奖励:0层随机护甲(四大基座上)_
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paswordbadges$badge.big_x.desc=基因突变开启通关!你见证了地牢的突变体,同时也看见了玩火必自焚的道理……\n\n_奖励:0层随机护甲(四大基座上)_
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@ -506,6 +506,9 @@ conducts.bossrush_desc=被你击败过多次的首领们熟识了英雄的技能
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conducts.moneyletgo=黄金时代
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conducts.moneyletgo=黄金时代
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conducts.moneyletgo_desc=地牢终于赶上了淘金热的时代,在这个金钱的时代,地牢中几乎所有东西都被明码标价。商人们因此赚的盆满钵满,所以他们打算商店打5折。\n然而,金钱的背后是利益的驱使,她已知晓地牢的现状,现在怪物都会可能额外掉落金币,随着地牢的深入,该项能力越来越弱。\n\n-_深度调查模式仅可选择一种模式游玩。且无法计入多挑徽章中。_
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conducts.moneyletgo_desc=地牢终于赶上了淘金热的时代,在这个金钱的时代,地牢中几乎所有东西都被明码标价。商人们因此赚的盆满钵满,所以他们打算商店打5折。\n然而,金钱的背后是利益的驱使,她已知晓地牢的现状,现在怪物都会可能额外掉落金币,随着地牢的深入,该项能力越来越弱。\n\n-_深度调查模式仅可选择一种模式游玩。且无法计入多挑徽章中。_
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conducts.seadlc=沧溟与湛蓝遗迹(DLC)
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conducts.seadlc_desc= 自冒险家们调查地牢以来,我们经历了诸多事件。\n但世界之广袤,地牢只是其中一个很小的区域。除开地牢自身的重重谜团,世界上仍然有很多未解之事等待我们去揭晓。我们接到了来自霜落帝国的委托,我们将前往远处的大海深处调查有关于湛蓝遗迹的事情。\n相传这里是某位魔女的沉睡之地。废弃的遗址已没入深海,原有的活物已被深海居民吞噬殆尽。这里暗涛汹涌,危机四伏。
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windows.wnddlcx.title=难度选择-Beta
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windows.wnddlcx.title=难度选择-Beta
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difficulty.null=默认难度(一般)
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difficulty.null=默认难度(一般)
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difficulty.easy=简单
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difficulty.easy=简单
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@ -121,7 +121,7 @@ public abstract class ChampionEnemy extends Buff {
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} else if (randomNumber < 10) {
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} else if (randomNumber < 10) {
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buffCls = ChampionEnemy.Bomber.class;
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buffCls = ChampionEnemy.Bomber.class;
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} else {
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} else {
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switch (randomNumber % 6) {
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switch (randomNumber % 5) {
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case 0: default:
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case 0: default:
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buffCls = ChampionEnemy.Small.class;
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buffCls = ChampionEnemy.Small.class;
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break;
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break;
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@ -134,9 +134,6 @@ public abstract class ChampionEnemy extends Buff {
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case 3:
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case 3:
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buffCls = ChampionEnemy.Sider.class;
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buffCls = ChampionEnemy.Sider.class;
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break;
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break;
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case 4:
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buffCls = ChampionEnemy.LongSider.class;
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break;
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}
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}
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}
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}
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@ -11,7 +11,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb;
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import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.Dart;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.TippedDart;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.TippedDart;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@ -103,8 +102,7 @@ public class DiedCrossBow extends LegendWeapon {
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if (target != null) {
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if (target != null) {
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final Ballistica shot = new Ballistica( curUser.pos, target, target);
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final Ballistica shot = new Ballistica( curUser.pos, target, target);
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int cell = shot.collisionPos;
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int cell = shot.collisionPos;
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Dart missile = Dungeon.hero.belongings.getItem(Dart.class);
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missile.quantity -= 5;
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if (Actor.findChar(target) != null) {
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if (Actor.findChar(target) != null) {
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QuickSlotButton.target(Actor.findChar(target));
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QuickSlotButton.target(Actor.findChar(target));
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} else {
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} else {
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@ -30,11 +30,6 @@ public class WndDLC extends Window {
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private boolean editable;
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private boolean editable;
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private ArrayList<IconButton> infos = new ArrayList<>();
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private ArrayList<IconButton> infos = new ArrayList<>();
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private ArrayList<ConduitBox> boxes = new ArrayList<>();
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private ArrayList<ConduitBox> boxes = new ArrayList<>();
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private ScrollPane pane;
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public WndDLC( Conducts.Conduct conduct, boolean editable){
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new WndDLC(new Conducts.ConductStorage(conduct), editable);
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}
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public WndDLC(Conducts.ConductStorage conducts, boolean editable ) {
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public WndDLC(Conducts.ConductStorage conducts, boolean editable ) {
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