Compare commits
3 Commits
Chriz76-pa
...
as3_migrat
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
62858836c1 | ||
|
|
cbb9254432 | ||
|
|
dc4f8e8590 |
86
.gitignore
vendored
Normal file
@@ -0,0 +1,86 @@
|
||||
### Android ###
|
||||
# Built application files
|
||||
*.apk
|
||||
*.ap_
|
||||
|
||||
# Files for the ART/Dalvik VM
|
||||
*.dex
|
||||
|
||||
# Java class files
|
||||
*.class
|
||||
|
||||
# Generated files
|
||||
bin/
|
||||
gen/
|
||||
out/
|
||||
|
||||
# Gradle files
|
||||
.gradle/
|
||||
build/
|
||||
|
||||
# Local configuration file (sdk path, etc)
|
||||
local.properties
|
||||
|
||||
# Proguard folder generated by Eclipse
|
||||
proguard/
|
||||
|
||||
# Log Files
|
||||
*.log
|
||||
|
||||
# Android Studio Navigation editor temp files
|
||||
.navigation/
|
||||
|
||||
# Android Studio captures folder
|
||||
captures/
|
||||
|
||||
# Built application files
|
||||
/*/build/
|
||||
|
||||
# Local configuration file (sdk path, etc)
|
||||
local.properties
|
||||
|
||||
### Gradle ###
|
||||
.gradle
|
||||
/build/
|
||||
|
||||
# Ignore Gradle GUI config
|
||||
gradle-app.setting
|
||||
|
||||
# Avoid ignoring Gradle wrapper jar file (.jar files are usually ignored)
|
||||
!gradle-wrapper.jar
|
||||
|
||||
# Cache of project
|
||||
.gradletasknamecache
|
||||
|
||||
# # Work around https://youtrack.jetbrains.com/issue/IDEA-116898
|
||||
# gradle/wrapper/gradle-wrapper.properties
|
||||
|
||||
# Signing files
|
||||
.signing/*.keystore
|
||||
!.signing/debug.keystore
|
||||
|
||||
# User-specific configurations
|
||||
.idea/libraries/
|
||||
.idea/workspace.xml
|
||||
.idea/tasks.xml
|
||||
.idea/.name
|
||||
.idea/compiler.xml
|
||||
.idea/copyright/profiles_settings.xml
|
||||
.idea/encodings.xml
|
||||
.idea/misc.xml
|
||||
.idea/modules.xml
|
||||
.idea/scopes/scope_settings.xml
|
||||
.idea/caches/build_file_checksums.ser
|
||||
.idea/caches/gradle_models.ser
|
||||
.idea/vcs.xml
|
||||
.idea/assetWizardSettings.xml
|
||||
*.iml
|
||||
|
||||
# OS-specific files
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
14
.idea/assetWizardSettings.xml
generated
Normal file
@@ -0,0 +1,14 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="WizardSettings">
|
||||
<option name="children">
|
||||
<map>
|
||||
<entry key="imageWizard">
|
||||
<value>
|
||||
<PersistentState />
|
||||
</value>
|
||||
</entry>
|
||||
</map>
|
||||
</option>
|
||||
</component>
|
||||
</project>
|
||||
29
.idea/codeStyles/Project.xml
generated
Normal file
@@ -0,0 +1,29 @@
|
||||
<component name="ProjectCodeStyleConfiguration">
|
||||
<code_scheme name="Project" version="173">
|
||||
<Objective-C-extensions>
|
||||
<file>
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Import" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Macro" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Typedef" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Enum" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Constant" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Global" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Struct" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="FunctionPredecl" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Function" />
|
||||
</file>
|
||||
<class>
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Property" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="Synthesize" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="InitMethod" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="StaticMethod" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="InstanceMethod" />
|
||||
<option name="com.jetbrains.cidr.lang.util.OCDeclarationKind" value="DeallocMethod" />
|
||||
</class>
|
||||
<extensions>
|
||||
<pair source="cpp" header="h" fileNamingConvention="NONE" />
|
||||
<pair source="c" header="h" fileNamingConvention="NONE" />
|
||||
</extensions>
|
||||
</Objective-C-extensions>
|
||||
</code_scheme>
|
||||
</component>
|
||||
15
.idea/gradle.xml
generated
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="GradleSettings">
|
||||
<option name="linkedExternalProjectsSettings">
|
||||
<GradleProjectSettings>
|
||||
<compositeConfiguration>
|
||||
<compositeBuild compositeDefinitionSource="SCRIPT" />
|
||||
</compositeConfiguration>
|
||||
<option name="distributionType" value="DEFAULT_WRAPPED" />
|
||||
<option name="externalProjectPath" value="$PROJECT_DIR$" />
|
||||
<option name="resolveModulePerSourceSet" value="false" />
|
||||
</GradleProjectSettings>
|
||||
</option>
|
||||
</component>
|
||||
</project>
|
||||
12
.idea/runConfigurations.xml
generated
Normal file
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="RunConfigurationProducerService">
|
||||
<option name="ignoredProducers">
|
||||
<set>
|
||||
<option value="org.jetbrains.plugins.gradle.execution.test.runner.AllInPackageGradleConfigurationProducer" />
|
||||
<option value="org.jetbrains.plugins.gradle.execution.test.runner.TestClassGradleConfigurationProducer" />
|
||||
<option value="org.jetbrains.plugins.gradle.execution.test.runner.TestMethodGradleConfigurationProducer" />
|
||||
</set>
|
||||
</option>
|
||||
</component>
|
||||
</project>
|
||||
BIN
.signing/debug.keystore
Normal file
@@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<classpath>
|
||||
<classpathentry kind="src" path="src"/>
|
||||
<classpathentry kind="src" path="gen"/>
|
||||
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
|
||||
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
|
||||
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
|
||||
<classpathentry kind="output" path="bin/classes"/>
|
||||
</classpath>
|
||||
16
AndorsTrail/.gitignore
vendored
@@ -1,16 +0,0 @@
|
||||
# Android ignores
|
||||
gen/
|
||||
bin/
|
||||
target/
|
||||
local.properties
|
||||
|
||||
#IntelliJ
|
||||
.idea/
|
||||
out/production/
|
||||
out/test/
|
||||
*.iws
|
||||
*.ipr
|
||||
|
||||
# Other
|
||||
.metadata
|
||||
.svn/
|
||||
@@ -1,33 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>AndorsTrail</name>
|
||||
<comment></comment>
|
||||
<projects>
|
||||
</projects>
|
||||
<buildSpec>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
</buildSpec>
|
||||
<natures>
|
||||
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
|
||||
<nature>org.eclipse.jdt.core.javanature</nature>
|
||||
</natures>
|
||||
</projectDescription>
|
||||
@@ -1,36 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<module type="JAVA_MODULE" version="4">
|
||||
<component name="EclipseModuleManager" forced_jdk="true">
|
||||
<conelement value="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK" />
|
||||
<conelement value="com.android.ide.eclipse.adt.LIBRARIES" />
|
||||
<src_description expected_position="1">
|
||||
<src_folder value="file://$MODULE_DIR$/src" expected_position="0" />
|
||||
<src_folder value="file://$MODULE_DIR$/gen" expected_position="1" />
|
||||
</src_description>
|
||||
</component>
|
||||
<component name="FacetManager">
|
||||
<facet type="android" name="Android">
|
||||
<configuration />
|
||||
</facet>
|
||||
</component>
|
||||
<component name="NewModuleRootManager" inherit-compiler-output="false">
|
||||
<output url="file://$MODULE_DIR$/bin/classes" />
|
||||
<exclude-output />
|
||||
<content url="file://$MODULE_DIR$">
|
||||
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
|
||||
<sourceFolder url="file://$MODULE_DIR$/gen" isTestSource="false" generated="true" />
|
||||
</content>
|
||||
<orderEntry type="inheritedJdk" />
|
||||
<orderEntry type="sourceFolder" forTests="false" />
|
||||
<orderEntry type="module-library">
|
||||
<library>
|
||||
<CLASSES>
|
||||
<root url="jar://$MODULE_DIR$/libs/android-support-v4.jar!/" />
|
||||
</CLASSES>
|
||||
<JAVADOC />
|
||||
<SOURCES />
|
||||
</library>
|
||||
</orderEntry>
|
||||
</component>
|
||||
</module>
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must be checked in Version Control Systems.
|
||||
#
|
||||
# To customize properties used by the Ant build system use,
|
||||
# "ant.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
|
||||
# Project target.
|
||||
target=android-28
|
||||
|
Before Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1017 B |
|
Before Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 63 KiB |
|
Before Width: | Height: | Size: 162 KiB |
|
Before Width: | Height: | Size: 24 KiB |
|
Before Width: | Height: | Size: 36 KiB |
|
Before Width: | Height: | Size: 3.4 KiB |
|
Before Width: | Height: | Size: 1.8 KiB |
|
Before Width: | Height: | Size: 627 B |
@@ -1,67 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"crushed",
|
||||
"iconID":"actorconditions_1:13",
|
||||
"name":"Crushed",
|
||||
"category":"physical",
|
||||
"isStacking":1,
|
||||
"roundEffect":{
|
||||
"visualEffectID":"redSplash",
|
||||
"increaseCurrentHP":{
|
||||
"min":-1,
|
||||
"max":-1
|
||||
}
|
||||
},
|
||||
"abilityEffect":{
|
||||
"increaseMaxHP":-5,
|
||||
"increaseDamageResistance":-2
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"head_wound",
|
||||
"iconID":"actorconditions_1:48",
|
||||
"name":"Head wound",
|
||||
"category":"physical",
|
||||
"roundEffect":{
|
||||
"increaseCurrentHP":{
|
||||
"min":-2,
|
||||
"max":-2
|
||||
}
|
||||
},
|
||||
"abilityEffect":{
|
||||
"increaseAttackChance":-20,
|
||||
"increaseBlockChance":-20
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"mermaid_scale",
|
||||
"iconID":"actorconditions_1:22",
|
||||
"name":"Mermaid curse",
|
||||
"category":"spiritual",
|
||||
"roundEffect":{
|
||||
"increaseCurrentHP":{
|
||||
"min":-1,
|
||||
"max":0
|
||||
}
|
||||
},
|
||||
"abilityEffect":{
|
||||
"increaseAttackChance":-20,
|
||||
"increaseMaxHP":-15,
|
||||
"increaseMaxAP":-3,
|
||||
"increaseBlockChance":-10,
|
||||
"increaseDamageResistance":-1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"increased_defense",
|
||||
"iconID":"actorconditions_1:107",
|
||||
"name":"Increased defense",
|
||||
"category":"physical",
|
||||
"isPositive":1,
|
||||
"abilityEffect":{
|
||||
"increaseMaxHP":0,
|
||||
"increaseBlockChance":15,
|
||||
"increaseDamageResistance":2
|
||||
}
|
||||
}
|
||||
]
|
||||
@@ -1,61 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"guild03_restingAC",
|
||||
"iconID":"actorconditions_omi1:0",
|
||||
"name":"Resting",
|
||||
"category":"physical",
|
||||
"isPositive":1,
|
||||
"roundEffect":{
|
||||
"visualEffectID":"blueSwirl",
|
||||
"increaseCurrentHP":{
|
||||
"min":100,
|
||||
"max":100
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_concentration",
|
||||
"iconID":"actorconditions_1:106",
|
||||
"name":"Concentration",
|
||||
"category":"mental",
|
||||
"isPositive":1,
|
||||
"abilityEffect":{
|
||||
"increaseAttackChance":10,
|
||||
"increaseCriticalSkill":10,
|
||||
"increaseBlockChance":10
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_combo",
|
||||
"iconID":"actorconditions_1:108",
|
||||
"name":"Combo",
|
||||
"category":"physical",
|
||||
"isPositive":1,
|
||||
"isStacking":1,
|
||||
"fullRoundEffect":{
|
||||
"visualEffectID":"blueSwirl"
|
||||
},
|
||||
"abilityEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":0,
|
||||
"max":1
|
||||
},
|
||||
"increaseAttackCost":-1,
|
||||
"increaseCriticalSkill":2
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"carrying_ambelie",
|
||||
"iconID":"actorconditions_omi1:1",
|
||||
"name":"Carrying Ambelie",
|
||||
"category":"physical",
|
||||
"abilityEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":-1,
|
||||
"max":-1
|
||||
},
|
||||
"increaseMoveCost":2,
|
||||
"increaseAttackCost":2
|
||||
}
|
||||
}
|
||||
]
|
||||
@@ -1,749 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"umar_select_1",
|
||||
"replies":[
|
||||
{
|
||||
"nextPhraseID":"umar_return_1",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"andor",
|
||||
"value":51
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"nextPhraseID":"umar_novisit_1"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_return_1",
|
||||
"message":"Hello again, my friend.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"Do you have any tasks for me?",
|
||||
"nextPhraseID":"umar_guild04_0",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"factionScore",
|
||||
"requireID":"ThievesGuild",
|
||||
"value":20
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Are you going to tell me about the key?",
|
||||
"nextPhraseID":"umar_guild03_27c",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":45
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":50,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Crackshot is dead.",
|
||||
"nextPhraseID":"umar_guild03_25",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":40
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":45,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"What am I supposed to do again?",
|
||||
"nextPhraseID":"umar_guild03_20",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":10
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":40,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"What are your plans for the traitors?",
|
||||
"nextPhraseID":"umar_guild03_14",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":5
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":10,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Can you continue with what you were telling me about the traitors?",
|
||||
"nextPhraseID":"umar_guild03_10c",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":4
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":5,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"We are supposed to talk about something.",
|
||||
"nextPhraseID":"umar_guild03_1",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":3
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":4,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"We were supposed to talk about something, right?",
|
||||
"nextPhraseID":"umar_guild02_26",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":76
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":75,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":1,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"We were supposed to talk about something, right?",
|
||||
"nextPhraseID":"umar_guild02_26",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":75
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves03",
|
||||
"value":1,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"I've finally finished the job.",
|
||||
"nextPhraseID":"umar_guild02_22",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questLatestProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":75,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":70
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"What am I suppossed to do again?",
|
||||
"nextPhraseID":"umar_guild02_21",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":40
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":45,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"What am I supposed to do with the noblewoman?",
|
||||
"nextPhraseID":"umar_guild02_20",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":35
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":40,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"What am I supposed to do with the noblewoman?",
|
||||
"nextPhraseID":"umar_guild02_19",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":30
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":35,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"I have to talk to you about the noblewoman.",
|
||||
"nextPhraseID":"umar_guild02_28",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":24
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":21
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":20,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":30,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":76,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"I have brought the hostage.",
|
||||
"nextPhraseID":"umar_guild02_16",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":20
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":30,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":21,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":24,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Anything more about my new task?",
|
||||
"nextPhraseID":"umar_guild02_15",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":6
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":15,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Anything more about my new task?",
|
||||
"nextPhraseID":"umar_guild02_10",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questLatestProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":2
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":4,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Anything more about my new task?",
|
||||
"nextPhraseID":"umar_guild02_13",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questLatestProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":4
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":6,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":15,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Troublemaker sent me. I have finished the job.",
|
||||
"nextPhraseID":"umar_guild02_1",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questLatestProgress",
|
||||
"requireID":"Thieves01",
|
||||
"value":60
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves02",
|
||||
"value":2,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"Hello.",
|
||||
"nextPhraseID":"umar_return_2"
|
||||
},
|
||||
{
|
||||
"text":"Nice to meet you. Goodbye.",
|
||||
"nextPhraseID":"X"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_return_2",
|
||||
"message":"Anything else I can help you with?",
|
||||
"replies":[
|
||||
{
|
||||
"text":"Can you repeat what you said about Andor?",
|
||||
"nextPhraseID":"umar_5"
|
||||
},
|
||||
{
|
||||
"text":"Nice to meet you. Goodbye.",
|
||||
"nextPhraseID":"X"
|
||||
},
|
||||
{
|
||||
"text":"Yes, I want to know more about the Thieves' Guild.",
|
||||
"nextPhraseID":"umar_guild_1",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"bucus",
|
||||
"value":100,
|
||||
"negate":false
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves01",
|
||||
"value":5,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"text":"I've been thinking about joining the guild.",
|
||||
"nextPhraseID":"umar_guild_4b",
|
||||
"requires":[
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves01",
|
||||
"value":5
|
||||
},
|
||||
{
|
||||
"requireType":"questProgress",
|
||||
"requireID":"Thieves01",
|
||||
"value":10,
|
||||
"negate":true
|
||||
},
|
||||
{
|
||||
"requireType":"questLatestProgress",
|
||||
"requireID":"Thieves01",
|
||||
"value":60,
|
||||
"negate":true
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_novisit_1",
|
||||
"message":"Hello. How did your search go?",
|
||||
"replies":[
|
||||
{
|
||||
"text":"What search?",
|
||||
"nextPhraseID":"umar_2"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_2",
|
||||
"message":"Last time we talked, you asked for the way to Lodar's Hideaway. Did you find it?",
|
||||
"replies":[
|
||||
{
|
||||
"text":"We have never met.",
|
||||
"nextPhraseID":"umar_3"
|
||||
},
|
||||
{
|
||||
"text":"You must have me confused with my brother Andor. We look very much alike.",
|
||||
"nextPhraseID":"umar_4"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_3",
|
||||
"message":"Oh. I must have you confused with someone else.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"My brother Andor and I look very much alike.",
|
||||
"nextPhraseID":"umar_4"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_4",
|
||||
"message":"Really? Never mind I said anything then.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"I guess that means that Andor was here. What was he doing?",
|
||||
"nextPhraseID":"umar_5"
|
||||
}
|
||||
],
|
||||
"rewards":[
|
||||
{
|
||||
"rewardType":"questProgress",
|
||||
"rewardID":"andor",
|
||||
"value":51
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_5",
|
||||
"message":"He came here a while ago, asking a lot of questions about what relation the Thieves' Guild has to the Shadow and to the royal guard in Feygard.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_6"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_6",
|
||||
"message":"We in the Thieves' Guild really don't care much for the Shadow. Nor do we care for the royal guard.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_7"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_7",
|
||||
"message":"We try to be above their bickering and differences. They may fight as much as they want, but the Thieves' Guild will outlive them all.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"What differences?",
|
||||
"nextPhraseID":"umar_conflict_1"
|
||||
},
|
||||
{
|
||||
"text":"Tell me more about what Andor asked for.",
|
||||
"nextPhraseID":"umar_andor_1"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_1",
|
||||
"message":"Where have you been the last couple of years? Don't you know of the brewing conflict?",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_2"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_2",
|
||||
"message":"The royal guard, led by Lord Geomyr in Feygard, are trying to ward off the recent increase in illegal activities, and are therefore imposing more restrictions on what is or is not allowed.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_3"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_3",
|
||||
"message":"The priests of the Shadow, mostly seated in Nor City, are opposed to the new restrictions, saying that they limit the ways that they can please the Shadow.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_4"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_4",
|
||||
"message":"In turn, the rumor is that the priests of the Shadow are planning to overthrow Lord Geomyr and his forces.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_5"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_5",
|
||||
"message":"Also, the rumor is that the priests of the Shadow are still doing their rituals, despite the fact that most of the rituals have been banned.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_6"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_6",
|
||||
"message":"Lord Geomyr and his royal guard on the other hand, are still trying their best to rule in a way that they feel is fair.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_conflict_7"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_conflict_7",
|
||||
"message":"We in the Thieves' Guild try not to get involved in the conflict. Our business is so far unaffected by all of this.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"Thank you for telling me.",
|
||||
"nextPhraseID":"umar_return_2"
|
||||
},
|
||||
{
|
||||
"text":"Whatever, that doesn't concern me.",
|
||||
"nextPhraseID":"umar_return_2"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_andor_1",
|
||||
"message":"He asked me for my support, and asked about how to find Lodar.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"Who is Lodar?",
|
||||
"nextPhraseID":"umar_andor_2"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_andor_2",
|
||||
"message":"Lodar? He is one of the famous potion makers from the old days. The Thieves' Guild has requested his services many times before. He can make all sorts of strong sleeping potions, healing potions and cures.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_andor_3"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_andor_3",
|
||||
"message":"But his specialty is, of course, his poisons. His poison can harm even the largest of monsters.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"What would Andor want with him?",
|
||||
"nextPhraseID":"umar_andor_4"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_andor_4",
|
||||
"message":"I don't know. Maybe he was looking for a potion.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"So, where can I find this Lodar?",
|
||||
"nextPhraseID":"umar_lodar_1"
|
||||
}
|
||||
],
|
||||
"rewards":[
|
||||
{
|
||||
"rewardType":"questProgress",
|
||||
"rewardID":"andor",
|
||||
"value":55
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_1",
|
||||
"message":"I really shouldn't tell you. How to get to him is one of our closely guarded secrets in the guild. His hideaway is only reachable by our members.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_lodar_2"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_2",
|
||||
"message":"However, I heard that you helped us find the key of Luthor. This is something we have been trying to get for a long time.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_lodar_3"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_3",
|
||||
"message":"OK, I'll tell you how to get to Lodar's Hideaway. But you have to promise to keep it a secret. Do not tell anyone. Not even those that appear to be members of the Thieves' Guild.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"OK, I'll promise to keep it a secret.",
|
||||
"nextPhraseID":"umar_lodar_4"
|
||||
},
|
||||
{
|
||||
"text":"I can't give any guarantees, but I will try.",
|
||||
"nextPhraseID":"umar_lodar_4"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_4",
|
||||
"message":"Good. The thing is, you not only need to find the place itself, but you also need to utter the correct words to be allowed entry by the guardian.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_lodar_5"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_5",
|
||||
"message":"The only one that understands the language of the guardian is the old man Ogam in Vilegard.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_lodar_6"
|
||||
}
|
||||
],
|
||||
"rewards":[
|
||||
{
|
||||
"rewardType":"questProgress",
|
||||
"rewardID":"lodar",
|
||||
"value":10
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_lodar_6",
|
||||
"message":"You should travel to the town of Vilegard and find Ogam. He can help you get the right words to enter Lodar's Hideaway.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"How do I get to Vilegard?",
|
||||
"nextPhraseID":"umar_vilegard_1"
|
||||
},
|
||||
{
|
||||
"text":"Thank you. There was something else I wanted to talk about.",
|
||||
"nextPhraseID":"umar_return_2"
|
||||
},
|
||||
{
|
||||
"text":"Thank you, goodbye.",
|
||||
"nextPhraseID":"X"
|
||||
}
|
||||
],
|
||||
"rewards":[
|
||||
{
|
||||
"rewardType":"questProgress",
|
||||
"rewardID":"lodar",
|
||||
"value":15
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"umar_vilegard_1",
|
||||
"message":"You travel southeast from Fallhaven. When you reach the main road and the Foaming Flask tavern, head south. It's not very far to the southeast from here.",
|
||||
"replies":[
|
||||
{
|
||||
"text":"N",
|
||||
"nextPhraseID":"umar_return_2"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,392 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"arulirskin",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"70",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":12
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"meat",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"hair",
|
||||
"chance":"10",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"arulir_skin",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave_secretloot",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem4",
|
||||
"chance":"80",
|
||||
"quantity":{
|
||||
"min":5,
|
||||
"max":10
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gem5",
|
||||
"chance":"70",
|
||||
"quantity":{
|
||||
"min":5,
|
||||
"max":10
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":100,
|
||||
"max":1000
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gem3",
|
||||
"chance":"90",
|
||||
"quantity":{
|
||||
"min":5,
|
||||
"max":10
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave1_loot1",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":100,
|
||||
"max":300
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"shirt1",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"ring1",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave1_loot2",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"rusted_iron_sword",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":3
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"shield_cracked_wooden",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gem1",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem3",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gem2",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem3",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gem3",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem4",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gem4",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem3",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gem5",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gem5",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_gornaud",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"70",
|
||||
"quantity":{
|
||||
"min":5,
|
||||
"max":80
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"hair",
|
||||
"chance":"10",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_blue",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_red",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"meat",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"hunters_sword",
|
||||
"chance":"1/10000",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_demonic",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"arulir_skin",
|
||||
"chance":"10",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"70",
|
||||
"quantity":{
|
||||
"min":10,
|
||||
"max":60
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"hunters_sword",
|
||||
"chance":"1/1000",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_blue",
|
||||
"chance":"3",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_red",
|
||||
"chance":"3",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulir_leader",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"arulir_skin",
|
||||
"chance":"90",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"70",
|
||||
"quantity":{
|
||||
"min":20,
|
||||
"max":80
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_blue",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"crystal_red",
|
||||
"chance":"5",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"flail_giant",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"haub_giant",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"bernhar_shop",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"arulir_cap",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"arulir_boots",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"lonely_wolf",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"20",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":5
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"meat2",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"hair",
|
||||
"chance":"20",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,205 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"Feygard_scout",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"Fanamor_journal",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"feygard_iron_dagger",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gem3",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":3
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"guildbrig_2",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"boots1",
|
||||
"chance":"50",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"bone",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":6
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"75",
|
||||
"quantity":{
|
||||
"min":5,
|
||||
"max":55
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"ring_dmg1",
|
||||
"chance":"50",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"guildbrig_1",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"meat2",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":3
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":10
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"drop_g03_rebthief_1",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"shield1",
|
||||
"chance":"20",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gem2",
|
||||
"chance":"50",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":2
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"boots1",
|
||||
"chance":"20",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"75",
|
||||
"quantity":{
|
||||
"min":25,
|
||||
"max":50
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"dagger0",
|
||||
"chance":"25",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"g04_package1",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"g04_package",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"drop_g03_rebthief_2",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"shield3",
|
||||
"chance":"40",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"ironsword1",
|
||||
"chance":"60",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"drop_g03_crackshot",
|
||||
"items":[
|
||||
{
|
||||
"itemID":"gold",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":10,
|
||||
"max":125
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"armour_leather_villain",
|
||||
"chance":"20",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"sword_g03_crackshot",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"itemID":"g03_luthor",
|
||||
"chance":"100",
|
||||
"quantity":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,15 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"healing",
|
||||
"name":"Healing item",
|
||||
"actionType":"use",
|
||||
"size":"none"
|
||||
},
|
||||
{
|
||||
"id":"gauntlet",
|
||||
"name":"Gauntlet",
|
||||
"actionType":"equip",
|
||||
"size":"light",
|
||||
"inventorySlot":"hand"
|
||||
}
|
||||
]
|
||||
@@ -1,9 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"whip",
|
||||
"name":"Whip",
|
||||
"actionType":"equip",
|
||||
"size":"std",
|
||||
"inventorySlot":"weapon"
|
||||
}
|
||||
]
|
||||
@@ -1,143 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"crystal_blue",
|
||||
"iconID":"items_misc:31",
|
||||
"name":"Blue Crystals",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":5,
|
||||
"category":"gem",
|
||||
"description":"Some blue shimmering crystals."
|
||||
},
|
||||
{
|
||||
"id":"crystal_red",
|
||||
"iconID":"items_misc:34",
|
||||
"name":"Red Crystals",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":4,
|
||||
"category":"gem",
|
||||
"description":"Some red shimmering crystals."
|
||||
},
|
||||
{
|
||||
"id":"hunters_sword",
|
||||
"iconID":"items_misc_5:42",
|
||||
"name":"Hunters Sword",
|
||||
"displaytype":"extraordinary",
|
||||
"category":"lsword",
|
||||
"description":"When venery is your game, you need a superior sword.",
|
||||
"equipEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":2,
|
||||
"max":8
|
||||
},
|
||||
"increaseAttackCost":4,
|
||||
"increaseAttackChance":25
|
||||
},
|
||||
"hitEffect":{
|
||||
"increaseCurrentAP":{
|
||||
"min":1,
|
||||
"max":1
|
||||
}
|
||||
},
|
||||
"killEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"rage_minor",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"10"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"lava_rock_hot",
|
||||
"iconID":"items_misc_3:102",
|
||||
"name":"Fierce Lava Rock",
|
||||
"category":"other",
|
||||
"description":"It's burning through your clothes"
|
||||
},
|
||||
{
|
||||
"id":"lava_rock_cold",
|
||||
"iconID":"items_misc:13",
|
||||
"name":"Cold Lava Rock",
|
||||
"category":"other",
|
||||
"description":"A cold piece of magma"
|
||||
},
|
||||
{
|
||||
"id":"arulir_cap",
|
||||
"iconID":"items_misc_4:4",
|
||||
"name":"Rockfall deflecting cap",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":80,
|
||||
"category":"hd_cloth"
|
||||
},
|
||||
{
|
||||
"id":"arulir_boots",
|
||||
"iconID":"items_armours:28",
|
||||
"name":"Sure step boots",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":120,
|
||||
"category":"feet_lthr"
|
||||
},
|
||||
{
|
||||
"id":"silver_bar",
|
||||
"iconID":"items_misc:8",
|
||||
"name":"Silver bar",
|
||||
"displaytype":"ordinary",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":319,
|
||||
"category":"gem",
|
||||
"description":"A small bar made of silver."
|
||||
},
|
||||
{
|
||||
"id":"flail_giant",
|
||||
"iconID":"items_misc_6:16",
|
||||
"name":"Giant's flail",
|
||||
"displaytype":"extraordinary",
|
||||
"category":"mace",
|
||||
"description":"This is a very heavy weapon!",
|
||||
"equipEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":11,
|
||||
"max":40
|
||||
},
|
||||
"increaseAttackCost":14,
|
||||
"increaseAttackChance":20,
|
||||
"increaseCriticalSkill":5,
|
||||
"setCriticalMultiplier":3.0
|
||||
},
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"dazed",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"20"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"haub_giant",
|
||||
"iconID":"items_tometik2:44",
|
||||
"name":"Giant's hauberk",
|
||||
"displaytype":"extraordinary",
|
||||
"category":"bdy_hv",
|
||||
"equipEffect":{
|
||||
"increaseMaxHP":3,
|
||||
"increaseAttackCost":1,
|
||||
"increaseBlockChance":23,
|
||||
"increaseDamageResistance":1
|
||||
},
|
||||
"hitReceivedEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"increased_defense",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"15"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
]
|
||||
@@ -1,8 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"stuffed_rat",
|
||||
"iconID":"items_misc:13",
|
||||
"name":"Stuffed rat from Andor",
|
||||
"category":"other"
|
||||
}
|
||||
]
|
||||
@@ -1,174 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"Dunla_journal",
|
||||
"iconID":"items_books:4",
|
||||
"name":"Dunla's Journal",
|
||||
"displaytype":"quest",
|
||||
"category":"other"
|
||||
},
|
||||
{
|
||||
"id":"Fanamor_journal",
|
||||
"iconID":"items_books:4",
|
||||
"name":"Fanamor's Journal",
|
||||
"displaytype":"quest",
|
||||
"category":"other"
|
||||
},
|
||||
{
|
||||
"id":"Leta_journal",
|
||||
"iconID":"items_books:4",
|
||||
"name":"Leta's Journal",
|
||||
"displaytype":"quest",
|
||||
"category":"other"
|
||||
},
|
||||
{
|
||||
"id":"feygard_iron_dagger",
|
||||
"iconID":"items_weapons:14",
|
||||
"name":"Feygard iron dagger",
|
||||
"displaytype":"ordinary",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":567,
|
||||
"category":"dagger",
|
||||
"equipEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":2,
|
||||
"max":5
|
||||
},
|
||||
"increaseReequipCost":0,
|
||||
"increaseAttackCost":4,
|
||||
"increaseAttackChance":15,
|
||||
"increaseCriticalSkill":10,
|
||||
"increaseBlockChance":2,
|
||||
"setCriticalMultiplier":2.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"bandage",
|
||||
"iconID":"items_misc:53",
|
||||
"name":"Bandage",
|
||||
"displaytype":"quest",
|
||||
"baseMarketCost":256,
|
||||
"category":"healing",
|
||||
"useEffect":{
|
||||
"increaseCurrentHP":{
|
||||
"min":12,
|
||||
"max":24
|
||||
},
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"bleeding_wound",
|
||||
"magnitude":-99,
|
||||
"chance":"100"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"guildbrigK",
|
||||
"iconID":"items_misc:21",
|
||||
"name":"Guild brig key",
|
||||
"displaytype":"quest",
|
||||
"category":"other",
|
||||
"description":""
|
||||
},
|
||||
{
|
||||
"id":"meat2",
|
||||
"iconID":"items_consumables_omi1:0",
|
||||
"name":"Rotten meat",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":0,
|
||||
"category":"food",
|
||||
"description":"Even fly larvae have died eating this.",
|
||||
"useEffect":{
|
||||
|
||||
|
||||
"increaseCurrentHP":{
|
||||
"min":-15,
|
||||
"max":-10
|
||||
},
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"foodp",
|
||||
"magnitude":5,
|
||||
"duration":10,
|
||||
"chance":"100"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g04_package",
|
||||
"iconID":"items_g03_package_omi1:0",
|
||||
"name":"Suspicious package",
|
||||
"displaytype":"quest",
|
||||
"category":"other",
|
||||
"description":"This box has a mark that you don't understand. Better not to open it."
|
||||
},
|
||||
{
|
||||
"id":"sword_g03_crackshot",
|
||||
"iconID":"items_weapons_2:2",
|
||||
"name":"Yatagan",
|
||||
"displaytype":"extraordinary",
|
||||
"category":"bsword",
|
||||
"description":"Crackshot's personal weapon",
|
||||
"equipEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":4,
|
||||
"max":12
|
||||
},
|
||||
"increaseMaxHP":0,
|
||||
"increaseAttackCost":5,
|
||||
"increaseAttackChance":19,
|
||||
"increaseCriticalSkill":10,
|
||||
"increaseBlockChance":0,
|
||||
"increaseDamageResistance":0,
|
||||
"setCriticalMultiplier":2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_luthor",
|
||||
"iconID":"items_misc:21",
|
||||
"name":"Key of Luthor",
|
||||
"displaytype":"quest",
|
||||
"category":"other",
|
||||
"description":"The ancient key has a bluish glow."
|
||||
},
|
||||
{
|
||||
"id":"g03_luthor2",
|
||||
"iconID":"items_misc:23",
|
||||
"name":"Blessed key of luthor",
|
||||
"displaytype":"quest",
|
||||
"category":"other",
|
||||
"description":"The curse has disappeared."
|
||||
},
|
||||
{
|
||||
"id":"g02_ambelie",
|
||||
"iconID":"items_necklaces_1:0",
|
||||
"name":"Sapphire Necklace",
|
||||
"displaytype":"quest",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":5000,
|
||||
"category":"neck",
|
||||
"description":"The jewelry that Ambelie gave me in exchange for her life.",
|
||||
"equipEffect":{
|
||||
"increaseMaxHP":5
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"gauntlet_omi2_1",
|
||||
"iconID":"items_weapons:23",
|
||||
"name":"Spiked Gloves",
|
||||
"displaytype":"ordinary",
|
||||
"hasManualPrice":1,
|
||||
"baseMarketCost":1994,
|
||||
"category":"gauntlet",
|
||||
"equipEffect":{
|
||||
"increaseAttackDamage":{
|
||||
"min":3,
|
||||
"max":4
|
||||
},
|
||||
"increaseAttackCost":4,
|
||||
"increaseAttackChance":9,
|
||||
"increaseBlockChance":11
|
||||
}
|
||||
}
|
||||
]
|
||||
@@ -1,324 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"arulir_3",
|
||||
"name":"Cave Arulir",
|
||||
"iconID":"monsters_arulirs:0",
|
||||
"maxHP":365,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":3,
|
||||
"max":22
|
||||
},
|
||||
"spawnGroup":"arulir_2",
|
||||
"droplistID":"arulir",
|
||||
"attackCost":5,
|
||||
"attackChance":80,
|
||||
"criticalSkill":44,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":28,
|
||||
"damageResistance":8,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"23"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"arulir_4",
|
||||
"name":"Giant Cave Arulir",
|
||||
"iconID":"monsters_arulirs:1",
|
||||
"maxHP":380,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":3,
|
||||
"max":22
|
||||
},
|
||||
"spawnGroup":"arulir_2",
|
||||
"droplistID":"arulir",
|
||||
"attackCost":5,
|
||||
"attackChance":80,
|
||||
"criticalSkill":44,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":28,
|
||||
"damageResistance":10,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"26"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"arulir_5",
|
||||
"name":"Golden Arulir",
|
||||
"iconID":"monsters_arulirs:12",
|
||||
"maxHP":403,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":4,
|
||||
"max":25
|
||||
},
|
||||
"spawnGroup":"arulir_3",
|
||||
"droplistID":"arulir",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"criticalSkill":50,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":28,
|
||||
"damageResistance":12,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"30"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"arulir_6",
|
||||
"name":"Giant Golden Arulir",
|
||||
"iconID":"monsters_arulirs:13",
|
||||
"maxHP":501,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":4,
|
||||
"max":27
|
||||
},
|
||||
"spawnGroup":"arulir_3",
|
||||
"droplistID":"arulir",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"criticalSkill":50,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":29,
|
||||
"damageResistance":13,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"30"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"arulir_8",
|
||||
"name":"Demonic Arulir",
|
||||
"iconID":"monsters_arulirs:14",
|
||||
"maxHP":750,
|
||||
"maxAP":10,
|
||||
"moveCost":10,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":4,
|
||||
"max":20
|
||||
},
|
||||
"spawnGroup":"arulir_4",
|
||||
"droplistID":"arulir_demonic",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"criticalSkill":50,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":32,
|
||||
"damageResistance":14,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"30"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"gornaud_4",
|
||||
"name":"Azurite Gornaud",
|
||||
"iconID":"monsters_rltiles2:28",
|
||||
"maxHP":390,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":7,
|
||||
"max":23
|
||||
},
|
||||
"spawnGroup":"gornaud_4",
|
||||
"droplistID":"arulir_gornaud",
|
||||
"attackCost":5,
|
||||
"attackChance":120,
|
||||
"blockChance":45,
|
||||
"damageResistance":9,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"dazed",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"25"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"gornaud_5",
|
||||
"name":"Garnet Gornaud",
|
||||
"iconID":"monsters_rltiles2:30",
|
||||
"maxHP":385,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":7,
|
||||
"max":23
|
||||
},
|
||||
"spawnGroup":"gornaud_4",
|
||||
"droplistID":"arulir_gornaud",
|
||||
"attackCost":5,
|
||||
"attackChance":120,
|
||||
"blockChance":45,
|
||||
"damageResistance":9,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"dazed",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"25"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"gornaud_6",
|
||||
"name":"Nephrite Gornaud",
|
||||
"iconID":"monsters_rltiles2:31",
|
||||
"maxHP":395,
|
||||
"maxAP":5,
|
||||
"moveCost":5,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":7,
|
||||
"max":23
|
||||
},
|
||||
"spawnGroup":"gornaud_4",
|
||||
"droplistID":"arulir_gornaud",
|
||||
"attackCost":5,
|
||||
"attackChance":120,
|
||||
"blockChance":45,
|
||||
"damageResistance":9,
|
||||
"hitEffect":{
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"dazed",
|
||||
"magnitude":1,
|
||||
"duration":3,
|
||||
"chance":"25"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"arulir_leader",
|
||||
"name":"Arulir Pack Leader",
|
||||
"iconID":"monsters_arulirs:8",
|
||||
"maxHP":1000,
|
||||
"unique":1,
|
||||
"monsterClass":"giant",
|
||||
"attackDamage":{
|
||||
"min":10,
|
||||
"max":20
|
||||
},
|
||||
"spawnGroup":"arulir_leader",
|
||||
"droplistID":"arulir_leader",
|
||||
"attackCost":5,
|
||||
"attackChance":125,
|
||||
"criticalSkill":55,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":35,
|
||||
"damageResistance":15,
|
||||
"hitEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"rage_minor",
|
||||
"magnitude":1,
|
||||
"duration":1,
|
||||
"chance":"50"
|
||||
}
|
||||
],
|
||||
"conditionsTarget":[
|
||||
{
|
||||
"condition":"stunned",
|
||||
"magnitude":1,
|
||||
"duration":4,
|
||||
"chance":"35"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"bernhar",
|
||||
"name":"Bernhar",
|
||||
"iconID":"monsters_ld1:18",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"bernhar",
|
||||
"droplistID":"bernhar_shop"
|
||||
},
|
||||
{
|
||||
"id":"tjure",
|
||||
"name":"Tjure",
|
||||
"iconID":"monsters_ld1:19",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"tjure"
|
||||
},
|
||||
{
|
||||
"id":"river_mermaid",
|
||||
"name":"Mermaid",
|
||||
"iconID":"monsters_rltiles2:5",
|
||||
"monsterClass":"humanoid"
|
||||
},
|
||||
{
|
||||
"id":"lonely_wolf",
|
||||
"name":"Ancient wolf",
|
||||
"iconID":"monsters_dogs:4",
|
||||
"maxHP":35,
|
||||
"maxAP":10,
|
||||
"moveCost":3,
|
||||
"unique":1,
|
||||
"monsterClass":"animal",
|
||||
"attackDamage":{
|
||||
"min":3,
|
||||
"max":6
|
||||
},
|
||||
"spawnGroup":"lonely_wolf",
|
||||
"droplistID":"lonely_wolf",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"blockChance":30
|
||||
}
|
||||
]
|
||||
@@ -1,74 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"burhczyd1",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd1"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd2",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd2"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd3",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd3"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd4",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd4"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd5",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd5"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd6",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd6"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd7",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd7"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd8",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd8"
|
||||
},
|
||||
{
|
||||
"id":"burhczyd9",
|
||||
"name":"Burhczyd",
|
||||
"iconID":"monsters_ld2:8",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"phraseID":"burhczyd9"
|
||||
}
|
||||
]
|
||||
@@ -1,211 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"feygard_scout",
|
||||
"name":"Feygard scout",
|
||||
"iconID":"monsters_omi1:0",
|
||||
"maxHP":83,
|
||||
"maxAP":10,
|
||||
"moveCost":5,
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"protectSpawn",
|
||||
"attackDamage":{
|
||||
"min":6,
|
||||
"max":11
|
||||
},
|
||||
"spawnGroup":"feygard_scout",
|
||||
"phraseID":"feygard_scout_3",
|
||||
"droplistID":"Feygard_scout",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"criticalSkill":25,
|
||||
"criticalMultiplier":2.5,
|
||||
"blockChance":95,
|
||||
"damageResistance":5
|
||||
},
|
||||
{
|
||||
"id":"Feygard_BG",
|
||||
"name":"Feygard barricade guard",
|
||||
"iconID":"monsters_rltiles3:14",
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"protectSpawn",
|
||||
"spawnGroup":"Feygard_BG",
|
||||
"phraseID":"Feygard_BG_selector"
|
||||
},
|
||||
{
|
||||
"id":"unknown",
|
||||
"name":"???",
|
||||
"iconID":"monsters_unknown:0"
|
||||
},
|
||||
{
|
||||
"id":"g03_deadpatrol_1",
|
||||
"name":"Dying patrol",
|
||||
"iconID":"monsters_rltiles3:14",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"none",
|
||||
"spawnGroup":"g03_deadpatrol_1",
|
||||
"phraseID":"guild03_deadpatrol1_select"
|
||||
},
|
||||
{
|
||||
"id":"g03_deadpatrol_2",
|
||||
"name":"Dying Patrol",
|
||||
"iconID":"monsters_rltiles3:14",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"spawnGroup":"g03_deadpatrol_2",
|
||||
"phraseID":"guild03_deadpatrol_2_1"
|
||||
},
|
||||
{
|
||||
"id":"guild03_rebthief_1",
|
||||
"name":"Rebelled thief",
|
||||
"iconID":"monsters_ld1:65",
|
||||
"maxHP":60,
|
||||
"moveCost":5,
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"helpOthers",
|
||||
"attackDamage":{
|
||||
"min":3,
|
||||
"max":8
|
||||
},
|
||||
"spawnGroup":"g03_thief_1",
|
||||
"faction":"rebthief_guild03_1",
|
||||
"phraseID":"rebthief_guild03_1",
|
||||
"droplistID":"drop_g03_rebthief_1",
|
||||
"attackCost":5,
|
||||
"attackChance":105,
|
||||
"criticalSkill":10,
|
||||
"criticalMultiplier":2.0,
|
||||
"blockChance":85,
|
||||
"damageResistance":1
|
||||
},
|
||||
{
|
||||
"id":"g03_sergeant",
|
||||
"name":"Feygard patrol sergeant",
|
||||
"iconID":"monsters_rltiles1:76",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"none",
|
||||
"spawnGroup":"g03_sergeant",
|
||||
"phraseID":"FeygardSerg_guild03_select"
|
||||
},
|
||||
{
|
||||
"id":"g03_thief_2",
|
||||
"name":"Thief warden",
|
||||
"iconID":"monsters_ld1:10",
|
||||
"maxHP":68,
|
||||
"moveCost":5,
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"none",
|
||||
"attackDamage":{
|
||||
"min":4,
|
||||
"max":9
|
||||
},
|
||||
"spawnGroup":"guild03_rebthief_2",
|
||||
"faction":"rebthief2_g03_1",
|
||||
"phraseID":"rebthief2_g03_1",
|
||||
"droplistID":"drop_g03_rebthief_2",
|
||||
"attackCost":5,
|
||||
"attackChance":100,
|
||||
"criticalSkill":15,
|
||||
"criticalMultiplier":2.0,
|
||||
"blockChance":95,
|
||||
"damageResistance":2,
|
||||
"hitReceivedEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"g03_concentration",
|
||||
"magnitude":1,
|
||||
"duration":2,
|
||||
"chance":"25"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_thief_3",
|
||||
"name":"Rebelled rogue",
|
||||
"iconID":"monsters_ld1:138",
|
||||
"maxHP":58,
|
||||
"maxAP":12,
|
||||
"moveCost":6,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"helpOthers",
|
||||
"attackDamage":{
|
||||
"min":3,
|
||||
"max":6
|
||||
},
|
||||
"spawnGroup":"guild03_rebthief_3",
|
||||
"attackCost":4,
|
||||
"attackChance":120,
|
||||
"criticalSkill":20,
|
||||
"criticalMultiplier":2.0,
|
||||
"blockChance":88,
|
||||
"damageResistance":0,
|
||||
"hitEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"g03_combo",
|
||||
"magnitude":1,
|
||||
"duration":1,
|
||||
"chance":"33"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_crackshot",
|
||||
"name":"Crackshot",
|
||||
"iconID":"monsters_ld1:80",
|
||||
"maxHP":133,
|
||||
"maxAP":10,
|
||||
"moveCost":5,
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"movementAggressionType":"protectSpawn",
|
||||
"attackDamage":{
|
||||
"min":5,
|
||||
"max":11
|
||||
},
|
||||
"spawnGroup":"g03_crackshot",
|
||||
"faction":"crackshot",
|
||||
"phraseID":"guild03_crackshot_1",
|
||||
"droplistID":"drop_g03_crackshot",
|
||||
"attackCost":5,
|
||||
"attackChance":110,
|
||||
"criticalSkill":20,
|
||||
"criticalMultiplier":3.0,
|
||||
"blockChance":100,
|
||||
"damageResistance":4,
|
||||
"hitEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"g03_combo",
|
||||
"magnitude":1,
|
||||
"duration":1,
|
||||
"chance":"25"
|
||||
}
|
||||
]
|
||||
},
|
||||
"hitReceivedEffect":{
|
||||
"conditionsSource":[
|
||||
{
|
||||
"condition":"g03_concentration",
|
||||
"magnitude":1,
|
||||
"duration":2,
|
||||
"chance":"33"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id":"g03_crackshot_dying",
|
||||
"name":"Dying Crackshot",
|
||||
"iconID":"monsters_ld1:80",
|
||||
"unique":1,
|
||||
"monsterClass":"humanoid",
|
||||
"spawnGroup":"crackshot_dying"
|
||||
}
|
||||
]
|
||||
@@ -1,154 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"arulirmountain_trap",
|
||||
"name":"Arulir Mountain Trap",
|
||||
"stages":[
|
||||
{
|
||||
"progress":1,
|
||||
"logText":"01=Hole"
|
||||
},
|
||||
{
|
||||
"progress":2,
|
||||
"logText":"02=Hole"
|
||||
},
|
||||
{
|
||||
"progress":3,
|
||||
"logText":"03=Hole"
|
||||
},
|
||||
{
|
||||
"progress":4,
|
||||
"logText":"04=Hole"
|
||||
},
|
||||
{
|
||||
"progress":5,
|
||||
"logText":"05=Rocks"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave_trap",
|
||||
"name":"Arulir Cave Traps",
|
||||
"stages":[
|
||||
{
|
||||
"progress":1,
|
||||
"logText":"01=Hole"
|
||||
},
|
||||
{
|
||||
"progress":2,
|
||||
"logText":"02=Rocks"
|
||||
},
|
||||
{
|
||||
"progress":3,
|
||||
"logText":"03=Rocks"
|
||||
},
|
||||
{
|
||||
"progress":4,
|
||||
"logText":"04=Hole"
|
||||
},
|
||||
{
|
||||
"progress":5,
|
||||
"logText":"05=Rocks"
|
||||
},
|
||||
{
|
||||
"progress":6,
|
||||
"logText":"06=Rocks"
|
||||
},
|
||||
{
|
||||
"progress":7,
|
||||
"logText":"07=Hole"
|
||||
},
|
||||
{
|
||||
"progress":8,
|
||||
"logText":"08=Hole"
|
||||
},
|
||||
{
|
||||
"progress":9,
|
||||
"logText":"09=Rocks"
|
||||
},
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"10=Slippery ground"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave_secret",
|
||||
"name":"Arulircave secret room",
|
||||
"stages":[
|
||||
{
|
||||
"progress":10
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"finishesQuest":1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"arulircave_non_display",
|
||||
"name":"arulircave_non_display",
|
||||
"stages":[
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Talked to Bernhar"
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"Bernhar left"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"mermaid_scale",
|
||||
"name":"The silver scale",
|
||||
"showInLog":1,
|
||||
"stages":[
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"In a clearing, you met Tjure, who desperately asked for your help. He had once found a mermaid asleep on the beach at the river. The colorful tail attracted him so much that he pulled out a dazzling scale and ran away."
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"Crying and mourning, the mermaid called after him. Finally she cursed him. Since then, Tjure has never been happy. He just wanted to get rid of the scale. Nevertheless, he never ventured back to the vicinity of the river."
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"A wise woman told Tjure that he could neither throw away nor destroy the scale. His only salvation would be to give it back or to have someone buy it from him. But who would ever want to incur the wrath of a mermaid?"
|
||||
},
|
||||
{
|
||||
"progress":90,
|
||||
"logText":"You decided not to help Tjure.",
|
||||
"rewardExperience":500,
|
||||
"finishesQuest":1
|
||||
},
|
||||
{
|
||||
"progress":100,
|
||||
"logText":"As soon as you held the scale in your hands, a great sluggishness and dispair came over you."
|
||||
},
|
||||
{
|
||||
"progress":200,
|
||||
"logText":"You put the scale on the mark on the ground."
|
||||
},
|
||||
{
|
||||
"progress":210,
|
||||
"logText":"There rang out a beautiful song of gratitude.",
|
||||
"rewardExperience":3500,
|
||||
"finishesQuest":1
|
||||
},
|
||||
{
|
||||
"progress":220,
|
||||
"logText":"You found a heavy bag of gold."
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"misc_nondisplay ",
|
||||
"name":"misc_nondisplay ",
|
||||
"stages":[
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Found silver bar at bwm"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,157 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"quest_burhczyd",
|
||||
"name":"Young merchant",
|
||||
"showInLog":1,
|
||||
"stages":[
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"You met Burhczyd afgz Dtaloumiye, a likable young man, in a tavern. He wanted to see the world and followed your advice to travel as a trader from city to city.",
|
||||
"rewardExperience":20
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"In another tavern you met Burhczyd again. He never got any customers, because he had named his company 'Burhczyd afgz Dtaloumiye - Transports'. You told him to find an easier name.",
|
||||
"rewardExperience":50
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"You saw Burhczyd in a tavern, but he still did not have any customers. You told him that 'B.A.D. Transports' was not a good idea either.",
|
||||
"rewardExperience":100
|
||||
},
|
||||
{
|
||||
"progress":40,
|
||||
"logText":"Another place, another tavern, Burhczyd again sitting there. He did get a shipment from Remgard of almost fresh fish, but nobody wanted to buy it. You bought the entire cargo and got it disposed of.",
|
||||
"rewardExperience":200
|
||||
},
|
||||
{
|
||||
"progress":50,
|
||||
"logText":"What a surprise - you met Burhczyd again in a tavern. He told you that he finally sold something successfully - his cart. The fool, how will he earn money now?",
|
||||
"rewardExperience":500
|
||||
},
|
||||
{
|
||||
"progress":60,
|
||||
"logText":"In a tavern a bard sang in a high, shrill voice. It's an old acquaintance - Burhczyd. His singing was incredibly bad. Maybe he should just play his instrument without singing?",
|
||||
"rewardExperience":1000
|
||||
},
|
||||
{
|
||||
"progress":70,
|
||||
"logText":"You found Burhczyd collapsed at a table in the tavern, his lute lying in front of him. The landlord forbade him to play his lovely music, because then all the guests forgot to drink.",
|
||||
"rewardExperience":2000
|
||||
},
|
||||
{
|
||||
"progress":80,
|
||||
"logText":"Again you met Burhczyd in a tavern. He told you that he had become a master thief.",
|
||||
"rewardExperience":5000
|
||||
},
|
||||
{
|
||||
"progress":90,
|
||||
"logText":"When you met Burhczyd again, he gave you some of your things back.",
|
||||
"rewardExperience":10000
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"quest_burhczyd_nd",
|
||||
"name":"Young merchant Non-displayed",
|
||||
"showInLog":0,
|
||||
"stages":[
|
||||
{
|
||||
"progress":60,
|
||||
"logText":"60=listened to merchant completely"
|
||||
},
|
||||
{
|
||||
"progress":61,
|
||||
"logText":"61=talked to merchant Crossglen"
|
||||
},
|
||||
{
|
||||
"progress":62,
|
||||
"logText":"62=talked to merchant Fallhaven"
|
||||
},
|
||||
{
|
||||
"progress":63,
|
||||
"logText":"63=talked to merchant Loneford"
|
||||
},
|
||||
{
|
||||
"progress":64,
|
||||
"logText":"64=talked to merchant Vilegard"
|
||||
},
|
||||
{
|
||||
"progress":65,
|
||||
"logText":"65=talked to merchant Stoutford"
|
||||
},
|
||||
{
|
||||
"progress":66,
|
||||
"logText":"66=talked to merchant BWM"
|
||||
},
|
||||
{
|
||||
"progress":67,
|
||||
"logText":"67=talked to merchant Remgard"
|
||||
},
|
||||
{
|
||||
"progress":68,
|
||||
"logText":"68=talked to merchant Brimhaven?"
|
||||
},
|
||||
{
|
||||
"progress":69,
|
||||
"logText":"69=talked to merchant Prim"
|
||||
},
|
||||
{
|
||||
"progress":71,
|
||||
"logText":"71=temp merchant Crossglen"
|
||||
},
|
||||
{
|
||||
"progress":72,
|
||||
"logText":"72=temp merchant Fallhaven"
|
||||
},
|
||||
{
|
||||
"progress":73,
|
||||
"logText":"73=temp merchant Loneford"
|
||||
},
|
||||
{
|
||||
"progress":74,
|
||||
"logText":"74=temp merchant Vilegard"
|
||||
},
|
||||
{
|
||||
"progress":75,
|
||||
"logText":"75=temp merchant Stoutford"
|
||||
},
|
||||
{
|
||||
"progress":76,
|
||||
"logText":"76=temp merchant BWM"
|
||||
},
|
||||
{
|
||||
"progress":77,
|
||||
"logText":"77=temp merchant Remgard"
|
||||
},
|
||||
{
|
||||
"progress":78,
|
||||
"logText":"78=temp merchant Brimhaven?"
|
||||
},
|
||||
{
|
||||
"progress":79,
|
||||
"logText":"79=temp merchant Prim?"
|
||||
},
|
||||
{
|
||||
"progress":81,
|
||||
"logText":"81=100 gold"
|
||||
},
|
||||
{
|
||||
"progress":82,
|
||||
"logText":"82=necklace_undead"
|
||||
},
|
||||
{
|
||||
"progress":83,
|
||||
"logText":"83=ring_mikhail"
|
||||
},
|
||||
{
|
||||
"progress":84,
|
||||
"logText":"84=gem2 ruby gem"
|
||||
},
|
||||
{
|
||||
"progress":85,
|
||||
"logText":"85=dagger_shadow_priests"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,325 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id":"Thieves01",
|
||||
"name":"Thief apprentice",
|
||||
"showInLog":1,
|
||||
"stages":[
|
||||
{
|
||||
"progress":5,
|
||||
"logText":"After giving him the key of Luthor and talking with Umar about Andor, I needed to ask him about Thieves' Guild itself.\nI want to join them to see what kind of jobs they do."
|
||||
},
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Umar told me to talk with Troublemaker regarding my first task for the Guild."
|
||||
},
|
||||
{
|
||||
"progress":15,
|
||||
"logText":"Troublemaker told me to bring him three journals from spies of the guild. First I have to talk with Leta in my village, then with Dunla in Vilegard's tavern, and finally with Fanamor somewhere around Crossroads guardhouse."
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"I have to remember to tell them the password \"You are no one. No one knows you. No one has seen you.\""
|
||||
},
|
||||
{
|
||||
"progress":25,
|
||||
"logText":"Leta gave me her journal and advised me to not raise suspicion.",
|
||||
"rewardExperience":250
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"I got Dunla's journal without any problem. I have set out to get the last journal.",
|
||||
"rewardExperience":650
|
||||
},
|
||||
{
|
||||
"progress":35,
|
||||
"logText":"Fanamor gave me her journal."
|
||||
},
|
||||
{
|
||||
"progress":40,
|
||||
"logText":"Fanamor has been gravely wounded, and the Feygard Scout grabbed the journal.",
|
||||
"rewardExperience":150
|
||||
},
|
||||
{
|
||||
"progress":45,
|
||||
"logText":"After I had killed the Feygard scout I talked again with Fanamor. She's losing blood quickly, so I have to bring her a bandage. I need to find a trustworthy priest.",
|
||||
"rewardExperience":750
|
||||
},
|
||||
{
|
||||
"progress":50,
|
||||
"logText":"Thoronir gave me a bandage. I have to return to Fanamor as soon as possible."
|
||||
},
|
||||
{
|
||||
"progress":51,
|
||||
"logText":"Unfortunately, I was not able to save Fanamor's life. However, I did get her journal."
|
||||
},
|
||||
{
|
||||
"progress":55,
|
||||
"logText":"Fanamor is alive and will find her own way to return.",
|
||||
"rewardExperience":1000
|
||||
},
|
||||
{
|
||||
"progress":60,
|
||||
"logText":"I returned to Troublemaker and gave him the journals. He told me to talk with Umar, maybe he has another task for me.",
|
||||
"rewardExperience":1750,
|
||||
"finishesQuest":1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"Thieves02",
|
||||
"name":"Immaculate kidnapping",
|
||||
"showInLog":1,
|
||||
"stages":[
|
||||
{
|
||||
"progress":2,
|
||||
"logText":"After completing my first task I'm considered a member of Thieves' Guild. Now I have to perform a very risky task. Umar sent me to kidnap a noble woman from Feygard, without being discovered."
|
||||
},
|
||||
{
|
||||
"progress":4,
|
||||
"logText":"She was recently seen in the Foaming Flask tavern."
|
||||
},
|
||||
{
|
||||
"progress":6,
|
||||
"logText":"Umar gave me some advice. My strength is not always the solution. I must \"use my tongue\" to avoid raising suspicion in the tavern."
|
||||
},
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Ambelie Laumwill doesn't want to come with me peacefully. I cannot make a scene, or the guards will alert other patrols. Maybe talking with them would solve the situation."
|
||||
},
|
||||
{
|
||||
"progress":15,
|
||||
"logText":"I have \"used my tongue\" with the main Feygard soldier in the Foaming Flask tavern. He gave me permission to \"escort back\" Ambelie."
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"I knocked out Ambelie. I will take her back to the Guild."
|
||||
},
|
||||
{
|
||||
"progress":21,
|
||||
"logText":"I have decided not to kidnap Ambelie. I must think of another solution."
|
||||
},
|
||||
{
|
||||
"progress":24,
|
||||
"logText":"Ambelie gave me a very valuable necklace. I must talk with Umar and persuade him to no longer pursue her."
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"I safely brought Ambelie to the basement. However, keeping her here could be dangerous.",
|
||||
"rewardExperience":1200
|
||||
},
|
||||
{
|
||||
"progress":35,
|
||||
"logText":"Umar believes there is a secure room for these types of \"visitors\". I should talk to Troublemaker."
|
||||
},
|
||||
{
|
||||
"progress":40,
|
||||
"logText":"I have talked to Troublemaker about the place Umar believes it's okay to safely keep the hostage."
|
||||
},
|
||||
{
|
||||
"progress":45,
|
||||
"logText":"Troublemaker has given me the key to the Guild brig. I should take Ambelie there and leave her to wake up.",
|
||||
"rewardExperience":1000
|
||||
},
|
||||
{
|
||||
"progress":50,
|
||||
"logText":"I've inserted the key and moved the lever. A hatchway has opened in the room."
|
||||
},
|
||||
{
|
||||
"progress":55,
|
||||
"logText":"I left Ambelie in that ugly, dark, and cold place. I should go back."
|
||||
},
|
||||
{
|
||||
"progress":60,
|
||||
"logText":"Troublemaker gave me some bread for Ambelie. The guild doesn't want her to starve to death. Indeed, they want her to be as comfortable as possible. I must go to the brig again."
|
||||
},
|
||||
{
|
||||
"progress":65,
|
||||
"logText":"I gave the bread to Ambelie. I should report Troublemaker that I completed the job.",
|
||||
"rewardExperience":400
|
||||
},
|
||||
{
|
||||
"progress":70,
|
||||
"logText":"The job finally seems to be finished. I just have to talk with Umar again. However, I do not feel good about this. Kidnappings are definitely not my kind of job.",
|
||||
"rewardExperience":0
|
||||
},
|
||||
{
|
||||
"progress":75,
|
||||
"logText":"I completed this task successfully. Umar told me they have sent couriers to Feygard, and the ransom is almost guaranteed. He paid me for my work.",
|
||||
"rewardExperience":4500,
|
||||
"finishesQuest":1
|
||||
},
|
||||
{
|
||||
"progress":76,
|
||||
"logText":"Umar took the necklace as compensation for my errors. Everything is fine again.",
|
||||
"rewardExperience":2250,
|
||||
"finishesQuest":1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"Thieves03",
|
||||
"name":"The ruthless Crackshot",
|
||||
"showInLog":1,
|
||||
"stages":[
|
||||
{
|
||||
"progress":1,
|
||||
"logText":"Time to rest and prepare myself to start the next job. I should go to the tavern."
|
||||
},
|
||||
{
|
||||
"progress":2,
|
||||
"logText":"I really need to take a break ...."
|
||||
},
|
||||
{
|
||||
"progress":3,
|
||||
"logText":"I am now fully rested, so I should go back to Umar."
|
||||
},
|
||||
{
|
||||
"progress":4,
|
||||
"logText":"Umar told me about a group of traitors led by a veteran of the Guild. It seems he stole the Key of Luthor."
|
||||
},
|
||||
{
|
||||
"progress":5,
|
||||
"logText":"Umar went on to say that this team leader was known as \"Crackshot\". He is probably also the responsible for a murder on the Duleian road."
|
||||
},
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Crackshot and his henchmen are probably hiding somewhere near the Duleian road. I must ask people there whether they have seen them.",
|
||||
"rewardExperience":0
|
||||
},
|
||||
{
|
||||
"progress":11,
|
||||
"logText":"It seems that Benbyr, a suspicious man outside Crossroads Guardhouse, doesn't know what I'm talking about."
|
||||
},
|
||||
{
|
||||
"progress":15,
|
||||
"logText":"A Crossroads guard told me that Feygard has sent more soldiers to the south, to try and find the criminals' hideout."
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"The barricade guard has a big mouth, and told me all I needed to know. The hideout is near a place full of larval burrowers. I need to move faster than the patrols to reach the hideout before them."
|
||||
},
|
||||
{
|
||||
"progress":21,
|
||||
"logText":"I found a small hole which seems to lead to a cave. Crackshot and his henchmen are probably hiding there."
|
||||
},
|
||||
{
|
||||
"progress":22,
|
||||
"logText":"I reached the hideout and saw some recent blood stains. Maybe there was a fight there."
|
||||
},
|
||||
{
|
||||
"progress":23,
|
||||
"logText":"The blood trail goes further ...."
|
||||
},
|
||||
{
|
||||
"progress":24,
|
||||
"logText":"I heard screams and sword clashes nearby. I should take a look."
|
||||
},
|
||||
{
|
||||
"progress":25,
|
||||
"logText":"There was a massacre. The Feygard patrol reached this place, but they seem to have all been killed. I must continue."
|
||||
},
|
||||
{
|
||||
"progress":26,
|
||||
"logText":"As I progressed down the corridor the air became thicker. The blood smell was stronger, and I found another dying soldier. He said something about his sergeant and some other guy."
|
||||
},
|
||||
{
|
||||
"progress":27,
|
||||
"logText":"As I progressed down the corridor the air became thicker. The blood smell was stronger, and I found a dying soldier. He said something about his sergeant and some other guy."
|
||||
},
|
||||
{
|
||||
"progress":28,
|
||||
"logText":"I found another dying soldier. There was a massacre. The Feygard patrol reached this place, but they seem to have all been killed. I must continue."
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"I've found the patrol sergeant. He advised me to leave this dangerous place."
|
||||
},
|
||||
{
|
||||
"progress":31,
|
||||
"logText":"The patrol sergeant told me about what happened before. He's tired and wounded, so I willl avenge his fellows. "
|
||||
},
|
||||
{
|
||||
"progress":32,
|
||||
"logText":"The patrol sergeant has left to call for backup. Now I'm alone again. Time to defeat Crackshot.",
|
||||
"rewardExperience":1125
|
||||
},
|
||||
{
|
||||
"progress":35,
|
||||
"logText":"I killed Crackshot and he had the key of Luthor with him. I have to go back and report to Umar."
|
||||
},
|
||||
{
|
||||
"progress":36,
|
||||
"logText":"I tried to open the door behind Crackshot, but for some reason I cannot get the key into the lock."
|
||||
},
|
||||
{
|
||||
"progress":40,
|
||||
"logText":"The dying Crackshot said something about the key. If he told the truth, it could be cursed.",
|
||||
"rewardExperience":1000
|
||||
},
|
||||
{
|
||||
"progress":41,
|
||||
"logText":"I tried to open the door behind Crackshot, but for some reason I could not get the key turned in the lock."
|
||||
},
|
||||
{
|
||||
"progress":45,
|
||||
"logText":"I reported about the situation to Umar, and gave him the key. He did not seem to want to tell me more about the key - yet."
|
||||
},
|
||||
{
|
||||
"progress":50,
|
||||
"logText":"Finally, this job is done. Now I should take a rest and regain my strength.",
|
||||
"rewardExperience":7500,
|
||||
"finishesQuest":1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id":"thieves_hidden",
|
||||
"name":"Thieves Hidden",
|
||||
"stages":[
|
||||
{
|
||||
"progress":10,
|
||||
"logText":"Must be never fulfilled"
|
||||
},
|
||||
{
|
||||
"progress":20,
|
||||
"logText":"Block road1"
|
||||
},
|
||||
{
|
||||
"progress":30,
|
||||
"logText":"Spoke to dying Crackshot. Remove block road1"
|
||||
},
|
||||
{
|
||||
"progress":40,
|
||||
"logText":"thieves3 - Found patrol 1"
|
||||
},
|
||||
{
|
||||
"progress":50,
|
||||
"logText":"thieves3 - Found patrol 2"
|
||||
},
|
||||
{
|
||||
"progress":60,
|
||||
"logText":"thieves3 - Open chest"
|
||||
},
|
||||
{
|
||||
"progress":70,
|
||||
"logText":"thieves3 - Open door (can currently not be fulfilled, beause the blessed key of luthor can't be obtained in the game)"
|
||||
},
|
||||
{
|
||||
"progress":80,
|
||||
"logText":"Talked about thieves to Thoronir"
|
||||
},
|
||||
{
|
||||
"progress":90,
|
||||
"logText":"Sergeant died."
|
||||
},
|
||||
{
|
||||
"progress":100,
|
||||
"logText":"Gave journals"
|
||||
},
|
||||
{
|
||||
"progress":110,
|
||||
"logText":"Got reward"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -1,61 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="exit_to_menu">الخروج للقائمة</string>
|
||||
<string name="menu_settings">التفضيلات</string>
|
||||
<string name="menu_save">حفظ</string>
|
||||
<string name="loadsave_title_save">حفظ اللعبة</string>
|
||||
<string name="loadsave_selectslot">اختر خانة</string>
|
||||
<string name="dialog_loading_failed_title">فشل التحميل</string>
|
||||
<string name="dialog_close">إغلاق</string>
|
||||
<string name="dialog_more">المزيد</string>
|
||||
<string name="dialog_monsterencounter_info">معلومات</string>
|
||||
<string name="heroinfo_inventory_sort">ترتيب حسب</string>
|
||||
<string name="combat_flee">هروب</string>
|
||||
<string name="combat_flee_failed">لقد فشلت في الهرب!</string>
|
||||
<string name="inventory_use">استخدام</string>
|
||||
<string name="dialog_loot_pickall">التقاط الكل</string>
|
||||
<string name="monster_difficulty_veryeasy">سهل جداً</string>
|
||||
<string name="monster_difficulty_easy">سهل</string>
|
||||
<string name="monster_difficulty_normal">عادي</string>
|
||||
<string name="monster_difficulty_hard">صعب</string>
|
||||
<string name="monster_difficulty_veryhard">صعب جداً</string>
|
||||
<string name="monster_difficulty_impossible">مستحيل</string>
|
||||
<string name="actorinfo_difficulty">الصعوبة:</string>
|
||||
<string name="iteminfo_action_use">استخدام</string>
|
||||
<string name="startscreen_continue">متابعة اللعبة الحالية</string>
|
||||
<string name="startscreen_newgame">لعبة جديدة</string>
|
||||
<string name="startscreen_newgame_start">بدء اللعبة</string>
|
||||
<string name="startscreen_about">حول/المساعدة</string>
|
||||
<string name="startscreen_selectherosprite">اختر بطلك</string>
|
||||
<string name="startscreen_enterheroname">أدخل اسم البطل</string>
|
||||
<string name="startscreen_load">تحميل</string>
|
||||
<string name="conversation_next">التالي</string>
|
||||
<string name="conversation_leave">مغادرة</string>
|
||||
<string name="shop_buy">شراء</string>
|
||||
<string name="shop_sell">بيع</string>
|
||||
<string name="shop_infoitem">معلومات</string>
|
||||
<string name="dialog_rest_confirm_message">هل تريد الراحة هنا؟</string>
|
||||
<string name="dialog_newversion_title">مرحباً</string>
|
||||
<string name="localize_resources_from_mo_filename">ar.mo</string>
|
||||
<string name="app_name">على خطى اندور</string>
|
||||
<string name="app_description">لعبة أدوار تحركها مهام</string>
|
||||
<string name="menu_save_gamesaved">حفظ الملف للخانة %1$d</string>
|
||||
<string name="menu_save_failed">فشل حفظ اللعبة! هل ركبت بطاقة ذاكرة قابلة للكتابة؟</string>
|
||||
<string name="loadsave_title_load">فتح ملف الحفظ</string>
|
||||
<string name="savegame_currenthero_displayinfo">"مستوى %1$d، %2$d خبرة ، %3$d ذهب"</string>
|
||||
<string name="dialog_loading_message">جار التحميل…</string>
|
||||
<string name="dialog_loading_failed_message">عجزت اللعبة عن فتح ملف الحفظ.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nالملف تالف أو منقوص.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">عجزت اللعبة عن فتح ملف الحفظ. ملف الحفظ صنع في نسخة لعبة أجد من النسخة الحالية.</string>
|
||||
<string name="dialog_recenter">توسيط الشاشة</string>
|
||||
<string name="dialog_monsterencounter_title">لقاء</string>
|
||||
<string name="dialog_monsterencounter_message">أتريد أن تهاجم؟
|
||||
\nصعوبة: %1$s</string>
|
||||
<string name="dialog_monsterencounter_conditions">حالات</string>
|
||||
<string name="status_hp">صحة:</string>
|
||||
<string name="status_ap">فعل:</string>
|
||||
<string name="status_exp">خبرة:</string>
|
||||
</resources>
|
||||
@@ -1,560 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="localize_resources_from_mo_filename">cs.mo</string>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">RPG pátrací hra s prvky fantasy</string>
|
||||
<string name="exit_to_menu">Hlavní nabídka</string>
|
||||
<string name="menu_settings">Nastavení</string>
|
||||
<string name="menu_save">Uložit</string>
|
||||
<string name="menu_save_gamesaved">Hra uložena na pozici %1$d</string>
|
||||
<string name="menu_save_failed">Chyba ukládání! Je správně vložena a připojena SD karta?</string>
|
||||
<string name="loadsave_title_save">Uložit hru</string>
|
||||
<string name="loadsave_title_load">Načíst hru</string>
|
||||
<string name="loadsave_selectslot">Výběr pozice</string>
|
||||
<string name="savegame_currenthero_displayinfo">Úroveň: %1$d, zkušeností: %2$d, zlaťáků: %3$d</string>
|
||||
<string name="dialog_loading_message">Načítání zdrojů…</string>
|
||||
<string name="dialog_loading_failed_title">Chyba při načítání hry</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail nebyl schopen načíst uloženou hru.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nSoubor může být poškozený nebo nekompletní.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail nebyl schopen načíst uloženou hru. Soubor byl vytvořen novější verzí hry než která je nyní spuštěna.</string>
|
||||
<string name="dialog_recenter">Centrovat</string>
|
||||
<string name="dialog_close">Zavřít</string>
|
||||
<string name="dialog_more">Více</string>
|
||||
<string name="dialog_monsterencounter_title">Souboj</string>
|
||||
<string name="dialog_monsterencounter_message">Chceš zaútočit?
|
||||
\nObtížnost: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="dialog_monsterencounter_conditions">Stav</string>
|
||||
<string name="status_hp">PŽ:</string>
|
||||
<string name="status_ap">AB:</string>
|
||||
<string name="status_exp">Zk.:</string>
|
||||
<string name="heroinfo_char">Přehled</string>
|
||||
<string name="heroinfo_inv">Inventář</string>
|
||||
<string name="heroinfo_skill">Dovednosti</string>
|
||||
<string name="heroinfo_skill_categories">Kategorie</string>
|
||||
<string name="heroinfo_skill_sort">Srovnat</string>
|
||||
<string name="heroinfo_levelup">Nová úroveň</string>
|
||||
<string name="heroinfo_level">Úroveň</string>
|
||||
<string name="heroinfo_totalexperience">Zkušeností celkem</string>
|
||||
<string name="heroinfo_wornequipment">Výstroj</string>
|
||||
<string name="heroinfo_inventory">Inventář</string>
|
||||
<string name="heroinfo_inventory_categories">Kategorie</string>
|
||||
<string name="heroinfo_inventory_sort">Srovnat podle</string>
|
||||
<string name="heroinfo_gold">Zlaťáky: %1$d</string>
|
||||
<string name="heroinfo_healthpoints">Počet životů (PŽ):</string>
|
||||
<string name="heroinfo_experiencepoints">Zkušenosti (Zk.):</string>
|
||||
<string name="heroinfo_actionpoints">Akční body (AB):</string>
|
||||
<string name="heroinfo_quests">Mise</string>
|
||||
<string name="combat_attack">Útok (%1$d AB)</string>
|
||||
<string name="combat_move">Pohyb (%1$d AB)</string>
|
||||
<string name="combat_use">Použít</string>
|
||||
<string name="combat_endturn">Konec kola</string>
|
||||
<string name="combat_flee">Utéct</string>
|
||||
<string name="combat_begin_flee">Nyní můžeš utéct z boje kliknutím ve směru, kterým chceš utíkat.</string>
|
||||
<string name="combat_flee_failed">Útěk se nezdařil!</string>
|
||||
<string name="combat_status_ap">AB: %1$d</string>
|
||||
<string name="combat_monsterhealth">PŽ:</string>
|
||||
<string name="combat_monsteraction">%1$s útočí.</string>
|
||||
<string name="combat_result_monstermiss">%1$s se netrefuje!</string>
|
||||
<string name="combat_result_monsterhit">%1$s tě zraňuje za %2$d BŽ!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s zasahuje kritickým útokem za %2$d BŽ!</string>
|
||||
<string name="combat_result_heromiss">Tvůj útok je neúspěšný.</string>
|
||||
<string name="combat_result_herohit">Trefuješ: %1$s ztrácí %2$d BŽ!</string>
|
||||
<string name="combat_result_herohitcritical">Povedl se ti kritický zásah: %1$s ztrácí %2$d BŽ!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s umírá!</string>
|
||||
<string name="combat_not_enough_ap">V tomto kole už nemáš dostatečný počet AB.</string>
|
||||
<string name="combat_hero_dies">Upadáš do bezvědomí, ale naštěstí se probouzíš - sice s pocitem omámenosti a únavy, ale s plným počtem životů. Ztrácíš %1$d zkušeností.</string>
|
||||
<string name="combat_miss_animation_message">VEDLE</string>
|
||||
<string name="combat_taunt_monster">Zneklidňuješ nepřítele: %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Působí na tebe: %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Zbavuješ se: %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Jsi nyní imunní vůči: %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s působí na: %2$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s se zbavuje: %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s je nyní imunní vůči: %2$s.</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Vzít na sebe</string>
|
||||
<string name="inventory_unequip">Sundat</string>
|
||||
<string name="inventory_use">Použít</string>
|
||||
<string name="inventory_drop">Odložit</string>
|
||||
<string name="inventory_item_used">Používáš: %1$s.</string>
|
||||
<string name="inventory_item_dropped">Odkládáš: %1$s.</string>
|
||||
<string name="inventory_item_equipped">Bereš si: %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Vzít vše</string>
|
||||
<string name="dialog_loot_foundgold">Nacházíš %1$d ks zlaťáků.</string>
|
||||
<string name="dialog_loot_pickedupitem">Sbíráš jeden předmět.</string>
|
||||
<string name="dialog_loot_pickedupitems">Sbíráš %1$d ks předmětů.</string>
|
||||
<string name="dialog_groundloot_title">Nález</string>
|
||||
<string name="dialog_groundloot_message">Nacházíš nějaké věci.</string>
|
||||
<string name="dialog_monsterloot_title">Vítěztví</string>
|
||||
<string name="dialog_monsterloot_message">Po souboji jsi naživu.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Získáváš zkušenosti: %1$d.</string>
|
||||
<string name="monster_difficulty_veryeasy">Nejlehčí</string>
|
||||
<string name="monster_difficulty_easy">Lehčí</string>
|
||||
<string name="monster_difficulty_normal">Normální</string>
|
||||
<string name="monster_difficulty_hard">Težší</string>
|
||||
<string name="monster_difficulty_veryhard">Nejtežší</string>
|
||||
<string name="monster_difficulty_impossible">Absurdní</string>
|
||||
<string name="actorinfo_class">Třída:</string>
|
||||
<string name="actorinfo_difficulty">Obtížnost:</string>
|
||||
<string name="actorinfo_health">Počet životů:</string>
|
||||
<string name="actorinfo_attack">Útok:</string>
|
||||
<string name="actorinfo_defense">Obrana:</string>
|
||||
<string name="actorinfo_movecost">Cena pohybu (AB):</string>
|
||||
<string name="actorinfo_basetraits">Základní bojové charakteristiky (bez výbavy a dovedností)</string>
|
||||
<string name="actorinfo_currenttraits">Bojové charakteristiky (aktuální)</string>
|
||||
<string name="traitsinfo_attack_cost">Cena útoku (AB):</string>
|
||||
<string name="traitsinfo_attack_chance">Šance na zásah:</string>
|
||||
<string name="traitsinfo_attack_damage">Zranění způsobená útokem:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Úroveň kritického útoku:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Násobitel kritického zásahu:</string>
|
||||
<string name="traitsinfo_defense_chance">Šance odvrácení útoku:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Redukce zranění:</string>
|
||||
<string name="iteminfo_category">Kategorie:</string>
|
||||
<string name="iteminfo_action_use">Použít</string>
|
||||
<string name="iteminfo_action_equip">Vzít na sebe</string>
|
||||
<string name="iteminfo_action_unequip">Sundat</string>
|
||||
<string name="iteminfo_action_use_ap">Použít (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Vzít na sebe (%1$d AB)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Sundat (%1$d AB)</string>
|
||||
<string name="startscreen_continue">Pokračovat ve hře</string>
|
||||
<string name="startscreen_newgame">Nová hra</string>
|
||||
<string name="startscreen_newgame_start">Začít hru</string>
|
||||
<string name="startscreen_newgame_confirm">Aktuální hra bude přepsána. Skutečně chceš začít hrát novou hru?</string>
|
||||
<string name="startscreen_about">O hře/Nápověda</string>
|
||||
<string name="startscreen_selectherosprite">Vyber si hrdinu</string>
|
||||
<string name="startscreen_enterheroname">Pojmenuj svého hrdinu</string>
|
||||
<string name="startscreen_load">Načíst</string>
|
||||
<string name="conversation_rewardexp">[Získáváš zkušenosti: %1$d]</string>
|
||||
<string name="conversation_rewardgold">[Získáváš zlaťáky: %1$d]</string>
|
||||
<string name="conversation_lostgold">[Ztrácíš zlaťáky: %1$d]</string>
|
||||
<string name="conversation_rewarditem">[Získáváš předmět]</string>
|
||||
<string name="conversation_rewarditems">[Získáváš předměty: %1$d ks]</string>
|
||||
<string name="conversation_next">Dál</string>
|
||||
<string name="conversation_leave">Konec</string>
|
||||
<string name="shop_buy">Nákup</string>
|
||||
<string name="shop_sell">Prodej</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Kup (%1$d ks zlaťáků)</string>
|
||||
<string name="shop_sellitem">Prodej (%1$d ks zlaťáků)</string>
|
||||
<string name="shop_yourgold">Tvé zlaťáky: %1$d</string>
|
||||
<string name="shop_item_bought">Kupuješ: %1$s.</string>
|
||||
<string name="shop_item_sold">Prodáváš: %1$s.</string>
|
||||
<string name="shop_item_sort">Srovnat</string>
|
||||
<string name="levelup_title">Nová úroveň</string>
|
||||
<string name="levelup_description">Vítej na úrovni %1$d!</string>
|
||||
<string name="levelup_buttontext">Nová úroveň</string>
|
||||
<string name="levelup_add_health">Zvýšit počet životů (+%1$d PŽ)</string>
|
||||
<string name="levelup_add_health_description">Zvýší tvůj celkový počet životů o%1$d.</string>
|
||||
<string name="levelup_add_attackchance">Zvýšit šanci na zásah (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Zvýší tvou základní šanci na zásah o %1$d.</string>
|
||||
<string name="levelup_add_attackdamage">Zvýšit zranění způsobené útokem (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Zvýší základní zranění tvého útoku o %1$d.</string>
|
||||
<string name="dialog_rest_title">Spánek</string>
|
||||
<string name="dialog_rest_confirm_message">Chceš si zde odpočinout?</string>
|
||||
<string name="dialog_rest_message">Po osvěžujícím spánku se vzbouzíš v plné síle.</string>
|
||||
<string name="about_button1">Nápověda</string>
|
||||
<string name="about_button2">Tvůrci</string>
|
||||
<string name="about_button3">Licence</string>
|
||||
<string name="about_contents1">Vítej ve hře Andor\'s Trail. Jedná se o \'Open Source\' RPG hru s prvky rogue-like a fantasy pro Android<br />
|
||||
\n <br />
|
||||
\n <a href=http://andorstrail.com/>Fórum na andorstrail.com, kde lze klást otázky a vést diskuze o hře.</a><br />
|
||||
\n <br />
|
||||
\n <a href=http://andorstrail.com/wiki>Wiki o hře Andor\'s Trail, kde lze najít podrobnější informace o světě hry Andor\'s Trail (mytologie).</a><br />
|
||||
\n <br />
|
||||
\n <a href=http://github.com/Zukero/andors-trail/>Projekt na github.com pro vývojáře.</a><br />
|
||||
\n <br />
|
||||
\nPokud máš otázky ke hře, navštiv prosím herní fórum.<br /></string>
|
||||
<string name="levelup_add_blockchance">Zvýšit šanci odvrácení útoku (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Zvýší šanci odvrácení útoku o %1$d.</string>
|
||||
<string name="about_contents3">Tento program je svobodný. Můžeš jej za splnění podmínek licence GNU General Public License (verze 2 nebo novější) vydanou Free Software Foundation dále šířit a/nebo upravovat.<br />
|
||||
\n <br />
|
||||
\n Tento program je distribuován s vírou, že je dobrý, ale BEZ JAKÉKOLIV ZÁRUKY JAKÉHOKOLI DRUHU, AŤ VÝSLOVNÉ NEBO VYPLÝVAJÍCÍ, VČETNĚ, ALE NIKOLI JEN, ZÁRUK OBCHODOVATELNOSTI A VHODNOSTI PRO URČITÝ ÚČEL. Detaily najdeš v GNU General Public License.<br />
|
||||
\n <br />
|
||||
\n Společně s touto kopií jsi obdržel/a jeden exemplář GNU General Public License. Pokud tomu tak není, navštiv:<a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br />
|
||||
\n <br />
|
||||
\n Zdrojový kód a/nebo požadavky na vylepšení můžeš stáhnout/najít/zadat na této stránce:<a href=http://github.com/Zukero/andors-trail/>http://github.com/Zukero/andors-trail/</a><br /></string>
|
||||
<string name="about_interface"><div><b>Nastavení</b> je přístupné z hlavní nabídky (stiskni tlačítko zpět).</div> <p>________________</p> <h1>Herní ikony</h1> <div><b>Truhla</b><img alt=chest src=chest.png /></div> <p>Pozice okamžitého použití [Podržením prstu na vacích se zobrazí nabídka předmětů k okamžitému použití]</p> <div><b>Hrdina</b><img alt=hero src=char_hero.png /></div> <p>Menu [Přehled, Mise, Dovednosti a Inventář *]</p> <p>* (Informace o předmětu zobrazíš tak, že v inventáři klikneš na daný předmět; podržením prstu na předmětu zobrazíš další možností)</p> <div><b>Nepřítel</b><img alt=monster src=monster.png /></div> <p>Informace [Pouze během boje]</p> <p>________________</p> <h1>Boj</h1> <p>Akce vykonané v boji stojí akční body (AB)...</p> <div><b>Útok</b> - [3AP] *</div> <img alt=attacking src=doubleattackexample.png /> <p>* (Případná výstroj a výbava může změnit časovou náročnost provedení akce - útoku, použití předmětu apod.)</p> <div><b>Použití předmětu</b> - [5AP]</div> <div><b>Útěk</b> - [6AP]</div> <p>________________</p> <h1>Souboj detailněji</h1> <div>Během souboje podrž prst na políčku vedle hrdiny...</div> <div><b>Pro útěk</b></div> <p>(vybrané políčko se zvýrazní - tlačítko útoku se změní na tlačítko pohybu)</p> <img alt=flee src=flee_example.png /> <p>[aktivován mód útěku - podrž prst na nepříteli pro návrat k boji]</p> <div><b>Pro změnu cíle útoku</b></div> <p>(červené zvýraznění cíle útoku se přesune na nového nepřítele)</p> <p>[cíl útoku byl změněn]</p></string>
|
||||
<string name="dialog_newversion_title">Vítej</string>
|
||||
<string name="dialog_newversion_message">Děkujeme zs instalaci hry Andor\'s Trail!
|
||||
\n
|
||||
\nMysli prosím na to, že tato verze hry Andor\'s Trail není končná. Jedná se o hru VE VÝVOJI a to znamená, že ne všechny mapy jsou hotové.
|
||||
\nProsím navštiv fórum o hře, kde lze diskutovat s ostatními hráči i vývojáři této hry. Případně můžeš pomoci tuto hru zlepšit (viz O hře).
|
||||
\n
|
||||
\nDěkujeme za jakoukoliv zpětnou vazbu!</string>
|
||||
<string name="questlog_includecompleted_prompt">Vyber zobrazované mise</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Skrýt dokončené mise</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Všechny mise</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Jen dokončené mise</string>
|
||||
<string name="questlog_queststatus">Stav: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Aktivní</string>
|
||||
<string name="questlog_queststatus_completed">Dokončená</string>
|
||||
<string name="preferences_display_category">Vzhled</string>
|
||||
<string name="preferences_display_fullscreen_title">Celo-obrazový mód</string>
|
||||
<string name="preferences_display_fullscreen">Hra přes celý displej. (vyžaduje restart)</string>
|
||||
<string name="preferences_dialog_category">Potvrzování akcí</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Potvrzení spánku</string>
|
||||
<string name="preferences_dialog_confirmrest">Je vyžadováno potvrzení spánku při vstupu na postel. Pokud není zaškrtnuto, hrdina se automaticky vyspí.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Potvrzení útoku</string>
|
||||
<string name="preferences_dialog_confirmattack">Útoku na nepřítele předchází otázka \'Chceš zaútočit na nepřítele..?\'.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Zobrazení bojové kořisti</string>
|
||||
<string name="preferences_dialog_monsterloot">Výběr způsobu zobrazení tvé bojové kořisti po vyhraném boji (zlaťáky, zkušenosti, předměty).</string>
|
||||
<string name="preferences_combat_category">Boj</string>
|
||||
<string name="preferences_combat_speed_title">Rychlost průběhu boje</string>
|
||||
<string name="preferences_combat_speed">Nastavení rychlosti útoku nepřítele.</string>
|
||||
<string name="preferences_display_loot_dialog">Vždy zobrazí bojovou kořist</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Zobrazí bojovou kořist pouze pokud kořist obsahuje předměty</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Zobrazí předměty, ostatní do oznámení</string>
|
||||
<string name="preferences_display_loot_toast">Zobrazí krátké oznámení</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Oznámení pouze pokud bojová kořist obsahuje předměty</string>
|
||||
<string name="preferences_display_loot_never">Nezobrazovat</string>
|
||||
<string name="preferences_attackspeed_instant">Okamžitý útok (bez animace)</string>
|
||||
<string name="preferences_attackspeed_fast">Rychlý útok</string>
|
||||
<string name="preferences_attackspeed_normal">Běžný útok</string>
|
||||
<string name="preferences_attackspeed_slow">Pomalý útok</string>
|
||||
<string name="preferences_movement_category">Pohyb</string>
|
||||
<string name="preferences_movementmethod_title">Typ pohybu</string>
|
||||
<string name="preferences_movementmethod">Typ pohybu a způsob vyhýbání se překážkám.</string>
|
||||
<string name="preferences_movementmethods_straight">Přímý pohyb (výchozí)</string>
|
||||
<string name="preferences_movementmethods_avoid">Vyhýbat se překážkám</string>
|
||||
<string name="actorinfo_currentconditions">Aktuální stav</string>
|
||||
<string name="actorcondition_info_removes_all">Odstraní zcela: %1$s</string>
|
||||
<string name="actorcondition_info_immunity">Imunita vůči: %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s šance na: %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(Počet kol: %1$d)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Na nositele</string>
|
||||
<string name="iteminfo_effect_works_on_target">Na cíl</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Na útočníka</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Při zásahu</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Při každém zabití</string>
|
||||
<string name="iteminfo_effect_works_when_used">Při použití</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Když je použitý ve výstroji</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Při zásahu útočníkem</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Při zabití útočníkem</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">"Vysává PŽ: %1$s "</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Obnovuje PŽ: %1$s</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Vysává AB: %1$s</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Obnovuje AB: %1$s</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Zvyšuje maximální PŽ: +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Snižuje maximální PŽ: +%1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Zvyšuje maximální počet AB: +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Snižuje maximální počet AB: +%1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Zvyšuje cenu pohybu o +%1$d AB</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Snižuje cenu pohybu o%1$d AB</string>
|
||||
<string name="preferences_display_scaling_factor_title">Měřítko</string>
|
||||
<string name="preferences_display_scaling_factor">Změna velikosti vykreslených objektů a textů.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Běžná velikost</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1,5krát větší</string>
|
||||
<string name="preferences_display_scaling_factor_double">Dvojnásobná velikost</string>
|
||||
<string name="inventory_assign">Přiřazení položek okamžitého použití</string>
|
||||
<string name="inventory_selectitem">Vyber předmět pro přiřazení</string>
|
||||
<string name="inventory_assign_slot1">Položka 1</string>
|
||||
<string name="inventory_assign_slot2">Položka 2</string>
|
||||
<string name="inventory_assign_slot3">Položka 3</string>
|
||||
<string name="inventory_unassign">Zrušit přiřazení položky</string>
|
||||
<string name="preferences_movement_dpad_position_title">Virtuální d-pad</string>
|
||||
<string name="preferences_movement_dpad_position">Zobrazí virtuální d-pad s jehož pomocí se ovládá pohyb.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Minimalizovatelný d-pad</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Zaškrtnutí tohoto nastavení dovolí - v případě zapnutého d-padu - jeho minimalizaci stisknutím středu d-padu.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Neaktivní</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Spodní pravý roh</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Spodní levý roh</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Spodní střed</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Vlevo uprostřed</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Vpravo uprostřed</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Horní levý roh</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Horní pravý roh</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Horní střed</string>
|
||||
<string name="actorconditioninfo_constant_effect">Stálý efekt</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Každé kolo</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Každé celé kolo</string>
|
||||
<string name="bulkselection_totalcost_buy">Celková cena: %1$d ks zlaťáků</string>
|
||||
<string name="bulkselection_totalcost_sell">Celková cena: %1$d ks zlaťáků</string>
|
||||
<string name="bulkselection_select_all">Vše</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Skutečně prodat?</string>
|
||||
<string name="bulkselection_sell_confirmation">Skutečně chceš prodat tento předmět: %1$s? Jedná se o %2$s předmět a pravděpodobně jej už nikdy nezískáš.</string>
|
||||
<string name="skill_title_weapon_chance">Přesný útok</string>
|
||||
<string name="skill_title_weapon_dmg">Mocný útok</string>
|
||||
<string name="skill_title_barter">Obchodník</string>
|
||||
<string name="skill_title_dodge">Úhyb</string>
|
||||
<string name="skill_title_barkskin">Hroší kůže</string>
|
||||
<string name="skill_title_more_criticals">Více kritických zásahů</string>
|
||||
<string name="skill_title_better_criticals">Účinnější kritické zásahy</string>
|
||||
<string name="skill_title_speed">Rychlý útok</string>
|
||||
<string name="skill_title_coinfinder">Hledač zlaťáků</string>
|
||||
<string name="skill_title_more_exp">Rychlý učeň</string>
|
||||
<string name="skill_title_cleave">Kosič nepřátel</string>
|
||||
<string name="skill_title_eater">Pojídač mrtvol</string>
|
||||
<string name="skill_title_fortitude">Zvýšená vytrvalost</string>
|
||||
<string name="skill_title_evasion">Úskok</string>
|
||||
<string name="skill_title_regeneration">Zotavení</string>
|
||||
<string name="skill_title_lower_exploss">Ovládnutí selhání</string>
|
||||
<string name="skill_title_magicfinder">Hledač artefaktů</string>
|
||||
<string name="skill_title_resistance_mental">Silná mysl</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Fyzická odolnost</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Čistá krev</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Zvyšuje šanci na zásah</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Zvyšuje zranění způsobené útokem</string>
|
||||
<string name="skill_shortdescription_barter">Lepší ceny u obchodníků</string>
|
||||
<string name="skill_shortdescription_dodge">Zvyšuje šanci odvrácení útoku</string>
|
||||
<string name="skill_shortdescription_barkskin">Zvyšuje redukci zranění</string>
|
||||
<string name="skill_shortdescription_more_criticals">Zvyšuje úroveň kritického zásahu</string>
|
||||
<string name="skill_shortdescription_better_criticals">Zvyšuje zranění způsobená kritickým zásahem</string>
|
||||
<string name="skill_shortdescription_speed">Zvyšuje maximální počet akčních bodů</string>
|
||||
<string name="skill_shortdescription_coinfinder">Zvyšuje šanci na nalezení zlaťáků</string>
|
||||
<string name="skill_shortdescription_more_exp">Více zkušeností za zabité nepřátele</string>
|
||||
<string name="skill_shortdescription_cleave">Každé zabití obnoví jeden akční bod</string>
|
||||
<string name="skill_shortdescription_eater">Každé zabití obnoví životy</string>
|
||||
<string name="skill_shortdescription_fortitude">Zvyšuje maximální počet životů na každé nové úrovni</string>
|
||||
<string name="skill_shortdescription_evasion">Zvyšuje šanci na útěk</string>
|
||||
<string name="skill_shortdescription_regeneration">Léčí životy každé kolo</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Snížuje počet ztracených zkušeností pokud hráč zemře</string>
|
||||
<string name="skill_shortdescription_magicfinder">Zvyšuje šanci na nalezení kouzelných předmětů</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Odolnost vůči duševním podmínkám</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Odolnost vůči fyzickým (tělesným) podmínkám</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Odolnost vůči krevním potížím</string>
|
||||
<string name="skill_longdescription_weapon_chance">Zvýší šanci na zásah o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Zvýší zranění způsobená útokem o %1$d za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_barter">Každá získaná úroveň osvojení dovednosti sníží nákupní i prodejní přirážku o %1$d procentní body.</string>
|
||||
<string name="skill_longdescription_dodge">Zvýší šanci na odvrácení útoku o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_barkskin">Zvýší redukci zranění o %1$d za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_more_criticals">Zvýší stávající úroveň kritického zásahu výstroje o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_better_criticals">Zvýší stávající násobitel kritického zásahu výstroje o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_speed">Zvýší maximální počet akčních bodů (AB) o %1$d za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_coinfinder">Zvýší šanci na nález zlaťáků po zabití nepřítele o %1$d %% a zvýší počet nalezených zlaťáků o %2$d %% za každou úroveň osvojení dovednosti (až do maximální výše zlaťáků, které nepřítel může mít).</string>
|
||||
<string name="skill_longdescription_more_exp">Zvýší množství zkušeností získaných zabitím nepřítele o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_cleave">Za každého zabitého nepřítele obnoví +%1$d akční bod (AB) za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_eater">Za každého zabitého nepřítele obnoví +%1$d život (PŽ) za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_fortitude">Při každém zvýšení úrovně zvýší maximální počet životů (PŽ) o %1$d za každou úroveň osvojení dovednosti. Toto neplatí zpětně, ale pouze pro následující nové úrovně.</string>
|
||||
<string name="skill_longdescription_evasion">Každá úroveň osvojení dovednosti sníží jak šanci na neúspěch při útěku o %1$d %%, tak šanci, že nepřítel na sousedním políčku zaútočí o %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">V případě, kdy na sousedním políčku není žádná nestvůra, obnoví každé kolo (cca 6 sekund) +%1$d život (PČ) za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Každá úroveň osvojení dovednosti sníží množství ztracených zkušeností způsobené úmrtím o %1$d %% (procent ze současného množství ztracených zkušeností, ne procent celkově). %2$d úrovní osvojení dovednosti zcela zruší ztrátu zkušeností způsobenou úmrtím.</string>
|
||||
<string name="skill_longdescription_magicfinder">Zvýší šanci na nález výjimečných předmětů o %1$d %% za každou úroveň osvojení dovednosti.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Sníží šanci na postižení duševním stavem o %1$d %% za každou úroveň osvojení dovednosti nad %2$d %%. To zahrnuje stavy způsobené útoky nepřátel jako např. Omámení nebo Oslabení zbraně.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Sníží šanci na postižení stavem působícím na tvé fyzické schopnosti o %1$d %% za každou úroveň osvojení dovednosti, až do maximální výše %2$d %%. To zahrnuje stavy způsobené útoky nepřátel jako např. Únava.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Sníží šanci na postižení krve o %1$d %% za každou úroveň osvojení dovednosti, až do maximální výše %2$d %%. To zahrnuje stavy způsobené útoky nepřátel jako např. Otrava nebo Krvácející rána.</string>
|
||||
<string name="skillinfo_action_levelup">Osvojit si</string>
|
||||
<string name="skill_current_level">Současná úroveň: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Současná úroveň: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Pro osvojení této dovednosti je zapotřebí mít alespoň úroveň %1$d dovednosti: %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Pro osvojení této dovednosti je zapotřebí být alespoň na úrovni %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">Pro osvojení této dovednosti potřebuješ mít základní bojovou statistiku %2$s alespoň na hodnotě %1$d.</string>
|
||||
<string name="skill_number_of_increases_one">Můžeš si vybrat jednu dovednost, kterou si osvojíš.</string>
|
||||
<string name="skill_number_of_increases_several">Můžeš si vybrat %1$d dovednosti/í, které si osvojíš.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Získáváš také možnost osvojit si jednu dovednost!</string>
|
||||
<string name="loadsave_save_to_new_slot">Vytvořit novou pozici</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Přepsat uloženou hru?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Tato uložená hra má jiné jméno hrdiny (%1$s) než je současné jméno hrdiny (%2$s). Opravdu si přeješ tuto hru přepsat?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Běžný</string>
|
||||
<string name="iteminfo_displaytypes_quest">Předmět mise</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendární</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Mimořádný</string>
|
||||
<string name="iteminfo_displaytypes_rare">Vzácný</string>
|
||||
<string name="actorconditioninfo_category">"Kategorie: "</string>
|
||||
<string name="actorcondition_categories_spiritual">Duchovní</string>
|
||||
<string name="actorcondition_categories_mental">Duševní</string>
|
||||
<string name="actorcondition_categories_physical">Fyzická</string>
|
||||
<string name="actorcondition_categories_blood">Krevní potíže</string>
|
||||
<string name="traitsinfo_base_max_hp">Max PŽ:</string>
|
||||
<string name="traitsinfo_base_max_ap">Počet AB:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Během souboje nelze hru uložit.</string>
|
||||
<string name="preferences_optimized_drawing_title">Optimalizované vykreslení</string>
|
||||
<string name="preferences_optimized_drawing">Vypni toto nastavení, pokud se zobrazují chyby ve vykreslení. Pokud je tato volba vybrána, překreslují se pouze měněné části obrazovky.</string>
|
||||
<string name="skill_title_shadow_bless">Tmavé požehnání Přítmí</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Odolnost vůči všem typům postižení</string>
|
||||
<string name="skill_longdescription_shadow_bless">Sníží šanci na postižení všech druhů o %1$d %%. To zahrnuje všechny stavy způsobené útokem nepřátel jako např. Jed, Omráčení, Únava.</string>
|
||||
<string name="inventory_movetop">Posunout nahoru</string>
|
||||
<string name="inventory_movebottom">Posunout dolů</string>
|
||||
<string name="actorinfo_immune_criticals">Imunní vůči kritickým zásahům</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Skutečná šance na kritický zásah:</string>
|
||||
<string name="skill_title_crit1">Vnitřní krvácení</string>
|
||||
<string name="skill_shortdescription_crit1">Šance na vnitřní krvácení</string>
|
||||
<string name="skill_longdescription_crit1">Každý kritický zásah má %1$d %% šanci na způsobení vnitřního krvácení, což cíli přivodí stav \'Vnitřní krvácení\'. Vnitřní krvácení významně sníží útočné statistiky cíle a to znamená, že cíl má menší šanci na úspěšný zásah.</string>
|
||||
<string name="skill_title_crit2">Lamač kostí</string>
|
||||
<string name="skill_shortdescription_crit2">Šance na zlomení kostí</string>
|
||||
<string name="skill_longdescription_crit2">Každý kritický zásah má %1$d %% šanci na zlomení kostí protivníka, což cíli přivodí stav \'Zlomenina\'. To významně sníží obranné statistiky cíle, což znamená, že cíl má meší šanci na odvrácení útoku.</string>
|
||||
<string name="skill_title_rejuvenation">Omlazení</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Šance na ukončení negativního stavu</string>
|
||||
<string name="skill_longdescription_rejuvenation">V každém kole (6 sekund) je %1$d %% šance, že závažnost jednoho působícího negativního stavu bude snížena o jeden stupeň. To platí pro všechny dočasně působící stavy; duševní jako např. Omámení, fyzické jako např. Únava a také na krevní potíže jako např. Otravu.</string>
|
||||
<string name="skill_title_taunt">Zneklidnění</string>
|
||||
<string name="skill_shortdescription_taunt">Útočník ztrácí AB při každém útoku, kterým míjí</string>
|
||||
<string name="skill_longdescription_taunt">V případě, že útočník svým útokem míjí, existuje %1$d %% šance, že útočník ztratí %2$d akční body (AB). To platí pro všechny typy útoků vůči tobě.</string>
|
||||
<string name="skill_title_concussion">Otřes mozku</string>
|
||||
<string name="skill_shortdescription_concussion">Šance na způsobení otřesu mozku</string>
|
||||
<string name="skill_longdescription_concussion">Pokud je při útoku šance cíle na odvrácení útoku (OÚ) alespoň o %1$d nižší než je tvá šance na zásah, je %2$d %% šance, že takový zásah způsobí cíli otřes mozku. To zásadně sníží útočné bojové statistiky cíle, především zmenší šanci na úspěšný zásah.</string>
|
||||
<string name="about_button4">O hře</string>
|
||||
<string name="preferences_ui_category">Rozhraní</string>
|
||||
<string name="preferences_ui_enable_animations_title">Zapnutí animací</string>
|
||||
<string name="preferences_ui_enable_animations">Zobrazí animace pro různé prvky herního rozhraní.</string>
|
||||
<string name="menu_button_worldmap">Mapa</string>
|
||||
<string name="menu_button_worldmap_failed">Mapa nemůže být zobrazena.</string>
|
||||
<string name="display_worldmap_not_available">Na tomto místě nelze zobrazit mapu.</string>
|
||||
<string name="display_worldmap_title">Mapa</string>
|
||||
<string name="inventory_equip_offhand">Vem do levé ruky</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Cena útoku: %1$d AB</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Zvyšuje cenu útoku o %1$d AB</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Snižuje cenu útoku o %1$d AB</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Šance na zásah: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Zvyšuje šanci na zásah o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Snižuje šanci na zásah o %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Zranění: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Zranění: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Zvyšuje zranění o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Zvyšuje zranění o %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Snižuje zranění o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Snižuje zranění o %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Zvyšuje úroveň kritického zásahu o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Snižuje úroveň kritického zásahu o %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">"Umožňuje kritický zásah s násobitelem x%1$.1f"</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Zvyšuje šanci na odvrácení útoku o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Snižuje šanci na odvrácení útoku o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Zvyšuje redukci zranění o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Snižuje redukci zranění o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Zvyšuje cenu používání (AB) předmětů během boje o %1$d AB</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Snižuje cenu používání (AB) předmětů během boje o %1$d AB</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Zvyšuje cenu vystrojení (AB) předmětů během boje o %1$d AB</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Snižuje cenu vystrojení (AB) předmětů během boje o %1$d AB</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Skutečně přepsat uloženou hru?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(pozice %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Vždy zobrazit potvrzovací okno</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Zobrazit pouze v případě, že hrdina má jiné jméno</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nezobrazovat potvrzovací okna</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Potvrzení při přepsání uložené hry</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Zobrazit potvrzovací okno pokud se chystáš přepsat existující uloženou hru.</string>
|
||||
<string name="heroinfo_reequip_cost">Cena změny výstroje (AB):</string>
|
||||
<string name="heroinfo_useitem_cost">Cena užití předmětu (AB):</string>
|
||||
<string name="combat_result_monstermoved">%1$s se pohybuje.</string>
|
||||
<string name="combat_log_title">Záznam souboje</string>
|
||||
<string name="combat_log_noentries">Bez záznamu.</string>
|
||||
<string name="conversation_reward_quest_finished">[Mise dokončena: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Mise aktualizována: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Zručnost: dýky</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Zručnost: jednoruční meče</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Zručnost: obouruční meče</string>
|
||||
<string name="skill_title_weapon_prof_axe">Zručnost: sekery</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Zručnost: tupé zbraně</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Boj beze zbraní</string>
|
||||
<string name="skill_title_armor_prof_shield">Zručnost: štíty</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Boj be zbroje</string>
|
||||
<string name="skill_title_armor_prof_light">Zručnost: lehká brnění</string>
|
||||
<string name="skill_title_armor_prof_heavy">Zručnost: těžká brnění</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Bojový styl: dvě zbraně</string>
|
||||
<string name="skill_title_fightstyle_2hand">Bojový styl: obouruční zbraně</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Bojový styl: zbraň a štít</string>
|
||||
<string name="skill_title_specialization_dualwield">Specializace: dvě zbraně</string>
|
||||
<string name="skill_title_specialization_2hand">Specializace: obouruční zbraně</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Specializace: zbraň a štít</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Zvyšuje útočné statistiky pro boj s noži a dýkami</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Zvyšuje útočné statistiky pro boj s jednoručními meči</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Zvyšuje útočné statistiky pro boj s obouručními meči</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Zvyšuje útočné statistiky pro boj se sekerami</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Zvyšuje útočné statistiky pro boj s tupými zbraněmi</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Zvyšuje útočné statistiky pro boj beze zbraní</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Zvyšuje obranné statistiky při použití štítu</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Zvyšuje obranné statistiky při boji bez brnění</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Zvyšuje obranné statistiky při použití lehkého brnění</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Zvyšuje obranné statistiky při použití těžkého brnění</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Útoky dvěma zbraněmi zároveň</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Účinější útoky obouručními zbraněmi</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Efektivnější boj za použití zbraně a štítu</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Expert na použití dvou zbraní současně</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Expert na použití obouručních zbraní</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Expert na boj se zbraní a štítem</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Při použití nože, dýky nebo krátkého meče zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %% základní šance za zásah zbraně, zvýší šanci na odvrácení útoku o %2$d %% základní šance na odvrácení útoku zbraně a zvýší úroveň kritického zásahu o %3$d %% základní úrovně kritického zásahu zbraně.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Při použití dlouhého meče, kordu nebo širokého meče zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %% základní šance za zásah zbraně, zvýší šanci na odvrácení útoku o %2$d %% základní šance na odvrácení útoku zbraně a zvýší úroveň kritického zásahu o %3$d %% základní úrovně kritického zásahu zbraně.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Při použití obouručního meče zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %% základní šance za zásah zbraně, zvýší šanci na odvrácení útoku o %2$d %% základní šance na odvrácení útoku zbraně a zvýší úroveň kritického zásahu o %3$d %% základní úrovně kritického zásahu zbraně.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Při použití sekery nebo válečné sekery zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %% základní šance za zásah zbraně, zvýší šanci na odvrácení útoku o %2$d %% základní šance na odvrácení útoku zbraně a zvýší úroveň kritického zásahu o %3$d %% základní úrovně kritického zásahu zbraně.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Při použití tupých zbraní zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %% základní šance za zásah zbraně, zvýší šanci na odvrácení útoku o %2$d %% základní šance na odvrácení útoku zbraně a zvýší úroveň kritického zásahu o %3$d %% základní úrovně kritického zásahu zbraně. Mezi tupé se počítají kyje, tyče, palice, žezla, válečná a obří kladiva.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Při boji bez zbraně a štítu zvýší každá úroveň osvojení dovednosti šanci na zásah o %1$d %%, šanci na odvrácení útoku o %2$d %% a zvýší úroveň kritického zásahu o %3$d %%.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Zvýší redukci zranění o %1$d za každou úroveň osvojení dovednosti v případech, když je použit štít.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Zvýší šanci na odvrácení o %1$d za každou úroveň osvojení dovednosti v případech, kdy není použita zbroj. Předměty vyrobené z látky nejsou považovány za zbroj.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Zvýší šanci na odvrácení útoku každého kusu nošeného lehkého brnění o %1$d %% z jeho výchozí hodnoty za každou osvojenou úroveň dovednosti. Lehké brnění zahrnuje kožená, usňová brnění a brnění z lehkých kovů.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Zvýší šanci na odvrácení útoku každého vystrojeného těžkého brnění o %1$d %% z jeho výchozí hodnoty za každou úroveň osvojení dovednosti. Dále sníží postih ceny pohybu o %2$d %% za každou úroveň osvojení dovednosti a také sníží postih ceny útoku o %3$d %% za každou úroveň osvojení dovednosti. Těžké brnění zahrnuje kované, kroužkové a plátové brnění.</string>
|
||||
<string name="preferences_quickslots_placement">Pozice položek okamžitého použití</string>
|
||||
<string name="preferences_quickslots_placement_summary">Kde se zobrazí položky okamžitého použití</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Uprostřed dole</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Uprostřed vlevo</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Uprostřed vpravo</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Dole vlevo, podle levého okraje</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Dole vlevo, podle spodního okraje</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Dole vpravo, podle spodního okraje</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Dole vpravo, podle pravého okraje</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Zobrazí položky okamžitého použití, když je otevřený panel nástrojů</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Položky okamžitého použití se zobrazí v okamžiku otevření panelu nástrojů</string>
|
||||
<string name="startscreen_incompatible_savegames">Tato je vývojářská verze hry Andor\'s Trail. Uložené hry vytvořené touto verzí nejsou kompatibilní s oficiální verzí hry.</string>
|
||||
<string name="startscreen_non_release_version">Toto je testovací verze hry Andor\'s Trail. Uložené hry vytvořené touto verzí nejsou kompatibilní s oficiálně vydanou verzí hry.</string>
|
||||
<string name="heroinfo_gamestats">Herní statistiky</string>
|
||||
<string name="heroinfo_gamestats_quests">Dokončené mise</string>
|
||||
<string name="heroinfo_gamestats_deaths">Počet upadnutí do bezvědomí</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Zlaťáky utracené v obchodech</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Počet vypitých lektvarů z kostní moučky</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Počet použitých předmětů</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Počet navštívených míst</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Nejčastěji použitý předmět</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Zabito nepřátel</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Nejsilnější zabitý nepřítel</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Nejčastěji zabitý nepřítel</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Lokalizované zdroje</string>
|
||||
<string name="preferences_ui_use_localized_resources">Pokud je překlad k dispozici, zobrazí se (vyžadován restart)</string>
|
||||
<string name="change_locale_requires_restart">Změna lokalizovaných zdrojů vyžeduje restart. Hra Andor\'s Trail byla zavřena.</string>
|
||||
<string name="inventory_category_all">Vše</string>
|
||||
<string name="inventory_category_favorites">Oblíbené</string>
|
||||
<string name="inventory_category_weapons">Zbraně</string>
|
||||
<string name="inventory_category_armor">Zbroje</string>
|
||||
<string name="inventory_category_usable">Spotřebovatelné</string>
|
||||
<string name="inventory_category_quest">Předměty misí</string>
|
||||
<string name="inventory_category_other">Jiné</string>
|
||||
<string name="inventory_sort_custom">Nesrovnané</string>
|
||||
<string name="inventory_sort_name">Dle jména</string>
|
||||
<string name="inventory_sort_price">Dle ceny</string>
|
||||
<string name="inventory_sort_quantity">Dle množství</string>
|
||||
<string name="inventory_sort_rarity">Dle vzácnosti</string>
|
||||
<string name="inventory_sort_type">Dle typu</string>
|
||||
<string name="shoplist_sort_custom">Nesrovnané</string>
|
||||
<string name="shoplist_sort_name">Dle jména</string>
|
||||
<string name="shoplist_sort_price">Dle ceny</string>
|
||||
<string name="shoplist_sort_quantity">Dle množství</string>
|
||||
<string name="shoplist_sort_rarity">Dle vzácnosti</string>
|
||||
<string name="shoplist_sort_type">Dle typu</string>
|
||||
<string name="skill_category_all">Vše</string>
|
||||
<string name="skill_category_offense">Útočné</string>
|
||||
<string name="skill_category_defense">Obrané</string>
|
||||
<string name="skill_category_criticals">Kritické zásahy</string>
|
||||
<string name="skill_category_immunity">Imunitní</string>
|
||||
<string name="skill_category_utility">Užitné</string>
|
||||
<string name="skill_category_speciality">Specializace</string>
|
||||
<string name="skill_sort_unsorted">Nesrovnané</string>
|
||||
<string name="skill_sort_name">Dle jména</string>
|
||||
<string name="skill_sort_points">Dle úrovně osvojení</string>
|
||||
<string name="skill_sort_unlocked">Dle dostupnosti</string>
|
||||
<string name="preferences_display_theme_title">Motiv</string>
|
||||
<string name="preferences_display_theme">Vyber motiv zobrazení. (vyžaduje restart)</string>
|
||||
<string name="preferences_display_theme_blue">Kobalt</string>
|
||||
<string name="preferences_display_theme_green">Malachit</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidián</string>
|
||||
<string name="change_theme_requires_restart">Změna motivu vyžaduje restart. Hra Andor\'s Trail byla zavřena.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Poskytne bojový bonus, když je útok veden dvěma zbraněmi současně, jedna je v pravé ruce a druhá je v levé ruce.
|
||||
\n
|
||||
\nBez osvojení této dovednosti se využije pouze %1$d %% z charakteristik zbraně vybavené v levé ruce. To obsahuje šanci na zásah, úroveň kritického zásahu, zranění způsobená útokem a šanci na odvrácení útoku. Bez znalosti této dovednosti je časová náročnost (počet AB) útoku rovna součtu časové náročnosti útoku obou zbraní.
|
||||
\n
|
||||
\nPři osvojení jedné úrovně této dovednosti se využije %2$d %% z charakteristik zbraně vybavené v levé ruce a časová náročnost útoku je rovna součtu časové náročnosti útoku zbraně s vyšší časovou náročností a %3$d %% časové náročnosti zbraně s menší časovou náročností.
|
||||
\n
|
||||
\nPři osvojení dvou úrovní této dovednosti se využije %4$d %% z charakteristik zbraně vybavené v levé ruce a časová náročnost útoku je rovna časové náročnosti útoku zbraně s vyšší časovou náročností.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Poskytne bojový bonus, když je útok veden obouruční zbraní jako je např. obouruční meč, válečná sekera, obří kladivo.
|
||||
\n
|
||||
\nKaždá úroveň osvojení dovednosti zvýší zbrani zranění způsobená útokem o %1$d %% základního zranění způsobeného útokem zbraně.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Poskytne bojový bonus, když je útok veden zbraní v pravé ruce a štít je v levé ruce.
|
||||
\n
|
||||
\nKaždá úroveň osvojení dovednosti zvýší šanci na zásah zbraně o %1$d %% její základní šance na zásah a zvýší šanci štítu na odvrácení útoku o %2$d %% jeho základní šance na odvrácení útoku.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Zvýší oběma zbraním jak šanci na zásah, tak šanci na odvrácení útoku. Šanci na zásah zvýší o %1$d %% základní šance na zásah (navíc k bonusu za bojový styl), šanci na odvrácení útoku zvýší o %2$d %% základní šance na odvrácení útoku.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Zvýší obourujční zbrani jak šanci na zásah, tak zranění způsobená útokem. Šanci na zásah zvýší o %2$d %% základní šance na zásah, zranění způsobená útokem zvýší o %1$d %% základního zranění způsobeného útokem (navíc k bonusu získaného díky bojovému stylu).</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Zvýší zbrani jak šanci na zásah, tak zranění způsobená útokem. Šanci na zásah zvýší o %1$d %% základní šance na zásah, zranění způsobená útokem zvýší o %2$d %% základního zranění způsobeného útokem.</string>
|
||||
<string name="skill_category_proficiency">Zručnosti</string>
|
||||
<string name="preferences_high_quality_filters_title">Vysoká kvalita barevných filtrů</string>
|
||||
<string name="preferences_high_quality_filters">Vypni toto nastavení pokud má hra výkonnostní problémy na mapách s filtry (např. tmavé jeskyně). V případě zapnuté volby bude hra používat vylepšený výpočet překryvů barev namísto překrytí jednolitou barvou.</string>
|
||||
<string name="storage_permissions_mandatory">Andor\'s Trail potřebuje přístup k úložišti pro práci s uloženými hrami a mapou světa. Andor\'s Trail se ukončuje.</string>
|
||||
</resources>
|
||||
@@ -1,82 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andors sti</string>
|
||||
<string name="app_description">Missionsdrevet fantasi-RPG</string>
|
||||
<string name="exit_to_menu">Afslut til menu</string>
|
||||
<string name="menu_settings">Præferencer</string>
|
||||
<string name="menu_save">Gem</string>
|
||||
<string name="menu_save_gamesaved">Spil blev gemt på plads %1$d</string>
|
||||
<string name="menu_save_failed">Kunne ikke gemme spil! Er SD-kortet monteret og skrivbart?</string>
|
||||
<string name="loadsave_title_save">Gem spil</string>
|
||||
<string name="loadsave_title_load">Indlæs gemt spil</string>
|
||||
<string name="loadsave_selectslot">Vælg plads</string>
|
||||
<string name="savegame_currenthero_displayinfo">niveau %1$d, %2$d erf., %3$d guld</string>
|
||||
<string name="dialog_loading_message">Indlæser ressourcer …</string>
|
||||
<string name="dialog_loading_failed_title">Indlæsning mislykkedes</string>
|
||||
<string name="dialog_loading_failed_message">Andors sti kunne ikke indlæse den gemte spilfil.
|
||||
|
||||
:(
|
||||
|
||||
Filen kan være ødelagt eller ufuldstændig.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andors sti kunne ikke indlæse den gemte spilfil. Denne spilfil er oprettet med en nyere version end dette spil afvikles under.</string>
|
||||
<string name="dialog_close">Luk</string>
|
||||
<string name="dialog_monsterencounter_title">Sammentræf</string>
|
||||
<string name="dialog_monsterencounter_message">Ønsker du at angribe?
|
||||
Sværhedsgrad: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">Liv:</string>
|
||||
<string name="status_exp">Niveau:</string>
|
||||
<string name="heroinfo_char">Overblik</string>
|
||||
<string name="heroinfo_inv">Udstyr</string>
|
||||
<string name="heroinfo_skill">Evner</string>
|
||||
<string name="heroinfo_levelup">Niveau op</string>
|
||||
<string name="heroinfo_level">Niveau</string>
|
||||
<string name="heroinfo_totalexperience">Samlet erfaring</string>
|
||||
<string name="heroinfo_wornequipment">Slidt udstyr</string>
|
||||
<string name="heroinfo_inventory">Udstyr</string>
|
||||
<string name="heroinfo_gold">Guld: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Handlingspoint (AP):</string>
|
||||
<string name="heroinfo_quests">Missioner</string>
|
||||
<string name="status_ap">HP:</string>
|
||||
<string name="combat_attack">Angreb (%1$d HP)</string>
|
||||
<string name="combat_move">Flyt (%1$d HP)</string>
|
||||
<string name="combat_use">Brug udstyr</string>
|
||||
<string name="combat_endturn">Afslut runde</string>
|
||||
<string name="combat_flee">Flygt</string>
|
||||
<string name="combat_begin_flee">Du kan nu flygte fra kamp ved at klikke i den retning du ønsker at flygte i.</string>
|
||||
<string name="combat_flee_failed">Din flugt mislykkedes!</string>
|
||||
<string name="combat_status_ap">HP: %1$d</string>
|
||||
<string name="combat_monsterhealth">Liv:</string>
|
||||
<string name="combat_monsteraction">%1$s angriber.</string>
|
||||
<string name="combat_result_monstermiss">%1$s rammer ikke!</string>
|
||||
<string name="combat_result_monsterhit">%1$s rammer dig og skader %2$d liv!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s modtager en kritisk træffer der skader %2$d liv!</string>
|
||||
<string name="combat_result_heromiss">Dit angreb mislykkes.</string>
|
||||
<string name="combat_result_herohit">Du rammer %1$s og skader %2$d liv!</string>
|
||||
<string name="combat_result_herohitcritical">Du får en kritisk træffer ind på %1$s og skader %2$d liv!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s dør!</string>
|
||||
<string name="combat_not_enough_ap">Ikke nok HP tilbage i denne runde.</string>
|
||||
<string name="combat_hero_dies">Du falder bevidstløs om, men vågner heldigvis i live, fortumlet og træt. Du mistede %1$d erfaringspoint.</string>
|
||||
<string name="combat_miss_animation_message">RAMTE IKKE</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Udstyr</string>
|
||||
<string name="inventory_unequip">Fjern udstyr</string>
|
||||
<string name="inventory_use">Brug</string>
|
||||
<string name="inventory_drop">Smid</string>
|
||||
<string name="inventory_item_used">Du brugte %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s blev smidt.</string>
|
||||
<string name="inventory_item_equipped">Du gav %1$s udstyr.</string>
|
||||
<string name="dialog_loot_pickall">Saml alle op</string>
|
||||
<string name="dialog_loot_foundgold">Du fandt %1$d guld.</string>
|
||||
<string name="dialog_loot_pickedupitem">Du samlede en genstand op.</string>
|
||||
<string name="localize_resources_from_mo_filename">da.mo</string>
|
||||
<string name="dialog_recenter">Centrer</string>
|
||||
<string name="dialog_more">mere</string>
|
||||
<string name="dialog_monsterencounter_conditions">forhold</string>
|
||||
<string name="heroinfo_skill_categories">Kategori</string>
|
||||
<string name="heroinfo_skill_sort">sorter</string>
|
||||
<string name="heroinfo_inventory_categories">Kategori</string>
|
||||
<string name="heroinfo_inventory_sort">sorter efter</string>
|
||||
<string name="heroinfo_healthpoints">Helbreds oint (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Erfarings point (XP):</string>
|
||||
</resources>
|
||||
@@ -1,627 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">Questbasiertes Fantasy-Rollenspiel</string>
|
||||
<string name="exit_to_menu">Zum Menü</string>
|
||||
<string name="menu_settings">Einstellungen</string>
|
||||
<string name="menu_save">Speichern</string>
|
||||
<string name="menu_save_gamesaved">Spielstand wurde auf Speicherplatz %1$d gesichert</string>
|
||||
<string name="menu_save_failed">Speichern fehlgeschlagen! Ist die SD-Karte eingelegt und beschreibbar?</string>
|
||||
<string name="loadsave_title_save">Spielstand speichern</string>
|
||||
<string name="loadsave_title_load">Spielstand laden</string>
|
||||
<string name="loadsave_selectslot">Speicherplatz wählen</string>
|
||||
<string name="savegame_currenthero_displayinfo">Level %1$d, %2$d Erfahrung, %3$d Goldmünzen</string>
|
||||
<string name="dialog_loading_message">Lade Ressourcen…</string>
|
||||
<string name="dialog_loading_failed_title">Laden fehlgeschlagen</string>
|
||||
<string name="dialog_loading_failed_message">Der Spielstand konnte nicht geladen werden.\n\n:(\n\nDie Datei könnte beschädigt oder unvollständig sein.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Der Spielstand konnte nicht geladen werden. Die Datei wurde mit einer neueren Programmversion erstellt.</string>
|
||||
<string name="dialog_close">Schließen</string>
|
||||
<string name="dialog_monsterencounter_title">Begegnung</string>
|
||||
<string name="dialog_monsterencounter_message">Möchtest du angreifen\?
|
||||
\nSchwierigkeit: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">LP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">EP:</string>
|
||||
<string name="heroinfo_char">Übersicht</string>
|
||||
<string name="heroinfo_inv">Inventar</string>
|
||||
<string name="heroinfo_skill">Fähigkeiten</string>
|
||||
<string name="heroinfo_levelup">Level aufsteigen</string>
|
||||
<string name="heroinfo_level">Level</string>
|
||||
<string name="heroinfo_totalexperience">Erfahrung</string>
|
||||
<string name="heroinfo_wornequipment">Ausrüstung</string>
|
||||
<string name="heroinfo_inventory">Inventar</string>
|
||||
<string name="heroinfo_gold">Gold: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Aktionspunkte (AP):</string>
|
||||
<string name="heroinfo_quests">Quests</string>
|
||||
<string name="combat_attack">Angriff (%1$d AP)</string>
|
||||
<string name="combat_move">Bewegung (%1$d AP)</string>
|
||||
<string name="combat_use">Benutzen</string>
|
||||
<string name="combat_endturn">Runde beenden</string>
|
||||
<!-- <string name="combat_endcombat">Kampf beenden</string>-->
|
||||
<string name="combat_flee">Fliehen</string>
|
||||
<string name="combat_begin_flee">Du kannst nun aus dem Kampf flüchten indem du in die gewünschten Fluchtrichtung klickst.</string>
|
||||
<string name="combat_flee_failed">Die Flucht ist misslungen!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">LP:</string>
|
||||
<string name="combat_monsteraction">%1$s greift an.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">Du kannst den Kampf nicht verlassen, weil noch Gegner in der Nähe sind. Du musst dich zunächst auf ein Feld bewegen, wo dich die Gegner nicht mehr erreichen können.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s verfehlt!</string>
|
||||
<string name="combat_result_monsterhit">%1$s trifft dich und nimmt dir %2$d LP!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s macht einen kritischen Treffer (%2$d LP)!</string>
|
||||
<string name="combat_result_heromiss">Dein Angriff schlug fehl.</string>
|
||||
<string name="combat_result_herohit">Du triffst %1$s (%2$d LP)!</string>
|
||||
<string name="combat_result_herohitcritical">Dein kritischer Treffer kostet %1$s %2$d LP!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s ist besiegt!</string>
|
||||
<string name="combat_not_enough_ap">Es sind nicht mehr genug AP in dieser Runde übrig.</string>
|
||||
<string name="combat_hero_dies">Du wirst bewusstlos, wachst aber glücklicherweise wieder lebendig, benommen und entkräftet auf. Du verlierst %1$d Erfahrungspunkte.</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Anlegen</string>
|
||||
<string name="inventory_unequip">Ablegen</string>
|
||||
<string name="inventory_use">Benutzen</string>
|
||||
<string name="inventory_drop">Fallen lassen</string>
|
||||
<string name="inventory_item_used">%1$s benutzt.</string>
|
||||
<string name="inventory_item_dropped">%1$s weggeworfen.</string>
|
||||
<string name="inventory_item_equipped">%1$s angelegt.</string>
|
||||
<string name="dialog_loot_pickall">Alles einsammeln</string>
|
||||
<string name="dialog_loot_foundgold">Du findest %1$d Goldstücke.</string>
|
||||
<string name="dialog_loot_pickedupitem">Du hebst einen Gegenstand auf.</string>
|
||||
<string name="dialog_loot_pickedupitems">Du hebst %1$d Gegenstände auf.</string>
|
||||
<string name="dialog_groundloot_title">Gegenstände</string>
|
||||
<string name="dialog_groundloot_message">Du hast ein paar Gegenstände gefunden.</string>
|
||||
<string name="dialog_monsterloot_title">Sieg</string>
|
||||
<string name="dialog_monsterloot_message">Du hast den Kampf überlebt. </string>
|
||||
<string name="dialog_monsterloot_gainedexp">Du erhältst %1$d Erfahrung. </string>
|
||||
<string name="monster_difficulty_veryeasy">Sehr leicht</string>
|
||||
<string name="monster_difficulty_easy">Leicht</string>
|
||||
<string name="monster_difficulty_normal">Normal</string>
|
||||
<string name="monster_difficulty_hard">Schwer</string>
|
||||
<string name="monster_difficulty_veryhard">Sehr schwer</string>
|
||||
<string name="monster_difficulty_impossible">Unmöglich</string>
|
||||
<string name="actorinfo_class">Klasse:</string>
|
||||
<string name="actorinfo_difficulty">Schwierigkeit:</string>
|
||||
<string name="actorinfo_health">Lebenspunkte:</string>
|
||||
<string name="actorinfo_attack">Angriff:</string>
|
||||
<string name="actorinfo_defense">Abwehr:</string>
|
||||
<string name="actorinfo_movecost">Bewegungskosten (AP):</string>
|
||||
<string name="actorinfo_basetraits">Basiskampfeigenschaften (ohne Ausrüstung und Skills)</string>
|
||||
<string name="actorinfo_currenttraits">Kampfeigenschaften (aktuell)</string>
|
||||
<string name="traitsinfo_attack_cost">Angriffskosten (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Angriffschance:</string>
|
||||
<string name="traitsinfo_attack_damage">Schaden:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Kritische Fähigkeit:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Faktor bei krit. Treffern:</string>
|
||||
<string name="traitsinfo_defense_chance">Abwehrchance:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Schadensresistenz:</string>
|
||||
<!-- <string name="key_required">Hier kommt man nur mit einem bestimmten Schlüssel weiter.</string> -->
|
||||
<string name="iteminfo_category">Kategorie: </string>
|
||||
<string name="iteminfo_action_use">Benutzen</string>
|
||||
<string name="iteminfo_action_equip">Anlegen</string>
|
||||
<string name="iteminfo_action_unequip">Ablegen</string>
|
||||
<string name="iteminfo_action_use_ap">Benutzen (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Anlegen (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Ablegen (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Aktuelles Spiel fortsetzen</string>
|
||||
<string name="startscreen_newgame">Neues Spiel</string>
|
||||
<string name="startscreen_newgame_confirm">Das aktuelle Spiel wird verworfen. Sind sie sicher, dass sie ein neues Spiel starten wollen?</string>
|
||||
<string name="startscreen_about">Über/Hilfe</string>
|
||||
<string name="startscreen_enterheroname">Heldennamen eingeben</string>
|
||||
<string name="startscreen_load">Laden</string>
|
||||
<!-- <string name="conversation_title">%1$s sagt</string> -->
|
||||
<string name="conversation_rewardexp"> [Du erhältst %1$d Erfahrung]</string>
|
||||
<string name="conversation_rewardgold"> [Du erhältst %1$d Goldmünzen]</string>
|
||||
<string name="conversation_lostgold"> [Du verlierst %1$d Goldmünzen]</string>
|
||||
<string name="conversation_rewarditem"> [Du erhältst einen Gegenstand]</string>
|
||||
<string name="conversation_rewarditems"> [Du erhältst %1$d Gegenstände]</string>
|
||||
<string name="conversation_next">Weiter</string>
|
||||
<string name="conversation_leave">Verlassen</string>
|
||||
<string name="shop_buy">Kaufen</string>
|
||||
<string name="shop_sell">Verkaufen</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Kaufen (%1$d Gold)</string>
|
||||
<string name="shop_sellitem">Verkaufen (%1$d Gold)</string>
|
||||
<string name="shop_yourgold">Deine Goldmünzen: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s gekauft.</string>
|
||||
<string name="shop_item_sold">%1$s verkauft.</string>
|
||||
<string name="levelup_title">Aufsteigen</string>
|
||||
<string name="levelup_description">Du hast Level %1$d erreicht!</string>
|
||||
<string name="levelup_buttontext">Aufsteigen</string>
|
||||
<string name="levelup_add_health">Lebenspunkte erhöhen (+%1$d LP)</string>
|
||||
<string name="levelup_add_health_description">Fügt den maximalen Lebenspunkten %1$d Punkte hinzu.</string>
|
||||
<string name="levelup_add_attackchance">Angriffschance erhöhen (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Fügt %1$d zur Basis-Angriffschance hinzu.</string>
|
||||
<string name="levelup_add_attackdamage">Angriffsschaden erhöhen (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Fügt %1$d zum Basis-Angriffsschaden hinzu.</string>
|
||||
<string name="levelup_add_blockchance">Abwehrchance erhöhen (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Fügt %1$d zur Basis-Abwehrchance hinzu.</string>
|
||||
<string name="dialog_rest_title">Schlafen</string>
|
||||
<string name="dialog_rest_confirm_message">Willst du dich hier ausruhen?</string>
|
||||
<string name="dialog_rest_message">Der Schlaf hat dich erfrischt und deine Gesundheit wieder hergestellt.</string>
|
||||
<string name="about_button1">Hilfe</string>
|
||||
<string name="about_button2">Autoren</string>
|
||||
<string name="about_button3">Lizenz</string>
|
||||
<string name="about_contents1">Willkommen bei Andor\'s Trail, einem rogue-like Open-Source Rollenspiel für Android<br />
|
||||
\n <br />
|
||||
\n <a href=http://andorstrail.com/>Forum auf andorstrail.com für Fragen und Diskussionen.</a><br />
|
||||
\n <br />
|
||||
\n <a href=http://andorstrail.com/wiki>Game-Wiki über die Welt von Andors Trail und weitergehende Informationen.</a><br />
|
||||
\n <br />
|
||||
\n <a href=http://github.com/Zukero/andors-trail/>Projekt-Homepage auf github.com für Entwickler.</a><br />
|
||||
\n <br />
|
||||
\n Bitte besuche das Forum, um das Spiel mit anderen Spielern zu diskutieren.<br /></string>
|
||||
<!--
|
||||
This is the GNU GPL v2 text, originally from
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
||||
For translation of this text, you might be able to find a version in your language here:
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
|
||||
-->
|
||||
<string name="about_contents3">Dieses Programm ist freie Software. Sie können es unter den Bedingungen der GNU General Public License, wie von der Free Software Foundation veröffentlicht, weitergeben und/oder modifizieren, entweder gemäß Version 2 der Lizenz oder (nach Ihrer Option) jeder späteren Version.<br />
|
||||
\n <br />
|
||||
\n Die Veröffentlichung dieses Programms erfolgt in der Hoffnung, daß es Ihnen von Nutzen sein wird, aber OHNE IRGENDEINE GARANTIE, sogar ohne die implizite Garantie der MARKTREIFE oder der VERWENDBARKEIT FÜR EINEN BESTIMMTEN ZWECK. Details finden Sie in der GNU General Public License.<br />
|
||||
\n <br />
|
||||
\n Sie sollten ein Exemplar der GNU General Public License zusammen mit diesem Programm erhalten haben. Falls nicht, siehe hier:<a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br />
|
||||
\n <br />
|
||||
\n Für den Quelltext und Verbesserungsanfragen, besuchen Sie bitte die Projektseite:<a href=http://github.com/Zukero/andors-trail/>http://github.com/Zukero/andors-trail/</a><br /></string>
|
||||
<string name="about_interface"><![CDATA[
|
||||
|
||||
<div><b>Spiel Einstellungen</b> können über den Menüknopf deines Gerätes erreicht werden.</div>
|
||||
|
||||
<p>________________</p>
|
||||
<h1>Symbole der Benutzeroberfläche</h1>
|
||||
|
||||
<div><b>Die Truhe</b><img alt="chest" src="chest.png" /></div>
|
||||
<p>Quickslots [Durch einen langen Klick auf die einzelnen Slots können den Slots Gegenstände zugewiesen werden, die anschließend schneller verwendet werden können]</p>
|
||||
|
||||
<div><b>Der Held</b><img alt="hero" src="char_hero.png" /></div>
|
||||
<p>Menü [Übersicht, Quests, Skills & Inventar *]</p>
|
||||
<p>* (Im Inventar werden durch einen kurzen Klick auf den Gegenstand Informationen angezeigt; durch einen langen Klick können weitere Optionen erreicht werden)</p>
|
||||
|
||||
<div><b>Die Gegner</b><img alt="monster" src="monster.png" /></div>
|
||||
<p>Informationen [Erscheint während dem Kampf]</p>
|
||||
|
||||
|
||||
|
||||
<p>________________</p>
|
||||
<h1>Kampf</h1>
|
||||
|
||||
<p>Aktionen die während dem Kampf ausgeführt werden kosten AP...</p>
|
||||
|
||||
<div><b>Angreifen</b> - [3AP] *</div>
|
||||
<img alt="attacking" src="doubleattackexample.png" />
|
||||
<p>* (das Anlegen von Ausrüstung & das Verwenden von Gegenständen kann die AP & Kosten verändern)</p>
|
||||
|
||||
<div><b>Gegenstände verwenden</b> - [5AP]</div>
|
||||
<div><b>Fliehen</b> - [6AP]</div>
|
||||
|
||||
|
||||
|
||||
<p>________________</p>
|
||||
<h1>Erweiterter Kampf</h1>
|
||||
|
||||
<div>Während eines Kampfes, langklicke ein Feld das an den Held angrenzt um...</div>
|
||||
|
||||
<div><b>zu Fliehen</b></div>
|
||||
<p>(gewähltes Feld wird hervorgehoben - Angriffs Button ändert sich zu einem Bewegen Button)</p>
|
||||
<img alt="flee" src="flee_example.png" />
|
||||
<p>[bei aktivem Fluchtmodus - Langklick auf einen Gegner um dem Kampf erneut beizutreten]</p>
|
||||
|
||||
<div><b>Ziele zu ändern</b></div>
|
||||
<p>(die rote Zielhervorhebung wechselt zwischen den Gegnern)</p>
|
||||
<p>[Das Ziel hat sich geändert]</p>
|
||||
|
||||
]]></string>
|
||||
<string name="dialog_newversion_title">Willkommen</string>
|
||||
<string name="dialog_newversion_message">
|
||||
Vielen Dank, dass Du Andor\'s Trail heruntergeladen hast!\n\n
|
||||
Bedenke bitte, dass diese Version von Andor\'s Trail noch IN DER ENTWICKLUNG ist und somit noch nicht alle Karten komplett fertig sind.\n
|
||||
Bitte besuche das Projekt-Forum für weitere Informationen oder wenn du mithelfen willst (siehe "Über").\n
|
||||
\n
|
||||
Danke für alle bisherigen Rückmeldungen!
|
||||
</string>
|
||||
<string name="questlog_includecompleted_prompt">Anzuzeigende Quests auswählen</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Verstecke abgeschlossene Quests</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Zeige auch abgeschlossene Quests</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Zeige nur abgeschlossene Quests</string>
|
||||
<string name="questlog_queststatus">Status: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Offen</string>
|
||||
<string name="questlog_queststatus_completed">Abgeschlossen</string>
|
||||
<string name="preferences_display_category">Anzeige</string>
|
||||
<string name="preferences_display_fullscreen_title">Vollbild</string>
|
||||
<string name="preferences_display_fullscreen">Zeigt das Spiel im Vollbildmodus an. (erfordert Neustart)</string>
|
||||
<string name="preferences_dialog_category">Dialogbestätigungen</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Bestätige Ausruhen</string>
|
||||
<string name="preferences_dialog_confirmrest">Fragt nach, ob man ausruhen will, wenn ein Bett berührt wird. Ansonsten ruht man automatisch aus.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Bestätige Angriff</string>
|
||||
<string name="preferences_dialog_confirmattack">Aktiviert den \'Angreifen..?\' Dialog beim Angreifen von Gegnern.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Beute anzeigen</string>
|
||||
<string name="preferences_dialog_monsterloot">Auswahl wie das Ergebnis eines Kampfes angezeigt werden soll (Goldmünzen, Erfahrung, Gegenstände).</string>
|
||||
<string name="preferences_combat_category">Kampf</string>
|
||||
<string name="preferences_combat_speed_title">Kampfgeschwindigkeit</string>
|
||||
<string name="preferences_combat_speed">Bestimmt, wie schnell Gegner angreifen.</string>
|
||||
<string name="preferences_display_loot_dialog">Beute-Dialog immer anzeigen</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Beute-Dialog beim Fund von Gegenständen</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Dialog bei Gegenständen, sonst Nachricht</string>
|
||||
<string name="preferences_display_loot_toast">Kurze Nachricht</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Benachrichtigung nur beim Fund von Gegenständen zeigen</string>
|
||||
<string name="preferences_display_loot_never">Nicht anzeigen</string>
|
||||
<string name="preferences_attackspeed_instant">Sofort (keine Animation)</string>
|
||||
<string name="preferences_attackspeed_fast">Schnell</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Langsam</string>
|
||||
<string name="preferences_movement_category">Bewegung</string>
|
||||
<string name="preferences_movementmethod_title">Bewegungsmethode</string>
|
||||
<string name="preferences_movementmethod">Methode für die Fortbewegung und Behandlung von Hindernissen.</string>
|
||||
<string name="preferences_movementmethods_straight">Direkt (original)</string>
|
||||
<string name="preferences_movementmethods_avoid">Hindernisse umgehen</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Aktive Effekte</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Entfernt alle %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s Chance von %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d Runden)</string>
|
||||
<string name="iteminfo_effect_works_on_source">auf Quelle</string>
|
||||
<string name="iteminfo_effect_works_on_target">auf Ziel</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">wenn Gegner getroffen wird</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">bei jedem besiegten Gegner</string>
|
||||
<string name="iteminfo_effect_works_when_used">bei Anwendung</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">solange angelegt</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">entzieht %1$s LP</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">gibt %1$s LP zurück</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">entzieht %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">gibt %1$s AP zurück</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">erhöht max. LP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">verringert max. LP um %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">erhöht max. AP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">verringert max. AP um %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Bewegungsstrafe +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Bewegungsbonus %1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">Skalierung</string>
|
||||
<string name="preferences_display_scaling_factor">Vergrößert die Darstellung.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normale Größe</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1,5-fache Größe</string>
|
||||
<string name="preferences_display_scaling_factor_double">Doppelte Größe</string>
|
||||
<string name="inventory_assign">Quickslot zuweisen</string>
|
||||
<string name="inventory_assign_slot1">Quickslot 1</string>
|
||||
<string name="inventory_assign_slot2">Quickslot 2</string>
|
||||
<string name="inventory_assign_slot3">Quickslot 3</string>
|
||||
<string name="inventory_unassign">Quickslot aufheben</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">virtuelles D-Pad</string>
|
||||
<string name="preferences_movement_dpad_position">Aktiviert ein virtuelles D-Pad auf dem Bildschirm zur Steuerung.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Minimierbares D-Pad</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Wenn das virtuelle D-Pad aktiviert ist, erlaubt diese Einstellung die Minimierung des D-Pads durch einen Klick auf die Mitte.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Deaktiviert</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Untere rechte Ecke</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Untere linke Ecke</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Unten in der Mitte</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Links in der Mitte</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Rechts in der Mitte</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Obere linke Ecke</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Obere rechte Ecke</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Oben in der Mitte</string>
|
||||
<string name="actorconditioninfo_constant_effect">andauernder Effekt</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Jede Runde</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Jede volle Runde</string>
|
||||
<string name="bulkselection_totalcost_buy">gesamter Kaufpreis: %1$d Goldmünzen</string>
|
||||
<string name="bulkselection_totalcost_sell">gesamter Verkaufpreis: %1$d Goldmünzen</string>
|
||||
<string name="bulkselection_select_all">Alles</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Wirklich verkaufen?</string>
|
||||
<string name="bulkselection_sell_confirmation">Soll %1$s wirklich verkauft werden? Dieser Gegenstand ist %2$s und du könntest ihn nicht zurückerlangen können.</string>
|
||||
<string name="skill_title_weapon_chance">Waffen Präzision</string>
|
||||
<string name="skill_title_weapon_dmg">Kräftiger Schlag</string>
|
||||
<string name="skill_title_barter">Kaufmann</string>
|
||||
<string name="skill_title_dodge">Ausweichen</string>
|
||||
<string name="skill_title_barkskin">Rindenhaut</string>
|
||||
<string name="skill_title_more_criticals">Mehr kritischer Schaden</string>
|
||||
<string name="skill_title_better_criticals">Besserer kritischer Schaden</string>
|
||||
<string name="skill_title_speed">Kampfgeschwindigkeit</string>
|
||||
<string name="skill_title_coinfinder">Schatzjäger</string>
|
||||
<string name="skill_title_more_exp">Guter Lehrling</string>
|
||||
<string name="skill_title_cleave">Bresche</string>
|
||||
<string name="skill_title_eater">Leichenesser</string>
|
||||
<string name="skill_title_fortitude">wachsende Standhaftigkeit</string>
|
||||
<string name="skill_title_evasion">Umgehen</string>
|
||||
<string name="skill_title_regeneration">Erholung</string>
|
||||
<string name="skill_title_lower_exploss">Fehlschläge meistern</string>
|
||||
<string name="skill_title_magicfinder">Magischer Schatzsucher</string>
|
||||
<string name="skill_title_resistance_mental">Starker Verstand</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Ausdauernder Körper</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Reines Blut</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Erhöhte Angriffschance</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Erhöhter Angriffsschaden</string>
|
||||
<string name="skill_shortdescription_barter">Bessere Händlerpreise</string>
|
||||
<string name="skill_shortdescription_dodge">Erhöhte Abwehrchance</string>
|
||||
<string name="skill_shortdescription_barkskin">Schadensresistenz</string>
|
||||
<string name="skill_shortdescription_more_criticals">Erhöhte kritische Fähigkeit</string>
|
||||
<string name="skill_shortdescription_better_criticals">Erhöhter kritischer Schaden</string>
|
||||
<string name="skill_shortdescription_speed">Erhöhte maximale Aktionspunkte</string>
|
||||
<string name="skill_shortdescription_coinfinder">Größere Chance Goldmünzen zu finden</string>
|
||||
<string name="skill_shortdescription_more_exp">Größere Erfahrung von Gegnern</string>
|
||||
<string name="skill_shortdescription_cleave">Regeneriere Aktionspunkte von besiegten Gegnern</string>
|
||||
<string name="skill_shortdescription_eater">Regeneriere Lebenspunkte von besiegten Gegnern</string>
|
||||
<string name="skill_shortdescription_fortitude">Erlange Leben bei jedem Aufstieg</string>
|
||||
<string name="skill_shortdescription_evasion">Erhöhte Chance zu Fliehen</string>
|
||||
<string name="skill_shortdescription_regeneration">Regeneriere jede Runde Lebenspunkte</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Verringere den Verlust an Erfahrungspunkten beim Sterben</string>
|
||||
<string name="skill_shortdescription_magicfinder">Größere Chance magische Gegenstände zu finden</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Widerstand gegen mentale Effekte</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Widerstand gegen physische Effekte</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Widerstand gegen Blutstörungen</string>
|
||||
<string name="skill_longdescription_weapon_chance">Erhöht die Angriffschance bei jeder Stufe um %1$d.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Erhöht den maximalen Schaden bei jeder Stufe um %1$d.</string>
|
||||
<string name="skill_longdescription_barter">Verringert bei jeder Stufe den Auf- und Abschlag von An- und Verkäufen um %1$d Prozentpunkte.</string>
|
||||
<string name="skill_longdescription_dodge">Erhöht die Abwehrchance bei jeder Stufe um %1$d.</string>
|
||||
<string name="skill_longdescription_barkskin">Erhöht die Schadensresistenz bei jeder Stufe um %1$d.</string>
|
||||
<string name="skill_longdescription_more_criticals">Erhöht bei jeder Stufe die durch die Ausrüstung bestehende kritische Fähigkeit um %1$d %%.</string>
|
||||
<string name="skill_longdescription_better_criticals">Erhöht bei jeder Stufe den durch die Ausrüstung bestehenden kritischen Faktor um %1$d %%.</string>
|
||||
<string name="skill_longdescription_speed">Erhöht die maximalen Aktionspunkte (AP) bei jeder Stufe um %1$d.</string>
|
||||
<string name="skill_longdescription_coinfinder">Erhöht bei jeder Stufe die Chance bei einem Gegner Goldmünzen zu finden um %1$d %%. Auch die Menge der gefundenen Goldmünzen erhöht sich jeweils um %2$d %% (bis zu der für den Gegnertyp maximalen Menge).</string>
|
||||
<string name="skill_longdescription_more_exp">Erhöht bei jeder Stufe die Menge der beim besiegen von Gegnern erhaltenen Erfahrung um %1$d %%.</string>
|
||||
<string name="skill_longdescription_cleave">Für besiegte Gegner erhält man bei jeder Stufe +%1$d Aktionspunkte (AP).</string>
|
||||
<string name="skill_longdescription_eater">Für besiegte Gegner erhält man bei jeder Stufe +%1$d Lebenspunkte (LP).</string>
|
||||
<string name="skill_longdescription_fortitude">Für jeden nachfolgenden Level Aufstieg werden die maximalen Lebenspunkte (LP) um %1$d erhöht. Das wird nicht rückwirkend angewandt, nur nachfolgende Level Aufstiege sind betroffen.</string>
|
||||
<string name="skill_longdescription_evasion">Verringert bei jeder Stufe sowohl die Chance eines fehlgeschlagenen Fluchtversuches um %1$d %% als auch die Chance das ein benachbarter Gegner dich angreift um %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Bei jeder Stufe erhält man pro Runde +%1$d Lebenspunkte (LP) wenn kein Monster auf einem direkt benachbarten Feld ist.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Verringert bei jeder Stufe die Menge der durch den Tod verursachten verlorenen Erfahrung um %1$d %% (prozentualer Anteil an dem bestehenden Erfahrungsverlust, es handelt sich nicht um Prozentpunkte). Durch %2$d Stufen werden alle Erfahrungsverluste, die durch den Tod verursacht werden, entfernt.</string>
|
||||
<string name="skill_longdescription_magicfinder">Erhöht bei jeder Stufe die Chance ungewöhnliche Gegenstände zu finden um %1$d %%.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Verringert bei jeder Stufe die Chance von mentalen Effekten geplagt zu werden um %1$d %%, bis hin zu einem Maximum von %2$d %%. Das beinhaltet von Gegnern hinzugefügte Effekte wie Benommen oder Schwächung der Waffen.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Verringert bei jeder Stufe die Chance von physischen Effekten geplagt zu werden um %1$d %%, bis hin zu einem Maximum von %2$d %%. Das beinhaltet von Gegnern hinzugefügte Effekte wie Ermüdung.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Verringert bei jeder Stufe die Chance von Blutstörungen geplagt zu werden um %1$d %%, bis hin zu einem Maximum von %2$d %%. Das beinhaltet von Gegnern hinzugefügte Effekte wie Gift oder Blutende Wunden.</string>
|
||||
<string name="skillinfo_action_levelup">Erlernen</string>
|
||||
<string name="skill_current_level">Aktuelle Stufe: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Aktuelle Stufe: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Um diesen Skill zu erlernen, wird mindestens die %1$d. Stufe des Skills %2$s benötigt.</string>
|
||||
<string name="skill_prerequisite_level">Um diesen Skill zu erlernen, wird mindestens das Erfahrungslevel %1$d benötigt.</string>
|
||||
<string name="skill_prerequisite_stat">Um diesen Skill zu erlernen, werden mindestens %1$d %2$s benötigt (Basiskampfeigenschaften).</string>
|
||||
<string name="skill_number_of_increases_one">Du kannst eine Fähigkeit verbessern.</string>
|
||||
<string name="skill_number_of_increases_several">Du kannst %1$d Fähigkeiten verbessern.</string>
|
||||
<string name="levelup_adds_new_skillpoint">In diesem Level erhälst du einen neuen Skillpunkt!</string>
|
||||
<string name="loadsave_save_to_new_slot">Neuen Speicherplatz anlegen</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Speicherplatz überschreiben?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Dieser Speicherplatz enthält einen anderen Spielernamen (%1$s) als den aktuellen Spielernamen (%2$s). Soll dieser Spielstand wirklich überschrieben werden?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Gewöhnlich</string>
|
||||
<string name="iteminfo_displaytypes_quest">Quest Gegenstand</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendär</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Außergewöhnlich</string>
|
||||
<string name="iteminfo_displaytypes_rare">Selten</string>
|
||||
<string name="actorconditioninfo_category">Effekt Kategorie: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Geistig</string>
|
||||
<string name="actorcondition_categories_mental">Mental</string>
|
||||
<string name="actorcondition_categories_physical">Physisch</string>
|
||||
<string name="actorcondition_categories_blood">Blutstörungen</string>
|
||||
<string name="traitsinfo_base_max_hp">Max LP:</string>
|
||||
<string name="traitsinfo_base_max_ap">Max AP:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Das Spiel kann während eines Kampfes nicht gespeichert werden.</string>
|
||||
<string name="preferences_optimized_drawing_title">Optimierter Bildschirmaufbau</string>
|
||||
<string name="preferences_optimized_drawing">Deaktiviere diese Option wenn du Grafikfehler siehst. Wenn diese Einstellung aktiv ist, werden bei jedem Frame nur die geänderten Teile des Bildschirms neu gezeichnet.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.11 -->
|
||||
<string name="skill_title_shadow_bless">Dunkler Segen des Schattens</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Widerstand gegen Effekte aller Art</string>
|
||||
<string name="skill_longdescription_shadow_bless">Verringert die Chance von Effekten aller Art geplagt zu werden um %1$d %%. Das beinhaltet alle von Gegnern hinzugefügten Effekte wie beispielsweise Vergiftung, Benommen und Ermüdung.</string>
|
||||
<string name="inventory_movetop">Nach ganz oben verschieben</string>
|
||||
<string name="inventory_movebottom">Nach ganz unten verschieben</string>
|
||||
<string name="actorinfo_immune_criticals">Kritischen Treffern gegenüber immun</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Effektive kritische Treffer:</string>
|
||||
<string name="skill_title_crit1">Innere Blutung</string>
|
||||
<string name="skill_shortdescription_crit1">Chance innere Blutungen zuzufügen</string>
|
||||
<string name="skill_longdescription_crit1">Bei jedem kritischen Treffer gibt es eine %1$d %% Chance dem Gegner innere Blutungen zuzufügen. Durch den Effekt \'Innere Blutung\' werden die offensiven Kampfeigenschaften stark eingeschränkt und der Gegner wird weniger erfolgreiche Angriffe durchführen können.</string>
|
||||
<string name="skill_title_crit2">Knochenbrecher</string>
|
||||
<string name="skill_shortdescription_crit2">Chance Knochen zu brechen</string>
|
||||
<string name="skill_longdescription_crit2">Bei jedem kritischen Treffer gibt es eine %1$d %% Chance einige Knochen des Gegners zu brechen. Durch den Effekt \'Knochenbruch\' werden die defensiven Kampfeigenschaften stark eingeschränkt und der Gegner wird sich weniger gegen nachfolgende Angriffe verteidigen können.</string>
|
||||
<string name="skill_title_rejuvenation">Verjüngung</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Chance Effekte zu entfernen</string>
|
||||
<string name="skill_longdescription_rejuvenation">Jede Runde (alle 6 Sekunden) gibt es eine %1$d %% Chance dass einer der aktiven negativen Effekte um eine Größenordnung verringert wird. Das gilt für alle temporären Effektarten die den Körper betreffen; mentale Effekte wie Benommen, physische Effekte wie Ermüdung und auch Blutstörungen wie Gift.</string>
|
||||
<string name="skill_title_taunt">Verspotten</string>
|
||||
<string name="skill_shortdescription_taunt">Angreifer verliert bei Fehlschlägen Aktionspunkte</string>
|
||||
<string name="skill_longdescription_taunt">Wenn ein Angriff eines Gegners fehlschlägt, gibt es eine %1$d %% Chance, dass er dabei %2$d Aktionspunkte (AP) verliert. Das gilt für alle Nahkampfangriffe gegen dich.</string>
|
||||
<string name="skill_title_concussion">Gehirnerschütterung</string>
|
||||
<string name="skill_shortdescription_concussion">größere Chance eine Gehirnerschütterung zuzufügen</string>
|
||||
<string name="skill_longdescription_concussion">Bei einem Angriff auf einen Gegner dessen Abwehrchance (BC) mindestens um %1$d tiefer als deine Angriffschance (AC) ist, gibt es eine %2$d %% Chance dass ein Treffer dem Gegner eine Gehirnerschütterung zufügt. Durch den Effekt \'Gehirnerschütterung\' werden die offensiven Kampfeigenschaften stark eingeschränkt und der Gegner wird weniger erfolgreiche Angriffe durchführen können.</string>
|
||||
<string name="about_button4">Über</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.12 -->
|
||||
<string name="preferences_ui_category">Oberfläche</string>
|
||||
<string name="preferences_ui_enable_animations_title">Aktiviere Animationen</string>
|
||||
<string name="preferences_ui_enable_animations">Animiere verschiedene Elemente der Oberfläche, wie den Balken mit den Befehlen im Kampf.</string>
|
||||
<string name="menu_button_worldmap">Karte</string>
|
||||
<string name="menu_button_worldmap_failed">Die Karte kann nicht angezeigt werden.</string>
|
||||
<string name="display_worldmap_not_available">Die Karte kann an diesem Ort nicht aufgerufen werden.</string>
|
||||
<string name="display_worldmap_title">Karte</string>
|
||||
<string name="inventory_equip_offhand">Anlegen (Nebenhand)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Angriffskosten: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Erhöht die Angriffskosten um %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Verringert die Angriffskosten um %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Angriffschance: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Erhöht die Angriffschance um %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Reduziert die Angriffschance um %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Schaden: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Schaden: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Erhöht den Schaden um %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Erhöht den Schaden um %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Reduziert den Schaden um %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Reduziert den Schaden um %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Erhöht die kritische Fähigkeit um %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Reduziert die kritische Fähigkeit um %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Ermöglicht kritische Treffer mit einem Multiplikator von x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Erhöht die Abwehrchance um %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Reduziert die Abwehrchance um %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Erhöht die Schadensresistenz um %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Reduziert die Schadensresistenz um %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Erhöht die AP-Kosten Gegenstände im Kampf zu verwenden um %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Reduziert die AP Kosten Gegenstände im Kampf zu verwenden um %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Erhöht die AP Kosten Gegenstände im Kampf anzulegen um %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Reduziert die AP Kosten Gegenstände im Kampf anzulegen um %1$d AP</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Soll dieser Spielstand wirklich überschrieben werden?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(Speicherplatz %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Immer eine Bestätigung anzeigen</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Nur dann eine Bestätigung anzeigen, wenn ein anderer Spielername überschrieben wird</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nie eine Bestätigung anzeigen</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Bestätige das Überschreiben von Spielständen</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Zeigt eine Frage an ob beim Speichern auf einen bereits existierenden Spielstand dieser überschrieben werden soll.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="heroinfo_reequip_cost">Ausrüstungskosten (AP):</string>
|
||||
<string name="heroinfo_useitem_cost">Benutzungskosten (AP):</string>
|
||||
<string name="combat_result_monstermoved">%1$s bewegt sich.</string>
|
||||
<string name="combat_log_title">Kampflogbuch</string>
|
||||
<string name="localize_resources_from_mo_filename">de.mo</string>
|
||||
<string name="conversation_reward_quest_finished">[Quest abgeschlossen: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Quest aktualisiert: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Fertigkeit: Dolch</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Fertigkeit: Einhandschwert</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Fertigkeit: Zweihandschwert</string>
|
||||
<string name="skill_title_weapon_prof_axe">Fertigkeit: Axt</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Fertigkeit: Stumpfe Waffen</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Unbewaffneter Kampf</string>
|
||||
<string name="skill_title_armor_prof_shield">Fertigkeit: Schild</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Kampf ohne Rüstung</string>
|
||||
<string name="skill_title_armor_prof_light">Fertigkeit: Leichte Rüstung</string>
|
||||
<string name="skill_title_armor_prof_heavy">Fertigkeit: Schwere Rüstung</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Kampftechnik: Beidhändig</string>
|
||||
<string name="skill_title_fightstyle_2hand">Kampftechnik: Zweihändige Waffen</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Kampftechnik: Waffe und Schild</string>
|
||||
<string name="skill_title_specialization_dualwield">Spezialisierung: Beidhändig</string>
|
||||
<string name="skill_title_specialization_2hand">Spezialisierung: Zweihändige Waffen</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Spezialisierung: Waffe und Schild</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Verbesserter Kampf mit Dolchen</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Verbesserter Kampf mit Einhandschwertern</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Verbesserter Kampf mit Zweihandschwertern</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Verbesserter Kampf mit Äxten</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Verbesserter Kampf mit stumpfen Waffen</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Verbesserter Kampf ohne Waffen</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Besserer Umgang mit Schilden</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Verbesserter Kampf ohne Rüstung</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Besserer Umgang mit leichter Rüstung</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Besserer Umgang mit schwerer Rüstung</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Kämpfe mit zwei Waffen gleichzeitig</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Besserer Umgang mit zweihändigen Waffen</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Verbesserter Kampf mit Waffe und Schild</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Experte im Umgang mit zwei Waffen</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Experte für zweihändige Waffen</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Experte im Kampf mit Waffe und Schild</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Erhöht die Angriffschance von Dolchen und Kurzschwertern um %1$d %% der Basisangriffschance des Gegenstands, erhöht die Abwehrchance um %2$d %% der Basisabwehrchance des Gegensstands und erhöht die Kritische Fähigkeit um %3$d %% der ursprünglichen Kritischen Fähigkeit des Gegenstands je Level des Skills.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Erhöht die Angriffschance von Rapieren, Lang- und Breitschwertern um %1$d %% der Basisangriffschance des Gegenstands, erhöht die Abwehrchance um %2$d %% der Basisabwehrchance des Gegensstands und erhöht die Kritische Fähigkeit um %3$d %% der ursprünglichen Kritischen Fähigkeit des Gegenstands je Level des Skills.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Erhöht die Angriffschance von Zweihandschwertern um %1$d %% der Basisangriffschance des Gegenstands, erhöht die Abwehrchance um %2$d %% der Basisabwehrchance des Gegensstands und erhöht die Kritische Fähigkeit um %3$d %% der ursprünglichen Kritischen Fähigkeit des Gegenstands je Level des Skills.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Erhöht die Angriffschance von Äxten und Großäxten um %1$d %% der Basisangriffschance des Gegenstands, erhöht die Abwehrchance um %2$d %% der Basisabwehrchance des Gegensstands und erhöht die Kritische Fähigkeit um %3$d %% der ursprünglichen Kritischen Fähigkeit des Gegenstands je Level des Skills.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Erhöht die Angriffschance stumpfer Waffen um %1$d %% der Basisangriffschance des Gegenstands, erhöht die Abwehrchance um %2$d %% der Basisabwehrchance des Gegensstands und erhöht die kritische Fähigkeit um %3$d %% der ursprünglichen kritischen Fähigkeit des Gegenstands je Level des Skills. Dies umfasst Keulen, Kampfstäbe, Streitkolben, Zepter, Kriegshämmer und Riesenhämmer.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Beim Kampf ohne Rüstung und Schild erhältst du %1$d %% Angriffschance, %2$d Schadenspotential und %3$d %% Abwehrchance je Level des Skills.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Erhöht die Schadensresistenz um %1$d je Level des Skills, solange du mit einem Schild ausgerüstet bist.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Beim Kampf ohne Benutzung irgendeines Rüstungsteils erhältst du %1$d %% Abwehrchance je Level des Skills. Gegenstände aus Stoff gelten nicht als Rüstung.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Erhöht die Abwehrchance jedes getragenen Teils leichter Rüstung um %1$d %% seiner ursprünglichen Abwehrchance je Level des Skills. Leichte Rüstung umfasst Leder, leichtes Metall und Häute.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Erhöht die Abwehrchance jedes getragenen Teils schwerer Rüstung um %1$d %% seiner ursprünglichen Abwehrchance je Level des Skills. Die Bewegungsstrafe für schwere Rüstungsteile reduziert sich um %2$d %% je Level des Skills und ihre Strafe bzgl. Angriffsgeschwindigkeit reduziert sich um %3$d %% je Level des Skills. Schwere Rüstung umfasst Metallrüstungen, Kettenrüstungen und Plattenpanzer.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">"Bringt Vorteile, wenn mit zwei Waffen gleichzeitig gekämpft wird, einer in der Haupthand und einer in der Nebenhand.
|
||||
|
||||
Ohne diesen Skill können nur %1$d %% des Potentials einer Waffe genutzt werden, die mit der Nebenhand geführt wird. Dies umfasst Angriffschance, Kritische Fähigkeit, Schadenspotential und Abwehrchance. Ohne diesen Skill ergibt sich die Angriffsgeschwindigkeit (AP Kosten) für eine Attacke aus der Summe der Angriffsgeschwindigkeiten der Hauptwaffe und der Waffe in der Nebenhand.
|
||||
|
||||
Mit einem Level dieses Skills können %2$d %% des Potentials einer Waffe in der Nebenhand genutzt werden und die Angriffsgeschwindigkeit ergibt sich aus der Angriffsgeschwindigkeit der Waffe in der Haupthand plus %3$d %% der Angriffsgeschwindigkeit der Waffe in der Nebenhand.
|
||||
|
||||
Mit zwei Leveln dieses Skills können %4$d %% des Potentials einer Waffe in der Nebenhand genutzt werden und die Angriffsgeschwindigkeit ergibt sich aus dem höheren der beiden Werte der getragenen Waffen."</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">"Bringt Vorteile im Umgang mit Waffen, die mit beiden Händen geführt werden müssen, wie zum Beispiel Zweihandschwerter, Großäxte oder Riesenhämmer.
|
||||
|
||||
Jeder Level des Skills erhöht das Schadenspotential von zweihändigen Waffen um %1$d %% ihres ursprünglichen Schadenspotentials."</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">"Bringt Vorteile, wenn mit einer Waffe in der Haupthand gekämpft wird und ein Schild in der Nebenhand getragen wird.
|
||||
|
||||
Jeder Level des Skills erhöht die Angriffschance von Waffen um %1$d %% ihrer ursprünglichen Angriffschance und die Abwehrchance von Schilden um %2$d %% ihrer ursprünglichen Abwehrchance."</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Erhöht die Angriffschance beider getragener Waffen um weitere %1$d %% ihrer ursprünglichen Angriffschancen, zusätzlich zu den Vorteilen, die durch den Kampftechnik-Skill gewährt werden. Die Abwehrchancen beider getragener Waffen werden ebenso um %2$d %% ihrer ursprünglichen Abwehrchancen erhöht.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Erhöht das Schadenspotential zweihändiger Waffen um weitere %1$d %% ihres ursprünglichen Schadenspotentials, zusätzlich zu den Vorteilen, die durch den Kampftechnik-Skill gewährt werden. Die Angriffschancen zweihändiger Waffen werden ebenso um %2$d %% ihrer ursprünglichen Angriffschancen erhöht.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Erhöht sowohl Angriffschance als auch Schadenspotential von Waffen. Die Angriffschance erhöht sich um %1$d %% der ursprünglichen Angriffschance und das Schadenspotential erhöht sich um %2$d %% des ursprünglichen Schadenspotentials.</string>
|
||||
<string name="preferences_quickslots_placement">Position der Schnellzugriffsleiste</string>
|
||||
<string name="preferences_quickslots_placement_summary">Wo soll die Schnellzugriffsleiste positioniert werden?</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Zentriert unten</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Links in der Mitte</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Rechts in der Mitte</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Links unten, am linken Rand</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Links unten, am unteren Rand</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Rechts unten, am unteren Rand</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Rechts unten, am rechten Rand</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Zeige Schnellzugriffsleiste wenn die Werkzeugskiste geöffnet wird</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Die Buttons der Schnellzugriffsleiste werden angezeigt, sobald die Werkzeugskiste geöffnet wird.</string>
|
||||
<string name="startscreen_incompatible_savegames">Dies ist eine Entwicklungsversion von Andor\'s Trail. Gespeicherte Spielstände, die mit dieser Version angelegt werden sind inkompatibel zur Releaseversion.</string>
|
||||
<string name="startscreen_non_release_version">Dies ist eine Vorabversion von Andor\'s Trail. Gespeicherte Spielstände, die mit dieser Version angelegt werden sind möglicherweise nicht mit der Releaseversion kompatibel.</string>
|
||||
<string name="heroinfo_gamestats">Spielstatistiken</string>
|
||||
<string name="heroinfo_gamestats_quests">Abgeschlossene Quests</string>
|
||||
<string name="heroinfo_gamestats_deaths">... mal bewusstlos geworden</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">In Geschäften ausgegebenes Gold</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Benutzte Knochenmehltränke</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Benutzte Gegenstände</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Besuchte Orte</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Meistbenutzer Gegenstand</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Getötete Monster</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Mächtigstes getötetes Monster</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Zumeist getötete Monster</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.1 -->
|
||||
<string name="preferences_ui_use_localized_resources_title">Benutze lokalisierte Ressourcen</string>
|
||||
<string name="preferences_ui_use_localized_resources">Verwende Übersetzungen von Oberfläche und Inhalt, sofern verfügbar. (Erfordert Neustart)</string>
|
||||
<string name="change_locale_requires_restart">Änderung der Lokalisierung erfordert Neustart. Andor\'s Trail wurde beendet.</string>
|
||||
<string name="combat_miss_animation_message">MISS</string>
|
||||
<string name="dialog_recenter">Zentrieren</string>
|
||||
<string name="change_theme_requires_restart">Die Änderung des Oberflächendesigns erfordert einen Neustart. Andor\'s Trail wurde beendet.</string>
|
||||
<string name="dialog_more">Mehr</string>
|
||||
<string name="heroinfo_skill_categories">Kategorie</string>
|
||||
<string name="heroinfo_skill_sort">Sortieren</string>
|
||||
<string name="heroinfo_inventory_categories">Kategorie</string>
|
||||
<string name="heroinfo_inventory_sort">Sortieren nach</string>
|
||||
<string name="combat_condition_monster_apply">%1$s ist betroffen von %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s ist jetzt immun gegen %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Spiel starten</string>
|
||||
<string name="shop_item_sort">Sortieren</string>
|
||||
<string name="actorcondition_info_immunity">Immun gegen %1$s</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Wenn vom Angreifer getroffen</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Wenn von Angreifer getötet</string>
|
||||
<string name="inventory_category_all">Alles</string>
|
||||
<string name="inventory_category_favorites">Favoriten</string>
|
||||
<string name="inventory_category_weapons">Waffen</string>
|
||||
<string name="inventory_category_armor">Rüstung</string>
|
||||
<string name="inventory_category_usable">Verbrauchsgüter</string>
|
||||
<string name="inventory_category_quest">Questgegenstände</string>
|
||||
<string name="inventory_category_other">Andere</string>
|
||||
<string name="inventory_sort_custom">Unsortiert</string>
|
||||
<string name="inventory_sort_name">Name</string>
|
||||
<string name="inventory_sort_price">Preis</string>
|
||||
<string name="inventory_sort_quantity">Anzahl</string>
|
||||
<string name="inventory_sort_rarity">Seltenheit</string>
|
||||
<string name="inventory_sort_type">Typ</string>
|
||||
<string name="shoplist_sort_custom">Unsortiert</string>
|
||||
<string name="shoplist_sort_name">Name</string>
|
||||
<string name="shoplist_sort_price">Preis</string>
|
||||
<string name="shoplist_sort_quantity">Anzahl</string>
|
||||
<string name="shoplist_sort_rarity">Seltenheit</string>
|
||||
<string name="shoplist_sort_type">Typ</string>
|
||||
<string name="skill_category_all">Alle</string>
|
||||
<string name="skill_sort_unsorted">Unsortiert</string>
|
||||
<string name="skill_sort_name">Name</string>
|
||||
<string name="skill_sort_points">Punkte</string>
|
||||
<string name="preferences_display_theme_blue">Kobalt</string>
|
||||
<string name="preferences_display_theme_green">Malachit</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidian</string>
|
||||
<string name="dialog_monsterencounter_conditions">Statuseffekte</string>
|
||||
<string name="heroinfo_healthpoints">Lebenspunkte (LP):</string>
|
||||
<string name="heroinfo_experiencepoints">Erfahrungspunkte (EP):</string>
|
||||
<string name="combat_condition_player_apply">Du bist von %1$s betroffen.</string>
|
||||
<string name="combat_condition_player_clear">Du bist geheilt von %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Du bist jetzt immun gegen %1$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s wurde von %2$s geheilt.</string>
|
||||
<string name="startscreen_selectherosprite">Wähle deinen Helden</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Auf Angreifer</string>
|
||||
<string name="inventory_selectitem">Wähle den Gegenstand</string>
|
||||
<string name="preferences_high_quality_filters_title">Hochwertige Filter</string>
|
||||
<string name="preferences_high_quality_filters">Deaktivieren Sie dies, wenn Sie Leistungsprobleme auf gefilterten Karten (z.B. dunkle Höhlen) feststellen. Wenn Sie diese Option aktivieren, wird das Spiel anstelle von Vollfarbüberlagerungen erweiterte Farbfilter verwenden.</string>
|
||||
<string name="combat_log_noentries">Noch keine Einträge.</string>
|
||||
<string name="skill_category_offense">Angriff</string>
|
||||
<string name="skill_category_defense">Verteidigung</string>
|
||||
<string name="skill_category_criticals">Kritische</string>
|
||||
<string name="skill_category_immunity">Immunität</string>
|
||||
<string name="skill_category_utility">Werkzeug</string>
|
||||
<string name="skill_category_speciality">Spezialisierung</string>
|
||||
<string name="skill_category_proficiency">Kompetenz</string>
|
||||
<string name="skill_sort_unlocked">Freigeschaltet</string>
|
||||
<string name="preferences_display_theme_title">Oberfläche</string>
|
||||
<string name="preferences_display_theme">Oberflächendesign auswählen (Neustart notwendig)</string>
|
||||
<string name="combat_taunt_monster">Du verhöhnst %1$s!</string>
|
||||
<string name="storage_permissions_mandatory">Der Zugriff auf den Datenspeicher ist zwingend notwendig, um Spielstände zu laden und zu speichern. Andor\'s Trail wird daher geschlossen.</string>
|
||||
</resources>
|
||||
@@ -1,145 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Μονοπάτι του Άντορ</string>
|
||||
<string name="exit_to_menu">Έξοδος στο μενού</string>
|
||||
<string name="menu_settings">Προτιμήσεις</string>
|
||||
<string name="menu_save">Αποθήκευση</string>
|
||||
<string name="menu_save_gamesaved">Το παιχνίδι έχει αποθηκευτεί στην υποδοχή %1$d</string>
|
||||
<string name="menu_save_failed">Απέτυχε η αποθήκευση του παιχνιδιού! Είναι η κάρτα SD τοποθετημένη και εγγράψιμη;</string>
|
||||
<string name="loadsave_title_save">Αποθήκευση παιχνιδιού</string>
|
||||
<string name="loadsave_title_load">Φόρτωση αποθηκευμένου παιχνιδιού</string>
|
||||
<string name="loadsave_selectslot">Επιλογή υποδοχής</string>
|
||||
<string name="dialog_loading_message">Φόρτωση πόρων…</string>
|
||||
<string name="dialog_loading_failed_title">Η φόρτωση απέτυχε</string>
|
||||
<string name="savegame_currenthero_displayinfo">επίπεδο %1$d, %2$d εξ., %3$d.χρυσό</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">"Το Trail του Andor δεν μπόρεσε να φορτώσει το αρχείο που αποθηκεύτηκε το παιχνίδι. Αυτό το αρχείο έχει δημιουργηθεί με μια νεότερη εκδοχή από αυτήν που λειτουργεί τώρα."</string>
|
||||
<string name="dialog_recenter">Στοχεύστε πάλι</string>
|
||||
<string name="dialog_close">Κλείνω</string>
|
||||
<string name="dialog_monsterencounter_title">Συναντώ</string>
|
||||
<string name="dialog_monsterencounter_message">Θέλεις να επιτεθείς\?
|
||||
\nΒαθμός δυσκολίας : %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Πληροφορίες</string>
|
||||
<string name="dialog_monsterencounter_conditions">Συνθήκες</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">ΧΡ:</string>
|
||||
<string name="heroinfo_char">Επισκόπηση</string>
|
||||
<string name="heroinfo_inv">Θέματα</string>
|
||||
<string name="heroinfo_skill">Δεξιότητες</string>
|
||||
<string name="heroinfo_skill_categories">Κατηγορία</string>
|
||||
<string name="heroinfo_skill_sort">Επιλέγω</string>
|
||||
<string name="heroinfo_levelup">Αναβαθμίζω</string>
|
||||
<string name="heroinfo_level">Επίπεδο</string>
|
||||
<string name="heroinfo_totalexperience">Συνολική εμπειρία</string>
|
||||
<string name="heroinfo_wornequipment">Στολή προστασίας</string>
|
||||
<string name="heroinfo_inventory">Απογραφή</string>
|
||||
<string name="heroinfo_inventory_categories">Κατηγορία</string>
|
||||
<string name="heroinfo_inventory_sort">Επιλέγω μέσω,διαλέγω</string>
|
||||
<string name="heroinfo_gold">Χρυσός: %1$d</string>
|
||||
<string name="heroinfo_healthpoints">Βαθμός υγείας (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Επίπεδα εμπειρίας (ΧΡ):</string>
|
||||
<string name="heroinfo_actionpoints">Σημεία δράσης (ΑΡ):</string>
|
||||
<string name="heroinfo_quests">Αιτήματα</string>
|
||||
<string name="combat_attack">Επίθεση (%1$d AP)</string>
|
||||
<string name="combat_move">Μετακίνηση (%1$d AP)</string>
|
||||
<string name="combat_use">Χρησιμοποιήστε θέμα</string>
|
||||
<string name="combat_endturn">Τελική στροφή</string>
|
||||
<string name="combat_flee">Διαφεύγω</string>
|
||||
<string name="combat_begin_flee">"Μπορείς τώρα να φύγεις από την μάχη κάνοντας κλικ στην κατεύθυνση που θέλεις να πας."</string>
|
||||
<string name="combat_flee_failed">Δεν μπόρεσες να φύγεις!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s επιτίθεται τώρα.</string>
|
||||
<string name="combat_result_monstermiss">Το %1$s λείπει!</string>
|
||||
<string name="combat_result_monsterhit">Το %1$s σε χτυπάει για %2$d hp!</string>
|
||||
<string name="combat_result_monsterhitcritical">Ο %1$s δέχεται σοβαρό πλήγμα για %2$d hp!</string>
|
||||
<string name="combat_result_heromiss">Δεν έκανες επίθεση.</string>
|
||||
<string name="combat_result_herohit">Χτύπησες το %1$s f για %2$d hp!</string>
|
||||
<string name="combat_result_herohitcritical">Δέχεσαι σοβαρό κτύπημα %1$s για %2$d hp!</string>
|
||||
<string name="combat_result_herokillsmonster">Ο %1$s πεθαίνει!</string>
|
||||
<string name="combat_not_enough_ap">Δεν έμεινε αρκετό AP σε αυτόν τον γύρο.</string>
|
||||
<string name="combat_hero_dies">Πέφτεις αναίσθητος, αλλά ευτυχώς ξυπνάς ζωντανός, άναυδος και κουρασμένος. Έχασες %1$d εμπειρίας.</string>
|
||||
<string name="combat_miss_animation_message">ΔΕΣΠΟΙΝΙΣ</string>
|
||||
<string name="combat_taunt_monster">Δαμάζεις %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Είσαι επηρεασμένος από %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Έχεις απαλλαγεί από το %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Τώρα είσαι ανοσοποιημένος έναντι του %1$s.</string>
|
||||
<string name="app_description">Εκούσια φαντασία RPG</string>
|
||||
<string name="dialog_loading_failed_message">Το Andor\'s Trail δεν μπόρεσε να φορτώσει τον φάκελλο που περιείχε το παιχνίδι.
|
||||
\nΟ φάκελλος μπορεί να είναι κατεστραμμένος ή μη ολοκληρωμένος.</string>
|
||||
<string name="dialog_more">Περισσότερα</string>
|
||||
<string name="combat_condition_monster_apply">"Το %1$s επηρεάζεται από το %2$s."</string>
|
||||
<string name="combat_condition_monster_clear">"Το %1$s έχει καθαρίσει από το %2$s."</string>
|
||||
<string name="combat_condition_monster_immune">"Το %1$s έχει απαλλαγεί τώρα από %2$s."</string>
|
||||
<string name="inventory_info">Πληροφορίες</string>
|
||||
<string name="inventory_equip">Εξοπλισμός</string>
|
||||
<string name="inventory_unequip">Χωρίς εξοπλισμό</string>
|
||||
<string name="inventory_use">Χρήση</string>
|
||||
<string name="inventory_drop">Ρίψη</string>
|
||||
<string name="inventory_item_used">Χρησιμοποιήσατε το %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s σβήστηκε.</string>
|
||||
<string name="inventory_item_equipped">Εξοπλίσατε το του %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Πάρτε τα όλα</string>
|
||||
<string name="dialog_loot_foundgold">"Βρήκες %1$d χρυσό."</string>
|
||||
<string name="dialog_loot_pickedupitem">Επιλέξατε θέμα.</string>
|
||||
<string name="dialog_groundloot_title">Τεμάχια</string>
|
||||
<string name="dialog_groundloot_message">Βρήκατε μερικά τεμάχια.</string>
|
||||
<string name="dialog_monsterloot_title">Κερδίσατε</string>
|
||||
<string name="dialog_monsterloot_message">Επιβίωσες μετά την συνάντηση</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Απέκτησες %1$d εμπειρία.</string>
|
||||
<string name="monster_difficulty_veryeasy">Πολύ εύκολο</string>
|
||||
<string name="monster_difficulty_easy">Εύκολο</string>
|
||||
<string name="monster_difficulty_normal">Κανονικό</string>
|
||||
<string name="monster_difficulty_hard">Δύσκολο</string>
|
||||
<string name="monster_difficulty_veryhard">Πολύ δύσκολο</string>
|
||||
<string name="monster_difficulty_impossible">Αδύνατο</string>
|
||||
<string name="actorinfo_class">Τάξη :</string>
|
||||
<string name="actorinfo_difficulty">Δυσκολία:</string>
|
||||
<string name="actorinfo_health">Υγεία:</string>
|
||||
<string name="actorinfo_attack">Επίθεση:</string>
|
||||
<string name="actorinfo_defense">Άμυνα:</string>
|
||||
<string name="actorinfo_movecost">"Κόστος μετακίνησης (AP):"</string>
|
||||
<string name="actorinfo_basetraits">Γενικά αποτελέσματα του αγώνα (χωρίς εξοπλισμό και δεξιότητες)</string>
|
||||
<string name="actorinfo_currenttraits">Στατιστικές αγώνα (τώρα)</string>
|
||||
<string name="traitsinfo_attack_cost">Κόστος επίθεσης(AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Ευκαιρία επίθεσης:</string>
|
||||
<string name="traitsinfo_attack_damage">Τραύμα από επίθεση:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Ικανότητα καίριας επίθεσης:</string>
|
||||
<string name="traitsinfo_defense_chance">Ευκαιρία για μπλοκάρισμα:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Αντοχή στην βλάβη:</string>
|
||||
<string name="iteminfo_action_use">Χρήση</string>
|
||||
<string name="iteminfo_action_equip">Εξοπλισμός</string>
|
||||
<string name="iteminfo_action_unequip">Χωρίς εξοπλισμό</string>
|
||||
<string name="iteminfo_action_use_ap">Χρήση (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Εξοπλισμός (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Χωρίς εξοπλισμό (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Συνεχίστε το παρόν παιχνίδι.</string>
|
||||
<string name="startscreen_newgame">Νέο παιχνίδι</string>
|
||||
<string name="startscreen_newgame_start">Αρχίστε το παιχνίδι</string>
|
||||
<string name="startscreen_newgame_confirm">Θα χάσετε το τρέχον σας παιχνίδι και τον παρόντα χαρακτήρα σας, θέλετε οπωσδήποτε να αρχίσετε ένα νέο παιχνίδι\?</string>
|
||||
<string name="startscreen_about">Γύρω από/βοήθεια</string>
|
||||
<string name="startscreen_selectherosprite">Διαλέξετε τον πρωταγωνιστή σας</string>
|
||||
<string name="startscreen_enterheroname">Εισάγετε το όνομα του πρωταγωνιστή</string>
|
||||
<string name="startscreen_load">Φορτώστε</string>
|
||||
<string name="conversation_rewarditem">[Αποκτήσατε ένα τεμάχιο]</string>
|
||||
<string name="conversation_next">Επόμενο</string>
|
||||
<string name="conversation_leave">Αφήστε</string>
|
||||
<string name="shop_buy">Αγοράζω</string>
|
||||
<string name="shop_sell">Πουλώ</string>
|
||||
<string name="shop_infoitem">Πληροφορίες</string>
|
||||
<string name="shop_sellitem">Πουλώ (%1$d χρυσό)</string>
|
||||
<string name="shop_yourgold">Ο χρυσός σας: %1$d</string>
|
||||
<string name="shop_item_sort">Διαλέγω</string>
|
||||
<string name="levelup_title">Αναβαθμίζω</string>
|
||||
<string name="levelup_buttontext">Ανεβάζω</string>
|
||||
<string name="levelup_add_health">Βελτιώστε υγεία (+%1$d HP)</string>
|
||||
<string name="levelup_add_attackdamage_description">"Προσθέτει ένα %1$d στην βασική βλάβη επίθεσης."</string>
|
||||
<string name="dialog_rest_title">Ξεκούραση</string>
|
||||
<string name="dialog_rest_confirm_message">Θέλετε να ξεκουραστείτε εδώ\?</string>
|
||||
<string name="dialog_rest_message">Ξεκουραστήκατε και έχετε ξαναβρεί την υγεία σας.</string>
|
||||
<string name="about_button1">Βοήθεια</string>
|
||||
<string name="about_button2">Συγγραφείς</string>
|
||||
<string name="about_button3">Άδεια</string>
|
||||
<string name="about_contents3">"Αυτό το πρόγραμμα είναι δωρεά λογισμικό; μπορείτε να το διανείμετε πάλι και/ή τροποποιήσετε σύμφωνα με τους όρους του GNU Γενική Δημόσια Άδεια όπως δημοσιεύτηκε από το Ίδρυμα Δωρεάν Λογισμικού ; και η εκδοχή 2 της Άδειας , ή κατά την επιλογή σας) οιασδήποτε μετέπειτα εκδοχής.<br /> <br /> Αυτό το πρόγραμμα παρέχεται με την ελπίδα πως θα είναι χρήσιμο, αλλά ΔΙΧΩΣ ΚΑΜΙΑ ΕΓΓΥΗΣΗ ; ούτε και την εγγύηση που αναφέρεται στον ΕΜΠΟΡΙΚΟ ΣΚΟΠΟ ή ΚΑΤΑΛΛΗΛΟΤΗΤΑ ΓΙΑ ΕΝΑΝ ΕΙΔΙΚΟ ΣΚΟΠΟ . Δες την Γενική Επίσημη Άδεια GNU για περισσότερες λεπτομέρειες .<br /> <br /> Θα πρέπει να έχεις λάβει ένα αντίγραφο του GNU Γενική Δημόσια Άδεια μαζί με αυτό το πρόγραμμα; Αν όχι, δες <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br /> <br /> Για τον κώδικα πηγής και αιτήματα χαρακτηριστικών, επισκεφτείτε την σελίδα του πρότζεκτ στο <a href=https://github.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/</a><br />"</string>
|
||||
<string name="localize_resources_from_mo_filename">el.mo</string>
|
||||
</resources>
|
||||
@@ -1,567 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">El Sendero de Andor</string>
|
||||
<string name="app_description">RPG de fantasía basado en búsquedas</string>
|
||||
<string name="exit_to_menu">Salir al menú</string>
|
||||
<string name="menu_settings">Preferencias</string>
|
||||
<string name="menu_save">Guardar</string>
|
||||
<string name="menu_save_gamesaved">Partida guardada en ranura %1$d</string>
|
||||
<string name="menu_save_failed">Error al guardar partida. ¿La tarjeta SD está insertada y se puede escribir en ella\?</string>
|
||||
<string name="loadsave_title_save">Guardar partida</string>
|
||||
<string name="loadsave_title_load">Cargar partida</string>
|
||||
<string name="loadsave_selectslot">Seleccionar ranura</string>
|
||||
<string name="savegame_currenthero_displayinfo">nivel %1$d, %2$d exp, %3$d oro</string>
|
||||
<string name="dialog_loading_message">Cargando recursos…</string>
|
||||
<string name="dialog_loading_failed_title">Error de carga</string>
|
||||
<string name="dialog_loading_failed_message">La aplicación no pudo cargar el archivo de partida guardada.\n\n:(\n\nEl archivo puede estar dañado o incompleto.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">La aplicación no pudo cargar el archivo de partida guardada. Esta partida fue creada con una versión más reciente del juego.</string>
|
||||
<string name="dialog_close">Cerrar</string>
|
||||
<string name="dialog_monsterencounter_title">Enfrentamiento</string>
|
||||
<string name="dialog_monsterencounter_message">¿Quieres atacar?\nDificultad %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Información</string>
|
||||
<string name="status_hp">PV:</string>
|
||||
<string name="status_ap">PA:</string>
|
||||
<string name="status_exp">Nivel:</string>
|
||||
<string name="heroinfo_char">Resumen</string>
|
||||
<string name="heroinfo_inv">Objetos</string>
|
||||
<string name="heroinfo_skill">Habilidades</string>
|
||||
<string name="heroinfo_levelup">Subir de nivel</string>
|
||||
<string name="heroinfo_level">Nivel</string>
|
||||
<string name="heroinfo_totalexperience">Experiencia total</string>
|
||||
<string name="heroinfo_wornequipment">Equipamiento</string>
|
||||
<string name="heroinfo_inventory">Inventario</string>
|
||||
<string name="heroinfo_gold">Oro: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Puntos de acción (PA):</string>
|
||||
<string name="heroinfo_quests">Misiones</string>
|
||||
<string name="combat_attack">Atacar (%1$d PA)</string>
|
||||
<string name="combat_move">Mover (%1$d PA)</string>
|
||||
<string name="combat_use">Usar objeto</string>
|
||||
<string name="combat_endturn">Finalizar turno</string>
|
||||
<string name="combat_flee">Huir</string>
|
||||
<string name="combat_begin_flee">Ahora puedes huir combate pulsando en la dirección en la que quieres moverte.</string>
|
||||
<string name="combat_flee_failed">¡No pudiste huir!</string>
|
||||
<string name="combat_status_ap">PA: %1$d</string>
|
||||
<string name="combat_monsterhealth">PV:</string>
|
||||
<string name="combat_monsteraction">%1$s está atacando.</string>
|
||||
<string name="combat_result_monstermiss">¡%1$s falla el golpe!</string>
|
||||
<string name="combat_result_monsterhit">¡%1$s golpea por %2$d PV!</string>
|
||||
<string name="combat_result_monsterhitcritical">¡%1$s consigue un golpe crítico por %2$d PV!</string>
|
||||
<string name="combat_result_heromiss">Tu ataque falla.</string>
|
||||
<string name="combat_result_herohit">¡Golpeas a %1$s por %2$d PV!</string>
|
||||
<string name="combat_result_herohitcritical">¡Golpe crítico a %1$s por %2$d PV!</string>
|
||||
<string name="combat_result_herokillsmonster">¡%1$s muere!</string>
|
||||
<string name="combat_not_enough_ap">No tienes suficientes PA este turno.</string>
|
||||
<string name="combat_hero_dies">Caes incosciente, pero afortunadamente despiertas vivo, aturdido y fatigado. Perdiste %1$d puntos de experiencia.</string>
|
||||
<string name="combat_miss_animation_message">FALLO</string>
|
||||
<string name="inventory_info">Información</string>
|
||||
<string name="inventory_equip">Equipar</string>
|
||||
<string name="inventory_unequip">Quitar</string>
|
||||
<string name="inventory_use">Usar</string>
|
||||
<string name="inventory_drop">Tirar</string>
|
||||
<string name="inventory_item_used">Se usa %1$s.</string>
|
||||
<string name="inventory_item_dropped">Tiras %1$s.</string>
|
||||
<string name="inventory_item_equipped">Te equipas con %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Recoger todo</string>
|
||||
<string name="dialog_loot_foundgold">"Encontraste %1$d monedas de oro. "</string>
|
||||
<string name="dialog_loot_pickedupitem">"Recogiste un objeto. "</string>
|
||||
<string name="dialog_loot_pickedupitems">"Recogiste %1$d objetos. "</string>
|
||||
<string name="dialog_groundloot_title">Objetos</string>
|
||||
<string name="dialog_groundloot_message">Has encontrado algunos objetos.</string>
|
||||
<string name="dialog_monsterloot_title">Victoria</string>
|
||||
<string name="dialog_monsterloot_message">"Sobreviviste al enfrentamiento. "</string>
|
||||
<string name="dialog_monsterloot_gainedexp">"Ganaste %1$d puntos de experiencia. "</string>
|
||||
<string name="monster_difficulty_veryeasy">Muy fácil</string>
|
||||
<string name="monster_difficulty_easy">Fácil</string>
|
||||
<string name="monster_difficulty_normal">Normal</string>
|
||||
<string name="monster_difficulty_hard">Difícil</string>
|
||||
<string name="monster_difficulty_veryhard">Muy difícil</string>
|
||||
<string name="monster_difficulty_impossible">Imposible</string>
|
||||
<string name="actorinfo_class">Clase:</string>
|
||||
<string name="actorinfo_difficulty">Dificultad:</string>
|
||||
<string name="actorinfo_health">Salud:</string>
|
||||
<string name="actorinfo_attack">Ataque:</string>
|
||||
<string name="actorinfo_defense">Defensa:</string>
|
||||
<string name="actorinfo_movecost">Coste de movimiento (PA):</string>
|
||||
<string name="actorinfo_basetraits">Estadísticas base (Sin equipamiento ni habilidades)</string>
|
||||
<string name="actorinfo_currenttraits">Estadísticas actuales (Con equipamiento y habilidades)</string>
|
||||
<string name="traitsinfo_attack_cost">Coste de ataque (PA):</string>
|
||||
<string name="traitsinfo_attack_chance">Posibilidad de ataque:</string>
|
||||
<string name="traitsinfo_attack_damage">Daño de ataque:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Habilidad de golpe crítico:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Multiplicador de golpe crítico:</string>
|
||||
<string name="traitsinfo_defense_chance">Posibilidad de bloqueo:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Resistencia al daño:</string>
|
||||
<string name="iteminfo_category">Categoría: </string>
|
||||
<string name="iteminfo_action_use">Usar</string>
|
||||
<string name="iteminfo_action_equip">Equipar</string>
|
||||
<string name="iteminfo_action_unequip">Quitar</string>
|
||||
<string name="iteminfo_action_use_ap">Usar (%1$d PA)</string>
|
||||
<string name="iteminfo_action_equip_ap">Equipar (%1$d PA)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Quitar (%1$d PA)</string>
|
||||
<string name="startscreen_continue">Continuar partida</string>
|
||||
<string name="startscreen_newgame">Nuevo juego</string>
|
||||
<string name="startscreen_newgame_confirm">Perderás tu partida y personaje actual, estás seguro de querer empezar un juego nuevo?"</string>
|
||||
<string name="startscreen_about">Acerca/Ayuda</string>
|
||||
<string name="startscreen_enterheroname">Introduzcir nombre del héroe</string>
|
||||
<string name="startscreen_load">Cargar</string>
|
||||
<string name="conversation_rewardexp">[Obtuviste %1$d puntos de experiencia]</string>
|
||||
<string name="conversation_rewardgold">[Obtuviste %1$d monedas de oro]</string>
|
||||
<string name="conversation_lostgold">[Perdiste %1$d monedas de oro]</string>
|
||||
<string name="conversation_rewarditem">[Obtuviste un objeto]</string>
|
||||
<string name="conversation_rewarditems">[Obtuviste %1$d objetos]</string>
|
||||
<string name="conversation_next">Siguiente</string>
|
||||
<string name="conversation_leave">Salir</string>
|
||||
<string name="shop_buy">Comprar</string>
|
||||
<string name="shop_sell">Vender</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Comprar (%1$d oro)</string>
|
||||
<string name="shop_sellitem">Vender (%1$d oro)</string>
|
||||
<string name="shop_yourgold">Oro actual: %1$d</string>
|
||||
<string name="shop_item_bought">Compraste %1$s.</string>
|
||||
<string name="shop_item_sold">Vendiste %1$s.</string>
|
||||
<string name="levelup_title">Subir de nivel</string>
|
||||
<string name="levelup_description">¡Bienvenido al nivel %1$d!</string>
|
||||
<string name="levelup_buttontext">Subir de nivel</string>
|
||||
<string name="levelup_add_health">Aumentar salud (+%1$d PV)</string>
|
||||
<string name="levelup_add_health_description">Añade %1$d puntos a tu salud máxima.</string>
|
||||
<string name="levelup_add_attackchance">Aumentar posibilidad de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Añade %1$d puntos a tu posibilidad de ataque.</string>
|
||||
<string name="levelup_add_attackdamage">Aumentar daño de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Añade %1$d punto a tu daño de ataque (Mínimo y máximo).</string>
|
||||
<string name="levelup_add_blockchance">Aumentar posibilidad del bloqueo (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Añade %1$d puntos a tu posibilidad de bloqueo base.</string>
|
||||
<string name="dialog_rest_title">Descansar</string>
|
||||
<string name="dialog_rest_confirm_message">¿Quieres descansar aquí?</string>
|
||||
<string name="dialog_rest_message">Has descansado y recuperado tu salud al completo.</string>
|
||||
<string name="about_button1">Ayuda</string>
|
||||
<string name="about_button2">Autores</string>
|
||||
<string name="about_button3">Licencia</string>
|
||||
<string name="about_contents1">
|
||||
Bienvenido a "El sendero de Andor" (Andor\'s Trail), un RPG "roguelike" de código abierto para Android.
|
||||
<br /><br />
|
||||
<a href=http://andorstrail.com/>Foros de juego en andorstrail.com para preguntas y discusiones de juego.</a><br />
|
||||
<br />
|
||||
<a href=http://andorstrail.com/wiki>Wiki Juego para información sobre el mundo de Trail del Andor, entre otras cosas.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Código fuente del proyecto en github.com para los desarrolladores.</a><br /> <br /> Por favor visite los foros para discutir el juego con otros jugadores.<br />
|
||||
</string>
|
||||
<string name="about_contents3">
|
||||
Este programa es software libre; puedes redistribuirlo y / o modificarlo bajo los términos de la Licencia Pública General GNU publicada por la Fundación para el Software Libre; . ya sea la versión 2 de la Licencia, o (a su elección) cualquier versión posterior <br /> <br /> Este programa se distribuye con la esperanza de que sea útil, pero SIN NINGUNA GARANTÍA; ni siquiera la garantía implícita de COMERCIALIZACIÓN o IDONEIDAD PARA UN PROPÓSITO PARTICULAR. Vea la Licencia Pública General GNU para más detalles <br /> <br /> Usted debería haber recibido una copia de la Licencia Pública General de GNU junto con este programa.; si no, ver <a href=http://www.gnu.org/licenses> http://www.gnu.org/licenses </a> <br /> <br /> Para las solicitudes de código fuente y de la característica, por favor visite la página del proyecto en <a href=https://github.com/Zukero/andors-trail/> https://github.com/Zukero/andors-trail/ </a> <br />
|
||||
</string>
|
||||
<string name="dialog_newversion_title">Bienvenido</string>
|
||||
<string name="dialog_newversion_message">
|
||||
Gracias por descargar El sendero de Andor (Andor\'s Trail)!
|
||||
\n\n
|
||||
Tenga en cuenta que esta versión del Camino de Andor es un trabajo en progreso, lo que significa que todos los mapas aún no se han completado.
|
||||
\n
|
||||
Por favor visite los foros del proyecto para discutir el juego con otros jugadores o para ayudar a hacer el juego aún mejor (véase sobre).
|
||||
\n\n
|
||||
¡Gracias por todos los comentarios!
|
||||
</string>
|
||||
<string name="questlog_includecompleted_prompt">Selecciona que misiones mostrar</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Ocultar misiones completadas</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Incluir misiones completadas</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Sólo misiones completadas</string>
|
||||
<string name="questlog_queststatus">Estado: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">En progreso</string>
|
||||
<string name="questlog_queststatus_completed">Completo</string>
|
||||
<string name="preferences_display_category">Mostrar</string>
|
||||
<string name="preferences_display_fullscreen_title">Pantalla completa</string>
|
||||
<string name="preferences_display_fullscreen">Muestra el juego en modo de pantalla completa. (Requiere reiniciar)</string>
|
||||
<string name="preferences_dialog_category">Confirmación de diálogo</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Confirmación al descansar</string>
|
||||
<string name="preferences_dialog_confirmrest">Muestra pregunta al entrar en una cama. De lo contrario, descansarás automáticamente.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Confirmación de ataque</string>
|
||||
<string name="preferences_dialog_confirmattack">Muestraa el cuadro de diálogo \'¿Desea atacar..?\' antes de atacar a un monstruo.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Monstruo de exhibición *loot</string>
|
||||
<string name="preferences_dialog_monsterloot">Elija cómo desea mostrar los resultados de una lucha (Oro, Experiencia, Objetos).</string>
|
||||
<string name="preferences_combat_category">Combate</string>
|
||||
<string name="preferences_combat_speed_title">Velocidad de combate</string>
|
||||
<string name="preferences_combat_speed">Determina como de rápido atacan los monstruos.</string>
|
||||
<string name="preferences_display_loot_dialog">Mostrar siempre cuadro de dialogo de botín</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Mostrar cuadro de diálogo de botín al encontrar objetos</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Diálogo de botín sólo para ojetos y notificación para el resto</string>
|
||||
<string name="preferences_display_loot_toast">Mostrar notificación corta</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Mostrar sólo notificación cuando encuentres objetos</string>
|
||||
<string name="preferences_display_loot_never">No mostrar</string>
|
||||
<string name="preferences_attackspeed_instant">Instantánea (sin animaciones)</string>
|
||||
<string name="preferences_attackspeed_fast">Rápido</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Lento</string>
|
||||
<string name="preferences_movement_category">Movimiento</string>
|
||||
<string name="preferences_movementmethod_title">Modo de movimiento</string>
|
||||
<string name="preferences_movementmethod">Tipo de movimiento y manejo de los obstáculos.</string>
|
||||
<string name="preferences_movementmethods_straight">Derecho (original)</string>
|
||||
<string name="preferences_movementmethods_avoid">Evitando los obstáculos</string>
|
||||
<string name="actorinfo_currentconditions">Condiciones activadas</string>
|
||||
<string name="actorcondition_info_removes_all">Elimina todo el %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s posibilidad de %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d rondas)</string>
|
||||
<string name="iteminfo_effect_works_on_source">En fuente</string>
|
||||
<string name="iteminfo_effect_works_on_target">En blanco</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Al golpear al objetivo</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">En cada muerte</string>
|
||||
<string name="iteminfo_effect_works_when_used">Cuándo se use</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Cuándo se equipe</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Drena %1$s PV</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Restaura %1$s PV</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Drena %1$s PA</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Restaura %1$s PA</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Aumenta PV máximo +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Reduce PV máximo en %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Aumenta PA máximo +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Reduce PA máximo en %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Aumenta coste de movimiento +%1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Reduce coste de movimiento en %1$d PA</string>
|
||||
<string name="preferences_display_scaling_factor_title">Factor de escala</string>
|
||||
<string name="preferences_display_scaling_factor">Hace la vista juego más grande.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Tamaño normal</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1,5 x tamaño</string>
|
||||
<string name="preferences_display_scaling_factor_double">Tamaño doble</string>
|
||||
<string name="inventory_assign">Asignar ranura rápida</string>
|
||||
<string name="inventory_assign_slot1">Ranura 1</string>
|
||||
<string name="inventory_assign_slot2">Ranura 2</string>
|
||||
<string name="inventory_assign_slot3">Ranura 3</string>
|
||||
<string name="inventory_unassign">Desasignar ranura rápida</string>
|
||||
<string name="preferences_movement_dpad_position_title">D-pad virtual</string>
|
||||
<string name="preferences_movement_dpad_position">Muetra un pad virtual en pantalla para guiar el movimiento.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">D-pad minimizable</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Si el d-pad virtual está habilitado, esta configuración permite al d-pad minimizarse presionando su centro.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Desactivado</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Esquina inferior derecha</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Esquina inferior izquierda</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Centro inferior</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Centro izquierda</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Centro derecha</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Esquina superior izquierda</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Esquina superior derecha</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Centro superior</string>
|
||||
<string name="actorconditioninfo_constant_effect">Efecto constante</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Cada ronda</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Cada ronda completa</string>
|
||||
<string name="bulkselection_totalcost_buy">Coste total: %1$d monedas de oro</string>
|
||||
<string name="bulkselection_totalcost_sell">Coste total: %1$d monedas de oro</string>
|
||||
<string name="bulkselection_select_all">Todos</string>
|
||||
<string name="bulkselection_sell_confirmation_title">¿Estás seguro?</string>
|
||||
<string name="bulkselection_sell_confirmation">¿Estás seguro que deseas vender %1$s? Este artículo es %2$s y quizas no puedas recuperarlo.</string>
|
||||
<string name="skill_title_weapon_chance">Exactitud de la arma</string>
|
||||
<string name="skill_title_weapon_dmg">Golpe duro</string>
|
||||
<string name="skill_title_barter">Mercante</string>
|
||||
<string name="skill_title_dodge">Evadir</string>
|
||||
<string name="skill_title_barkskin">Piel de corteza</string>
|
||||
<string name="skill_title_more_criticals">Más críticos</string>
|
||||
<string name="skill_title_better_criticals">Mejor Criticals</string>
|
||||
<string name="skill_title_speed">Combatir la velocidad</string>
|
||||
<string name="skill_title_coinfinder">Cazatesoros</string>
|
||||
<string name="skill_title_more_exp">Aprendiz diestro</string>
|
||||
<string name="skill_title_cleave">Hendir</string>
|
||||
<string name="skill_title_eater">Devoracuerpos</string>
|
||||
<string name="skill_title_fortitude">Fortaleza aumentada</string>
|
||||
<string name="skill_title_evasion">Evasión</string>
|
||||
<string name="skill_title_regeneration">Regeneración</string>
|
||||
<string name="skill_title_lower_exploss">Maestría del fracaso</string>
|
||||
<string name="skill_title_magicfinder">Cazatesoros mágicos</string>
|
||||
<string name="skill_title_resistance_mental">Mente fuerte</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Cuerpo duradero</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Sangre pura</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Probabilidad de ataque incrementada</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Daño de ataque incrementado</string>
|
||||
<string name="skill_shortdescription_barter">Mejores precios en la tienda</string>
|
||||
<string name="skill_shortdescription_dodge">Probabilidad de bloqueo aumentada</string>
|
||||
<string name="skill_shortdescription_barkskin">Resistencia al daño</string>
|
||||
<string name="skill_shortdescription_more_criticals">Habilidad de golpe crítico aumentada</string>
|
||||
<string name="skill_shortdescription_better_criticals">Daño de golpe crítico aumentado</string>
|
||||
<string name="skill_shortdescription_speed">Máximo de puntos de acción aumentado</string>
|
||||
<string name="skill_shortdescription_coinfinder">Mayor probabilidad de encontrar oro</string>
|
||||
<string name="skill_shortdescription_more_exp">Más puntos de experiencia de los monstruos</string>
|
||||
<string name="skill_shortdescription_cleave">Recupera puntos de acción con cada muerte</string>
|
||||
<string name="skill_shortdescription_eater">Recupera puntos de vida con cada muerte</string>
|
||||
<string name="skill_shortdescription_fortitude">Gana puntos de vida cada vez que subas de nivel</string>
|
||||
<string name="skill_shortdescription_evasion">Probabilidad de huir aumentada</string>
|
||||
<string name="skill_shortdescription_regeneration">Gana puntos de vida cada turno</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Disminuye la cantidad de puntos de experiencia que pierdes al morir</string>
|
||||
<string name="skill_shortdescription_magicfinder">Probabilidad de encontrar objetos mágicos aumentada</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Resistencia contra condiciones mentales</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Resistencia contra condiciones de capacidad física</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Resistencia contra desórdenes en la sangre</string>
|
||||
<string name="skill_longdescription_weapon_chance">Incrementa la probabilidad de ataque en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="about_interface"><div><b>Ajustes del juego</b>Pueden encontrase pulsando el botón de Menú del dispositivo.</div>
|
||||
\n<p>________________</p><h1>Iconos de interfaz</h1>
|
||||
\n<div><b>El cofre</b><img alt=chest src=chest.png /></div>
|
||||
\n<p>Ranuras rápidas [Manten pulsada una de las bolsas para asignar objetos para su uso instantáneo]</p>
|
||||
\n<div><b>El héroe</b><img alt=hero src=char_hero.png /></div>
|
||||
\n<p>Menú [Overview, Misiones, Habilidades &amp; Inventario *]</p><p>* (En el inventario, pulsa un objeto para ver información &amp; mantenlo pulsado para más opciones)</p>
|
||||
\n<div><b>El enemigo</b><img alt=monster src=monster.png /></div>
|
||||
\n<p>Información [Aparece durante el combate]</p><p>________________</p><h1>Combate</h1><p>Toda acción de combate cuesta PA.</p>
|
||||
\n<div><b>Atacar</b> - [3PA] *</div>
|
||||
\n<img alt=attacking src=doubleattackexample.png /> <p>* (Equiparse con objetos &amp; Usar objetos puede alterar el coste de PA &amp;)</p> <div><b>Usar objetos</b> - [5PA]</div>
|
||||
\n<div><b>Huir</b> - [6PA]</div>
|
||||
\n<p>________________</p><h1>Combate avanzado</h1>
|
||||
\n<div>Durante el combate, mantén pulsado un espacio adyacente al héroe...</div>
|
||||
\n<div><b>Para Huir</b></div>
|
||||
\n<p>(El espacio adyacente se marca - El botón de \"Atacar\" cambia a \"Mover\")</p> <img alt=flee src=flee_example.png /><p>[modo de huida activado - Manten pulsado al enemigo para reanudar el combate]</p>
|
||||
\n<div><b>Para cambiar de objetivo</b></div><p>(El sombreado rojo cambia entre los enemigos)</p><p>[El objetivo a sido cambiado]</p></string>
|
||||
<string name="skill_longdescription_weapon_dmg">Incrementa el daño máximo en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="change_locale_requires_restart">Cambiar local requiere un reinicio. El sendero de Andor (Andor\'s Trail) se ha cerrado.</string>
|
||||
<string name="skill_longdescription_barter">Por cada nivel de habilidad, disminuye la penalización de oro al comprar y vender un %1$d por ciento.</string>
|
||||
<string name="skill_longdescription_dodge">Incrementa la probabilidad de bloqueo en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_barkskin">Incrementa la resistencia al daño en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_more_criticals">Incrementa la habilidad de golpe crítico dada por el equipamiento en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_better_criticals">Incrementa el multiplicador de daño crítico dada por el equipamiento en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_speed">Incrementa el máximo de puntos de acción (PA) en %1$d por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_coinfinder">Incrementa la posibilidad de que los monstruos suelten oro en %1$d %%, e incrementa la cantidad de oro que los monstruos sueltan en %2$d %% por cada nivel de habilidad (hasta alcanzar el máximo que un monstruo pueda soltar).</string>
|
||||
<string name="skill_longdescription_more_exp">Incrementa la cantidad de puntos de experiencia obtenidos al derrotar monstruos en un %1$d %% por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_cleave">Otorga +%1$d puntos de acción (PA) por cada nivel de habilidad cada vez que derrotes a un monstruo.</string>
|
||||
<string name="skill_longdescription_eater">Otorga +%1$d puntos de vida (PV) por cada nivel de habilidad cada vez que derrotes a un monstruo.</string>
|
||||
<string name="skill_longdescription_fortitude">Cada vez que subas de nivel, el máximo de puntos de vida (PV) aumentara en %1$d por cada nivel de habilidad. No se aplica de forma retroactiva, solo los siguientes niveles se verán afectados.</string>
|
||||
<string name="skill_longdescription_evasion">Por cada nivel de habilidad, reduce la probabilidad de fallar al huir en un %1$d %% y la probabilidad de ser atacado por un monstruo adyacente en in %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Recupera +%1$d puntos de vida (PV) cada turno por nivel de habilidad cuando no haya enemigos directamente adyacentes.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Por cada nivel de habilidad, reduce la cantidad de experiencia perdida al morir en un %1$d %% (porcentaje del valor de perdida de experiencia existente, no del valor absoluto). %2$d niveles anularán la perdida de puntos de experiencia al morir.</string>
|
||||
<string name="skill_longdescription_magicfinder">Esta habilidad aumentará la probabilidad de encontrar objetos poco comunes (extraordinarios,raros y legendarios) en un %1$d %% por nivel.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Disminuye las probabilidades de estar afectado por efectos negativos mentales en un %1$d %% por nivel, hasta un máximo de un %2$d %%. Esto incluye los efectos causados por monstruos como la confusión o la debilidad ofensiva.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Disminuye las probabilidades de ser afectado por efectos negativos de capacidad física en un %1$d %% por nivel, hasta un máximo de un %2$d %%. Esto incluye efectos causados por ataques de monstruos, como la fatiga.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Disminuye las probabilidades de ser afectado por alteraciones sanguíneas en un %1$d %% por nivel, hasta un máximo de un %2$d %%. Esto incluye efectos como el Veneno o las heridas sangrantes.</string>
|
||||
<string name="skillinfo_action_levelup">Subir de nivel</string>
|
||||
<string name="skill_current_level">Nivel actual: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Nivel actual: %1$d / %2$d</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendario</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Extraordinario</string>
|
||||
<string name="iteminfo_displaytypes_rare">Raro</string>
|
||||
<string name="actorcondition_categories_spiritual">Espiritual</string>
|
||||
<string name="actorcondition_categories_mental">Mental (Capacidad mental)</string>
|
||||
<string name="actorcondition_categories_physical">Capacidad física</string>
|
||||
<string name="actorcondition_categories_blood">Alteración sanguínea</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">No se puede guardar el juego en medio de un combate.</string>
|
||||
<string name="actorinfo_immune_criticals">Inmune a golpes críticos</string>
|
||||
<string name="skill_title_crit1">Hemorragia interna</string>
|
||||
<string name="skill_shortdescription_crit1">Probabilidad de causar hemorragias internas</string>
|
||||
<string name="skill_title_crit2">Fractura</string>
|
||||
<string name="skill_shortdescription_crit2">Probabilidad de fracturar huesos a enemigos</string>
|
||||
<string name="skill_title_rejuvenation">Rejuvenecimiento</string>
|
||||
<string name="about_button4">Acerca de</string>
|
||||
<string name="preferences_ui_category">Interfaz</string>
|
||||
<string name="preferences_ui_enable_animations_title">Habilitar animaciones</string>
|
||||
<string name="preferences_ui_enable_animations">Mostrar animaciones para varios elementos de la interfaz, como la barra de combate.</string>
|
||||
<string name="menu_button_worldmap">Mapa</string>
|
||||
<string name="menu_button_worldmap_failed">No se puede mostrar el mapa.</string>
|
||||
<string name="display_worldmap_not_available">No se puede mostrar el mapa desde esta ubicación.</string>
|
||||
<string name="display_worldmap_title">Mapa</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Mostrar siempre cuadro de confirmación</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Mostrar sólo cuando se sobrescribe el nombre de un jugador</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nunca mostrar cuadro de confirmación</string>
|
||||
<string name="combat_log_title">Registro de combate</string>
|
||||
<string name="skill_prerequisite_other_skill">Para subir el nivel de esta habilidad, necesitas al menos nivel %1$d de la habilidad %2$s.</string>
|
||||
<string name="skill_number_of_increases_one">Puedes seleccionar una habilidad para mejorar.</string>
|
||||
<string name="skill_number_of_increases_several">Puedes seleccionar %1$d habilidades para mejorar.</string>
|
||||
<string name="levelup_adds_new_skillpoint">¡Has recibido un punto de habilidad!</string>
|
||||
<string name="loadsave_save_to_new_slot">Crear una nueva ranura para guardar la partida</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">¿Sobreescribir partida?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">La partida guardada contiene un nombre de jugador diferente (%1$s) que tu actual nombre de jugador (%2$s). ¿Estas seguro que quieres sobreescribir la partida?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Común</string>
|
||||
<string name="iteminfo_displaytypes_quest">Objeto de misión</string>
|
||||
<string name="actorconditioninfo_category">Tipo de efecto: %1$s</string>
|
||||
<string name="traitsinfo_base_max_hp">Max PV:</string>
|
||||
<string name="traitsinfo_base_max_ap">Máx. PA:</string>
|
||||
<string name="preferences_optimized_drawing_title">Gráficos optimizados</string>
|
||||
<string name="skill_title_shadow_bless">Bendición oscura de la sombra</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Inmunidad absoluta</string>
|
||||
<string name="skill_longdescription_shadow_bless">"Disminuye la probabilidad de ser afectado por todos los tipos de condiciones/efectos por %1$d%%. Esto incluye todos los tipos de condiciones causados por el ataque de monstruos."</string>
|
||||
<string name="inventory_movetop">Mover al principio</string>
|
||||
<string name="inventory_movebottom">Movel al fondo</string>
|
||||
<string name="skill_title_taunt">Burla</string>
|
||||
<string name="skill_prerequisite_level">Para subir de nivel esta habilidad, necesitas al menos nivel %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">Para subir de nivel esta habilidad, necesitas al menos %1$d %2$s (Atributos básicos).</string>
|
||||
<string name="preferences_optimized_drawing">Desactiva esta opción si ves errores gráficos.Activar esta opción solamente redibuja las zonas modificadas de la pantalla en cada \"frame\".</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Probabilidad de golpe crítico efectiva:</string>
|
||||
<string name="skill_longdescription_crit1">Cada golpe crítico asestado tendrá una probabilidad del %1$d %% de causar una hemorragia interna al objetivo, causando por tanto esa condición.Las hemorragias internas disminuyen severamente las habilidades ofensivas del objetivo, incapacitándolo a la hora de golpearte con éxito.</string>
|
||||
<string name="skill_longdescription_crit2">Cada golpe crítico asestado tendrá una probabilidad del %1$d %% de romperle algunos huesos al objetivo, causando por tanto la condición de \"Fractura\".Como consecuencia, las habilidades defensivas del enemigo se verán seriamente reducidas, reduciendo por tanto su capacidad de defenderse de tus ataques.</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Probabilidad de anular un efecto/condición</string>
|
||||
<string name="skill_longdescription_rejuvenation">Hay una probabilidad del %1$d %% de que uno de los efectos negativos existentes disminuya un nivel de intensidad, en cada ronda (6 segundos).Esto se aplica a todos los efectos negativos temporales, tanto condiciones mentales y de capacidad física como alteraciones sanguíneas.</string>
|
||||
<string name="skill_shortdescription_taunt">El enemigo pierde PA cuando falla</string>
|
||||
<string name="skill_longdescription_taunt">Cuando el enemigo lanza un golpe y falla, hay una probabilidad del %1$d %% de que éste pierda %2$d puntos de acción (PA).Funciona con cualquier clase de ataque cuerpo a cuerpo.</string>
|
||||
<string name="skill_title_concussion">Conmoción</string>
|
||||
<string name="skill_shortdescription_concussion">Probabilidad de causar una conmoción cerebral</string>
|
||||
<string name="skill_longdescription_concussion">Cuando realizas con éxito un ataque hacia un enemigo cuya defensa (block chance) es al menos %1$d puntos menor que tu ataque (Attack chance), tendrás una probabilidad del %2$d %% de que el golpe cause una conmoción cerebral al enemigo, disminuyendo seriamente las habilidades ofensivas del enemigo.</string>
|
||||
<string name="inventory_equip_offhand">Equipamiento (Mano secundaria)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Puntos consumidos por ataque: %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Incrementa los PA para atacar en: %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Disminuye los PA por ataque en: %1$d PA</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Probabilidad de ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Incrementa la probabilidad de ataque en un: %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Disminuye la probabilidad de ataque en un: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Daño por ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Daño por ataque: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Aumenta el daño del ataque en: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Aumenta el daño de ataque en: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Disminuye el daño de ataque en: %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Disminuye el daño de ataque en: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Incrementa la habilidad de lanzar golpes críticos en %1$d puntos</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Disminuye la habilidad para asestar golpes críticos en %1$d puntos</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Habilita asestar golpes críticos con un multiplicador de x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Incrementa la defensa en %1$d puntos</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Disminuye la defensa en %1$d puntos</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Aumento de la resistencia al daño: %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Disminución de la resistencia al daño: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Aumento de los PA necesarios para usar objetos: %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Disminución de los PA necesarios para usar objetos: %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Aumento de los PA necesarios para equipar/desequipar: %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Disminución de los PA necesarios para equipar/desequipar objetos: %1$d PA</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">¿Estás seguro de que quieres sobreescribir el guardado anterior?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(Ranura %1$d)</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Confirmar la sobreescritura de guardado</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Aparecerá un cuadro de diálogo cuando quieras guardar la partida sobreescribiendo en una ranura ya utilizada.</string>
|
||||
<string name="heroinfo_reequip_cost">PA necesarios para Reequipar:</string>
|
||||
<string name="heroinfo_useitem_cost">PA necesarios para usar un objeto:</string>
|
||||
<string name="combat_result_monstermoved">%1$s se acerca.</string>
|
||||
<string name="conversation_reward_quest_finished">[Misión cumplida: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Misión actualizada: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Maestría de Puñales</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Maestría con espadas de una sola mano</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Maestría con espadas de dos manos</string>
|
||||
<string name="skill_title_weapon_prof_axe">Maestría con hachas</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Maestría de armas romas (bastones,garrotes,mazas...)</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Artes marciales</string>
|
||||
<string name="skill_title_armor_prof_shield">Maestría del escudo</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Combate sin armadura</string>
|
||||
<string name="skill_title_armor_prof_light">Habilidad con armaduras ligeras</string>
|
||||
<string name="skill_title_armor_prof_heavy">Habilidad con armaduras pesadas</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Estilo de lucha: Dos armas</string>
|
||||
<string name="skill_title_fightstyle_2hand">Estilo de lucha: Arma de dos manos</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Estilo de lucha: Arma y escudo</string>
|
||||
<string name="skill_title_specialization_dualwield">Especialización: Dos armas</string>
|
||||
<string name="skill_title_specialization_2hand">Especialización: Arma de dos manos</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Especialización: Arma y escudo</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Tus habilidades con dagas y puñales aumentan</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Tus habilidades con armas de una sola mano aumentan</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Tus habilidades con armas de dos manos aumentan</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Tus habilidades empuñando hachas aumentan</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Tus habilidades con las armas romas aumentan</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Tus habilidades sin empuñar armas aumentan</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Tu uso de los escudos se hace más eficaz</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Tus habilidades de lucha sin armadura aumentan</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Tu eficacia al llevar armaduras ligeras aumenta</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Tu eficacia al llevar armaduras pesadas aumenta</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Te permite empuñar dos armas al mismo tiempo</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Tu habilidad con las armas de dos manos aumenta, así como tu eficacia</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Tus capacidades mejoran al empuñar un arma y un escudo</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Alcanzas la maestría empuñando dos armas</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Las armas de dos manos se vuelven tu especialidad</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Tu experiencia con arma y escudo te permiten alcanzar la maestría</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Aumenta tu probabilidad de ataque usando tanto dagas como espadas cortas en un %1$d %% de la probabilidad de ataque base del arma,por cada nivel de habilidad.A demás, aumenta la probabilidad de bloqueo (defensa), también de la base del arma en un %2$d %%.La capacidad para asestar golpes críticos aumentará en un %3$d %% sobre los puntos básicos del arma.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Aumenta tu probabilidad de ataque usando estoques, espadas largas y sables en un %1$d %% de la probabilidad de ataque base del arma,por cada nivel de habilidad.A demás, aumenta la probabilidad de bloqueo (defensa), también de la base del arma en un %2$d %%.La capacidad para asestar golpes críticos aumentará en un %3$d %% sobre los puntos básicos del arma.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Aumenta tu probabilidad de ataque usando espadas de dos manos en un %1$d %% de la probabilidad de ataque base del arma,por cada nivel de habilidad.A demás, aumenta la probabilidad de bloqueo (defensa), también de la base del arma en un %2$d %%.La capacidad para asestar golpes críticos aumentará en un %3$d %% sobre los puntos básicos del arma.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Aumenta tu probabilidad de ataque usando hachas de todo tipo en un %1$d %% de la probabilidad de ataque base del arma,por cada nivel de habilidad.A demás, aumenta la probabilidad de bloqueo (defensa), también de la base del arma en un %2$d %%.La capacidad para asestar golpes críticos aumentará en un %3$d %% sobre los puntos básicos del arma.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Para cada nivel de habilidad, aumenta la probabilidad de ataque de las armas romas en %1$d %% de la probabilidad de ataque base del objeto, aumenta la probabilidad de bloqueo en %2$d %% de la probabilidad de bloqueo base del objeto, y aumenta la habilidad crítica en %3$d %% de la habilidad crítica base del objeto. Esto incluye palos, palos de golf, mazas, cetro, martillos de guerra y martillos gigantes.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Al luchar sin arma y escudo, tu probabilidad de ataque aumenta %1$d puntos, tu daño en %2$d puntos y tu defensa en %3$d puntos, por cada nivel de habilidad.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Aumenta la resistencia al daño en %1$d punto/s por cada nivel de habilidad,siempre y cuando haya un escudo equipado.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Luchando sin armadura, gana %1$d puntos de defensa (probabilidad de bloqueo) por cada nivel de habilidad.La ropa de tela no es considerada armadura.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Aumenta tu defensa (probabilidad de bloqueo) de cada una de las piezas de armadura ligera que lleves puestas en un %1$d%% sobre el nivel original.Las armaduras hechas de cuero, metales ligeros y la ropa de camuflaje son ligeras.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Cada nivel de habilidad aumenta la probabilidad de bloqueo (defensa) en un %1$d%% sobre el nivel base de cada pieza de armadura pesada que lleves puesta.Las penalizaciones de movimiento serán reducidas en un %2$d%% por nivel de habilidad, a demás de las penalizaciones de velocidad de ataque (reducidas en un %3$d%% por nivel).Las armaduras pesadas son metálicas, incluyendo cotas de mallas y armaduras de placas.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Otorga beneficios al luchar con dos armas a la vez (una de ellas en la mano principal y otra en la secundaria).
|
||||
\n
|
||||
\nSin esta habilidad, solamente un %1$d%% de los atributos del arma serán usados al ser ésta equipada en la mano secundaria.Esto incluye probabilidad de ataque (ataque), habilidad para asestar golpes críticos, daño del arma e incluso defensa.Sin la habilidad, los PA necesarios para lanzar un ataque serán la suma de los PA necesarios de cada arma.
|
||||
\n
|
||||
\nCon el primer nivel de habilidad, un %2$d%% de los atributos del arma serán utilizados (en la mano secundaria) y los PA necesarios para lanzar un ataque serán los necesarios para utilizar el primer arma (en la mano principal) más un %3$d%% de los PA necesarios para atacar con la secundaria.
|
||||
\n
|
||||
\nCon el segundo nivel de habilidad, %4$d%% de los atributos del arma serán utilizados (en la mano secundaria) y los PA necesarios para lanzar un ataque serán los necesarios para utilizar el arma con mayor coste de PA al atacar.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Da beneficios al usar armas de dos manos, como espadas de dos manos, hachas de guerra o martillos gigantes.
|
||||
\n
|
||||
\nCada nivel de habilidad aumenta el daño potencial del arma de dos manos un %1$d %% de su daño original.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Da beneficios al luchar con un arma en una mano y un escudo en la otra.
|
||||
\n
|
||||
\nCada nivel de habilidad aumenta la probabilidad de daño un %1$d %% de la probabilidad de daño original, y la probabilidad de bloqueo un %2$d %% de su probabilidad original.</string>
|
||||
<string name="localize_resources_from_mo_filename">es.mo</string>
|
||||
<string name="dialog_recenter">Recentrar</string>
|
||||
<string name="dialog_more">Más</string>
|
||||
<string name="dialog_monsterencounter_conditions">Condiciones</string>
|
||||
<string name="heroinfo_skill_categories">Categoria</string>
|
||||
<string name="heroinfo_skill_sort">Ordenar</string>
|
||||
<string name="heroinfo_inventory_categories">Categoria</string>
|
||||
<string name="heroinfo_inventory_sort">Ordenar Por</string>
|
||||
<string name="heroinfo_healthpoints">Puntos de Salud (PS):</string>
|
||||
<string name="heroinfo_experiencepoints">Puntos de Experiencia (PE):</string>
|
||||
<string name="combat_condition_player_apply">Estás siendo afectado por %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Ahora eres inmune a %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s es afectado por %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s es ahora inmune a %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Comenzar el juego</string>
|
||||
<string name="startscreen_selectherosprite">Elige tu héroe</string>
|
||||
<string name="shop_item_sort">Ordenar</string>
|
||||
<string name="actorcondition_info_immunity">Inmune a %1$s</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Cuando es asesinado por el atacante</string>
|
||||
<string name="preferences_high_quality_filters">Desactive esta opción si experimenta problemas de rendimiento en mapas filtrados (por ejemplo, cuevas oscuras). Habilitar esta opción hará que el juego utilice filtros de color avanzados, en lugar de superposiciones de color sólido.</string>
|
||||
<string name="combat_log_noentries">No hay entradas todavía.</string>
|
||||
<string name="preferences_quickslots_placement">Posición rápida</string>
|
||||
<string name="startscreen_non_release_version">Esta es una versión previa al lanzamiento de Andor\'s Trail. Es posible que las partidas guardadas por esta versión no sean compatibles con la versión de lanzamiento.</string>
|
||||
<string name="heroinfo_gamestats">Estadísticas del juego</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">El oro gastado en tiendas</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Pociones de harina de huesos usadas</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Artículos utilizados</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Lugares visitados</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Artículo mas frecuentemente usado</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Monstruos muertos</string>
|
||||
<string name="heroinfo_gamestats_top_boss">El monstruo más poderoso asesinado</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Los monstruos más comúnmente asesinados</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources">Utilizar la traducción de la interfaz y el contenido, cuando sea posible. (requiere reinicio)</string>
|
||||
<string name="inventory_category_favorites">Favoritos</string>
|
||||
<string name="inventory_category_weapons">Arma</string>
|
||||
<string name="inventory_category_armor">Armadura</string>
|
||||
<string name="inventory_sort_custom">Sin clasificar</string>
|
||||
<string name="inventory_sort_name">Nombre</string>
|
||||
<string name="inventory_sort_price">Precio</string>
|
||||
<string name="inventory_sort_quantity">Cantidad</string>
|
||||
<string name="inventory_sort_rarity">Rareza</string>
|
||||
<string name="inventory_sort_type">Tipo</string>
|
||||
<string name="shoplist_sort_custom">Sin clasificar</string>
|
||||
<string name="shoplist_sort_name">Nombre</string>
|
||||
<string name="shoplist_sort_price">Precio</string>
|
||||
<string name="shoplist_sort_quantity">Cantidad</string>
|
||||
<string name="shoplist_sort_rarity">Rareza</string>
|
||||
<string name="shoplist_sort_type">Tipo</string>
|
||||
<string name="skill_category_all">Todo</string>
|
||||
<string name="skill_category_defense">Defensa</string>
|
||||
<string name="skill_category_immunity">Inmunidad</string>
|
||||
<string name="skill_category_utility">Utilidad</string>
|
||||
<string name="skill_category_speciality">Especialidad</string>
|
||||
<string name="skill_sort_unsorted">Sin clasificar</string>
|
||||
<string name="skill_sort_name">Nombre</string>
|
||||
<string name="skill_sort_points">Puntos</string>
|
||||
<string name="skill_sort_unlocked">Desbloqueado</string>
|
||||
<string name="preferences_display_theme_title">Tema</string>
|
||||
<string name="preferences_display_theme">Seleccione el tema de la interfaz de usuario. (requiere reinicio)</string>
|
||||
<string name="preferences_display_theme_blue">Cobalto</string>
|
||||
<string name="preferences_display_theme_green">Malaquita</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidiana</string>
|
||||
<string name="change_theme_requires_restart">Para cambiar el tema de la interfaz de usuario es necesario reiniciar. El sendero de Andor ha sido cerrado.</string>
|
||||
<string name="storage_permissions_mandatory">El acceso al almacenamiento es obligatorio para que Andor\'s Trail pueda manejar los juegos guardados y el mapa del mundo. Cerrando el sendero de Andor.</string>
|
||||
<string name="inventory_selectitem">Seleccione el elemento para asignar</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Aumenta las posibilidades de ataque de ambas armas en un %1$d %% de sus posibilidades de ataque originales, además de las ventajas que ofrece la habilidad de estilo de arma. Las posibilidades de bloqueo de ambas armas también aumentan en un %2$d %% de sus posibilidades de bloqueo originales.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Aumenta el daño potencial de las armas a dos manos en un %1$d %% adicional del potencial de daño original, además de los beneficios dados por la habilidad de estilo de arma. Las posibilidades de ataque de las armas a dos manos también aumentan en un %2$d %% de sus posibilidades de ataque originales.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Aumenta tanto las posibilidades de ataque como el daño potencial de las armas. La probabilidad de ataque aumenta en %1$d %% de la probabilidad de ataque original, y el potencial de daño aumenta en %2$d %% del potencial de daño original.</string>
|
||||
<string name="preferences_quickslots_placement_summary">Dónde colocar las ranuras rápidas</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Centro inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Abajo a la izquierda, a lo largo del borde izquierdo</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Abajo a la izquierda, a lo largo del borde inferior</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Abajo a la derecha, a lo largo del borde inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Abajo a la derecha, a lo largo del borde derecho</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Mostrar las ranuras rápidas cuando se abre la caja de herramientas</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Hace que los botones de las ranuras rápidas se muestren tan pronto como se abre la caja de herramientas</string>
|
||||
<string name="startscreen_incompatible_savegames">Esta es una versión de desarrollo de Andor\'s Trail. Los juegos guardados producidos por esta versión son incompatibles con la versión de lanzamiento.</string>
|
||||
<string name="heroinfo_gamestats_quests">Misiones completadas</string>
|
||||
<string name="heroinfo_gamestats_deaths">Veces caído inconsciente</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Utilizar recursos localizados</string>
|
||||
<string name="inventory_category_all">Todo</string>
|
||||
<string name="inventory_category_quest">Objeto de misión</string>
|
||||
<string name="inventory_category_other">Otros</string>
|
||||
<string name="skill_category_criticals">Críticos</string>
|
||||
<string name="combat_taunt_monster">¡Tu provocas a %1$s!</string>
|
||||
<string name="combat_condition_player_clear">Estás libre de %1$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s está libre de %2$s.</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Sobre el atacante</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Cuando es golpeado por el atacante</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtros de calidad alta</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">A la izquierda centrado</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">A la derecha centrado</string>
|
||||
<string name="inventory_category_usable">Consumible</string>
|
||||
<string name="skill_category_offense">Ataque</string>
|
||||
<string name="skill_category_proficiency">Dominio</string>
|
||||
</resources>
|
||||
@@ -1,13 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="localize_resources_from_mo_filename">fi.mo</string>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="menu_settings">Asetukset</string>
|
||||
<string name="menu_save">Tallenna</string>
|
||||
<string name="menu_save_gamesaved">Peli tallennettiin paikkaan %1$d</string>
|
||||
<string name="loadsave_title_save">Tallenna peli</string>
|
||||
<string name="loadsave_title_load">Lataa tallennettu peli</string>
|
||||
<string name="loadsave_selectslot">Valitse paikka</string>
|
||||
<string name="dialog_loading_message">Ladataan resursseja…</string>
|
||||
<string name="dialog_loading_failed_title">Lataaminen epäonnistui</string>
|
||||
</resources>
|
||||
@@ -1,597 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Sur les traces d\'Andor</string>
|
||||
<string name="app_description">Jeu de rôle fantastique à base de quêtes</string>
|
||||
<string name="exit_to_menu">Retour au menu</string>
|
||||
<string name="menu_settings">Préférences</string>
|
||||
<string name="menu_save">Sauvegarder</string>
|
||||
<string name="menu_save_gamesaved">La partie a été sauvegardée dans l\'emplacement %1$d</string>
|
||||
<string name="menu_save_failed">Échec de la sauvegarde de la partie ! La carte SD est-elle montée et inscriptible ?</string>
|
||||
<string name="loadsave_title_save">Sauvegarder la partie</string>
|
||||
<string name="loadsave_title_load">Charger une partie sauvegardée</string>
|
||||
<string name="loadsave_selectslot">Sélectionner un emplacement</string>
|
||||
<string name="savegame_currenthero_displayinfo">niveau %1$d, %2$d exp, %3$d or</string>
|
||||
<string name="dialog_loading_message">Chargement des ressources…</string>
|
||||
<string name="dialog_loading_failed_title">Échec du chargement</string>
|
||||
<string name="dialog_loading_failed_message">Impossible de charger la sauvegarde.\n\n:(\n\nLe fichier est peut-être endommagé ou incomplet.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Impossible de charger la sauvegarde. Cette sauvegarde a été créée avec une version plus récente du jeu.</string>
|
||||
<string name="dialog_close">Fermer</string>
|
||||
<string name="dialog_monsterencounter_title">Rencontre</string>
|
||||
<string name="dialog_monsterencounter_message">Voulez-vous attaquer ?\nDifficulté : %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">PV :</string>
|
||||
<string name="status_ap">PA :</string>
|
||||
<string name="status_exp">PE :</string>
|
||||
<string name="heroinfo_char">Vue d\'ensemble</string>
|
||||
<string name="heroinfo_inv">Inventaire</string>
|
||||
<string name="heroinfo_skill">Compétences</string>
|
||||
<string name="heroinfo_levelup">Niveau supérieur</string>
|
||||
<string name="heroinfo_level">Niveau</string>
|
||||
<string name="heroinfo_totalexperience">Expérience totale</string>
|
||||
<string name="heroinfo_wornequipment">Équipement porté</string>
|
||||
<string name="heroinfo_inventory">Inventaire</string>
|
||||
<string name="heroinfo_gold">Or : %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Points d\'action (PA) :</string>
|
||||
<string name="heroinfo_quests">Quêtes</string>
|
||||
<string name="combat_attack">Attaque (%1$d PA)</string>
|
||||
<string name="combat_move">Déplacement (%1$d AP)</string>
|
||||
<string name="combat_use">Utiliser l\'objet</string>
|
||||
<string name="combat_endturn">Fin du tour</string>
|
||||
<!-- <string name="combat_endcombat">End combat</string>-->
|
||||
<string name="combat_flee">Fuir</string>
|
||||
<string name="combat_begin_flee">Vous pouvez maintenant fuir le combat en cliquant dans la direction vers laquelle vous souhaitez vous déplacer.</string>
|
||||
<string name="combat_flee_failed">Vous n\'avez pas réussi à fuir !</string>
|
||||
<string name="combat_status_ap">PA : %1$d</string>
|
||||
<string name="combat_monsterhealth">PV :</string>
|
||||
<string name="combat_monsteraction">%1$s attaque.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">You cannot exit combat since there are adjacent monsters. You first have to move by longclicking a place with no adjacent monster, before you may end the combat.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s rate son attaque !</string>
|
||||
<string name="combat_result_monsterhit">%1$s vous frappe pour %2$d PV !</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s vous frappe avec un coup critique pour %2$d PV !</string>
|
||||
<string name="combat_result_heromiss">Vous ratez votre attaque.</string>
|
||||
<string name="combat_result_herohit">Vous frappez %1$s pour %2$d PV !</string>
|
||||
<string name="combat_result_herohitcritical">Vous frappez %1$s avec un coup critique pour %2$d PV !</string>
|
||||
<string name="combat_result_herokillsmonster">Vous avez tué %1$s !</string>
|
||||
<string name="combat_not_enough_ap">Vous n\'avez plus de PA suffisants ce tour-ci.</string>
|
||||
<string name="combat_hero_dies">Le monde tourne et s\'éteint autour de vous tandis que vous perdez connaissance... Heureusement, vous vous réveillez en vie. Vous perdez %1$d points d\'expérience.</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Équiper</string>
|
||||
<string name="inventory_unequip">Déséquiper</string>
|
||||
<string name="inventory_use">Utiliser</string>
|
||||
<string name="inventory_drop">Lâcher</string>
|
||||
<string name="inventory_item_used">Vous avez utilisé %1$s.</string>
|
||||
<string name="inventory_item_dropped">Vous avez lâché %1$s.</string>
|
||||
<string name="inventory_item_equipped">Vous vous êtes équipé de %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Ramasser tout</string>
|
||||
<string name="dialog_loot_foundgold">Vous avez trouvé %1$d pièces d\'or.</string>
|
||||
<string name="dialog_loot_pickedupitem">Vous avez ramassé un objet. </string>
|
||||
<string name="dialog_loot_pickedupitems">Vous avez ramassé %1$d objets. </string>
|
||||
<string name="dialog_groundloot_title">Objets</string>
|
||||
<string name="dialog_groundloot_message">Vous avez trouvé quelques objets. </string>
|
||||
<string name="dialog_monsterloot_title">Victoire</string>
|
||||
<string name="dialog_monsterloot_message">Vous avez survécu à la rencontre. </string>
|
||||
<string name="dialog_monsterloot_gainedexp">Vous avez acquis %1$d points d\'expérience. </string>
|
||||
<string name="monster_difficulty_veryeasy">Très facile</string>
|
||||
<string name="monster_difficulty_easy">Facile</string>
|
||||
<string name="monster_difficulty_normal">Normal</string>
|
||||
<string name="monster_difficulty_hard">Difficile</string>
|
||||
<string name="monster_difficulty_veryhard">Très difficile</string>
|
||||
<string name="monster_difficulty_impossible">Impossible</string>
|
||||
<string name="actorinfo_class">Classe :</string>
|
||||
<string name="actorinfo_difficulty">Difficulté :</string>
|
||||
<string name="actorinfo_health">Santé :</string>
|
||||
<string name="actorinfo_attack">Attaque :</string>
|
||||
<string name="actorinfo_defense">Défense :</string>
|
||||
<string name="actorinfo_movecost">Coût de déplacement (PA) :</string>
|
||||
<string name="actorinfo_basetraits">Statistiques de combat de base (sans équipement ni compétences)</string>
|
||||
<string name="actorinfo_currenttraits">Statistiques de combat actuelles</string>
|
||||
<string name="traitsinfo_attack_cost">Coût d\'une attaque (PA) :</string>
|
||||
<string name="traitsinfo_attack_chance">Probabilité de toucher :</string>
|
||||
<string name="traitsinfo_attack_damage">Dégâts :</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Probabilité de coup critique :</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Coefficient de coup critique :</string>
|
||||
<string name="traitsinfo_defense_chance">Probabilité de bloquer :</string>
|
||||
<string name="traitsinfo_defense_damageresist">Résistance aux dégâts :</string>
|
||||
<!-- <string name="key_required">Une clé spécifique est requise pour passer.</string> -->
|
||||
<string name="iteminfo_category">Catégorie : </string>
|
||||
<string name="iteminfo_action_use">Utiliser</string>
|
||||
<string name="iteminfo_action_equip">Équiper</string>
|
||||
<string name="iteminfo_action_unequip">Déséquiper</string>
|
||||
<string name="iteminfo_action_use_ap">Utiliser (%1$d PA)</string>
|
||||
<string name="iteminfo_action_equip_ap">Équiper (%1$d PA)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Déséquiper (%1$d PA)</string>
|
||||
<string name="startscreen_continue">Continuer la partie en cours</string>
|
||||
<string name="startscreen_newgame">Nouvelle partie</string>
|
||||
<string name="startscreen_newgame_confirm">Vous perdrez votre partie en cours et votre personnage, êtes-vous sûr de vouloir démarrer une nouvelle partie ?</string>
|
||||
<string name="startscreen_about">À propos/aide</string>
|
||||
<string name="startscreen_enterheroname">Entrer le nom du personnage</string>
|
||||
<string name="startscreen_load">Charger</string>
|
||||
<!-- <string name="conversation_title">%1$s Dit</string> -->
|
||||
<string name="conversation_rewardexp"> [Vous avez acquis %1$d points d\'expérience]</string>
|
||||
<string name="conversation_rewardgold"> [Vous avez gagné %1$d pièces d\'or]</string>
|
||||
<string name="conversation_lostgold"> [Vous avez perdu %1$d pièces d\'or]</string>
|
||||
<string name="conversation_rewarditem"> [Vous avez gagné un objet]</string>
|
||||
<string name="conversation_rewarditems"> [Vous avez gagné %1$d objets]</string>
|
||||
<string name="conversation_next">Suivant</string>
|
||||
<string name="conversation_leave">Partir</string>
|
||||
<string name="shop_buy">Acheter</string>
|
||||
<string name="shop_sell">Vendre</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Acheter (%1$d d\'or)</string>
|
||||
<string name="shop_sellitem">Vendre (%1$d d\'or)</string>
|
||||
<string name="shop_yourgold">Votre or : %1$d</string>
|
||||
<string name="shop_item_bought">%1$s acheté.</string>
|
||||
<string name="shop_item_sold">%1$s vendu.</string>
|
||||
<string name="levelup_title">Niveau supérieur</string>
|
||||
<string name="levelup_description">Bienvenue au niveau %1$d !</string>
|
||||
<string name="levelup_buttontext">Niveau supérieur</string>
|
||||
<string name="levelup_add_health">Augmenter les points de vie (+%1$d PV)</string>
|
||||
<string name="levelup_add_health_description">Ajoute %1$d à votre total de points de vie.</string>
|
||||
<string name="levelup_add_attackchance">Augmenter la probabilité de toucher (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Ajoute %1$d à votre probabilité de toucher de base.</string>
|
||||
<string name="levelup_add_attackdamage">Augmenter les dégâts (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Ajoute %1$d à vos dégâts de base.</string>
|
||||
<string name="levelup_add_blockchance">Augmenter la probabilité de bloquer (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Ajoute %1$d à votre probabilité de bloquer de base.</string>
|
||||
<string name="dialog_rest_title">Se reposer</string>
|
||||
<string name="dialog_rest_confirm_message">Voulez-vous vous reposer ici ?</string>
|
||||
<string name="dialog_rest_message">Vous vous êtes bien reposé et êtes prêt à repartir à l\'aventure.</string>
|
||||
<string name="about_button1">Aide</string>
|
||||
<string name="about_button2">Auteurs</string>
|
||||
<string name="about_button3">Licence</string>
|
||||
<string name="about_contents1">Merci d\'utiliser Sur les traces d\'Andor, un jeu de rôle libre pour Android.<br /> <br /> <a href=http://andorstrail.com/>Forum du jeu andorstrail.com pour les questions et les discussions sur la façon de jouer.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Wiki du jeu pour plus d\'information sur le monde de Sur les traces d\'Andor.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Code source du projet sur github.com pour les développeurs.</a><br /> <br /> Vous pouvez visiter les forums pour discuter du jeu avec d\'autres joueurs.<br /></string>
|
||||
<string name="about_contents3">
|
||||
Ce programme est un logiciel libre ; vous pouvez le redistribuer ou le modifier suivant les termes de la « GNU General Public License » telle que publiée par la Free Software Foundation ; soit la version 2 de cette licence, soit (à votre discrétion) une version ultérieure quelconque.<br />
|
||||
<br />
|
||||
Ce programme est distribué dans l’espoir qu’il vous sera utile, mais SANS AUCUNE GARANTIE : sans même la garantie implicite de COMMERCIABILITÉ ni d’ADÉQUATION À UN OBJECTIF PARTICULIER. Consultez la Licence Générale Publique GNU pour plus de détails.
|
||||
<br />
|
||||
Vous devriez avoir reçu une copie de la Licence Générale Publique GNU avec ce programme ; si ce n’est pas le cas, consultez : <a href="http://www.gnu.org/licenses">http://www.gnu.org/licenses</a><br />
|
||||
<br />
|
||||
Pour toute requête concernant le code source ou les fonctionnalités, veuillez visiter la page du projet : <a href="https://github.com/Zukero/andors-trail/">https://github.com/Zukero/andors-trail/</a><br />
|
||||
</string>
|
||||
<string name="dialog_newversion_title">Bienvenue</string>
|
||||
<string name="dialog_newversion_message">Merci à vous d\'avoir téléchargé Sur les traces d\'Andor!
|
||||
\n
|
||||
\n Veuillez noter que cette version de Sur les traces d\'Andor est un TRAVAIL EN COURS, cela signifie que toutes les cartes ne sont pas encore complètes.
|
||||
\n Vous pouvez visiter les forums du projet pour obtenir plus d\'informations ou pour contribuer au projet (voir « À propos »).
|
||||
\n
|
||||
\n Merci pour les retours d\'utilisation !</string>
|
||||
<string name="about_interface"><![CDATA[
|
||||
|
||||
<div><b>Paramètres du jeu</b> disponible en appuyant sur le Bouton Menu de votre appareil.</div>
|
||||
|
||||
<p>________________</p>
|
||||
<h1>Icônes d\'Interface</h1>
|
||||
<div><b>Le Coffre</b><img alt=coffre src=chest.png /></div>
|
||||
<p>Emplacements rapides [Appuyez longuement sur les pochettes à l\'intérieur pour assigner des articles pour une utilisation instantanée.]</p>
|
||||
|
||||
<div><b>Le Héro</b><img alt=héros src=char_hero.png /></div>
|
||||
<p>Menu [Vue d\'ensemble, Quêtes, Compétences &amp; Inventaire *]</p>
|
||||
<p>* (Dans l\'inventaire, appuyez sur un objet pour information & un appui long pour plus d\'options)</p>
|
||||
|
||||
<div><b>L\'Ennemi</b><img alt=monstre src=monster.png /></div>
|
||||
<p>Information [Apparaît pendant le Combat]</p>
|
||||
|
||||
<p>________________</p>
|
||||
<h1>Combat</h1>
|
||||
|
||||
<p>Coût en PA des Actions pendant la bataille...</p>
|
||||
|
||||
<div><b>Attaquer</b> - [3AP] *</div>
|
||||
<img alt=attaquer src=doubleattackexample.png />
|
||||
<p>* (L\'Équipement & l\'usage d\'objet peuvent modifier les PA & le coût d\'utilisation)</p>
|
||||
|
||||
<div><b>Utilisation d\'Objets</b> - [5AP]</div>
|
||||
<div><b>Fuite</b> - [6AP]</div>
|
||||
|
||||
<p>________________</p> <h1>Combat Avancé</h1>
|
||||
<div>Pendant un Combat, un appui long sur un emplacement proche du Héro...</div>
|
||||
|
||||
<div><b>Pour Fuir</b></div>
|
||||
<p>(l\'emplacement choisi est mit en surbrillance - le Bouton d\'Attaque change pour Déplacement)</p>
|
||||
<img alt=fuite src=flee_example.png />
|
||||
<p>[mode fuite activé - Une longue pression sur l\'ennemi pour rentrer au combat]</p>
|
||||
|
||||
<div><b>Pour Changer de Cible</b></div>
|
||||
<p>(le halo rouge passe d\'un ennemi à l\'autre)</p>
|
||||
<p>[la cible a été changée]</p>
|
||||
|
||||
]]></string>
|
||||
<string name="questlog_includecompleted_prompt">Sélectionner les quêtes à afficher</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Cacher les quêtes terminées</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Inclure les quêtes terminées</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">N\'afficher que les quêtes terminées</string>
|
||||
<string name="questlog_queststatus">État : %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">En cours</string>
|
||||
<string name="questlog_queststatus_completed">Terminée</string>
|
||||
<string name="preferences_display_category">Affichage</string>
|
||||
<string name="preferences_display_fullscreen_title">Plein écran</string>
|
||||
<string name="preferences_display_fullscreen">Affiche le jeu en mode plein écran (nécessite un redémarrage)</string>
|
||||
<string name="preferences_dialog_category">Dialogue de confirmation</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Confirmer le repos</string>
|
||||
<string name="preferences_dialog_confirmrest">Demande si vous voulez vous reposer quand vous êtes sur un lit. Sinon, vous serez toujours automatiquement mis au repos.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Confirmer les attaques</string>
|
||||
<string name="preferences_dialog_confirmattack">Active la boîte de dialogue « Voulez-vous attaquer ? » quand vous attaquez un monstre.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Afficher le butin des monstres</string>
|
||||
<string name="preferences_dialog_monsterloot">Change la façon dont s\'affichent les résultats d\'un combat (or, expérience, objets).</string>
|
||||
<string name="preferences_combat_category">Combat</string>
|
||||
<string name="preferences_combat_speed_title">Vitesse des combats</string>
|
||||
<string name="preferences_combat_speed">Détermine la vitesse d\'attaque des monstres.</string>
|
||||
<string name="preferences_display_loot_dialog">Afficher la boîte de dialogue des butins</string>
|
||||
<string name="preferences_display_loot_toast">Afficher une simple notification</string>
|
||||
<string name="preferences_display_loot_never">Ne rien afficher</string>
|
||||
<string name="preferences_attackspeed_instant">Instantanée (pas d\'animations)</string>
|
||||
<string name="preferences_attackspeed_fast">Rapide</string>
|
||||
<string name="preferences_attackspeed_normal">Normale</string>
|
||||
<string name="preferences_attackspeed_slow">Lente</string>
|
||||
<string name="preferences_movement_category">Déplacement</string>
|
||||
<string name="preferences_movementmethod_title">Méthode de déplacement</string>
|
||||
<string name="preferences_movementmethod">Méthode de déplacement et de gestion des obstacles.</string>
|
||||
<string name="preferences_movementmethods_straight">Tout droit</string>
|
||||
<string name="preferences_movementmethods_avoid">Éviter les obstacles</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Conditions actives</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Effacer tout %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s chance sur %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d tours)</string>
|
||||
<string name="iteminfo_effect_works_on_source">De la source</string>
|
||||
<string name="iteminfo_effect_works_on_target">Sur la cible</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Quand la cible est frappée</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">À chaque mort</string>
|
||||
<string name="iteminfo_effect_works_when_used">Lorsqu\'utilisé</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Lorsqu\'équipé</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Draine %1$s HP</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Restaure %1$s HP</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Draine %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Restaure %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Augmenter les HP max. de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Diminuer les HP max. de %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Augmenter les AP max. de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Diminuer les AP max. de %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Augmenter le coût de mouvement de %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Diminuer le coût de mouvement de %1$d AP</string>
|
||||
<!-- La suite est ok -->
|
||||
<string name="preferences_display_scaling_factor_title">Facteur de zoom</string>
|
||||
<string name="preferences_display_scaling_factor">Permet d\'agrandir toute la zone de jeu.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Taille normale</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">Zoom de 150%</string>
|
||||
<string name="preferences_display_scaling_factor_double">Zoom de 200%</string>
|
||||
<string name="inventory_assign">Affecter un emplacement rapide</string>
|
||||
<string name="inventory_assign_slot1">Emplacement 1</string>
|
||||
<string name="inventory_assign_slot2">Emplacement 2</string>
|
||||
<string name="inventory_assign_slot3">Emplacement 3</string>
|
||||
<string name="inventory_unassign">Désaffecter un emplacement rapide</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">Croix directionnelle (D-pad) virtuelle</string>
|
||||
<string name="preferences_movement_dpad_position">Active une croix directionnelle virtuelle sur l\'écran pour guider les déplacements.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Minimisation de la croix directionnelle virtuelle</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Si la croix directionnelle virtuelle est activée, ce réglage permet de la réduire en pressant son centre.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Désactivée</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">En bas à droite</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">En bas à gauche</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Centrée en bas</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Centrée à gauche</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Centrée à droite</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">En haut à gauche</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">En haut à droite</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Centrée en haut</string>
|
||||
<string name="actorconditioninfo_constant_effect">Effet continu</string>
|
||||
<string name="actorconditioninfo_effect_every_round">À chaque tour</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">À chaque tour complet</string>
|
||||
<string name="bulkselection_totalcost_buy">Prix total : %1$d or</string>
|
||||
<string name="bulkselection_totalcost_sell">Prix total : %1$d or</string>
|
||||
<string name="bulkselection_select_all">Tout</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Êtes-vous sûr ?</string>
|
||||
<string name="bulkselection_sell_confirmation">Êtes-vous sûr de vouloir vendre %1$s ? Cet objet est %2$s et vous pourriez ne plus être à même de le retrouver.</string>
|
||||
<string name="skill_title_weapon_chance">Précision</string>
|
||||
<string name="skill_title_weapon_dmg">Gros bras</string>
|
||||
<string name="skill_title_barter">Marchandage</string>
|
||||
<string name="skill_title_dodge">Esquive</string>
|
||||
<string name="skill_title_barkskin">Peau de fer</string>
|
||||
<string name="skill_title_more_criticals">Concentration</string>
|
||||
<string name="skill_title_better_criticals">Œil de lynx</string>
|
||||
<string name="skill_title_speed">Rapidité</string>
|
||||
<string name="skill_title_coinfinder">Chasseur de trésor</string>
|
||||
<string name="skill_title_more_exp">Apprentissage accéléré</string>
|
||||
<string name="skill_title_cleave">Vivacité</string>
|
||||
<string name="skill_title_eater">Charognard</string>
|
||||
<string name="skill_title_fortitude">Constitution améliorée</string>
|
||||
<string name="skill_title_evasion">Évasion</string>
|
||||
<string name="skill_title_regeneration">Régénération</string>
|
||||
<string name="skill_title_lower_exploss">Maîtrise de l\'échec</string>
|
||||
<string name="skill_title_magicfinder">Chercheur de magie</string>
|
||||
<string name="skill_title_resistance_mental">Force mentale</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Endurance physique</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Sang pur</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Augmente la probabilité de toucher</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Augmente les dégâts</string>
|
||||
<string name="skill_shortdescription_barter">Prix d\'achat et de vente plus intéressants</string>
|
||||
<string name="skill_shortdescription_dodge">Augmente la probabilité de bloquer</string>
|
||||
<string name="skill_shortdescription_barkskin">Augmente la résistance aux dégâts</string>
|
||||
<string name="skill_shortdescription_more_criticals">Augmente la probabilité de porter des coups critiques</string>
|
||||
<string name="skill_shortdescription_better_criticals">Augmente les dégâts infligés par un coup critique</string>
|
||||
<string name="skill_shortdescription_speed">Augmente le nombre maximal de points d\'action</string>
|
||||
<string name="skill_shortdescription_coinfinder">Permet de trouver plus d\'or</string>
|
||||
<string name="skill_shortdescription_more_exp">Les monstres tués rapportent plus d\'expérience</string>
|
||||
<string name="skill_shortdescription_cleave">Permet de récupérer des points d\'action en tuant un monstre</string>
|
||||
<string name="skill_shortdescription_eater">Récupération de points de vie à chaque monstre tué</string>
|
||||
<string name="skill_shortdescription_fortitude">Augmentation des points de vie max. à chaque changement de niveau</string>
|
||||
<string name="skill_shortdescription_evasion">Améliore les chances de s\'enfuir</string>
|
||||
<string name="skill_shortdescription_regeneration">Permet de récupérer des points de vie à chaque tour</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Réduction de la perte d\'expérience en cas de décès</string>
|
||||
<string name="skill_shortdescription_magicfinder">Augmentation de la chance de trouver des objets magiques</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Résistance aux troubles mentaux</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Résistance aux troubles physiques</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Résistance aux troubles sanguins</string>
|
||||
<string name="skill_longdescription_weapon_chance">Chaque niveau de compétence augmente la probabilité de toucher de %1$d.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Chaque niveau de compétence augmente les dommages max. de %1$d.</string>
|
||||
<string name="skill_longdescription_barter">Chaque niveau de compétence réduit le malus financier d\'achat et de vente de %1$d %%.</string>
|
||||
<string name="skill_longdescription_dodge">Chaque niveau de compétence augmente la chance de bloquer de %1$d.</string>
|
||||
<string name="skill_longdescription_barkskin">Chaque niveau de compétence augmente la résistance aux dégâts de %1$d.</string>
|
||||
<string name="skill_longdescription_more_criticals">Chaque niveau de compétence augmente la probabilité d\'infliger un coup critique de %1$d %%.</string>
|
||||
<string name="skill_longdescription_better_criticals">Chaque niveau de compétence augmente le facteur multiplicatif de coups critiques existant (donné par l\'équipement) de %1$d %%.</string>
|
||||
<string name="skill_longdescription_speed">Chaque niveau de compétence augmente le nombre maximal de points d\'action (AP) de %1$d.</string>
|
||||
<string name="skill_longdescription_coinfinder">Chaque niveau de compétence augmente les chances de trouver de l\'or dans les butins de monstres de %1$d %%, et augmente le montant d\'or trouvé de %2$d %% (jusqu\'à atteindre le montant maximum propre à chaque monstre).</string>
|
||||
<string name="skill_longdescription_more_exp">Chaque niveau de compétence augmente le nombre de points d\'expérience acquis en tuant un monstre de %1$d %%.</string>
|
||||
<string name="skill_longdescription_cleave">Chaque niveau de compétence redonne %1$d points d\'action (AP) pour chaque monstre tué.</string>
|
||||
<string name="skill_longdescription_eater">Chaque niveau de compétence redonne %1$d points de vie (HP) pour chaque monstre tué.</string>
|
||||
<string name="skill_longdescription_fortitude">Chaque changement de niveau ultérieur augmente le nombre maximal de points de vie (HP) de %1$d par niveau de compétence. Ceci n\'est pas appliqué rétroactivement, seuls les changements de niveau ultérieurs sont affectés.</string>
|
||||
<string name="skill_longdescription_evasion">Chaque niveau de compétence réduit la probabilité de ne pas pouvoir fuir de %1$d %%, ainsi que la probabilité qu\'un monstre proche attaque de %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Permet de récupérer +%1$d points de vie (HP) par niveau de compétence à chaque tour quand aucun monstre n\'est adjacent.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Chaque niveau de compétence réduit la quantité d\'expérience perdue en cas de décès de %1$d %% (pourcentage relatif à la perte existante et non pourcentage absolu). Le niveau %2$d de ce talent enlève toute perte d\'expérience au décès.</string>
|
||||
<string name="skill_longdescription_magicfinder">Chaque niveau de compétence augmente la probabilité de trouver des objets non-ordinaires de %1$d %%.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Chaque niveau de compétence diminue la probabilité d\'être affecté par des troubles mentaux de %1$d %%, jusqu\'à un maximum de %2$d %%. Cela inclut les troubles causés par les monstres comme Étourdissement ou Maladresse.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Chaque niveau de compétence diminue la probabilité d\'être affecté par des troubles physiques de %1$d %%, jusqu\'à un maximum de %2$d %%. Ceci inclut les troubles causés par les monstres comme Fatigue.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Chaque niveau de compétence diminue la probabilité d\'être affecté par des troubles sanguins de %1$d %%, jusqu\'à un maximum de %2$d %%. Ceci inclut les troubles causés par les monstres comme Poison ou Blessures saignantes.</string>
|
||||
<string name="skillinfo_action_levelup">Changement de niveau</string>
|
||||
<string name="skill_current_level">Niveau courant : %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Niveau courant : %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Pour améliorer cette compétence, vous devez atteindre au moins le niveau %1$d de la compétence %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Pour améliorer cette compétence, vous devez atteindre au moins le niveau %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">Pour améliorer cette compétence, vous devez avoir au moins %1$d %2$s (statistiques de base).</string>
|
||||
<string name="skill_number_of_increases_one">Vous pouvez sélectionner une compétence à améliorer.</string>
|
||||
<string name="skill_number_of_increases_several">Vous pouvez sélectionner %1$d compétences à améliorer.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Ce niveau vous donne également un nouveau point de compétence à utiliser !</string>
|
||||
<string name="loadsave_save_to_new_slot">Créer un nouvel emplacement de sauvegarde</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Écraser la sauvegarde ?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Cette sauvegarde contient un nom de personnage différent (%1$s) de votre nom actuel (%2$s). Êtes-vous sûr de vouloir écraser cette sauvegarde ?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Ordinaire</string>
|
||||
<string name="iteminfo_displaytypes_quest">Objet de quête</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Légendaire</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Extraordinaire</string>
|
||||
<string name="iteminfo_displaytypes_rare">Rare</string>
|
||||
<string name="actorconditioninfo_category">Types de troubles : %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Spirituel</string>
|
||||
<string name="actorcondition_categories_mental">Mental</string>
|
||||
<string name="actorcondition_categories_physical">Capacité physique</string>
|
||||
<string name="actorcondition_categories_blood">Trouble sanguin</string>
|
||||
<string name="traitsinfo_base_max_hp">HP max. :</string>
|
||||
<string name="traitsinfo_base_max_ap">AP max. :</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Impossible de faire une sauvegarde du jeu au cours d\'un combat.</string>
|
||||
<string name="preferences_optimized_drawing_title">Affichage optimisé</string>
|
||||
<string name="preferences_optimized_drawing">Désactivez cette option si vous voyez des artefacts graphiques. Lorsque cette option est activée, seules les parties de l\'écran ayant changées sont redessinées lors du rafraîchissement.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.11 -->
|
||||
<string name="skill_title_shadow_bless">Bénédiction de l\'Ombre</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Résistance contre tous les types de trouble</string>
|
||||
<string name="skill_longdescription_shadow_bless">Chaque niveau de compétence diminue la probabilité d\'être affecté par n\'importe quel type de trouble de %1$d %%. Cela englobe tous les troubles causés par les monstres, comme Poison, Étourdissement ou Fatigue.</string>
|
||||
<string name="inventory_movetop">Déplacer en haut</string>
|
||||
<string name="inventory_movebottom">Déplacer en bas</string>
|
||||
<string name="actorinfo_immune_criticals">Immunise contre les coups critiques</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Taux de coups critiques : </string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.12 -->
|
||||
<string name="preferences_ui_category">Interface</string>
|
||||
<string name="preferences_ui_enable_animations_title">Activer les animations</string>
|
||||
<string name="preferences_ui_enable_animations">Animer différents éléments de l\'interface, comme la barre de combat.</string>
|
||||
<string name="menu_button_worldmap">Carte</string>
|
||||
<string name="menu_button_worldmap_failed">Impossible d\'afficher la carte.</string>
|
||||
<string name="display_worldmap_not_available">Impossible d\'afficher la carte à partir de cet endroit.</string>
|
||||
<string name="display_worldmap_title">Carte</string>
|
||||
<string name="inventory_equip_offhand">Equiper (main gauche)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Coût d\'attaque : %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Augmente le coût d\'attaque de %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Diminue le coût d\'attaque de %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Chance d\'attaque : %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Augmente les chances d’attaque de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Diminue les chances d’attaque de %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Dégâts d’attaque : %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Dégâts d’attaque : %1$d − %2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Augmente les dégâts d’attaque de %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Augmente les dégâts d’attaque de %1$d − %2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Diminue les dégâts d’attaque de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Diminue les dégâts d’attaque de %1$d − %2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Augmente la compétence cruciale de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Diminue la compétence cruciale de %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Active les coups critiques avec un multiplicateur de x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Augmente les chances de parade de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Diminue les chances de parade de %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Augmente la résistance aux dégâts de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Diminue la résistance aux dégâts de %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Augmente le coût d’utilisation des objets en combat de %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Diminue le coût d’utilisation des objets en combat de %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Augmente le coût d’équipemment d’objets en combat de %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Diminue le coût d’équipement d’objets en combat de %1$d AP</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Êtes-vous sûr de vouloir écraser cette sauvegarde ?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(slot %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Toujours afficher la boîte de dialogue de confirmation</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Afficher seulement lors de l’écrasement d’un nom de joueur différent</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Ne jamais afficher la boîte de dialogue de confirmation</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Confirmer l’écrasement des sauvegardes</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Affiche une question demandant si vous voulez écraser une sauvegarde lorsque vous tenter de sauvegarder dans un emplacement occupé.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="heroinfo_reequip_cost">Coût de rééquipement (PA) :</string>
|
||||
<string name="heroinfo_useitem_cost">Utiliser le coût de l’objet (PA) :</string>
|
||||
<string name="combat_result_monstermoved">%1$s se déplace.</string>
|
||||
<string name="combat_log_title">Journal de combat</string>
|
||||
<string name="conversation_reward_quest_finished">[Quête accomplie : « %1$s »]</string>
|
||||
<string name="conversation_reward_quest_updated">[Quête mise à jour : « %1$s »]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Compétence au poignard</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Compétence à l’épée à une main</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Compétence à l’épée à deux mains</string>
|
||||
<string name="skill_title_weapon_prof_axe">Compétence à la hache</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Compétence au gourdin</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Combat à mains nues</string>
|
||||
<string name="skill_title_armor_prof_shield">Compétence au bouclier</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Combat sans armures</string>
|
||||
<string name="skill_title_armor_prof_light">Compétence à l’armure légère</string>
|
||||
<string name="skill_title_armor_prof_heavy">Compétence à l’armure lourde</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Style de combat : armes doubles</string>
|
||||
<string name="skill_title_fightstyle_2hand">Style de combat : arme à deux mains</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Style de combat : arme et bouclier</string>
|
||||
<string name="skill_title_specialization_dualwield">Spécialisation : armes doubles</string>
|
||||
<string name="skill_title_specialization_2hand">Spécialisation : arme à deux mains</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Spécialisation : arme et bouclier</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Meilleur au combat avec poignards</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Meilleur au combat avec épées à une main</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Meilleur au combat avec épées à deux mains</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Meilleur au combat avec haches</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Meilleur au combat avec gourdins</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Meilleur au combat sans armes</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Utilise mieux les boucliers</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Meilleur au combat sans armures</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Utilise mieux les armures légères</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Utilise mieux les armures lourdes</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Manier deux armes en même temps</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Utilise mieux les armes à deux mains</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Meilleur au combat avec arme et bouclier</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Expert aux armes doubles</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Expert aux armes à deux mains</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Expert au combat avec arme et bouclier</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Pour chaque niveau de compétence, augmente les chances d’attaque en utilisant des poignards et des épées courtes de %1$d %% des chances d’attaque de base de l’objet, augmente les chances de parade de %2$d %% des chances de parade de base de l’objet, et augmente la compétence cruciale de %3$d %% de la compétence cruciale de base de l’objet.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Pour chaque niveau de compétence, augmente les chances d’attaque en utilisant des rapières, des épées longues et des estramaçons de %1$d %% des chances d’attaque de base de l’objet, augmente les chances de parade de %2$d %% des chances de parade de base de l’objet, et augmente la compétence cruciale de %3$d %% de la compétence cruciale de base de l’objet.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Pour chaque niveau de compétence, augmente les chances d’attaque en utilisant des épées à deux mains de %1$d %% des chances d’attaque de base de l’objet, augmente les chances de parade de %2$d %% des chances de parade de base de l’objet, et augmente la compétence cruciale de %3$d %% de la compétence cruciale de base de l’objet.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Pour chaque niveau de compétence, augmente les chances d’attaque en utilisant des haches et des grandes haches de %1$d %% des chances d’attaque de base de l’objet, augmente les chances de parade de %2$d %% des chances de parade de base de l’objet, et augmente la compétence cruciale de %3$d %% de la compétence cruciale de base de l’objet.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Pour chaque niveau de compétence, augmente les chances d’attaque en utilisant des armes contondantes de %1$d %% des chances d’attaque de base de l’objet, augmente les chances de parade de %2$d %% des chances de parade de base de l’objet, et augmente la compétence cruciale de %3$d %% de la compétence cruciale de base de l’objet. Cela inclut les gourdins, les bâtons de combat, les masses, les sceptres, les marteaux de guerre et les marteaux géants.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">En combattant sans armes et boucliers, gagne %1$d chances d’attaque, %2$d de dégâts potentiels et %3$d de chances de parade par niveau de compétence.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Augmente la résistance aux dégâts de %1$d par niveau de compétence en ayant un bouclier équipé.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">En combattant sans avoir une seule pièce d’armure équipée, gagne %1$d chances de parade par niveau de compétence. Les vêtements ne sont pas considérés comme étant des armures.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Pour chaque niveau de compétence, augmente les chances de parade de toute pièce d’armure légère portée de %1$d %% de leur chances de parade de base. Les armures légères incluent le cuir tanné, le métal léger et les armures en cuir.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Pour chaque niveau de compétence, augmente les chances de parade de chaque pièce d’armure lourde portée de %1$d %% de leurs chances de parade de base. Les pièces d’armures lourdes ont leurs pénalités de mouvement réduites de %2$d %% par niveau de compétence et leurs pénalités de vitesse d’attaque réduites de %3$d %% par niveau de compétence. Les armures lourdes incluent les armures métalliques, les cottes de mailles et les armures de plates.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Donne des avantages en combattant avec deux armes en même temps, une dans la main dominante et une dans la main non dominante.\n\nSans cette compétence, seulement %1$d %% des qualités d’une arme pourront être utilisées quand elle équipée dans la main non dominante. Cela inclut les chances d’attaque, la compétence cruciale, les dégâts potentiels et les chances de parade. Sans cette compétence, la vitesse d’attaque (coût de PA) est la somme de vitesse d’attaque de l’arme principale et celle de l’arme utilisée dans la main non dominante.\n\nAvec 1 niveau dans cette compétence, %2$d %% des qualités de l’arme de la main non dominante peuvent être utilisées, et la vitesse d’attaque est la vitesse d’attaque de l’arme dans la main dominante plus %3$d %% de la vitesse d’attaque de l’arme dans la main non dominante.\n\nAvec 2 niveaux dans cette compétence, %4$d %% des qualités de l’arme de la main non dominante peuvent être utilisées, et la vitesse d’attaque égale la plus haute vitesse d’attaque des deux armes équipées.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Donne des avantages en combattant avec des armes nécessitant deux mains pour être maniées, comme les épées à deux mains, les grandes haches ou les marteaux géants.\n\nChaque niveau de compétence augmente les dégâts potentiels des armes à deux mains de %1$d %% des dégâts potentiels de base.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Donne des avantages en combattant avec une arme dans la main dominante et un bouclier dans la main non dominante.\n\nChaque niveau de compétence augmente les chances d’attaque des armes de %1$d %% de leurs chances d’attaque de base, et les chances de parade des boucliers de %2$d %% de leurs chances de parade de base.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Augmente les chances d’attaque des deux armes maniées de %1$d %% de leurs chances d’attaque de base, en plus des avantages donnés par la compétence de style d’armes. Les chances de parade des deux armes maniées sont de même augmentées de %2$d %% de leurs chances de parade de base.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Augmente les dégâts potentiels des armes à deux mains de %1$d %% de leurs dégâts potentiels de base, en plus des avantages donnés par la compétence de style d’armes. Les chances d’attaque des armes à deux mains sont de même augmentées de %2$d %% de leurs chances d’attaque de base.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Augmente les chances d’attaque et les dégâts potentiels des armes. Les chances d’attaque sont augmentées de %1$d %% de leurs chances d’attaque de base, et les dégâts potentiels sont augmentées de %2$d %% de leurs dégâts potentiels de base.</string>
|
||||
<string name="preferences_quickslots_placement">Position de l\'accès rapide</string>
|
||||
<string name="preferences_quickslots_placement_summary">Où placer les accès rapides</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Centre bas</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Milieu gauche</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Milieu droit</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">En bas à gauche, le long du bord gauche</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">En bas à gauche, le long du bord bas</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">En bas à droite, le long du bord bas</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">En bas à droite, le long du bord droit</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Afficher les accès rapides lorsque la boîte à outils est ouverte</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Afficher les boutons d’emplacement rapide dès que la boîte à outils est ouverte</string>
|
||||
<string name="startscreen_incompatible_savegames">Ceci est une version de développement de Sur les traces d\'Andor. Les sauvegardes de cette version sont incompatibles avec la version publiée.</string>
|
||||
<string name="startscreen_non_release_version">Ceci est une préversion de Sur les traces d\'Andor Les sauvegardes de cette version ne seront peut-être pas compatibles avec la version publiée.</string>
|
||||
<string name="heroinfo_gamestats">Statistiques de jeu</string>
|
||||
<string name="heroinfo_gamestats_quests">Quêtes accomplies</string>
|
||||
<string name="heroinfo_gamestats_deaths">Temps passé inconscient</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Or dépensé en boutique</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Potions de cendres d’os utilisées</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Objets utilisés</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Lieux visités</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Objet le plus utilisé</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Monstres tués</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Monstre le plus puissant tué</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Monstres les plus tués</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="localize_resources_from_mo_filename">fr.mo</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.1 -->
|
||||
<string name="preferences_ui_use_localized_resources_title">Activer la traduction</string>
|
||||
<string name="preferences_ui_use_localized_resources">Utiliser une traduction de l\'interface et du contenu, lorsque disponible. (nécessite un redémarrage)</string>
|
||||
<string name="change_locale_requires_restart">Changer la localisation nécessite un redémarrage. Sur les traces d\'Andor a été arrêté.</string>
|
||||
<string name="combat_miss_animation_message">RATE</string>
|
||||
<string name="about_button4">A propos</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Afficher la boîte de dialogue uniquement quand le butin contient des objets</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Boîte de dialogue pour les objets, simple notification sinon</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Afficher une simple notification uniquement quand le butin contient des objets</string>
|
||||
<string name="skill_title_crit1">Hémorragie interne</string>
|
||||
<string name="skill_shortdescription_crit1">Chance d\'hémorragie interne</string>
|
||||
<string name="skill_title_crit2">Fracture</string>
|
||||
<string name="skill_shortdescription_crit2">Chance de fracture</string>
|
||||
<string name="skill_longdescription_crit1">Pour chaque coup critique porté, il y a %1$d %% chances que le coup causera des hémorragies internes à la cible, provoquant alors l’état « Hémorragie interne ». Hémorragie interne diminue sévèrement les capacités offensives de combat, réduisant l’aptitude de la cible à réussir ses attaques.</string>
|
||||
<string name="skill_longdescription_crit2">Pour chaque coup critique porté, il y a %1$d %% chances que le coup causera des fractures osseuses à la cible, provoquant alors l’état « Fracture ». Fracture diminue sévèrement les capacités défensives de combat, réduisant l’aptitude de la cible à se défendre contre les attaques ultérieures.</string>
|
||||
<string name="skill_title_rejuvenation">Réjuvénation</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Risque de suppression de l’effet</string>
|
||||
<string name="skill_longdescription_rejuvenation">À chaque tour (6 secondes), il y a %1$d %% de chances que l’une des conditions négatives actives soit diminuée d’1 cran. Cela s’applique à tous les types d’effets temporaires affectant le corps : états mentaux comme Abasourdi, états physiques comme Fatigue et aussi maladies du sang comme Poison.</string>
|
||||
<string name="skill_title_taunt">Provocation</string>
|
||||
<string name="skill_shortdescription_taunt">L’attaquant perd des PA s’il échoue</string>
|
||||
<string name="skill_longdescription_taunt">Lorsqu’un attaquant manque une attaque, il y a %1$d %% de chances que l’attaquant perde %2$d de points d’action (PA). Cela s’applique à tous les types d’attaques de mêlée contre vous.</string>
|
||||
<string name="skill_title_concussion">Commotion cérébrale</string>
|
||||
<string name="skill_shortdescription_concussion">Risques de commotion cérébrale</string>
|
||||
<string name="skill_longdescription_concussion">Lors d’une attaque contre une cible dont les chances de parade (CP) sont au moins de %1$d unités moins élevées que vos chances d’attaque (CA), il y a %2$d %% chances que le coup causera une commotion cérébrale à la cible. Une commotion cérébrale diminue sévèrement les capacités offensives de combat, réduisant l’aptitude de la cible à réussir ses attaques.</string>
|
||||
<string name="dialog_recenter">Recentrer</string>
|
||||
<string name="dialog_more">Suite</string>
|
||||
<string name="dialog_monsterencounter_conditions">Conditions</string>
|
||||
<string name="heroinfo_skill_categories">Catégorie</string>
|
||||
<string name="heroinfo_skill_sort">Trier</string>
|
||||
<string name="heroinfo_inventory_categories">Catégorie</string>
|
||||
<string name="heroinfo_inventory_sort">Trier par</string>
|
||||
<string name="heroinfo_healthpoints">Points de vie (PV) :</string>
|
||||
<string name="heroinfo_experiencepoints">Points d\'expérience (PE) :</string>
|
||||
<string name="combat_taunt_monster">Tu te moques de %1$s !</string>
|
||||
<string name="combat_condition_player_apply">Vous êtes affecté par %1$s.</string>
|
||||
<string name="combat_condition_player_clear">L\'effet de %1$s s\'estompe.</string>
|
||||
<string name="combat_condition_player_immune">Tu es immunisé contre %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%2$s nuit à %1$s.</string>
|
||||
<string name="combat_condition_monster_clear">%2$s s\'estompe pour %1$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s est maintenant immunisé contre %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Début de la partie</string>
|
||||
<string name="startscreen_selectherosprite">Choisissez votre héros</string>
|
||||
<string name="shop_item_sort">Trier</string>
|
||||
<string name="actorcondition_info_immunity">Résistant à %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Sur l\'attaquant</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Lorsque touché par l\'attaquant</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Lorsque tué par l\'attaquant</string>
|
||||
<string name="inventory_selectitem">Choisis un objet à assigner</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtres de haute qualité</string>
|
||||
<string name="preferences_high_quality_filters">Désactivez cette option si vous remarquez des problèmes de performance dans dans les endroits avec filtres, par exemple des cavernes sombres. Laissez activer pour utiliser des filtres de couleur avancés au lieu de couches de couleur opaques.</string>
|
||||
<string name="combat_log_noentries">Aucune inscription encore.</string>
|
||||
<string name="inventory_category_all">Tout</string>
|
||||
<string name="inventory_category_favorites">Favoris</string>
|
||||
<string name="inventory_category_weapons">Armes</string>
|
||||
<string name="inventory_category_armor">Armure</string>
|
||||
<string name="inventory_category_usable">Article de consommation</string>
|
||||
<string name="inventory_category_quest">Article de quête</string>
|
||||
<string name="inventory_category_other">Autre</string>
|
||||
<string name="inventory_sort_custom">Non trié</string>
|
||||
<string name="inventory_sort_name">Nom</string>
|
||||
<string name="inventory_sort_price">Prix</string>
|
||||
<string name="inventory_sort_quantity">Quantité</string>
|
||||
<string name="inventory_sort_rarity">Rareté</string>
|
||||
<string name="inventory_sort_type">Sorte</string>
|
||||
<string name="shoplist_sort_custom">Non trié</string>
|
||||
<string name="shoplist_sort_name">Nom</string>
|
||||
<string name="shoplist_sort_price">Prix</string>
|
||||
<string name="shoplist_sort_quantity">Quantité</string>
|
||||
<string name="shoplist_sort_rarity">Rareté</string>
|
||||
<string name="shoplist_sort_type">Sorte</string>
|
||||
<string name="skill_category_all">Tout</string>
|
||||
<string name="skill_category_offense">Offensive</string>
|
||||
<string name="skill_category_defense">Défensive</string>
|
||||
<string name="skill_category_criticals">Coups critiques</string>
|
||||
<string name="skill_category_immunity">Immunité</string>
|
||||
<string name="skill_category_utility">Utilité</string>
|
||||
<string name="skill_category_speciality">Spécialité</string>
|
||||
<string name="skill_category_proficiency">Compétence</string>
|
||||
<string name="skill_sort_unsorted">Non trié</string>
|
||||
<string name="skill_sort_name">Nom</string>
|
||||
<string name="skill_sort_points">Points</string>
|
||||
<string name="skill_sort_unlocked">Débarré</string>
|
||||
<string name="preferences_display_theme_title">Thème</string>
|
||||
<string name="preferences_display_theme">Choisis un thème de couleurs pour l\'interface (requiert redémarrage)</string>
|
||||
<string name="preferences_display_theme_blue">Cobalt</string>
|
||||
<string name="preferences_display_theme_green">Malachite</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidienne</string>
|
||||
<string name="change_theme_requires_restart">Changer le thème de couleurs nécessite un redémarrage. Sur les traces d\'Andor a été arrêté.</string>
|
||||
<string name="storage_permissions_mandatory">L\'accès au stockage est obligatoire pour Andor\'s Trail pour gérer les parties sauvegardées et la carte du monde. Fermeture d\'Andor\'s Trail.</string>
|
||||
</resources>
|
||||
@@ -1,556 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="exit_to_menu">Torna al menu</string>
|
||||
<string name="menu_settings">Preferenze</string>
|
||||
<string name="menu_save">Salva</string>
|
||||
<string name="menu_save_gamesaved">Partita salvata sullo slot %1$d</string>
|
||||
<string name="menu_save_failed">Impossibile salvare! La scheda SD è montata e scrivibile\?</string>
|
||||
<string name="loadsave_title_save">Salva il gioco</string>
|
||||
<string name="loadsave_title_load">Carica salvataggio</string>
|
||||
<string name="loadsave_selectslot">Scegli Slot</string>
|
||||
<string name="savegame_currenthero_displayinfo">Livello %1$d, %2$d esp, %3$d oro</string>
|
||||
<string name="dialog_loading_message">Caricamento risorse…</string>
|
||||
<string name="dialog_loading_failed_title">Caricamento fallito</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail non è riuscito a caricare il salvataggio.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nIl file può essere incompleto o danneggiato.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail non ha caricato il salvataggio. Il salvataggio è stato creato con una versione più recente rispetto a quella installata.</string>
|
||||
<string name="dialog_close">Chiudi</string>
|
||||
<string name="dialog_monsterencounter_title">Combattimento</string>
|
||||
<string name="dialog_monsterencounter_message">Vuoi attaccare\?
|
||||
\nDifficoltà: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">XP:</string>
|
||||
<string name="heroinfo_char">Panoramica</string>
|
||||
<string name="heroinfo_inv">Inventario</string>
|
||||
<string name="heroinfo_skill">Abilità</string>
|
||||
<string name="heroinfo_levelup">Nuovo Livello</string>
|
||||
<string name="heroinfo_level">Livello</string>
|
||||
<string name="heroinfo_totalexperience">Esperienza Totale</string>
|
||||
<string name="heroinfo_wornequipment">Equipaggiamento indossato</string>
|
||||
<string name="heroinfo_inventory">Inventario</string>
|
||||
<string name="heroinfo_gold">Oro: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Punti azione (AP):</string>
|
||||
<string name="heroinfo_quests">Missioni</string>
|
||||
<string name="combat_attack">Attacco (%1$d AP)</string>
|
||||
<string name="combat_move">Movimento (%1$d AP)</string>
|
||||
<string name="combat_use">Usa oggetto</string>
|
||||
<string name="combat_endturn">Fine turno</string>
|
||||
<!-- <string name="combat_endcombat">End combat</string>-->
|
||||
<string name="combat_flee">Fuggi</string>
|
||||
<string name="combat_begin_flee">Ora puoi fuggire dal combattimento selezionando la direzione in cui vuoi fuggire.</string>
|
||||
<string name="combat_flee_failed">La tua fuga è fallita!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s sta attaccando.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">You cannot exit combat since there are adjacent monsters. You first have to move by longclicking a place with no adjacent monster, before you may end the combat.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s ti manca!</string>
|
||||
<string name="combat_result_monsterhit">%1$s ti colpisce per %2$d hp!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s effettua un colpo critico per %2$d hp!</string>
|
||||
<string name="combat_result_heromiss">Il tuo attacco è fallito.</string>
|
||||
<string name="combat_result_herohit">Hai colpito %1$s per %2$d hp!</string>
|
||||
<string name="combat_result_herohitcritical">Sferri un colpo critico su %1$s per %2$d hp!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s muore!</string>
|
||||
<string name="combat_not_enough_ap">AP insufficienti rimasti in questo turno.</string>
|
||||
<string name="combat_hero_dies">Cadi svenuto ma fortunatamente ti risvegli vivo, frastornato e affaticato. Hai perso %1$d punti esperienza.</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Equipaggia</string>
|
||||
<string name="inventory_unequip">Togli</string>
|
||||
<string name="inventory_use">Usa</string>
|
||||
<string name="inventory_drop">Lascia</string>
|
||||
<string name="inventory_item_used">Hai usato %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s è stato lasciato.</string>
|
||||
<string name="inventory_item_equipped">Stai usando %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Raccogli tutto</string>
|
||||
<string name="dialog_loot_foundgold">Hai trovato %1$d oro.</string>
|
||||
<string name="dialog_loot_pickedupitems">Hai raccolto %1$d oggetti.</string>
|
||||
<string name="dialog_groundloot_title">Oggetti</string>
|
||||
<string name="dialog_groundloot_message">Hai trovato alcuni oggetti. </string>
|
||||
<string name="dialog_monsterloot_title">Vittoria</string>
|
||||
<string name="dialog_monsterloot_message">Sei sopravvissuto al combattimento.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Hai ottenuto %1$d punti esperienza.</string>
|
||||
<string name="monster_difficulty_veryeasy">Molto facile</string>
|
||||
<string name="monster_difficulty_easy">Facile</string>
|
||||
<string name="monster_difficulty_normal">Normale</string>
|
||||
<string name="monster_difficulty_hard">Difficile</string>
|
||||
<string name="monster_difficulty_veryhard">Molto difficile</string>
|
||||
<string name="monster_difficulty_impossible">Impossibile</string>
|
||||
<string name="actorinfo_class">Classe:</string>
|
||||
<string name="actorinfo_difficulty">Difficoltà:</string>
|
||||
<string name="actorinfo_health">Salute:</string>
|
||||
<string name="actorinfo_attack">Attacco:</string>
|
||||
<string name="actorinfo_defense">Difesa:</string>
|
||||
<string name="actorinfo_movecost">Costo movimento (AP):</string>
|
||||
<string name="actorinfo_basetraits">Statistiche di combattimento di base (senza oggetti e abilità)</string>
|
||||
<string name="actorinfo_currenttraits">Statistiche combattimento (attuali)</string>
|
||||
<string name="traitsinfo_attack_cost">Costo attacco (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Probabilità d\'attacco:</string>
|
||||
<string name="traitsinfo_attack_damage">Danni d\'attacco:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Abilità colpo critico:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Moltiplicatore critico:</string>
|
||||
<string name="traitsinfo_defense_chance">Probabilità di difesa:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Resistenza ai danni:</string>
|
||||
<!-- <string name="key_required">E\' richiesta una chiave specifica per passare.</string> -->
|
||||
<string name="iteminfo_category">Categoria: </string>
|
||||
<string name="iteminfo_action_use">Usa</string>
|
||||
<string name="iteminfo_action_equip">Indossa</string>
|
||||
<string name="iteminfo_action_unequip">Togli</string>
|
||||
<string name="iteminfo_action_use_ap">Usa (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Indossa (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Togli (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Continua la partita in corso</string>
|
||||
<string name="startscreen_newgame">Nuovo</string>
|
||||
<string name="startscreen_newgame_confirm">Perderai la partita attuale e il tuo personaggio corrente, sei sicuro di voler iniziare una nuova partita?</string>
|
||||
<string name="startscreen_about">Info/Aiuto</string>
|
||||
<string name="startscreen_enterheroname">Nome dell\'eroe</string>
|
||||
<string name="startscreen_load">Carica</string>
|
||||
<string name="conversation_rewardexp"> [Hai guadagnato %1$d esperienza]</string>
|
||||
<string name="conversation_rewardgold"> [Hai guadagnato %1$d oro]</string>
|
||||
<string name="conversation_lostgold"> [Hai perso %1$d oro]</string>
|
||||
<string name="conversation_rewarditem"> [Hai guadagnato un oggetto]</string>
|
||||
<string name="conversation_rewarditems"> [Hai guadagnato %1$d oggetti]</string>
|
||||
<string name="conversation_next">Avanti</string>
|
||||
<string name="shop_buy">Compra</string>
|
||||
<string name="shop_sell">Vendi</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Compra (%1$d oro)</string>
|
||||
<string name="shop_sellitem">Vendi (%1$d oro)</string>
|
||||
<string name="shop_yourgold">Tuo Oro: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s Comprato.</string>
|
||||
<string name="shop_item_sold">%1$s Venduto/a.</string>
|
||||
<string name="levelup_title">Nuovo Livello</string>
|
||||
<string name="levelup_description">Benvenuto nel livello %1$d!</string>
|
||||
<string name="levelup_buttontext">Nuovo Livello</string>
|
||||
<string name="levelup_add_health">Aumenta salute (+%1$d HP)</string>
|
||||
<string name="levelup_add_health_description">Aggiunge %1$d alla salute massima.</string>
|
||||
<string name="levelup_add_attackchance">Aumenta la probabilità d\'attacco (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Aggiunge %1$d alla tua probabilità d\'attacco di base.</string>
|
||||
<string name="levelup_add_attackdamage">Aumenta danni attacco (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Aggiunge %1$d al danno del tuo attacco base.</string>
|
||||
<string name="levelup_add_blockchance">Aumenta la probabilità di difesa (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Aggiunge %1$d alla tua probabilità di difesa base.</string>
|
||||
<string name="dialog_rest_title">Riposa</string>
|
||||
<string name="dialog_rest_confirm_message">Vuoi riposare qui?</string>
|
||||
<string name="dialog_rest_message">Hai riposato e la tua salute è tornata al massimo.</string>
|
||||
<string name="about_button1">Aiuto</string>
|
||||
<string name="about_button2">Autori</string>
|
||||
<string name="about_button3">Licenza</string>
|
||||
<string name="about_contents1">Benvenuto in Andor\'s Trail, un gioco RPG per Android.<br /> <br /> <a href=http://andorstrail.com/>Forum del gioco su andorstrail.com per domande e discussioni riguardo il gameplay.</a><br /> <br /> <a href=http://andorstrail.com/wiki>wiki per informazioni sul mondo di Andor\'s Trail e altre cose utili da sapere.</a><br /> <br /> <a href=http://code.google.com/p/andors-trail/>Homepage del progetto su code.google.com</a><br /> <br /> Visita il forum per le discussioni con gli altri giocatori.<br /></string>
|
||||
<string name="about_contents3">Questo programma è un software libero, ed è possibile ridistribuirlo e/o modificarlo secondo i termini della GNU General Public License come pubblicata dalla Free Software Foundation, nella versione 2 della licenza o (a scelta) una versione successiva.<br /> <br /> Questo programma è distribuito nella speranza che possa essere utile, ma SENZA ALCUNA GARANZIA, nemmeno la garanzia implicita di COMMERCIABILITÀ o IDONEITÀ PER UN PARTICOLARE SCOPO. Vedere la GNU General Public License per ulteriori dettagli.<br /> <br /> Si dovrebbe aver ricevuto una copia della GNU General Public License insieme a questo programma, se no, vedere <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br /> <br /> Per il codice sorgente e le richieste di funzionalità, visita la pagina del progetto su <a href=http://code.google.com/p/andors-trail/>http://code.google.com/p/andors-trail/</a><br /></string>
|
||||
<string name="dialog_newversion_title">Benvenuto</string>
|
||||
<string name="dialog_newversion_message">Grazie per aver scaricato Andor\'s Trail!
|
||||
\n
|
||||
\n Si prega di notare che questa versione di Andor\'s Trail è un \"LAVORO IN CORSO\", il che significa che tutte le mappe non sono ancora complete.
|
||||
\n Siete comunque liberi di esplorare il villaggio Crossglen quanto vi pare.
|
||||
\n Poiché questo è un programma on ancora terminato, può contenere errori e modalità di gioco non correttamente bilanciato. Il presente comunicato è da intendersi come una caccia agli \"errori del codice\" prima di iniziare ad aggiungere altri contenuti.
|
||||
\n Si prega di visitare la pagina del progetto per ottenere maggiori informazioni o per contribuire al progetto (vedi about).
|
||||
\n
|
||||
\n Grazie per tutti i Feedback!</string>
|
||||
<string name="questlog_includecompleted_prompt">Seleziona le missioni da mostrare</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Nascondi le missioni complete</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Includi le missioni complete</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Solo missioni complete</string>
|
||||
<string name="questlog_queststatus">Stato: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">In corso</string>
|
||||
<string name="questlog_queststatus_completed">Completato</string>
|
||||
<string name="preferences_display_category">Schermo</string>
|
||||
<string name="preferences_display_fullscreen_title">Schermo intero</string>
|
||||
<string name="preferences_display_fullscreen">Visualizza il gioco a schermo intero. (Richiede il riavvio del gioco)</string>
|
||||
<string name="preferences_dialog_category">Conferme dialoghi</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Conferma riposo</string>
|
||||
<string name="preferences_dialog_confirmrest">Chiedi una conferma prima di fermarsi a riposare in un letto. Altrimenti, appena vai su di un letto riposerai automaticamente.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Conferma attacco</string>
|
||||
<string name="preferences_dialog_confirmattack">Abilita la richiesta \'Vuoi attaccare?\' quando ti avvicini ad un nemico.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Visualizza il bottino</string>
|
||||
<string name="preferences_dialog_monsterloot">Scegli se mostrare il bottino conquistato dopo un combattimento (oro, esperienza, oggetti).</string>
|
||||
<string name="preferences_combat_category">Combattimento</string>
|
||||
<string name="preferences_combat_speed_title">Velocità di combattimento</string>
|
||||
<string name="preferences_combat_speed">Determina la velocità di attacco dei nemici.</string>
|
||||
<string name="preferences_display_loot_dialog">Mostra il resoconto del bottino</string>
|
||||
<string name="preferences_display_loot_toast">Mostra notifica corta</string>
|
||||
<string name="preferences_display_loot_never">Non mostrare</string>
|
||||
<string name="preferences_attackspeed_instant">Istantanea (nessuna animazione)</string>
|
||||
<string name="preferences_attackspeed_fast">Veloce</string>
|
||||
<string name="preferences_attackspeed_normal">Normale</string>
|
||||
<string name="preferences_attackspeed_slow">Lenta</string>
|
||||
<string name="preferences_movement_category">Movimento</string>
|
||||
<string name="preferences_movementmethod_title">Tipo di movimento</string>
|
||||
<string name="preferences_movementmethod">Tipo di movimento e manovre sugli ostacoli.</string>
|
||||
<string name="preferences_movementmethods_straight">Diritto (originale)</string>
|
||||
<string name="preferences_movementmethods_avoid">Evita ostacoli</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Condizioni attive</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Rimuovi tutte %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s probabilità di %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d turni)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Sulla sorgente</string>
|
||||
<string name="iteminfo_effect_works_on_target">Sul bersaglio</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Quando colpisci il bersaglio</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Ad ogni uccisione</string>
|
||||
<string name="iteminfo_effect_works_when_used">Quando usata</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Quando equipaggiata</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Prosciuga %1$s HP</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Ripristina %1$s HP</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Prosciuga %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Ripristina %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Aumenta gli HP max +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Diminuisce gli HP max di %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Aumenta gli AP max +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Aumenta gli AP max %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Il movimento è penalizzato di +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Il movimento è migliorato di %1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">Fattore di scala</string>
|
||||
<string name="preferences_display_scaling_factor">Tutto il gioco viene visualizzato più grande.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normale</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x normale</string>
|
||||
<string name="preferences_display_scaling_factor_double">Raddoppia</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="localize_resources_from_mo_filename">it.mo</string>
|
||||
<string name="dialog_loot_pickedupitem">Hai raccolto un oggetto.</string>
|
||||
<string name="app_description">RPG Fantasy basato su missioni</string>
|
||||
<string name="combat_miss_animation_message">MANCATO</string>
|
||||
<string name="conversation_leave">Lascia</string>
|
||||
<string name="about_interface">"<div><b>Le Opzioni di Gioco</b> possono essere trovate premendo il Pulsante Menu del tuo dispositivo.</div> <p>________________</p> <h1>Icone Interfaccia</h1> <div><b>La Cassa</b><img alt=chest src=chest.png /></div> <p>Slot Rapidi [Tieni premuto a lungo all\'interno delle borse per assegnare un oggetto per l\'uso rapido]</p> <div><b>L\'Eroe</b><img alt=hero src=char_hero.png /></div> <p>Menu [Panoramica, Missioni, Abilità &amp; Inventario *]</p> <p>* (Mentre sei nell\'inventario, premi su un oggetto per informazioni &amp; premi a lungo per più opzioni)</p> <div><b>Il Nemico</b><img alt=monster src=monster.png /></div> <p>Informazione [Appare durante la battaglia]</p> <p>________________</p> <h1>Combattimento</h1> <p>Le azioni compiute durante la battaglia costano AP...</p> <div><b>Attacco</b> - [3AP] *</div> <img alt=attacking src=doubleattackexample.png /> <p>* (Equipaggiare attrezzatura &amp; Usare oggetti potrebbe alterare gli AP &amp; costo dell\'uso)</p> <div><b>Usando oggetti</b> - [5AP]</div> <div><b>Fuggendo</b> - [6AP]</div> <p>________________</p> <h1>Combattimento avanzato</h1> <div>Durante il combattimento, premi a lungo uno spazio adiacente all\'Eroe...</div> <div><b>Per fuggire</b></div> <p>(lo spazio scelto è evidenziato - il Pulsante di Attacco cambia in Movimento)</p> <img alt=flee src=flee_example.png /> <p>[Modalità fuga attivata - premi a lungo un nemico per combattere di nuovo]</p> <div><b>Per cambiare bersagli</b></div> <p>(il bersaglio evidenziato di rosso si sposta fra i nemici)</p> <p>[il bersaglio è stato cambiato]</p> "</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Mostra la finestra di dialogo del bottino quando trovi oggetti</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Mostra una notifica solo quando trovi oggetti</string>
|
||||
<string name="inventory_assign">Assegna uno Slot Rapido</string>
|
||||
<string name="inventory_assign_slot1">Slot 1</string>
|
||||
<string name="inventory_assign_slot2">Slot 2</string>
|
||||
<string name="inventory_assign_slot3">Slot 3</string>
|
||||
<string name="preferences_movement_dpad_position_title">D-pad Virtuale</string>
|
||||
<string name="preferences_movement_dpad_position">Abilita un pad direzionale virtuale su schermo per guidare il movimento.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">D-pad minimizzabile</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Se il D-pad Virtuale è abilitato, questa opzione permette al D-pad di essere minimizzato premendo il suo centro.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Disabilitato</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Angolo in basso a destra</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Angolo in basso a sinistra</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Al centro in basso</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Al centro a sinistra</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Al centro a destra</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Angolo in alto a sinistra</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Angolo in alto a destra</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Al centro in alto</string>
|
||||
<string name="actorconditioninfo_constant_effect">Effetto costante</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Ogni turno</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Ogni turno completo</string>
|
||||
<string name="bulkselection_totalcost_buy">Costo totale: %1$d oro</string>
|
||||
<string name="bulkselection_totalcost_sell">Costo totale: %1$d oro</string>
|
||||
<string name="bulkselection_select_all">Tutto</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Sei sicuro?</string>
|
||||
<string name="bulkselection_sell_confirmation">Se sicuro di voler vendere %1$s? Questo oggetto è %2$s e potresti non essere in grado di recuperarlo.</string>
|
||||
<string name="skill_title_weapon_chance">Accuratezza dell\'arma</string>
|
||||
<string name="skill_title_weapon_dmg">Colpo Forte</string>
|
||||
<string name="skill_title_barter">Mercante</string>
|
||||
<string name="skill_title_dodge">Schivata</string>
|
||||
<string name="skill_title_more_criticals">Più Colpi Critici</string>
|
||||
<string name="skill_title_better_criticals">Colpi Critici Migliori</string>
|
||||
<string name="skill_title_speed">Velocità di Combattimento</string>
|
||||
<string name="skill_title_coinfinder">Cacciatore di Tesori</string>
|
||||
<string name="skill_title_more_exp">Allievo Sveglio</string>
|
||||
<string name="skill_title_cleave">Spaccare</string>
|
||||
<string name="skill_title_eater">Mangiatore di Cadaveri</string>
|
||||
<string name="skill_title_fortitude">Coraggio Incrementato</string>
|
||||
<string name="skill_title_evasion">Evasione</string>
|
||||
<string name="skill_title_regeneration">Rigenerazione</string>
|
||||
<string name="skill_title_lower_exploss">Padronanza del Fallimento</string>
|
||||
<string name="skill_title_magicfinder">Cercatore Magico</string>
|
||||
<string name="skill_title_resistance_mental">Mente Forte</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Corpo Resistente</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Purosangue</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Probabilità d\'attacco incrementata</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Danno d\'attacco incrementato</string>
|
||||
<string name="skill_shortdescription_barter">Prezzi migliori al negozio</string>
|
||||
<string name="skill_shortdescription_dodge">Probabilità di difesa incrementata</string>
|
||||
<string name="skill_shortdescription_barkskin">Resistenza al danno</string>
|
||||
<string name="skill_shortdescription_more_criticals">Abilità nei colpi Critici incrementata</string>
|
||||
<string name="skill_shortdescription_better_criticals">Danno critico incrementato</string>
|
||||
<string name="skill_shortdescription_speed">Punti di massima azione incrementati</string>
|
||||
<string name="skill_shortdescription_coinfinder">Maggiore probabilità di trovare oro</string>
|
||||
<string name="skill_shortdescription_more_exp">Più esperienza dall\'uccisione di mostri</string>
|
||||
<string name="skill_shortdescription_cleave">Ripristina Punti Azione ad ogni uccisione</string>
|
||||
<string name="skill_shortdescription_eater">Ripristina Punti Vita ad ogni uccisione</string>
|
||||
<string name="skill_shortdescription_fortitude">Guadagni Vita per ogni livello acquisito</string>
|
||||
<string name="skill_shortdescription_evasion">Probabilità di fuga incrementata</string>
|
||||
<string name="skill_shortdescription_regeneration">Guadagni Vita ogni Turno</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Diminuisce il numero di esperienza persa quando si è uccisi</string>
|
||||
<string name="skill_shortdescription_magicfinder">Maggiore probabilità di trovare oggetti magici</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Resistenza contro Condizioni Mentali</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Resistenza contro Condizioni di capacità fisica</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Resistenza contro Malattie del Sangue</string>
|
||||
<string name="skill_longdescription_weapon_chance">Incrementa la probabilità d\'attacco del %1$d punti percentuali per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Incrementa il danno massimo del %1$d per ogni livello di Abilità.</string>
|
||||
<string name="skill_longdescription_barter">Per ogni livello di abilità, diminuisce la penalità d\'oro nella compravendita di %1$d punti percentuali.</string>
|
||||
<string name="skill_longdescription_dodge">Incrementa la probabilità di difesa di %1$d punti percentuali per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_barkskin">Incrementa la resistenza al danno di %1$d per ogni livello di abilità.</string>
|
||||
<string name="skill_title_barkskin">Pelle Dura</string>
|
||||
<string name="skill_longdescription_more_criticals">Incrementa qualsiasi abilità di Colpo Critico esistente data dall\'equipaggiamento del %1$d %% per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_better_criticals">Incrementa qualsiasi moltiplicatore di Colpo Critico esistente dati dall\'equipaggiamento del %1$d %% per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_speed">Incrementa il massimo di Punti Azione (AP) del %1$d per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_coinfinder">Incrementa la possibilità di trovare oro nei bottini dai mostri del %1$d %%, e incrementa la quantità di oro nei bottini del %2$d %% per ogni livello di abilità (fino alla massima quantità che il mostro rilascia).</string>
|
||||
<string name="skill_longdescription_more_exp">Incrementa la quantità di esperienza data sconfiggendo mostri del %1$d %% per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_cleave">Dà +%1$d Punti Azione (AP) per ogni uccisione ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_eater">Dà +%1$d Punti Vita (HP) per ogni uccisione ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_fortitude">Per ogni aumento di livello successivo, i Punti Vita (HP) massimi aumenteranno del %1$d ogni livello di abilità. Questo non è applicabile retroattivamente, solo gli aumenti di livelli successivi saranno influenzati.</string>
|
||||
<string name="skill_longdescription_evasion">Per ogni livello di abilità, riduce sia la probabilità di fallire una fuga del %1$d %% sia la probabilità che un mostro adiacente attacchi del %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Guadagni +%1$d Punti Vita (HP) ogni Turno per ogni livello di abilità quando nessun mostro è direttamente adiacente.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Per ogni livello di abilità, riduce la quantità di esperienza persa causata da morte del %1$d %% (percentuale del valore esistente di perdita di esperienza, non punti percentuali). %2$d livelli rimuoveranno tutta l\'esperienza persa causata da morte.</string>
|
||||
<string name="skill_longdescription_magicfinder">Incrementa la probabilità di trovare oggetti non comuni del %1$d %% per ogni livello di abilità.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Diminuisce la probabilità di essere afflitti da condizioni mentali del %1$d %% per ogni livello di abilità, fino al massimo di %2$d %%. Questo include condizioni causate da attacchi di mostri come Confusione o Debolezza dell\'arma.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Diminuisce la possibilità di essere colpiti da condizioni che riguardano la tua capacità fisica del %1$d %% per ogni livello di abilità, fino al massimo di %2$d %%. Questo include le condizioni causate da attacchi di mostri come Fatica.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Diminuisce la probabilità di essere colpiti da malattie del sangue del %1$d %% per ogni livello di abilità, fino al massimo di %2$d %%. Questo include condizioni causate da attacchi di mostri come Avvelenamento o ferite sanguinanti.</string>
|
||||
<string name="skillinfo_action_levelup">Aumento di Livello</string>
|
||||
<string name="skill_current_level">Livello attuale: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Livello attuale: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Per aumentare di livello questa abilità, hai bisogno almeno il livello %1$d dell\'abilità %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Per aumentare di livello questa abilità, hai bisogno di un livello di esperienza almeno di %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">Per aumentare di livello questa abilità, hai bisogno almeno %1$d %2$s (Statistiche di base).</string>
|
||||
<string name="skill_number_of_increases_one">Puoi scegliere un\'abilità da migliorare.</string>
|
||||
<string name="skill_number_of_increases_several">Puoi scegliere %1$d abilità da migliorare.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Questo livello ti dà anche un nuovo punto abilità da spendere!</string>
|
||||
<string name="loadsave_save_to_new_slot">Crea un nuovo slot di salvataggio</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Sovrascrivere i dati di salvataggio\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Questo salvataggio contiene un nome del giocatore diverso (%1$s) rispetto al tuo nome attuale (%2$s). Sei sicuro di voler sovrascrivere questo slavataggio?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Comune</string>
|
||||
<string name="iteminfo_displaytypes_quest">Oggetto della Missione</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Leggendario</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Straordinario</string>
|
||||
<string name="iteminfo_displaytypes_rare">Raro</string>
|
||||
<string name="actorconditioninfo_category">Condizione di categoria: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Spirituale</string>
|
||||
<string name="actorcondition_categories_mental">Mentale</string>
|
||||
<string name="actorcondition_categories_physical">Capacità Fisica</string>
|
||||
<string name="actorcondition_categories_blood">Malattia del Sangue</string>
|
||||
<string name="traitsinfo_base_max_hp">HP Massimi:</string>
|
||||
<string name="traitsinfo_base_max_ap">AP Massimi:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Non si può salvare il gioco durante un combattimento.</string>
|
||||
<string name="preferences_optimized_drawing_title">Disegno Ottimizzato</string>
|
||||
<string name="preferences_optimized_drawing">Disabilita se vedi bug grafici. Abilitando questa opzione farà sì che il gioco ridisegni solo le parti cambiate sullo schermo ogni frame.</string>
|
||||
<string name="skill_title_shadow_bless">Benedizione Oscura dell\'Ombra</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Resistenza contro ogni tipo di condizione</string>
|
||||
<string name="skill_longdescription_shadow_bless">Diminuisce la probabilità di essere colpiti da tutti i tipi di condizioni del %1$d %%. Questo include tutte le condizioni causate da attacchi di nemici come Avvelenamento, Confusione o Fatica.</string>
|
||||
<string name="inventory_movetop">Sposta in alto</string>
|
||||
<string name="inventory_movebottom">Sposta in basso</string>
|
||||
<string name="actorinfo_immune_criticals">Immune ai Colpi Critici</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Probabilità effettiva di critico:</string>
|
||||
<string name="skill_title_crit1">Emorragia Interna</string>
|
||||
<string name="skill_shortdescription_crit1">Possibilità di Emorragia Interna</string>
|
||||
<string name="skill_longdescription_crit1">Per ogni colpo critico a segno, c\'è un probabilità del %1$d %% che il colpo causi un\'emorragia interna nel bersaglio, causando effettivamente la condizione di \"Emorragia Interna\" nel bersaglio. Emorragia Interna diminuisce drasticamente le abilità offensive, facendo sì che il bersaglio sia meno abile nel mettere a segno gli attacchi.</string>
|
||||
<string name="skill_title_crit2">Frattura</string>
|
||||
<string name="skill_shortdescription_crit2">Possibilità di frattura dell\'osso</string>
|
||||
<string name="inventory_unassign">Dis-assegna Slot Rapido</string>
|
||||
<string name="skill_longdescription_crit2">Per ogni colpo critico a segno, c\'è un probabilità del %1$d %% che il colpo causi una frattura in alcune ossa del bersaglio, causando effettivamente la condizione di \"Frattura\" nel bersaglio. Questo diminuisce drasticamente le abilità difensive del bersaglio, facendo sì che il bersaglio sia meno abile nel difendersi da attacchi successivi.</string>
|
||||
<string name="skill_title_rejuvenation">Ringiovanimento</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Possibilità di rimozione di effetti</string>
|
||||
<string name="skill_longdescription_rejuvenation">Ogni turno (6 secondi), c\'è una probabilità del %1$d %% che una delle condizioni negative attive diminuisca di un grado. Questo si applica a tutti i tipi di condizioni temporanee che affliggono il corpo; condizioni mentali come Confusione, condizioni di capacità fisica come Fatica e anche malattie del sangue come Avvelenamento.</string>
|
||||
<string name="skill_title_taunt">Scherno</string>
|
||||
<string name="skill_shortdescription_taunt">L\'attaccante perde AP quando il colpo non va a segno</string>
|
||||
<string name="skill_longdescription_taunt">Quando un attaccante compie un attacco che fallisce, c\'è una possibilità del %1$d %% che l\'attaccante perda %2$d punti azione (AP). Questo si applica a tutti i tipi di attacchi fisici contro di te.</string>
|
||||
<string name="skill_title_concussion">Trauma</string>
|
||||
<string name="skill_shortdescription_concussion">Possibilità di Trauma</string>
|
||||
<string name="skill_longdescription_concussion">Quando compi un attacco contro un bersaglio la cui probabilità di difesa (BC) è almeno %1$d più bassa rispetto alla tua probabilità d\'attacco (AC), c\'è una probabilità del %2$d %% che il colpo causi un trauma nel bersaglio. Il trauma diminuisce drasticamente le abilità offensive del bersaglio, facendo sì che il bersaglio sia meno abile nel mettere a segno un attacco.</string>
|
||||
<string name="about_button4">Riguardo</string>
|
||||
<string name="preferences_ui_category">Interfaccia</string>
|
||||
<string name="preferences_ui_enable_animations_title">Abilita animazioni</string>
|
||||
<string name="preferences_ui_enable_animations">Mostra animazioni per vari elementi dell\'interfaccia, come la barra del combattimento.</string>
|
||||
<string name="menu_button_worldmap">Mappa</string>
|
||||
<string name="menu_button_worldmap_failed">La mappa non può essere visualizzata.</string>
|
||||
<string name="display_worldmap_not_available">La mappa non può essere visualizzata da questo posto.</string>
|
||||
<string name="display_worldmap_title">Mappa</string>
|
||||
<string name="inventory_equip_offhand">Equipaggiamento (semplice)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Costo dell\'Attacco: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Incrementa il costo dell\'Attacco di %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Diminuisce il costo dell\'attacco di %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Probabilità d\'attacco: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Incrementa la probabilità d\'attacco di %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Diminuisce la probabilità d\'attacco di %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Danno da Attacco: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Danno da Attacco: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Incrementa il danno da Attacco di %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Incrementa il danno da Attacco di %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Diminuisce il danno d\'Attacco di %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Diminuisce il danno d\'Attacco di %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Incrementa l\'abilità di Colpo Critico di %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Diminuisce l\'abilità di Colpo Critico di %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Abilita i Colpi Critici con un moltiplicatore di x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Incrementa la probabilità di difesa di %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Diminuisce la probabilità di difesa di %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Aumenta la resistenza al Danno di %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Diminuisce la resistenza al Danno di %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Incrementa il costo di AP usando oggetti in combattimento di %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Diminuisce il costo di AP usando oggetti in combattimento di %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Incrementa il costo di AP per equipaggiare oggetti in combattimento di %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Diminuisce il costo di AP per equipaggiare oggetti in combattimento di %1$d AP</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Sei sicuro di voler sovrascrivere questo salvataggio?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(Slot %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Mostra sempre la finestra di dialogo di conferma</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Mostra solo quando si sta per sovrascrivere un diverso nome del giocatore</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Non mostrare mai la finestra di dialogo di conferma</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Conferma la sovrascrizione dei dati di salvataggio</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Ti chiede se vuoi sovrascrivere quando salvi in un salvataggio che contiene già dati.</string>
|
||||
<string name="heroinfo_reequip_cost">Costo di Ri-equipaggiamento (AP):</string>
|
||||
<string name="heroinfo_useitem_cost">Costo d\'uso di un oggetto (AP):</string>
|
||||
<string name="combat_result_monstermoved">%1$s si muove.</string>
|
||||
<string name="combat_log_title">Registro di Combattimento</string>
|
||||
<string name="conversation_reward_quest_finished">[Missione Completata: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Missione Aggiornata: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Abilità col pugnale</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Abilità con la spada a una mano</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Abilità con la spada a due mani</string>
|
||||
<string name="skill_title_weapon_prof_axe">Abilità con l\'ascia</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Abilità con armi a forma di mazza</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Combattimento a mani nude</string>
|
||||
<string name="skill_title_armor_prof_shield">Abilità con lo scudo</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Combattimento senza armatura</string>
|
||||
<string name="skill_title_armor_prof_light">Abilità con l\'armatura leggera</string>
|
||||
<string name="skill_title_armor_prof_heavy">Abilità con l\'armatura pesante</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Stile di Combattimento: Doppia Impugnatura</string>
|
||||
<string name="skill_title_fightstyle_2hand">Stile di Combattimento: Arma a due mani</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Stile di Combattimento: Arma e Scudo</string>
|
||||
<string name="skill_title_specialization_dualwield">Specializzazione: Doppia Impugnatura</string>
|
||||
<string name="skill_title_specialization_2hand">Specializzazione: Arma a due mani</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Specializzazione: Arma e Scudo</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Migliore nel combattere con pugnali</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Migliore nel combattere con spade a una mano</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Migliore nel combattere con spade a due mani</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Migliore nel combattere con asce</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Migliore nel combattere con armi a forma di mazza</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Migliore nel combattere a mani nude</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Migliore nell\'usare gli scudi</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Migliore nel combattere senza armatura</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Migliore nell\'usare armature leggere</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Migliore nell\'usare armature pesanti</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Impugnare due armi contemporaneamente</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Migliore nell\'usare armi che richiedono entrambe le mani</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Migliore nel combattere con arma e scudo</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Esperto della Doppia Impugnatura</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Esperto delle Armi a due mani</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Esperto nel combattere con Arma e Scudo</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Per ogni livello di abilità, incrementa la probabilità d\'attacco di pugnali e spade corte del %1$d %% della probabilità d\'attacco di base dell\'oggetto, incrementa la probabilità di difesa del %2$d %% della probabilità di difesa di base dell\'oggetto e incrementa l\'abilità di colpo critico del %3$d %% dell\'abilità di colpo critico di base dell\'oggetto.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Per ogni livello di abilità, incrementa la probabilità d\'attacco di stocchi, spade lunghe e spadoni del %1$d %% della probabilità d\'attacco di base dell\'oggetto, incrementa la probabilità di difesa del %2$d %% della possibilità di difesa di base dell\'oggetto e incrementa l\'abilità di colpo critico del %3$d %% dell\'abilità di colpo critico di base dell\'oggetto.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Per ogni livello di abilità, incrementa la probabilità d\'attacco di spade a due mani del %1$d %% della probabilità d\'attacco di base dell\'oggetto, incrementa la probabilità di difesa del %2$d %% della probabilità di difesa di base dell\'oggetto e incrementa l\'abilità di colpo critico del %3$d %% dell\'abilità di colpo critico di base dell\'oggetto.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Per ogni livello di abilità, incrementa la probabilità d\'attacco di asce e asce grandi del %1$d %% della probabilità d\'attacco di base dell\'oggetto, incrementa la probabilità di difesa del %2$d %% della probabilità di difesa di base dell\'oggetto e incrementa l\'abilità di colpo critico del %3$d %% dell\'abilità di colpo critico di base dell\'oggetto.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Per ogni livello di abilità, incrementa la probabilità d\'attacco di armi contundenti del %1$d %% della probabilità d\'attacco base dell\'oggetto, incrementa la probabilità di difesa del %2$d %% della probabilità di difesa di base dell\'oggetto e incrementa l\'abilità di colpo critico del %3$d %% dell\'abilità di colpo critico di base dell\'oggetto.</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Finestra di dialogo per gli oggetti, notifica in caso contrario</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">"Quando combatti senza arma e scudo, guadagni %1$d di probabilità di attacco, %2$d di danno potenziale e %3$d di probabilità di difesa per il livello di abilità."</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Incrementa la resistenza al Danno di %1$d per livello di abilità mentre hai equipaggiato uno scudo.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Quando combatti senza nessuna parte di armatura equipaggiata, guadagni %1$d di probabilità di difesa per il livello di abilità. Gli oggetti fatti di stoffa non sono considerati come armatura.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Per ogni livello di abilità, incrementa la probabilità di difesa di ogni parte di armatura leggera indossata del %1$d %% della loro probabilità di difesa originale. Le armature leggere sono di pelle, di metallo leggero e armature mimetiche.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Per ogni livello di abilità, aumenta la probabilità di difesa di ogni parte di armatura pesante indossata del %1$d %% della loro probabilità di difesa originale. Parti di armatura pesante hanno la loro penalità di movimento ridotte del %2$d %% per ogni livello di abilità e la loro penalità di velocità d\'attacco ridotte del %3$d %% per ogni livello di abilità. Armature pesanti includono armature di metallo, di cotta di maglia e di piastre.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Dà benefici quando combatti con due armi allo stesso tempo, una nella mano principale e l\'altra nella mano secondaria.
|
||||
\n
|
||||
\nSenza questa abilità, sarà usato solo il %1$d %% delle qualità di un\'arma equipaggiata nella mano secondaria. Questo include probabilità di attacco, abilità di colpo critico, danno potenziale e probabilità di difesa. Senza questa abilità, la velocità di attacco (costo di AP) nel compiere un attacco è la somma della velocità di attacco dell\'arma principale e quella dell\'arma usata con la mano secondaria.
|
||||
\n
|
||||
\nCon un livello di abilità, sarà usato il %2$d %% delle qualità dell\'arma della mano secondaria e la velocità di attacco sarà la più alta tra le due armi più il %3$d %% della seconda arma.
|
||||
\n
|
||||
\nCon due livelli di abilità, il %4$d %% delle qualità dell\'arma della mano secondaria sarà usato e la velocità di attacco sarà la più alta tra le due armi.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Dà benefici quando usi armi che richiedono entrambe le mani per essere impugnate, come Spade a due mani, Asce Grandi o Martelli Giganti.
|
||||
\n
|
||||
\nOgni livello di abilità incrementa il danno potenziale delle armi a due mani del %1$d %% del Danno potenziale originale.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Dà benefici quando combatti con un arma nella mano principale e uno scudo nella mano secondaria.
|
||||
\n
|
||||
\nOgni livello di abilità aumenta la probabilità di attacco delle armi del %1$d %% delle loro probabilità di attacco originale e la probabilità di difesa degli scudi del %2$d %% della loro probabilità di difesa originali.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Incrementa la probabilità di attacco di entrambe le armi impugnate di un ulteriore %1$d %% delle loro probabilità di attacco originale, in aggiunta ai benefici dati da abilità di stile dell\'arma. Le probabilità di difesa di entrambe le armi impugnate inoltre sono aumentate del %2$d %% della loro probabilità di difesa originale.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Incrementa il danno potenziale di armi a due mani di un ulteriore %1$d %% del danno potenziale originale, in aggiunta ai benefici previsti da abilità di stile dell\'arma. La probabilità di attacco di armi a due mani sono anche aumentate del %2$d %% della loro probabilità di attacco originali.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Incrementa sia la probabilità di attacco sia il danno potenziale di armi. La probabilità di attacco è incrementata del %1$d %% della probabilità di attacco originale, e il danno potenziale è incrementato del %2$d %% del danno potenziale originale.</string>
|
||||
<string name="preferences_quickslots_placement">Posizione dello Slot Rapido</string>
|
||||
<string name="preferences_quickslots_placement_summary">Dove posizionare gli Slot Rapidi</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">In basso al centro</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">In mezzo a sinistra</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">In mezzo a destra</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">In basso a sinistra, lungo il bordo sinistro</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">In basso a sinistra, lungo il bordo in basso</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">In basso a destra, lungo il bordo in basso</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">In basso a destra, lungo il bordo destro</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Mostra gli Slot Rapidi quando il toolbox è aperto</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Fa sì che i tasti degli Slot Rapidi possano essere mostrati non appena il toolbox è aperto</string>
|
||||
<string name="startscreen_incompatible_savegames">Questa è una versione di Andor\'s Trail in sviluppo. Salvataggi ottenuti con questa versione sono incompatibili con la versione rilasciata.</string>
|
||||
<string name="startscreen_non_release_version">Questa è una versione pre-rilascio di Andor\'s Trail. I salvataggi fatti con questa versione potrebbero non essere compatibili con la versione di rilascio.</string>
|
||||
<string name="heroinfo_gamestats">Statistiche di gioco</string>
|
||||
<string name="heroinfo_gamestats_quests">Missioni Completate</string>
|
||||
<string name="heroinfo_gamestats_deaths">Numero di volte che hai perso coscienza</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Oro speso nei negozi</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Pozioni usate</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Oggetti usati</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Posti visitati</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Oggetto usato più spesso</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Mostri uccisi</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Mostro più potente ucciso</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Mostri uccisi più spesso</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Usa risorse localizzate</string>
|
||||
<string name="preferences_ui_use_localized_resources">Usa traduzioni dell\'interfaccia e del contenuto, dove presenti. (richiede il riavvio)</string>
|
||||
<string name="change_locale_requires_restart">Cambiamenti in locale richiedono il riavvio. Andor\'s Trail è stato chiuso.</string>
|
||||
<string name="dialog_recenter">Ricentra</string>
|
||||
<string name="dialog_more">Altro</string>
|
||||
<string name="dialog_monsterencounter_conditions">Condizioni</string>
|
||||
<string name="heroinfo_skill_categories">Categoria</string>
|
||||
<string name="heroinfo_skill_sort">Ordina per</string>
|
||||
<string name="heroinfo_inventory_categories">Categoria</string>
|
||||
<string name="heroinfo_inventory_sort">Ordinato per</string>
|
||||
<string name="heroinfo_healthpoints">Punti salute (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Punti esperienza (XP):</string>
|
||||
<string name="combat_taunt_monster">Insulti %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Sei colpito da %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Sei ripulito di %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Ora sei immune a %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s è contaminato da %2$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s è ripulito da %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s è ora immune da %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Inizio Gioco</string>
|
||||
<string name="startscreen_selectherosprite">Scegli il tuo eroe</string>
|
||||
<string name="shop_item_sort">Ordina</string>
|
||||
<string name="actorcondition_info_immunity">Immune verso %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Sull\'attaccante</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Quando colpito da un attacante</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Quando ucciso da un attaccante</string>
|
||||
<string name="inventory_selectitem">Seleziona l\'oggetto da assegnare</string>
|
||||
<string name="combat_log_noentries">Ancora nessun oggetto.</string>
|
||||
<string name="inventory_category_all">Tutto</string>
|
||||
<string name="inventory_category_favorites">Preferiti</string>
|
||||
<string name="inventory_category_weapons">Arma</string>
|
||||
<string name="inventory_category_armor">Armatura</string>
|
||||
<string name="inventory_category_usable">Consumabili</string>
|
||||
<string name="inventory_category_quest">oggetto di missione</string>
|
||||
<string name="inventory_category_other">Altro</string>
|
||||
<string name="inventory_sort_custom">Non ordinato</string>
|
||||
<string name="inventory_sort_name">Nome</string>
|
||||
<string name="inventory_sort_price">Prezzo</string>
|
||||
<string name="inventory_sort_quantity">Quantità</string>
|
||||
<string name="inventory_sort_rarity">Rarità</string>
|
||||
<string name="inventory_sort_type">Tipo</string>
|
||||
<string name="shoplist_sort_custom">Non ordinato</string>
|
||||
<string name="shoplist_sort_name">Nome</string>
|
||||
<string name="shoplist_sort_price">Prezzo</string>
|
||||
<string name="shoplist_sort_quantity">Quantità</string>
|
||||
<string name="shoplist_sort_rarity">Rarità</string>
|
||||
<string name="shoplist_sort_type">Tipo</string>
|
||||
<string name="skill_category_all">Tutto</string>
|
||||
<string name="skill_category_offense">Offesa</string>
|
||||
<string name="skill_category_defense">Difesa</string>
|
||||
<string name="skill_category_criticals">Criticità</string>
|
||||
<string name="skill_category_immunity">Immunità</string>
|
||||
<string name="skill_category_utility">Utilità</string>
|
||||
<string name="skill_category_speciality">Specialità</string>
|
||||
<string name="skill_category_proficiency">Abilità</string>
|
||||
<string name="skill_sort_unsorted">Non ordinato</string>
|
||||
<string name="skill_sort_name">Nome</string>
|
||||
<string name="skill_sort_points">Punti</string>
|
||||
<string name="skill_sort_unlocked">Sbloccato</string>
|
||||
<string name="preferences_display_theme_title">Tema</string>
|
||||
<string name="preferences_display_theme">Scegli il tema per l\'Interfaccia Utente (richiede riavvio)</string>
|
||||
<string name="preferences_display_theme_blue">Cobalto</string>
|
||||
<string name="preferences_display_theme_green">Malachite</string>
|
||||
<string name="preferences_display_theme_charcoal">Ossidiana</string>
|
||||
<string name="change_theme_requires_restart">Cambiare il tema dell\'Interfaccia Utente richiede il riavvio. Andor\'s Trail è stato chiuso.</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtri di alta qualità</string>
|
||||
<string name="preferences_high_quality_filters">Disabilitare questa opzione se si verificano problemi di prestazioni su mappe filtrate (ad esempio, grotte scure). L\'attivazione di questa opzione farà sì che il gioco utilizzi filtri di colore avanzati, invece di sovrapposizioni di colore solido.</string>
|
||||
<string name="storage_permissions_mandatory">L\'accesso alla memoria è obbligatorio per permettere ad Andor\'s Trail di gestire i salvataggi e la mappa del mondo. Andor\'s Trail si chiuderà.</string>
|
||||
</resources>
|
||||
@@ -1,417 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">Quest-driven fantasy RPG</string>
|
||||
<string name="exit_to_menu">メニューに戻る</string>
|
||||
<string name="menu_settings">設定</string>
|
||||
<string name="menu_save">セーブ</string>
|
||||
<string name="menu_save_gamesaved">スロット %1$d にセーブされました</string>
|
||||
<string name="menu_save_failed">セーブできません! SDカードはマウントされていて、書き込み可能ですか?</string>
|
||||
<string name="loadsave_title_save">セーブ</string>
|
||||
<string name="loadsave_title_load">ロード</string>
|
||||
<string name="loadsave_selectslot">Select slot</string>
|
||||
<string name="savegame_currenthero_displayinfo">level %1$d, %2$d exp, %3$d gold</string>
|
||||
<string name="dialog_loading_message">Loading resources...</string>
|
||||
<string name="dialog_loading_failed_title">読み込みに失敗しました</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail はセーブ・ファイルを読み込めませんでした.\n\n:(\n\nこのファイルは壊れているか不完全です\n\n)</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail はセーブ・ファイルを読み込めませんでした. このファイルは現在実行中のバージョンより新しいバージョンのセーブ・ファイルです.</string>
|
||||
<string name="dialog_close">閉じる</string>
|
||||
<string name="dialog_monsterencounter_title">遭遇</string>
|
||||
<string name="dialog_monsterencounter_message">攻撃しますか?\n敵の強さ: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">情報</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">Level:</string>
|
||||
<string name="heroinfo_char">全般</string>
|
||||
<string name="heroinfo_inv">アイテム</string>
|
||||
<string name="heroinfo_skill">スキル</string>
|
||||
<string name="heroinfo_levelup">レベルアップ</string>
|
||||
<string name="heroinfo_level">レベル</string>
|
||||
<string name="heroinfo_totalexperience">総経験値(exp)</string>
|
||||
<string name="heroinfo_wornequipment">装備</string>
|
||||
<string name="heroinfo_inventory">アイテム</string>
|
||||
<string name="heroinfo_gold">Gold: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">行動値 (AP):</string>
|
||||
<string name="heroinfo_quests">クエスト</string>
|
||||
<string name="combat_attack">攻撃 (%1$d AP)</string>
|
||||
<string name="combat_move">移動 (%1$d AP)</string>
|
||||
<string name="combat_use">アイテム使用</string>
|
||||
<string name="combat_endturn">ターン終了</string>
|
||||
<!-- <string name="combat_endcombat">End combat</string>-->
|
||||
<string name="combat_flee">逃走</string>
|
||||
<string name="combat_begin_flee">移動したい方向をクリックすることで、戦闘から逃げられます。</string>
|
||||
<string name="combat_flee_failed">逃走失敗</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s の攻撃</string>
|
||||
<!-- <string name="combat_cannotexitcombat">You cannot exit combat since there are adjacent monsters. You first have to move by long-clicking a place with no adjacent monster, before you may end the combat.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s は攻撃を外した。</string>
|
||||
<string name="combat_result_monsterhit">%1$s はあなたを攻撃し %2$d のダメージを与えた。</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s のクリティカルヒット! %2$d のダメージ!</string>
|
||||
<string name="combat_result_heromiss">あなたは攻撃を外した。</string>
|
||||
<string name="combat_result_herohit">あなたは %1$s を攻撃し %2$d のダメージを与えた。</string>
|
||||
<string name="combat_result_herohitcritical">あなたの攻撃は %1$s にクリティカルヒット! %2$d のダメージ!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s は死んだ。</string>
|
||||
<string name="combat_not_enough_ap">APが不足しています。</string>
|
||||
<string name="combat_hero_dies">あなたは倒れたが、幸運にも生きていた。あなたは %1$d の経験値を失った。</string>
|
||||
<string name="inventory_info">情報</string>
|
||||
<string name="inventory_equip">装備</string>
|
||||
<string name="inventory_unequip">はずす</string>
|
||||
<string name="inventory_use">使う</string>
|
||||
<string name="inventory_drop">落とす</string>
|
||||
<string name="inventory_item_used">あなたは %1$s を使った。</string>
|
||||
<string name="inventory_item_dropped">%1$s は地面に落ちた。</string>
|
||||
<string name="inventory_item_equipped">あなたは %1$s を装備した。</string>
|
||||
<string name="dialog_loot_pickall">すべて拾う</string>
|
||||
<string name="dialog_loot_foundgold">あなたは %1$d gold を見つけた。\n</string>
|
||||
<string name="dialog_loot_pickedupitem">あなたはアイテムを拾った。 </string>
|
||||
<string name="dialog_loot_pickedupitems">あなたは %1$d 個のアイテムを拾った。 </string>
|
||||
<string name="dialog_groundloot_title">アイテム</string>
|
||||
<string name="dialog_groundloot_message">アイテムが落ちている。</string>
|
||||
<string name="dialog_monsterloot_title">勝利</string>
|
||||
<string name="dialog_monsterloot_message">あなたは戦闘に勝った。\n</string>
|
||||
<string name="dialog_monsterloot_gainedexp">あなたは %1$d の経験値を得た。\n</string>
|
||||
<string name="monster_difficulty_veryeasy">とても弱そう</string>
|
||||
<string name="monster_difficulty_easy">弱そう</string>
|
||||
<string name="monster_difficulty_normal">互角に見える</string>
|
||||
<string name="monster_difficulty_hard">強そう</string>
|
||||
<string name="monster_difficulty_veryhard">非常に強そう</string>
|
||||
<string name="monster_difficulty_impossible">勝利は不可能に思える</string>
|
||||
<string name="actorinfo_class">Class:</string>
|
||||
<string name="actorinfo_difficulty">難易度:</string>
|
||||
<string name="actorinfo_health">体力:</string>
|
||||
<string name="actorinfo_attack">攻撃力:</string>
|
||||
<string name="actorinfo_defense">防御力:</string>
|
||||
<string name="actorinfo_movecost">移動コスト(AP):</string>
|
||||
<string name="actorinfo_basetraits">基礎戦闘能力 (装備とスキルを除く)</string>
|
||||
<string name="actorinfo_currenttraits">戦闘能力 (現在)</string>
|
||||
<string name="traitsinfo_attack_cost">攻撃コスト(AP):</string>
|
||||
<string name="traitsinfo_attack_chance">命中:</string>
|
||||
<string name="traitsinfo_attack_damage">ダメージ:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">クリティカルスキル:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">クリティカル倍率:</string>
|
||||
<string name="traitsinfo_defense_chance">回避率:</string>
|
||||
<string name="traitsinfo_defense_damageresist">ダメージ軽減:</string>
|
||||
<!-- <string name="key_required">A specific key is required to pass.</string> -->
|
||||
<string name="iteminfo_category">カテゴリ: </string>
|
||||
<string name="iteminfo_action_use">使う</string>
|
||||
<string name="iteminfo_action_equip">装備</string>
|
||||
<string name="iteminfo_action_unequip">はずす</string>
|
||||
<string name="iteminfo_action_use_ap">使う (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">装備 (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">はずす (%1$d AP)</string>
|
||||
<string name="startscreen_continue">ゲームを再開する</string>
|
||||
<string name="startscreen_newgame">New game</string>
|
||||
<string name="startscreen_newgame_confirm">セーブしていないゲームとキャラクターは消去されます。本当に新しいゲームを開始してよいですか?</string>
|
||||
<string name="startscreen_about">About/help</string>
|
||||
<string name="startscreen_enterheroname">主人公の名前を入力してください</string>
|
||||
<string name="startscreen_load">Load</string>
|
||||
<!-- <string name="conversation_title">%1$s says</string> -->
|
||||
<string name="conversation_rewardexp"> [%1$d の経験値を得た]</string>
|
||||
<string name="conversation_rewardgold"> [%1$d gold を得た]</string>
|
||||
<string name="conversation_lostgold"> [%1$d gold を失った]</string>
|
||||
<string name="conversation_rewarditem"> [アイテムを手に入れた]</string>
|
||||
<string name="conversation_rewarditems"> [%1$d 個のアイテムを手に入れた]</string>
|
||||
<string name="conversation_next">次へ</string>
|
||||
<string name="conversation_leave">立ち去る</string>
|
||||
<string name="shop_buy">買う</string>
|
||||
<string name="shop_sell">売る</string>
|
||||
<string name="shop_infoitem">情報</string>
|
||||
<string name="shop_buyitem">買う (%1$d gold)</string>
|
||||
<string name="shop_sellitem">売る (%1$d gold)</string>
|
||||
<string name="shop_yourgold">所持金: %1$d gold</string>
|
||||
<string name="shop_item_bought">%1$s を買った。</string>
|
||||
<string name="shop_item_sold">%1$s を売った。</string>
|
||||
<string name="levelup_title">Level up</string>
|
||||
<string name="levelup_description">Level %1$d に到達しました!</string>
|
||||
<string name="levelup_buttontext">Level up</string>
|
||||
<string name="levelup_add_health">体力の上昇 (+%1$d HP)</string>
|
||||
<string name="levelup_add_health_description">最大HPが %1$d だけ上昇します。</string>
|
||||
<string name="levelup_add_attackchance">命中率の向上 (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">基礎命中率が %1$d だけ上昇します。</string>
|
||||
<string name="levelup_add_attackdamage">ダメージの強化 (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">基礎ダメージが %1$d だけ上昇します。</string>
|
||||
<string name="levelup_add_blockchance">回避率の向上 (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">基礎回避率が %1$d だけ上昇します。</string>
|
||||
<string name="dialog_rest_title">休憩</string>
|
||||
<string name="dialog_rest_confirm_message">ここで休みますか?</string>
|
||||
<string name="dialog_rest_message">あなたの体力は完全に回復した。</string>
|
||||
<string name="about_button1">ヘルプ</string>
|
||||
<string name="about_button2">製作者</string>
|
||||
<string name="about_button3">ライセンス</string>
|
||||
<string name="about_contents1">
|
||||
Andor\'s Trail, Androidで動くオープンソースのローグライクRPGへようこそ。<br />
|
||||
<br />
|
||||
フォーラムに来て、他のプレイヤーとAndor\'s Trailの話をしませんか?<br />
|
||||
<a href="http://andorstrail.com/">andorstrail.com に、このゲームに関する質問と議論のためのフォーラム(英語)があります。</a><br />
|
||||
<br />
|
||||
<a href="http://docs.andorstrail.com/">Game wiki for info about the Andor\'s Trail world, among other things.</a><br />
|
||||
<br />
|
||||
<a href="http://code.google.com/p/andors-trail/">開発者のためのプロジェクト・ページは code.google.com にあります。</a><br />
|
||||
<br />
|
||||
</string>
|
||||
<!--
|
||||
This is the GNU GPL v2 text, originally from
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
||||
For translation of this text, you might be able to find a version in your language here:
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
|
||||
-->
|
||||
<string name="about_contents3">
|
||||
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 2 of the License, or (at your option) any later version.<br />
|
||||
<br />
|
||||
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.<br />
|
||||
<br />
|
||||
You should have received a copy of the GNU General Public License along with this program; if not, see <a href="http://www.gnu.org/licenses">http://www.gnu.org/licenses</a><br />
|
||||
<br />
|
||||
For source code and feature requests, please visit the project page at <a href="http://code.google.com/p/andors-trail/">http://code.google.com/p/andors-trail/</a><br />
|
||||
</string>
|
||||
<string name="dialog_newversion_title">Welcome</string>
|
||||
<string name="dialog_newversion_message">
|
||||
Andor\'s Trailをダウンロードして下さりありがとうございます!\n\n
|
||||
この Andor\'s Trail は、現在"製作中"であり、マップの全てが完成しているわけではありません。\n
|
||||
フォーラムに参加して、他のプレイヤーと議論したり、より改善していく手助けをお願いします。("about"をご覧下さい)\n
|
||||
\n
|
||||
あらゆるフィードバックに感謝します。\n
|
||||
==========================\n
|
||||
Thank you for downloading Andor\'s Trail!\n\n
|
||||
Please note that this version of Andor\'s Trail is a WORK IN PROGRESS, which means that all maps are not yet complete.\n
|
||||
Please visit the project forums to discuss the game with other players or to help make the game even better (see "about").\n
|
||||
\n
|
||||
Thanks for all the feedback!
|
||||
</string>
|
||||
<string name="questlog_includecompleted_prompt">表示するクエスト:</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">完了したクエスト以外</string>
|
||||
<string name="questlog_includecompleted_includecompleted">完了したクエストを含める</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">完了したクエストのみ</string>
|
||||
<string name="questlog_queststatus">状況: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">進行中</string>
|
||||
<string name="questlog_queststatus_completed">完了</string>
|
||||
<string name="preferences_display_category">表示</string>
|
||||
<string name="preferences_display_fullscreen_title">フルスクリーン</string>
|
||||
<string name="preferences_display_fullscreen">ゲームをフルスクリーンで表示(再起動が必要)</string>
|
||||
<string name="preferences_dialog_category">確認ダイアログ</string>
|
||||
<string name="preferences_dialog_confirmrest_title">休憩の確認</string>
|
||||
<string name="preferences_dialog_confirmrest">ベッドに入ったとき、休憩するかどうかを質問するようにします。OFFにすると、かならず休憩を行うようになります。</string>
|
||||
<string name="preferences_dialog_confirmattack_title">攻撃の確認</string>
|
||||
<string name="preferences_dialog_confirmattack">モンスターに攻撃するとき、\'攻撃しますか?\'のダイアログボックスを表示します。</string>
|
||||
<string name="preferences_dialog_monsterloot_title">戦利品の表示</string>
|
||||
<string name="preferences_dialog_monsterloot">戦闘の結果(gold, 経験値, アイテム)をどのように表示するか選択します。</string>
|
||||
<string name="preferences_combat_category">戦闘</string>
|
||||
<string name="preferences_combat_speed_title">戦闘スピード</string>
|
||||
<string name="preferences_combat_speed">モンスターの攻撃のスピードを決めます。</string>
|
||||
<string name="preferences_display_loot_dialog">ダイアログボックスを表示</string>
|
||||
<string name="preferences_display_loot_toast">短い通知を表示</string>
|
||||
<string name="preferences_display_loot_never">表示なし</string>
|
||||
<string name="preferences_attackspeed_instant">即時(アニメーションなし)</string>
|
||||
<string name="preferences_attackspeed_fast">速い</string>
|
||||
<string name="preferences_attackspeed_normal">普通</string>
|
||||
<string name="preferences_attackspeed_slow">遅い</string>
|
||||
<string name="preferences_movement_category">移動</string>
|
||||
<string name="preferences_movementmethod_title">移動方法</string>
|
||||
<string name="preferences_movementmethod">移動と障害物の扱い</string>
|
||||
<string name="preferences_movementmethods_straight">直進 (original)</string>
|
||||
<string name="preferences_movementmethods_avoid">障害物を回避する</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">一時的効果</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">%1$s をすべて取り除く</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s の確率で %2$s を生じる</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d ラウンド)</string>
|
||||
<string name="iteminfo_effect_works_on_source">使用者に</string>
|
||||
<string name="iteminfo_effect_works_on_target">対象に</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">対象を攻撃したとき</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">モンスターを殺したとき</string>
|
||||
<string name="iteminfo_effect_works_when_used">使用したとき</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">装備したとき</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">%1$s HPを失う</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">%1$s HPを回復する</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">%1$s APを失う</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">%1$s APを回復する</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">最大HP増加 +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">最大HP減少 -%1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">最大AP増加 +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">最大AP減少 -%1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">移動コスト増加 %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">移動コスト減少 -%1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">拡大率</string>
|
||||
<string name="preferences_display_scaling_factor">ゲームのあらゆる部分の表示を拡大します。</string>
|
||||
<string name="preferences_display_scaling_factor_normal">通常</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x</string>
|
||||
<string name="preferences_display_scaling_factor_double">2.0x</string>
|
||||
<string name="inventory_assign">クイック・スロットに入れる</string>
|
||||
<string name="inventory_assign_slot1">Slot 1</string>
|
||||
<string name="inventory_assign_slot2">Slot 2</string>
|
||||
<string name="inventory_assign_slot3">Slot 3</string>
|
||||
<string name="inventory_unassign">クイック・スロットから出す</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">Virtual d-pad</string>
|
||||
<string name="preferences_movement_dpad_position">画面上に仮想的な方向パッドを設置します。</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">d-padを最小化する</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Virtual d-pad が有効である時、d-pad の中心を押すことで最小化できるようにします。</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">無効</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">右下</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">左下</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">下</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">左</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">右</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">左上</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">右上</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">上</string>
|
||||
<string name="actorconditioninfo_constant_effect">状態変化を受けている間</string>
|
||||
<string name="actorconditioninfo_effect_every_round">ラウンドごとに</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">フル・ラウンドごとに</string>
|
||||
<string name="bulkselection_totalcost_buy">合計: %1$d gold</string>
|
||||
<string name="bulkselection_totalcost_sell">合計: %1$d gold</string>
|
||||
<string name="bulkselection_select_all">全て</string>
|
||||
<string name="bulkselection_sell_confirmation_title">本当に?</string>
|
||||
<string name="bulkselection_sell_confirmation">本当に %1$s を売りますか? このアイテムは %2$s であって、取り戻すことができないかもしれません。</string>
|
||||
<!-- スキル名は翻訳する必要がないかもしれません(ユーザーがフォーラムで調べようとしたとき困るかも) -->
|
||||
<!-- Should skill titles be translated?(japanese users may stuck when trying to collect information from Forum) -->
|
||||
<string name="skill_title_weapon_chance">正確な攻撃</string>
|
||||
<string name="skill_title_weapon_dmg">強打</string>
|
||||
<string name="skill_title_barter">商人</string>
|
||||
<string name="skill_title_dodge">身交わし</string>
|
||||
<!-- Questionable translation: is Bark Skin means "skin like surface of tree"? -->
|
||||
<string name="skill_title_barkskin">樹のような皮膚</string>
|
||||
<string name="skill_title_more_criticals">より多くのクリティカル</string>
|
||||
<string name="skill_title_better_criticals">より強いクリティカル</string>
|
||||
<string name="skill_title_speed">高速戦闘</string>
|
||||
<string name="skill_title_coinfinder">トレジャーハンター</string>
|
||||
<string name="skill_title_more_exp">すばやい習得</string>
|
||||
<string name="skill_title_cleave">一刀両断</string>
|
||||
<string name="skill_title_eater">死体を貪る</string>
|
||||
<string name="skill_title_fortitude">身につけた忍耐</string>
|
||||
<string name="skill_title_evasion">戦いの回避</string>
|
||||
<string name="skill_title_regeneration">再生力</string>
|
||||
<string name="skill_title_lower_exploss">失敗の達人</string>
|
||||
<string name="skill_title_magicfinder">魔法探知機</string>
|
||||
<string name="skill_title_resistance_mental">強い心</string>
|
||||
<string name="skill_title_resistance_physical_capacity">耐える体</string>
|
||||
<string name="skill_title_resistance_blood_disorder">純粋な血</string>
|
||||
<string name="skill_shortdescription_weapon_chance">命中率を向上</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">ダメージを強化</string>
|
||||
<string name="skill_shortdescription_barter">店での有利な取引</string>
|
||||
<string name="skill_shortdescription_dodge">回避率の向上</string>
|
||||
<string name="skill_shortdescription_barkskin">ダメージ軽減</string>
|
||||
<string name="skill_shortdescription_more_criticals">クリティカルスキルの向上</string>
|
||||
<string name="skill_shortdescription_better_criticals">クリティカル時ダメージの増加</string>
|
||||
<string name="skill_shortdescription_speed">最大行動値(AP)を増加</string>
|
||||
<string name="skill_shortdescription_coinfinder">goldを発見する確率を高める</string>
|
||||
<string name="skill_shortdescription_more_exp">モンスターから得る経験値を増加</string>
|
||||
<string name="skill_shortdescription_cleave">モンスターを殺すたびにAPを回復</string>
|
||||
<string name="skill_shortdescription_eater">モンスターを殺すたびにHPを回復</string>
|
||||
<string name="skill_shortdescription_fortitude">レベルアップのたびに最大HPが増加</string>
|
||||
<string name="skill_shortdescription_evasion">逃走の成功率を上昇</string>
|
||||
<string name="skill_shortdescription_regeneration">毎ラウンドHPが回復</string>
|
||||
<string name="skill_shortdescription_lower_exploss">死亡したときの経験値低下を抑える</string>
|
||||
<string name="skill_shortdescription_magicfinder">魔法のアイテムを発見する確率を高める</string>
|
||||
<string name="skill_shortdescription_resistance_mental">精神に対する状態変化への抵抗力</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">身体能力に対する状態変化への抵抗力</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">血液異常への抵抗力</string>
|
||||
<string name="skill_longdescription_weapon_chance">スキル1レベルにつき、命中率を %1$d 向上させます。</string>
|
||||
<string name="skill_longdescription_weapon_dmg">スキル1レベルにつき、与えるダメージの最小値と最大値を %1$d 増加させます。</string>
|
||||
<string name="skill_longdescription_barter">スキル1レベルごとに、店でアイテムを買うときに割高にされる比率や、売るときに割安にされる比率を %1$d%% ずつ有利にします。</string>
|
||||
<string name="skill_longdescription_dodge">スキル1レベルにつき、回避率を %1$d 向上させます。</string>
|
||||
<string name="skill_longdescription_barkskin">スキル1レベルにつき、ダメージを %1$d ずつ軽減します。</string>
|
||||
<string name="skill_longdescription_more_criticals">スキル1レベルにつき、装備によるクリティカルスキルを %1$d%% 増加させます。</string>
|
||||
<string name="skill_longdescription_better_criticals">スキル1レベルにつき、装備によるクリティカル倍率を %1$d%% 増加させます。</string>
|
||||
<string name="skill_longdescription_speed">スキル1レベルにつき、行動値(AP)の最大値を %1$d ずつ増加させます。</string>
|
||||
<string name="skill_longdescription_coinfinder">スキル1レベルにつき、モンスターがgoldを落とす確率を %1$d%%, モンスターが落とすgoldの量を %2$d%% 増加させます。(そのモンスターが落とすgoldの上限額は増加しません。)</string>
|
||||
<string name="skill_longdescription_more_exp">スキル1レベルにつき、モンスターを倒すことで得る経験値を %1$d%% 増加させます。</string>
|
||||
<string name="skill_longdescription_cleave">敵を殺すたび、スキル1レベルにつき +%1$d ポイントの行動値(AP)が回復します。</string>
|
||||
<string name="skill_longdescription_eater">敵を殺すたび、スキル1レベルにつき +%1$d ポイントの体力(HP)が回復します。</string>
|
||||
<string name="skill_longdescription_fortitude">これ以降のレベルアップのたび、体力(HP)の最大値がスキル1レベルにつき %1$d ポイント増加します。過去のレベルアップにさかのぼって適用されることはなく、将来のレベルアップにのみ影響します。</string>
|
||||
<string name="skill_longdescription_evasion">スキル1レベルにつき、逃走に失敗する確率を %1$d%% 、隣接するモンスターから攻撃される確率を %2$d%% ずつ下げる。</string>
|
||||
<string name="skill_longdescription_regeneration">毎ラウンド、スキル1レベルにつきHPを %1$d ずつ回復すます。</string>
|
||||
<string name="skill_longdescription_lower_exploss">スキル1レベルにつき、死亡時に失う経験値の量を %1$d%% 減少させます。(現在失う量に対する割合で、パーセンテージ・ポイントではありません。) %2$d レベルに達すると、死亡時に経験値を失わなくなります。</string>
|
||||
<string name="skill_longdescription_magicfinder">スキル1レベルにつき、特別なアイテムを発見する確率が %1$d%% づつ増加します。</string>
|
||||
<string name="skill_longdescription_resistance_mental">スキル1レベルにつき、精神に対する状態変化にかかる確率を %1$d%% 低下させます。最大で %2$d%% の低下までです。これには、DazedやWeapon Feeblenessといった、モンスターの攻撃が引き起こす状態変化が含まれます。</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">スキル1レベルにつき、身体能力に対する状態変化にかかる確率を %1$d%% 低下させます。最大で %2$d%% の低下までです。これには、Fatigueといった、モンスターの攻撃が引き起こす状態変化が含まれます。</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">スキル1レベルにつき、血液異常にかかる確率を %1$d%% 低下させます。最大で %2$d%% の低下までです。これには、Poisonやbleeding woundsといった、モンスターの攻撃が引き起こす状態変化が含まれます。</string>
|
||||
<string name="skillinfo_action_levelup">Level up</string>
|
||||
<string name="skill_current_level">現在のレベル: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">現在のレベル: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">このスキルのレベルアップには、%1$d レベル以上の \'\'%2$s\'\' スキルが必要です。</string>
|
||||
<string name="skill_prerequisite_level">このスキルのレベルアップには、あなたのレベルが %1$d 以上必要です。</string>
|
||||
<string name="skill_prerequisite_stat">このスキルのレベルアップには、%1$d 以上の %2$s (基礎能力値)が必要です。</string>
|
||||
<string name="skill_number_of_increases_one">1 個のスキルをレベルアップできます。</string>
|
||||
<string name="skill_number_of_increases_several">%1$d 個のスキルをレベルアップできます。</string>
|
||||
<string name="levelup_adds_new_skillpoint">このレベルアップでは、追加のスキルポイントが1点与えられます!</string>
|
||||
<string name="loadsave_save_to_new_slot">セーブスロットを新しく作る</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">セーブを上書きしますか?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">このセーブには現在のプレイヤー名(%2$s)と異なるプレイヤー名(%1$s)が記録されています。本当にこのセーブを上書きしてもいいですか?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">一般的なアイテム</string>
|
||||
<string name="iteminfo_displaytypes_quest">クエストアイテム</string>
|
||||
<string name="iteminfo_displaytypes_legendary">伝説のアイテム</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">特別なアイテム</string>
|
||||
<string name="iteminfo_displaytypes_rare">レアアイテム</string>
|
||||
<string name="actorconditioninfo_category">状態変化カテゴリ: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">霊魂</string>
|
||||
<string name="actorcondition_categories_mental">精神</string>
|
||||
<string name="actorcondition_categories_physical">身体能力</string>
|
||||
<string name="actorcondition_categories_blood">血液異常</string>
|
||||
<string name="traitsinfo_base_max_hp">Max HP:</string>
|
||||
<string name="traitsinfo_base_max_ap">Max AP:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">戦闘中にセーブを行うことはできません。</string>
|
||||
<string name="preferences_optimized_drawing_title">描画の最適化</string>
|
||||
<string name="preferences_optimized_drawing">グラフィックに乱れを生じる場合、無効にしてください。このオプションは、画面内で変化のあった部分だけを再描画するようにします。</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.11 -->
|
||||
<string name="skill_title_shadow_bless">シャドウの暗闇の祝福</string>
|
||||
<string name="skill_shortdescription_shadow_bless">すべての種類の状態変化に対する抵抗力</string>
|
||||
<string name="skill_longdescription_shadow_bless">スキル1レベルにつき、あらゆる状態変化にかかる確率を %1$d%% 低下させます。これには、Poison、DazedやFatigueといった、モンスターの攻撃が引き起こすあらゆる状態変化が含まれます。</string>
|
||||
<string name="inventory_movetop">一番上へ</string>
|
||||
<string name="inventory_movebottom">一番下へ</string>
|
||||
<string name="actorinfo_immune_criticals">クリティカルヒット無効</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">実効クリティカル率:</string>
|
||||
<string name="skill_title_crit1">内部からの出血</string>
|
||||
<string name="skill_shortdescription_crit1">内出血攻撃の機会を得る</string>
|
||||
<string name="skill_longdescription_crit1">クリティカルヒットを発生させるたび、その攻撃は %1$d%% の確率で対象に内出血を引き起こし、\'Internal bleeding\'の状態変化を対象に与えます。Internal bleedingは攻撃に関する戦闘能力を劇的に下げ、対象は有効な攻撃を当てることが難しくなります。</string>
|
||||
<string name="skill_title_crit2">骨の粉砕</string>
|
||||
<string name="skill_shortdescription_crit2">骨折攻撃の機会を得る</string>
|
||||
<string name="skill_longdescription_crit2">クリティカルヒットを発生させるたび、その攻撃は %1$d%% の確率で対象の骨を砕き、\'Fracture\'の状態変化を対象に与えます。Fractureは防御に関する戦闘能力を劇的に下げ、対象は次なる攻撃を防ぐことが難しくなります。</string>
|
||||
<string name="skill_title_rejuvenation">復元</string>
|
||||
<string name="skill_shortdescription_rejuvenation">悪い効果を取り除く</string>
|
||||
<string name="skill_longdescription_rejuvenation">1ラウンド(6秒)毎に、%1$d%% の確率で、現在受けている悪い効果の状態変化のうち1つを1段階だけ弱めます。Dazed、Fatigue、Poisonといった、身体能力・精神・血液異常のいずれの状態変化にも効果があります。</string>
|
||||
<string name="skill_title_taunt">挑発</string>
|
||||
<string name="skill_shortdescription_taunt">攻撃を外した敵のAPを失わせる</string>
|
||||
<string name="skill_longdescription_taunt">敵の攻撃が外れたとき、%1$d%% の確率でその敵は行動値(AP)を %2$d 失います。あなたに対するあらゆる近接攻撃に効果があります。</string>
|
||||
<string name="skill_title_concussion">頭部への衝撃</string>
|
||||
<string name="skill_shortdescription_concussion">脳震盪攻撃の機会を得る</string>
|
||||
<string name="skill_longdescription_concussion">あなたの命中率より %1$d 以上回避率が低い敵に攻撃するたび、その攻撃は %2$d%% の確率で対象に脳震盪(concussion)を起こします。concussionは攻撃に関する戦闘能力を劇的に下げ、対象は有効な攻撃を当てることが難しくなります。</string>
|
||||
<string name="about_button4">About</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="localize_resources_from_mo_filename">ja.mo</string>
|
||||
<string name="combat_miss_animation_message">欠かす</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">アイテムを見つけたときに戦利品]ダイアログボックスを表示</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Notif 項目ダイアログ ボックス。それ以外の場合</string>
|
||||
<string name="preferences_display_loot_toast_on_items">アイテムを見つけるときにのみ、通知を表示します。</string>
|
||||
<string name="preferences_ui_category">インターフェイス</string>
|
||||
<string name="preferences_ui_enable_animations_title">アニメーションを有効にします。</string>
|
||||
<string name="preferences_ui_enable_animations">戦闘のバーなどの各種のインターフェイス要素のアニメーションを表示します。</string>
|
||||
<string name="menu_button_worldmap">地図</string>
|
||||
<string name="menu_button_worldmap_failed">地図を表示できません。</string>
|
||||
<string name="display_worldmap_not_available">この場所からは、地図を表示できません。</string>
|
||||
<string name="display_worldmap_title">地図</string>
|
||||
<string name="inventory_equip_offhand">装備(ぶっきらぼう)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">攻撃コスト: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">%1$d AP 増加攻撃コスト</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">削減は、%1$d AP コストを攻撃します。</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">攻撃チャンス: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">%1$d 増加攻撃チャンス</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">%1$d 下げる攻撃チャンス</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">ダメージ: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">ダメージ: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">増加が %1$d によって損害を攻撃します。</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">%1$d-%2$d のによって攻撃ダメージを増加</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">削減は %1$d によって損傷を攻撃します。</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">削減は %1$d-%2$d によって損傷を攻撃します。</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">%1$d クリティカルスキルを上げ</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">%1$d の重要なスキルを下げる</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">x%1$.1f の乗数でクリティカル ヒットを有効に</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">%1$d ブロック発動力をチャンス</string>
|
||||
<string name="heroinfo_experiencepoints">経験値(XP):</string>
|
||||
</resources>
|
||||
@@ -1,546 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="localize_resources_from_mo_filename">ko.mo</string>
|
||||
<string name="exit_to_menu">메뉴로 나가기</string>
|
||||
<string name="menu_settings">환경 설정</string>
|
||||
<string name="menu_save">저장</string>
|
||||
<string name="loadsave_title_save">게임 저장</string>
|
||||
<string name="loadsave_title_load">저장된 게임 불러오기</string>
|
||||
<string name="loadsave_selectslot">저장 위치를 선택합니다</string>
|
||||
<string name="dialog_loading_failed_title">불러오기 실패</string>
|
||||
<string name="dialog_monsterencounter_message">공격하시겠습니까\?
|
||||
\n난이도: %1$s</string>
|
||||
<string name="status_hp">체력:</string>
|
||||
<string name="status_exp">경험치:</string>
|
||||
<string name="heroinfo_char">개요</string>
|
||||
<string name="heroinfo_inv">아이템</string>
|
||||
<string name="heroinfo_skill">스킬</string>
|
||||
<string name="heroinfo_skill_categories">목록</string>
|
||||
<string name="heroinfo_levelup">레벨 업</string>
|
||||
<string name="heroinfo_level">레벨</string>
|
||||
<string name="heroinfo_totalexperience">경험치 합계</string>
|
||||
<string name="heroinfo_inventory_categories">유형</string>
|
||||
<string name="heroinfo_gold">금: %1$d</string>
|
||||
<string name="heroinfo_healthpoints">체력 (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">경험치 (XP):</string>
|
||||
<string name="heroinfo_quests">퀘스트</string>
|
||||
<string name="dialog_loading_message">리소스 불러오는 중…</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">앤더의 흔적이 게임 저장 파일을 불러올 수 없습니다. 이 파일은 현재 버전보다 최신 버전에서 저장된 파일입니다.</string>
|
||||
<string name="dialog_recenter">현재 위치</string>
|
||||
<string name="app_name">안도르의 흔적</string>
|
||||
<string name="app_description">퀘스트 중심의 판타지 RPG</string>
|
||||
<string name="menu_save_gamesaved">%1$d번 슬롯에 게임이 저장되었습니다</string>
|
||||
<string name="menu_save_failed">게임 저장에 실패했습니다! SD 카드가 장착되어 있고 쓰기가 가능합니까\?</string>
|
||||
<string name="savegame_currenthero_displayinfo">레벨 %1$d, 경험치 %2$d, %3$d금</string>
|
||||
<string name="dialog_loading_failed_message">앤더의 흔적에서 저장된 게임 파일을 불러올 수 없습니다.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\n파일이 손상되었거나 불완전합니다.</string>
|
||||
<string name="dialog_close">닫기</string>
|
||||
<string name="dialog_more">더 보기</string>
|
||||
<string name="dialog_monsterencounter_title">적과의 조우</string>
|
||||
<string name="dialog_monsterencounter_info">정보</string>
|
||||
<string name="dialog_monsterencounter_conditions">상태</string>
|
||||
<string name="status_ap">행동력:</string>
|
||||
<string name="heroinfo_skill_sort">정렬</string>
|
||||
<string name="heroinfo_wornequipment">착용중인 장비</string>
|
||||
<string name="heroinfo_inventory">인벤토리</string>
|
||||
<string name="heroinfo_inventory_sort">정렬</string>
|
||||
<string name="heroinfo_actionpoints">행동력(AP):</string>
|
||||
<string name="combat_attack">공격 (%1$d AP)</string>
|
||||
<string name="combat_move">이동 (%1$d AP)</string>
|
||||
<string name="combat_use">물품 사용</string>
|
||||
<string name="combat_endturn">차례 마침</string>
|
||||
<string name="combat_flee">도주</string>
|
||||
<string name="combat_begin_flee">이동하려는 방향을 클릭하여 전투에서 벗어날 수 있습니다.</string>
|
||||
<string name="combat_flee_failed">도주 실패!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">체력:</string>
|
||||
<string name="combat_monsteraction">%1$s 이(가) 공격합니다.</string>
|
||||
<string name="combat_result_monstermiss">%1$s 의 공격이 빗나갔다!</string>
|
||||
<string name="combat_result_monsterhit">%1$s 이(가) 당신에게 %2$d hp의 피해를 입혔다!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s 이(가) %2$d hp의 치명타를 가했다!</string>
|
||||
<string name="combat_result_heromiss">당신의 공격이 빗나갔다.</string>
|
||||
<string name="combat_result_herohit">당신은 %1$s 에게 %2$d hp의 피해를 입혔다!</string>
|
||||
<string name="combat_result_herohitcritical">당신은 %1$s 에게 %2$d hp의 치명타를 가했다!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s은(는) 죽었습니다!</string>
|
||||
<string name="combat_not_enough_ap">이번 차례에 AP가 충분하지 않습니다.</string>
|
||||
<string name="combat_hero_dies">당신은 의식을 잃고 쓰러졌다. 멍하고 피곤하지만, 다행히 살아서 깨어났다. %1$d의 경험을 잃었습니다.</string>
|
||||
<string name="combat_miss_animation_message">빗나감</string>
|
||||
<string name="combat_taunt_monster">%1$s을(를) 도발했다!</string>
|
||||
<string name="combat_condition_player_apply">%1$s의 영향을 받았습니다.</string>
|
||||
<string name="combat_condition_player_clear">%1$s이(가) 제거됐습니다.</string>
|
||||
<string name="combat_condition_player_immune">이제 %1$s에 면역됩니다.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s은(는) %2$s의 영향을 받습니다.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s은(는) %2$s이(가) 제거됐습니다.</string>
|
||||
<string name="combat_condition_monster_immune">이제 %1$s은(는) %2$s에 면역됩니다.</string>
|
||||
<string name="inventory_info">정보</string>
|
||||
<string name="inventory_equip">장비착용</string>
|
||||
<string name="inventory_unequip">장비해제</string>
|
||||
<string name="inventory_use">사용</string>
|
||||
<string name="inventory_drop">버리기</string>
|
||||
<string name="inventory_item_used">%1$s을(를) 사용했습니다.</string>
|
||||
<string name="inventory_item_dropped">%1$s을(를) 바닥에 버렸습니다.</string>
|
||||
<string name="inventory_item_equipped">%1$s을(를) 장비했습니다.</string>
|
||||
<string name="dialog_loot_pickall">모두 줍기</string>
|
||||
<string name="dialog_loot_foundgold">%1$d금을 찾았습니다.</string>
|
||||
<string name="dialog_loot_pickedupitem">물건을 주웠습니다.</string>
|
||||
<string name="dialog_loot_pickedupitems">%1$d을(를) 주웠습니다.</string>
|
||||
<string name="dialog_groundloot_title">물건들</string>
|
||||
<string name="dialog_groundloot_message">약간의 물건을 찾았습니다.</string>
|
||||
<string name="dialog_monsterloot_title">승리</string>
|
||||
<string name="dialog_monsterloot_message">적과의 조우에서 살아남았다.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">%1$d의 경험을 얻었습니다.</string>
|
||||
<string name="monster_difficulty_veryeasy">매우 쉬움</string>
|
||||
<string name="monster_difficulty_easy">쉬움</string>
|
||||
<string name="monster_difficulty_normal">보통</string>
|
||||
<string name="monster_difficulty_hard">어려움</string>
|
||||
<string name="monster_difficulty_veryhard">매우 어려움</string>
|
||||
<string name="monster_difficulty_impossible">불가능</string>
|
||||
<string name="actorinfo_class">직업:</string>
|
||||
<string name="actorinfo_difficulty">난이도:</string>
|
||||
<string name="actorinfo_health">체력:</string>
|
||||
<string name="actorinfo_attack">공격:</string>
|
||||
<string name="actorinfo_defense">방어:</string>
|
||||
<string name="actorinfo_movecost">이동 비용 (AP):</string>
|
||||
<string name="actorinfo_basetraits">기본 전투 통계(장비 및 기술 제외)</string>
|
||||
<string name="actorinfo_currenttraits">전투 통계(현재)</string>
|
||||
<string name="traitsinfo_attack_cost">공격 비용 (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">공격 기회:</string>
|
||||
<string name="traitsinfo_attack_damage">공격력:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">치명타 기술:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">치명타 배율:</string>
|
||||
<string name="traitsinfo_defense_chance">방어 기회:</string>
|
||||
<string name="traitsinfo_defense_damageresist">피해 저항:</string>
|
||||
<string name="iteminfo_category">범주:</string>
|
||||
<string name="iteminfo_action_use">사용</string>
|
||||
<string name="iteminfo_action_equip">장비착용</string>
|
||||
<string name="iteminfo_action_unequip">장비해제</string>
|
||||
<string name="conversation_rewardgold">[%1$d금을 획득했습니다.]</string>
|
||||
<string name="iteminfo_action_use_ap">사용 (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">장비하기 (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">장비해제 (%1$d AP)</string>
|
||||
<string name="startscreen_continue">이어하기</string>
|
||||
<string name="startscreen_newgame">새 게임</string>
|
||||
<string name="startscreen_newgame_start">게임 시작</string>
|
||||
<string name="startscreen_newgame_confirm">현재 게임과 캐릭터를 잃게 됩니다. 그래도 새 게임을 시작하겠습니까\?</string>
|
||||
<string name="startscreen_about">소개/도움말</string>
|
||||
<string name="startscreen_selectherosprite">당신의 영웅을 선택하세요</string>
|
||||
<string name="startscreen_enterheroname">영웅의 이름을 입력하세요</string>
|
||||
<string name="startscreen_load">불러오기</string>
|
||||
<string name="conversation_rewardexp">[%1$d의 경험을 얻었습니다.]</string>
|
||||
<string name="conversation_lostgold">[%1$d금을 분실했습니다.]</string>
|
||||
<string name="conversation_rewarditem">[물건을 획득했습니다]</string>
|
||||
<string name="conversation_rewarditems">[%1$d을(를) 획득했습니다]</string>
|
||||
<string name="conversation_next">계속</string>
|
||||
<string name="conversation_leave">떠나기</string>
|
||||
<string name="shop_buy">구입</string>
|
||||
<string name="shop_sell">판매</string>
|
||||
<string name="shop_infoitem">정보</string>
|
||||
<string name="shop_buyitem">구입 (%1$d금)</string>
|
||||
<string name="shop_sellitem">판매 (%1$d금)</string>
|
||||
<string name="shop_yourgold">당신의 금: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s을(를) 구입했습니다.</string>
|
||||
<string name="shop_item_sold">%1$s을(를) 판매했습니다.</string>
|
||||
<string name="shop_item_sort">정렬</string>
|
||||
<string name="levelup_title">레벨 업</string>
|
||||
<string name="levelup_description">%1$d로 레벨이 올랐습니다!</string>
|
||||
<string name="levelup_buttontext">레벨 업</string>
|
||||
<string name="levelup_add_health">체력 증가 (+%1$d HP)</string>
|
||||
<string name="levelup_add_health_description">최대 체력을 %1$d 올립니다.</string>
|
||||
<string name="levelup_add_attackchance">공격 기회 증가 (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">기본 공격 기회를%1$d 올립니다.</string>
|
||||
<string name="levelup_add_attackdamage">공격력 증가 (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">기본 공격력을 %1$d 올립니다.</string>
|
||||
<string name="levelup_add_blockchance">방어 기회 증가 (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">기본 방어 기회를 %1$d 올립니다.</string>
|
||||
<string name="dialog_rest_title">휴식</string>
|
||||
<string name="dialog_rest_confirm_message">여기서 쉬겠습니까\?</string>
|
||||
<string name="dialog_rest_message">푹 쉬어 체력이 최대로 회복됐다.</string>
|
||||
<string name="about_button1">도움말</string>
|
||||
<string name="about_button2">제작진</string>
|
||||
<string name="about_button3">저작권</string>
|
||||
<string name="about_contents1">안드로이드 오픈 소스 로그라이크 RPG인 앤더의 흔적에 오신 것을 환영합니다.<br /> <br /> <a href=http://andorstrail.com/>게임 포럼에서 질문이나 게임 플레이 토론을 할 수 있습니다.</a><br /> <br /> <a href=http://andorstrail.com/wiki>게임 위키에서 앤더의 흔적 세계관과 그 밖에 다른 정보를 얻으 실 수 있습니다. </a><br /> <br /> <href=https://github.com/Zukero/andors-trail/>개발자용 소스 코드는 github.com를 확인해 주세요.</a><br /> <br /> 다른 플레이어들과 함께 토론하시려면 포럼을 방문하시길 바랍니다.<br /></string>
|
||||
<string name="about_contents3">이 프로그램은 무료 소프트웨어이므로 Free Software Foundation에서 발행한 GNU General Public License의 조건에 따라 재분배하거나 수정할 수 있습니다. 거기에 라이센스의 두번째 버전이나, (당신의 선택에 따라) 이후의 버전도 마찬가지입니다.<br /> <br /> 이 프로그램은 당신이 어떠한 보장, 심지어 상품이나 특정 서비스 제공에 대한 묵시적 보장, 없이 유용하게 사용하길 희망하며 배포됩니다. 자세한 내용은 GNU General Public License를 참조합니다.<br /> 이 프로그램과 함께 GNU General Public License 사본을 받아야 합니다. 그렇지 않은 경우, <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a>를 확인해 주세요.<br /> <br /> 소스 코드와 기능 요청에 대해서는 <a href=https://github.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/</a>의 프로젝트 페이지를 방문해 주십시오.<br /></string>
|
||||
<string name="about_interface"><div><b>게임 설정</b>은 기기의 메뉴 버튼을 눌러 찾을 수 있습니다.</div> <p>________________</p> <h1>인터페이스 아이콘들</h1> <div><b>상자</b><img art=heart src=chest.png /></div> <p>퀵슬롯[내부의 주머니를 길게 눌러 즉시 사용할 수 있도록 물건을 등록하세요]</p> <div><b>영웅</b><img alt=hero src=char_hero.png /></div >메뉴 [개요, 임무, 기술 &amp; 물품 목록 *]</p><p>*(물품 목록을 확인하는 중, 정보를 얻기 위해 &amp; 물건을 길게 눌러서 더 많은 옵션을 확인 할 수 있습니다.)<div>적 </b><img alt=monster src=monster.png /></div> <p>정보[전투 중에 나옵니다]<p>________________</p> <h1>전투 중 취해진 행동들은 AP를 소모합니다</p> <div><b>공격</b> - [3AP] *</div> <img attacking src=doubleattackexample.png /> <p>* (장비 착용과 물건 사용은 AP와 비용을 변경할 수 있습니다.) </p><div><b>물건 사용</b> - [5AP]</div> <div><b>도주</b> - [6AP] </div> <p>________________</p> <h1> 고급 전투 </h1> <div> 전투 중에 영웅과 인접한 바닥을 길게 누르면...</div > 도주 </b></div > (선택한 바닥이 강조 표시되고 - 공격 버튼이 이동 버튼으로 변경됩니다) </p> <img alt=flee src=flee_example.png /><p>[도주 상태가 활성화 되었을 때 - 적을 길게 누르면 전투에 재진입합니다]</p> <div><b>목표 변경</b></div> <p>(붉은색 목표 표시를 적 사이로 이동하세요)</p> <p>[목표가 변경됩니다]</p></string>
|
||||
<string name="dialog_newversion_title">환영합니다</string>
|
||||
<string name="dialog_newversion_message">앤더의 흔적을 다운로드해 주셔서 감사합니다!
|
||||
\n
|
||||
\n 이 버전은 제작 진행중이며, 이는 모든 맵이 아직 완성되지 않았다는 것을 의미합니다.
|
||||
\n 다른 플레이어들과 게임을 논의하거나 게임을 더 좋게 만들도록 돕고 싶으시다면 프로젝트 포럼을 방문해 주시길 바랍니다.
|
||||
\n
|
||||
\n모든 피드백에 감사드립니다!</string>
|
||||
<string name="questlog_includecompleted_prompt">퀘스트 표시방식을 선택하세요</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">완료된 퀘스트 숨기기</string>
|
||||
<string name="questlog_includecompleted_includecompleted">모든 퀘스트 보기</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">왼료된 퀘스트만 보기</string>
|
||||
<string name="questlog_queststatus">진행도: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">진행 중</string>
|
||||
<string name="questlog_queststatus_completed">완료</string>
|
||||
<string name="preferences_display_category">화면</string>
|
||||
<string name="preferences_display_fullscreen_title">전체 화면</string>
|
||||
<string name="preferences_display_fullscreen">게임을 전체 화면 모드로 표시(재시작 필요)</string>
|
||||
<string name="preferences_dialog_category">확인 대화상자</string>
|
||||
<string name="preferences_dialog_confirmrest_title">휴식 확인</string>
|
||||
<string name="preferences_dialog_confirmrest">침대로 들어갈 때 쉬고 싶은지 여부에 대한 질문을 던지도록 설정합니다. 반대의 경우, 자동적으로 쉬게 됩니다.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">공격 확인</string>
|
||||
<string name="preferences_dialog_confirmattack">괴물을 공격할 때 \'공격하시겠습니까\?\'라고 묻습니다.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">노획물 표시</string>
|
||||
<string name="preferences_dialog_monsterloot">전투 후, 노획물 표시 여부를 선택합니다. (금, 경험치, 물건들).</string>
|
||||
<string name="preferences_combat_category">전투</string>
|
||||
<string name="preferences_combat_speed_title">전투 속도</string>
|
||||
<string name="preferences_combat_speed">전투의 진행 속도를 결정합니다.</string>
|
||||
<string name="preferences_display_loot_dialog">항상 노획물 대화상자를 표시합니다</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">발견물이 있을 때 노획물 대화상자를 표시합니다</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">발견물이 있을 때는 대화상자, 나머지는 알림으로 표시</string>
|
||||
<string name="preferences_display_loot_toast">간단하게 알림으로 표시합니다</string>
|
||||
<string name="preferences_display_loot_toast_on_items">발견물이 있을 때만 알림을 표시합니다</string>
|
||||
<string name="preferences_display_loot_never">표시하지 않습니다</string>
|
||||
<string name="preferences_attackspeed_instant">즉시 (애니메이션 없이)</string>
|
||||
<string name="preferences_attackspeed_fast">빠르게</string>
|
||||
<string name="preferences_attackspeed_normal">보통</string>
|
||||
<string name="preferences_attackspeed_slow">느리게</string>
|
||||
<string name="preferences_movement_category">이동</string>
|
||||
<string name="preferences_movementmethod_title">이동 방식</string>
|
||||
<string name="preferences_movementmethod">장애물 처리에 따른 이동 방식.</string>
|
||||
<string name="preferences_movementmethods_straight">곧장 (기본)</string>
|
||||
<string name="preferences_movementmethods_avoid">장애물을 피해서</string>
|
||||
<string name="actorinfo_currentconditions">현 상태</string>
|
||||
<string name="actorcondition_info_removes_all">모든 %1$s을 제거합니다</string>
|
||||
<string name="actorcondition_info_immunity">%1$s에 면역됩니다</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s 확률로 %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d차례 지속)</string>
|
||||
<string name="iteminfo_effect_works_on_source">대상으로부터 아래의 효과를 얻습니다</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">피해를 주면</string>
|
||||
<string name="iteminfo_effect_works_when_used">사용하면</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">장비하면</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">피해를 입으면</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">사망하면</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">%1$s HP를 빼앗깁니다</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">%1$s HP를 회복합니다</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">%1$s AP를 빼앗깁니다</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">%1$s AP를 회복합니다</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">최대 HP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">최대 HP -%1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">최대 AP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">최대 AP -%1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">이동 비용 +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">이동 비용 -%1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">크기 조절</string>
|
||||
<string name="preferences_display_scaling_factor">화면을 더 크게 조절할 수 있습니다.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">보통</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5배</string>
|
||||
<string name="preferences_display_scaling_factor_double">두 배</string>
|
||||
<string name="inventory_assign">퀵슬롯 둥록</string>
|
||||
<string name="inventory_selectitem">등록할 물건을 선택합니다</string>
|
||||
<string name="inventory_assign_slot1">1번 위치</string>
|
||||
<string name="inventory_assign_slot2">2번 위치</string>
|
||||
<string name="inventory_assign_slot3">3번 위치</string>
|
||||
<string name="inventory_unassign">퀵슬롯 등록 취소</string>
|
||||
<string name="preferences_movement_dpad_position_title">가상 d-pad</string>
|
||||
<string name="preferences_movement_dpad_position">가상 화면 방향 패드를 활성화하여 이동을 안내합니다.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">d-pad 최소화</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">가상 d-pad를 사용하도록 설정한 경우 이 설정을 통해 d-pad의 중심을 눌러 d-pad를 최소화할 수 있습니다.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">사용안함</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">아래 오른쪽 모서리</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">아래 왼쪽 모서리</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">중앙 버튼</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">중간 왼쪽</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">중간 오른쪽</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">위 왼쪽 모서리</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">위 오른쪽 모서리</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">위 중앙</string>
|
||||
<string name="actorconditioninfo_constant_effect">지속 효과</string>
|
||||
<string name="actorconditioninfo_effect_every_round">매 차례마다</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">전체 매 차례마다</string>
|
||||
<string name="bulkselection_totalcost_buy">총 구매액: %1$d금</string>
|
||||
<string name="bulkselection_totalcost_sell">총 판매액: %1$d금</string>
|
||||
<string name="bulkselection_select_all">모두</string>
|
||||
<string name="bulkselection_sell_confirmation_title">정말 파시겠습니까\?</string>
|
||||
<string name="bulkselection_sell_confirmation">%1$s을(를) 판매하시겠습니까\? 가격은 %2$s금이며 되돌릴 수 없습니다.</string>
|
||||
<string name="skill_title_weapon_chance">무기술의 정확도 향상</string>
|
||||
<string name="skill_title_weapon_dmg">강타</string>
|
||||
<string name="skill_title_barter">상인</string>
|
||||
<string name="skill_title_dodge">회피</string>
|
||||
<string name="skill_title_barkskin">나무껍질 피부</string>
|
||||
<string name="skill_title_more_criticals">더 많은 치명타</string>
|
||||
<string name="skill_title_better_criticals">더 강한 치명타</string>
|
||||
<string name="skill_title_speed">빠른 몸놀림</string>
|
||||
<string name="skill_title_coinfinder">보물 사냥꾼</string>
|
||||
<string name="skill_title_more_exp">영재</string>
|
||||
<string name="skill_title_cleave">두개골 쪼개기</string>
|
||||
<string name="skill_title_eater">짐승의 식사법</string>
|
||||
<string name="skill_title_fortitude">인내 향상</string>
|
||||
<string name="skill_title_evasion">탈출</string>
|
||||
<string name="skill_title_regeneration">재생</string>
|
||||
<string name="skill_title_lower_exploss">패배의 달인</string>
|
||||
<string name="skill_title_magicfinder">신비를 찾는 자</string>
|
||||
<string name="skill_title_resistance_mental">강한 마음</string>
|
||||
<string name="skill_title_resistance_physical_capacity">꺽이지 않는 몸</string>
|
||||
<string name="skill_title_resistance_blood_disorder">순수한 피</string>
|
||||
<string name="skill_shortdescription_weapon_chance">공격 기회가 증가합니다</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">공격력이 증가합니다</string>
|
||||
<string name="skill_shortdescription_barter">거래가 쉬워집니다</string>
|
||||
<string name="skill_shortdescription_dodge">방어 기회가 증가합니다</string>
|
||||
<string name="skill_shortdescription_barkskin">피해에 저항합니다</string>
|
||||
<string name="skill_shortdescription_more_criticals">치명타 기술이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_better_criticals">치명타 피해가 증가합니다</string>
|
||||
<string name="skill_shortdescription_speed">최대 행동 점수가 증가합니다</string>
|
||||
<string name="skill_shortdescription_coinfinder">금을 찾을 기회가 증가합니다</string>
|
||||
<string name="skill_shortdescription_more_exp">괴물을 죽일 때 더 많은 경험을 얻습니다</string>
|
||||
<string name="skill_shortdescription_cleave">매 살해 순간 마다 행동 점수를 회복합니다</string>
|
||||
<string name="skill_shortdescription_eater">매 살해 순간마다 체력을 회복합니다</string>
|
||||
<string name="skill_shortdescription_fortitude">레벨 업 마다 최대 체력이 증가합니다</string>
|
||||
<string name="skill_shortdescription_evasion">도주 기회가 증가합니다</string>
|
||||
<string name="skill_shortdescription_regeneration">매 차례마다 체력을 회복합니다</string>
|
||||
<string name="skill_shortdescription_lower_exploss">죽을 때 경험치 손실을 줄입니다</string>
|
||||
<string name="skill_shortdescription_magicfinder">마법적 물건들을 발견할 기회가 증가합니다</string>
|
||||
<string name="skill_shortdescription_resistance_mental">정신 이상에 저항합니다</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">신체 기능 이상에 저항합니다</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">혈액 장애에 저항합니다</string>
|
||||
<string name="skill_longdescription_weapon_chance">기술 레벨당 %1$d %% 공격 기회가 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">기술 레벨당 최대 공격력이 %1$d 증가합니다.</string>
|
||||
<string name="skill_longdescription_barter">기술 레벨당, 구매 및 판매 가격 이익이 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_dodge">기술 레벨당 방어 기회가 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_barkskin">기술 레벨당 피해 저항이 %1$d 증가합니다.</string>
|
||||
<string name="skill_longdescription_more_criticals">기술 레벨당 장비에 있는 치명타 기술이 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_better_criticals">기술 레벨당 장비에 있는 치명타 배수가 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_speed">기술 레벨당 최대 행동 점수 (AP)가 %1$d 증가합니다.</string>
|
||||
<string name="skill_longdescription_coinfinder">기술 레벨당 괴물에서 금을 찾을 기회가 %1$d %% 증가하고, 금의 양이 %2$d %% 증가합니다(괴물이 가질 수 있는 최대 양까지).</string>
|
||||
<string name="skill_longdescription_more_exp">기술 레벨당 괴물과의 전투에서 얻어지는 경험치가 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_cleave">기술 레벨당 매 살해 순간에 행동 점수 (AP)를 %1$d 회복합니다.</string>
|
||||
<string name="skill_longdescription_eater">기술 레벨당 매 살해 순간에 체력 (HP)를 %1$d 회복합니다.</string>
|
||||
<string name="skill_longdescription_fortitude">이후 레벨 업 할 때, 기술 레벨당 최대 체력 (HP)이 %1$d 증가합니다. 이 기능은 소급 적용되지 않으며, 후속 레벨 업에만 영향을 미칩니다.</string>
|
||||
<string name="skill_longdescription_evasion">기술 레벨당, 도주 실패가 %1$d %% 감소하고 인접 괴물이 공격할 기회가 %2$d %% 감소합니다.</string>
|
||||
<string name="skill_longdescription_regeneration">괴물이 직접 접근하지 않을 경우엔 기술 레벨당 매 차례마다 체력 (HP)이 %1$d 회복합니다.</string>
|
||||
<string name="skill_longdescription_lower_exploss">기술 레벨당, 사망으로 인한 경험치 손실을 %1$d %% 줄입니다(곱연산으로 적용됩니다) . %2$d 레벨에는 사망해도 경험치를 잃지 않습니다.</string>
|
||||
<string name="skill_longdescription_magicfinder">기술 레벨당 특별한 물건을 찾을 기회가 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_resistance_mental">기술 레벨당 정신 이상에 걸릴 가능성을 %1$d %%씩 최대 %2$d %%까지 낮춥니다. 정신 질환에는 괴물의 공격으로 야기되는 혼란이나 무기 무력화등이 포함됩니다.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">기술 레벨당 신체 기능 이상이 발생할 가능성을 %1$d %%씩 최대 %2$d %%까지 낮춥니다. 신체 질환에는 괴물의 공격으로 야기되는 피로등이 포함됩니다.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">기술 레벨당 혈액 장애에 걸릴 가능성을 %1$d %%씩 최대 %2$d %%까지 낮춥니다. 혈액 질환에는 괴물의 공격으로 야기되는 독이나 출혈이 포함됩니다.</string>
|
||||
<string name="skillinfo_action_levelup">레벨 업</string>
|
||||
<string name="skill_current_level">현 레벨: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">현 레벨: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">이 기술을 높이려면 %1$d 레벨 이상인 %2$s 기술이 필요합니다.</string>
|
||||
<string name="skill_prerequisite_level">이 기술을 높이려면 최소한 %1$d 이상의 영웅 레벨이 필요합니다.</string>
|
||||
<string name="skill_prerequisite_stat">이 기술을 높이려면 적어도 %1$d %2$s(기본 능력치)가 필요합니다.</string>
|
||||
<string name="skill_number_of_increases_one">향상할 기술 하나를 선택할 수 있습니다.</string>
|
||||
<string name="skill_number_of_increases_several">%1$d 기술을 향상할 수 있습니다.</string>
|
||||
<string name="levelup_adds_new_skillpoint">또한 이 레벨은 새 기술 점수를 드립니다!</string>
|
||||
<string name="loadsave_save_to_new_slot">새로운 저장 위치를 생성합니다</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">이 위치에 게임을 저장하시겠습니까\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">이 위치는 지금 영웅(%2$s)이 아닌 다른 영웅(%1$s)이 저장되어있습니다. 정말로 이 위치에 저장하시겠습니까\?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">일반</string>
|
||||
<string name="iteminfo_displaytypes_quest">임무 물품</string>
|
||||
<string name="iteminfo_displaytypes_legendary">전설</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">특별</string>
|
||||
<string name="iteminfo_displaytypes_rare">희귀</string>
|
||||
<string name="actorconditioninfo_category">효과 범주: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">영혼</string>
|
||||
<string name="actorcondition_categories_mental">정신</string>
|
||||
<string name="actorcondition_categories_physical">신체 기능</string>
|
||||
<string name="actorcondition_categories_blood">혈액 장애</string>
|
||||
<string name="traitsinfo_base_max_hp">최대 HP:</string>
|
||||
<string name="traitsinfo_base_max_ap">최대 AP:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">전투 중에는 저장할 수 없습니다.</string>
|
||||
<string name="preferences_optimized_drawing_title">도면 최적화</string>
|
||||
<string name="preferences_optimized_drawing">그래픽 부작용이 보이면 이 기능을 비활성화합니다. 이 기능을 활성화하면 게임이 모든 프레임에서 화면의 변경된 부분만 다시 그립니다.</string>
|
||||
<string name="skill_title_shadow_bless">그림자의 어둠 축복</string>
|
||||
<string name="skill_shortdescription_shadow_bless">모든 유형의 상태 이상에 저항</string>
|
||||
<string name="skill_longdescription_shadow_bless">모든 유형의 상태 이상 가능성을 %1$d %% 낮춥니다. 상태이상에는 괴물의 공격으로 야기되는 독, 혼란 또는 피로등이 포함됩니다.</string>
|
||||
<string name="inventory_movetop">위로 순서 옮기기</string>
|
||||
<string name="inventory_movebottom">아래로 순서 옮기기</string>
|
||||
<string name="actorinfo_immune_criticals">치명타에 면역</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">효과적인 치명타 기회:</string>
|
||||
<string name="skill_title_crit1">내출혈</string>
|
||||
<string name="skill_shortdescription_crit1">적에게 내출혈을 일으킬 기회를 얻습니다</string>
|
||||
<string name="skill_longdescription_crit1">치명타가 발생할 때마다, 대상의 내출혈을 %1$d %%의 확률로 유발하여 대상의 \'내출혈\' 상태가 효과적으로 발생합니다. 내출혈은 공격적 전투 능력을 떨어뜨려 대상이 공격을 성공적으로 할 수 없게 만듭니다.</string>
|
||||
<string name="skill_title_crit2">골절</string>
|
||||
<string name="skill_shortdescription_crit2">적에게 골절을 일으킬 기회를 얻습니다</string>
|
||||
<string name="skill_longdescription_crit2">치명타가 발생할 때마다, 대상의 뼈 일부를 부러뜨릴 확률을 %1$d %% 갖게되어, 대상의 \'골절\' 상태를 효과적으로 유발합니다. 골절은 대상의 방어 전투 능력을 낮춰 후속 공격에서 방어를 잘 할 수 없게 만듭니다.</string>
|
||||
<string name="skill_title_rejuvenation">원기 회복</string>
|
||||
<string name="skill_shortdescription_rejuvenation">상태 이상 효과를 제거 할 기회를 얻습니다</string>
|
||||
<string name="skill_longdescription_rejuvenation">매 차례(6초)마다, 영웅에게 발생하는 부정적인 효과 중 하나가 %1$d %%의 확률로 1단계씩 낮아집니다. 이는 일시적인 모든 효과에 적용됩니다. 혼란과 같은 정신 이상, 피로와 같은 신체 기능 이상 그리고 독과 같은 혈액 장애에도 적용됩니다.</string>
|
||||
<string name="skill_title_taunt">도발</string>
|
||||
<string name="skill_shortdescription_taunt">적이 공격을 실패하며 AP를 잃습니다</string>
|
||||
<string name="skill_longdescription_taunt">적의 공격이 빗나가면, 적은 %1$d %%의 확률로 %2$d 행동 점수(AP)를 잃습니다. 이는 당신을 향한 모든 종류의 무기 공격에 적용됩니다.</string>
|
||||
<string name="skill_title_concussion">뇌진탕</string>
|
||||
<string name="skill_shortdescription_concussion">적에게 뇌진탕을 일으킬 기회를 얻습니다</string>
|
||||
<string name="skill_longdescription_concussion">막을 기회(BC)가 공격 기회(AC)보다 %1$d 이상 낮은 대상을 공격할 때, 적중 시 대상에 뇌진탕이 %2$d %%의 확률로 발생합니다. 뇌진탕은 공격적 전투 능력을 떨어뜨려 대상이 성공적으로 공격을 할 수 없게 만듭니다.</string>
|
||||
<string name="about_button4">소개</string>
|
||||
<string name="preferences_ui_category">인터페이스</string>
|
||||
<string name="preferences_ui_enable_animations_title">애니메이션 사용 설정</string>
|
||||
<string name="preferences_ui_enable_animations">전투 표시줄처럼, 다양한 인터페이스 요소들에 대한 애니메이션을 봅니다.</string>
|
||||
<string name="menu_button_worldmap">지도</string>
|
||||
<string name="menu_button_worldmap_failed">지도를 볼 수 없습니다.</string>
|
||||
<string name="display_worldmap_not_available">이 장소는 지도에 표시되지 않습니다.</string>
|
||||
<string name="display_worldmap_title">지도</string>
|
||||
<string name="inventory_equip_offhand">장비 (보조)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">공격 비용: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">공격 비용이 %1$d AP 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">공격 비용이 %1$d AP 감소합니다</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">공격 기회: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">공격 기회가 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">공격 기회가 %1$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">공격력: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">공격력: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">공격력이 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">공격력이 %1$d-%2$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">공격력이 %1$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">공격력이 %1$d-%2$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">치명타 기술이 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">치명타 기술이 %1$d 감소합니다</string>
|
||||
<string name="preferences_high_quality_filters_title">고품질 필터</string>
|
||||
<string name="preferences_high_quality_filters">필터링된 지도(예: 어두운 동굴)에서 성능 문제가 발생하는 경우 이 기능을 사용하지 않도록 설정합니다. 이 기능을 활성화하면 게임에서 솔리드 컬러 오버레이 대신 고급 컬러 필터를 사용할 수 있습니다.</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">죽일 때마다 아래의 효과를 얻습니다</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">치명타 배율이 x%1$.1f 적용됩니다</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">방어 기회가 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">방어 기회가 %1$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">피해 저항이 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">피해 저항이 %1$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">전투 중 물건 사용에 필요한 AP 비용이 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">전투 중 물건 사용에 필요한 AP 비용이 %1$d 감소합니다</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">전투 중 장비 장착에 필요한 AP 비용이 %1$d 증가합니다</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">전투 중 장비 장착에 필요한 AP 비용이 %1$d 감소합니다</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">정말로 이 위치에 게임을 저장하시겠습니까\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(%1$d번 위치)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">항상 확인합니다</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">다른 영웅이 저장 된 위치에 새 영웅을 저장할 때만 확인합니다</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">확인하지 않습니다</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">게임 저장 갱신 시 확인</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">기존 저장 위치에 게임을 저장할 때 다시 확인합니다.</string>
|
||||
<string name="heroinfo_reequip_cost">재 장착 비용 (AP) :</string>
|
||||
<string name="heroinfo_useitem_cost">물건 사용 비용 (AP) :</string>
|
||||
<string name="combat_result_monstermoved">%1$s이(가) 움직였다.</string>
|
||||
<string name="combat_log_title">전투 기록</string>
|
||||
<string name="combat_log_noentries">아직 기록이 없습니다.</string>
|
||||
<string name="conversation_reward_quest_finished">[임무 완료: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[임무 갱신: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">단검 숙련</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">한 손 검 숙련</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">양손 검 숙련</string>
|
||||
<string name="skill_title_weapon_prof_axe">도끼 숙련</string>
|
||||
<string name="skill_title_weapon_prof_blunt">곤봉 숙련</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">맨손 격투</string>
|
||||
<string name="skill_title_armor_prof_shield">방패 숙련</string>
|
||||
<string name="skill_title_armor_prof_unarmored">맨몸 격투</string>
|
||||
<string name="skill_title_armor_prof_light">경갑 숙련</string>
|
||||
<string name="skill_title_armor_prof_heavy">중갑 숙련</string>
|
||||
<string name="skill_title_fightstyle_dualwield">전투 방식: 쌍검</string>
|
||||
<string name="skill_title_fightstyle_2hand">전투 방식: 양손 무기</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">전투 방식: 무기와 방패</string>
|
||||
<string name="skill_title_specialization_dualwield">전문화: 쌍검</string>
|
||||
<string name="skill_title_specialization_2hand">전문화: 양손 무기</string>
|
||||
<string name="skill_title_specialization_weapon_shield">전문화: 무기와 방패</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">단검 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">한 손 검 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">양손 검 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">도끼 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">곤봉 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">맨손 격투 실력이 향상됩니다</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">방패에 능숙해집니다</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">맨몸 전투에 능숙해집니다</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">경갑에 능숙해집니다</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">중갑에 능숙해집니다</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">쌍검을 동시에 휘두릅니다</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">모든 양손 무기를 잘 다루게 됩니다</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">무기와 방패를 같이 쓸 때 더 잘 싸우게 됩니다</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">쌍검술의 전문가가 됩니다</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">양손 무기술의 전문가가 됩니다</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">검과 방패술의 전문가가 됩니다</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">기술 레벨당 단검과 짧은 검을 사용할 때 무기의 공격 기회가 %1$d %% , 방어 기회는 %2$d %%, 치명타 기술은 %3$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">기술 레벨당 레이피어, 장검, 브로드 소드를 사용할 때 무기의 공격 기회가 %1$d %% , 방어 기회는 %2$d %%, 치명타 기술은 %3$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">기술 레벨당 양손 검을 사용할 때 무기의 공격 기회가 %1$d %% , 방어 기회는 %2$d %%, 치명타 기술은 %3$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">기술 레벨당 도끼와 대형 도끼를 사용할 때 무기의 공격 기회가 %1$d %% , 방어 기회는 %2$d %%, 치명타 기술은 %3$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">기술 레벨당 곤봉을 사용할 때 무기의 공격 기회가 %1$d %% , 방어 기회는 %2$d %%, 치명타 기술은 %3$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">"맨손으로 싸울 때, 기술 레벨당 공격 기회가 %1$d, 공격력이 %2$d 그리고 방어 기회가 %3$d 증가합니다."</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">방패 착용 시 기술 레벨당 피해 저항이 %1$d 증가합니다.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">갑옷 없이 싸울 때, 기술 레벨당 방어 기회가 %1$d 증가합니다. 천 옷은 갑옷에 포함되지 않습니다.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">경갑 착용 시, 기술 레벨당 경갑의 방어 기회가 %1$d %% 증가합니다. 경갑에는 가죽, 경금속, 털가죽 갑옷이 포함됩니다.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">중갑 착용 시, 기술 레벨당 방어 기술이 %1$d %% 증가합니다. 이동 불이익이 %2$d %%, 공격 속도 불이익은 %3$d %% 감소합니다. 중갑에는 금속 갑옷, 사슬 갑옷과 판금 갑옷이 포함됩니다.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">두 개의 무기를 동시에 사용할 때 더 잘 싸우게 됩니다.
|
||||
\n
|
||||
\n이 기술이 없으면, 보조무기의 성능이 %1$d %%만 발휘되고 총 AP 비용(공격속도)은 주무기와 보조무기의 AP 비용의 합으로 계산됩니다. 여기에는 공격 기회, 치명타 기술, 공격력 그리고 방어 기회가 포함됩니다.
|
||||
\n
|
||||
\n1레벨에는, 보조무기의 성능이 %2$d %%가 발휘되며, 총 AP 비용(공격속도)은 두 무기 중 높은 AP 비용의 %3$d %%와 낮은 AP 비용의 합입니다.
|
||||
\n
|
||||
\n2레벨에는, 보조무기의 성능이 %4$d %%가 발휘되며, 총 AP 비용(공격속도)은 착용한 무기 중 낮은 AP 비용과 같습니다.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">양손 검, 대형 도끼 또는 거대한 망치와 같이 양손을 사용하는 무기를 잘 다루게 됩니다.
|
||||
\n
|
||||
\n기술 레벨당 양손 무기의 공격력이 %1$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">무기와 방패를 들고 더 잘 싸우게 됩니다.
|
||||
\n
|
||||
\n기술 레벨당 무기의 공격 기회가 %1$d %%, 방패의 방어 기회가 %2$d %% 증가합니다.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">"쌍검술의 전문가가 됩니다. 추가로 두 무기의 공격 기회가 %1$d %% 증가합니다. 방어 기회도 %2$d %% 증가합니다."</string>
|
||||
<string name="skill_longdescription_specialization_2hand">"양손 무기술의 전문가가 됩니다. 추가로 양손 무기의 공격력이 %1$d %% 증가합니다. 공격 속도도 %2$d %% 증가합니다."</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">"무기와 방패술의 전문가가 됩니다. 추가로 무기의 공격 속도가 %1$d %% 증가합니다. 공격력이 %2$d %% 증가합니다."</string>
|
||||
<string name="preferences_quickslots_placement">퀵슬롯 위치</string>
|
||||
<string name="preferences_quickslots_placement_summary">퀵슬롯을 배치할 위치입니다</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">남쪽</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">서쪽</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">동쪽</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">왼쪽 경계선을 따라, 남서쪽</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">아래 경계선을 따라, 남서쪽</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">아래 경계선을 따라, 남동쪽</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">오른쪽 경계선을 따라, 남동쪽</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">도구 상자를 열 때 퀵슬롯 표시</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">도구 상자가 열리면 퀵슬롯도 표시합니다</string>
|
||||
<string name="iteminfo_effect_works_on_target">목표로부터 아래의 효과를 얻습니다</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">적으로부터 아래의 효과를 얻습니다</string>
|
||||
<string name="startscreen_incompatible_savegames">이 버전은 앤더의 흔적의 개발 버전입니다. 이 버전에서 생성된 저장 파일은 출시 버전과 호환되지 않습니다.</string>
|
||||
<string name="startscreen_non_release_version">"이 버전은 앤더의 흔적의 시험 버전입니다. 이 버전에서 생성된 저장 게임은 출시 버전과 호환되지 않을 수 있습니다."</string>
|
||||
<string name="heroinfo_gamestats">게임 통계</string>
|
||||
<string name="heroinfo_gamestats_quests">완료한 임무</string>
|
||||
<string name="heroinfo_gamestats_deaths">의식 불명</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">상점에서 소비한 금</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">사용한 골분 포션</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">사용한 물건</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">방문한 장소</string>
|
||||
<string name="heroinfo_gamestats_fav_item">가장 많이 사용한 물건</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">죽인 괴물 수</string>
|
||||
<string name="heroinfo_gamestats_top_boss">가장 강력한 괴물 처치</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">가장 많이 죽인 괴물</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">지역 리소스 사용</string>
|
||||
<string name="preferences_ui_use_localized_resources">가능한 경우 인터페이스 및 컨텐츠의 번역을 사용하십시오. (다시 시작해야 합니다)</string>
|
||||
<string name="change_locale_requires_restart">현 상태를 변경하려면 다시 시작해야 합니다. 앤더의 흔적이 종료되었습니다.</string>
|
||||
<string name="inventory_category_all">모두</string>
|
||||
<string name="inventory_category_favorites">선호 용품</string>
|
||||
<string name="inventory_category_weapons">무기</string>
|
||||
<string name="inventory_category_armor">방어구</string>
|
||||
<string name="inventory_category_usable">소비품</string>
|
||||
<string name="inventory_category_quest">임무 용품</string>
|
||||
<string name="inventory_category_other">나머지</string>
|
||||
<string name="inventory_sort_custom">분류안함</string>
|
||||
<string name="inventory_sort_name">이름</string>
|
||||
<string name="inventory_sort_price">가격</string>
|
||||
<string name="inventory_sort_quantity">수량</string>
|
||||
<string name="inventory_sort_rarity">희귀도</string>
|
||||
<string name="inventory_sort_type">종류</string>
|
||||
<string name="shoplist_sort_custom">분류안함</string>
|
||||
<string name="shoplist_sort_name">이름</string>
|
||||
<string name="shoplist_sort_price">가격</string>
|
||||
<string name="shoplist_sort_quantity">수량</string>
|
||||
<string name="shoplist_sort_rarity">희귀도</string>
|
||||
<string name="shoplist_sort_type">종류</string>
|
||||
<string name="skill_category_all">모두</string>
|
||||
<string name="skill_category_offense">공격</string>
|
||||
<string name="skill_category_defense">방어</string>
|
||||
<string name="skill_category_criticals">치명타</string>
|
||||
<string name="skill_category_immunity">면역</string>
|
||||
<string name="skill_category_utility">보조</string>
|
||||
<string name="skill_category_speciality">전문</string>
|
||||
<string name="skill_category_proficiency">능력</string>
|
||||
<string name="skill_sort_unsorted">분류안함</string>
|
||||
<string name="skill_sort_name">이름</string>
|
||||
<string name="skill_sort_points">점수</string>
|
||||
<string name="skill_sort_unlocked">해금</string>
|
||||
<string name="preferences_display_theme_title">테마</string>
|
||||
<string name="preferences_display_theme">UI 테마를 선택합니다. (다시 시작해야 합니다)</string>
|
||||
<string name="preferences_display_theme_blue">코발트</string>
|
||||
<string name="preferences_display_theme_green">공작석</string>
|
||||
<string name="preferences_display_theme_charcoal">흑요석</string>
|
||||
<string name="change_theme_requires_restart">UI 테마를 변경하려면 다시 시작해야 합니다. 앤더의 흔적이 종료되었습니다.</string>
|
||||
<string name="storage_permissions_mandatory">게임을 저장하고 세계 지도를 확인하려면 앤더의 흔적이 저장소에 접근해야합니다. 앤더의 흔적을 닫습니다.</string>
|
||||
</resources>
|
||||
@@ -1,561 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andors sti</string>
|
||||
<string name="app_description">Oppdragsdrevet fantasirollespill</string>
|
||||
<string name="exit_to_menu">Avslutt til meny</string>
|
||||
<string name="menu_settings">Preferanser</string>
|
||||
<string name="menu_save">Lagre</string>
|
||||
<string name="menu_save_gamesaved">Spillet ble lagret på plass %1$d</string>
|
||||
<string name="menu_save_failed">Klarte ikke lagre spillet! Er SD-kortet montert og skrivbart\?</string>
|
||||
<string name="loadsave_title_save">Lagre spill</string>
|
||||
<string name="loadsave_title_load">Last inn lagret spill</string>
|
||||
<string name="loadsave_selectslot">Velg plass</string>
|
||||
<string name="savegame_currenthero_displayinfo">nivå %1$d, %2$d erfaring, %3$d gull</string>
|
||||
<string name="dialog_loading_message">Laster inn ressurser…</string>
|
||||
<string name="dialog_loading_failed_title">Innlasting mislyktes</string>
|
||||
<string name="dialog_close">Lukk</string>
|
||||
<string name="dialog_monsterencounter_title">Trefning</string>
|
||||
<string name="dialog_monsterencounter_message">Vil du angripe?
|
||||
\nVanskelighetsgrad: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">Liv:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">Nivå:</string>
|
||||
<string name="heroinfo_char">Overblikk</string>
|
||||
<string name="heroinfo_inv">Utstyr</string>
|
||||
<string name="heroinfo_skill">Evner</string>
|
||||
<string name="heroinfo_level">Nivå</string>
|
||||
<string name="heroinfo_totalexperience">Samlet erfaring</string>
|
||||
<string name="heroinfo_wornequipment">Utstyr i bruk</string>
|
||||
<string name="heroinfo_inventory">Gjenstandslager</string>
|
||||
<string name="heroinfo_gold">Gull: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Aksjonspoeng (AP):</string>
|
||||
<string name="heroinfo_quests">Oppdrag</string>
|
||||
<string name="combat_attack">Angrip (%1$d AP)</string>
|
||||
<string name="combat_move">Flytt (%1$d AP)</string>
|
||||
<string name="combat_use">Bruk gjenstand</string>
|
||||
<string name="combat_endturn">Avslutt runde</string>
|
||||
<string name="combat_flee">Flykt</string>
|
||||
<string name="combat_begin_flee">Du kan nå flykte fra kamp ved å klikke i den retningen du ønsker å flykte i.</string>
|
||||
<string name="combat_flee_failed">Fluktforsøket feilet!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">Liv:</string>
|
||||
<string name="combat_monsteraction">%1$s angriper.</string>
|
||||
<string name="combat_result_monstermiss">%1$s bommer!</string>
|
||||
<string name="combat_result_monsterhit">%1$s treffer deg og skader %2$d liv!</string>
|
||||
<string name="change_locale_requires_restart">"Endring av locale krever omstart. Andors sti har blitt lukket."</string>
|
||||
<string name="dialog_loading_failed_message">Andors sti kunne ikke laste inn lagringsfilen.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nDet kan hende den er skadet eller ufullstendig.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andors sti kunne ikke laste inn lagringsfilen. Den ble opprettet med en nyere versjon enn den du kjører nå.</string>
|
||||
<string name="heroinfo_levelup">Nivåoppgradering</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s tok en kritisk smell for %2$d HP!</string>
|
||||
<string name="combat_result_heromiss">Ditt angrep bommet.</string>
|
||||
<string name="combat_result_herohit">Du traff %1$s for %2$d HP!</string>
|
||||
<string name="combat_result_herohitcritical">Du fikk inn et kritisk treff på %1$s for %2$d HP!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s dør!</string>
|
||||
<string name="combat_not_enough_ap">Ikke not AP igjen denne runden.</string>
|
||||
<string name="combat_hero_dies">Du besvimer, men heldigvis våkner du opp igjen i live, omtåket og utmattet. Du tapte %1$d erfaringspoeng.</string>
|
||||
<string name="combat_miss_animation_message">BOM</string>
|
||||
<string name="inventory_info">Info</string>
|
||||
<string name="inventory_equip">Utrust</string>
|
||||
<string name="inventory_unequip">Fjern</string>
|
||||
<string name="inventory_use">Bruk</string>
|
||||
<string name="inventory_drop">Legg fra deg</string>
|
||||
<string name="inventory_item_used">Du brukte %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s ble lagt på bakken.</string>
|
||||
<string name="inventory_item_equipped">Du tok i bruk %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Plukk opp alt</string>
|
||||
<string name="dialog_loot_foundgold">Du fant %1$d gull.</string>
|
||||
<string name="dialog_loot_pickedupitem">Du plukket opp en gjenstand.</string>
|
||||
<string name="dialog_loot_pickedupitems">Du plukket opp %1$d gjenstander.</string>
|
||||
<string name="dialog_groundloot_title">Gjenstander</string>
|
||||
<string name="dialog_groundloot_message">Du fant noen gjenstander.</string>
|
||||
<string name="dialog_monsterloot_title">Seier</string>
|
||||
<string name="dialog_monsterloot_message">Du overlevde dette møtet.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Du ervervet %1$d erfaring.</string>
|
||||
<string name="monster_difficulty_veryeasy">Veldig lett</string>
|
||||
<string name="monster_difficulty_easy">Lett</string>
|
||||
<string name="monster_difficulty_normal">Normalt</string>
|
||||
<string name="monster_difficulty_hard">Vanskelig</string>
|
||||
<string name="monster_difficulty_veryhard">Veldig vanskelig</string>
|
||||
<string name="monster_difficulty_impossible">Umulig</string>
|
||||
<string name="actorinfo_class">Klasse:</string>
|
||||
<string name="actorinfo_difficulty">Vanskelighetsgrad:</string>
|
||||
<string name="actorinfo_health">Helse:</string>
|
||||
<string name="actorinfo_attack">Angrep:</string>
|
||||
<string name="actorinfo_defense">Forsvar:</string>
|
||||
<string name="actorinfo_movecost">Forflytningskost (AP):</string>
|
||||
<string name="actorinfo_basetraits">Grunnleggende kampstatistikk (uten gjenstander og ferdigheter)</string>
|
||||
<string name="actorinfo_currenttraits">Kampstatistikk (nåværende)</string>
|
||||
<string name="traitsinfo_attack_cost">Angrepskost (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Angrepssjanse:</string>
|
||||
<string name="traitsinfo_attack_damage">Angrepsskade:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Ferdighet for kritiske treff:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Kritisk faktor:</string>
|
||||
<string name="traitsinfo_defense_chance">Blokkeringssjanse:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Skademotstand:</string>
|
||||
<string name="iteminfo_category">Kategori:</string>
|
||||
<string name="iteminfo_action_use">Bruk</string>
|
||||
<string name="iteminfo_action_equip">Ta i bruk</string>
|
||||
<string name="iteminfo_action_unequip">Fjern</string>
|
||||
<string name="iteminfo_action_use_ap">Bruk (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Ta i bruk (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Fravelg (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Fortsett nåværende spill</string>
|
||||
<string name="startscreen_newgame">Nytt spill</string>
|
||||
<string name="startscreen_newgame_confirm">Du vil miste din nåværende framgang og gjeldende helt, er du sikker på at du vil starte et helt nytt spill?</string>
|
||||
<string name="startscreen_about">Om/hjelp</string>
|
||||
<string name="startscreen_enterheroname">Skriv inn heltenavn</string>
|
||||
<string name="startscreen_load">Last inn</string>
|
||||
<string name="conversation_rewardexp">[Du ervervet %1$d erfaring]</string>
|
||||
<string name="conversation_rewardgold">[Du fikk %1$d gull]</string>
|
||||
<string name="conversation_lostgold">[Du mistet %1$d gull]</string>
|
||||
<string name="conversation_rewarditem">[Du fikk en gjenstand]</string>
|
||||
<string name="conversation_rewarditems">[Du fikk %1$d gjenstander]</string>
|
||||
<string name="conversation_next">Neste</string>
|
||||
<string name="conversation_leave">Forlat</string>
|
||||
<string name="shop_buy">Kjøp</string>
|
||||
<string name="shop_sell">Selg</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Kjøp (%1$d gull)</string>
|
||||
<string name="shop_sellitem">Selg (%1$d gull)</string>
|
||||
<string name="shop_yourgold">Din gullbeholdning: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s kjøpt.</string>
|
||||
<string name="shop_item_sold">%1$s solgt.</string>
|
||||
<string name="levelup_description">Velkommen til nivå %1$d!</string>
|
||||
<string name="levelup_add_health">Øk helse (+%1$d HP)</string>
|
||||
<string name="levelup_add_health_description">Øker maksimal helse med %1$d.</string>
|
||||
<string name="levelup_add_attackchance">Øk angrepssjanse (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Øker grunnleggende angrepssjanse med %1$d.</string>
|
||||
<string name="levelup_add_attackdamage">Øk angrepsskade (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Øker grunnleggende angrepsskade med %1$d.</string>
|
||||
<string name="levelup_add_blockchance">Øk blokkeringssjanse (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Øker grunnleggende blokkeringssjanse med %1$d.</string>
|
||||
<string name="dialog_rest_title">Hvil</string>
|
||||
<string name="dialog_rest_confirm_message">Vil du hvile her?</string>
|
||||
<string name="dialog_rest_message">Du har hvilt og restituert full helse.</string>
|
||||
<string name="about_button1">Hjelp</string>
|
||||
<string name="about_button2">Utviklere</string>
|
||||
<string name="about_button3">Lisens</string>
|
||||
<string name="dialog_newversion_title">Velkommen</string>
|
||||
<string name="questlog_queststatus">Status: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Underveis</string>
|
||||
<string name="questlog_queststatus_completed">Fullført</string>
|
||||
<string name="preferences_display_category">Skjerm</string>
|
||||
<string name="preferences_display_fullscreen_title">Fullskjerm</string>
|
||||
<string name="preferences_display_fullscreen">Viser spillet i fullskjermsmodus. (Krever omstart)</string>
|
||||
<string name="preferences_dialog_category">Dialogvindubekreftelse</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Bekreft hvile</string>
|
||||
<string name="preferences_dialog_confirmrest">Oppfølgingsspørsmål om hvorvidt du ønsker å hvile når du befinner deg på en seng. Ellers vil du automatisk hvile.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Bekreft angrep</string>
|
||||
<string name="preferences_combat_category">Kamp</string>
|
||||
<string name="preferences_combat_speed_title">Kamphastighet</string>
|
||||
<string name="preferences_combat_speed">Bestemmer hvor raskt monster angriper.</string>
|
||||
<string name="preferences_display_loot_never">Ikke vis</string>
|
||||
<string name="preferences_attackspeed_instant">Umiddelbar (ingen animasjoner)</string>
|
||||
<string name="preferences_attackspeed_fast">Rask</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Langsom</string>
|
||||
<string name="preferences_movement_category">Bevegelse</string>
|
||||
<string name="preferences_movementmethod_title">Bevegelsesmetode</string>
|
||||
<string name="preferences_movementmethod">Bevegelsesmetodetypen og håndtering av hindre.</string>
|
||||
<string name="preferences_movementmethods_straight">Rett (opprinnelig)</string>
|
||||
<string name="preferences_movementmethods_avoid">Unngå hinder</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d runder)</string>
|
||||
<string name="actorcondition_info_removes_all">Fjerner alle %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s sjanse for %2$s</string>
|
||||
<string name="iteminfo_effect_works_when_used">Ved anvendelse</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Når båret</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Tapper %1$s HP</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Gjenoppretter %1$s HP</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Tapper %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Gjenoppretter %1$s AP</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normal størrelse</string>
|
||||
<string name="preferences_display_scaling_factor_double">Dobbel størrelse</string>
|
||||
<string name="inventory_assign_slot1">Plass 1</string>
|
||||
<string name="inventory_assign_slot2">Plass 2</string>
|
||||
<string name="inventory_assign_slot3">Plass 3</string>
|
||||
<string name="preferences_movement_dpad_position_title">Virtuelt styrekors</string>
|
||||
<string name="preferences_movement_dpad_position">Skrur på virtuelt retningskors på skjermen for å geleide bevegelse.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Minimer styrekors</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Hvis det virtuelle styrekorset skrus på, vil denne innstillingen tillate minimering av det ved å trykke midt i det.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Avskrudd</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Nederst til høyre</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Nederst til venstre</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Nederst i midten</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Midt på venstre side</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Midt på høyre side</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Øverst til venstre</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Øverst til høyre</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Øverst i midten</string>
|
||||
<string name="actorconditioninfo_constant_effect">Konstant effekt</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Hver runde</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Hver hele runde</string>
|
||||
<string name="bulkselection_totalcost_buy">Total kostnad: %1$d gull</string>
|
||||
<string name="bulkselection_totalcost_sell">Total kostnad: %1$d gull</string>
|
||||
<string name="bulkselection_select_all">Alt</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Er du sikker?</string>
|
||||
<string name="skill_title_weapon_chance">Våpenpresisjon</string>
|
||||
<string name="skill_title_weapon_dmg">Hard treff</string>
|
||||
<string name="skill_title_barter">Kjøpmann</string>
|
||||
<string name="skill_title_more_criticals">Flere kritiske</string>
|
||||
<string name="skill_title_better_criticals">Bedre kritiske</string>
|
||||
<string name="skill_title_speed">Kamphastighet</string>
|
||||
<string name="skill_title_coinfinder">Skattejeger</string>
|
||||
<string name="skill_title_more_exp">Rask lærer</string>
|
||||
<string name="skill_title_cleave">Klyv</string>
|
||||
<string name="skill_title_eater">Likspiser</string>
|
||||
<string name="skill_title_fortitude">Forbedret standhaftighet</string>
|
||||
<string name="skill_title_evasion">Unngåelse</string>
|
||||
<string name="skill_title_resistance_mental">Sterkt sinn</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Rent blod</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Økt angrepssjanse</string>
|
||||
<string name="skill_shortdescription_barter">Bedre priser i butikken</string>
|
||||
<string name="skill_shortdescription_dodge">Økt blokkeringssjanse</string>
|
||||
<string name="skillinfo_action_levelup">Gå opp ett nivå</string>
|
||||
<string name="skill_current_level">Nåværende nivå: %1$d</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Vanlig</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendarisk</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Ekstraordinær</string>
|
||||
<string name="iteminfo_displaytypes_rare">Sjelden</string>
|
||||
<string name="actorcondition_categories_spiritual">Spirituell</string>
|
||||
<string name="actorcondition_categories_mental">Mental</string>
|
||||
<string name="actorcondition_categories_physical">Fysisk</string>
|
||||
<string name="actorcondition_categories_blood">Blodsykdom</string>
|
||||
<string name="traitsinfo_base_max_hp">Maks. HP:</string>
|
||||
<string name="traitsinfo_base_max_ap">Maks AP:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Spillet kan ikke lagres i kampens hete.</string>
|
||||
<string name="inventory_movetop">Flytt til toppen</string>
|
||||
<string name="inventory_movebottom">Flytt til bunnen</string>
|
||||
<string name="actorinfo_immune_criticals">Immun mot kritiske treff</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Effektiv sjanse for kritiske:</string>
|
||||
<string name="skill_title_crit1">Indre blødning</string>
|
||||
<string name="skill_shortdescription_crit1">Sjanse for indre blødning</string>
|
||||
<string name="skill_title_crit2">Beinbrudd</string>
|
||||
<string name="skill_shortdescription_crit2">Sjanse for beinbrudd</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Sjanse for fjerning av effekt</string>
|
||||
<string name="skill_title_taunt">Utman</string>
|
||||
<string name="skill_shortdescription_taunt">Angriper mister AP ved bom</string>
|
||||
<string name="skill_title_concussion">Hjernerystelse</string>
|
||||
<string name="skill_shortdescription_concussion">Sjanse for hjernerystelse</string>
|
||||
<string name="about_button4">Om</string>
|
||||
<string name="preferences_ui_category">Grensesnitt</string>
|
||||
<string name="preferences_ui_enable_animations_title">Skru på animasjoner</string>
|
||||
<string name="menu_button_worldmap">Kart</string>
|
||||
<string name="menu_button_worldmap_failed">Kartet kan ikke vises.</string>
|
||||
<string name="display_worldmap_not_available">Kartet kan ikke vises fra denne plasseringen.</string>
|
||||
<string name="display_worldmap_title">Kart</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Angrepskost: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Øker angrepskost med %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Senker angrepskost med %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Angrepssjanse: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Øker angrepssjanse med %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Senker angrepssjanse med %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Angrepsskade: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Angrepsskade: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Øker angrepsskade med %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Øker angrepsskade med %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Senker angrepsskade med %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Senker angrepsskade med %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Øker kritisk ferdighet med %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Senker kritisk ferdighet med %1$d</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Øker blokkeringssjanse med %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Senker blokkeringssjanse med %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Øker skademotstand med %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Senker skademotstand med %1$d</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(plass %1$d)</string>
|
||||
<string name="combat_result_monstermoved">%1$s beveger seg.</string>
|
||||
<string name="combat_log_title">Kamploggbok</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Ekspert på tohåndsvåpen</string>
|
||||
<string name="levelup_title">Nivåoppgradering</string>
|
||||
<string name="levelup_buttontext">Nivåoppgradering</string>
|
||||
<string name="about_contents1">Velkommen til Andor\'s Trail, et friprog-spill i rouge-stil for Android.<br /> <br /> <a href=http://andorstrail.com/>Spillforum på andorstrail.com kan brukes for spørsmål og spillrelaterte diskusjoner.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Spillets wiki har informasjon om spillets verden, med mer.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Prosjektets kildekode er å finne på github.com for utviklere.</a><br /> <br /> Besøk forumet for å diskutere spillet med andre spillere.<br /></string>
|
||||
<string name="questlog_includecompleted_prompt">Velg oppdrag som skal vises</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Skjul fullførte oppdrag</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Inkluder fullførte oppdrag</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Kun fullførte oppdrag</string>
|
||||
<string name="preferences_dialog_confirmattack">Skrur på \"Ønsker du å angripe…?\" -tekstboksen når du angriper et monster.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Vis monsterets bytte</string>
|
||||
<string name="preferences_dialog_monsterloot">Vis hvordan du ønsker å vise resultatene av en kamp (gull, erfaring, gjenstander).</string>
|
||||
<string name="preferences_display_loot_dialog">Alltid vis tekstvindu for bytte</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Vis tekstboks for bytte når du finner gjenstander</string>
|
||||
<string name="preferences_display_loot_toast">Vis kort merknad</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Kun vis merknad når du finner gjenstander</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Når målet treffes</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Ved hvert drap</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Høyner maks. HP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Senker maks. HP med %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Høyner maks. AP +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Senker maks. AP med %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Forflytningskostnadsstraff +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Senker forflytningskostnad %1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">Skaleringsfaktor</string>
|
||||
<string name="preferences_display_scaling_factor">Viser alt i spillet større.</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x størrelse</string>
|
||||
<string name="inventory_assign">Tildel hurtigplass</string>
|
||||
<string name="inventory_unassign">Fjern tildeling av hurtigplass</string>
|
||||
<string name="bulkselection_sell_confirmation">Er du sikker på at du vil selge %1$s? Denne gjenstanden er %2$s og det kan hende du ikke får den tilbake.</string>
|
||||
<string name="skill_title_dodge">Unnvik</string>
|
||||
<string name="skill_title_barkskin">Barkehud</string>
|
||||
<string name="skill_title_regeneration">Regenerasjon</string>
|
||||
<string name="skill_title_lower_exploss">Mislykkingsmester</string>
|
||||
<string name="skill_title_magicfinder">Magifinner</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Utholdende kropp</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Økt angrepsskade</string>
|
||||
<string name="skill_shortdescription_barkskin">Skademotstand</string>
|
||||
<string name="skill_shortdescription_more_criticals">Økt kritisk ferdighet</string>
|
||||
<string name="skill_shortdescription_better_criticals">Økt kritisk skade</string>
|
||||
<string name="skill_shortdescription_speed">Økt maks. aksjonspoeng</string>
|
||||
<string name="skill_shortdescription_coinfinder">Høyere sjanse for å finne gull</string>
|
||||
<string name="skill_shortdescription_more_exp">Mer erfaring fra monsterdrap</string>
|
||||
<string name="skill_shortdescription_cleave">Regenerer aksjonspoeng for hvert drap</string>
|
||||
<string name="skill_shortdescription_eater">Regenerer helsepoeng for hvert drap</string>
|
||||
<string name="skill_shortdescription_fortitude">Øk helse for hver nivåoppgradering</string>
|
||||
<string name="skill_shortdescription_evasion">Økt flyktsjanse</string>
|
||||
<string name="skill_shortdescription_regeneration">Øk helse for hver runde</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Senk mengden tapt erfaring ved dødsfall</string>
|
||||
<string name="skill_shortdescription_magicfinder">Økt sjanse for å finne magiske gjenstander</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Motstandsdyktighet mot mentale effekter</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Motstandsdyktige mot fysiske kapasitetssvinnslidelser</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Motstandsdyktighet mot blodsykdommer</string>
|
||||
<string name="skill_longdescription_weapon_chance">Øker angrepssjansen med %1$d prosentpoeng for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Øker maks. skade med %1$d for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_barter">For hvert ferdighetsnivå, øker straffen for kjøp og salg av gull med %1$d prosentpoeng.</string>
|
||||
<string name="skill_longdescription_dodge">Øker blokkeringssjansen med %1$d prosentpoeng for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_barkskin">Øker skademotstandsdyktighet med %1$d for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_more_criticals">Øker enhver kritisk ferdighet gitt av gjenstand med %1$d %% for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_better_criticals">Øker enhver kritiske multiplikator gitt av gjenstand med %1$d %% for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_speed">Øker maksimale aksjonspoeng (AP) med %1$d for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_current_level_with_maximum">Nåværende nivå: %1$d / %2$d</string>
|
||||
<string name="skill_number_of_increases_one">Du kan velge én ferdighet å forbedre.</string>
|
||||
<string name="skill_number_of_increases_several">Du kan velge %1$d ferdigheter å forbedre.</string>
|
||||
<string name="iteminfo_displaytypes_quest">Oppdragsgjenstand</string>
|
||||
<string name="heroinfo_useitem_cost">Gjenstandsbrukskost (AP):</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Dolkferdighet</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Énhåndssverdferdighet</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Tohåndssverdsferdighet</string>
|
||||
<string name="skill_title_weapon_prof_axe">Økseferdighet</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Klubbvåpensferdighet</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Nevekamp</string>
|
||||
<string name="skill_title_armor_prof_shield">Skjoldferdighet</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Nevekamp</string>
|
||||
<string name="skill_title_armor_prof_light">Lettrustningsferdighet</string>
|
||||
<string name="skill_title_armor_prof_heavy">Tungrustningsferdighet</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Kampstil: Tohåndig</string>
|
||||
<string name="skill_title_fightstyle_2hand">Kampstil: Tohåndsvåpen</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Kampstil: Våpen og skjold</string>
|
||||
<string name="skill_title_specialization_dualwield">Spesialisering: Tohåndig</string>
|
||||
<string name="skill_title_specialization_2hand">Spesialisering: Tohåndsvåpen</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Spesialisering: Våpen og skjold</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Bedre på kjemping med dolker</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Bedre på kjemping med énhåndssverd</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Bedre på kjemping med tohåndssverd</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Bedre på kjemping med økser</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Bedre på kjemping med klubbevåpen</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Bedre på nevekamp</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Utnytt skjold bedre</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Bedre på brynjeløs kamp</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Bedre på utnyttelse av lett rustning</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Bedre på utnyttelse av tung rustning</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Bruk to våpen samtidig</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Bedre på anvendelse av våpen som krever to hender</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Bedre på kamp med våpen og skjold</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Tohendig ekspert</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Ekspert på kamp med våpen og skjold</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Midt på bunnen</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Midt til venstre</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Midt til høyre</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Nede til venstre, langs venstre kant</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Nede til venstre, langs nedre kant</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Nede til høyre, langs nedre kant</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Nede til venstre, langs høyre kant</string>
|
||||
<string name="heroinfo_gamestats">Spillstatistikk</string>
|
||||
<string name="heroinfo_gamestats_quests">Fullførte oppdrag</string>
|
||||
<string name="heroinfo_gamestats_deaths">Antall ganger uten bevissthet</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Gull brukt i butikker</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Beinmelseliksirer brukt</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Gjenstander brukt</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Steder besøkt</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Oftest brukt gjenstand</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Monster drept</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Mektigste monster drept</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Oftest drepte monster</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Bruk lokaliserte ressurser</string>
|
||||
<string name="preferences_ui_use_localized_resources">Bruk oversettelse av grensesnitt og innhold, hvor tilgjengelig. (Krever omstart)</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Elementdialog, merknad i annet fall</string>
|
||||
<string name="actorinfo_currentconditions">Aktive effekter</string>
|
||||
<string name="iteminfo_effect_works_on_source">På kilden</string>
|
||||
<string name="iteminfo_effect_works_on_target">På målet</string>
|
||||
<string name="skill_longdescription_coinfinder">Øker sjansen for å finne gull ved monsterlik med %1$d %%, og øker mangden gull ved siden av lik med %2$d %% for hvert ferdighetsnivå (opp til maksimalt nivå som monsteret bærer).</string>
|
||||
<string name="dialog_newversion_message">Takk for at du lastet ned Andors sti
|
||||
\n
|
||||
\n Merk at denne versjonen av Andors stil er UNDERVEIS, hvilket betyr at ikke alle kartene er ferdige enda.
|
||||
\n Besøk prosjektforumet for å diskutere spillet med andre spillere for å hjelpe til å gjøre spillet enda bedre (se Om-teksten).
|
||||
\n
|
||||
\n Takk for alle tilbakemeldinger!</string>
|
||||
<string name="skill_longdescription_more_exp">Øker mengden erfaring gitt ved beseiring av monstre med %1$d %% for hvert ferdighetsnivå.</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Overskriv lagret spill?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Dette lagrede spillet inneholdet et annet spillernavn (%1$s) enn ditt nåværende (%2$s). Er du sikker på at du ønsker å overskrive det?</string>
|
||||
<string name="preferences_optimized_drawing_title">Optimisert tegning</string>
|
||||
<string name="preferences_optimized_drawing">Skru av dette hvis du ser grafiske problemer. Å skru på dette gjør at spillet kun tegner endrede deler av skjermen på nytt for hver billedrute.</string>
|
||||
<string name="skill_title_shadow_bless">Skyggens mørke velsignelse</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Motstand mot alle typer tilstander</string>
|
||||
<string name="skill_longdescription_shadow_bless">Senker sjansen for å bli påvirket av alle typer tilstander med %1$d %%. Dette inkluderer alle typer tilstander forårsaket av monsterangrep, som gift, omtåking eller utmattelse.</string>
|
||||
<string name="skill_longdescription_crit1">For hvert kritiske treff du får inn, er det en %1$d %% sjanse for at treffet forårsaker intern blødning i målet, noe som bringer med seg tilstanden \"intern blødning\". Dette senker offensive kampegenskaper betydelig, noe som gjør målet mindre i stand til angrep.</string>
|
||||
<string name="skill_longdescription_cleave">Gir +%1$d aksjonspoeng (AP) for hvert drap per ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_eater">Gir +%1$d helsepoeng (HP) for hvert drap per ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_fortitude">Ved hver påfølgende nivåforhøyelse, vil maksimalt antall helsepunkter (HP) økes med %1$d per ferdighetsnivå. Dette legges ikke til retroaktivt, kun påfølgende nivåforhøyelser vil tas hensyn til.</string>
|
||||
<string name="skill_longdescription_evasion">For hvert ferdighetsnivå, reduserer både sjansen for mislykkede fluktforsøk med %1$d %% og sjansen for at motstående monster vil angripe med %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Tilegn deg +%1$d helsepoeng (HP) ved hver runde per ferdighetsnivå når ingen monster er i direkte nærhet.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Reduserer mengden tapt erfaring for hvert ferdighetsnivå ved dødsfall med %1$d %% (prosent av eksisterende erfaringstapsverdi, ikke prosentpoeng. %2$d nivå vil fjerne alt erfaringstap forårsaket av dødsfall.</string>
|
||||
<string name="skill_longdescription_magicfinder">Øker sjansen for å finne uvanlige ting med %1$d %% for hvert ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Senker sjansen for å bli påvirket av mentale effekter med %1$d %% for hvert ferdighetsnivå, opptil et tak på %2$d %%. Dette inkluderer ferdigheter forårsaket av monsterangrep som søvnig og våpenvegring.</string>
|
||||
<string name="skill_prerequisite_level">For å tilegne deg flere grader av denne ferdigheten, må du være på minst ferdighetsnivå %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">For å tilegne deg flere grader av denne ferdigheten, trenger du minst %1$d %2$s (basisenheter).</string>
|
||||
<string name="levelup_adds_new_skillpoint">Dette nivået gir deg også et nytt ferdighetspoeng å bruke!</string>
|
||||
<string name="loadsave_save_to_new_slot">Opprett ny plass for lagret spill</string>
|
||||
<string name="actorconditioninfo_category">Effektkategori: %1$s</string>
|
||||
<string name="skill_title_rejuvenation">Fornyelse</string>
|
||||
<string name="preferences_ui_enable_animations">Viser animasjoner for forskjellige grensesnittselementer, som for eksempel kampindikatoren.</string>
|
||||
<string name="inventory_equip_offhand">Ta i bruk (sekundærhånd)</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Muliggjør kritiske treff med en faktor på x%1$.1f</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Er du sikker på at du ønsker å overskrive dette lagrede spillet?</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Alltid vis bekreftelsesvindu</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Kun vis hvis et annet spillernavn overskrives</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Aldri vis bekreftelsesvindu</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Bekreft overskriving av lagrede spill</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Stiller spørsmål om hvorvidt du ønsker å overskrive et lagret spill når du lagrer til en plass som allerede inneholder et lagret spill.</string>
|
||||
<string name="preferences_quickslots_placement">Hurtigplassposisjon</string>
|
||||
<string name="preferences_quickslots_placement_summary">Hvor hurtigplasser skal plasseres</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Vis hurtigplasser når verktøysskrin åpnes</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Viser hurtigplassknappene så snart verktøysskrinet åpnes</string>
|
||||
<string name="startscreen_incompatible_savegames">Dette er en utviklingsversjon av Andors sti. Lagrede spill fra denne versjonen er ikke kompatible i utgivelsesversjonen.</string>
|
||||
<string name="startscreen_non_release_version">Dette er en forhåndsutgave av Andors sti. Det kan hende lagrede spill fra denne versjonen er ikke kompatible med utgivelsesversjonen.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Senker sjansen for å bli påvirket av tilstander som har innvirkning på fysisk kapasitet med %1$d %% for hvert ferdighetsnivå, opptil et tak på %2$d %%. Dette inkluderer tilstander forårsaket av monsterangrep som utmattelse.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Senker sjansen for å bli påvirket av blodforstyrrelser med %1$d %% for hvert ferdighetsnivå, opptil et tak på %2$d %%. Dette inkluderer tilstander forårsaket av monsterangrep som gift eller blødende sår.</string>
|
||||
<string name="skill_prerequisite_other_skill">For å høyne dette ferdighetsnivået, trenger du minst nivå %1$d av %2$s-ferdigheten.</string>
|
||||
<string name="skill_longdescription_crit2">For hvert kritiske treff du får inn, er det en %1$d %% sjanse for at treffet knuser noen av målets bein, noe som effektivt forårsaker \"fraktur\"-effekt på målet. Dette vil senke dets defensive kampevner mye, noe som gjør det mindre i stand til å forsvare seg selv i påfølgende angrep.</string>
|
||||
<string name="skill_longdescription_rejuvenation">Hver runde (seks sekunder), er det en %1$d %% sjanse for at en av de aktive negative effekter vil bli senket med en størrelsesorden. Dette har innvirkning på midlertidige effekttyper som har innvirkning på kroppen; mentale tilstander som omtåkethet, fysiske kapasitetstilstander som utmattelse og også blodforstyrrelser som gift.</string>
|
||||
<string name="skill_longdescription_taunt">Når en angriper utfører et angrep som bommer, er det en %1$d %% sjanse for at angripere taper %2$d aksjonspoeng (AP). Dette har innvirkning på alle typer nærkampsangrep mot deg.</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Øker AP-kost for bruk av gjenstander i kamp med %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Senker AP-kost for bruk av gjenstander i kamp med %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Øker AP-kost for å ta i bruk gjenstander i kamp med %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Senker AP-kost for å ta i bruk gjenstander i kamp med %1$d AP</string>
|
||||
<string name="heroinfo_reequip_cost">Gjenbrukskost (AP):</string>
|
||||
<string name="localize_resources_from_mo_filename">nb.mo</string>
|
||||
<string name="conversation_reward_quest_finished">[Oppdrag fullført: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Oppdrag oppdatert: \"%1$s\"]</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">For hvert ferdighetsnivå, øker angrepssjansen ved bruk av dolker og kortsvert med %1$d %% av gjenstandens basisangrepssjanse, øker blokkeringssjanse med %2$d %% av gjenstandens blokkeringssjanse, og øker ferdighet for å få inn kritiske treff med %3$d %% av gjenstandens basissjanse for kritiske treff.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">For hvert ferdighetsnivå, øker angrepssjansen ved bruk av lang- og bred-sverd med %1$d %% av gjenstandens basisangrepssjanse, øker blokkeringssjanse med %2$d %% av gjenstandens blokkeringssjanse, og øker ferdighet for å få inn kritiske treff med %3$d %% av gjenstandens basissjanse for kritiske treff.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">For hvert ferdighetsnivå, øker angrepssjansen ved bruk av tohåndssverd %1$d %% av gjenstandens basisangrepssjanse, øker blokkeringssjanse med %2$d %% av gjenstandens blokkeringssjanse, og øker ferdighet for å få inn kritiske treff med %3$d %% av gjenstandens basissjanse for kritiske treff.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">For hvert ferdighetsnivå, øker angrepssjansen ved bruk av storøkser med %1$d %% av gjenstandens basisangrepssjanse, øker blokkeringssjanse med %2$d %% av gjenstandens blokkeringssjanse, og øker ferdighet for å få inn kritiske treff med %3$d %% av gjenstandens basissjanse for kritiske treff.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">For hvert ferdighetsnivå, øker angrepssjansen ved bruk av klubbvåpen med %1$d %% av gjenstandens basisangrepssjanse, øker blokkeringssjanse med %2$d %% av gjenstandens basisblokkeringssjanse, og øker ferdighet for å få inn kritiske treff med %3$d %% av gjenstandens basissjanse for kritiske treff. Dette inkluderer klubber, stokker, stridsklubber, strids- og kjempe-hammere.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Når du sloss uten et våpen og skjold, økes angrepssjansen med %1$d, %2$d skadepotensiale og %3$d blokkeringssjanse per ferdighetsnivå.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Øker skademotstandsdyktighet med %1$d per ferdighetsnivå mens du bærer skjold.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Når du sloss uten å ha noen form for rustning, får du %1$d blokkeringssjanse per ferdighetsnivå. Gjenstander laget av tøy anses ikke som rustning.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">For hvert ferdighetsnivå, økes blokkeringssjansen for hver ikledd lettrustningsgjenstand med %1$d %% av deres opprinnelige blokkeringssjanser. Lett rustning inkluderer lær, lett metall og skinnfellsrustning.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">For hvert ferdighetsnivå, økes blokkeringssjansen for hver ikledd tungrustningsgjenstand med %1$d %% av deres opprinnelige blokkeringssjanser. Forflyttningstregheten reduseres med %2$d %% for tung rustninger per ferdighetsnivå, og deres angrepshastighetstreghet reduseres med %3$d %% per ferdighetsnivå. Tung rustning inkluderer metallrustning, brynje og platerustning.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Gir fordeler ved bruk av våpen som krever to hender, som tohåndssverd, storøkser eller kjempehammere.
|
||||
\n
|
||||
\nHvert ferdighetsnivå øker skadepotensialet for tohåndsvåpen med %1$d %% av deres opprinnelige skadepotensiale.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Gir fordel i strid ved våpenbruk i hovedhånden, mens skjold trakteres av den andre.
|
||||
\n
|
||||
\nHvert ferdighetsnivå øker angrepssjansen for våpen med %1$d %% av deres opprinnelige agrepssjanser, og blokkeringssjansen for skjold med %2$d %% av deres opprinnelige blokkeringssjanser.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Øker angrepssjansen for å bruke våpen i begge hender med ytterligere %1$d %% av deres opprinnelige angrepssjanser, i tillegg til fordelene gitt av hver våpensstilsferdighet. Blokkeringssjansene fra begge trakterte våpen øker med %2$d %% av deres opprinnelige blokkeringssjanser.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Øker skadepotensialet for tohåndsvåpen med ytterligere %1$d %% av det opprinnelige skadepotensialet, i tillegg til fordelene gitt av hver våpenstilsferdighet. Angrepssjansene for tohåndsvåpen økes også med %2$d %% av deres opprinnelige angrepssjanser.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Øker både angrepssjansene og skadepotensialet til våpen. Deres angrepssjanse øker med %1$d %% av deres opprinnelige angrepssjanse, og skadepotensialet øker med %2$d %% av det opprinnelige skadepotensialet.</string>
|
||||
<string name="about_contents3">Dette programmet er fri programvare; du kan redistribuere det og /eller endre det i henhold til vilkårene i GNU General Public-lisensen som publisert av FreeSoftware Foundation; enten versjon 2 av lisensen, eller (etter eget ønske,) en senere versjon.<br /> <br /> Dette programmet er distribuert i håp om at det vil være nyttig, men UTEN NOEN GARANTI; uten selv underforstått implisitt garanti om salgbarhet eller FORMÅLSTJENLIGHET. Se GNU General Public-lisensen for flere detaljer.<br /> <br /> Du skal ha mottatt en kopi av GNU General Public-lisensen sammen med dette programmet; hvis ikke, se <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br /> <br /> For kildekode og funksjonsforespørsler, besøk prosjektnettsiden på <a href=https://github.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/</a><br /></string>
|
||||
<string name="about_interface"><div><b>Spillinnstillinger</b> kan finnes ved å trykke på enhetens menyknapp.</div>
|
||||
\n<p>________________</p><h1>Grensesnittsikoner</h1>
|
||||
\n<div><b>Kisten</b><img alt=chest src=chest.png /></div>
|
||||
\n<p>Hurtigplasser [Trykk lenge på posene inni for å nytte gjenstander i umiddelbar bruk]</p>
|
||||
\n<div><b>Helten</b><img alt=hero src=char_hero.png /></div>
|
||||
\n<p>Meny [Oversikt, oppdrag, ferdigheter og gjenstandslager *]</p><p>* (Mens det er i gjenstandslageret, trykk på en gjenstand for info, og trykk lenge for flere valg)</p>
|
||||
\n<div><b>Fienden</b><img alt=monster src=monster.png /></div>
|
||||
\n<p>Info [Vil vises i kamp]</p><p>________________</p><h1>Strid</h1><p>Handlinger utført under kamp koster AP…</p>
|
||||
\n<div><b>Angrep</b> - [3PA] *</div>
|
||||
\n<img alt=attacking src=doubleattackexample.png /> <p>* (Å ta i bruk utstyr og gjenstander i kamp koster AP og brukskost;)</p> <div><b>Bruk av gjenstander</b> - [5PA]</div>
|
||||
\n<div><b>Flykt</b> - [6PA]</div>
|
||||
\n<p>________________</p><h1>Avansert strid</h1>
|
||||
\n<div>Under kampen, trykk lenge på ei flis nærliggende helten…</div>
|
||||
\n<div><b>Flykt</b></div>
|
||||
\n<p>(valgt flis er framhevet - Angrepsknapp bytter til forflytning)</p> <img alt=flee src=flee_example.png /><p>[flyktmodus aktivert - Trykk lenge på fienden for å gå i kamp igjen]</p>
|
||||
\n<div><b>Endring av mål</b></div><p>(det råde målet framhever bytte mellom fiender] <p>[målet har blitt endret]</p></string>
|
||||
<string name="skill_longdescription_concussion">Når du utfører et angrep på et mål hvis blokkeringssjanse (BS) er minst %1$d lavere enn din angrepssjanse (AS), er det en %2$d %% sjanse for at treffet vil forårsake hjernerystelse i målet. En hjernerystelse senker målets offansive kampferdigheter betydelig, noe som gjør det mindre i stand til å utføre vellykkede angrep.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Gir fordeler når du slåss med to våpen samtidig, ett i hovedhånden og ett i den andre.
|
||||
\n
|
||||
\nUten denne ferdigheten, kan bare %1$d %% av et våpens kvaliteter brukes når det brukes i sekundær hand. Dette inkluderer angrepssjanse, ferdighet for å få inn kritiske treff, skadepotensiale og blokkeringssjanse. Uten denne ferdigheten, vil angrepshastigheten (AH), for et angrep være summen av angrepshastigheten av hovedvåpenet, sammen med det for våpenet brukt i sekundær hånd.
|
||||
\n
|
||||
\nMed ett nivå av denne ferdigheten, kan %2$d %% av våpenets kvaliteter som bæres i sekundær hånd brukes, og angrepshastigheten er i sum den for våpenet i hovedhånden, pluss %3$d %% av angrepshastigheten for våpenet i sekundær hånd.
|
||||
\n
|
||||
\nMed to nivåer av denne ferdigheten, kan %4$d %% av våpenets kvaliteter som bæres i sekundær hånd brukes, og angrepshastigheten tilsvarer den som er høyest av angrepshastighetene for de to brukte våpnene.</string>
|
||||
<string name="dialog_recenter">Resentrer</string>
|
||||
<string name="dialog_more">Mer</string>
|
||||
<string name="dialog_monsterencounter_conditions">Effekter</string>
|
||||
<string name="heroinfo_skill_categories">Kategori</string>
|
||||
<string name="heroinfo_skill_sort">Sorter</string>
|
||||
<string name="heroinfo_inventory_categories">Kategori</string>
|
||||
<string name="heroinfo_inventory_sort">Sorter etter</string>
|
||||
<string name="heroinfo_healthpoints">Helsepoeng (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Erfaringspoeng (XP):</string>
|
||||
<string name="combat_taunt_monster">Du egger opp %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Du er påvirket av %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Du er kurert for %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Du er nå immun mot %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s er påvirket av %2$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s er kurert for %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s er nå immun mot %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Start spill</string>
|
||||
<string name="startscreen_selectherosprite">Velg din helt</string>
|
||||
<string name="shop_item_sort">Sorter</string>
|
||||
<string name="actorcondition_info_immunity">Immun mot %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">På angriper</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Når truffet av angriper</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Når drept av angriper</string>
|
||||
<string name="inventory_selectitem">Velg gjenstand å tildele</string>
|
||||
<string name="combat_log_noentries">Ingen oppføringer enda.</string>
|
||||
<string name="inventory_category_all">Alle</string>
|
||||
<string name="inventory_category_favorites">Favoritter</string>
|
||||
<string name="inventory_category_weapons">Våpen</string>
|
||||
<string name="inventory_category_armor">Rustning</string>
|
||||
<string name="inventory_category_usable">Næringsmiddel</string>
|
||||
<string name="inventory_category_quest">Oppdragsgjenstand</string>
|
||||
<string name="inventory_category_other">Annet</string>
|
||||
<string name="inventory_sort_custom">Usortert</string>
|
||||
<string name="inventory_sort_name">Navn</string>
|
||||
<string name="inventory_sort_price">Pris</string>
|
||||
<string name="inventory_sort_quantity">Mengde</string>
|
||||
<string name="inventory_sort_rarity">Sjeldenhet</string>
|
||||
<string name="inventory_sort_type">Type</string>
|
||||
<string name="shoplist_sort_custom">Usortert</string>
|
||||
<string name="shoplist_sort_name">Navn</string>
|
||||
<string name="shoplist_sort_price">Pris</string>
|
||||
<string name="shoplist_sort_quantity">Mengde</string>
|
||||
<string name="shoplist_sort_rarity">Sjeldenhet</string>
|
||||
<string name="shoplist_sort_type">Type</string>
|
||||
<string name="skill_category_all">Alle</string>
|
||||
<string name="skill_category_offense">Angrep</string>
|
||||
<string name="skill_category_defense">Forsvar</string>
|
||||
<string name="skill_category_criticals">Kritiske</string>
|
||||
<string name="skill_category_immunity">Immunitet</string>
|
||||
<string name="skill_category_utility">Verktøy</string>
|
||||
<string name="skill_category_speciality">Spesialitet</string>
|
||||
<string name="skill_category_proficiency">Ferdighetsnivå</string>
|
||||
<string name="skill_sort_unsorted">Usortert</string>
|
||||
<string name="skill_sort_name">Navn</string>
|
||||
<string name="skill_sort_points">Poeng</string>
|
||||
<string name="skill_sort_unlocked">Opplåst</string>
|
||||
<string name="preferences_display_theme_title">Drakt</string>
|
||||
<string name="preferences_display_theme">Velg grensesnittdrakt. (Programomstart påkrevd)</string>
|
||||
<string name="preferences_display_theme_blue">Kobolt</string>
|
||||
<string name="preferences_display_theme_green">Malakitt</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidian</string>
|
||||
<string name="change_theme_requires_restart">Endring av programmets grensesnitt krever omstart. Andors sti har blitt lukket.</string>
|
||||
<string name="preferences_high_quality_filters_title">Høykvalitetsfiltre</string>
|
||||
<string name="preferences_high_quality_filters">Skru av dette hvis du opplever ytelsesproblemer på filtrerte kart (mørke huler for eksempel). Å skru på dette valget vil benytte avanserte fargefiltre, istedenfor ensfargede fargeoverlegg.</string>
|
||||
<string name="storage_permissions_mandatory">Tilgang til lagring er påkrevd for at Andors sti skal kunne håndtere lagrede spill og verdenskartet. Lukker Andors sti.</string>
|
||||
</resources>
|
||||
@@ -1,144 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">ਐਂਡੌਰ\'ਜ਼ ਟ੍ਰਾਇਲ</string>
|
||||
<string name="exit_to_menu">ਮੇਨੂ \'ਤੇ ਪਹੁੰਚੋ</string>
|
||||
<string name="menu_settings">ਪਸੰਦਾਂ</string>
|
||||
<string name="menu_save">ਸਾਂਭੋ</string>
|
||||
<string name="menu_save_gamesaved">ਗੇਮ %1$d ਸਲੌਟ \'ਚ ਸਾਂਭੀ ਗਈ ਹੈ</string>
|
||||
<string name="app_description">ਕਾਲਪਨਿਕ ਖੋਜ ਵਾਲੀ RPG</string>
|
||||
<string name="menu_save_failed">ਗੇਮ ਸਾਂਭੀ ਨਹੀਂ ਗਈ! ਕੀ ਮੈਮਰੀ ਕਾਰਡ ਬਾਹਰ ਕੱਢਿਆ ਹੋਇਆ ਜਾਂ ਲਿਖਣਯੋਗ ਹੈ?</string>
|
||||
<string name="loadsave_title_save">ਗੇਮ ਸਾਂਭੋ</string>
|
||||
<string name="loadsave_title_load">ਸਾਂਭੀ ਗੇਮ ਸੁਰੂ ਕਰੋ</string>
|
||||
<string name="loadsave_selectslot">ਸਲੌਟ ਚੁਣੋ</string>
|
||||
<string name="savegame_currenthero_displayinfo">ਲੈਵਲ %1$d, %2$d exp, %3$d gold</string>
|
||||
<string name="dialog_loading_message">ਸ੍ਰੋਤ ਆ ਰਹੇ ਹਨ…</string>
|
||||
<string name="dialog_loading_failed_title">ਆ ਨਹੀਂ ਰਹੇ</string>
|
||||
<string name="dialog_loading_failed_message">ਐਂਡੌਰ\'ਜ਼ ਟ੍ਰਾਇਲ ਸਾਂਭੀ ਹੋਈ ਗੇਮ ਫਾਈਲ ਨੂੰ ਲਿਆ ਨਹੀਂ ਸਕਿਆ।\n\n:(\n\nਇਹ ਫਾਈਲ ਜਾਂ ਤਾਂ ਖਰਾਬ ਹੋ ਚੁੱਕੀ ਹੈ ਜਾਂ ਫਿਰ ਅਧੂਰੀ ਹੈ।</string>
|
||||
<string name="change_locale_requires_restart">ਭਾਸ਼ਾ ਬਦਲਣ ਲਈ ਗੇਮ ਨੂੰ ਬੰਦ ਕਰਕੇ ਮੁੜ-ਚਾਲੂ ਕਰੋ।</string>
|
||||
<string name="dialog_close">ਬੰਦ ਕਰੋ</string>
|
||||
<string name="dialog_monsterencounter_title">ਮੁੱਠਭੇੜ</string>
|
||||
<string name="dialog_monsterencounter_message">ਕੀ ਤੁਸੀਂ ਹਮਲਾ ਕਰਨਾ ਚਾਹੋਗੇ?\nਸੰਕਟ: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">ਜਾਣਕਾਰੀ</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">ਲੈਵਲ:</string>
|
||||
<string name="heroinfo_char">ਸੰਖੇਪ</string>
|
||||
<string name="heroinfo_inv">ਚੀਜ਼ਾਂ</string>
|
||||
<string name="heroinfo_skill">ਹੁਨਰ</string>
|
||||
<string name="heroinfo_levelup">ਲੈਵਲ ਵਾਧਾ</string>
|
||||
<string name="heroinfo_level">ਲੈਵਲ</string>
|
||||
<string name="heroinfo_totalexperience">ਕੁੱਲ ਤਜ਼ਰਬਾ</string>
|
||||
<string name="heroinfo_wornequipment">ਪਹਿਨਿਆ ਹਥਿਆਰ</string>
|
||||
<string name="heroinfo_inventory">ਖੋਜ</string>
|
||||
<string name="heroinfo_gold">ਸੁਨਹਿਰੀ: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">ਕਾਰਵਾਈ ਅੰਕ (AP):</string>
|
||||
<string name="heroinfo_quests">ਪਹੇਲੀਆਂ</string>
|
||||
<string name="combat_attack">ਹਮਲਾ (%1$d AP)</string>
|
||||
<string name="combat_move">ਚਾਲ (%1$d AP)</string>
|
||||
<string name="combat_use">ਚੀਜ਼ ਵਰਤੋ</string>
|
||||
<string name="combat_endturn">ਵਾਰੀ ਖਤਮ ਕਰੋ</string>
|
||||
<string name="combat_flee">ਭੱਜੋ</string>
|
||||
<string name="combat_flee_failed">ਤੁਸੀਂ ਭੱਜਣ ਵਿੱਚ ਅਸਫਲ ਰਹੇ!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s ਹਮਲਾ ਕਰ ਰਿਹਾ ਹੈ।</string>
|
||||
<string name="combat_result_monstermiss">%1$s ਖੁੰਝਿਆ!</string>
|
||||
<string name="combat_result_monsterhit">%1$s ਨੇ %2$d hp ਲਈ ਤੁਹਾਨੂੰ ਟੱਕਰ ਮਾਰੀ!</string>
|
||||
<string name="combat_result_heromiss">ਤੁਹਾਡਾ ਹਮਲਾ ਖੁੰਝਿਆ।</string>
|
||||
<string name="combat_result_herohit">ਤੁਸੀਂ %1$s ਨੂੰ %2$d hp ਲਈ ਟੱਕਰ ਮਾਰੀ!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s ਮਰ ਗਿਆ!</string>
|
||||
<string name="combat_not_enough_ap">ਇਸ ਰਾਉਂਡ ਲਈ ਲੋੜੀਂਦੀ AP ਉਪਲਬਧ ਲਹੀਂ ਹੈ।</string>
|
||||
<string name="combat_miss_animation_message">ਮਿਸ</string>
|
||||
<string name="inventory_info">ਜਾਣਕਾਰੀ</string>
|
||||
<string name="inventory_equip">ਚੱਕੋ</string>
|
||||
<string name="inventory_unequip">ਬੇਕਾਬੂ</string>
|
||||
<string name="inventory_use">ਵਰਤੋ</string>
|
||||
<string name="inventory_drop">ਸੁੱਟੋ</string>
|
||||
<string name="inventory_item_used">ਤੁਸੀਂ %1$s ਵਰਤਿਆ ਹੈ।</string>
|
||||
<string name="inventory_item_equipped">ਤੁਸੀਂ %1$s ਚੁੱਕ ਲਿਆ ਹੈ।</string>
|
||||
<string name="dialog_loot_pickall">ਸਾਰੇ ਚੁੱਕ ਲਵੋ</string>
|
||||
<string name="dialog_loot_pickedupitem">"ਤੁਸੀਂ ਇੱਕ ਚੀਜ਼ ਚੁੱਕੀ ਹੈ। "</string>
|
||||
<string name="dialog_loot_pickedupitems">"ਤੁਸੀਂ %1$d ਚੀਜ਼ਾਂ ਚੁੱਕੀਆਂ ਹਨ। "</string>
|
||||
<string name="dialog_groundloot_title">ਚੀਜ਼ਾਂ</string>
|
||||
<string name="dialog_groundloot_message">"ਤੁਸੀਂ ਕੁਝ ਚੀਜ਼ਾਂ ਲੱਭੀਆਂ ਹਨ। "</string>
|
||||
<string name="dialog_monsterloot_title">ਜਿੱਤ ਹੋਈ</string>
|
||||
<string name="dialog_monsterloot_message">"ਤੁਸੀਂ ਮੁਠਭੇੜ ਤੋਂ ਬਚ ਗਏ। "</string>
|
||||
<string name="dialog_monsterloot_gainedexp">"ਤੁਸੀਂ %1$d ਤਜ਼ਰਬਾ ਹਾਸਿਲ ਕੀਤਾ। "</string>
|
||||
<string name="monster_difficulty_veryeasy">ਬਹੁਤ ਸੌਖਾ</string>
|
||||
<string name="monster_difficulty_easy">ਸੌਖਾ</string>
|
||||
<string name="monster_difficulty_normal">ਸਧਾਰਨ</string>
|
||||
<string name="monster_difficulty_hard">ਔਖਾ</string>
|
||||
<string name="monster_difficulty_veryhard">ਬਹੁਤ ਔਖਾ</string>
|
||||
<string name="monster_difficulty_impossible">ਅਸੰਭਵ</string>
|
||||
<string name="actorinfo_class">ਜਮਾਤ:</string>
|
||||
<string name="actorinfo_difficulty">ਸੰਕਟ:</string>
|
||||
<string name="actorinfo_health">ਸਿਹਤ:</string>
|
||||
<string name="actorinfo_attack">ਹਮਲਾ:</string>
|
||||
<string name="actorinfo_defense">ਬਚਾਅ:</string>
|
||||
<string name="actorinfo_movecost">ਚਾਲ ਦੀ ਕੀਮਤ (AP):</string>
|
||||
<string name="traitsinfo_attack_cost">ਹਮਲੇ ਦੀ ਕੀਮਤ (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">ਹਮਲਾ ਕਰਨ ਦੇ ਮੌਕੇ:</string>
|
||||
<string name="traitsinfo_attack_damage">ਹਮਲੇ ਰਾਹੀਂ ਨੁਕਸਾਨ:</string>
|
||||
<string name="traitsinfo_defense_chance">ਰੋਕਣ ਦੇ ਮੌਕੇ:</string>
|
||||
<string name="traitsinfo_defense_damageresist">ਨੁਕਸਾਨ ਪ੍ਰਤੀਰੋਧ:</string>
|
||||
<string name="iteminfo_category">"ਸ਼੍ਰੇਣੀ: "</string>
|
||||
<string name="iteminfo_action_use">ਵਰਤੋ</string>
|
||||
<string name="iteminfo_action_use_ap">ਵਰਤੋ (%1$d AP)</string>
|
||||
<string name="startscreen_continue">ਮੌਜੂਦਾ ਗੇਮ ਜਾਰੀ ਰੱਖੋ</string>
|
||||
<string name="startscreen_newgame">ਨਵੀਂ ਗੇਮ</string>
|
||||
<string name="startscreen_about">ਇਸ ਬਾਰੇ/ਮਦਦ</string>
|
||||
<string name="startscreen_enterheroname">ਹੀਰੋ ਦਾ ਨਾਂ ਭਰੋ</string>
|
||||
<string name="startscreen_load">ਲੋਡ ਕਰੋ</string>
|
||||
<string name="conversation_rewardexp">" [ਤੁਸੀਂ %1$d ਤਜ਼ਰਬਾ ਹਾਸਿਲ ਕੀਤਾ]"</string>
|
||||
<string name="combat_begin_flee">ਤੁਸੀਂ ਹੁਣ ਕੋਮਬੈਟ ਨੂੰ ਕਿਸੇ ਵੀ ਦਿਸ਼ਾ ਵਿੱਚ ਕਲਿੱਕ ਕਰਕੇ ਉਡਾ ਸਕਦੇ ਹੋ।</string>
|
||||
<string name="dialog_loot_foundgold">"ਤੁਸੀਂ %1$d ਸੋਨਾ ਲੱਭਿਆ। "</string>
|
||||
<string name="iteminfo_action_equip">ਚੁੱਕੋ</string>
|
||||
<string name="iteminfo_action_unequip">ਰੱਖੋ</string>
|
||||
<string name="iteminfo_action_equip_ap">ਚੁੱਕੋ (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">ਰੱਖੋ (%1$d AP)</string>
|
||||
<string name="conversation_rewardgold">" [ਤੁਸੀਂ %1$d ਸੋਨਾ ਪ੍ਰਾਪਤ ਕੀਤਾ]"</string>
|
||||
<string name="conversation_lostgold">" [ਤੁਸੀਂ %1$d ਸੋਨਾ ਗੁਆਇਆ]"</string>
|
||||
<string name="conversation_rewarditem">" [ਤੁਸੀਂ ਇੱਕ ਚੀਜ਼ ਪ੍ਰਾਪਤ ਕੀਤੀ]"</string>
|
||||
<string name="conversation_rewarditems">" [ਤੁਸੀਂ %1$d ਚੀਜ਼ਾਂ ਪ੍ਰਾਪਤ ਕੀਤੀਆਂ]"</string>
|
||||
<string name="conversation_next">ਅੱਗੇ</string>
|
||||
<string name="conversation_leave">ਛੱਡੋ</string>
|
||||
<string name="shop_buy">ਖਰੀਦੋ</string>
|
||||
<string name="shop_sell">ਵੇਚਣਾ</string>
|
||||
<string name="shop_infoitem">ਜਾਣਕਾਰੀ</string>
|
||||
<string name="shop_buyitem">ਖਰੀਦੋ (%1$d ਸੋਨਾ)</string>
|
||||
<string name="shop_sellitem">ਵੇਚੋ (%1$d ਸੋਨਾ)</string>
|
||||
<string name="shop_yourgold">ਤੁਹਾਡਾ ਸੋਨਾ: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s ਖਰੀਦ ਲਿਆ।</string>
|
||||
<string name="shop_item_sold">%1$s ਵਿਕ ਗਿਆ।</string>
|
||||
<string name="levelup_title">ਲੈਵਲ ਵਾਧਾ</string>
|
||||
<string name="levelup_description">ਲੈਵਲ %1$d \'ਤੇ ਸੁਆਗਤ ਹੈ!</string>
|
||||
<string name="levelup_buttontext">ਲੈਵਲ ਵਾਧਾ</string>
|
||||
<string name="dialog_rest_title">ਅਰਾਮ</string>
|
||||
<string name="dialog_rest_confirm_message">ਕੀ ਤੁਸੀਂ ਇੱਥੇ ਅਰਾਮ ਕਰਨਾ ਚਾਹੋਗੇ?</string>
|
||||
<string name="about_button1">ਮਦਦ</string>
|
||||
<string name="about_button2">ਲੇਖਕ</string>
|
||||
<string name="about_button3">ਲਸੰਸ</string>
|
||||
<string name="dialog_newversion_title">ਜੀ ਆਇਆਂ ਨੂੰ</string>
|
||||
<string name="localize_resources_from_mo_filename">pa.mo</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">ਅੰਡਰ ਦੀ ਟ੍ਰੇਲ ਸੇਵਗੈਮ ਫਾਈਲ ਨੂੰ ਲੋਡ ਕਰਨ ਵਿੱਚ ਅਸਮਰੱਥ ਸੀ ਇਹ ਸੇਵਗੈਮ ਫਾਈਲ ਮੌਜੂਦਾ ਵਰਜਨ ਨਾਲੋਂ ਨਵੇਂ ਸੰਸਕਰਣ ਨਾਲ ਬਣਾਈ ਗਈ ਹੈ।</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s ਨੂੰ%2$d hp ਲਈ ਨਾਜ਼ੁਕ ਹਿੱਟ ਮਿਲਦਾ ਹੈ!</string>
|
||||
<string name="combat_result_herohitcritical">ਤੁਹਾਨੂੰ%2$d hp ਲਈ%1$s ਤੇ ਇੱਕ ਗੰਭੀਰ ਹਿੱਟ ਮਿਲਦਾ ਹੈ!</string>
|
||||
<string name="combat_hero_dies">ਤੁਸੀਂ ਬੇਹੋਸ਼ ਹੋ ਜਾਂਦੇ ਹੋ, ਪਰ ਖੁਸ਼ਕਿਸਮਤੀ ਨਾਲ ਜਿੰਦਾ ਜਾਗਦੇ, ਚਕਨਾਚੂਰ ਅਤੇ ਥੱਕੇ ਹੋਏ ਹੋ. ਤੁਸੀਂ%1$d ਤਜਰਬਾ ਗੁਆ ਲਿਆ ਹੈ।</string>
|
||||
<string name="inventory_item_dropped">%1$s ਛੱਡਿਆ ਗਿਆ ਸੀ।</string>
|
||||
<string name="dialog_recenter">ਰੀਸੇਂਟਰ</string>
|
||||
<string name="dialog_more">ਹੋਰ</string>
|
||||
<string name="dialog_monsterencounter_conditions">ਹਾਲਾਤ</string>
|
||||
<string name="heroinfo_skill_categories">ਸ਼੍ਰੇਣੀ</string>
|
||||
<string name="heroinfo_skill_sort">ਲੜੀਬੱਧ</string>
|
||||
<string name="heroinfo_inventory_categories">ਸ਼੍ਰੇਣੀ</string>
|
||||
<string name="heroinfo_inventory_sort">ਦੇ ਨਾਲ ਕ੍ਰਮਬੱਧ</string>
|
||||
<string name="heroinfo_healthpoints">ਸਿਹਤ ਬਿੰਦੂ (ਐਚ.ਪੀ.):</string>
|
||||
<string name="heroinfo_experiencepoints">ਅਨੁਭਵ ਬਿੰਦੂ (ਐਕਸਪੀ):</string>
|
||||
<string name="combat_taunt_monster">ਤੁਸੀਂ%1$s ਦੀ ਤਾੜਨਾ ਕੀਤੀ!</string>
|
||||
<string name="combat_condition_player_apply">ਤੁਸੀਂ%1$s ਦੁਆਰਾ ਪ੍ਰਭਾਵਿਤ ਹੋ।</string>
|
||||
<string name="combat_condition_player_clear">ਤੁਸੀਂ%1$s ਤੋਂ ਸਾਫ ਹੋ ਗਏ ਹੋ।</string>
|
||||
<string name="combat_condition_player_immune">ਤੁਹਾਨੂੰ ਹੁਣ%1$s ਦੇ ਵਿਰੁੱਧ ਟੀਕਾਕਰਣ ਕੀਤਾ ਗਿਆ ਹੈ।</string>
|
||||
<string name="combat_condition_monster_apply">%1$s %2$s ਦੁਆਰਾ ਪ੍ਰਭਾਵਿਤ ਹੁੰਦਾ ਹੈ।</string>
|
||||
<string name="combat_condition_monster_clear">%1$s ਨੂੰ%2$s ਤੋਂ ਸਾਫ ਕਰ ਦਿੱਤਾ ਗਿਆ ਹੈ।</string>
|
||||
<string name="combat_condition_monster_immune">%1$s ਨੂੰ ਹੁਣ%2$s ਦੇ ਵਿਰੁੱਧ ਟੀਕਾਕਰਣ ਕੀਤਾ ਗਿਆ ਹੈ।</string>
|
||||
</resources>
|
||||
@@ -1,569 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">Przygodowa gra fantasy RPG</string>
|
||||
<string name="exit_to_menu">Wyjście do menu</string>
|
||||
<string name="menu_settings">Ustawienia gry</string>
|
||||
<string name="menu_save">Zapisz</string>
|
||||
<string name="menu_save_gamesaved">Gra została zapisana do slotu %1$d</string>
|
||||
<string name="menu_save_failed">Zapis niemożliwy! Czy karta SD jest zamontowana i istnieje na niej możliwość zapisu?</string>
|
||||
<string name="loadsave_title_save">Zapisz grę</string>
|
||||
<string name="loadsave_title_load">Wczytaj grę</string>
|
||||
<string name="loadsave_selectslot">Wybierz slot</string>
|
||||
<string name="savegame_currenthero_displayinfo">Poziom: %1$d, Punkty doświadczenia: %2$d, Złoto: %3$d</string>
|
||||
<string name="dialog_loading_message">Wczytywanie gry…</string>
|
||||
<string name="dialog_loading_failed_title">Wczytanie gry nieudane</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail nie był w stanie wczytać zapisu gry.\n\n:(\n\nPlik może być uszkodzony lub niekompletny.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail nie był w stanie wczytać pliku z zapisem gry. Został on utworzony w późniejszej wersji gry, niż obecnie uruchomiona.</string>
|
||||
<string name="dialog_close">Zamknij</string>
|
||||
<string name="dialog_monsterencounter_title">Potyczka</string>
|
||||
<string name="dialog_monsterencounter_message">Czy na pewno chcesz zaatakować?\nPoziom trudności: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Info</string>
|
||||
<string name="status_hp">PŻ:</string>
|
||||
<string name="status_ap">PA:</string>
|
||||
<string name="status_exp">Dośw.:</string>
|
||||
<string name="heroinfo_char">Przegląd</string>
|
||||
<string name="heroinfo_inv">Ekwipunek</string>
|
||||
<string name="heroinfo_skill">Umiejętności</string>
|
||||
<string name="heroinfo_levelup">Podnieś poziom</string>
|
||||
<string name="heroinfo_level">Poziom</string>
|
||||
<string name="heroinfo_totalexperience">Punkty doświadczenia</string>
|
||||
<string name="heroinfo_wornequipment">Używany ekwipunek</string>
|
||||
<string name="heroinfo_inventory">Inwentarz</string>
|
||||
<string name="heroinfo_gold">Złoto: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Punkty akcji (PA):</string>
|
||||
<string name="heroinfo_quests">Zadania</string>
|
||||
<string name="combat_attack">Atak (%1$d PA)</string>
|
||||
<string name="combat_move">Ruch (%1$d PA)</string>
|
||||
<string name="combat_use">Użyj przedmiotu</string>
|
||||
<string name="combat_endturn">Koniec tury</string>
|
||||
<!-- <string name="combat_endcombat">End combat</string>-->
|
||||
<string name="combat_flee">Ucieczka</string>
|
||||
<string name="combat_begin_flee">Możesz teraz przerwać walkę, klikając po stronie, w którą chcesz uciec.</string>
|
||||
<string name="combat_flee_failed">Ucieczka nieudana!</string>
|
||||
<string name="combat_status_ap">PA: %1$d</string>
|
||||
<string name="combat_monsterhealth">PŻ:</string>
|
||||
<string name="combat_monsteraction">%1$s atakuje.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">You cannot exit combat since there are adjacent monsters. You first have to move by long-clicking a place with no adjacent monster, before you may end the combat.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s chybił!</string>
|
||||
<string name="combat_result_monsterhit">%1$s trafia Cię - tracisz %2$d PŻ!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s zadaje Ci cios krytyczny - tracisz %2$d PŻ!</string>
|
||||
<string name="combat_result_heromiss">Twój cios chybił.</string>
|
||||
<string name="combat_result_herohit">Trafiasz- %1$s traci %2$d PŻ!</string>
|
||||
<string name="combat_result_herohitcritical">Zadajesz cios krytyczny- %1$s traci %2$d PŻ!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s ginie!</string>
|
||||
<string name="combat_not_enough_ap">Pozostało zbyt mało PA do podjęcia akcji.</string>
|
||||
<string name="combat_hero_dies">Upadasz nieprzytomny, ale na szczęście budzisz się żywy, oszołomiony i zmęczony. Tracisz %1$d punktów doświadczenia.</string>
|
||||
<string name="inventory_info">Informacje</string>
|
||||
<string name="inventory_equip">Wyekwipuj</string>
|
||||
<string name="inventory_unequip">Zdejmij</string>
|
||||
<string name="inventory_use">Użyj</string>
|
||||
<string name="inventory_drop">Porzuć</string>
|
||||
<string name="inventory_item_used">Użyłeś %1$s.</string>
|
||||
<string name="inventory_item_dropped">Porzuciłeś %1$s.</string>
|
||||
<string name="inventory_item_equipped">Założyłeś %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Podnieś wszystko</string>
|
||||
<string name="dialog_loot_foundgold">Znalazłeś %1$d sztuk złota. </string>
|
||||
<string name="dialog_loot_pickedupitem">Podniosłeś przedmiot. </string>
|
||||
<string name="dialog_loot_pickedupitems">Podniosłeś %1$d przedmiotów. </string>
|
||||
<string name="dialog_groundloot_title">Przedmioty</string>
|
||||
<string name="dialog_groundloot_message">Znalazłeś kilka przedmiotów. </string>
|
||||
<string name="dialog_monsterloot_title">Zwycięstwo</string>
|
||||
<string name="dialog_monsterloot_message">Przeżyłeś potyczkę. </string>
|
||||
<string name="dialog_monsterloot_gainedexp">"Zdobyłeś %1$d punkty/ów doświadczenia. "</string>
|
||||
<string name="monster_difficulty_veryeasy">Bardzo łatwy</string>
|
||||
<string name="monster_difficulty_easy">Łatwy</string>
|
||||
<string name="monster_difficulty_normal">Normalny</string>
|
||||
<string name="monster_difficulty_hard">Trudny</string>
|
||||
<string name="monster_difficulty_veryhard">Bardzo trudny</string>
|
||||
<string name="monster_difficulty_impossible">Niemożliwy</string>
|
||||
<string name="actorinfo_class">Klasa:</string>
|
||||
<string name="actorinfo_difficulty">Poziom trudności:</string>
|
||||
<string name="actorinfo_health">Zdrowie:</string>
|
||||
<string name="actorinfo_attack">Atak:</string>
|
||||
<string name="actorinfo_defense">Obrona:</string>
|
||||
<string name="actorinfo_movecost">Koszt ruchu (PA):</string>
|
||||
<string name="actorinfo_basetraits">Bazowe współczynniki walki (bez ekwipunku i umiejętności)</string>
|
||||
<string name="actorinfo_currenttraits">Współczynniki walki (bieżące)</string>
|
||||
<string name="traitsinfo_attack_cost">Koszt ataku (PA):</string>
|
||||
<string name="traitsinfo_attack_chance">Szansa trafienia:</string>
|
||||
<string name="traitsinfo_attack_damage">Zadawane obrażenia:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Cios krytyczny:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Mnożnik ciosu krytycznego:</string>
|
||||
<string name="traitsinfo_defense_chance">Szansa bloku:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Odporność na obrażenia:</string>
|
||||
<!-- <string name="key_required">A specific key is required to pass.</string> -->
|
||||
<string name="iteminfo_category">Kategoria: </string>
|
||||
<string name="iteminfo_action_use">Użyj</string>
|
||||
<string name="iteminfo_action_equip">Wyekwipuj</string>
|
||||
<string name="iteminfo_action_unequip">Zrezygnuj</string>
|
||||
<string name="iteminfo_action_use_ap">Użyj (%1$d PA)</string>
|
||||
<string name="iteminfo_action_equip_ap">Wyekwipuj (%1$d PA)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Zrezygnuj (%1$d PA)</string>
|
||||
<string name="startscreen_continue">Kontynuuj bieżącą grę</string>
|
||||
<string name="startscreen_newgame">Nowa gra</string>
|
||||
<string name="startscreen_newgame_confirm">Utracisz swoją bieżącą grę i postać, czy na pewno chcesz rozpocząć przygodę od nowa?</string>
|
||||
<string name="startscreen_about">O grze/pomoc</string>
|
||||
<string name="startscreen_enterheroname">Wpisz imię bohatera</string>
|
||||
<string name="startscreen_load">Wczytaj</string>
|
||||
<!-- <string name="conversation_title">%1$s says</string> -->
|
||||
<string name="conversation_rewardexp">" [Zyskujesz %1$d punkty/ów doświadczenia]"</string>
|
||||
<string name="conversation_rewardgold"> [Zyskujesz %1$d sztuk złota]</string>
|
||||
<string name="conversation_lostgold"> [Tracisz %1$d sztuk złota]</string>
|
||||
<string name="conversation_rewarditem"> [Zyskujesz przedmiot]</string>
|
||||
<string name="conversation_rewarditems"> [Zyskujesz %1$d przedmioty/ów]</string>
|
||||
<string name="conversation_next">Dalej</string>
|
||||
<string name="conversation_leave">Opuść</string>
|
||||
<string name="shop_buy">Kup</string>
|
||||
<string name="shop_sell">Sprzedaj</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Kup (%1$d sztuk złota)</string>
|
||||
<string name="shop_sellitem">Sprzedaj (%1$d sztuk złota)</string>
|
||||
<string name="shop_yourgold">Twoje złoto: %1$d</string>
|
||||
<string name="shop_item_bought">Kupiłeś %1$s.</string>
|
||||
<string name="shop_item_sold">Sprzedałeś %1$s.</string>
|
||||
<string name="levelup_title">Podnieś poziom</string>
|
||||
<string name="levelup_description">Witaj na poziomie %1$d!</string>
|
||||
<string name="levelup_buttontext">Podnieś poziom</string>
|
||||
<string name="levelup_add_health">Zwiększ punkty życia (+%1$d PŻ)</string>
|
||||
<string name="levelup_add_health_description">Dodaje %1$d do maksymalnej liczby punktów życia.</string>
|
||||
<string name="levelup_add_attackchance">Zwiększ szansę trafienia (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Dodaje %1$d do bazowej szansy trafienia.</string>
|
||||
<string name="levelup_add_attackdamage">Zwiększ zadawane obrażenia (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Dodaje %1$d do bazowej wartości zadawanych obrażeń.</string>
|
||||
<string name="levelup_add_blockchance">Zwiększ szansę bloku (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Dodaje %1$d do bazowej szansy bloku.</string>
|
||||
<string name="dialog_rest_title">Odpoczynek</string>
|
||||
<string name="dialog_rest_confirm_message">Czy chcesz odpocząć w tym miejscu?</string>
|
||||
<string name="dialog_rest_message">Odpocząłeś i odzyskałeś wszystkie punkty życia.</string>
|
||||
<string name="about_button1">Pomoc</string>
|
||||
<string name="about_button2">Autorzy</string>
|
||||
<string name="about_button3">Licencja</string>
|
||||
<string name="about_contents1">Witaj w Andors Trail – otwartej grze roguelike RPG na Androida.<br /> <br /> <a href=http://andorstrail.com/>Forum gry na andorstrail.com – pytania i dyskusje o grze .</a><br /> <br /> <a href=http://andorstrail.com/wiki>Strona wiki z informacjami o Andors Trail.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Kod źródłowy gry dla deweloperów na github.com.</a><br /> <br /> Zachęcamy do odwiedzenia forum gry i dyskusji z innymi graczami.<br /></string>
|
||||
<!--
|
||||
This is the GNU GPL v2 text, originally from
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
||||
For translation of this text, you might be able to find a version in your language here:
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
|
||||
-->
|
||||
<string name="about_contents3">"
|
||||
Niniejszy program jest wolnym oprogramowaniem; możesz go rozprowadzać dalej i/lub modyfikować na warunkach Powszechnej Licencji Publicznej GNU, wydanej przez Fundację Wolnego Oprogramowania - według wersji 2-giej tej Licencji lub którejś z późniejszych wersji.<br />
|
||||
<br />
|
||||
Niniejszy program rozpowszechniany jest z nadzieją, iż będzie on użyteczny - jednak BEZ JAKIEJKOLWIEK GWARANCJI, nawet domyślnej gwarancji PRZYDATNOŚCI HANDLOWEJ albo PRZYDATNOŚCI DO OKREŚLONYCH ZASTOSOWAŃ. W celu uzyskania bliższych informacji -patrz Powszechna Licencja Publiczna GNU<br />
|
||||
<br />
|
||||
Z pewnością wraz z niniejszym programem otrzymałeś też egzemplarz Powszechnej Licencji Publicznej GNU (GNU General Public License);jeśli nie to patrz <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a>
|
||||
<br />
|
||||
<br />
|
||||
W celu pobrania kodu źródłowego i opisu gry odwiedź stronę projektu: <a href=https://github.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/</a><br />
|
||||
"</string>
|
||||
<string name="about_interface"><div><b>Opcje Gry</b> uzyskasz, gdy wciśniesz klawisz menu.</div> <p>________________</p> <h1>Ikony interfejsu</h1> <div><b>Skrzynia</b><img alt=chest src=chest.png /></div> <p>Slot ekwipunku [Przytrzymaj dłużej palec na slocie, aby przypisać mu przedmiot]</p> <div><b>Bohater</b><img alt=hero src=char_hero.png /></div> <p>Menu [Przegląd, Zadania, Umiejętności oraz Inwentarz *]</p> <p>* (Gdy jesteś w inwentarzu kliknij przedmiot, żeby otrzymać informacje lub przytrzymaj dłużej palec na przedmiocie aby uzyskać więcej opcji)</p> <div><b>Przeciwnik</b><img alt=monster src=monster.png /></div> <p>Informacja [Wyświetlana podczas walki]</p> <p>________________</p> <h1>Walka</h1> <p>Akcje wykonane podczas walki kosztują Punkty Akcji (PA)...</p> <div><b>Atak</b> - [3PA] *</div> <img alt=attacking src=doubleattackexample.png /> <p>* (Ekwipunek oraz użycie przedmiotów może wpłynąć na ilość PA i(lub) koszt użycia)</p> <div><b>Użycie Przedmiotu</b> - [5PA]</div> <div><b>Ucieczka</b> - [6PA]</div> <p>________________</p> <h1>Zaawansowana Walka</h1> <div>Podczas walki przytrzymaj dłużej palec na polu sąsiadującym z Bohaterem...</div> <div><b>Aby uciec</b></div> <p>(Wybrana podświetlona ikona zamienia koszt ataku na koszt ruchu)</p> <img alt=flee src=flee_example.png /> <p>[Tryb ucieczki aktywowany - Przytrzymaj dłużej palec na wrogu by powrócić do trybu walki]</p> <div><b>Aby zmienić cel</b></div> <p>(przełącz czerwone podświetlenie celu między poszczególnymi przeciwnikami)</p> <p>[Cel został zmieniony]</p></string>
|
||||
<string name="dialog_newversion_title">Witaj</string>
|
||||
<string name="dialog_newversion_message">"Dziękujemy za instalację Andor\'s Trail!
|
||||
\n
|
||||
\n Zwracamy uwagę, iż prace nad grą ciągle trwają, co oznacza, że nie wszystkie mapy są jeszcze gotowe.
|
||||
\n
|
||||
\n Zapraszamy do dyskusji na forum (więcej informacji w zakładce O grze).
|
||||
\n
|
||||
\n Dziękujemy za wszelkie sugestie i uwagi dotyczące gry!"</string>
|
||||
<string name="questlog_includecompleted_prompt">Wybierz zadania, które chcesz wyświetlić</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Ukryj ukończone zadania</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Wyświetl wszystkie zadania</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Wyświetl tylko ukończone zadania</string>
|
||||
<string name="questlog_queststatus">Status: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">W trakcie realizacji</string>
|
||||
<string name="questlog_queststatus_completed">Ukończone</string>
|
||||
<string name="preferences_display_category">Ekran</string>
|
||||
<string name="preferences_display_fullscreen_title">Pełny ekran</string>
|
||||
<string name="preferences_display_fullscreen">Wyświetla grę w trybie pełnoekranowym (wymaga restartu).</string>
|
||||
<string name="preferences_dialog_category">Konfiguracja powiadomień</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Potwierdź odpoczynek</string>
|
||||
<string name="preferences_dialog_confirmrest">Wyświetla okienko z zapytaniem o odpoczynek po wejściu na pole z łóżkiem. Wyłączenie tej opcji powoduje automatyczny odpoczynek w tej sytuacji.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Potwierdź atak</string>
|
||||
<string name="preferences_dialog_confirmattack">Przy ataku na przeciwnika wyświetla okienko z zapytaniem \'Czy na pewno chcesz zaatakować..\'?.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Wyświetl łup</string>
|
||||
<string name="preferences_dialog_monsterloot">Decyduje o tym ,w jaki sposób są pokazywane wyniki walki (zdobyte punkty doświadczenia, złoto, przedmioty).</string>
|
||||
<string name="preferences_combat_category">Walka</string>
|
||||
<string name="preferences_combat_speed_title">Prędkość walki</string>
|
||||
<string name="preferences_combat_speed">Określa szybkość wyświetlania ataków przeciwnika.</string>
|
||||
<string name="preferences_display_loot_dialog">Okienko dialogowe z łupami</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Okienko dialogowe jeśli znajdziesz przedmioty</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Okienko dialogowe z przedmiotami lub krótka informacja</string>
|
||||
<string name="preferences_display_loot_toast">Krótka informacja</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Krótka informacja jeśli znajdziesz przedmioty</string>
|
||||
<string name="preferences_display_loot_never">Nie wyświetla</string>
|
||||
<string name="preferences_attackspeed_instant">Natychmiast(bez animacji)</string>
|
||||
<string name="preferences_attackspeed_fast">Szybko</string>
|
||||
<string name="preferences_attackspeed_normal">Normalnie</string>
|
||||
<string name="preferences_attackspeed_slow">Powoli</string>
|
||||
<string name="preferences_movement_category">Ruch</string>
|
||||
<string name="preferences_movementmethod_title">Metoda ruchu</string>
|
||||
<string name="preferences_movementmethod">Wybór metody przemieszczania się i omijania przeszkód.</string>
|
||||
<string name="preferences_movementmethods_straight">Prosto(oryginalnie)</string>
|
||||
<string name="preferences_movementmethods_avoid">Omijanie przeszkód</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Aktywne stany/efekty ataku</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Usuwa wszystkie %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s szansy na %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d rund)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Na używającego</string>
|
||||
<string name="iteminfo_effect_works_on_target">Na cel</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Po trafieniu w cel</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Przy każdym zabitym przeciwniku</string>
|
||||
<string name="iteminfo_effect_works_when_used">Gdy zostanie użyty</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Gdy jest używany jako ekwipunek</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Zabiera %1$s PŻ</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Przywraca %1$s PŻ</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Zabiera %1$s PA</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Przywraca %1$s PA</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Podnosi max PŻ o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Obniża max PŻ o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Podnosi max PA o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Obniża max PA o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Podnosi koszt ruchu o %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Obniża koszt ruchu o %1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">Współczynnik powiększenia</string>
|
||||
<string name="preferences_display_scaling_factor">Umożliwia wyświetlenie obiektów gry na ekranie jako większych.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normalny rozmiar</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">Powiększenie 1.5x</string>
|
||||
<string name="preferences_display_scaling_factor_double">Dwukrotne powiększenie</string>
|
||||
<string name="inventory_assign">Przydziel slot</string>
|
||||
<string name="inventory_assign_slot1">Slot 1</string>
|
||||
<string name="inventory_assign_slot2">Slot 2</string>
|
||||
<string name="inventory_assign_slot3">Slot 3</string>
|
||||
<string name="inventory_unassign">Cofnij przydział slotu</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">Wirtualny d-pad</string>
|
||||
<string name="preferences_movement_dpad_position">Uaktywnia wirtualny d-pad do sterowania ruchem bohatera.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Minimalizuj d-pad</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Jeśli wirtualny d-pad jest aktywny, to ustawienie umożliwia jego minimalizację poprzez naciśnięcie jego środka.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Nieaktywny</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Dolny prawy róg</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Dolny lewy róg</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Środek dolnej krawędzi ekranu</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Środek lewej krawędzi ekranu</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Środek prawej krawędzi ekranu</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Górny lewy róg</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Górny prawy róg</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Środek górnej krawędzi ekranu</string>
|
||||
<string name="actorconditioninfo_constant_effect">Stały efekt</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Każdej rundy</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Każdej pełnej rundy</string>
|
||||
<string name="bulkselection_totalcost_buy">Koszt całkowity: %1$d sztuk złota</string>
|
||||
<string name="bulkselection_totalcost_sell">Koszt całkowity: %1$d sztuk złota</string>
|
||||
<string name="bulkselection_select_all">Wszystko</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Czy jesteś pewien?</string>
|
||||
<string name="bulkselection_sell_confirmation">Czy jesteś pewien że chcesz sprzedać %1$s? Ten przedmiot jest %2$s i możliwe jest, że już nigdy go nie odzyskasz.</string>
|
||||
<string name="skill_title_weapon_chance">Celny cios</string>
|
||||
<string name="skill_title_weapon_dmg">Silne uderzenie</string>
|
||||
<string name="skill_title_barter">Handlarz</string>
|
||||
<string name="skill_title_dodge">Unik</string>
|
||||
<string name="skill_title_barkskin">Zdrewniała skóra</string>
|
||||
<string name="skill_title_more_criticals">Częstsze ciosy krytyczne</string>
|
||||
<string name="skill_title_better_criticals">Mocniejsze ciosy krytyczne</string>
|
||||
<string name="skill_title_speed">Szybkość Walki</string>
|
||||
<string name="skill_title_coinfinder">Poszukiwacz Skarbów</string>
|
||||
<string name="skill_title_more_exp">Dobry Uczeń</string>
|
||||
<string name="skill_title_cleave">Rozłupanie</string>
|
||||
<string name="skill_title_eater">Zjadacz Ciał</string>
|
||||
<string name="skill_title_fortitude">Zwiększona Wytrzymałość</string>
|
||||
<string name="skill_title_evasion">Odskok</string>
|
||||
<string name="skill_title_regeneration">Regeneracja</string>
|
||||
<string name="skill_title_lower_exploss">Mistrzostwo w Porażkach</string>
|
||||
<string name="skill_title_magicfinder">Poszukiwacz Artefaktów</string>
|
||||
<string name="skill_title_resistance_mental">Silny Umysł</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Wytrzymałe Ciało</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Czysta Krew</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Zwiększa szansę trafienia.</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Zwiększa zadawane obrażenia.</string>
|
||||
<string name="skill_shortdescription_barter">Lepsze ceny w sklepach.</string>
|
||||
<string name="skill_shortdescription_dodge">Zwiększa szansę zablokowania ciosu.</string>
|
||||
<string name="skill_shortdescription_barkskin">Odporność na obrażenia.</string>
|
||||
<string name="skill_shortdescription_more_criticals">Zwiększa umiejętność zadawania ciosów krytycznych.</string>
|
||||
<string name="skill_shortdescription_better_criticals">Zwiększa obrażenia zadawane przez ciosy krytyczne.</string>
|
||||
<string name="skill_shortdescription_speed">Zwiększa liczbę Punktów Akcji (PA)</string>
|
||||
<string name="skill_shortdescription_coinfinder">Zwiększa szansę na znalezienie złota.</string>
|
||||
<string name="skill_shortdescription_more_exp">Zwiększa liczbę punktów doświadczenia uzyskiwaną z zabicia przeciwnika.</string>
|
||||
<string name="skill_shortdescription_cleave">Zabicie przeciwnika przywraca Punkty Akcji (PA).</string>
|
||||
<string name="skill_shortdescription_eater">Zabicie przeciwnika przywraca punkty życia (PŻ).</string>
|
||||
<string name="skill_shortdescription_fortitude">Podnosi Punkty Życia (PŻ) przy awansie na kolejny poziom.</string>
|
||||
<string name="skill_shortdescription_evasion">Zwiększa szansę na udaną ucieczkę.</string>
|
||||
<string name="skill_shortdescription_regeneration">Przywraca Punkty Życia (PŻ) w każdej rundzie.</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Obniża liczbę punktów doświadczenia traconych w wyniku śmierci.</string>
|
||||
<string name="skill_shortdescription_magicfinder">Zwiększa szansę na znalezienie magicznych przedmiotów.</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Zwiększa odporność na umysłowe efekty ataku.</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Zwiększa odporność na fizyczne efekty ataku.</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Zwiększa odporność na choroby krwi.</string>
|
||||
<string name="skill_longdescription_weapon_chance">Zwiększa szansę trafienia o %1$d procent na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Zwiększa zadawane obrażenia o %1$d na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_barter">Obniża różnicę pomiędzy ceną zakupu a ceną sprzedaży o %1$d procent na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_dodge">Zwiększa szansę bloku o %1$d procent na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_barkskin">Zwiększa odporność na obrażenia o %1$d na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_more_criticals">Zwiększa umiejętność ciosu krytycznego dawaną przez ekwipunek o %1$d %% na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_better_criticals">Zwiększa mnożnik obrażeń ciosu krytycznego dawany przez ekwipunek o %1$d %% na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_speed">Zwiększa liczbę Punktów Akcji (PA) o %1$d na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_coinfinder">Zwiększa szansę na znalezienie złota przy zabitym przeciwniku o %1$d %%, oraz zwiększa ilość zdobytego w ten sposób złota o %2$d %% na każdy poziom umiejętności (do maksymalnej wartości którą przeciwnik może posiadać).</string>
|
||||
<string name="skill_longdescription_more_exp">Zwiększa liczbę punktów doświadczenia uzyskiwaną z zabicia przeciwnika o %1$d %% na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_cleave">Po każdym zabiciu przeciwnika dodaje +%1$d punktów akcji (PA) na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_eater">Po każdym zabiciu przeciwnika dodaje +%1$d punktów życia (PŻ) na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_fortitude">Z każdym awansem na kolejny poziom, maksymalny poziom punktów życia (PŻ) będzie zwiększany o %1$d na każdy poziom umiejętności. Umiejętność nie działa wstecz, a tylko od następnego awansu.</string>
|
||||
<string name="skill_longdescription_evasion">Na każdy poziom umiejętności, redukuje szansę na nieudaną ucieczkę o %1$d %% oraz szansę że przeciwnik zaatakuje w trakcie ucieczki o %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Przywraca +%1$d punktów życia (PŻ) każdej rundy na każdy poziom umiejętności, o ile tylko na przyległym polu nie znajduje się przeciwnik.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Na każdy poziom umiejętności, redukuje liczbę punktów doświadczenia traconych w wyniku śmierci o %1$d %% (procent z traconej liczby punktów doświadczenia).Poziom %2$d usuwa w ogóle utratę punktów doświadczenia w wyniku śmierci.</string>
|
||||
<string name="skill_longdescription_magicfinder">Zwiększa szansę znalezienia niezwykłych przedmiotów o %1$d %% na każdy poziom umiejętności.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Obniża szansę bycia dotkniętym umysłowymi efektami ataku (takimi jak np. Oszołomienie, Słabość broni) o %1$d %% na każdy poziom umiejętności, aż do maksimum wynoszącego %2$d %%.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Obniża szansę bycia dotkniętym przez fizyczne efekty ataku (takimi jak Zmęczenie) o %1$d %% na każdy poziom umiejętności, aż do maksimum wynoszącego %2$d %%.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Obniża szansę bycia dotkniętym przez choroby krwi (takimi jak np Trucizna, Krwawiące rany) o %1$d %% na każdy poziom umiejętności, aż do maksimum wynoszącego %2$d %%. .</string>
|
||||
<string name="skillinfo_action_levelup">Podnieś poziom</string>
|
||||
<string name="skill_current_level">Obecny poziom: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Obecny poziom: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Aby podnieść poziom tej umiejętności, potrzebujesz przynajniej poziomu %1$d z umiejętności %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Aby podnieść poziom tej umiejętności, potrzebujesz przynajniej poziomu (doświadczenia) %1$d.</string>
|
||||
<string name="skill_prerequisite_stat">Aby podnieść poziom tej umiejętności, potrzebujesz przynajniej %1$d %2$s (wartośc bazowa cechy).</string>
|
||||
<string name="skill_number_of_increases_one">Możesz wybrać jedną umiejętność do ulepszenia.</string>
|
||||
<string name="skill_number_of_increases_several">Możesz wybrać %1$d umiejętności do ulepszenia.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Tez poziom daje Ci także możliwość wykorzystania punktu umiejętności!</string>
|
||||
<string name="loadsave_save_to_new_slot">Utwórz nowy slot zapisu gry</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Nadpisać zapis gry?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Ten zapis gry zawiera inne imię gracza (%1$s) niż obecne (%2$s). Czy na pewno chcesz nadpisać zapis gry?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Zwykły</string>
|
||||
<string name="iteminfo_displaytypes_quest">Przedmiot do zadania</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendarny</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Niezwykły</string>
|
||||
<string name="iteminfo_displaytypes_rare">Rzadki</string>
|
||||
<string name="actorconditioninfo_category">Kategoria: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Stan ducha</string>
|
||||
<string name="actorcondition_categories_mental">Stan umysłu</string>
|
||||
<string name="actorcondition_categories_physical">Stan ciała</string>
|
||||
<string name="actorcondition_categories_blood">Choroba krwi</string>
|
||||
<string name="traitsinfo_base_max_hp">Maks PŻ:</string>
|
||||
<string name="traitsinfo_base_max_ap">Maks PA:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Nie można zapisywać gry w trakcie walki.</string>
|
||||
<string name="preferences_optimized_drawing_title">Optymalizuj grafikę</string>
|
||||
<string name="preferences_optimized_drawing">Wyłącz tę opcję jeśli widzisz błędy graficzne. Zaznaczenie tej opcji spowoduje, że gra odświeża tylko fragment ekranu za każdym razem.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.11 -->
|
||||
<string name="skill_title_shadow_bless">Mroczne Błogosławieństwo Cienia</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Odporność na wszelkiego rodzaju dodatkowe efekty ataku</string>
|
||||
<string name="skill_longdescription_shadow_bless">Obniża szansę bycia dotkniętym wszystkimi rodzajami dodatkowych efektów ataku (takimi jak Zatrucie, Oszołomienie czy Zmęczenie) o %1$d %%.</string>
|
||||
<string name="inventory_movetop">Przesuń na górę listy</string>
|
||||
<string name="inventory_movebottom">Przesuń na dół listy</string>
|
||||
<string name="actorinfo_immune_criticals">Odporny na trafienia krytyczne</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Rzeczywista szansa trafienia krytycznego:</string>
|
||||
<string name="skill_title_crit1">Krwawienie wewnętrzne</string>
|
||||
<string name="skill_shortdescription_crit1">Szansa na wywołanie krwawienia wewnętrznego u przeciwnika</string>
|
||||
<string name="skill_longdescription_crit1">Z każdym trafieniem krytycznym istnieje %1$d %% szans na wywołanie stanu \'Krwawienie wewnętrzne\' u przeciwnika. Obniża on ofensywne zdolności przeciwnika, zmniejszającym tym samym jego szanse na udany atak.</string>
|
||||
<string name="skill_title_crit2">Złamanie</string>
|
||||
<string name="skill_shortdescription_crit2">Szansa na złamanie kości u przeciwnika</string>
|
||||
<string name="skill_longdescription_crit2">Z każdym trafieniem krytycznym istnieje %1$d %% szans na wywołanie stanu \'Złamanie\'. Obniża on defensywne zdolności przeciwnika, zmniejszającym tym samym jego szanse obrony przed następnymi atakami.</string>
|
||||
<string name="skill_title_rejuvenation">Odmłodzenie</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Szansa na usunięcie negatywnych efektów ataku/stanów</string>
|
||||
<string name="skill_longdescription_rejuvenation">W każdej rundzie (6 sekund), istnieje %1$d %% szans, że jeden z negatywnych efektów ataku/stanów zostanie obniżony o jeden stopień. Dotyczy to wszystkich stanów ciała, umysłu oraz chorób krwi.</string>
|
||||
<string name="skill_title_taunt">Kpina</string>
|
||||
<string name="skill_shortdescription_taunt">Atakujący traci punkty akcji (PA) po każdym chybionym ciosie</string>
|
||||
<string name="skill_longdescription_taunt">Kiedy atakujący wyprowadza atak który chybia, istnieje %1$d %% szans, że utraci %2$d punktów akcji (PA). Dotyczy to wszelkiego rodzaju ataków w walce wręcz przeciwko Tobie.</string>
|
||||
<string name="skill_title_concussion">Wstrząs</string>
|
||||
<string name="skill_shortdescription_concussion">Szansa na wstrząs</string>
|
||||
<string name="skill_longdescription_concussion">Kiedy wykonujesz atak na przeciwnika którego szansa bloku jest niższa przynajmniej o %1$d od Twojej szansy trafienia, to istnieje %2$d %% szans, że trafienie wywoła szok u przeciwnika. Wstrząs znacząco obniża ofensywne zdolności przeciwnika, zmniejszając jego szanse na wyprowadzenie udanego ataku.</string>
|
||||
<string name="about_button4">O grze</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.12 -->
|
||||
<string name="preferences_ui_category">Interfejs</string>
|
||||
<string name="preferences_ui_enable_animations_title">Włącz animacje</string>
|
||||
<string name="preferences_ui_enable_animations">Włącza animacje dla różnych elementów interfejsu jak na przykład pasek walki.</string>
|
||||
<string name="menu_button_worldmap">Mapa</string>
|
||||
<string name="menu_button_worldmap_failed">Mapa nie może być wyświetlona.</string>
|
||||
<string name="display_worldmap_not_available">Mapa nie może być wyświetlona w tej lokalizacji.</string>
|
||||
<string name="display_worldmap_title">Mapa</string>
|
||||
<string name="inventory_equip_offhand">Wyekwipuj (lewa ręka)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Koszt ataku: %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Zwiększa koszt ataku o %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Zmniejsza koszt ataku o %1$d PA</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Szansa trafienia: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Zwiększa szansę trafienia o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Zmniejsza szansę trafienia o %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Zadawane obrażenia: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Zadawane obrażenia: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Zwiększa zadawane obrażenia o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Zwiększa zadawane obrażenia o %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Obniża zadawane obrażenia o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Obniża zadawane obrażenia o %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Zwiększa szansę trafienia krytycznego o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Zmniejsza szansę trafienia krytycznego o %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Umożliwia trafienia krytyczne z mnożnikiem obrażeń x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Zwiększa szansę bloku o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Zmniejsza szansę bloku o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Zwiększa odpornośc na obrażenia o %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Zmniejsza odpornośc na obrażenia o %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Zwiększa liczbę punktów akcji (PA) za używanie przedmiotów podczas walki o %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Zmniejsza liczbę punktów akcji (PA) za używanie przedmiotów podczas walki o %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Zwiększa liczbę punktów akcji (PA) za wyekwipowanie podczas walki o %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Zmniejsza liczbę punktów akcji (PA) za wyekwipowanie podczas walki o %1$d PA</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Czy jesteś pewien, że chcesz nadpisać zapis gry?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(slot %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Zawsze wyświetlaj okienko dialogowe</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Wyświetlaj okienko dialogowe gdy chcesz nadpisać zapis gry z innym imieniem gracza</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nie wyświetlaj okienka dialogowego</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Potwierdzenie nadpisania zapisu gry</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Zadaje pytanie za każdym razem, gdy chcesz zapisać grę w slocie w którym znajduje się już zapis gry.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="heroinfo_reequip_cost">Koszt ponownego wyekwipowania (PA):</string>
|
||||
<string name="heroinfo_useitem_cost">Koszt użycia przedmiotu (PA):</string>
|
||||
<string name="combat_result_monstermoved">%1$s przemieszcza się.</string>
|
||||
<string name="combat_log_title">Dziennik walki</string>
|
||||
<string name="localize_resources_from_mo_filename">pl.mo</string>
|
||||
<string name="conversation_reward_quest_finished">[Zadanie ukończone: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Zaktualizowano zadanie: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Biegłość we władaniu sztyletem</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Biegłość we władaniu mieczem</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Biegłość we władaniu mieczem dwuręcznym</string>
|
||||
<string name="skill_title_weapon_prof_axe">Biegłość we władaniu toporem</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Biegłość we władaniu bronią obuchową</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Walka bez broni</string>
|
||||
<string name="skill_title_armor_prof_shield">Biegłość w używaniu tarczy</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Walka bez zbroi</string>
|
||||
<string name="skill_title_armor_prof_light">Biegłość w używaniu lekkiej zbroi</string>
|
||||
<string name="skill_title_armor_prof_heavy">Biegłość w używaniu ciężkiej zbroi</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Styl walki: Dwie bronie</string>
|
||||
<string name="skill_title_fightstyle_2hand">Styl walki: Broń dwuręczna</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Styl walki: Broń i tarcza</string>
|
||||
<string name="skill_title_specialization_dualwield">Specjalizacja: Dwie bronie</string>
|
||||
<string name="skill_title_specialization_2hand">Specjalizacja: Broń dwuręczna</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Specjalizacja: Broń i tarcza</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Lepszy w walce z użyciem sztyletu</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Lepszy w walce z użyciem miecza</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Lepszy w walce z użyciem miecza dwuręcznego</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Lepszy w walce z użyciem topora</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Lepszy w walce z użyciem broni obuchowej</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Lepszy w walce bez użycia broni</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Lepsze wykorzystanie tarczy w walce</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Lepsza walka bez zbroi</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Lepsze wykorzystanie lekkiej zbroi w walce</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Lepsze wykorzystanie ciężkiej zbroi w walce</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Używanie dwóch broni w tym samym czasie</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Lepszy w walce z użyciem broni wymagającej użycia obu rąk</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Lepszy w walce z użyciem miecza i tarczy</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Mistrzostwo w używaniu dwóch broni równocześnie</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Mistrzostwo w używaniu broni dwuręcznych</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Mistrzostwo w używaniu broni i tarczy równocześnie</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Kiedy używasz sztyletu lub krótkiego miecza, to z każdym poziomem tej umiejętności zwiększają się (w odniesieniu do wartości bazowych poszczególnych cech danej broni): szansa trafienia o %1$d %% ; szansa bloku o %2$d %% oraz szansa trafienia krytycznego o %3$d %%.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Kiedy używasz rapiera, długiego miecza lub pałasza to z każdym poziomem tej umiejętności zwiększają się (w odniesieniu do wartości bazowych poszczególnych cech danej broni): szansa trafienia o %1$d %% ; szansa bloku o %2$d %% oraz szansa trafienia krytycznego o %3$d %%.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Kiedy używasz dwuręcznego miecza, to z każdym poziomem tej umiejętności zwiększają się (w odniesieniu do wartości bazowych poszczególnych cech danej broni): szansa trafienia o %1$d %% ; szansa bloku o %2$d %% oraz szansa trafienia krytycznego o %3$d %%.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Kiedy używasz topora lub wielkiego topora, to z każdym poziomem tej umiejętności zwiększają się (w odniesieniu do wartości bazowych poszczególnych cech danej broni): szansa trafienia o %1$d %% ; szansa bloku o %2$d %% oraz szansa trafienia krytycznego o %3$d %%.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Kiedy używasz broni obuchowej, to z każdym poziomem tej umiejętności zwiększają się (w odniesieniu do wartości bazowych poszczególnych cech danej broni): szansa trafienia o %1$d %% ; szansa bloku o %2$d %% oraz szansa trafienia krytycznego o %3$d %%. Umiejętność obejmuje takie bronie jak: maczugi, buławy, berła, młoty bojowe i olbrzymie młoty.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Kiedy walczysz bez broni i tarczy, to z każdym poziomem tej umiejętności zwiększają się: szansa trafienia o %1$d %% ,zadawane obrażenia o %2$d oraz szansa bloku o %3$d %%.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Jeśli używasz tarczy, to z każdym poziomem umiejętności o %1$d zwiększa się odporność na obrażenia.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Kiedy walczysz bez jakiegokolwiek elementu zbroi, to z każdym poziomem tej umiejętności o %1$d %% zwiększa się szansa bloku. Ubrania nie są uważane za zbroję.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Z każdym poziomem tej umiejętności,o %1$d %% zwiększa się szansa bloku za każdy element ekwipunku należący do kategorii zbroi lekkich (w odniesieniu do wartości bazowej szansy bloku używanego ekwiunku). Kategoria lekkie zboje obejmuje pancerze skórzane, lekkie pancerze metalowe oraz ukryte pancerze.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Z każdym poziomem tej umiejętności,o %1$d %% zwiększa się szansa bloku za każdy element ekwipunku należący do kategorii zbroi ciężkich (w odniesieniu do wartości bazowej szansy bloku używanego ekwiunku). Ponadto reducji ulegają kary naliczane za używanie tychże elementów ekwipunku: kara dla ruchu o %2$d %% na poziom umiejętności oraz kara dla kosztu ataku o %3$d %% na poziom umiejętności. Kategoria ciężkie zbroje obejmuje pancerze metalowe, kolczugi i zbroje płytowe.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Daje korzyści w przypadku walki dwoma broniami równocześnie (gdy w każdej ręce znajduje się broń). Bez tej umiejętności, tylko %1$d %% wartości cech broni jest wykorzystywane, gdy broń znajduje się w lewej ręce. Dotyczy to szansy trafienia, szansy trafienia krytycznego, zadawanych obrażeń oraz szansy bloku. Ponadto, koszt ataku (liczony w PA) jest sumą kosztów ataku obu broni znajdujących się w rękach bohatera. Na pierwszym poziomie umiejętności, %2$d %% wartości cech broni jest wykorzystywane, gdy broń znajduje się w lewej ręce. Ponadto koszt ataku (liczony w PA) jest sumą: kosztu ataku broni w prawej ręce plus %3$d %% kosztu ataku broni w lewej ręce. Na drugim poziomie umiejętności, %4$d %% wartości cech broni jest wykorzystywane, gdy broń znajduje się w lewej ręce. Jako prędkość ataku (koszt ataku liczony w PA) przyjmuje się wyższą wartość spośród wartości ataku używanych broni.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">"Daje korzyści z używania broni wymagających użycia obu rąk, jak na przykład miecze dwuręczne, wielkie topory czy też olbrzymie młoty.
|
||||
|
||||
Każdy poziom umiejętności podnosi obrażenia zadawane każdą broń dwuręczną o %1$d %% (licząc z wartości bazowej obrażeń zadawanych przez daną broń)."</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">"Daje korzyści z walki przy równoczesnym użyciu broni w prawej ręce i tarczy w lewej ręce.
|
||||
|
||||
Każdy poziom umiejętności podnosi szansę trafienia broni o %1$d %% (licząc z wartości bazowej szansy trafienia danej broni). Ponadto szansa bloku używanej tarczy rośnie o %2$d %% (licząc z wartości bazowej szansy bloku danej tarczy)."</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Oprócz korzyści dawanych przez umiejętność Styl walki: dwie bronie podnosi dodatkowo szansę trafienia obydwu używanych broni o %1$d %% (w stosunku do bazowej szansy trafienia używanych broni). Ponadto szansa bloku obydwu używanych broni wzrasta o %2$d %% (licząc z wartości bazowej szansy bloku danych broni).</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Oprócz korzyści dawanych przez umiejętność Styl walki: Broń dwuręczna podnosi dodatkowo obrażenia zadawane przez bronie dwuręczne o %1$d %% (w stosunku do bazowej wartości zadawanych obrażeń używanej broni). Ponadto szansa trafienia używanej broni dwuręcznej wzrasta o %2$d %% (licząc z wartości bazowej szansy trafienia danej broni).</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Oprócz korzyści dawanych przez umiejętność Styl walki: Broń i tarcza podnosi dodatkowo szanse trafienia oraz zadawane obrażenia używanej broni. Szansa trafienia (w stosunku do bazowej wartości szansy trafienia używanej broni) wzrasta o %1$d %% a zadawane obrażenia (w stosunku do bazowej wartości zadawanych obrażeń używanej broni) wzrastają o %2$d %%.</string>
|
||||
<string name="preferences_quickslots_placement">Umiejscowienie szybkich slotów </string>
|
||||
<string name="preferences_quickslots_placement_summary">Wybierz miejsce, w którym mają znajdować się sloty ekwipunku</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Środek dolnej krawędzi ekranu</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Środek lewej krawędzi ekranu</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Środek prawej krawędzi ekranu</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Środek lewej krawędzi ekranu, równolegle do lewej granicy</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Środek lewej krawędzi ekranu, prostopadle do lewej granicy</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Środek prawej krawędzi ekranu, prostopadle do prawej granicy</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Środek prawej krawędzi ekranu, równolegle do prawej granicy</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Pokazuje sloty ekwipunku gdy przybornik jest otwarty</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Pokazuje sloty ekwipunku tak długo, jak otwarty jest przybornik</string>
|
||||
<string name="startscreen_incompatible_savegames">To jest wersja deweloperska Andor`s Trail. Zapisy z tej wersji mogą być niekompatybilne z publicznymi wersjami gry.</string>
|
||||
<string name="startscreen_non_release_version">Jest to wersja testowa Andor`s Trail. Zapisy z tej wersji mogą być niekompatybilne z publicznymi wersjami gry.</string>
|
||||
<string name="heroinfo_gamestats">Statystyki gry:</string>
|
||||
<string name="heroinfo_gamestats_quests">Zadania ukończone:</string>
|
||||
<string name="heroinfo_gamestats_deaths">Liczba zgonów bohatera:</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Złoto wydane w sklepach:</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Użyte mikstury z kostnego prochu:</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Przedmioty użyte:</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Odwiedzone miejsca:</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Najczęściej używany przedmiot:</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Zabici przeciwnicy:</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Najsilniejszy zabity przeciwnik:</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Najczęściej zabijany potwór:</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.1 -->
|
||||
<string name="preferences_ui_use_localized_resources_title">Użyj lokalizacji zasobów</string>
|
||||
<string name="preferences_ui_use_localized_resources">Użyj tłumaczenia gry jeśli jest dostępne (wymaga restartu gry).</string>
|
||||
<string name="change_locale_requires_restart">Zmiany ustawień lokalnych wymagały restartu gry. Andor`s Trail został zamknięty.</string>
|
||||
<string name="combat_miss_animation_message">PUDŁO</string>
|
||||
<string name="dialog_recenter">Wyśrodkuj ponownie</string>
|
||||
<string name="dialog_more">Więcej</string>
|
||||
<string name="dialog_monsterencounter_conditions">Warunki</string>
|
||||
<string name="heroinfo_skill_categories">Kategorie</string>
|
||||
<string name="heroinfo_skill_sort">Sortowanie</string>
|
||||
<string name="heroinfo_inventory_categories">Kategorie</string>
|
||||
<string name="heroinfo_inventory_sort">Sortuj według</string>
|
||||
<string name="heroinfo_healthpoints">Punkty życia (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Punkty doświadczenia (XP):</string>
|
||||
<string name="combat_taunt_monster">Szydzisz %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Jesteś dotknięty %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Jesteś oczyszczony z %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Jesteś teraz odporny na %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%2$s wpływa na %1$s.</string>
|
||||
<string name="combat_condition_monster_clear">%2$s przestał wpływać na %1$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s jest teraz odporny na %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Start gry</string>
|
||||
<string name="startscreen_selectherosprite">Wybierz swojego bohatera</string>
|
||||
<string name="shop_item_sort">Rodzaj</string>
|
||||
<string name="actorcondition_info_immunity">Odporność na %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Na atakującego</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Kiedy uderzony przez atakującego</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Kiedy zabity przez atakującego</string>
|
||||
<string name="inventory_selectitem">Wybierz przedmiot do przydzielenia</string>
|
||||
<string name="combat_log_noentries">Nie ma jeszcze wpisów.</string>
|
||||
<string name="inventory_category_all">Dodane w 0.7.2</string>
|
||||
<string name="inventory_category_favorites">Ulubione</string>
|
||||
<string name="inventory_category_weapons">Broń</string>
|
||||
<string name="inventory_category_armor">Zbroja</string>
|
||||
<string name="inventory_category_usable">Jadalny</string>
|
||||
<string name="inventory_category_quest">Przedmiot do zadania</string>
|
||||
<string name="inventory_category_other">Inne</string>
|
||||
<string name="inventory_sort_custom">Nieposortowany</string>
|
||||
<string name="inventory_sort_name">Nazwa</string>
|
||||
<string name="inventory_sort_price">Cena</string>
|
||||
<string name="inventory_sort_quantity">Ilość</string>
|
||||
<string name="inventory_sort_rarity">Rzadkość</string>
|
||||
<string name="inventory_sort_type">Typ</string>
|
||||
<string name="shoplist_sort_custom">Nieposortowany</string>
|
||||
<string name="shoplist_sort_name">Nazwa</string>
|
||||
<string name="shoplist_sort_price">Cena</string>
|
||||
<string name="shoplist_sort_quantity">Ilość</string>
|
||||
<string name="shoplist_sort_rarity">Rzadkość</string>
|
||||
<string name="shoplist_sort_type">Typ</string>
|
||||
<string name="skill_category_all">Wszystkie</string>
|
||||
<string name="skill_category_offense">Ofensywa</string>
|
||||
<string name="skill_category_defense">Defensywa</string>
|
||||
<string name="skill_category_criticals">Krytyki</string>
|
||||
<string name="skill_category_immunity">Odporność</string>
|
||||
<string name="skill_category_utility">Użyteczność</string>
|
||||
<string name="skill_category_speciality">Specjalizacja</string>
|
||||
<string name="skill_category_proficiency">Wyszkolenie</string>
|
||||
<string name="skill_sort_unsorted">Nieposortowane</string>
|
||||
<string name="skill_sort_name">Nazwa</string>
|
||||
<string name="skill_sort_points">Punkty</string>
|
||||
<string name="skill_sort_unlocked">Odblokowany</string>
|
||||
<string name="preferences_display_theme_title">Motyw</string>
|
||||
<string name="preferences_display_theme">Wybierz motyw UI. (Wymagane ponowne uruchomienie gry)</string>
|
||||
<string name="preferences_display_theme_blue">Kobalt</string>
|
||||
<string name="preferences_display_theme_green">Malachit</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsydian</string>
|
||||
<string name="change_theme_requires_restart">Zmiana motywu UI wymaga restartu.
|
||||
\nAndor\'s Trail został zamknięty.</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtry wysokiej jakości</string>
|
||||
<string name="preferences_high_quality_filters">Wyłącz to, jeśli wystąpią problemy z wydajnością na filtrowanych mapach (na przykład ciemne jaskinie). Włączenie tej opcji sprawi, że w grze będą używane zaawansowane filtry kolorów zamiast nakładek w kolorze stałym.</string>
|
||||
<string name="storage_permissions_mandatory">Dostęp do pamięci urządzenia jest niezbędny dla Andor\'s Trail w zakresie obsługi zapisów gry i mapy świata. Aplikacja zostanie zamknięta.</string>
|
||||
</resources>
|
||||
@@ -1,568 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Trilha de Andor</string>
|
||||
<string name="app_description">Um jogo de RPG fantasioso baseado em aventuras</string>
|
||||
<string name="exit_to_menu">Sair para o menu</string>
|
||||
<string name="menu_settings">Preferências</string>
|
||||
<string name="menu_save">Salvar</string>
|
||||
<string name="menu_save_gamesaved">O jogo foi salvo na posição %1$d</string>
|
||||
<string name="menu_save_failed">Não foi possível salvar o jogo! O cartão SD está montado e pode ser escrito\?</string>
|
||||
<string name="loadsave_title_save">Salvar jogo</string>
|
||||
<string name="loadsave_title_load">Carregar jogo salvo</string>
|
||||
<string name="loadsave_selectslot">Escolher espaço</string>
|
||||
<string name="savegame_currenthero_displayinfo">nível %1$d, %2$d exp, %3$d moedas</string>
|
||||
<string name="dialog_loading_message">Carregando recursos…</string>
|
||||
<string name="dialog_loading_failed_title">Erro de carregamento</string>
|
||||
<string name="dialog_loading_failed_message">Trilha de Andor não conseguiu carregar o arquivo do jogo salvo.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nO arquivo pode estar danificado ou incompleto.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Trilha de Andor não conseguiu carregar o arquivo do jogo salvo. Este arquivo de jogo salvo é criado com uma versão mais recente do que a que está sendo executada atualmente.</string>
|
||||
<string name="dialog_close">Fechar</string>
|
||||
<string name="dialog_monsterencounter_title">Combate</string>
|
||||
<string name="dialog_monsterencounter_message">Você quer atacar\?
|
||||
\nDificuldade: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Informação</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">Nível:</string>
|
||||
<string name="heroinfo_char">Vista Geral</string>
|
||||
<string name="heroinfo_inv">Inventário</string>
|
||||
<string name="heroinfo_skill">Habilidades</string>
|
||||
<string name="heroinfo_levelup">Subir de nível</string>
|
||||
<string name="heroinfo_level">Nível</string>
|
||||
<string name="heroinfo_totalexperience">Experiência total</string>
|
||||
<string name="heroinfo_wornequipment">Equipamentos usados</string>
|
||||
<string name="heroinfo_inventory">Inventário</string>
|
||||
<string name="heroinfo_gold">Moedas: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Ponto de Ação (AP):</string>
|
||||
<string name="heroinfo_quests">Missões</string>
|
||||
<string name="combat_attack">Atacar (%1$d AP)</string>
|
||||
<string name="combat_move">Mover (%1$d AP)</string>
|
||||
<string name="combat_use">Usar item</string>
|
||||
<string name="combat_endturn">Terminar turno</string>
|
||||
<!-- <string name="combat_endcombat">Terminar combate</string>-->
|
||||
<string name="combat_flee">Fugir</string>
|
||||
<string name="combat_begin_flee">Agora você pode fugir do combate clicando na direção que deseja se mover.</string>
|
||||
<string name="combat_flee_failed">Você não conseguiu fugir!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s está atacando.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">Não pode fugir do combate uma vez que está cercado por esse lado. Tente a fuga por onde não haja monstros.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s falha!</string>
|
||||
<string name="combat_result_monsterhit">%1$s acertou-lhe e causou perda de %2$d hp!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s acertou-lhe com um golpe crítico e causou perda de %2$d hp!</string>
|
||||
<string name="combat_result_heromiss">Seu ataque erra.</string>
|
||||
<string name="combat_result_herohit">Acertou %1$s causando perda de %2$d hp!</string>
|
||||
<string name="combat_result_herohitcritical">Acertou um golpe crítico em %1$s, causando perda de %2$d hp!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s morre!</string>
|
||||
<string name="combat_not_enough_ap">Não tem AP suficiente para este turno.</string>
|
||||
<string name="combat_hero_dies">Você cai inconsciente, mas felizmente acorda vivo, atordoado e fatigado. Perdeu %1$d de experiência.</string>
|
||||
<string name="inventory_info">Informação</string>
|
||||
<string name="inventory_equip">Equipar</string>
|
||||
<string name="inventory_unequip">Desequipar</string>
|
||||
<string name="inventory_use">Usar</string>
|
||||
<string name="inventory_drop">Largar</string>
|
||||
<string name="inventory_item_used">Você usou %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s foi largado.</string>
|
||||
<string name="inventory_item_equipped">Você equipou %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Pegue todos</string>
|
||||
<string name="dialog_loot_foundgold">Encontrou %1$d moedas.</string>
|
||||
<string name="dialog_loot_pickedupitem">Você pegou um item.</string>
|
||||
<string name="dialog_loot_pickedupitems">Você pegou %1$d objetos.</string>
|
||||
<string name="dialog_groundloot_title">Objetos</string>
|
||||
<string name="dialog_groundloot_message">Encontrou alguns itens.</string>
|
||||
<string name="dialog_monsterloot_title">Vitória</string>
|
||||
<string name="dialog_monsterloot_message">Sobreviveu ao combate. </string>
|
||||
<string name="dialog_monsterloot_gainedexp">Ganhou %1$d de experiência. </string>
|
||||
<string name="monster_difficulty_veryeasy">Muito fácil</string>
|
||||
<string name="monster_difficulty_easy">Fácil</string>
|
||||
<string name="monster_difficulty_normal">Normal</string>
|
||||
<string name="monster_difficulty_hard">Difícil</string>
|
||||
<string name="monster_difficulty_veryhard">Muito difícil</string>
|
||||
<string name="monster_difficulty_impossible">Impossível</string>
|
||||
<string name="actorinfo_class">Classe:</string>
|
||||
<string name="actorinfo_difficulty">Dificuldade:</string>
|
||||
<string name="actorinfo_health">Saúde:</string>
|
||||
<string name="actorinfo_attack">Ataque:</string>
|
||||
<string name="actorinfo_defense">Defesa:</string>
|
||||
<string name="actorinfo_movecost">Custo de deslocamento (AP):</string>
|
||||
<string name="actorinfo_basetraits">Estatísticas de combate básico (sem equipamento e habilidades)</string>
|
||||
<string name="actorinfo_currenttraits">Estatísticas de combate (atual)</string>
|
||||
<string name="traitsinfo_attack_cost">Custo de ataque (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Probabilidade de ataque:</string>
|
||||
<string name="traitsinfo_attack_damage">Danos de ataque:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Probabilidade de golpe crítico:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Multiplicador de golpe crítico:</string>
|
||||
<string name="traitsinfo_defense_chance">Probabilidade de bloqueio:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Resistência a danos:</string>
|
||||
<!-- <string name="key_required">É necessária uma chave específica para passar.</string> -->
|
||||
<string name="iteminfo_category">Categoria: </string>
|
||||
<string name="iteminfo_action_use">Usar</string>
|
||||
<string name="iteminfo_action_equip">Equipar</string>
|
||||
<string name="iteminfo_action_unequip">Desequipar</string>
|
||||
<string name="iteminfo_action_use_ap">Usar (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Equipar (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Desequipar (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Continuar o jogo atual</string>
|
||||
<string name="startscreen_newgame">Novo jogo</string>
|
||||
<string name="startscreen_newgame_confirm">Você perderá seu jogo atual e seu personagem atual, tem certeza que quer começar um novo jogo\?</string>
|
||||
<string name="startscreen_about">Sobre/ajuda</string>
|
||||
<string name="startscreen_enterheroname">Digite o nome do herói</string>
|
||||
<string name="startscreen_load">Carregar</string>
|
||||
<!-- <string name="conversation_title">%1$s diz</string> -->
|
||||
<string name="conversation_rewardexp"> [Ganhou %1$d de experiência]</string>
|
||||
<string name="conversation_rewardgold"> [Ganhou %1$d moedas]</string>
|
||||
<string name="conversation_lostgold"> [Perdeu %1$d moedas]</string>
|
||||
<string name="conversation_rewarditem">[Você ganhou um item]</string>
|
||||
<string name="conversation_rewarditems">[Ganhou %1$d itens]</string>
|
||||
<string name="conversation_next">Próximo</string>
|
||||
<string name="conversation_leave">Sair</string>
|
||||
<string name="shop_buy">Comprar</string>
|
||||
<string name="shop_sell">Vender</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Comprar (%1$d moedas)</string>
|
||||
<string name="shop_sellitem">Vender (%1$d moedas)</string>
|
||||
<string name="shop_yourgold">As suas moedas: %1$d</string>
|
||||
<string name="shop_item_bought">Comprou %1$s.</string>
|
||||
<string name="shop_item_sold">Vendeu %1$s.</string>
|
||||
<string name="levelup_title">Aumento de nível</string>
|
||||
<string name="levelup_description">Bem-vindo ao nível %1$d!</string>
|
||||
<string name="levelup_buttontext">Subir de nível</string>
|
||||
<string name="levelup_add_health">Aumenta a saúde (+%1$d HP)</string>
|
||||
<string name="levelup_add_health_description">Adiciona %1$d à saúde máxima.</string>
|
||||
<string name="levelup_add_attackchance">Aumentar a probabilidade de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Adiciona %1$d à probabilidade de ataque base.</string>
|
||||
<string name="levelup_add_attackdamage">Aumentar dano de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Adiciona %1$d ao dano de ataque base.</string>
|
||||
<string name="levelup_add_blockchance">Aumentar a probabilidade de bloqueio (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Adiciona %1$d à probabilidade de bloqueio base.</string>
|
||||
<string name="dialog_rest_title">Repouso</string>
|
||||
<string name="dialog_rest_confirm_message">Você quer descansar aqui\?</string>
|
||||
<string name="dialog_rest_message">Você descansou e recuperou sua saúde plena.</string>
|
||||
<string name="about_button1">Ajuda</string>
|
||||
<string name="about_button2">Autores</string>
|
||||
<string name="about_button3">Licença</string>
|
||||
<string name="about_contents1">Bem-vindo ao Trilha de Andor, um RPG roguelike de código aberto no Android.<br /> <br /> <a href=http://andorstrail.com/>Fórum do jogo no andorstrail.com para perguntas e discussões sobre jogabilidade.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Wiki do jogo para informações sobre o mundo de Andor\'s Trail, entre outras coisas.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Código fonte do projeto no github.com para desenvolvedores.</a><br /> <br /> Por favor, visite os fóruns para discutir o jogo com outros jogadores.<br /></string>
|
||||
<!--
|
||||
This is the GNU GPL v2 text, originally from
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
||||
For translation of this text, you might be able to find a version in your language here:
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
|
||||
-->
|
||||
<string name="about_contents3">Este programa é software livre; você pode redistribuí-lo e / ou modificá-lo sob os termos da Licença Pública Geral GNU, conforme publicada pela Free Software Foundation; ou a versão 2 da Licença, ou (a seu critério) qualquer versão posterior.<br /> <br /> Este programa é distribuído na esperança de que seja útil, mas SEM QUALQUER GARANTIA; sem mesmo a garantia implícita de COMERCIALIZAÇÃO ou ADEQUAÇÃO A UM DETERMINADO FIM. Veja a Licença Pública Geral GNU para mais detalhes.<br /> Você deve ter recebido uma cópia da Licença Pública Geral GNU junto com este programa; se não, veja<br /> <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br /> <br /> Para pedidos de código-fonte e recursos, visite a página do projeto em <a href=https://github.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/</a><br /></string>
|
||||
<string name="about_interface"><div><b>Configurações do Jogo</b> podem ser encontradas pressionando o botão Menu do seu dispositivo.</div> <p>________________</p> <h1>Ícones da Interface</h1> <div><b>Baú</b><img alt=chest src=chest.png /></div> <p>Botões rápidos [Pressione e segure os itens dentro da bolsa para atribuir uso imediato]</p> <div><b>O Herói</b><img alt=hero src=char_hero.png /></div> <p>Menu [Visão Geral, Desafios, Habilidades &amp; Inventário *]</p> <p>* (No inventário, pressione um item para informações e pressione e segure para mais opções)</p> <div><b>O Inimigo</b><img alt=monster src=monster.png /></div> <p>Informação [Aparece durante combate]</p> <p>________________</p> <h1>Combate</h1> <p>Ações durante batalha custam pontos de ação(AP)...</p> <div><b>Ataque</b> - [3AP] *</div> <img alt=attacking src=doubleattackexample.png /> <p>* (Equipar itens e usar itens pode altere o custo de uso dos pontos de ação (AP)</p> <div><b>Usando itens</b> - [5AP]</div> <div><b>Fuga</b> - [6AP]</div> <p>________________</p> <h1>Combate avançado</h1> <div>Durante o Combate, pressione e segure um bloco adjacente ao Herói...</div> <div><b>Para Fugir</b></div> <p>(o bloco escolhido é destacado - o botão de ataque muda para Mover)</p> <img alt=flee src=flee_example.png /> <p>[modo de fuga ativado - pressione e segure o inimigo para voltar a entrar combate]</p> <div><b>Para mudar alvos</b></div> <p>(O destaque do alvo vermelho muda entre os inimigos)</p> <p>[o alvo foi alterado]</p></string>
|
||||
<string name="dialog_newversion_title">Bem-Vindo</string>
|
||||
<string name="dialog_newversion_message">Muito obrigado por baixar o Trilha de Andor!
|
||||
\n
|
||||
\n Por favor, note que esta versão do Trilha de Andor é um TRABALHO EM PROGRESSO, o que significa que todos os mapas ainda não estão completos.
|
||||
\n Por favor, visite os fóruns do projeto para discutir o jogo com outros jogadores ou para ajudar a tornar o jogo ainda melhor (ver sobre).
|
||||
\n
|
||||
\n Obrigado por todos os comentários!</string>
|
||||
<string name="questlog_includecompleted_prompt">Selecione missões para mostrar</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Ocultar missões concluídas</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Incluir missões concluídas</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Apenas missões concluídas</string>
|
||||
<string name="questlog_queststatus">Status: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Em progresso</string>
|
||||
<string name="questlog_queststatus_completed">Concluído</string>
|
||||
<string name="preferences_display_category">Exibição</string>
|
||||
<string name="preferences_display_fullscreen_title">Tela cheia</string>
|
||||
<string name="preferences_display_fullscreen">Exibe o jogo no modo de tela cheia. (Requer reinicialização)</string>
|
||||
<string name="preferences_dialog_category">Confirmação de diálogo</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Confirmar descanso</string>
|
||||
<string name="preferences_dialog_confirmrest">Pergunta se você quer descansar ao entrar na cama. Caso contrário, você sempre descansará automaticamente.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Confirmar ataque</string>
|
||||
<string name="preferences_dialog_confirmattack">Ativa a caixa de diálogo \"Você quer atacar...\?\" ao selecionar um monstro.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Mostrar saque de monstro</string>
|
||||
<string name="preferences_dialog_monsterloot">Escolha como você deseja mostrar os resultados de uma luta (moedas, experiência, itens).</string>
|
||||
<string name="preferences_combat_category">Combate</string>
|
||||
<string name="preferences_combat_speed_title">Velocidade de combate</string>
|
||||
<string name="preferences_combat_speed">Determina o quão rápido os monstros atacam.</string>
|
||||
<string name="preferences_display_loot_dialog">Sempre mostrar caixa de diálogo de saque</string>
|
||||
<string name="preferences_display_loot_toast">Mostrar notificação resumida</string>
|
||||
<string name="preferences_display_loot_never">Não mostrar</string>
|
||||
<string name="preferences_attackspeed_instant">Instantâneo (sem animações)</string>
|
||||
<string name="preferences_attackspeed_fast">Rápida</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Lenta</string>
|
||||
<string name="preferences_movement_category">Movimento</string>
|
||||
<string name="preferences_movementmethod_title">Método de movimento</string>
|
||||
<string name="preferences_movementmethod">Tipo de método de movimentação e manuseio de obstáculos.</string>
|
||||
<string name="preferences_movementmethods_straight">Em linha reta (original)</string>
|
||||
<string name="preferences_movementmethods_avoid">Evitando obstáculos</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Condições ativas</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Remove todos os %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s chance de %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d turnos)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Na origem</string>
|
||||
<string name="iteminfo_effect_works_on_target">No alvo</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Ao acertar o alvo</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Com cada morte</string>
|
||||
<string name="iteminfo_effect_works_when_used">Quando usado</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Quando equipado</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Drena %1$s HP</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Restaura %1$s HP</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Drena %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Restaura %1$s AP</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Aumenta HP máx. +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Diminui HP máx. em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Aumenta AP máx. +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Diminui AP máx. em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Penalidade de custo por movimento em +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Diminui o custo de movimento em %1$d AP</string>
|
||||
<string name="preferences_display_scaling_factor_title">Fator de escala</string>
|
||||
<string name="preferences_display_scaling_factor">Faz a exibição do jogo exibir tudo maior.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Tamanho Normal</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x o tamanho</string>
|
||||
<string name="preferences_display_scaling_factor_double">Tamanho Duplo</string>
|
||||
<string name="inventory_assign">Atribuir a uso rápido</string>
|
||||
<string name="inventory_assign_slot1">Posição 1</string>
|
||||
<string name="inventory_assign_slot2">Posição 2</string>
|
||||
<string name="inventory_assign_slot3">Posição 3</string>
|
||||
<string name="inventory_unassign">Cancelar atribuição de uso rápido</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">D-pad virtual</string>
|
||||
<string name="preferences_movement_dpad_position">Permite que o deslocamento seja feito através de um controle direcional (d-pad) virtual na tela.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">D-pad minimizável</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Se o d-pad virtual estiver habilitado, esta configuração permite que o d-pad seja minimizado pressionando seu centro.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Desativado</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Canto inferior direito</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Canto inferior esquerdo</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Parte inferior do centro</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Centro à esquerda</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Centro à direita</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Canto superior esquerdo</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Canto superior direito</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Topo do centro</string>
|
||||
<string name="actorconditioninfo_constant_effect">Efeito constante</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Todos os turnos</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Todos os turnos completos</string>
|
||||
<string name="bulkselection_totalcost_buy">Custo total: %1$d moedas</string>
|
||||
<string name="bulkselection_totalcost_sell">Custo total: %1$d moedas</string>
|
||||
<string name="bulkselection_select_all">Tudo</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Você tem certeza\?</string>
|
||||
<string name="bulkselection_sell_confirmation">Tem certeza que quer vender %1$s? Este objeto é %2$s e poderá não conseguir recuperar depois.</string>
|
||||
<string name="skill_title_weapon_chance">Precisão de Arma</string>
|
||||
<string name="skill_title_weapon_dmg">Golpe Forte</string>
|
||||
<string name="skill_title_barter">Mercador</string>
|
||||
<string name="skill_title_dodge">Esquivar</string>
|
||||
<string name="skill_title_barkskin">Pele Espessa</string>
|
||||
<string name="skill_title_more_criticals">Mais Ataques Críticos</string>
|
||||
<string name="skill_title_better_criticals">Melhores Ataques Críticos</string>
|
||||
<string name="skill_title_speed">Velocidade de Combate</string>
|
||||
<string name="skill_title_coinfinder">Caçador de Tesouros</string>
|
||||
<string name="skill_title_more_exp">Aprendizagem Rápida</string>
|
||||
<string name="skill_title_cleave">Rasgar</string>
|
||||
<string name="skill_title_eater">Comedor de Corpos</string>
|
||||
<string name="skill_title_fortitude">Força Aumentada</string>
|
||||
<string name="skill_title_evasion">Evasão</string>
|
||||
<string name="skill_title_regeneration">Regeneração</string>
|
||||
<string name="skill_title_lower_exploss">Controle de Falhas</string>
|
||||
<string name="skill_title_magicfinder">Localizador de Magia</string>
|
||||
<string name="skill_title_resistance_mental">Mente Forte</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Corpo Endurecido</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Puro Sangue</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Maior chance de ataque</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Aumento do dano de ataque</string>
|
||||
<string name="skill_shortdescription_barter">Melhores preços</string>
|
||||
<string name="skill_shortdescription_dodge">Aumentar a chance de bloqueio</string>
|
||||
<string name="skill_shortdescription_barkskin">Resistência a danos</string>
|
||||
<string name="skill_shortdescription_more_criticals">Aumento a chances de ataques críticos</string>
|
||||
<string name="skill_shortdescription_better_criticals">Aumento de danos em ataques críticos</string>
|
||||
<string name="skill_shortdescription_speed">Aumento do máximo de pontos de ação</string>
|
||||
<string name="skill_shortdescription_coinfinder">Maior chance de encontrar moedas</string>
|
||||
<string name="skill_shortdescription_more_exp">Mais experiência com morte de monstros</string>
|
||||
<string name="skill_shortdescription_cleave">Recuperar pontos de ação em cada morte</string>
|
||||
<string name="skill_shortdescription_eater">Recuperar pontos de vida em cada morte</string>
|
||||
<string name="skill_shortdescription_fortitude">Ganho de saúde ao subir de nível</string>
|
||||
<string name="skill_shortdescription_evasion">Aumento das chances de fugir</string>
|
||||
<string name="skill_shortdescription_regeneration">Ganho de saúde em cada turno</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Diminuir a quantidade de experiência perdida ao morrer</string>
|
||||
<string name="skill_shortdescription_magicfinder">Aumento da chance de encontrar itens mágicos</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Resistência contra efeitos mentais</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Resistência contra efeitos físicos</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Resistência contra doenças do sangue</string>
|
||||
<string name="skill_longdescription_weapon_chance">Aumenta a chance de ataque em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Aumenta o dano mínimo e máximo em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_barter">Por cada nível de habilidade, diminui a penalização monetária de compra e venda em %1$d pontos percentuais.</string>
|
||||
<string name="skill_longdescription_dodge">Aumenta a chance de bloqueio em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_barkskin">Aumenta a resistência a danos em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_more_criticals">Aumenta todas as chances de ataque crítico dadas por equipamento em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_better_criticals">Aumenta todos os multiplicadores de ataque crítico dados por equipamento em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_speed">Aumenta o máximo de pontos de ação (AP) em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_coinfinder">Aumenta a probabilidade de encontrar moedas na morte de monstros em %1$d %%, e aumenta a quantidade de moedas por cada morte em %2$d %% por cada nível de habilidade (até ao valor máximo que cada monstro possa dar).</string>
|
||||
<string name="skill_longdescription_more_exp">Aumenta a quantidade de experiência dada por derrotar monstros em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_cleave">Dá +%1$d pontos de ação (AP) em cada morte por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_eater">Dá +%1$d pontos de vida (HP) em cada morte por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_fortitude">Em cada subida de nível seguinte, os pontos máximos de vida (HP) serão aumentados em %1$d por nível de habilidade. Isso não é aplicado retroativamente, somente as subidas de nível seguintes serão afetadas.</string>
|
||||
<string name="skill_longdescription_evasion">Para cada nível de habilidade, reduz a chance de tentativas de fuga falhadas em %1$d %% e a chance de um monstro adjacente atacar %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Ganho +%1$d pontos de vida (HP) a cada rodada por nível de habilidade, quando nenhum monstro estiver diretamente adjacente.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Para cada nível de habilidade, reduz a quantidade de experiência perdida causada pela morte em %1$d %% (porcentagem do valor da perda de exp existente, não pontos percentuais). Os níveis de %2$d removerão toda a perda de experiência causada pela morte.</string>
|
||||
<string name="skill_longdescription_magicfinder">Aumenta a chance de encontrar objetos fora do normal em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Diminui a chance de ser afetado por encantamentos que incidem sobre a mente em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como Atordoar (Dazed) ou Enfraquecer Arma (Weapon Feebleness).</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Diminui a chance de ser afetado por encantamentos que incidem sobre a condição física em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como Cansar (Fatigue).</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Diminui a chance de ser afetado por problemas sanguíneos em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como Envenenar (Poison) ou Feridas sangrando (bleeding wounds).</string>
|
||||
<string name="skillinfo_action_levelup">Subir de nível</string>
|
||||
<string name="skill_current_level">Nível atual: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Nível atual: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Para subir o nível desta habilidade tem que ter, pelo menos, o nível %1$d da habilidade %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Para subir o nível desta habilidade tem que ter, no mínimo, o nível %1$d de experiência.</string>
|
||||
<string name="skill_prerequisite_stat">Para subir o nível desta habilidade tem que ter, pelo menos, %1$d %2$s (estatísticas base).</string>
|
||||
<string name="skill_number_of_increases_one">Você pode selecionar uma habilidade para melhorar.</string>
|
||||
<string name="skill_number_of_increases_several">Você pode selecionar %1$d habilidade para melhorar.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Este nível também dá um novo ponto de habilidade para gastar!</string>
|
||||
<string name="loadsave_save_to_new_slot">Criar nova posição para guardar jogo</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Sobrescrever jogo salvo\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Este jogo salvo contém um nome de jogador diferente (%1$s) do que o seu nome de jogador atual (%2$s). Tem certeza de que deseja sobrescrever este jogo salvo\?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Ordinário</string>
|
||||
<string name="iteminfo_displaytypes_quest">Item da Missão</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Lendário</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Extraordinário</string>
|
||||
<string name="iteminfo_displaytypes_rare">Raro</string>
|
||||
<string name="actorconditioninfo_category">Categoria do encantamento: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Espiritual</string>
|
||||
<string name="actorcondition_categories_mental">Mental</string>
|
||||
<string name="actorcondition_categories_physical">Capacidade Física</string>
|
||||
<string name="actorcondition_categories_blood">Problema Sanguíneo</string>
|
||||
<string name="traitsinfo_base_max_hp">HP Máx.:</string>
|
||||
<string name="traitsinfo_base_max_ap">AP Máx.:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Não é possível salvar o jogo enquanto estiver em combate.</string>
|
||||
<string name="preferences_optimized_drawing_title">Desenho otimizado</string>
|
||||
<string name="preferences_optimized_drawing">Desative esta opção caso apareçam problemas gráficos. Ao ativar esta opção, apenas serão redesenhados na tela os blocos alterados em cada imagem.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.11 -->
|
||||
<string name="skill_title_shadow_bless">Bênção Negra das Sombras</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Resistência contra todos os tipos de condições</string>
|
||||
<string name="skill_longdescription_shadow_bless">Reduz a chance de ser afligido com todos os tipos de condições em %1$d %%. Isso inclui todos os tipos de condições causadas por ataques de monstros como Envenenamento, Atordoamento ou Fadiga.</string>
|
||||
<string name="inventory_movetop">Move para cima</string>
|
||||
<string name="inventory_movebottom">Move para baixo</string>
|
||||
<string name="actorinfo_immune_criticals">Imune a ataques críticos</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Chance efetiva de ataques críticos:</string>
|
||||
<string name="skill_title_crit1">Hemorragia interna</string>
|
||||
<string name="skill_shortdescription_crit1">Chance de hemorragia interna</string>
|
||||
<string name="skill_longdescription_crit1">Para cada acerto crítico feito, há uma chance de %1$d %% de que o acerto cause hemorragia interna no alvo, causando efetivamente a condição de \"sangramento interno\" no alvo. O sangramento interno reduz drasticamente as habilidades de combate ofensivas, tornando o alvo menos capaz de acertar ataques bem-sucedidos.</string>
|
||||
<string name="skill_title_crit2">Fratura</string>
|
||||
<string name="skill_shortdescription_crit2">Chance de fratura óssea</string>
|
||||
<string name="skill_longdescription_crit2">Para cada acerto crítico feito, há uma chance de %1$d %% de que o acerto fraturará alguns dos ossos do alvo, causando efetivamente a condição de \'Fratura\' no alvo. Isso reduzirá severamente as habilidades defensivas de combate do alvo, tornando-o menos capaz de se defender em ataques subsequentes.</string>
|
||||
<string name="skill_title_rejuvenation">Rejuvenescimento</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Chance de remoção dos efeitos</string>
|
||||
<string name="skill_longdescription_rejuvenation">A cada rodada (6 segundos), há uma chance de %1$d %% de que uma das condições ativas do ator negativo seja reduzida em uma magnitude. Isso se aplica a todos os tipos de efeitos temporários que afetam o corpo; condições mentais, como Dazed, condições físicas, como fadiga e também doenças do sangue, como envenenamento.</string>
|
||||
<string name="skill_title_taunt">Provocar</string>
|
||||
<string name="skill_shortdescription_taunt">Adversário perde pontos de ação (AP) ao errar</string>
|
||||
<string name="skill_longdescription_taunt">Quando um adversário faz um ataque que erra, há uma chance de %1$d %% do adversário perder %2$d pontos de ação (AP). Isso se aplica a todos os tipos de ataques corpo a corpo contra você.</string>
|
||||
<string name="skill_title_concussion">Concussão</string>
|
||||
<string name="skill_shortdescription_concussion">Chance de concussão</string>
|
||||
<string name="skill_longdescription_concussion">Ao fazer um ataque em um alvo cuja chance de bloqueio (BC) é pelo menos %1$d menor que a sua chance de ataque (AC), há uma chance de %2$d %% que o acerto cause uma concussão no alvo. Uma concussão abaixará severamente as habilidades de combate ofensivas do alvo, tornando o alvo menos capaz de acertar ataques bem-sucedidos.</string>
|
||||
<string name="about_button4">Sobre</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.12 -->
|
||||
<string name="preferences_ui_category">Interface</string>
|
||||
<string name="preferences_ui_enable_animations_title">Ativa animações</string>
|
||||
<string name="preferences_ui_enable_animations">Mostrar animações para vários elementos da interface, como a barra de combate.</string>
|
||||
<string name="menu_button_worldmap">Mapa</string>
|
||||
<string name="menu_button_worldmap_failed">Mapa não pode ser exibido.</string>
|
||||
<string name="display_worldmap_not_available">O mapa não pode ser exibido a partir deste local.</string>
|
||||
<string name="display_worldmap_title">Mapa</string>
|
||||
<string name="inventory_equip_offhand">Equipar (improviso)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Custo de ataque: %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Aumenta custo de ataque em %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Reduz custo de ataque em %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Chance de ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Aumenta a chance de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Reduz a chance de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Dano de ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Dano de ataque: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Aumenta o dano de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Aumenta o dano de ataque entre %1$d e %2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Reduz o dano de ataque de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Reduz o dano de ataque entre %1$d e %2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Aumenta habilidade crítica em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Reduz habilidade crítica em %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Habilita golpes críticos com um multiplicador de x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Aumenta a chance de bloqueio em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Reduz a chance de bloqueio em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Aumenta a resistência a dano em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Reduz a resistência a dano em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Aumenta o custo AP usando itens em combate em %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Reduz o custo AP usando itens em combate em %1$d AP</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Aumenta o custo AP ao equipar itens em combate em %1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Reduz o custo AP ao equipar itens em combate em %1$d AP</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Tem certeza de que deseja sobrescrever este jogo salvo\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(slot %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Mostrar sempre caixa de diálogo de confirmação</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Mostrar apenas quando sobrescrever um nome de jogador diferente</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nunca exibir caixa de diálogo de confirmação</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Confirme o sobrescrever de jogos salvos</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Pergunta sobre se você deseja substituir ao salvar em uma posição de jogo que já contém um jogo salvo.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="localize_resources_from_mo_filename">pt_BR.mo</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Mostrar caixa de diálogo de saque ao encontrar itens</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Mostrar notificação apenas quando encontrar itens</string>
|
||||
<string name="heroinfo_useitem_cost">Usar item custa (AP):</string>
|
||||
<string name="combat_log_title">Registro de combate</string>
|
||||
<string name="heroinfo_reequip_cost">Re-equipar custa (AP):</string>
|
||||
<string name="conversation_reward_quest_finished">[Missão completada: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Missão atualizada: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Competência com espadas de uma mão</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Competência com espadas de duas mãos</string>
|
||||
<string name="skill_title_weapon_prof_axe">Competência com machados</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Competência com adagas</string>
|
||||
<string name="skill_title_armor_prof_shield">Competência com escudos</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Luta desarmado</string>
|
||||
<string name="skill_title_armor_prof_light">Competência com armaduras leves</string>
|
||||
<string name="skill_title_armor_prof_heavy">Competência com armaduras pesadas</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Estilo de combate: manuseio duplo</string>
|
||||
<string name="skill_title_fightstyle_2hand">Estilo de combate: arma de duas mãos</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Estilo de combate: arma e escudo</string>
|
||||
<string name="skill_title_specialization_dualwield">Especialização: Manuseio duplo</string>
|
||||
<string name="skill_title_specialization_2hand">Especialização: Arma de duas mãos</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Especialização: Arma e escudo</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Melhor na luta com punhais</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Melhor na luta com espadas de uma mão</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Melhor na luta com espadas de duas mãos</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Melhor na luta com machados</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Melhor na luta sem armas</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Faça um melhor uso de escudos</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Melhor na luta sem armadura</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Faça um melhor uso de armaduras leves</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Faça um melhor uso de armaduras pesadas</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Manuseie duas armas ao mesmo tempo</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Faça um melhor uso de armas que requerem ambas as mãos</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Melhor na luta com arma e escudo</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Especialista em dupla empunhadura</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Especialista em armas de duas mãos</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Especialista na luta com arma e escudo</string>
|
||||
<string name="change_locale_requires_restart">Ao trocar a localidade requer reinício.
|
||||
Andor\'s Trail foi fechado.</string>
|
||||
<string name="combat_miss_animation_message">ERRO</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Diálogo para itens e outras notificações</string>
|
||||
<string name="combat_result_monstermoved">%1$s movimentos.</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Luta sem armadura</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Melhor na luta com cacetetes</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Para cada nível de habilidade, aumenta a chance de ataque ao usar adagas e espadas em %1$d %% da chance de ataque básico do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item e aumenta a habilidade crítica em %3$d %% da habilidade crítica básica do item.</string>
|
||||
<string name="preferences_ui_use_localized_resources">Utilize tradução de interface e conteúdo, onde estiver disponível. (Requer reinício)</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Ao lutar sem arma e escudo, ganhe %1$d chance de ataque, %2$d de dano potencial e %3$d chance de bloqueio por nível de habilidade.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Aumente a resistência a danos em %1$d por nível de habilidade enquanto tiver um escudo equipado.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Enquanto estiver lutando sem ter qualquer armadura equipada, ganhe %1$d de chance de bloqueio por nível de habilidade. Itens feitos de pano não são considerados como sendo armaduras.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Para cada nível de habilidade, aumenta a chance de bloqueio de cada peça de blindagem leve sendo usada por %1$d %% de suas chances de bloqueio originais. As armaduras leves incluem couro, metal leve e gibões.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">"Para cada nível de habilidade, aumenta a chance de bloqueio de cada peça de armadura pesada que está sendo usada em %1$d%% da chance de bloqueio original. Peças de armadura pesada tem sua penalidade de movimento reduzida em %2$d%% por nível de habilidade, e sua penalidade na velocidade de ataque é reduzida em %3$d%% por nível de habilidade. Armaduras pesadas incluem armaduras metálicas, cota de malha e placa de ferro."</string>
|
||||
<string name="preferences_quickslots_placement">Posição do acesso rápido</string>
|
||||
<string name="preferences_quickslots_placement_summary">Onde colocar o acesso rápido</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Centro inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Meio esquerda</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Meio direito</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Inferior à esquerda, ao longo da margem esquerda</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Inferior à esquerda, ao longo da borda inferior</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Parte inferior direita, ao longo da borda inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Inferior direita, ao longo da fronteira direita</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Mostrar acesso rápido quando a caixa de ferramentas estiver aberta</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Fazer com que os botões de acesso rápido sejam mostrados no mesmo instante em que a caixa de ferramentas é aberta</string>
|
||||
<string name="startscreen_incompatible_savegames">Esta é uma versão em desenvolvimento de Andor\'s Trail. Jogos salvos em esta versão são incompatíveis com a versão de lançamento normal.</string>
|
||||
<string name="startscreen_non_release_version">Esta é uma versão de pré-lançamento de Andor\'s Trail. Jogos salvos produzidos nesta versão podem não ser compatíveis com a versão de lançamento.</string>
|
||||
<string name="heroinfo_gamestats">Estatísticas do jogo</string>
|
||||
<string name="heroinfo_gamestats_quests">Aventuras concluídas</string>
|
||||
<string name="heroinfo_gamestats_deaths">Vezes em que ficou inconsciente</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Moedas gastas em lojas</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Poções de farinha óssea usadas</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Itens usados</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Lugares visitados</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Item mais comumente usado</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Monstros mortos</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Monstro mais poderoso morto</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Monstros mais comumente mortos</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Use recursos localizados</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Aumenta a chance de ataque e o potencial de dano das armas. A chance de ataque é aumentada em %1$d %% da chance de ataque original, e o potencial de dano é aumentado em %2$d %% do potencial de dano original.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Aumenta o potencial das dano de armas de duas mãos num adicional de %1$d %% do potencial de dano original, em acréscimo aos benefícios dados pela habilidade estilo de arma. A chance de ataque das armas de duas mãos são, também, aumentadas em %2$d %% das suas chances de ataque originais.</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Proficiência em utilização de cacetetes</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Para cada nível de habilidade, aumenta a chance de ataque de rapieiras, espadas longas e largas em %1$d %% da chance de ataque básico do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item e aumenta a habilidade crítica em %3$d %% da habilidade crítica básica do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Para cada nível de habilidade, aumenta a chance de ataque de espadas de duas mãos em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item e aumenta a habilidade crítica em %3$d %% da habilidade crítica básica do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Para cada nível de habilidade, aumenta a chance de ataque de machados e machados grandes em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item e aumenta a habilidade crítica em %3$d %% da habilidade crítica básica do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Para cada nível de habilidade, aumenta a chance de ataque de Clavas em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item, e aumenta a habilidade de ataques críticos em %3$d %% da habilidade de ataques críticos base do item. Isto inclui Porretes, Bastões, Clavas, Centros, Martelos de Guerra e Martelos Gigantes.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Da benefícios quando está lutando com duas armas ao mesmo tempo, uma na mão principal e na mão secundária.
|
||||
\n
|
||||
\nSem esta habilidade, apenas %1$d %% da qualidade da arma pode ser usada quando equipada na mão secundária. Isto inclui chance de ataque, habilidade crítica, potencia do dano e chance de bloqueio. Sem essa habilidade, a velocidade de ataque (Custo de AP) de fazer um ataque é a soma da velocidade de ataque da arma principal e a que está sendo usada na mão secundária.
|
||||
\n
|
||||
\nCom um nível desda habilidade, %2$d %% da qualidade da arma da mão secundária pode ser usada, e a velocidade de ataque da arma na mão principal mais %3$d %% da velocidade de ataque da arma na mão secundária.
|
||||
\n
|
||||
\nCom dois níveis desta habilidade, %4$d %% da qualidade da arma da mão secundária pode ser usada, e a velocidade de ataque é igual ao mais alto das velocidades de ataque das duas armas equipas.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Da benefícios quando esta usando armas que exige ambas as mãos para manejar, tal como espadas de duas mãos, machados grandes ou martelos gigantes.
|
||||
\n
|
||||
\nCada nível de habilidade aumenta a potência do dano de armas de duas mãos com %1$d %% do potencial do dano original.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Da benefícios quando esta lutando com uma arma na mão principal e tem um escudo equipado na mão secundária.
|
||||
\n
|
||||
\nCada nível de habilidade aumenta a chance de ataque da arma com %1$d %% da chance de ataque original da arma, e a chance de bloqueio de escudos em %2$d %% da chance de bloqueio original do escudo.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Aumenta a chance de ataque de ambas as armas empunhadas e dá um adicional %1$d %% da chance de ataque original das armas, além dos benefícios oferecidos pela habilidade do estilo da arma. A chance de bloqueio de ambas as armas também são aumentadas em %2$d %% da chance de bloqueio original das armas.</string>
|
||||
<string name="dialog_recenter">Centralizar</string>
|
||||
<string name="dialog_more">Mais</string>
|
||||
<string name="dialog_monsterencounter_conditions">Condições</string>
|
||||
<string name="heroinfo_skill_categories">Categoria</string>
|
||||
<string name="heroinfo_skill_sort">Ordenar</string>
|
||||
<string name="heroinfo_inventory_categories">Categoria</string>
|
||||
<string name="heroinfo_inventory_sort">Ordenar por</string>
|
||||
<string name="heroinfo_healthpoints">Pontos de Vida (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Pontos de Experiência (XP):</string>
|
||||
<string name="combat_taunt_monster">Você provocou %1$s!</string>
|
||||
<string name="combat_condition_player_apply">Você é afetado por %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Você esta recuperado de %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Você está agora imunizado contra %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s está sobre efeito de %2$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s está recuperado de %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s está agora com imunidade contra %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Começar Jogo</string>
|
||||
<string name="startscreen_selectherosprite">Escolha seu herói</string>
|
||||
<string name="shop_item_sort">Ordenar</string>
|
||||
<string name="actorcondition_info_immunity">Imune a %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Sobre Adversário</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Quando atingido pelo adversário</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Quando morto pelo adversário</string>
|
||||
<string name="inventory_selectitem">Selecione o item a ser atribuído</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtros de alta qualidade</string>
|
||||
<string name="preferences_high_quality_filters">Desabilite isso se você tiver problemas de desempenho em mapas filtrados (cavernas escuras, por exemplo). Ativar essa opção fará com que o jogo use filtros de cor avançados, em vez de sobreposições de cores sólidas.</string>
|
||||
<string name="combat_log_noentries">Nenhuma entrada ainda.</string>
|
||||
<string name="inventory_category_all">Tudo</string>
|
||||
<string name="inventory_category_favorites">Favoritos</string>
|
||||
<string name="inventory_category_weapons">Arma</string>
|
||||
<string name="inventory_category_armor">Armadura</string>
|
||||
<string name="inventory_category_usable">Consumível</string>
|
||||
<string name="inventory_category_quest">Item de Missão</string>
|
||||
<string name="inventory_category_other">Outro</string>
|
||||
<string name="inventory_sort_custom">Desordenado</string>
|
||||
<string name="inventory_sort_name">Nome</string>
|
||||
<string name="inventory_sort_price">Preço</string>
|
||||
<string name="inventory_sort_quantity">Quantidade</string>
|
||||
<string name="inventory_sort_rarity">Raridade</string>
|
||||
<string name="inventory_sort_type">Tipo</string>
|
||||
<string name="shoplist_sort_custom">Desordenado</string>
|
||||
<string name="shoplist_sort_name">Nome</string>
|
||||
<string name="shoplist_sort_price">Preço</string>
|
||||
<string name="shoplist_sort_quantity">Quantidade</string>
|
||||
<string name="shoplist_sort_rarity">Raridade</string>
|
||||
<string name="shoplist_sort_type">Tipo</string>
|
||||
<string name="skill_category_all">Tudo</string>
|
||||
<string name="skill_category_offense">Ofensiva</string>
|
||||
<string name="skill_category_defense">Defensiva</string>
|
||||
<string name="skill_category_criticals">Criticidades</string>
|
||||
<string name="skill_category_immunity">Imunidade</string>
|
||||
<string name="skill_category_utility">Utilidade</string>
|
||||
<string name="skill_category_speciality">Especialidade</string>
|
||||
<string name="skill_category_proficiency">Proficiência</string>
|
||||
<string name="skill_sort_unsorted">Desordenado</string>
|
||||
<string name="skill_sort_name">Nome</string>
|
||||
<string name="skill_sort_points">Pontos</string>
|
||||
<string name="skill_sort_unlocked">Destravado</string>
|
||||
<string name="preferences_display_theme_title">Tema</string>
|
||||
<string name="preferences_display_theme">Escolha o tema da interface do usuário. (requer reinicialização)</string>
|
||||
<string name="preferences_display_theme_blue">Cobalto</string>
|
||||
<string name="preferences_display_theme_green">Malaquita</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidiana</string>
|
||||
<string name="change_theme_requires_restart">Alterar o tema da interface do usuário requer reinicialização. O jogo \'Trilha de Andor\' foi fechado.</string>
|
||||
<string name="storage_permissions_mandatory">O acesso ao armazenamento é obrigatório para o jogo \"Andor\'s Trail\" lidar com salvamento de jogos e com o mapa mundial. Fechando jogo \"Andor\'s Trail\".</string>
|
||||
</resources>
|
||||
@@ -1,563 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">Um RPG de fantasia baseado em aventuras</string>
|
||||
<string name="exit_to_menu">Sair para o menu</string>
|
||||
<string name="menu_settings">Preferências</string>
|
||||
<string name="menu_save">Guardar</string>
|
||||
<string name="menu_save_gamesaved">O jogo foi guardado na posição %1$d</string>
|
||||
<string name="menu_save_failed">Não foi possível guardar o jogo! O cartão SD está montado e é gravável\?</string>
|
||||
<string name="loadsave_title_save">Guardar jogo</string>
|
||||
<string name="loadsave_title_load">Carregar jogo guardado</string>
|
||||
<string name="loadsave_selectslot">Selecione a posição</string>
|
||||
<string name="savegame_currenthero_displayinfo">nível %1$d, %2$d exp, %3$d moedas ouro</string>
|
||||
<string name="dialog_loading_message">A carregar os recursos…</string>
|
||||
<string name="dialog_loading_failed_title">Erro ao carregar</string>
|
||||
<string name="dialog_loading_failed_message">O Andor\'s Trail não conseguiu carregar o ficheiro do jogo guardado.
|
||||
\n
|
||||
\n:-(
|
||||
\n
|
||||
\nO ficheiro pode estar danificado ou incompleto.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">O Andor\'s Trail não conseguiu carregar o ficheiro do jogo guardado. Este ficheiro do jogo foi criado com uma versão mais recente do que a que está a ser atualmnete usada.</string>
|
||||
<string name="dialog_close">Fechar</string>
|
||||
<string name="dialog_monsterencounter_title">Combate</string>
|
||||
<string name="dialog_monsterencounter_message">Quer atacar\?
|
||||
\nDificuldade: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Informação</string>
|
||||
<string name="status_hp">Vida:</string>
|
||||
<string name="status_ap">PA:</string>
|
||||
<string name="status_exp">Nível:</string>
|
||||
<string name="heroinfo_char">Sinopse</string>
|
||||
<string name="heroinfo_inv">Inventário</string>
|
||||
<string name="heroinfo_skill">Habilidades</string>
|
||||
<string name="heroinfo_levelup">Subir de nível</string>
|
||||
<string name="heroinfo_level">Nível</string>
|
||||
<string name="heroinfo_totalexperience">Experiência total</string>
|
||||
<string name="heroinfo_wornequipment">Equipamento usado</string>
|
||||
<string name="heroinfo_inventory">Inventário</string>
|
||||
<string name="heroinfo_gold">Moedas ouro: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Pontos de ação (PA):</string>
|
||||
<string name="heroinfo_quests">Missões</string>
|
||||
<string name="combat_attack">Atacar (%1$d PA)</string>
|
||||
<string name="combat_move">Mover (%1$d PA)</string>
|
||||
<string name="combat_use">Usar item</string>
|
||||
<string name="combat_endturn">Terminar turno</string>
|
||||
<!-- <string name="combat_endcombat">Terminar combate</string>-->
|
||||
<string name="combat_flee">Fugir</string>
|
||||
<string name="combat_begin_flee">Agora pode fugir do combate, clicando na direção para onde quer mover.</string>
|
||||
<string name="combat_flee_failed">Não conseguiu fugir!</string>
|
||||
<string name="combat_status_ap">PA: %1$d</string>
|
||||
<string name="combat_monsterhealth">PV:</string>
|
||||
<string name="combat_monsteraction">%1$s está a atacar.</string>
|
||||
<!-- <string name="combat_cannotexitcombat">Não podes fugir do combate uma vez que estás cercado por esse lado. Tens de tentar fugir por onde não haja monstros.</string> -->
|
||||
<string name="combat_result_monstermiss">%1$s falhou o ataque!</string>
|
||||
<string name="combat_result_monsterhit">%1$s acertou-te e perdeste %2$d pontos de vida!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s acertou-te com um golpe crítico e perdeste %2$d pontos de vida!</string>
|
||||
<string name="combat_result_heromiss">O teu ataque falhou.</string>
|
||||
<string name="combat_result_herohit">Atingiste %1$s, que perdeu %2$d pontos de vida!</string>
|
||||
<string name="combat_result_herohitcritical">Deste um golpe crítico em %1$s, que perdeu %2$d pontos de vida!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s morreu!</string>
|
||||
<string name="combat_not_enough_ap">Não tens pontos de ação (PA) suficientes para este turno.</string>
|
||||
<string name="combat_hero_dies">Caíste inconsciente mas por sorte acordas vivo, atordoado e fatigado. Perdeste %1$d de experiência.</string>
|
||||
<string name="inventory_info">Informação</string>
|
||||
<string name="inventory_equip">Equipar</string>
|
||||
<string name="inventory_unequip">Desequipar</string>
|
||||
<string name="inventory_use">Usar</string>
|
||||
<string name="inventory_drop">Largar</string>
|
||||
<string name="inventory_item_used">Usaste %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s foi largado.</string>
|
||||
<string name="inventory_item_equipped">Equipaste-te com %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Apanhar tudo</string>
|
||||
<string name="dialog_loot_foundgold">Encontraste %1$d moedas. </string>
|
||||
<string name="dialog_loot_pickedupitem">Apanhaste um item.</string>
|
||||
<string name="dialog_loot_pickedupitems">Apanhaste %1$d itens.</string>
|
||||
<string name="dialog_groundloot_title">Itens</string>
|
||||
<string name="dialog_groundloot_message">Encontraste alguns itens.</string>
|
||||
<string name="dialog_monsterloot_title">Vitória</string>
|
||||
<string name="dialog_monsterloot_message">Sobreviveste ao combate.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Ganhaste %1$d de experiência. </string>
|
||||
<string name="monster_difficulty_veryeasy">muito fácil</string>
|
||||
<string name="monster_difficulty_easy">fácil</string>
|
||||
<string name="monster_difficulty_normal">normal</string>
|
||||
<string name="monster_difficulty_hard">difícil</string>
|
||||
<string name="monster_difficulty_veryhard">muito difícil</string>
|
||||
<string name="monster_difficulty_impossible">impossível</string>
|
||||
<string name="actorinfo_class">Classe:</string>
|
||||
<string name="actorinfo_difficulty">Dificuldade:</string>
|
||||
<string name="actorinfo_health">Vida:</string>
|
||||
<string name="actorinfo_attack">Ataque:</string>
|
||||
<string name="actorinfo_defense">Defesa:</string>
|
||||
<string name="actorinfo_movecost">Custo de deslocação (PA):</string>
|
||||
<string name="actorinfo_basetraits">Estatíticas de combate base (sem equipamento nem habilidades)</string>
|
||||
<string name="actorinfo_currenttraits">Estatísticas de combate (atual)</string>
|
||||
<string name="traitsinfo_attack_cost">Custo de ataque (PA):</string>
|
||||
<string name="traitsinfo_attack_chance">Probabilidade de ataque:</string>
|
||||
<string name="traitsinfo_attack_damage">Danos de ataque:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Probabilidade de golpe crítico:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Multiplicador de golpe crítico:</string>
|
||||
<string name="traitsinfo_defense_chance">Probabilidade de bloqueio:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Resistência a danos:</string>
|
||||
<!-- <string name="key_required">É necessária uma chave específica para passar.</string> -->
|
||||
<string name="iteminfo_category">Categoria: </string>
|
||||
<string name="iteminfo_action_use">Usar</string>
|
||||
<string name="iteminfo_action_equip">Equipar</string>
|
||||
<string name="iteminfo_action_unequip">Desequipar</string>
|
||||
<string name="iteminfo_action_use_ap">Usar (%1$d PA)</string>
|
||||
<string name="iteminfo_action_equip_ap">Equipar (%1$d PA)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Desequipar (%1$d PA)</string>
|
||||
<string name="startscreen_continue">Continuar o jogo atual</string>
|
||||
<string name="startscreen_newgame">Novo jogo</string>
|
||||
<string name="startscreen_newgame_confirm">Vais perder o jogo e o personagem atual, tens a certeza que queres iniciar um novo jogo\?</string>
|
||||
<string name="startscreen_about">Sobre/ajuda</string>
|
||||
<string name="startscreen_enterheroname">Escreve o nome do herói</string>
|
||||
<string name="startscreen_load">Carregar</string>
|
||||
<!-- <string name="conversation_title">%1$s diz</string> -->
|
||||
<string name="conversation_rewardexp"> [Ganhaste %1$d de experiência]</string>
|
||||
<string name="conversation_rewardgold"> [Ganhaste %1$d moedas]</string>
|
||||
<string name="conversation_lostgold"> [Perdeste %1$d moedas]</string>
|
||||
<string name="conversation_rewarditem">[Ganhaste um item]</string>
|
||||
<string name="conversation_rewarditems">[Ganhaste %1$d itens]</string>
|
||||
<string name="conversation_next">Seguinte</string>
|
||||
<string name="conversation_leave">Sair</string>
|
||||
<string name="shop_buy">Comprar</string>
|
||||
<string name="shop_sell">Vender</string>
|
||||
<string name="shop_infoitem">Info</string>
|
||||
<string name="shop_buyitem">Comprar (%1$d moedas)</string>
|
||||
<string name="shop_sellitem">Vender (%1$d moedas)</string>
|
||||
<string name="shop_yourgold">As tuas moedas: %1$d</string>
|
||||
<string name="shop_item_bought">Compraste %1$s.</string>
|
||||
<string name="shop_item_sold">Vendeste %1$s.</string>
|
||||
<string name="levelup_title">Subida de nível</string>
|
||||
<string name="levelup_description">Bem-vindo ao nível %1$d!</string>
|
||||
<string name="levelup_buttontext">Subida de nível</string>
|
||||
<string name="levelup_add_health">Aumentar a vida (+%1$d PV)</string>
|
||||
<string name="levelup_add_health_description">Adiciona %1$d à tua vida máxima.</string>
|
||||
<string name="levelup_add_attackchance">Aumentar a probabilidade de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Adiciona %1$d à tua probabilidade de ataque base.</string>
|
||||
<string name="levelup_add_attackdamage">Aumentar o dano de ataque (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Adiciona %1$d ao teu dano de ataque base.</string>
|
||||
<string name="levelup_add_blockchance">Aumentar a probabilidade de bloqueio (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Adiciona %1$d à tua probabilidade de bloqueio base.</string>
|
||||
<string name="dialog_rest_title">Descansar</string>
|
||||
<string name="dialog_rest_confirm_message">Queres descansar aqui?</string>
|
||||
<string name="dialog_rest_message">Já descansaste e recuperaste todos os teus pontos de vida.</string>
|
||||
<string name="about_button1">Ajuda</string>
|
||||
<string name="about_button2">Autores</string>
|
||||
<string name="about_button3">Licença</string>
|
||||
<string name="about_contents1">Bem-vindo ao Andor\'s Trail, um RPG de código aberto, do tipo rogue, para Android.<br /> <br /> <a href=http://andorstrail.com/>Fóruns do jogo em andorstrail.com para perguntas e conversas sobre o jogo.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Wiki do jogo para saber informações sobre o mundo do Andor\'s Trail, entre outras coisas.</a><br /> <br /> <a href=http://code.google.com/p/andors-trail/>Página do projeto em code.google.com, para programadores.</a><br /> <br /> Para falar do jogo com outros jogadores, visita os fóruns de discussão.<br /></string>
|
||||
<!--
|
||||
This is the GNU GPL v2 text, originally from
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
||||
For translation of this text, you might be able to find a version in your language here:
|
||||
http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
|
||||
-->
|
||||
<string name="about_contents3">Este programa é um programa livre. Podes redistribuí-lo e/ou alterá-lo segundo os termos da licença GNU General Public License, como publicada pela Free Software Foundation; quer a versão 2 da Licença, ou (caso o desejes) qualquer versão posterior.<br /> <br /> Este programa é distribuído com a esperança de ser útil, mas SEM NENHUMA GARANTIA; nem mesmo a garantia implícita de MERCANTABILIDADE ou PREPARADA PARA UMA DETERMINADA TAREFA. Vê a licença GNU General Public License para mais detalhes.<br /> <br /> Deves ter recebido uma cópia da licença GNU General Public License junto com este programa; se tal não aconteceu, acede a <a href=http://www.gnu.org/licenses>http://www.gnu.org/licenses</a><br /> <br /> Para acesso ao código-fonte e pedidos de novas funcionalidades, visita a página do projeto em <a href=http://code.google.com/p/andors-trail/>http://code.google.com/p/andors-trail/</a><br /></string>
|
||||
<string name="dialog_newversion_title">Bem-vindo</string>
|
||||
<string name="dialog_newversion_message">Obrigado por descarregares o Andor\'s Trail!
|
||||
\n
|
||||
\n Toma nota que esta versão do Andor\'s Trail é uma VERSÃO EM DESENVOLVIMENTO, o que quer dizer que ainda há mapas que não estão finalizados.
|
||||
\n Por favor, visita os fóruns de discussão do projeto para entrares em contacto com outros jogadores ou para ajudar a tornar o jogo ainda melhor (ver sobre).
|
||||
\n
|
||||
\n Muito obrigado por todos os comentários e sugestões!</string>
|
||||
<string name="questlog_includecompleted_prompt">Seleciona as missões a mostrar</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Esconder missões terminadas</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Incluir missões terminadas</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Apenas missões terminadas</string>
|
||||
<string name="questlog_queststatus">Estado: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Em progresso</string>
|
||||
<string name="questlog_queststatus_completed">Terminada</string>
|
||||
<string name="preferences_display_category">Apresentação</string>
|
||||
<string name="preferences_display_fullscreen_title">Ecrã completo</string>
|
||||
<string name="preferences_display_fullscreen">O jogo ocupa o ecrã todo. Oculta por exemplo a barra de estado do Android na parte superior do ecrã. (necessário reiniciar)</string>
|
||||
<string name="preferences_dialog_category">Confirmação</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Confirmar descansar</string>
|
||||
<string name="preferences_dialog_confirmrest">Pergunta se queres descansar quando chegas a uma cama. Caso contrário, descansas automaticamente.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Confirmar um ataque</string>
|
||||
<string name="preferences_dialog_confirmattack">Pergunta se \'Queres atacar\?\' antes de atacar um monstro.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Como mostrar despojos</string>
|
||||
<string name="preferences_dialog_monsterloot">Escolhe como queres ver o resultado de um combate (moedas, experiência, itens).</string>
|
||||
<string name="preferences_combat_category">Combate</string>
|
||||
<string name="preferences_combat_speed_title">Velocidade de combate</string>
|
||||
<string name="preferences_combat_speed">Determina a velocidade a que os monstros atacam.</string>
|
||||
<string name="preferences_display_loot_dialog">Mostrar sempre a caixa de diálogo com os despojos</string>
|
||||
<string name="preferences_display_loot_toast">Mostrar notificação curta</string>
|
||||
<string name="preferences_display_loot_never">Não mostrar</string>
|
||||
<string name="preferences_attackspeed_instant">Instantânea (sem animações)</string>
|
||||
<string name="preferences_attackspeed_fast">Rápida</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Lenta</string>
|
||||
<string name="preferences_movement_category">Deslocação</string>
|
||||
<string name="preferences_movementmethod_title">Método de deslocação</string>
|
||||
<string name="preferences_movementmethod">Tipo de movimento do herói e como lidar com obstáculos.</string>
|
||||
<string name="preferences_movementmethods_straight">Linha reta (original)</string>
|
||||
<string name="preferences_movementmethods_avoid">Contornar obstáculos</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.9 -->
|
||||
<string name="actorinfo_currentconditions">Efeitos temporários</string>
|
||||
<!-- Translated as: affliction / statuseffect / temporary effect -->
|
||||
<string name="actorcondition_info_removes_all">Elimina todos os %1$s</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s de possibilidade de %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d turnos)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Pelo próprio</string>
|
||||
<string name="iteminfo_effect_works_on_target">No alvo</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Ao atingir o alvo</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Com cada morte</string>
|
||||
<string name="iteminfo_effect_works_when_used">Quando usado</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Quando equipado</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Suga %1$s pontos de vida</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Repõe %1$s pontos de vida</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Suga %1$s pontos de ação</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Repõe %1$s pontos de ação</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Aumenta a vida máxima em +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Diminui a vida máxima em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Aumenta os pontos de ação máximos em +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Diminui os pontos de ação máximos em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Penalização no custo de deslocação em +%1$d pontos de ação</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Diminui o custo de deslocação em %1$d pontos de ação</string>
|
||||
<string name="preferences_display_scaling_factor_title">Ampliar</string>
|
||||
<string name="preferences_display_scaling_factor">Torna todos os elementos do jogo maiores.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Tamanho normal</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">Ampliar 1,5 vezes</string>
|
||||
<string name="preferences_display_scaling_factor_double">Ampliar para o dobro</string>
|
||||
<string name="inventory_assign">Atribuir posição rápida</string>
|
||||
<string name="inventory_assign_slot1">Posição 1</string>
|
||||
<string name="inventory_assign_slot2">Posição 2</string>
|
||||
<string name="inventory_assign_slot3">Posição 3</string>
|
||||
<string name="inventory_unassign">Remover atribuição de posição rápida</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.6.10 -->
|
||||
<string name="preferences_movement_dpad_position_title">Botões de direção</string>
|
||||
<string name="preferences_movement_dpad_position">Permite ativar 4 botões virtuais de direção mostrados no ecrã por cima do jogo. Pode-se escolher nesta opção a posição onde aparecem os botões.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Botões de direção minimizáveis</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Se os 4 botões de direção estiverem ativos/mostrados, esta opção permite tornar os 4 botões muito pequenos temporariamente, pressionando no centro dos 4 botões.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Inativo</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Canto inferior direito</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Canto inferiro esquerdo</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Baixo</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Esquerda</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Direita</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Canto superior esquerdo</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Canto superior direito</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Cima</string>
|
||||
<string name="actorconditioninfo_constant_effect">Efeito constante</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Todos os turnos</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Todos os turnos completos</string>
|
||||
<string name="bulkselection_totalcost_buy">Custo total: %1$d moedas</string>
|
||||
<string name="bulkselection_totalcost_sell">Custo total: %1$d moedas</string>
|
||||
<string name="bulkselection_select_all">Tudo</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Tens a certeza?</string>
|
||||
<string name="bulkselection_sell_confirmation">Tens a certeza que queres vender %1$s\? Este item é %2$s e poderás não o conseguir recuperar.</string>
|
||||
<string name="skill_title_weapon_chance">Precisão da arma</string>
|
||||
<string name="skill_title_weapon_dmg">Golpe forte</string>
|
||||
<string name="skill_title_barter">Mercador</string>
|
||||
<string name="skill_title_dodge">Esquivar</string>
|
||||
<string name="skill_title_barkskin">Pele espessa</string>
|
||||
<string name="skill_title_more_criticals">Mais ataques críticos</string>
|
||||
<string name="skill_title_better_criticals">Melhores ataques críticos</string>
|
||||
<string name="skill_title_speed">Velocidade de combate</string>
|
||||
<string name="skill_title_coinfinder">Caçador de tesouros</string>
|
||||
<string name="skill_title_more_exp">Aprendizagem rápida</string>
|
||||
<string name="skill_title_cleave">Rasgar</string>
|
||||
<string name="skill_title_eater">Comedor de corpos</string>
|
||||
<string name="skill_title_fortitude">Força aumentada</string>
|
||||
<string name="skill_title_evasion">Evasão</string>
|
||||
<string name="skill_title_regeneration">Regeneração</string>
|
||||
<string name="skill_title_lower_exploss">Controlo de falhas</string>
|
||||
<string name="skill_title_magicfinder">Descobridor de magia</string>
|
||||
<string name="skill_title_resistance_mental">Mente forte</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Corpo resistente</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Sangue puro</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Aumento de probabilidade de ataque</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Aumento de danos em ataque</string>
|
||||
<string name="skill_shortdescription_barter">Melhores preços</string>
|
||||
<string name="skill_shortdescription_dodge">Aumento de probabilidade de bloqueio</string>
|
||||
<string name="skill_shortdescription_barkskin">Resistência a danos</string>
|
||||
<string name="skill_shortdescription_more_criticals">Aumento de probabilidade de ataques críticos</string>
|
||||
<string name="skill_shortdescription_better_criticals">Aumento de danos em ataques críticos</string>
|
||||
<string name="skill_shortdescription_speed">Aumento do máximo de pontos de ação</string>
|
||||
<string name="skill_shortdescription_coinfinder">Maior probabilidade de encontrar moedas</string>
|
||||
<string name="skill_shortdescription_more_exp">Mais experiência com morte de monstros</string>
|
||||
<string name="skill_shortdescription_cleave">Recupera pontos de ação com cada morte</string>
|
||||
<string name="skill_shortdescription_eater">Recupera pontos de vida em cada morte</string>
|
||||
<string name="skill_shortdescription_fortitude">Ganha pontos de vida em cada subida de nível</string>
|
||||
<string name="skill_shortdescription_evasion">Aumento da probabilidade de fugir</string>
|
||||
<string name="skill_shortdescription_regeneration">Ganha pontos de vida em cada turno</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Diminuição da quantidade de pontos de experiência perdidos ao morrer</string>
|
||||
<string name="skill_shortdescription_magicfinder">Aumento da probabilidade de encontrar itens mágicos</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Resistência contra encantamentos que incidem sobre a mente</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Resistência contra encantamentos que incidem sobre a capacidade física</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Resistência contra doenças do sangue</string>
|
||||
<string name="skill_longdescription_weapon_chance">Aumenta a probabilidade de ataque em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Aumenta o dano mínimo e máximo em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_barter">Por cada nível de habilidade, diminui a penalização monetária de compra e venda em %1$d pontos percentuais.</string>
|
||||
<string name="skill_longdescription_dodge">Aumenta a probabilidade de bloqueio em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_barkskin">Aumenta a resistência a danos em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_more_criticals">Aumenta todas as probabilidades de ataque crítico dadas por equipamento em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_better_criticals">Aumenta todos os multiplicadores de ataque crítico dados por equipamento em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_speed">Aumenta o máximo de pontos de ação (PA) em %1$d por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_coinfinder">Aumenta a probabilidade de encontrar moedas na morte de monstros em %1$d %%, e aumenta a quantidade de moedas por cada morte em %2$d %% por cada nível de habilidade (até ao valor máximo que cada monstro possa dar).</string>
|
||||
<string name="skill_longdescription_more_exp">Aumenta a quantidade de experiência dada por derrotares monstros em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_cleave">Dá +%1$d pontos de ação (PA) em cada morte por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_eater">Dá +%1$d pontos de vida (PV) em cada morte por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_fortitude">Em cada subida de nível, o máximo de pontos de vida (PV) é aumentado em %1$d por cada nível de habilidade. Isto não é aplicado retroativamente, apenas as subidas de nível seguintes serão afetadas.</string>
|
||||
<string name="skill_longdescription_evasion">Por cada nível de habilidade, reduz a probabilidade de tentativas de fugir falhadas em %1$d %% e a probabilidade de um monstro numa posição adjacente ataque em %2$d %%.</string>
|
||||
<string name="skill_longdescription_regeneration">Ganha +%1$d pontos de vida (PV) em cada turno por nível de habilidade.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Por cada nível de habilidade, reduz a quantidade de experiência perdida por morreres em %1$d %% (percentagem do valor atual de perda de experiência não pontos percentuais do valor de experiência). %2$d níveis eliminam todas a perda de experiência devido a morreres.</string>
|
||||
<string name="skill_longdescription_magicfinder">Aumenta a probabilidade de encontrar itens fora do normal em %1$d %% por cada nível de habilidade.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Diminui a probabilidade de ser afetado por encantamentos que incidem sobre a mente em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como atordoamento ou debilidade da arma.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Diminui a probabilidade de ser afetado por encantamentos que incidem sobre a condição física em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como fadiga.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Diminui a probabilidade de ser afetado por problemas sanguíneos em %1$d %% por cada nível de habilidade, até ao máximo de %2$d %%. Isto inclui ataques de monstros tais como Envenenar (Poison) ou Feridas Abertas (bleeding wounds).</string>
|
||||
<string name="skillinfo_action_levelup">Subida de nível</string>
|
||||
<string name="skill_current_level">Nível atual: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Nível atual: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Para subir o nível desta habilidade tens de ter, pelo menos, o nível %1$d da habilidade %2$s.</string>
|
||||
<string name="skill_prerequisite_level">Para subir o nível desta habilidade tens de ter, no mínimo, o nível %1$d de experiência.</string>
|
||||
<string name="skill_prerequisite_stat">Para subir o nível desta habilidade tens de ter, pelo menos, %1$d %2$s (estatísticas base).</string>
|
||||
<string name="skill_number_of_increases_one">Podes selecionar uma habilidade para aumentar.</string>
|
||||
<string name="skill_number_of_increases_several">Podes selecionar %1$d habilidades para aumentar.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Este nível também te dá um novo ponto de habilidade para gastar!</string>
|
||||
<string name="loadsave_save_to_new_slot">Criar nova posição para guardar jogo</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Substituir jogo guardado\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Este jogo guardado contém um nome de jogador diferente (%1$s) do nome do jogador atual (%2$s). Tens a certeza que queres substituir este jogo guardado\?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Ordinário</string>
|
||||
<string name="iteminfo_displaytypes_quest">Item de missão</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Lendário</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Extraordinário</string>
|
||||
<string name="iteminfo_displaytypes_rare">Raro</string>
|
||||
<string name="actorconditioninfo_category">Categoria do encantamento: %1$s</string>
|
||||
<string name="actorcondition_categories_spiritual">Espiritual</string>
|
||||
<string name="actorcondition_categories_mental">Mental</string>
|
||||
<string name="actorcondition_categories_physical">Capacidade física</string>
|
||||
<string name="actorcondition_categories_blood">Problema sanguíneo</string>
|
||||
<string name="traitsinfo_base_max_hp">Máximo de pontos de vida:</string>
|
||||
<string name="traitsinfo_base_max_ap">Máximo de pontos de ação:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Não é possível guardar o jogo durante um combate.</string>
|
||||
<string name="preferences_optimized_drawing_title">Desenho otimizado</string>
|
||||
<string name="preferences_optimized_drawing">Desativa esta opção caso apareçam erros gráficos. Com esta opção ativada, apenas serão redesenhados no ecrã as partes que mudam entre cada fotograma e não a imagem toda.</string>
|
||||
<!-- =========================================== -->
|
||||
<!-- Added in v0.7.0 -->
|
||||
<string name="localize_resources_from_mo_filename">pt.mo</string>
|
||||
<string name="combat_miss_animation_message">FALHOU</string>
|
||||
<string name="dialog_recenter">Centrar</string>
|
||||
<string name="dialog_more">Mais</string>
|
||||
<string name="dialog_monsterencounter_conditions">Condições</string>
|
||||
<string name="heroinfo_skill_categories">Categoria</string>
|
||||
<string name="heroinfo_skill_sort">Ordenar</string>
|
||||
<string name="heroinfo_inventory_categories">Categoria</string>
|
||||
<string name="heroinfo_inventory_sort">Ordenar por</string>
|
||||
<string name="heroinfo_healthpoints">Pontos de vida (PV):</string>
|
||||
<string name="heroinfo_experiencepoints">Pontos de experiência (PE):</string>
|
||||
<string name="combat_condition_player_apply">És afetado por %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Estás imune a %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s é afetado por %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">Agora %1$s está imunizado contra %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Iniciar jogo</string>
|
||||
<string name="startscreen_selectherosprite">Escolhe o teu herói</string>
|
||||
<string name="shop_item_sort">Ordenar</string>
|
||||
<string name="about_interface"><div>As <b>Preferências do jogo</b> podem ser acedidas pressionando o botão Menu do dispositivo.</div> <p>________________</p> <h1>Ícones da interface</h1> <div><b>A cesta</b><img alt=chest src=chest.png /></div> <p>Botões rápidos [pressionar longo atribui itens para usá-los]</p> <div><b>O herói</b><img alt=hero src=char_hero.png /></div> <p>Menu [visão geral, missões, habilidades e inventário*]</p> <p>* (ao ver o inventário, pressiona num item para saber mais sobre ele; pressiona prolongado para ver mais opções)</p> <div><b>O inimigo</b><img alt=monster src=monster.png /></div> <p>Informação [aparece durante o combate]</p> <p>________________</p> <h1>Combate</h1> <p>As ações durante uma batalha custam pontos de ação (PA)...</p> <div><b>Ataque</b> - [3 pontos de ação] *</div> <img alt=attacking src=doubleattackexample.png /> <p>*(equipar itens e usar itens pode alterar o custo de utilização e pontos de ação (PA)</p> <div><b>Utilizar itens</b> - [5 pontos de ação]</div> <div><b>Fugir</b> - [6 pontos de ação]</div> <p>________________</p> <h1>Combate avançado</h1> <div>Durante um combate, premir longo numa casa adjacente ao herói...</div> <div><b>Para fugir</b></div> <p>(a casa escolhida é destacada - o botão de Ataque muda para Mover)</p> <img alt=flee src=flee_example.png /> <p>[com o modo de fugir ativado - premir longo no inimigo para retomar o combate]</p> <div><b>Para alterar os alvos</b></div> <p>(o destaque avermelhado do alvo muda para outros inimigos)</p> <p>[o alvo foi alterado]</p></string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Mostrar caixa de diálogo ao encontrar itens</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Caixa de diálogo para itens, notificação para o resto</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Mostrar notificação apenas quando encontrar itens</string>
|
||||
<string name="actorcondition_info_immunity">Imune a %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">No atacante</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Quando atingido pelo atacante</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Quando morto pelo atacante</string>
|
||||
<string name="inventory_selectitem">Seleciona o item a atribuir</string>
|
||||
<string name="preferences_high_quality_filters_title">Filtros de alta qualidade</string>
|
||||
<string name="skill_title_shadow_bless">Bênção negra das Sombras</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Resistência contra todos os tipos de condições</string>
|
||||
<string name="skill_longdescription_shadow_bless">Reduz a probabilidade de ser afetado por todos os tipos de condições/efeitos por %1$d %%. Inclui as condições causadas por ataque de monstros tas como envenenamento, atordoamento ou fadiga.</string>
|
||||
<string name="inventory_movetop">Mover para o topo</string>
|
||||
<string name="inventory_movebottom">Mover para o fundo</string>
|
||||
<string name="actorinfo_immune_criticals">Imune a ataques críticos</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Probabilidade efetiva de ataques críticos:</string>
|
||||
<string name="skill_title_crit1">Hemorragia interna</string>
|
||||
<string name="skill_shortdescription_crit1">Probabilidade de causar hemorragias internas</string>
|
||||
<string name="skill_longdescription_crit1">Para cada ataque crítico feito, existe uma probabilidade de %1$d %% que o golpe cause a condição de \'hemorragia interna\' no alvo. Hemorragia interna afeta severamente as habilidades de ataque, dificultando novos ataques com sucesso.</string>
|
||||
<string name="skill_title_crit2">Fratura</string>
|
||||
<string name="skill_shortdescription_crit2">Probabilidade de fraturar ossos ao inimigo</string>
|
||||
<string name="skill_longdescription_crit2">Para cada ataque crítico feito, existe uma probabilidade de %1$d %% que o golpe cause a condição de \'fratura\' no alvo. As fraturas afetam muito as habilidades defensivas do inimigo, tornando mais difíceis as defesas subsequentes.</string>
|
||||
<string name="skill_title_rejuvenation">Remoção de efeitos</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Probabilidade de anular efeitos</string>
|
||||
<string name="skill_longdescription_rejuvenation">A cada turno (6 segundos), existe uma probabilidade de %1$d %% que uma condição ativa com efeito negativo tenha a sua intensidade reduzida. Isto aplica-se a todos os tipos de efeitos que afetam o corpo: condições mentais como atordoamento, condições físicas como fadiga e também os distúrbios sanguíneos, como envenenamento.</string>
|
||||
<string name="skill_title_taunt">Provocação</string>
|
||||
<string name="skill_shortdescription_taunt">Atacante perde pontos de ação (PA) ao errar</string>
|
||||
<string name="skill_longdescription_taunt">Quando um atacante faz um ataque e erra, existe uma hipótese de %1$d %% que o atacante perca %2$d pontos de ação (PA). Isso aplica-se a todos os tipos de ataques corpo-a-corpo contra ti.</string>
|
||||
<string name="skill_title_concussion">Traumatismo craniano</string>
|
||||
<string name="skill_shortdescription_concussion">Probabilidade de causar um traumatismo craniano</string>
|
||||
<string name="skill_longdescription_concussion">Quando é feito um ataque num inimigo em que a probabilidade de bloqueio (PB) é pelo menos %1$d menor que a sua probabilidade de ataque (PA), Existe uma possibilidade de %2$d %% que o golpe irá causar um traumatismo craniano no inimigo. O traumatismo craniano irá reduzir severamente a capacidade ofensiva do inimigo, tornando-o menos hábil em realizar ataques com sucesso.</string>
|
||||
<string name="about_button4">Sobre</string>
|
||||
<string name="preferences_ui_category">Interface</string>
|
||||
<string name="preferences_ui_enable_animations_title">Ativar animações</string>
|
||||
<string name="preferences_ui_enable_animations">Mostrar animações em vários elementos da interface, como a barra de combate.</string>
|
||||
<string name="menu_button_worldmap">Mapa</string>
|
||||
<string name="menu_button_worldmap_failed">O mapa não pode ser mostrado.</string>
|
||||
<string name="display_worldmap_not_available">O mapa não pode ser mostrado neste local.</string>
|
||||
<string name="display_worldmap_title">Mapa</string>
|
||||
<string name="inventory_equip_offhand">Equipar (sem aviso)</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Custo de ataque: %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Aumenta custo de ataque em %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Reduz custo de ataque em %1$d PA</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Probabilidade de ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Aumenta a probabilidade de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Reduz a probabilidade de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Dano no ataque: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Dano de ataque: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Aumenta o dano de ataque em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Aumenta o dano de ataque entre %1$d e %2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Reduz o dano de ataque de %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Reduz o dano de ataque entre %1$d e %2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Aumenta habilidade crítica em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Reduz habilidade crítica em %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Habilita golpes críticos com um muliplicador de x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Aumenta a chance de bloqueio em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Reduz a chance de bloqueio em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Aumenta a resistência a dano em %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Reduz a resistência a dano em %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Aumenta o custo de pontos de ação (PA) usando itens em combate em %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Reduz o custo de pontos de ação (PA) usando itens em combate em %1$d PA</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Aumenta o custo de pontos de ação (PA) ao equipar itens em combate em %1$d PA</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Reduz o custo de pontos de ação (PA) ao equipar itens em combate em %1$d PA</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Tens a certeza que queres substituir este jogo guardado\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(posição %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Mostrar sempre o diálogo de confirmação</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Mostrar apenas quando substituir com um nome de jogador diferente</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nunca mostrar o diálogo de confirmação</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Confirmar substituir o jogo guardado</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Pergunta o que fazer caso tentes guardar numa posição que já contém um jogo guardado.</string>
|
||||
<string name="heroinfo_reequip_cost">Re-equipar custa (PA):</string>
|
||||
<string name="heroinfo_useitem_cost">Usar item custa (PA):</string>
|
||||
<string name="combat_result_monstermoved">%1$s movimentos.</string>
|
||||
<string name="combat_log_title">Relatório de combates</string>
|
||||
<string name="combat_log_noentries">Ainda não há entradas.</string>
|
||||
<string name="conversation_reward_quest_finished">[Missão concluída: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Missão atualizada: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Competência com adagas</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Competência com espadas de uma mão</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Competência com espadas de duas mãos</string>
|
||||
<string name="skill_title_weapon_prof_axe">Competência com machados</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Proficiência em utilização de cacetetes</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Luta desarmado</string>
|
||||
<string name="skill_title_armor_prof_shield">Competência com escudos</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Luta sem armadura</string>
|
||||
<string name="skill_title_armor_prof_light">Competência com armaduras leves</string>
|
||||
<string name="skill_title_armor_prof_heavy">Competência com armaduras pesadas</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Estilo de combate: manuseio duplo</string>
|
||||
<string name="skill_title_fightstyle_2hand">Estilo de combate: arma de duas mãos</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Estilo de combate: arma e escudo</string>
|
||||
<string name="skill_title_specialization_dualwield">Especialização: Manuseio duplo</string>
|
||||
<string name="skill_title_specialization_2hand">Especialização: Arma de duas mãos</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Especialização: Arma e escudo</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Melhor na luta com adagas</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Melhor na luta com espadas de uma mão</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Melhor na luta com espadas de duas mãos</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Melhor na luta com machados</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Melhor na luta com cacetetes</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Melhor na luta sem armas</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Faça um melhor uso de escudos</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Melhor na luta sem armadura</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Faça um melhor uso de armaduras leves</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Faça um melhor uso de armaduras pesadas</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Manuseie duas armas ao mesmo tempo</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Faça um melhor uso de armas que requerem ambas as mãos</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Melhor na luta com arma e escudo</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Especialista em manuseio duplo</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Especialista em armas de duas mãos</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Especialista na luta com arma e escudo</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Para cada nível desta habilidade, aumenta sua chance de ataque utilizando adagas e espadas curtas em %1$d%% da chance de ataque base do item, aumenta sua chance de bloqueio em %2$d%% da chance de bloqueio base do item, e aumenta sua habilidade de crítico em %3$d%% da habilidade de crítico base do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Para cada nível de habilidade, aumenta a chance de ataque de Espadas Roperas, Espadas longas e Espadas largas em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item, e aumenta a habilidade de ataques críticos em %3$d %% da habilidade base de ataques críticos do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Para cada nível de habilidade, aumenta a chance de ataque de Espadas de duas mãos em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item, e aumenta a habilidade de ataques críticos em %3$d %% da habilidade de ataques críticos base do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Para cada nível de habilidade, aumenta a chance de ataque de Machados e Machados Grandes em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item, e aumenta a habilidade de ataques críticos em %3$d %% da habilidade de ataques críticos base do item.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Para cada nível de habilidade, aumenta a chance de ataque de Clavas em %1$d %% da chance de ataque base do item, aumenta a chance de bloqueio em %2$d %% da chance de bloqueio base do item, e aumenta a habilidade de ataques críticos em %3$d %% da habilidade de ataques críticos base do item. Isto inclui Porretes, Bastões, Clavas, Centros, Martelos de Guerra e Martelos Gigantes.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">Quando lutar sem arma e escudo, ganha %1$d de chance de ataque, %2$d de potencial de dano e %3$d de chance de bloqueio por nível da habilidade.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Aumenta sua resistência a danos em %1$d por nível de habilidade enquanto um escudo estiver equipado.</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">Enquanto lutar sem estar com nenhuma peça de armadura, ganha %1$d de chance de bloqueio por nível de habilidade. Itens feitos de tecidos não são considerados armaduras.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Para cada nível de habilidade, aumenta a chance de bloqueio de cada peça de armadura leve que está sendo usado em %1$d%% da chance de bloqueio original. Armaduras leves, incluindo couro, metal leve e gibões.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">"Para cada nível de habilidade, aumenta a chance de bloqueio de cada peça de armadura pesada que está sendo usada em %1$d%% da chance de bloqueio original. Peças de armadura pesada tem sua penalidade de movimento reduzida em %2$d%% por nível de habilidade, e sua penalidade na velocidade de ataque é reduzida em %3$d%% por nível de habilidade. Armaduras pesadas incluem armaduras metálicas, cota de malha e placa de ferro."</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Dá benefícios quando lutas com duas armas ao mesmo tempo, uma na mão principal e outra na mão secundária.
|
||||
\n
|
||||
\nSem esta habilidade, apenas %1$d %% da qualidade da arma pode ser usada quando equipada na mão secundária. Isto inclui a hipótese de ataque, habilidade crítica, potencia do dano e hipótese de bloqueio. Sem essa habilidade, a velocidade de ataque (custo de pontos de ação) de fazer um ataque é a soma da velocidade de ataque da arma principal e a que está a ser usada na mão secundária.
|
||||
\n
|
||||
\nCom um nível desta habilidade, pode ser usada %2$d %% da qualidade da arma da mão secundária, e a velocidade de ataque da arma na mão principal mais %3$d %% da velocidade de ataque da arma na mão secundária.
|
||||
\n
|
||||
\nCom dois níveis desta habilidade, pode ser usada %4$d %% da qualidade da arma da mão secundária, e a velocidade de ataque é igual ao mais alto das velocidades de ataque das duas armas equipadas.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Da benefícios quando esta usando armas que exige ambas as mãos para manejar, tal como espadas de duas mãos, machados grandes ou martelos gigantes.
|
||||
\n
|
||||
\nCada nível de habilidade aumenta a potência do dano de armas de duas mãos com %1$d %% do potêncial do dano original.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Da benefícios quando esta lutando com uma arma na mão principal e tem um escudo equipado na mão secundária.
|
||||
\n
|
||||
\nCada nível de habilidade aumenta a chance de ataque da arma com %1$d %% da chance de ataque original da arma, e a chance de bloqueio de escudos em %2$d %% da chance de bloqueio original do escudo.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Aumenta a chance de ataque de ambas as armas empunhadas e dá um adicional %1$d %% da chance de ataque original das armas, além dos benefícios oferecidos pela habilidade do estilo da arma. A chance de bloqueio de ambas as armas também são aumentadas em %2$d %% da chance de bloqueio original das armas.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Aumenta o potencial das dano de armas de duas mãos num adicional de %1$d %% do potencial de dano original, em acréscimo aos benefícios dados pela habilidade estilo de arma. A chance de ataque das armas de duas mãos são, também, aumentadas em %2$d %% das suas chances de ataque originais.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">Aumenta a chance de ataque e o potencial de dano das armas. A chance de ataque é aumentada em %1$d %% da chance de ataque original, e o potencial de dano é aumentado em %2$d %% do potencial de dano original.</string>
|
||||
<string name="preferences_quickslots_placement">Posição do acesso rápido</string>
|
||||
<string name="preferences_quickslots_placement_summary">Onde colocar o acesso rápido</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Centro inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Centro esquerda</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Centro direita</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Inferior esquerdo, junto da borda à esquerda</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Inferior esquerdo, junto da borda inferior</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Inferior direito, junto da borda inferior</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Inferior direito, junto da borda à direita</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Caixa aberta mostra acesso rápido</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Quando a caixa de ferramentas é aberta, são mostrados os botões de acesso rápido</string>
|
||||
<string name="startscreen_incompatible_savegames">Isto é uma versão em desenvolvimento do Andor\'s Trail. Os jogos guardados nesta versão são incompatíveis com as normais versões de lançamento estáveis.</string>
|
||||
<string name="startscreen_non_release_version">Isto é uma versão de pré-lançamento do Andor\'s Trail. Os jogos guardados nesta versão podem não ser compatíveis com a versão normal de lançamento estável.</string>
|
||||
<string name="heroinfo_gamestats">Estatísticas do jogo</string>
|
||||
<string name="heroinfo_gamestats_quests">Missões concluídas</string>
|
||||
<string name="heroinfo_gamestats_deaths">Vezes caído inconsciente</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Ouro gasto em lojas</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Poções de farinha óssea usadas</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Itens usados</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Lugares visitados</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Item mais usado</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Monstros mortos</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Monstro mais poderoso morto</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Monstro mais vezes morto</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Usar tradução</string>
|
||||
<string name="preferences_ui_use_localized_resources">Traduz o jogo para o mesmo idioma atualmente usado no sistema Android, se estiver disponível a tradução (necessário reiniciar)</string>
|
||||
<string name="change_locale_requires_restart">É necessário reiniciar o jogo para usar a tradução do idioma. O Andor\'s Trail foi fechado.</string>
|
||||
<string name="inventory_category_all">Tudo</string>
|
||||
<string name="inventory_category_favorites">Favoritos</string>
|
||||
<string name="inventory_category_weapons">Arma</string>
|
||||
<string name="inventory_category_armor">Armadura</string>
|
||||
<string name="inventory_category_usable">Consumíveis</string>
|
||||
<string name="inventory_category_other">Outros</string>
|
||||
<string name="inventory_sort_custom">Não ordenado</string>
|
||||
<string name="inventory_sort_name">Nome</string>
|
||||
<string name="inventory_sort_price">Preço</string>
|
||||
<string name="inventory_sort_quantity">Quantidade</string>
|
||||
<string name="inventory_sort_rarity">Raridade</string>
|
||||
<string name="inventory_sort_type">Tipo</string>
|
||||
<string name="shoplist_sort_custom">Não ordenado</string>
|
||||
<string name="shoplist_sort_name">Nome</string>
|
||||
<string name="shoplist_sort_price">Preço</string>
|
||||
<string name="shoplist_sort_quantity">Quantidade</string>
|
||||
<string name="shoplist_sort_rarity">Raridade</string>
|
||||
<string name="shoplist_sort_type">Tipo</string>
|
||||
<string name="skill_category_all">Tudo</string>
|
||||
<string name="skill_category_offense">Ofensivo</string>
|
||||
<string name="skill_category_defense">Defesa</string>
|
||||
<string name="skill_category_criticals">Críticos</string>
|
||||
<string name="skill_category_immunity">Imunidade</string>
|
||||
<string name="skill_category_utility">Utilidade</string>
|
||||
<string name="skill_category_speciality">Especialidade</string>
|
||||
<string name="skill_category_proficiency">Proficiência</string>
|
||||
<string name="skill_sort_unsorted">Não ordenado</string>
|
||||
<string name="skill_sort_name">Nome</string>
|
||||
<string name="skill_sort_points">Pontos</string>
|
||||
<string name="skill_sort_unlocked">Desbloqueado</string>
|
||||
<string name="preferences_display_theme_title">Tema</string>
|
||||
<string name="preferences_display_theme">Escolhe o tema da interface (necessário reiniciar)</string>
|
||||
<string name="preferences_display_theme_blue">Azul cobalto</string>
|
||||
<string name="preferences_display_theme_green">Verde malaquite</string>
|
||||
<string name="preferences_display_theme_charcoal">Preto obsidiana</string>
|
||||
<string name="change_theme_requires_restart">É necessário reiniciar o jogo ao alterar o tema da interface. O Andor\'s Trail foi fechado.</string>
|
||||
<string name="combat_taunt_monster">Insultaste %1$s!</string>
|
||||
<string name="combat_condition_player_clear">Estás limpo de %1$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s limpou-se de %2$s.</string>
|
||||
<string name="preferences_high_quality_filters">Desativa isto se tiveres problemas de desempenho em mapas filtrados (por exemplo em cavernas escuras). Esta opção ativada faz com que o jogo use filtros de cor avançados, em vez de sobreposições de cores sólidas.</string>
|
||||
<string name="inventory_category_quest">Item de missão</string>
|
||||
<string name="storage_permissions_mandatory">O acesso ao armazenamento é obrigatório para o jogo Andor\'s Trail conseguir guardar jogos e o mapa mundial. A fechar o jogo Andor\'s Trail.</string>
|
||||
</resources>
|
||||
@@ -1,5 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="localize_resources_from_mo_filename">sl.mo</string>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
</resources>
|
||||
@@ -1,252 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andors Stig</string>
|
||||
<string name="exit_to_menu">Tillbaka till menyn</string>
|
||||
<string name="menu_settings">Alternativ</string>
|
||||
<string name="menu_save">Spara</string>
|
||||
<string name="menu_save_gamesaved">Spelet sparades på plats %1$d</string>
|
||||
<string name="menu_save_failed">Det misslyckades att spara spelet! Är SD-kortet monterat och skrivbart?</string>
|
||||
<string name="loadsave_title_save">Spara spelet</string>
|
||||
<string name="loadsave_title_load">Ladda ett sparat spel</string>
|
||||
<string name="loadsave_selectslot">Välj en plats</string>
|
||||
<string name="savegame_currenthero_displayinfo">nivå %1$d, %2$d exp, %3$d guld</string>
|
||||
<string name="dialog_loading_message">Laddar resurser…</string>
|
||||
<string name="dialog_loading_failed_title">Laddningen misslyckades</string>
|
||||
<string name="dialog_loading_failed_message">Andors Stig kunde inte ladda det sparade spelet.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nFilen kan vara skadad eller ofullständig.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andors Stig kunde inte ladda den sparade spelfilen. Den sparade filen är skapad med en nyare version än den som körs för tillfället.</string>
|
||||
<string name="dialog_close">Stäng</string>
|
||||
<string name="dialog_monsterencounter_title">Sammandrabbning</string>
|
||||
<string name="dialog_monsterencounter_message">Vill du attackera?
|
||||
Svårighetsgrad: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Information</string>
|
||||
<string name="status_hp">HP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">Nivå:</string>
|
||||
<string name="heroinfo_char">Överblick</string>
|
||||
<string name="heroinfo_inv">Föremål</string>
|
||||
<string name="heroinfo_skill">Färdigheter</string>
|
||||
<string name="heroinfo_levelup">Nivåuppgradering</string>
|
||||
<string name="heroinfo_level">Nivå</string>
|
||||
<string name="heroinfo_totalexperience">Erfarenhetssumma</string>
|
||||
<string name="heroinfo_wornequipment">Iförd utrustning</string>
|
||||
<string name="heroinfo_inventory">Lager</string>
|
||||
<string name="heroinfo_gold">Guld: %1$d</string>
|
||||
<string name="app_description">Uppdragsbaserad fantasy RPG</string>
|
||||
<string name="heroinfo_actionpoints">Handlingspoäng (AP):</string>
|
||||
<string name="heroinfo_quests">Uppdrag</string>
|
||||
<string name="combat_attack">Attackera (%1$d AP)</string>
|
||||
<string name="combat_move">Flytta (%1$d AP)</string>
|
||||
<string name="combat_use">Använd föremål</string>
|
||||
<string name="combat_endturn">Avsluta draget</string>
|
||||
<string name="combat_flee">Flykta</string>
|
||||
<string name="combat_begin_flee">Nu kan du flykta från sammandrabbningen genom att klicka i riktningen du vill flytta dig.</string>
|
||||
<string name="combat_flee_failed">Flyktförsöket misslyckades!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">HP:</string>
|
||||
<string name="combat_monsteraction">%1$s attackerar.</string>
|
||||
<string name="combat_result_monstermiss">%1$s missar!</string>
|
||||
<string name="combat_result_monsterhit">%1$s träffar dig för %2$d HP!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s träffar ett kritiskt slag för %2$d HP!</string>
|
||||
<string name="combat_result_heromiss">Din attack misslyckas.</string>
|
||||
<string name="combat_result_herohit">Du träffar %1$s för %2$d HP!</string>
|
||||
<string name="combat_result_herohitcritical">Du träffar %1$s med ett kritiskt slag för %2$d HP!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s dör!</string>
|
||||
<string name="combat_not_enough_ap">Du har inte tillräckligt med AP kvar denna omgång.</string>
|
||||
<string name="combat_hero_dies">Du svimmar, men lyckligtvis vaknar du, omtöcknad och utmattad men levande. Du förlorade %1$d i erfarenhet.</string>
|
||||
<string name="combat_miss_animation_message">MISS</string>
|
||||
<string name="inventory_info">Information</string>
|
||||
<string name="inventory_equip">Utrusta</string>
|
||||
<string name="inventory_unequip">Ta bort rustning</string>
|
||||
<string name="inventory_use">Använd</string>
|
||||
<string name="inventory_drop">Lägg ner</string>
|
||||
<string name="inventory_item_used">Du använde %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s lades ner.</string>
|
||||
<string name="inventory_item_equipped">Du utrustade dig med %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Plocka upp allt</string>
|
||||
<string name="dialog_loot_foundgold">"Du hittade %1$d guld. "</string>
|
||||
<string name="dialog_loot_pickedupitem">"Du tog upp en sak. "</string>
|
||||
<string name="dialog_loot_pickedupitems">"Du tog upp %1$d saker. "</string>
|
||||
<string name="dialog_groundloot_title">Saker</string>
|
||||
<string name="dialog_groundloot_message">"Du hittade något. "</string>
|
||||
<string name="dialog_monsterloot_title">Seger</string>
|
||||
<string name="dialog_monsterloot_message">"Du överlevde sammandrabbningen. "</string>
|
||||
<string name="dialog_monsterloot_gainedexp">"Din erfarenhet ökades med %1$d "</string>
|
||||
<string name="monster_difficulty_veryeasy">Väldigt enkelt</string>
|
||||
<string name="monster_difficulty_easy">Enkelt</string>
|
||||
<string name="monster_difficulty_normal">Normalt</string>
|
||||
<string name="monster_difficulty_hard">Svårt</string>
|
||||
<string name="monster_difficulty_veryhard">Väldigt svårt</string>
|
||||
<string name="monster_difficulty_impossible">Omöjligt</string>
|
||||
<string name="actorinfo_class">Grupp:</string>
|
||||
<string name="actorinfo_difficulty">Svårighet:</string>
|
||||
<string name="actorinfo_health">Hälsa:</string>
|
||||
<string name="actorinfo_defense">Försvar:</string>
|
||||
<string name="actorinfo_attack">Attack:</string>
|
||||
<string name="actorinfo_basetraits">Bas kampstatistik (utan utrustning och färdigheter)</string>
|
||||
<string name="actorinfo_currenttraits">Kampstatistik (gällande)</string>
|
||||
<string name="iteminfo_action_use">Använd</string>
|
||||
<string name="iteminfo_action_equip">Utrusta</string>
|
||||
<string name="startscreen_continue">Fortsätt spelet</string>
|
||||
<string name="startscreen_newgame">Nytt spel</string>
|
||||
<string name="startscreen_newgame_confirm">Du kommer att förlora ditt nuvarande spel och din nuvarande karaktär, är du säker på att du vill påbörja ett nytt spel?</string>
|
||||
<string name="startscreen_about">Om/hjälp</string>
|
||||
<string name="startscreen_enterheroname">Skriv hjältens namn</string>
|
||||
<string name="startscreen_load">Ladda</string>
|
||||
<string name="conversation_rewardexp">" [Din erfarenhet ökades med %1$d]"</string>
|
||||
<string name="conversation_rewardgold">" [Du fick %1$d guld]"</string>
|
||||
<string name="conversation_lostgold">" [Du förlorade %1$d guld]"</string>
|
||||
<string name="conversation_rewarditem">" [Du hittade något]"</string>
|
||||
<string name="conversation_rewarditems">" [Du hittade %1$d saker]"</string>
|
||||
<string name="conversation_next">Nästa</string>
|
||||
<string name="conversation_leave">Gå härifrån</string>
|
||||
<string name="shop_buy">Köp</string>
|
||||
<string name="shop_sell">Sälj</string>
|
||||
<string name="shop_infoitem">Information</string>
|
||||
<string name="shop_buyitem">Köp (%1$d guld)</string>
|
||||
<string name="shop_sellitem">Sälj (%1$d guld)</string>
|
||||
<string name="shop_yourgold">Du har: %1$d guld</string>
|
||||
<string name="shop_item_bought">%1$s köptes.</string>
|
||||
<string name="shop_item_sold">%1$s såldes.</string>
|
||||
<string name="levelup_description">Välkommen till nivå %1$d!</string>
|
||||
<string name="dialog_rest_title">Vila</string>
|
||||
<string name="dialog_rest_confirm_message">Vill du vila dig här?</string>
|
||||
<string name="about_button1">Hjälp</string>
|
||||
<string name="about_button3">Licens</string>
|
||||
<string name="dialog_newversion_title">Välkommen</string>
|
||||
<string name="questlog_queststatus">Status: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Påbörjad</string>
|
||||
<string name="questlog_queststatus_completed">Slutförd</string>
|
||||
<string name="preferences_display_category">Visning</string>
|
||||
<string name="preferences_display_fullscreen_title">Helskärm</string>
|
||||
<string name="preferences_display_fullscreen">Visar spelet i fullskärm. (Kräver omstart)</string>
|
||||
<string name="preferences_dialog_category">Bekräftelsedialoger</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Bekräfta vila</string>
|
||||
<string name="preferences_dialog_confirmrest">Frågar dig om du vill vila dig när du kommer till en säng. Annars kommer du automatiskt att vila dig.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Bekräfta attack</string>
|
||||
<string name="preferences_dialog_monsterloot">Välj hur du vill visa utgången av en kamp (guld, erfarenhet, byte).</string>
|
||||
<string name="preferences_combat_category">Kamp</string>
|
||||
<string name="preferences_combat_speed_title">Kamphastighet</string>
|
||||
<string name="preferences_combat_speed">Bestämmer hur snabbt monstren attackerar.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Visa monstrens byte</string>
|
||||
<string name="preferences_display_loot_toast">Visa kort meddelande</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Visa meddelande bara om byte hittas</string>
|
||||
<string name="preferences_display_loot_never">Visa inte</string>
|
||||
<string name="preferences_attackspeed_instant">Omedelbar (ingen animation)</string>
|
||||
<string name="preferences_attackspeed_fast">Snabb</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Långsam</string>
|
||||
<string name="preferences_movement_category">Rörelse</string>
|
||||
<string name="preferences_display_scaling_factor">Spelet visar allting större.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normal storlek</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x storlek</string>
|
||||
<string name="preferences_display_scaling_factor_double">Dubbelstorlek</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Nere till höger</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Nere till vänster</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">I mitten nere</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">I mitten till vänster</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">I mitten till höger</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Uppe till vänster</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Uppe till höger</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">I mitten uppe</string>
|
||||
<string name="bulkselection_totalcost_buy">Totala kostnaden: %1$d guld</string>
|
||||
<string name="bulkselection_totalcost_sell">Totala kostnaden: %1$d guld</string>
|
||||
<string name="bulkselection_select_all">Allt</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Är du säker?</string>
|
||||
<string name="bulkselection_sell_confirmation">Är du säker på att du vill sälja %1$s? Detta objekt är %2$s och det är inte säkert att du kan få det tillbaka.</string>
|
||||
<string name="skill_title_weapon_chance">Vapenprecision</string>
|
||||
<string name="skill_title_barter">Handlare</string>
|
||||
<string name="skill_title_dodge">Vighet</string>
|
||||
<string name="skill_title_barkskin">Barkhud</string>
|
||||
<string name="skill_title_speed">Kamphastighet</string>
|
||||
<string name="skill_title_coinfinder">Skattjägare</string>
|
||||
<string name="skill_title_cleave">Klyva</string>
|
||||
<string name="skill_title_eater">Likätare</string>
|
||||
<string name="skill_title_evasion">Smitare</string>
|
||||
<string name="skill_title_regeneration">Förnyelse</string>
|
||||
<string name="skill_title_resistance_mental">Starkt sinne</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Uthållig kropp</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Rent blod</string>
|
||||
<string name="skill_shortdescription_coinfinder">Ökade chanser för att hitta guld</string>
|
||||
<string name="skill_shortdescription_evasion">Ökade chanser för att flykta</string>
|
||||
<string name="skill_shortdescription_magicfinder">Ökade chanser för att hitta magiska objekt</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Motståndskraft emot psykiska åkommor</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Motståndskraft emot fysiska åkommor</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Motståndskraft emot blodsjukdomar</string>
|
||||
<string name="skill_current_level">Nuvarande nivå: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Nuvarande nivå: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">För att öka denna färdighet behöver du ha minst nivå %1$d i färdigheten %2$s.</string>
|
||||
<string name="skill_prerequisite_level">För att öka denna färdighet behöver du vara på minst nivå %1$d.</string>
|
||||
<string name="skill_number_of_increases_one">Du kan välja en färdighet att förbättra.</string>
|
||||
<string name="skill_number_of_increases_several">Du kan välja %1$d färdigheter att förbättra.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Denna nivå ger dig också en ny färdighetspoäng att använda!</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Vanlig</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Legendarisk</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Sällsynt</string>
|
||||
<string name="iteminfo_displaytypes_rare">Ovanlig</string>
|
||||
<string name="preferences_movementmethod_title">Rörelsessätt</string>
|
||||
<string name="preferences_movementmethod">Rörelsessätt och hur hinder hanteras.</string>
|
||||
<string name="preferences_movementmethods_straight">Rakt (ursprunglig)</string>
|
||||
<string name="preferences_movementmethods_avoid">Undvik hinder</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s chans för %2$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d omgångar)</string>
|
||||
<string name="iteminfo_effect_works_when_used">Vid användning</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Varje omgång</string>
|
||||
<string name="skill_title_more_exp">Begåvad</string>
|
||||
<string name="skill_title_lower_exploss">Mästare i Misslyckande</string>
|
||||
<string name="skill_title_magicfinder">Magiupptäckare</string>
|
||||
<string name="skill_shortdescription_barter">Bättre priser i butikerna</string>
|
||||
<string name="actorcondition_categories_mental">Psykiskt</string>
|
||||
<string name="actorcondition_categories_physical">Fysiskt</string>
|
||||
<string name="actorcondition_categories_blood">Blodsjukdom</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Spelet kan inte sparas medan kamp pågår.</string>
|
||||
<string name="skill_title_shadow_bless">Skuggans mörka välsignelse</string>
|
||||
<string name="inventory_movetop">Flytta överst</string>
|
||||
<string name="inventory_movebottom">Flytta nederst</string>
|
||||
<string name="skill_title_crit1">Inre blödning</string>
|
||||
<string name="skill_shortdescription_crit1">Möjlighet för inre blödning</string>
|
||||
<string name="skill_title_crit2">Benbrott</string>
|
||||
<string name="skill_shortdescription_crit2">Möjlighet för benbrott</string>
|
||||
<string name="skill_title_rejuvenation">Förnyelse</string>
|
||||
<string name="skill_title_concussion">Hjärnskakning</string>
|
||||
<string name="skill_shortdescription_concussion">Möjlighet för hjärnskakning</string>
|
||||
<string name="about_button4">Om</string>
|
||||
<string name="menu_button_worldmap">Karta</string>
|
||||
<string name="menu_button_worldmap_failed">Kartan kan inte visas.</string>
|
||||
<string name="display_worldmap_not_available">Kartan kan inte visas över detta område.</string>
|
||||
<string name="display_worldmap_title">Karta</string>
|
||||
<string name="combat_result_monstermoved">%1$s flyttar sig.</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Dolkskicklighet</string>
|
||||
<string name="skill_title_weapon_prof_axe">Yxskicklighet</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Klubbvapenskicklighet</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Obeväpnad kamp</string>
|
||||
<string name="skill_title_armor_prof_shield">Sköldskicklighet</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Oväpnad kamp</string>
|
||||
<string name="skill_title_armor_prof_light">Skicklighet i lättrustning</string>
|
||||
<string name="skill_title_armor_prof_heavy">Skicklighet i tungrustning</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Kampstil: Vapen och sköld</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Specialisering: Vapen och sköld</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Bättre på att kämpa med dolkar</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Bättre på att kämpa med yxor</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Bättre på att kämpa med klubbor och liknande vapen</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Bättre på att kämpa utan vapen</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Bättre på att utnyttja sköldar</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Bättre på att kämpa utan rustning</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Bättre på att utnyttja lätt vapenrustning</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Bättre på att utnyttja tung vapenrustning</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Bär två vapen samtidigt</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Bättre på att använda vapen som kräver två händer</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Bättre på att kämpa med vapen och sköld</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Expert på att kämpa med vapen och sköld</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Mitten nere</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Mitten till vänster</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Mitten till höger</string>
|
||||
<string name="heroinfo_gamestats">Spelstatistik</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Besökta ställen</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="localize_resources_from_mo_filename">sv.mo</string>
|
||||
<string name="iteminfo_category">Kategori:</string>
|
||||
</resources>
|
||||
@@ -1,426 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="exit_to_menu">Menüye dön</string>
|
||||
<string name="menu_settings">Tercihler</string>
|
||||
<string name="menu_save">Kaydet</string>
|
||||
<string name="app_name">Andor\'un İzi</string>
|
||||
<string name="app_description">Macera temelli bir fantezi RPG</string>
|
||||
<string name="menu_save_failed">Kaydetme başarısız! SD kart yerleştirilmiş ve yazılabilir mi?</string>
|
||||
<string name="loadsave_title_save">Oyunu kaydet</string>
|
||||
<string name="loadsave_title_load">Kayıtlı oyunu yükle</string>
|
||||
<string name="loadsave_selectslot">Pozisyon seçiniz</string>
|
||||
<string name="savegame_currenthero_displayinfo">seviye %1$d, %2$d deneyim, %3$d altın</string>
|
||||
<string name="dialog_loading_message">Kaynaklar yükleniyor…</string>
|
||||
<string name="dialog_loading_failed_title">Yükleme Başarısız</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'un İzinde oyun kayıt dosyasını yükleyemedi.\n\n:(\n\nDosya zara görmüş veya eksik olabilir.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'un İzinde oyun kayıt dosyasını yükleyemedi. Bu oyun kayıt dosyası mevcut çalışandan daha yeni bir sürümle oluşturulmuş.</string>
|
||||
<string name="dialog_close">Kapat</string>
|
||||
<string name="dialog_monsterencounter_title">Karşılaşma</string>
|
||||
<string name="dialog_monsterencounter_message">Saldırmak istiyor musunuz?\nZorluk: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Bilgi</string>
|
||||
<string name="status_hp">SP:</string>
|
||||
<string name="status_ap">AP:</string>
|
||||
<string name="status_exp">Seviye:</string>
|
||||
<string name="heroinfo_char">Genel Bakış</string>
|
||||
<string name="heroinfo_inv">Eşyalar</string>
|
||||
<string name="heroinfo_skill">Beceriler</string>
|
||||
<string name="heroinfo_levelup">Seviye atla</string>
|
||||
<string name="heroinfo_level">Seviye</string>
|
||||
<string name="heroinfo_totalexperience">Toplam deneyim</string>
|
||||
<string name="heroinfo_wornequipment">Giyilen ekipman</string>
|
||||
<string name="heroinfo_inventory">Envanter</string>
|
||||
<string name="heroinfo_gold">Altın: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Aksiyon puanı(AP):</string>
|
||||
<string name="heroinfo_quests">Görevler</string>
|
||||
<string name="combat_attack">Saldırı (%1$d AP)</string>
|
||||
<string name="combat_move">Hareket (%1$d AP)</string>
|
||||
<string name="combat_use">Eşyayı kullan</string>
|
||||
<string name="combat_endturn">Sıranı savuştur</string>
|
||||
<string name="combat_flee">Kaç</string>
|
||||
<string name="combat_begin_flee">Şimdi hareket etmek istediğiniz yöne tıklayarak dövüşten kaçabilirsin.</string>
|
||||
<string name="combat_flee_failed">Kaçmayı başaramadın!</string>
|
||||
<string name="combat_status_ap">AP: %1$d</string>
|
||||
<string name="combat_monsterhealth">SP:</string>
|
||||
<string name="combat_monsteraction">%1$s saldırıyor.</string>
|
||||
<string name="combat_result_monstermiss">%1$s ıskaladı!</string>
|
||||
<string name="combat_result_monsterhit">%1$s size %2$d sp\'lik vurdu!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s %2$d sp\'lik kritik bir vuruş yaptı!</string>
|
||||
<string name="combat_result_heromiss">Iskaladınız.</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s öldü!</string>
|
||||
<string name="combat_not_enough_ap">Bu turda yeterli AP kalmadı.</string>
|
||||
<string name="combat_hero_dies">Baygın düştün, ama neyse ki hayattasın. Sersemlemiş ve yorgun uyandın. %1$d deneyim kaybettin.</string>
|
||||
<string name="combat_miss_animation_message">ISKA</string>
|
||||
<string name="inventory_info">Bilgi</string>
|
||||
<string name="inventory_equip">Giy</string>
|
||||
<string name="inventory_unequip">Çıkar</string>
|
||||
<string name="inventory_use">Kullan</string>
|
||||
<string name="inventory_drop">Düşür</string>
|
||||
<string name="inventory_item_used">%1$s kullandın.</string>
|
||||
<string name="inventory_item_dropped">%1$s düşürüldü.</string>
|
||||
<string name="dialog_loot_pickall">Hepsini al</string>
|
||||
<string name="dialog_loot_foundgold">"%1$d altın buldun. "</string>
|
||||
<string name="dialog_loot_pickedupitem">"Bir eşya aldın. "</string>
|
||||
<string name="dialog_loot_pickedupitems">"%1$d eşya aldın. "</string>
|
||||
<string name="dialog_groundloot_title">Eşyalar</string>
|
||||
<string name="dialog_groundloot_message">"Bir şeyler buldun. "</string>
|
||||
<string name="dialog_monsterloot_title">Zafer</string>
|
||||
<string name="dialog_monsterloot_message">"Karşılaşmadan sağ çıktın. "</string>
|
||||
<string name="dialog_monsterloot_gainedexp">"%1$d deneyim kazandın. "</string>
|
||||
<string name="monster_difficulty_veryeasy">Çok kolay</string>
|
||||
<string name="monster_difficulty_easy">Kolay</string>
|
||||
<string name="monster_difficulty_normal">Normal</string>
|
||||
<string name="monster_difficulty_hard">Zor</string>
|
||||
<string name="monster_difficulty_veryhard">Çok zor</string>
|
||||
<string name="monster_difficulty_impossible">İmkansız</string>
|
||||
<string name="actorinfo_class">Sınıfı:</string>
|
||||
<string name="actorinfo_difficulty">Zorluk:</string>
|
||||
<string name="actorinfo_health">Sağlık:</string>
|
||||
<string name="actorinfo_attack">Saldırı:</string>
|
||||
<string name="actorinfo_defense">Savunma:</string>
|
||||
<string name="actorinfo_movecost">Hareket bedeli (AP):</string>
|
||||
<string name="actorinfo_basetraits">Temel dövüş istatistikleri (ekipman ve beceriler hariç)</string>
|
||||
<string name="actorinfo_currenttraits">Mevcut dövüş istatistikleri</string>
|
||||
<string name="traitsinfo_attack_cost">Saldırı bedeli (AP):</string>
|
||||
<string name="traitsinfo_attack_chance">Saldırı şansı:</string>
|
||||
<string name="traitsinfo_attack_damage">Saldırı hasarı:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Kritik vuruş becerisi:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Kritik çarpanı:</string>
|
||||
<string name="traitsinfo_defense_chance">Blok şansı:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Hasara direnç:</string>
|
||||
<string name="iteminfo_category">"Kategori: "</string>
|
||||
<string name="iteminfo_action_use">Kullan</string>
|
||||
<string name="iteminfo_action_equip">Giy</string>
|
||||
<string name="iteminfo_action_unequip">Çıkar</string>
|
||||
<string name="iteminfo_action_use_ap">Kullan (%1$d AP)</string>
|
||||
<string name="iteminfo_action_equip_ap">Giy (%1$d AP)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Çıkar (%1$d AP)</string>
|
||||
<string name="startscreen_continue">Mevcut oyuna devam et</string>
|
||||
<string name="startscreen_newgame">Yeni oyun</string>
|
||||
<string name="startscreen_newgame_confirm">Mevcut oyununuzu ve karakterinizi kaybedeceksiniz, yeni bir oyun başlatmak istediğinize emin misiniz?</string>
|
||||
<string name="startscreen_about">Hakkında/yardım</string>
|
||||
<string name="startscreen_enterheroname">Kahraman adı gir</string>
|
||||
<string name="startscreen_load">Yükle</string>
|
||||
<string name="conversation_rewardexp">" [%1$d deneyim kazandınız]"</string>
|
||||
<string name="conversation_rewardgold">" [%1$d altın kazandınız]"</string>
|
||||
<string name="conversation_lostgold">" [%1$d altın kaybettiniz]"</string>
|
||||
<string name="conversation_rewarditem">" [Bir eşya kazandınız]"</string>
|
||||
<string name="conversation_rewarditems">" [%1$d eşya kazandınız]"</string>
|
||||
<string name="conversation_next">İleri</string>
|
||||
<string name="conversation_leave">Ayrıl</string>
|
||||
<string name="shop_buy">Satın al</string>
|
||||
<string name="shop_sell">Sat</string>
|
||||
<string name="shop_infoitem">Bilgi</string>
|
||||
<string name="shop_buyitem">Satın al (%1$d altın)</string>
|
||||
<string name="shop_sellitem">Sat (%1$d altın)</string>
|
||||
<string name="shop_yourgold">Altının:%1$d</string>
|
||||
<string name="shop_item_bought">%1$s satın alındı.</string>
|
||||
<string name="shop_item_sold">%1$s satıldı.</string>
|
||||
<string name="levelup_title">Seviye atla</string>
|
||||
<string name="levelup_description">Seviye %1$de hoş geldiniz!</string>
|
||||
<string name="levelup_buttontext">Seviye atla</string>
|
||||
<string name="levelup_add_health">Sağlığı arttır (+ %1$d SP)</string>
|
||||
<string name="levelup_add_health_description">Maksimum sağlığınıza %1$d ekler.</string>
|
||||
<string name="levelup_add_attackchance">Saldırı şansını arttır (+ %1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Temel saldırı şansınıza %1$d ekler.</string>
|
||||
<string name="levelup_add_attackdamage">Saldırı hasarını arttır (+ %1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Temel saldırı hasarına %1$d ekler.</string>
|
||||
<string name="levelup_add_blockchance">Blok şansını arttır (+ %1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Temel blok şansınıza %1$d ekler.</string>
|
||||
<string name="dialog_rest_title">Dinlen</string>
|
||||
<string name="dialog_rest_confirm_message">Burada dinlenmek istiyor musun?</string>
|
||||
<string name="dialog_rest_message">Dinlendiniz ve tüm sağlığınızı geri kazandınız.</string>
|
||||
<string name="about_button1">Yardım</string>
|
||||
<string name="about_button2">Yazarlar</string>
|
||||
<string name="about_button3">Lisans</string>
|
||||
<string name="dialog_newversion_title">Hoş geldiniz</string>
|
||||
<string name="dialog_newversion_message">" Andor\'un İzinde\'yi indirdiğiniz için teşekkürler!\n\nLütfen Andor\'un İzinde\'nin bu sürümünün DEVAM EDEN BİR ÇALIŞMADIR, bu da bütün haritalar henüz tamamlanmadı demektir.\nOyunu diğer oyuncularla tartışmak veya oyunun daha iyi olmasına yardım etmek için (bkz. hakkında) lütfen proje forumlarını ziyaret ediniz.\n\nBütün geri bildirimler için teşekkürler! "</string>
|
||||
<string name="questlog_includecompleted_prompt">Görevleri görmek için seçin</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Tamamlanmış görevleri gizle</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Tamamlanmış görevleri dahil et</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Sadece tamamlanmış görevler</string>
|
||||
<string name="questlog_queststatus">Durum: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">Devam etmekte</string>
|
||||
<string name="questlog_queststatus_completed">Tamamlandı</string>
|
||||
<string name="preferences_display_category">Görüntüleme</string>
|
||||
<string name="preferences_display_fullscreen_title">Tam ekran</string>
|
||||
<string name="preferences_display_fullscreen">Oyunu tam ekran modunda görüntüler. (Yeniden başlatma gerektirir)</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Dinlenme onayı</string>
|
||||
<string name="about_contents1">" Android üzerinde açık kaynak kodlu roguelike RPG olan Andor\'un İzinde\'ye hoş geldiniz.<br /> <br /> <a href=http://andorstrail.com/>Sorularınız ve oyun tartışmaları için oyun forumları andorstrail.com adresini ziyaret edebilirsiniz.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Diğer şeylerin yanı sıra Andor\'un İzinde dünyası hakkında bilgi için Oyun wiki\'si.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/>Geliştiriciler için github.com üzerindeki proje kaynak kodu.</a><br /> <br />Oyunu diğer oyuncularla tartışmak için lütfen forumları ziyaret ediniz. "</string>
|
||||
<string name="about_interface">" <div><b>Oyun Ayarları</b> cihazınızdaki Menü Butonuna basılarak bulunabilir.</div> <p>________________</p> <h1>Arayüz İkonları</h1> <div><b>Sanduka</b><img alt=chest src=chest.png /></div> <p>Hızlı erişim [Eşyaları atamak ve anında kullanım için içerideki keselere uzun basınız]</p> <div><b>Kahraman</b><img alt=hero src=char_hero.png /></div> <p>Menü [Genel Bakış, Quests, Beceriler &amp; Envanter *]</p> <p>* (Envanterde iken, bilgi için eşyanın üzerine tıklayınız &amp; daha fazla seçenek için uzun basınız)</p> <div><b>Düşman</b><img alt=monster src=monster.png /></div> <p>Bilgi [Dövüş esnasında görünür]</p> <p>________________</p> <h1>Dövüş</h1> <p>Dövüş sırasında alınan aksiyonlar AP tüketir...</p> <div><b>Saldırmak</b> - [3AP] *</div> <img alt=attacking src=doubleattackexample.png /> <p>* (Ekipman giymek &amp; Eşya kullanmak AP\'yi &amp; kullanım bedelini degiştirebilir</p> <div><b>Eşya kullanmak</b> - [5AP]</div> <div><b>Kaçmak</b> - [6AP]</div> <p>________________</p> <h1>İleri Dövüş</h1> <div>Dövüş sırasında, kahramanın yanındaki bir kareye uzun basınız...</div> <div><b>Kaçmak için</b></div> <p>(seçilen kare vurgulanır - Saldırı Butonu, Hareket\'e döner)</p> <img alt=flee src=flee_example.png /> <p>[kaçma modu aktifleştirildi - Dövüşe dönmek için düşmanın üstüne uzun basınız]</p> <div><b>Hedefi Değiştirmek için</b></div> <p>(kırmızı hedef vurgusu düşmanlar arasında gidip gelir)</p> <p>[hedef değiştirildi]</p> "</string>
|
||||
<string name="preferences_dialog_category">iletişim onay</string>
|
||||
<string name="preferences_dialog_confirmrest">Bir yatağa girdiğinizde dinlenmek isteyip istemediğinize dair bir soru sorar. Diğer türlü her zaman otomatik olarak dinlenirsiniz.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Saldırı onayı</string>
|
||||
<string name="preferences_dialog_confirmattack">Bir yaratığa saldırırken \"Saldırmak istiyor musun?\" diyalog kutusunu etkinleştirir.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Yaratık ganimetlerini görüntüleme</string>
|
||||
<string name="preferences_dialog_monsterloot">Bir dövüşün sonuçlarının nasıl gösterilmesini istediğinizi seçiniz (altın, deneyim, eşyalar).</string>
|
||||
<string name="preferences_combat_category">Dövüş</string>
|
||||
<string name="preferences_combat_speed_title">Dövüş hızı</string>
|
||||
<string name="preferences_combat_speed">Yaratıkların ne kadar hızlı saldıracaklarını belirler.</string>
|
||||
<string name="preferences_display_loot_dialog">Ganimet diyalog kutusunu her zaman göster</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Ganimet diyalog kutusunu eşya bulunca göster</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Eşyalar için diyalog, diğer türlü bildirim</string>
|
||||
<string name="preferences_display_loot_toast">Kısa bildirim göster</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Sadece eşya bulduğunda bildirim göster</string>
|
||||
<string name="preferences_display_loot_never">Gösterme</string>
|
||||
<string name="preferences_attackspeed_instant">Anında (animasyonsuz)</string>
|
||||
<string name="preferences_attackspeed_fast">Hızlı</string>
|
||||
<string name="preferences_attackspeed_normal">Normal</string>
|
||||
<string name="preferences_attackspeed_slow">Yavaş</string>
|
||||
<string name="preferences_movement_category">Hareket</string>
|
||||
<string name="preferences_movementmethod_title">Hareket yöntemi</string>
|
||||
<string name="preferences_movementmethod">Hareket yöntemi ve engellerle baş etme şekli.</string>
|
||||
<string name="preferences_movementmethods_straight">Dümdüz (orijinal)</string>
|
||||
<string name="preferences_movementmethods_avoid">Engellerden kaçınma</string>
|
||||
<string name="actorinfo_currentconditions">Etkin durumlar</string>
|
||||
<string name="actorcondition_info_removes_all">%1$s tamamen giderici</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d tur)</string>
|
||||
<string name="iteminfo_effect_works_on_source">Kaynak üzerinde</string>
|
||||
<string name="iteminfo_effect_works_on_target">Hedef üzerinde</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">Hedefe vurulduğunda</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">Her öldürmede</string>
|
||||
<string name="iteminfo_effect_works_when_used">Kullanıldığında</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">Giyildiğinde</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">%1$s SP çeker</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">%1$s SP iyileştirir</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">%1$s AP çeker</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">%1$s AP yerine koyar</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Maksimum SP\'yi +%1$d arttırır</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Maksimum SP\'yi %1$d azaltır</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Maksimum AP\'yi +%1$d arttırır</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Maksimum AP\'yi %1$d azaltır</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Hareket bedeli cezası +%1$d AP</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Hareket bedelini %1$d AP azaltır</string>
|
||||
<string name="preferences_display_scaling_factor_title">Ölçekleme</string>
|
||||
<string name="preferences_display_scaling_factor">Oyun görünümünün her şeyi daha büyük göstermesini sağlar.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Normal boyut</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">1.5x boyutu</string>
|
||||
<string name="preferences_display_scaling_factor_double">İki kat boyut</string>
|
||||
<string name="inventory_assign_slot1">Pozisyon 1</string>
|
||||
<string name="inventory_assign_slot2">Pozisyon 2</string>
|
||||
<string name="inventory_assign_slot3">Pozisyon 3</string>
|
||||
<string name="inventory_assign">Hızlı kullanım pozisyonu ata</string>
|
||||
<string name="inventory_unassign">Hızlı kullanım pozisyonunu kaldır</string>
|
||||
<string name="preferences_movement_dpad_position_title">Sanal yön tuşları</string>
|
||||
<string name="menu_save_gamesaved">Oyun %1$d pozisyona kaydedildi</string>
|
||||
<string name="combat_result_herohit">hit %1$s için %2$d hp!</string>
|
||||
<string name="combat_result_herohitcritical">"kritik bir vuruştan hit %1$s hp %2$d hasar aldın!"</string>
|
||||
<string name="inventory_item_equipped">%1$s giydiniz.</string>
|
||||
<string name="about_contents3">" Bu program özgür yazılımdır; siz dağıtabilir ve/veya değiştirebilirsiniz bu şartları altında GNU Genel Kamu Lisansı olarak Free Software Foundation tarafından yayımlanmış; her iki sürüm 2 Lisansı, veya (sizin seçiminize göre) daha sonraki bir sürümünü kapsar.<br /> <br /> Bu program HERHANGİ bir GARANTİ; olmadan ortalama kalite garantisi veya BELLİ BİR AMACA UYGUNLUK ile hiçbir garanti OLMADAN, faydalı olacağı ümidiyle, fakat dağıtılır.Daha fazla ayrıntı için GNU Genel Kamu Lisansı.<bkz:br / > < / > Bu programla birlikte GNU Genel Kamu Lisansı bir kopyasını değilse <a href almış olmalısınız=http://www br.gnu.org/>http://www.gnu.org/licenses</><br /> <br /> kaynak kodu ve özellik istekleri, lütfen <proje sayfasını ziyaret edin a href=https://github lisansları.com/Zukero/andors-trail/>https://github.com/Zukero/andors-trail/<br/></a> "</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s %2$s olasılığı</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Sağ alt köşe</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Sol alt köşe</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Altta ortada</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Solda ortada</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Sağda ortada</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Sol üst köşe</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Sağ üst köşe</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Üstte ortada</string>
|
||||
<string name="preferences_movement_dpad_position">Hareketi yönlendirmek için ekranda sanal yön tuşlarını etkinleştirir.</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Küçültülebilir yön tuşları</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Eğer sanal yön tuşları etkinleştirilmiş ise, bu ayar yön tuşlarının ortasına basılarak küçültülmesine izin verir.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Devre dışı bırak</string>
|
||||
<string name="actorconditioninfo_constant_effect">Sürekli etki</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Her tur</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Her tam tur</string>
|
||||
<string name="bulkselection_totalcost_buy">Tüm bedel: %1$d altın</string>
|
||||
<string name="bulkselection_totalcost_sell">Tüm bedel: %1$d altın</string>
|
||||
<string name="bulkselection_select_all">Hepsi</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Emin misin?</string>
|
||||
<string name="bulkselection_sell_confirmation">%1$s satışını yapmak istediğinize emin misin? Bu eşya %2$s bir eşya ve tekrar geri alamayabilirsin.</string>
|
||||
<string name="skill_title_weapon_chance">Silah hassasiyeti</string>
|
||||
<string name="skill_title_weapon_dmg">Sert vuruş</string>
|
||||
<string name="skill_title_barter">Tüccar</string>
|
||||
<string name="skill_title_dodge">Kaçınma</string>
|
||||
<string name="skill_title_barkskin">cilt kabuğu</string>
|
||||
<string name="skill_title_more_criticals">Daha Fazla Kritik</string>
|
||||
<string name="skill_title_better_criticals">Daha İyi Kritik</string>
|
||||
<string name="skill_title_speed">Dövüş Hızı</string>
|
||||
<string name="skill_title_coinfinder">Hazine avcısı</string>
|
||||
<string name="skill_title_more_exp">Hızlı Öğrenme</string>
|
||||
<string name="skill_title_cleave">Yarma</string>
|
||||
<string name="skill_title_eater">Ceset Yiyici</string>
|
||||
<string name="skill_title_fortitude">Arttırılmış Dayanıklılık</string>
|
||||
<string name="skill_title_evasion">Kaçma</string>
|
||||
<string name="skill_title_regeneration">Yenilenme</string>
|
||||
<string name="skill_title_lower_exploss">Hata Ustalığı</string>
|
||||
<string name="skill_title_magicfinder">Büyü Bulucu</string>
|
||||
<string name="skill_title_resistance_mental">Güçlü Zihin</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Dayanıklı Gövde</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Saf Kan</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Arttırılmış saldırı şansı</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Arttırılmış saldırı hasarı</string>
|
||||
<string name="skill_shortdescription_barter">Daha uygun fiyatlar</string>
|
||||
<string name="skill_shortdescription_dodge">Arttırılmış engelleme şansı</string>
|
||||
<string name="skill_shortdescription_barkskin">Hasar direnci</string>
|
||||
<string name="skill_shortdescription_more_criticals">Arttırılmış kritik yetenek</string>
|
||||
<string name="skill_shortdescription_better_criticals">Arttırılmış kritik hasasr</string>
|
||||
<string name="skill_shortdescription_speed">Arttırılmış azami hareket puanı</string>
|
||||
<string name="skill_shortdescription_coinfinder">Yüksek altın bulma şansı</string>
|
||||
<string name="skill_shortdescription_more_exp">Yaratık ölümlerinden daha fazla deneyim</string>
|
||||
<string name="skill_shortdescription_cleave">Her öldürmeden hareket puanı kazanma</string>
|
||||
<string name="skill_shortdescription_eater">Her öldürmede can puanı kazan</string>
|
||||
<string name="skill_shortdescription_fortitude">Her seviye yükseltmede can kazancı</string>
|
||||
<string name="skill_shortdescription_evasion">Arttırılmış ürkütme şansı</string>
|
||||
<string name="skill_shortdescription_regeneration">Her turda sağlık kazanma</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Ölümde daha az miktarda deneyim kaybetme</string>
|
||||
<string name="skill_shortdescription_magicfinder">Arttırılmış büyülü eşya bulma şansı</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Zihinsel şartlara karşı direnç</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Fiziksel kapasite şartlarına karşı direnç</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Kan düzensizliğine karşı direnç</string>
|
||||
<string name="skill_longdescription_weapon_chance">her beceri düzeyi için Saldırı şansı %1$d artar.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">her beceri düzeyi için max hasarı %1$d artar.</string>
|
||||
<string name="skill_longdescription_barter">Her beceri düzeyi için, alış ve satış altın cezası düşüş %1$d puan.</string>
|
||||
<string name="skill_longdescription_dodge">her beceri düzeyi için Blok şansı %1$d puan artar.</string>
|
||||
<string name="skill_longdescription_barkskin">her beceri düzeyi için Hasar direnci %1$d artar.</string>
|
||||
<string name="skill_longdescription_more_criticals">her beceri düzeyi için var olan kritik becerileri %1$d %% arttırır.</string>
|
||||
<string name="skill_longdescription_better_criticals">her beceri düzeyi için ekipman tarafından verilen kritik çarpanı %1$d %% arttırır.</string>
|
||||
<string name="skill_longdescription_speed">her beceri düzeyi için maksimum AP (Aksyon Puanı) %1$d arttırır.</string>
|
||||
<string name="skillinfo_action_levelup">Seviye atladın</string>
|
||||
<string name="skill_current_level">Şimdiki seviye: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Şimdiki seviye: %1$d / %2$d</string>
|
||||
<string name="skill_number_of_increases_one">Geliştirmek için bir beceri seçebilirsiniz.</string>
|
||||
<string name="skill_number_of_increases_several">Geliştirmek için %1$d beceri seçebilirsiniz.</string>
|
||||
<string name="loadsave_save_to_new_slot">Yeni kaydedilmiş oyun sekmesi yarat</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Kayıtlı oyunun üzerine yaz ?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Sıradan</string>
|
||||
<string name="iteminfo_displaytypes_quest">Görev öğesi</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Efsanevi</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Olağanüstü</string>
|
||||
<string name="iteminfo_displaytypes_rare">Nadir</string>
|
||||
<string name="actorcondition_categories_spiritual">Manevi</string>
|
||||
<string name="actorcondition_categories_mental">Zihinsel</string>
|
||||
<string name="actorcondition_categories_physical">Fiziksel Kapasite</string>
|
||||
<string name="actorcondition_categories_blood">Kan Bozukluğu</string>
|
||||
<string name="traitsinfo_base_max_hp">Maks SP:</string>
|
||||
<string name="inventory_movetop">Yukarı taşı</string>
|
||||
<string name="inventory_movebottom">Aşağı taşı</string>
|
||||
<string name="skill_title_crit1">İç kanama</string>
|
||||
<string name="skill_title_crit2">Kırılma</string>
|
||||
<string name="skill_title_rejuvenation">Gençleştirme</string>
|
||||
<string name="skill_title_taunt">Sataşma</string>
|
||||
<string name="skill_title_concussion">Beyin Sarsıntısı</string>
|
||||
<string name="skill_shortdescription_concussion">Beyin sarsıntısı ihtimali</string>
|
||||
<string name="about_button4">Hakkında</string>
|
||||
<string name="preferences_ui_category">Arayüz</string>
|
||||
<string name="preferences_ui_enable_animations_title">Animasyonları etkinleştir</string>
|
||||
<string name="menu_button_worldmap">Harita</string>
|
||||
<string name="menu_button_worldmap_failed">Harita görüntülenemiyor.</string>
|
||||
<string name="display_worldmap_not_available">Harita bu konumdan görüntülenemiyor.</string>
|
||||
<string name="display_worldmap_title">Harita</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Saldırı maliyeti: %1$d AP</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Saldırı şansı: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Saldırı hasarı: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Saldırı hasarı: %1$d-%2$d</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Kayıtlı oyunun üzerine yazmak istediginizden emin misiniz?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(yuva %1$d)</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Kayıtlı oyunun üzerine yaz</string>
|
||||
<string name="heroinfo_reequip_cost">Yeniden Donatma maliyeti (AP):</string>
|
||||
<string name="heroinfo_useitem_cost">Öğe kullanım maliyeti (AP):</string>
|
||||
<string name="conversation_reward_quest_finished">[Görev tamamlandı: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Görev güncellendi: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_axe">Balta yeterliliği</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Silahsız mücadele</string>
|
||||
<string name="skill_title_armor_prof_shield">Kalkan yeterliliği</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Zırhsız mücadele</string>
|
||||
<string name="skill_title_armor_prof_light">Hafif zırh yeterliliği</string>
|
||||
<string name="skill_title_armor_prof_heavy">Ağır zırh yeterliliği</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Dövüş stili: Çift kullanmak</string>
|
||||
<string name="skill_title_fightstyle_2hand">Dövüş stili: İki el silah</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Dövüş stili: Silah ve kalkan</string>
|
||||
<string name="skill_title_specialization_dualwield">Uzmanlık: Çift kullanma</string>
|
||||
<string name="skill_title_specialization_2hand">Uzmanlık: İki el silah</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Uzmanlık: Silah ve kalkan</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Kalkanları kullanarak daha iyi yapmak</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Hafif zırh kullanarak daha iyi yapmak</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Ağır zırh kullanarak daha iyi yapmak</string>
|
||||
<string name="localize_resources_from_mo_filename">tr.mo</string>
|
||||
<string name="dialog_recenter">Yeniden merkezle</string>
|
||||
<string name="dialog_more">Daha</string>
|
||||
<string name="dialog_monsterencounter_conditions">Durumlar</string>
|
||||
<string name="heroinfo_skill_categories">Kategori</string>
|
||||
<string name="heroinfo_skill_sort">Sırala</string>
|
||||
<string name="heroinfo_inventory_categories">Kategori</string>
|
||||
<string name="heroinfo_inventory_sort">Sırala</string>
|
||||
<string name="heroinfo_healthpoints">Can puanı (HP):</string>
|
||||
<string name="heroinfo_experiencepoints">Deneyim puanları (XP):</string>
|
||||
<string name="levelup_adds_new_skillpoint">Bu seviye ayrıca size harcayacağınız yeni bir özellik puanı sunuyor!</string>
|
||||
<string name="combat_taunt_monster">%1$s\'a sataştın!</string>
|
||||
<string name="combat_condition_player_apply">Sen %1$s tarafından etkiye uğradın.</string>
|
||||
<string name="startscreen_newgame_start">Oyunu başlat</string>
|
||||
<string name="startscreen_selectherosprite">Kahramanını seç</string>
|
||||
<string name="shop_item_sort">Tür</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">Saldıran üzerine</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">Saldırgan tarafından vurulduğunda</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">Saldırgan tarafından öldürüldüğünde</string>
|
||||
<string name="skill_sort_name">İsim</string>
|
||||
<string name="skill_sort_points">Puanlar</string>
|
||||
<string name="skill_sort_unlocked">Kilitli değil</string>
|
||||
<string name="preferences_display_theme_title">Tema</string>
|
||||
<string name="preferences_display_theme_blue">Kobalt</string>
|
||||
<string name="preferences_display_theme_green">Malakit</string>
|
||||
<string name="preferences_display_theme_charcoal">Obsidiyen</string>
|
||||
<string name="skill_prerequisite_level">"Bu yeteneğin seviyesini yükseltmek için, en az seviye %1$d\'i geçmiş olmaya ihtiyacın var."</string>
|
||||
<string name="inventory_category_all">Tüm</string>
|
||||
<string name="inventory_category_favorites">Favoriler</string>
|
||||
<string name="inventory_category_weapons">Silah</string>
|
||||
<string name="inventory_category_armor">Zırh</string>
|
||||
<string name="inventory_category_quest">Görev Eşyası</string>
|
||||
<string name="inventory_category_other">Diğer</string>
|
||||
<string name="inventory_sort_custom">Sıralanmamış</string>
|
||||
<string name="inventory_sort_name">İsim</string>
|
||||
<string name="inventory_sort_price">Fiyat</string>
|
||||
<string name="inventory_sort_type">Tür</string>
|
||||
<string name="shoplist_sort_custom">Sıralanmamış</string>
|
||||
<string name="shoplist_sort_name">İsim</string>
|
||||
<string name="shoplist_sort_price">Fiyat</string>
|
||||
<string name="shoplist_sort_type">Tür</string>
|
||||
<string name="skill_category_all">Tüm</string>
|
||||
<string name="skill_category_defense">Savunma</string>
|
||||
<string name="skill_category_criticals">Kritikler</string>
|
||||
<string name="skill_category_utility">Fayda</string>
|
||||
<string name="skill_sort_unsorted">Sıralanmamış</string>
|
||||
<string name="preferences_display_theme">UI temasını seçin. (yeniden başlatma gerektirir)</string>
|
||||
<string name="skill_longdescription_coinfinder">Canavarlardan düşenlerde altın bulma şansını %% %1$d arttırır ve her bir beceri seviyesi için (canavarın bıraktığı maksimum miktara kadar) düşenlerdeki altın miktarını %% %2$d arttırır.</string>
|
||||
<string name="skill_longdescription_more_exp">Her beceri seviyesi için canavarları yenerek verilen deneyim miktarını %% %1$d arttırır.</string>
|
||||
<string name="skill_longdescription_cleave">Her öldürmede beceri seviyesi başına +%1$d aksiyon puanı (AP) verir.</string>
|
||||
<string name="skill_longdescription_eater">Beceri seviyesi başına her öldürmede +%1$d can puanı (HP) verir.</string>
|
||||
<string name="skill_longdescription_fortitude">Sonraki her seviye atlamada, maksimum can puanı (HP), beceri seviyesi başına %1$d artırılacaktır. Bu geçmişe dönük olarak uygulanmaz, sadece sonraki seviye atlamalar etkilenir.</string>
|
||||
<string name="skill_longdescription_evasion">Her beceri seviyesi için, başarısız kaçma girişimi şansını %% %1$d oranında ve yanındaki bir canavarın saldırma şansını %2$d oranında azaltır.</string>
|
||||
<string name="skill_longdescription_regeneration">Hiçbir canavar doğrudan yanınızda olmadığında, her turda yetenek seviyesi başına +%1$d can puanı (HP) kazanın.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Ölümden kaynaklanan kayıp deneyimin miktarını, her beceri seviyesi için %% %1$d azaltır (mevcut deneyim kayıp değerinin yüzdesi, yüzde puanı değil). %2$d seviyeleri ölümden kaynaklanan tüm deneyim kaybını ortadan kaldıracaktır.</string>
|
||||
<string name="skill_longdescription_magicfinder">Sıradan olmayan ürünler bulma şansını her beceri seviyesi için %% %1$d arttırır.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Zihinsel durumlardan etkilenme şansını her beceri seviyesi için %% %1$d, maksimum %% %2$d azaltır. Bu, Sersemleme veya Sİlah Güçsüzlüğü gibi canavar saldırılarının neden olduğu durumları içerir.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Fiziksel kapasitenizi etkileyen durumlardan etkilenme şansını, her beceri seviyesi için %% %1$d, maksimum %% %2$d düşürür. Bu, Yorgunluk gibi canavar saldırılarının neden olduğu durumları içerir.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Kandaki bozukluklardan etkilenme şansını her beceri seviyesi için %% %1$d, maksimum %2$d azaltır. Bu, Zehir veya kanayan yaralar gibi canavar saldırılarının neden olduğu durumları içerir.</string>
|
||||
<string name="skill_prerequisite_other_skill">Bu becerinin seviyesini arttırmak için, %2$s becerisinin en az %1$d seviyesinde olmasına ihtiyacınız var.</string>
|
||||
<string name="skill_prerequisite_stat">Bu becerinin seviyesini arttırmak için, en azından %1$d %2$s (temel istatistikler) ihtiyacınız var.</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Bu oyun kaydı, geçerli oyuncu adınızdan (%2$s) farklı bir oyuncu adı (%1$s) içeriyor. Bu oyun kaydının üzerine yazmak istediğinize emin misiniz\?</string>
|
||||
<string name="actorconditioninfo_category">Durum kategorisi: %1$s</string>
|
||||
<string name="traitsinfo_base_max_ap">Maksimum AP:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Savaş sırasında oyun kaydedilemiyor.</string>
|
||||
<string name="preferences_optimized_drawing_title">Optimize edilmiş çizim</string>
|
||||
<string name="preferences_optimized_drawing">Grafiksel bozukluklar görüyorsanız bunu devre dışı bırakın. Bu seçeneğin etkinleştirilmesi, oyunun her karede ekranın sadece değiştirilmiş kısımlarını yeniden çizmesini sağlayacaktır.</string>
|
||||
<string name="skill_title_shadow_bless">Gölgenin karanlık kutsaması</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Her türlü duruma karşı direnç</string>
|
||||
<string name="skill_longdescription_shadow_bless">Her türlü durumdan etkilenme şansını %% %1$d düşürür. Bu, Zehir, Sersemleme veya Yorgunluk gibi canavar saldırılarının neden olduğu her türlü durumu içerir.</string>
|
||||
<string name="actorinfo_immune_criticals">Kritik vuruşlara karşı bağışıklık</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Efektif kritik olasılığı:</string>
|
||||
<string name="skill_shortdescription_crit1">İç kanama olasılığı</string>
|
||||
<string name="skill_longdescription_crit1">Yapılan her kritik vuruşta, vuruşun hedefte %% %1$d iç kanamaya neden olma ihtimali vardır, bu efektif olarak hedefte \'İç kanama\' durumuna sebep olur . İç kanama, savaş yeteneklerini ciddi şekilde azaltır ve hedefin başarılı saldırıları daha az yapmasını sağlar.</string>
|
||||
<string name="skill_shortdescription_crit2">Kemik kırığı olasılığı</string>
|
||||
<string name="skill_longdescription_crit2">Yapılan her kritik vuruş için, vuruşun hedefin bazı kemiklerini kırması ve hedef üzerinde \'Kırılma\' durumuna yol açması için %% %1$d olasılık var. Bu, hedefin defansif savaş yeteneklerini ciddi şekilde düşürecek ve sonraki saldırılarda kendini savunmasını daha az mümkün kılacaktır.</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Etki kaldırma olasılığı</string>
|
||||
<string name="skill_longdescription_rejuvenation">Her turda (6 saniye), aktif negatif oyuncu durumlarından birinin bir kademe düşürülme olasılığı %% %1$d\'dir. Bu, vücudu etkileyen tüm geçici etki türleri için geçerlidir; Sersemleme gibi zihinsel durumlar, Yorgunluk gibi fiziksel kapasite durumları ve ayrıca zehir gibi kan bozuklukları.</string>
|
||||
<string name="skill_shortdescription_taunt">Saldırgan, ıskalama durumunda AP kaybeder</string>
|
||||
<string name="skill_longdescription_taunt">Bir saldırgan ıskaladığı bir saldırı yaptığında, saldırganın %% %1$d olasılıkla %2$d aksiyon puanı (AP) kaybetme ihtimali vardır. Bu, size yönelik her türlü yakın dövüş saldırısı için geçerlidir.</string>
|
||||
<string name="skill_longdescription_concussion">Bloklama olasılığı (BC), sizin saldırı olasılığınızdan (AC) en az %1$d daha düşük olan bir hedefe saldırı yaparken, isabetin hedefte %% %2$d sarsıntı yapma olasılığı vardır. Sarsıntı, hedefin hücumsal savaş yeteneklerini ciddi şekilde düşürecek ve hedefin daha az başarılı saldırı yapmasına neden olacaktır.</string>
|
||||
<string name="combat_condition_player_clear">%1$s\'den kurtuldunuz.</string>
|
||||
<string name="combat_condition_player_immune">Şimdi %1$s\'e karşı bağışıklık kazandınız.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s %2$s\'den etkilendi.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s %2$s\'den kurtuldu.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s şimdi %2$s\'ye karşı bağışıklık kazandı.</string>
|
||||
<string name="actorcondition_info_immunity">%1$s\'e karşı bağışıklığı var</string>
|
||||
<string name="inventory_selectitem">Atanacak ögeyi seçin</string>
|
||||
<string name="preferences_high_quality_filters_title">Yüksek kaliteli filtreler</string>
|
||||
<string name="preferences_high_quality_filters">Filtre uygulanmış haritalarda (örneğin karanlık mağaralar) performans sorunlarıyla karşılaşıyorsanız bunu devre dışı kalın. Bu seçeneği etkinleştirmek, oyunun düz renk kaplamaları yerine gelişmiş renk filtreleri kullanmasını sağlayacaktır.</string>
|
||||
</resources>
|
||||
@@ -1,545 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Andor\'s Trail</string>
|
||||
<string name="app_description">Пригодницька фентезійна RPG</string>
|
||||
<string name="exit_to_menu">Вихід до меню</string>
|
||||
<string name="menu_settings">Налаштування</string>
|
||||
<string name="menu_save">Зберегти</string>
|
||||
<string name="menu_save_gamesaved">Гра була збережена в слот %1$d</string>
|
||||
<string name="menu_save_failed">Не вдалося зберегти гру! Картка SD встановлена та доступна для запису?</string>
|
||||
<string name="loadsave_title_save">Зберегти гру</string>
|
||||
<string name="loadsave_title_load">Завантажити збережену гру</string>
|
||||
<string name="loadsave_selectslot">Виберіть слот</string>
|
||||
<string name="savegame_currenthero_displayinfo">рівень: %1$d, досвід: %2$d, золото: %3$d</string>
|
||||
<string name="dialog_loading_message">Завантаження ресурсів…</string>
|
||||
<string name="dialog_loading_failed_title">Помилка завантаження</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail не вдалося завантажити файл збереження гри.
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\nФайл може бути пошкодженим або неповним.</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail не вдалося завантажити файл збереження гри. Цей файл збережений у новішій версії гри, ніж ця.</string>
|
||||
<string name="dialog_close">Закрити</string>
|
||||
<string name="dialog_monsterencounter_title">Сутичка</string>
|
||||
<string name="dialog_monsterencounter_message">Ви хочете атакувати?
|
||||
\nСкладність: %1$s</string>
|
||||
<string name="dialog_monsterencounter_info">Інформація</string>
|
||||
<string name="status_hp">ОЗ:</string>
|
||||
<string name="status_ap">ОД:</string>
|
||||
<string name="status_exp">Рівень:</string>
|
||||
<string name="heroinfo_char">Огляд</string>
|
||||
<string name="heroinfo_inv">Предмети</string>
|
||||
<string name="heroinfo_skill">Навики</string>
|
||||
<string name="heroinfo_levelup">Новий рівень</string>
|
||||
<string name="heroinfo_level">Рівень</string>
|
||||
<string name="heroinfo_totalexperience">Загальний досвід</string>
|
||||
<string name="heroinfo_wornequipment">Вдягнуте спорядження</string>
|
||||
<string name="heroinfo_inventory">Інвентар</string>
|
||||
<string name="heroinfo_gold">Золото: %1$d</string>
|
||||
<string name="heroinfo_actionpoints">Одиниці дій (ОД):</string>
|
||||
<string name="heroinfo_quests">Завдання</string>
|
||||
<string name="combat_attack">Атака (%1$d ОД)</string>
|
||||
<string name="combat_move">Рух (%1$d ОД)</string>
|
||||
<string name="combat_use">Використати предмет</string>
|
||||
<string name="combat_endturn">Кінець ходу</string>
|
||||
<string name="combat_flee">Втекти</string>
|
||||
<string name="combat_begin_flee">Тепер ви можете залишити бій, натисніть в якому напрямку ви хочете рухатися.</string>
|
||||
<string name="combat_flee_failed">Ви не змогли втекти!</string>
|
||||
<string name="combat_status_ap">ОД: %1$d</string>
|
||||
<string name="combat_monsterhealth">ОЗ:</string>
|
||||
<string name="combat_monsteraction">%1$s атакує.</string>
|
||||
<string name="combat_result_monstermiss">%1$s промахнувся!</string>
|
||||
<string name="combat_result_monsterhit">%1$s вдарив вас на %2$d ОЗ!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s завдає критичний удар на %2$d ОЗ!</string>
|
||||
<string name="combat_result_heromiss">Ви промахнулися.</string>
|
||||
<string name="combat_result_herohit">Ви атакуєте, %1$s втрачає %2$d ОЗ!</string>
|
||||
<string name="combat_result_herohitcritical">Ви наносите критичний удар! %1$s втрачає %2$d ОЗ!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s вмирає!</string>
|
||||
<string name="combat_not_enough_ap">Бракує ОД в цьому раунді.</string>
|
||||
<string name="combat_hero_dies">Ви падаєте без свідомості, але на щастя залишилися живі. Ви втратили %1$d досвіду.</string>
|
||||
<string name="combat_miss_animation_message">ПРОМАХ</string>
|
||||
<string name="inventory_info">Інформація</string>
|
||||
<string name="inventory_equip">Надягнути</string>
|
||||
<string name="inventory_unequip">Зняти</string>
|
||||
<string name="inventory_use">Використати</string>
|
||||
<string name="inventory_drop">Викинути</string>
|
||||
<string name="inventory_item_used">Ви використали %1$s.</string>
|
||||
<string name="inventory_item_dropped">%1$s був скинутий.</string>
|
||||
<string name="inventory_item_equipped">Ви наділи %1$s.</string>
|
||||
<string name="dialog_loot_pickall">Взяти все</string>
|
||||
<string name="dialog_loot_foundgold">Ви знайшли %1$d золота.</string>
|
||||
<string name="dialog_loot_pickedupitem">Ви підняли предмет.</string>
|
||||
<string name="dialog_loot_pickedupitems">Ви підняли %1$d предметів.</string>
|
||||
<string name="dialog_groundloot_title">Предмети</string>
|
||||
<string name="dialog_groundloot_message">Ви знайшли кілька предметів.</string>
|
||||
<string name="dialog_monsterloot_title">Перемога</string>
|
||||
<string name="dialog_monsterloot_message">Ви пережили зустріч.</string>
|
||||
<string name="dialog_monsterloot_gainedexp">Ви отримали %1$d досвіду.</string>
|
||||
<string name="monster_difficulty_veryeasy">Дуже легко</string>
|
||||
<string name="monster_difficulty_easy">Легко</string>
|
||||
<string name="monster_difficulty_normal">Нормально</string>
|
||||
<string name="monster_difficulty_hard">Складно</string>
|
||||
<string name="monster_difficulty_veryhard">Дуже складно</string>
|
||||
<string name="monster_difficulty_impossible">Неможливо</string>
|
||||
<string name="actorinfo_class">Клас:</string>
|
||||
<string name="actorinfo_difficulty">Рівень складності:</string>
|
||||
<string name="actorinfo_health">Здоров\'я:</string>
|
||||
<string name="actorinfo_attack">Атака:</string>
|
||||
<string name="heroinfo_gamestats">Статистика гри</string>
|
||||
<string name="heroinfo_gamestats_quests">Виконані завдання</string>
|
||||
<string name="heroinfo_gamestats_num_killed_monsters">Вбито монстрів</string>
|
||||
<string name="heroinfo_gamestats_top_boss">Найпотужніший вбитий монстр</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s (%2$d)</string>
|
||||
<string name="actorinfo_defense">Захист:</string>
|
||||
<string name="localize_resources_from_mo_filename">uk.mo</string>
|
||||
<string name="actorinfo_movecost">Вартість руху (ОД):</string>
|
||||
<string name="actorinfo_basetraits">Базова бойова статистика (без обладнання та навичок)</string>
|
||||
<string name="actorinfo_currenttraits">Бойова статистика (поточна)</string>
|
||||
<string name="traitsinfo_attack_cost">Вартість атаки (ОД):</string>
|
||||
<string name="traitsinfo_attack_chance">Шанс атаки:</string>
|
||||
<string name="traitsinfo_attack_damage">Пошкодження:</string>
|
||||
<string name="traitsinfo_criticalhit_skill">Навик критичного удару:</string>
|
||||
<string name="traitsinfo_criticalhit_multiplier">Критичний множник:</string>
|
||||
<string name="traitsinfo_defense_chance">Шанс блоку:</string>
|
||||
<string name="traitsinfo_defense_damageresist">Опір пошкодженням:</string>
|
||||
<string name="iteminfo_category">Категорія:</string>
|
||||
<string name="iteminfo_action_use">Використати</string>
|
||||
<string name="iteminfo_action_equip">Надягнути</string>
|
||||
<string name="iteminfo_action_unequip">Зняти</string>
|
||||
<string name="iteminfo_action_use_ap">Використати (%1$d ОД)</string>
|
||||
<string name="iteminfo_action_equip_ap">Надягнути (%1$d ОД)</string>
|
||||
<string name="iteminfo_action_unequip_ap">Зняти (%1$d ОД)</string>
|
||||
<string name="startscreen_continue">Продовжити поточну гру</string>
|
||||
<string name="startscreen_newgame">Нова гра</string>
|
||||
<string name="startscreen_newgame_confirm">Ви втратите вашу поточну гру і поточного персонажа. Чи бажаєте ви почати нову гру\?</string>
|
||||
<string name="startscreen_about">Про гру/допомога</string>
|
||||
<string name="startscreen_enterheroname">Введіть ім\'я героя</string>
|
||||
<string name="startscreen_load">Загрузити</string>
|
||||
<string name="conversation_rewardexp">[Ви отримали %1$d досвіду]</string>
|
||||
<string name="conversation_rewardgold">[Ви отримали %1$d золота]</string>
|
||||
<string name="conversation_lostgold">[Ви втратили %1$d золота]</string>
|
||||
<string name="conversation_rewarditem">[Ви отримали предмет]</string>
|
||||
<string name="conversation_rewarditems">[Ви отримали %1$d предмети(ів)]</string>
|
||||
<string name="conversation_next">Далі</string>
|
||||
<string name="conversation_leave">Покинути</string>
|
||||
<string name="shop_buy">Купити</string>
|
||||
<string name="shop_sell">Продати</string>
|
||||
<string name="shop_infoitem">Інформація</string>
|
||||
<string name="shop_buyitem">Купити (%1$d золота)</string>
|
||||
<string name="shop_sellitem">Продати (%1$d золота)</string>
|
||||
<string name="shop_yourgold">Ваше золото: %1$d</string>
|
||||
<string name="shop_item_bought">%1$s придбано.</string>
|
||||
<string name="shop_item_sold">%1$s продано.</string>
|
||||
<string name="levelup_title">Новий рівень</string>
|
||||
<string name="levelup_description">Вітаємо з рівнем %1$d!</string>
|
||||
<string name="levelup_buttontext">Новий рівень</string>
|
||||
<string name="levelup_add_health">Збільшити здоров\'я (+%1$d ОЗ)</string>
|
||||
<string name="levelup_add_health_description">Додає %1$d до вашого максимального здоров\'я.</string>
|
||||
<string name="levelup_add_attackchance">Збільшити шанс атаки (+%1$d)</string>
|
||||
<string name="levelup_add_attackchance_description">Додає %1$d до вашого базового шансу атаки.</string>
|
||||
<string name="levelup_add_attackdamage">Збільшити пошкодження від атаки (+%1$d)</string>
|
||||
<string name="levelup_add_attackdamage_description">Додає %1$d до вашого базового пошкодження від атаки.</string>
|
||||
<string name="levelup_add_blockchance">Збільшити шанс блоку (+%1$d)</string>
|
||||
<string name="levelup_add_blockchance_description">Додає %1$d до вашого базового шансу блоку.</string>
|
||||
<string name="dialog_rest_title">Відпочинок</string>
|
||||
<string name="dialog_rest_confirm_message">Ви бажаєте відпочити тут\?</string>
|
||||
<string name="dialog_rest_message">Ви відпочили і відновили повне здоров\'я.</string>
|
||||
<string name="about_button1">Допомога</string>
|
||||
<string name="about_button2">Автори</string>
|
||||
<string name="about_button3">Ліцензія</string>
|
||||
<string name="dialog_newversion_title">Вітаємо</string>
|
||||
<string name="questlog_includecompleted_prompt">Оберіть завдання для відображення</string>
|
||||
<string name="questlog_includecompleted_hidecompleted">Приховати виконані завдання</string>
|
||||
<string name="questlog_includecompleted_includecompleted">Включаючи виконані завдання</string>
|
||||
<string name="questlog_includecompleted_onlycompleted">Лише виконані завдання</string>
|
||||
<string name="questlog_queststatus">Статус: %1$s</string>
|
||||
<string name="questlog_queststatus_inprogress">В процесі</string>
|
||||
<string name="questlog_queststatus_completed">Виконано</string>
|
||||
<string name="preferences_display_category">Екран</string>
|
||||
<string name="preferences_display_fullscreen_title">На весь екран</string>
|
||||
<string name="preferences_display_fullscreen">Відображає гру у повноекранному режимі (потрібен перезапуск)</string>
|
||||
<string name="preferences_dialog_category">Підтвердження діалогу</string>
|
||||
<string name="preferences_dialog_confirmrest_title">Підтвердження відпочинку</string>
|
||||
<string name="preferences_dialog_confirmrest">Отримувати питання чи хочете ви відпочивати, коли лягаєте в ліжко. В іншому випаду, ви завжди відпочиватимете автоматично.</string>
|
||||
<string name="preferences_dialog_confirmattack_title">Підтвердження атаки</string>
|
||||
<string name="preferences_dialog_confirmattack">Вмикати діалогове вікно \'Ви хочете атакувати...\?\' при нападі на монстра.</string>
|
||||
<string name="preferences_dialog_monsterloot_title">Вікно здобичі</string>
|
||||
<string name="preferences_dialog_monsterloot">Виберіть, як ви хочете показати результати бою (золото, досвід, предмети).</string>
|
||||
<string name="preferences_combat_category">Бій</string>
|
||||
<string name="preferences_combat_speed_title">Швидкість бою</string>
|
||||
<string name="preferences_combat_speed">Визначає швидкість атаки монстрів.</string>
|
||||
<string name="preferences_display_loot_dialog">Завжди показувати діалогове вікно здобичі</string>
|
||||
<string name="preferences_display_loot_dialog_on_items">Показувати діалогове вікно здобичі при знаходженні предметів</string>
|
||||
<string name="preferences_display_loot_dialog_on_items_or_toast">Діалог для предметів, сповіщення для іншого</string>
|
||||
<string name="preferences_display_loot_toast">Показувати коротке повідомлення</string>
|
||||
<string name="preferences_display_loot_toast_on_items">Показувати повідомлення лише при знаходженні предметів</string>
|
||||
<string name="preferences_display_loot_never">Не показувати нічого</string>
|
||||
<string name="preferences_attackspeed_instant">Миттєво (без анімації)</string>
|
||||
<string name="preferences_attackspeed_fast">Швидко</string>
|
||||
<string name="preferences_attackspeed_normal">Нормально</string>
|
||||
<string name="preferences_attackspeed_slow">Повільно</string>
|
||||
<string name="preferences_movement_category">Рух</string>
|
||||
<string name="preferences_movementmethod_title">Спосіб руху</string>
|
||||
<string name="preferences_movementmethod">Тип способу руху та оминання перешкод.</string>
|
||||
<string name="preferences_movementmethods_avoid">Уникати перешкоди</string>
|
||||
<string name="actorinfo_currentconditions">Активні впливи</string>
|
||||
<string name="actorcondition_info_removes_all">Прибрати всі %1$s</string>
|
||||
<string name="iteminfo_effect_duration">(%1$d раундів)</string>
|
||||
<string name="iteminfo_effect_works_on_source">На джерело</string>
|
||||
<string name="iteminfo_effect_works_on_target">На ціль</string>
|
||||
<string name="iteminfo_effect_works_when_hitting_target">При влучанні по цілі</string>
|
||||
<string name="iteminfo_effect_works_when_killing_target">При кожному вбивстві</string>
|
||||
<string name="iteminfo_effect_works_when_used">При використанні</string>
|
||||
<string name="iteminfo_effect_works_when_equipped">При одяганні</string>
|
||||
<string name="iteminfo_effect_decrease_current_hp">Забирає %1$s ОЗ</string>
|
||||
<string name="iteminfo_effect_increase_current_hp">Відновлює %1$s ОЗ</string>
|
||||
<string name="iteminfo_effect_decrease_current_ap">Забирає %1$s ОД</string>
|
||||
<string name="iteminfo_effect_increase_current_ap">Відновлює %1$s ОД</string>
|
||||
<string name="iteminfo_effect_increase_max_hp">Підвищує макс. ОЗ на +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_hp">Знижує макс. ОЗ на %1$d</string>
|
||||
<string name="iteminfo_effect_increase_max_ap">Підвищує макс. ОД на +%1$d</string>
|
||||
<string name="iteminfo_effect_decrease_max_ap">Знижує макс. ОД на %1$d</string>
|
||||
<string name="iteminfo_effect_increase_movecost">Штраф вартості руху +%1$d ОД</string>
|
||||
<string name="iteminfo_effect_decrease_movecost">Зменшує вартість руху на %1$d ОД</string>
|
||||
<string name="preferences_display_scaling_factor_title">Коефіцієнт масштабування</string>
|
||||
<string name="preferences_display_scaling_factor">Змушує ігрове поле відображати все збільшеним.</string>
|
||||
<string name="preferences_display_scaling_factor_normal">Нормальний розмір</string>
|
||||
<string name="preferences_display_scaling_factor_50_percent_larger">Збільшено в 1.5x раз</string>
|
||||
<string name="preferences_display_scaling_factor_double">Збільшено в 2 рази</string>
|
||||
<string name="inventory_assign">Призначити швидкий слот</string>
|
||||
<string name="inventory_assign_slot1">Слот 1</string>
|
||||
<string name="inventory_assign_slot2">Слот 2</string>
|
||||
<string name="inventory_assign_slot3">Слот 3</string>
|
||||
<string name="inventory_unassign">Скасувати призначення швидкого слота</string>
|
||||
<string name="preferences_movement_dpad_position_title">Віртуальний джойстик</string>
|
||||
<string name="preferences_movement_dpad_position">Виводить на екран віртуальний джойстик для керування рухом.</string>
|
||||
<string name="preferences_movement_dpad_positions_disabled">Вимкнено</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_right">Правий нижній кут</string>
|
||||
<string name="preferences_movement_dpad_positions_lower_left">Лівий нижній кут</string>
|
||||
<string name="actorconditioninfo_constant_effect">Постійний ефект</string>
|
||||
<string name="actorconditioninfo_effect_every_round">Кожен раунд</string>
|
||||
<string name="actorconditioninfo_effect_every_full_round">Кожен повний раунд</string>
|
||||
<string name="bulkselection_totalcost_buy">Загальна вартість: %1$d золота</string>
|
||||
<string name="bulkselection_totalcost_sell">Загальна вартість: %1$d золота</string>
|
||||
<string name="bulkselection_select_all">Все</string>
|
||||
<string name="bulkselection_sell_confirmation_title">Ви впевнені\?</string>
|
||||
<string name="bulkselection_sell_confirmation">Ви дійсно бажаєте продати %1$s\? Цей предмет %2$s, і ви, можливо, не зможете відновити його.</string>
|
||||
<string name="skill_title_weapon_chance">Точність зброї</string>
|
||||
<string name="skill_title_weapon_dmg">Жорсткий удар</string>
|
||||
<string name="skill_title_barter">Торговець</string>
|
||||
<string name="skill_title_dodge">Ухилення</string>
|
||||
<string name="skill_title_barkskin">Дублена Шкіра</string>
|
||||
<string name="skill_title_more_criticals">Більше критичних</string>
|
||||
<string name="skill_title_better_criticals">Кращі критичні</string>
|
||||
<string name="skill_title_speed">Швидкість бою</string>
|
||||
<string name="skill_title_coinfinder">Мисливець за скарбами</string>
|
||||
<string name="skill_title_more_exp">Здібний учень</string>
|
||||
<string name="skill_title_eater">Пожирач трупів</string>
|
||||
<string name="skill_title_fortitude">Підвищена стійкість</string>
|
||||
<string name="skill_title_evasion">Уникнення</string>
|
||||
<string name="skill_title_regeneration">Регенерація</string>
|
||||
<string name="skill_title_lower_exploss">Майстер невдач</string>
|
||||
<string name="skill_title_magicfinder">Шукач магії</string>
|
||||
<string name="skill_title_resistance_mental">Сильний розум</string>
|
||||
<string name="skill_title_resistance_physical_capacity">Витривале тіло</string>
|
||||
<string name="skill_title_resistance_blood_disorder">Чиста кров</string>
|
||||
<string name="skill_shortdescription_weapon_chance">Збільшений шанс атаки</string>
|
||||
<string name="skill_shortdescription_weapon_dmg">Збільшене пошкодження від атаки</string>
|
||||
<string name="skill_shortdescription_barter">Кращі ціни в магазинах</string>
|
||||
<string name="skill_shortdescription_dodge">Збільшений шанс блоку</string>
|
||||
<string name="skill_shortdescription_barkskin">Стійкість до пошкоджень</string>
|
||||
<string name="skill_shortdescription_more_criticals">Збільшений навик критичного удару</string>
|
||||
<string name="skill_shortdescription_better_criticals">Збільшене критичне пошкодження</string>
|
||||
<string name="skill_shortdescription_speed">Збільшений максимум одиниць дії</string>
|
||||
<string name="skill_shortdescription_coinfinder">Вищий шанс знаходження золота</string>
|
||||
<string name="skill_shortdescription_more_exp">Більше досвіду за вбивство монстрів</string>
|
||||
<string name="skill_shortdescription_cleave">Відновлення одиниць дій при кожному вбивстві</string>
|
||||
<string name="skill_shortdescription_eater">Відновлення одиниць здоров\'я при кожному вбивстві</string>
|
||||
<string name="skill_shortdescription_fortitude">Збільшувати здоров\'я при кожному підвищенні рівня</string>
|
||||
<string name="skill_shortdescription_evasion">Збільшений шанс втекти з поля бою</string>
|
||||
<string name="skill_shortdescription_regeneration">Отримувати здоров\'я кожен раунд</string>
|
||||
<string name="skill_shortdescription_lower_exploss">Зменшити кількість втраченого досвіду при смерті</string>
|
||||
<string name="skill_shortdescription_magicfinder">Збільшений шанс знайти магічні предмети</string>
|
||||
<string name="skill_shortdescription_resistance_mental">Опір психічним впливам</string>
|
||||
<string name="skill_shortdescription_resistance_physical_capacity">Опір фізичним впливам</string>
|
||||
<string name="skill_shortdescription_resistance_blood_disorder">Опір захворюванням крові</string>
|
||||
<string name="skill_longdescription_weapon_chance">Збільшує шанс атаки на %1$d відсоткових одиниць для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_weapon_dmg">Збільшує максимальне пошкодження на %1$d для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_barter">Зменшує різницю між ціною купівлі і продажу на %1$d відсоткових одиниць для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_dodge">Збільшує шанс блоку на %1$d відсоткових одиниць для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_barkskin">Збільшує опір пошкодженням на %1$d для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_more_criticals">Збільшує будь-який існуючий критичний навик, наданий обладнанням, на %1$d %% для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_better_criticals">Збільшує будь-який існуючий критичний множник, наданий обладнанням, на %1$d %% для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_speed">Збільшує максимальну кількість одиниць дій (ОД) на %1$d для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_coinfinder">Збільшує шанс знайти золото в рештках монстра на %1$d %% і збільшує кількість золота в рештках на %2$d %% для кожного рівня навику (аж до максимальної кількості, яка може випасти з монстра).</string>
|
||||
<string name="skill_longdescription_more_exp">Збільшує кількість досвіду, що дається за перемогу над монстрами, на %1$d %% для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_cleave">Дає +%1$d одиниць дій (ОД) за кожне вбивство на кожний рівень навику.</string>
|
||||
<string name="skill_longdescription_eater">Дає +%1$d одиниць здоров\'я (ОЗ) за кожне вбивство на кожний рівень навику.</string>
|
||||
<string name="skill_longdescription_fortitude">При кожному наступному підвищенні рівня максимальна кількість одиниць здоров\'я (ОЗ) буде збільшена на %1$d на кожний рівень навику. Це не застосовується заднім числом, збільшення буде застосовуватися тільки до нових підвищень рівня.</string>
|
||||
<string name="skill_longdescription_evasion">Знижує шанс невдачі при спробі втекти на %1$d %% і знижує шанс, що сусідній монстр атакуватиме, на %2$d %% за кожний рівень навику.</string>
|
||||
<string name="skill_longdescription_regeneration">Дає +%1$d одиниць здоров\'я (ОЗ) за кожний раунд на кожний рівень навику, якщо поряд немає монстрів.</string>
|
||||
<string name="skill_longdescription_lower_exploss">Зменшує кількість досвіду, що втрачається через смерть, на %1$d %% (відсотки величини втрати існуючого досвіду, а не відсоткові пункти) для кожного рівня навику. Після %2$d рівня зникають всі втрати досвіду, спричинені смертю.</string>
|
||||
<string name="skill_longdescription_magicfinder">Збільшує шанс знайти незвичайні предмети на %1$d %% для кожного рівня навику.</string>
|
||||
<string name="skill_longdescription_resistance_mental">Зменшує шанс бути ураженим психічними впливами на %1$d %% для кожного рівня навику до максимума %2$d %%. До них належать впливи, спричинені атаками монстрів, такі як Приголомшення або Кволість Рук.</string>
|
||||
<string name="skill_longdescription_resistance_physical_capacity">Зменшує шанс бути ураженим фізичними впливами на %1$d %% для кожного рівня навику до максимума %2$d %%. До них належать впливи, спричинені атаками монстрів, такі як Втома.</string>
|
||||
<string name="skill_longdescription_resistance_blood_disorder">Зменшує шанс бути ураженим захворюваннями крові на %1$d %% для кожного рівня навику до максимума %2$d %%. До них належать впливи, спричинені атаками монстрів, такі як отруєння або кровотеча.</string>
|
||||
<string name="skillinfo_action_levelup">Новий рівень</string>
|
||||
<string name="skill_current_level">Поточний рівень: %1$d</string>
|
||||
<string name="skill_current_level_with_maximum">Поточний рівень: %1$d / %2$d</string>
|
||||
<string name="skill_prerequisite_other_skill">Щоб підвищити рівень цього навику, ви повинні мати хоча б %1$d рівень навику %2$d.</string>
|
||||
<string name="skill_prerequisite_level">Щоб підвищити рівень цього навику, ви повинні мати хоча б %1$d рівень досвіду.</string>
|
||||
<string name="skill_prerequisite_stat">Щоб підвищити рівень цього навику, ви повинні мати хоча б %1$d %2$s (базова характеристика).</string>
|
||||
<string name="skill_number_of_increases_one">Ви можете обрати один навик для покращення.</string>
|
||||
<string name="skill_number_of_increases_several">Ви можете обрати %1$d навиків для покращення.</string>
|
||||
<string name="levelup_adds_new_skillpoint">Цей рівень також дає вам нову одиницю навику для їх покращення!</string>
|
||||
<string name="loadsave_save_to_new_slot">Створити новий слот для збереження гри</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_title">Перезаписати збережену гру\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation">Ім\'я гравця у цій збереженій грі (%1$s) відрізняється від імені поточного гравця (%2$s). Ви впевнені, що хочете перезаписати цю збережену гру\?</string>
|
||||
<string name="iteminfo_displaytypes_ordinary">Звичайний</string>
|
||||
<string name="iteminfo_displaytypes_quest">Квестовий предмет</string>
|
||||
<string name="iteminfo_displaytypes_legendary">Легендарний</string>
|
||||
<string name="iteminfo_displaytypes_extraordinary">Надзвичайний</string>
|
||||
<string name="iteminfo_displaytypes_rare">Винятковий</string>
|
||||
<string name="actorcondition_categories_spiritual">Духовний</string>
|
||||
<string name="actorcondition_categories_mental">Психічний</string>
|
||||
<string name="actorcondition_categories_blood">Захворювання крові</string>
|
||||
<string name="traitsinfo_base_max_hp">Макс. ОЗ:</string>
|
||||
<string name="traitsinfo_base_max_ap">Макс. ОД:</string>
|
||||
<string name="menu_save_saving_not_allowed_in_combat">Не можна зберегти гру під час бою.</string>
|
||||
<string name="preferences_optimized_drawing_title">Оптимізоване промальовування</string>
|
||||
<string name="preferences_optimized_drawing">Вимкніть це, якщо ви бачите графічні артефакти. Увімкнення цієї опції дозволить грі лише перемалювати змінені частини екрану в кожному кадрі.</string>
|
||||
<string name="skill_title_shadow_bless">Темне благословіння Тіні</string>
|
||||
<string name="skill_shortdescription_shadow_bless">Опір усім типам впливів</string>
|
||||
<string name="skill_longdescription_shadow_bless">Зменшує шанс ураження усіма типами впливів на %1$d %%. До них належать усі типи впливів, спричинені атаками монстрів, такі як Отруєння, Приголомшення або Втома.</string>
|
||||
<string name="actorinfo_immune_criticals">Імунітет до критичних ударів</string>
|
||||
<string name="traitsinfo_criticalhit_effectivechance">Ефективний шанс критичного удару:</string>
|
||||
<string name="skill_title_crit1">Внутрішня кровотеча</string>
|
||||
<string name="skill_shortdescription_crit1">Шанс викликати внутрішню кровотечу</string>
|
||||
<string name="skill_longdescription_crit1">Кожен нанесений критичний удар має %1$d %% шансу спричинити внутрішню кровотечу у цілі, накладаючи вплив \"Внутрішня кровотеча\" на ціль. Внутрішня кровотеча серйозно знижує наступальні бойові можливості, роблячи ціль менш здатною проводити успішні атаки.</string>
|
||||
<string name="skill_title_crit2">Перелом</string>
|
||||
<string name="skill_shortdescription_crit2">Шанс перелому кістки</string>
|
||||
<string name="skill_longdescription_crit2">Кожен нанесений критичний удар має %1$d %% шансу зламати деякі кістки цілі, накладаючи вплив \"Перелом\" на ціль. Це серйозно знизить захисні бойові можливості цілі, роблячи її менш здатною захищатися від наступних атак.</string>
|
||||
<string name="skill_title_rejuvenation">Омолодження</string>
|
||||
<string name="skill_shortdescription_rejuvenation">Шанс видалення ефекту</string>
|
||||
<string name="skill_longdescription_rejuvenation">Кожного раунду (6 секунд) існує %1$d %% шансу, що один з негативних впливів буде знижений на одиницю. Це стосується всіх ефектів тимчасового типу, які впливають на організм: психічних впливів, таких як Приголомшення; фізичних впливів, таких як Втома; а також захворювань крові, таких як Отруєння.</string>
|
||||
<string name="skill_shortdescription_taunt">Нападник втрачає ОД при промаху</string>
|
||||
<string name="skill_longdescription_taunt">Коли нападник здійснює атаку і промахується, існує %1$d %% шансу, що він втратить %2$d одиниць дій (ОД). Це стосується усіх типів ближніх атак проти вас.</string>
|
||||
<string name="skill_title_concussion">Контузія</string>
|
||||
<string name="skill_shortdescription_concussion">Шанс викликати контузію</string>
|
||||
<string name="skill_longdescription_concussion">При проведенні атаки на ціль, чий шанс блоку (ШБ) хоча б на %1$d нижчий за ваш шанс атаки (ША), існує %2$d %% шансу, що удар спричинить контузію цілі. Контузія серйозно зменшить наступальні бойові можливості цілі, роблячи її менш здатною проводити успішні атаки.</string>
|
||||
<string name="about_button4">Про гру</string>
|
||||
<string name="preferences_ui_category">Інтерфейс</string>
|
||||
<string name="preferences_ui_enable_animations_title">Увімкнути анімацію</string>
|
||||
<string name="preferences_ui_enable_animations">Відображення анімації для різних елементів інтерфейсу, таких як панель бою.</string>
|
||||
<string name="menu_button_worldmap">Мапа</string>
|
||||
<string name="menu_button_worldmap_failed">Мапа не може бути відображена.</string>
|
||||
<string name="display_worldmap_not_available">Мапа не може бути відображена на цій локації.</string>
|
||||
<string name="display_worldmap_title">Мапа</string>
|
||||
<string name="iteminfo_effect_weapon_attack_cost">Вартість атаки: %1$d ОД</string>
|
||||
<string name="iteminfo_effect_increase_attack_cost">Збільшує вартість атаки на %1$d ОД</string>
|
||||
<string name="iteminfo_effect_decrease_attack_cost">Зменшує вартість атаки на %1$d ОД</string>
|
||||
<string name="iteminfo_effect_weapon_attack_chance">Шанс атаки: %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_chance">Збільшує шанс атаки на %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_chance">Зменшує шанс атаки на %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage">Пошкодження від атаки: %1$d</string>
|
||||
<string name="iteminfo_effect_weapon_attack_damage_minmax">Пошкодження від атаки: %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage">Збільшує пошкодження від атаки на %1$d</string>
|
||||
<string name="iteminfo_effect_increase_attack_damage_minmax">Збільшує пошкодження від атаки на %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage">Зменшує пошкодження від атаки на %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_attack_damage_minmax">Зменшує пошкодження від атаки на %1$d-%2$d</string>
|
||||
<string name="iteminfo_effect_increase_critical_skill">Збільшує навик критичного удару на %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_critical_skill">Зменшує навик критичного удару на %1$d</string>
|
||||
<string name="iteminfo_effect_critical_multiplier">Дає змогу наносити критичні удари з множником x%1$.1f</string>
|
||||
<string name="iteminfo_effect_increase_block_chance">Збільшує шанс блоку на %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_block_chance">Зменшує шанс блоку на %1$d</string>
|
||||
<string name="iteminfo_effect_increase_damage_resistance">Збільшує опір пошкодженням на %1$d</string>
|
||||
<string name="iteminfo_effect_decrease_damage_resistance">Зменшує опір пошкодженням на %1$d</string>
|
||||
<string name="iteminfo_effect_increase_use_cost">Збільшує вартість використання предметів у бою на %1$d ОД</string>
|
||||
<string name="iteminfo_effect_decrease_use_cost">Зменшує вартість використання предметів у бою на %1$d ОД</string>
|
||||
<string name="iteminfo_effect_increase_reequip_cost">Збільшує вартість ОД для одягання предметів у бою на %1$d ОД</string>
|
||||
<string name="iteminfo_effect_decrease_reequip_cost">Зменшує вартість ОД для одягання предметів у бою на %1$d ОД</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_all">Ви впевнені, що хочете перезаписати збережену гру\?</string>
|
||||
<string name="loadsave_save_overwrite_confirmation_slot">(слот %1$d)</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Завжди показувати діалогове вікно підтвердження</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Показувати тільки при перезаписі збереженої гри з гравцем з іншим ім\'ям</string>
|
||||
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Ніколи не показувати діалогове вікно підтвердження</string>
|
||||
<string name="preferences_dialog_overwrite_savegame_title">Підтвердіть перезапис збереження</string>
|
||||
<string name="preferences_dialog_overwrite_savegame">Пересвідчується, що ви насправді хочете перезаписати збережену гру.</string>
|
||||
<string name="heroinfo_reequip_cost">Вартість перевдягання (ОД):</string>
|
||||
<string name="heroinfo_useitem_cost">Вартість використання предмету (ОД):</string>
|
||||
<string name="combat_result_monstermoved">%1$s рухається.</string>
|
||||
<string name="combat_log_title">Журнал бою</string>
|
||||
<string name="conversation_reward_quest_finished">[Завдання завершено: \"%1$s\"]</string>
|
||||
<string name="conversation_reward_quest_updated">[Завдання оновлено: \"%1$s\"]</string>
|
||||
<string name="skill_title_weapon_prof_dagger">Володіння кинджалом</string>
|
||||
<string name="skill_title_weapon_prof_1hsword">Володіння одноручним мечем</string>
|
||||
<string name="skill_title_weapon_prof_2hsword">Володіння дворучним мечем</string>
|
||||
<string name="skill_title_weapon_prof_axe">Володіння сокирою</string>
|
||||
<string name="skill_title_weapon_prof_blunt">Володіння зброєю ударно-роздрібнюючої дії</string>
|
||||
<string name="skill_title_weapon_prof_unarmed">Рукопашний бій</string>
|
||||
<string name="skill_title_armor_prof_shield">Володіння щитом</string>
|
||||
<string name="skill_title_armor_prof_unarmored">Бій без обладунків</string>
|
||||
<string name="skill_title_armor_prof_light">Володіння легким обладунком</string>
|
||||
<string name="skill_title_armor_prof_heavy">Володіння важким обладунком</string>
|
||||
<string name="skill_title_fightstyle_dualwield">Бойовий стиль: Зброя в кожній руці</string>
|
||||
<string name="skill_title_fightstyle_2hand">Бойовий стиль: Дворучна зброя</string>
|
||||
<string name="skill_title_fightstyle_weapon_shield">Бойовий стиль: Зброя і щит</string>
|
||||
<string name="skill_title_specialization_dualwield">Спеціалізація: Зброя в кожній руці</string>
|
||||
<string name="skill_title_specialization_2hand">Спеціалізація: Дворучна зброя</string>
|
||||
<string name="skill_title_specialization_weapon_shield">Спеціалізація: Зброя і щит</string>
|
||||
<string name="skill_shortdescription_weapon_prof_dagger">Кращий у бою з кинджалами</string>
|
||||
<string name="skill_shortdescription_weapon_prof_1hsword">Кращий у бою з одноручними мечами</string>
|
||||
<string name="skill_shortdescription_weapon_prof_2hsword">Кращий у бою з дворучними мечами</string>
|
||||
<string name="skill_shortdescription_weapon_prof_axe">Кращий у бою з сокирами</string>
|
||||
<string name="skill_shortdescription_weapon_prof_blunt">Кращий у бою зі зброєю ударно-роздрібнюючої дії</string>
|
||||
<string name="skill_shortdescription_weapon_prof_unarmed">Кращий у бою без зброї</string>
|
||||
<string name="skill_shortdescription_armor_prof_shield">Покращує володіння щитами</string>
|
||||
<string name="skill_shortdescription_armor_prof_unarmored">Кращий у бою без обладунків</string>
|
||||
<string name="skill_shortdescription_armor_prof_light">Покращує володіння легким обладунком</string>
|
||||
<string name="skill_shortdescription_armor_prof_heavy">Покращує володіння важким обладунком</string>
|
||||
<string name="skill_shortdescription_fightstyle_dualwield">Одночасне користування двома одиницями зброї</string>
|
||||
<string name="skill_shortdescription_fightstyle_2hand">Покращує володіння дворучною зброєю</string>
|
||||
<string name="skill_shortdescription_fightstyle_weapon_shield">Кращий у бою зі зброєю і щитом</string>
|
||||
<string name="skill_shortdescription_specialization_dualwield">Експерт з володіння подвійною зброєю</string>
|
||||
<string name="skill_shortdescription_specialization_2hand">Експерт з дворучної зброї</string>
|
||||
<string name="skill_shortdescription_specialization_weapon_shield">Експерт з бою зі зброєю і щитом</string>
|
||||
<string name="skill_longdescription_weapon_prof_dagger">Кожний рівень навику збільшує шанс атаки при використанні кинджалів і коротких мечів на %1$d %% базового шансу атаки предмету, збільшує шанс блоку на %2$d %% базового шансу блоку предмету і збільшує навик критичного удару на %3$d %% базового критичного удару предмету.</string>
|
||||
<string name="skill_longdescription_weapon_prof_1hsword">Кожний рівень навику збільшує шанс атаки при використанні рапір, довгих мечів і широких мечів на %1$d %% базового шансу атаки предмету, збільшує шанс блоку на %2$d %% базового шансу блоку предмету і збільшує навик критичного удару на %3$d %% базового критичного удару предмету.</string>
|
||||
<string name="skill_longdescription_weapon_prof_2hsword">Кожний рівень навику збільшує шанс атаки при використанні дворучних мечів на %1$d %% базового шансу атаки предмету, збільшує шанс блоку на %2$d %% базового шансу блоку предмету і збільшує навик критичного удару на %3$d %% базового критичного удару предмету.</string>
|
||||
<string name="skill_longdescription_weapon_prof_axe">Кожний рівень навику збільшує шанс атаки при використанні сокир і великих сокир на %1$d %% базового шансу атаки предмету, збільшує шанс блоку на %2$d %% базового шансу блоку предмету і збільшує навик критичного удару на %3$d %% базового критичного удару предмету.</string>
|
||||
<string name="skill_longdescription_weapon_prof_blunt">Кожний рівень навику збільшує шанс атаки при використанні зброї ударно-роздрібнюючої дії на %1$d %% базового шансу атаки предмету, збільшує шанс блоку на %2$d %% базового шансу блоку предмету і збільшує навик критичного удару на %3$d %% базового критичного удару предмету. Це стосується дубин, дубин з металевим наконечником, булав, скиптерів, бойових молотів та гігантських молотів.</string>
|
||||
<string name="skill_longdescription_weapon_prof_unarmed">При боротьбі без зброї і щита герой отримує %1$d до шансу атаки, %2$d до шансу нанесення пошкодження і %3$d до шансу блоку на кожний рівень навику.</string>
|
||||
<string name="skill_longdescription_armor_prof_shield">Опір пошкодженням збільшується на %1$d на кожний рівень навику, якщо щит у руці.</string>
|
||||
<string name="dialog_recenter">Відцентрувати</string>
|
||||
<string name="dialog_more">Більше</string>
|
||||
<string name="dialog_monsterencounter_conditions">Впливи</string>
|
||||
<string name="heroinfo_skill_categories">Категорія</string>
|
||||
<string name="heroinfo_skill_sort">Сортувати</string>
|
||||
<string name="heroinfo_inventory_categories">Категорія</string>
|
||||
<string name="heroinfo_inventory_sort">Сортувати за</string>
|
||||
<string name="heroinfo_healthpoints">Одиниці здоров\'я (ОЗ):</string>
|
||||
<string name="heroinfo_experiencepoints">Пункти досвіду (ПД):</string>
|
||||
<string name="combat_condition_player_apply">Ви постраждали від %1$s.</string>
|
||||
<string name="combat_condition_player_clear">Ви позбавились від %1$s.</string>
|
||||
<string name="combat_condition_player_immune">Ви маєте імунітет проти %1$s.</string>
|
||||
<string name="combat_condition_monster_apply">%1$s постраждав від %2$s.</string>
|
||||
<string name="combat_condition_monster_clear">%1$s позбавився від %2$s.</string>
|
||||
<string name="combat_condition_monster_immune">%1$s має імунітет проти %2$s.</string>
|
||||
<string name="startscreen_newgame_start">Почати гру</string>
|
||||
<string name="startscreen_selectherosprite">Виберіть свого героя</string>
|
||||
<string name="shop_item_sort">Сортувати</string>
|
||||
<string name="actorcondition_info_immunity">Імунітет до %1$s</string>
|
||||
<string name="iteminfo_effect_works_on_attacker">На нападника</string>
|
||||
<string name="iteminfo_effect_works_when_hit_by_attacker">При влучанні нападника</string>
|
||||
<string name="iteminfo_effect_works_when_killed_by_attacker">При вбивстві нападника</string>
|
||||
<string name="inventory_selectitem">Оберіть предмет для призначення</string>
|
||||
<string name="combat_log_noentries">Поки немає записів.</string>
|
||||
<string name="preferences_high_quality_filters_title">Фільтри високої якості</string>
|
||||
<string name="preferences_high_quality_filters">Вимкніть це, якщо виникли проблеми зі швидкодією на фільтрованих мапах (наприклад, темні печери). Увімкнення цієї опції змусить гру використовувати покращені фільтри кольорів замість суцільного накладання кольорів.</string>
|
||||
<string name="about_contents1">Ласкаво просимо до Andor\'s Trail, рогалик-RPG для Android з відкритим початковим кодом.<br /> <br /> <a href=http://andorstrail.com/>Ігрові форуми на andorstrail.com для питань та обговорень геймплею.</a><br /> <br /> <a href=http://andorstrail.com/wiki>Вікі з інформацією про світ Andor\'s Trail.</a><br /> <br /> <a href=https://github.com/Zukero/andors-trail/> Початковий код проекту на github.com для розробників.</a><br /> <br />Будь ласка, відвідуйте форуми та обговорюйте гру з іншими гравцями.<br /></string>
|
||||
<string name="about_contents3"></string>
|
||||
<string name="dialog_newversion_message">Дякуємо за завантаження Andor\'s Trail!
|
||||
\n
|
||||
\nБудь ласка, зверніть увагу, що розробка Andor\'s Trail ЩЕ ТРИВАЄ, що означає, що ще не всі мапи завершено.
|
||||
\nБудь ласка, відвідайте форуми проекту для обговорення гри з іншими гравцями або щоб допомогти зробити гру ще кращою (дивіться Про гру).
|
||||
\n
|
||||
\nДякуємо за ваші відгуки!</string>
|
||||
<string name="preferences_movementmethods_straight">Прямо (оригінальний)</string>
|
||||
<string name="iteminfo_effect_chance_of">%1$s шанс з %2$s</string>
|
||||
<string name="preferences_movement_dpad_minimizeable_title">Мінімізувати джойстик</string>
|
||||
<string name="preferences_movement_dpad_minimizeable">Якщо віртуальний джойстик увімкнено, ця опція дозволяє його мінімізувати натисканням на його центр.</string>
|
||||
<string name="preferences_movement_dpad_positions_center_bottom">Посередині знизу</string>
|
||||
<string name="preferences_movement_dpad_positions_center_left">Посередині зліва</string>
|
||||
<string name="preferences_movement_dpad_positions_center_right">Посередині справа</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_left">Верхній лівий кут</string>
|
||||
<string name="preferences_movement_dpad_positions_upper_right">Верхній правий кут</string>
|
||||
<string name="preferences_movement_dpad_positions_center_top">Посередині вгорі</string>
|
||||
<string name="skill_title_cleave">Розсічення</string>
|
||||
<string name="actorconditioninfo_category">Категорія впливу: %1$s</string>
|
||||
<string name="actorcondition_categories_physical">Фізичний</string>
|
||||
<string name="inventory_movetop">Перемістити догори</string>
|
||||
<string name="inventory_movebottom">Перемістити донизу</string>
|
||||
<string name="skill_title_taunt">Насмішка</string>
|
||||
<string name="inventory_equip_offhand">Надягнути (нашвидкуруч)</string>
|
||||
<string name="skill_longdescription_armor_prof_unarmored">При боротьбі без жодного обладунку на тілі додається %1$d до шансу блоку на кожний рівень навику. Предмети з тканини обладунками не вважаються.</string>
|
||||
<string name="skill_longdescription_armor_prof_light">Кожен рівень навику збільшує шанс блоку кожного із вдягнутих легких обладунків на %1$d %% від їхніх базових шансів блоку. До легких обладунків належать шкіряні, легкі металеві обладунки та обладунки схову.</string>
|
||||
<string name="skill_longdescription_armor_prof_heavy">Кожен рівень навику збільшує шанс блоку кожного із вдягнутих важких обладунків на %1$d %% від їхніх базових шансів блоку. Штраф на рух у важких обладунках зменшується на %2$d %% на кожен рівень навику, на швидкість атаки - на %3$d %% на кожен рівень навику. До важких обладунків належать металеві обладунки, кольчуги і лати.</string>
|
||||
<string name="skill_longdescription_fightstyle_dualwield">Дає переваги під час бою двома предметами зброї одночасно.
|
||||
\n
|
||||
\nБез цього навику може бути використано лише %1$d %% якостей зброї у лівій руці. Сюди входять шанс атаки, навик критичного удару, потенціал пошкодження і шанс блоку. Без цього навику швидкість атаки (вартість у ОД) визначається як сума швидкостей атаки обидвох предметів зброї.
|
||||
\n
|
||||
\nНа першому рівні цього навику може бути використано %2$d %% якостей зброї у лівій руці, а швидкість атаки становить суму швидкості атаки найшвидшого з двох предметів зброї і %3$d %% швидкості атаки найповільнішого з двох предметів зброї.
|
||||
\n
|
||||
\nНа другому рівні цього навику може бути використано %4$d %% якостей зброї у лівій руці, а швидкість атаки дорівнює найвищій зі швидкостей атак обох предметів зброї.</string>
|
||||
<string name="skill_longdescription_fightstyle_2hand">Дає переваги під час використання дворучної зброї: дворучних мечів, великих сокир або гігантських молотів.
|
||||
\n
|
||||
\nКожен рівень навику збільшує урон від пошкоджень дворучною зброєю на %1$d %% від базового.</string>
|
||||
<string name="skill_longdescription_fightstyle_weapon_shield">Дає переваги під час бою зі зброєю у правій руці і щитом у лівій.
|
||||
\n
|
||||
\nКожен рівень навику збільшує шанс атаки зброї на %1$d %% від базового, а шанс блоку щитів - на %2$d %% від базового.</string>
|
||||
<string name="skill_longdescription_specialization_dualwield">Збільшує шанс атаки зброї в обох руках на додаткові %1$d %% від базового. Шанс блоку зброї в обох руках також збільшується на %2$d %% від базового.</string>
|
||||
<string name="skill_longdescription_specialization_2hand">Збільшує урон від пошкоджень дворучної зброї на додаткові %1$d %% від базового. Шанс атаки дворучною зброєю також збільшується на %2$d %% від базового.</string>
|
||||
<string name="skill_longdescription_specialization_weapon_shield">"Збільшує шанс атаки і урон від пошкодження зброї. Шанс атаки збільшується на %1$d %% від базового, а урон від пошкодження збільшується на %2$d %% від базового."</string>
|
||||
<string name="preferences_quickslots_placement">Розташування слотів швидкого доступу</string>
|
||||
<string name="preferences_quickslots_placement_summary">Де розташувати слоти швидкого доступу</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_center_bottom">Посередині знизу</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_left">Посередині зліва</string>
|
||||
<string name="preferences_quickslots_placements_vertical_center_right">Посередині справа</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_left">Внизу зліва, вздовж лівої межі</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_left">Внизу зліва, вздовж нижньої межі</string>
|
||||
<string name="preferences_quickslots_placements_horizontal_bottom_right">Внизу справа, вздовж нижньої межі</string>
|
||||
<string name="preferences_quickslots_placements_vertical_bottom_right">Внизу справа, вздовж правої межі</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible_title">Показувати слоти швидкого доступу, коли відкрито панель інструментів</string>
|
||||
<string name="preferences_ui_show_quickslots_when_toolbox_is_visible">Показує кнопки слотів швидкого доступу при відкритті панелі інструментів</string>
|
||||
<string name="startscreen_incompatible_savegames">Ця версія Andor\'s Trail все ще в розробці. Збережені у цій версії ігри несумісні з релізною версією гри.</string>
|
||||
<string name="startscreen_non_release_version">Це передрелізна версія Andor\'s Trail. Збережені у цій версії ігри можуть бути несумісними з релізною версією гри.</string>
|
||||
<string name="heroinfo_gamestats_deaths">Кількість втрат свідомості</string>
|
||||
<string name="heroinfo_gamestats_spent_gold">Кількість витраченого золота в магазинах</string>
|
||||
<string name="heroinfo_gamestats_bonemeals">Кількість використаних зіль з кісткового борошна</string>
|
||||
<string name="heroinfo_gamestats_num_used_items">Використано предметів</string>
|
||||
<string name="heroinfo_gamestats_visited_maps">Відвідано місць</string>
|
||||
<string name="heroinfo_gamestats_fav_item">Найчастіше вживаний предмет</string>
|
||||
<string name="heroinfo_gamestats_fav_monsters">Найбільше вбитих монстрів</string>
|
||||
<string name="preferences_ui_use_localized_resources_title">Використовувати переклад</string>
|
||||
<string name="preferences_ui_use_localized_resources">Використовувати переклад інтерфейсу і вмісту, де це можливо (потрібен перезапуск)</string>
|
||||
<string name="change_locale_requires_restart">Зміна мови потребує перезапуску. Andor\'s Trail було закрито.</string>
|
||||
<string name="combat_taunt_monster">Ви насміхаєтесь над %1$s!</string>
|
||||
<string name="inventory_category_all">Все</string>
|
||||
<string name="inventory_category_favorites">Обране</string>
|
||||
<string name="inventory_category_weapons">Зброя</string>
|
||||
<string name="inventory_category_armor">Обладунки</string>
|
||||
<string name="inventory_category_usable">Витратні матеріали</string>
|
||||
<string name="inventory_category_quest">Предмет, необхідний для завдання</string>
|
||||
<string name="inventory_category_other">Інші</string>
|
||||
<string name="inventory_sort_custom">Не сортувати</string>
|
||||
<string name="inventory_sort_name">За назвою</string>
|
||||
<string name="inventory_sort_price">За ціною</string>
|
||||
<string name="inventory_sort_quantity">За кількістю</string>
|
||||
<string name="inventory_sort_rarity">За рідкістю</string>
|
||||
<string name="inventory_sort_type">За типом</string>
|
||||
<string name="shoplist_sort_custom">Не сортувати</string>
|
||||
<string name="shoplist_sort_name">За назвою</string>
|
||||
<string name="shoplist_sort_price">За ціною</string>
|
||||
<string name="shoplist_sort_quantity">За кількістю</string>
|
||||
<string name="shoplist_sort_rarity">За рідкістю</string>
|
||||
<string name="shoplist_sort_type">За типом</string>
|
||||
<string name="skill_category_all">Все</string>
|
||||
<string name="skill_category_offense">Напад</string>
|
||||
<string name="skill_category_defense">Захист</string>
|
||||
<string name="skill_category_criticals">Критичні удари</string>
|
||||
<string name="skill_category_immunity">Імунітет</string>
|
||||
<string name="skill_category_utility">Допоміжні</string>
|
||||
<string name="skill_category_speciality">Спеціальність</string>
|
||||
<string name="skill_category_proficiency">Вміння</string>
|
||||
<string name="skill_sort_unsorted">Не сортувати</string>
|
||||
<string name="skill_sort_name">Назва</string>
|
||||
<string name="skill_sort_points">Одиниці</string>
|
||||
<string name="skill_sort_unlocked">Відкрито</string>
|
||||
<string name="preferences_display_theme_title">Тема</string>
|
||||
<string name="preferences_display_theme">Оберіть тему інтерфейсу (потребує перезапуску)</string>
|
||||
<string name="preferences_display_theme_blue">Кобальт</string>
|
||||
<string name="preferences_display_theme_green">Малахіт</string>
|
||||
<string name="preferences_display_theme_charcoal">Обсидіан</string>
|
||||
<string name="change_theme_requires_restart">Зміна теми інтерфейсу потребує перезапуску. Andor\'s Trail було закрито.</string>
|
||||
<string name="storage_permissions_mandatory">Доступ до пам’яті є обов\'язковим, щоб Andor\'s Trail обробляла збережені ігри та мапу світу. Закриття Andor\'s Trail.</string>
|
||||
</resources>
|
||||
@@ -1,106 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="localize_resources_from_mo_filename">zh_CN.mo</string>
|
||||
<string name="app_description">任务驱动型的幻想RPG</string>
|
||||
<string name="exit_to_menu">返回菜单</string>
|
||||
<string name="menu_settings">设定</string>
|
||||
<string name="menu_save">保存</string>
|
||||
<string name="menu_save_gamesaved">游戏已经保存至 存档 %1$d</string>
|
||||
<string name="menu_save_failed">游戏保存失败!确认存储卡正确安装并且可以写入?</string>
|
||||
<string name="loadsave_title_save">保存游戏</string>
|
||||
<string name="loadsave_title_load">载入游戏</string>
|
||||
<string name="loadsave_selectslot">选择存档</string>
|
||||
<string name="savegame_currenthero_displayinfo">等级 %1$d,%2$d 经验值,%3$d 金币</string>
|
||||
<string name="dialog_loading_message">正在载入资源…</string>
|
||||
<string name="dialog_loading_failed_title">载入失败</string>
|
||||
<string name="dialog_loading_failed_message">Andor\'s Trail 无法载入游戏存档。
|
||||
\n
|
||||
\n:(
|
||||
\n
|
||||
\n存档可能出现损坏或者不完整情况。</string>
|
||||
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail 无法载入游戏存档。
|
||||
\n游戏存档由一个比现运行新的版本创建。</string>
|
||||
<string name="dialog_recenter">回到中心</string>
|
||||
<string name="dialog_close">关闭</string>
|
||||
<string name="dialog_more">更多</string>
|
||||
<string name="app_name">密令追踪</string>
|
||||
<string name="status_hp">生命(HP):</string>
|
||||
<string name="heroinfo_char">总览</string>
|
||||
<string name="heroinfo_skill">技能</string>
|
||||
<string name="heroinfo_levelup">升级</string>
|
||||
<string name="heroinfo_level">等级</string>
|
||||
<string name="heroinfo_totalexperience">总经验</string>
|
||||
<string name="dialog_monsterencounter_title">遭遇</string>
|
||||
<string name="dialog_monsterencounter_message">你想攻击吗?
|
||||
\n难度:%1$s</string>
|
||||
<string name="dialog_monsterencounter_info">信息</string>
|
||||
<string name="dialog_monsterencounter_conditions">状态</string>
|
||||
<string name="status_ap">行动点数:</string>
|
||||
<string name="status_exp">经验值:</string>
|
||||
<string name="heroinfo_inv">物品</string>
|
||||
<string name="heroinfo_skill_categories">分类</string>
|
||||
<string name="heroinfo_skill_sort">排序</string>
|
||||
<string name="heroinfo_wornequipment">已穿戴装备</string>
|
||||
<string name="heroinfo_inventory">库存</string>
|
||||
<string name="heroinfo_inventory_categories">类别</string>
|
||||
<string name="heroinfo_inventory_sort">排序方式</string>
|
||||
<string name="heroinfo_gold">金币: %1$d</string>
|
||||
<string name="heroinfo_healthpoints">血量(HP):</string>
|
||||
<string name="heroinfo_experiencepoints">经验值(XP):</string>
|
||||
<string name="heroinfo_actionpoints">行动点(AP):</string>
|
||||
<string name="heroinfo_quests">任务</string>
|
||||
<string name="combat_attack">攻击(%1$d AP)</string>
|
||||
<string name="combat_move">移动 (%1$d AP)</string>
|
||||
<string name="combat_use">使用物品</string>
|
||||
<string name="combat_endturn">回合结束</string>
|
||||
<string name="combat_flee">逃跑</string>
|
||||
<string name="combat_begin_flee">你现在可以点击你想要移动的方向来逃离战斗。</string>
|
||||
<string name="combat_flee_failed">逃跑失败!</string>
|
||||
<string name="combat_status_ap">行动点: %1$d</string>
|
||||
<string name="combat_monsterhealth">血量:</string>
|
||||
<string name="combat_monsteraction">%1$s 正在攻击。</string>
|
||||
<string name="combat_result_monstermiss">%1$s 没有打到!</string>
|
||||
<string name="combat_result_monsterhit">%1$s 命中了你,你损失 %1$s 点血!</string>
|
||||
<string name="combat_result_monsterhitcritical">%1$s 暴击!你损失了 %2$d 点血!</string>
|
||||
<string name="combat_result_heromiss">没有打到。</string>
|
||||
<string name="combat_result_herohit">中了!%1$s 失去 %2$d 点血。</string>
|
||||
<string name="combat_result_herohitcritical">暴击!%1$s 失去 %2$d 点血!</string>
|
||||
<string name="combat_result_herokillsmonster">%1$s 死了!</string>
|
||||
<string name="combat_not_enough_ap">这回合没有足够的行动点。</string>
|
||||
<string name="combat_hero_dies">你失去知觉,但幸运地醒了过来,不知所措,失去 %1$d 点经验值。</string>
|
||||
<string name="combat_miss_animation_message">闪避率</string>
|
||||
<string name="combat_taunt_monster">你嘲讽了 %1$s!</string>
|
||||
<string name="combat_condition_player_apply">你受到了%1$s!的影响。</string>
|
||||
<string name="combat_condition_player_clear">你摆脱了 %1$s 的影响。</string>
|
||||
<string name="combat_condition_player_immune">你现在对 %1$s 免疫。</string>
|
||||
<string name="combat_condition_monster_apply">%1$s 受到了 %2$s 的影响。</string>
|
||||
<string name="combat_condition_monster_clear">%1$s 摆脱了 %2$s 的影响。</string>
|
||||
<string name="shop_buy">买</string>
|
||||
<string name="shop_sell">卖</string>
|
||||
<string name="about_button1">帮助</string>
|
||||
<string name="dialog_newversion_title">欢迎</string>
|
||||
<string name="questlog_queststatus_completed">做完了</string>
|
||||
<string name="menu_button_worldmap">地图</string>
|
||||
<string name="display_worldmap_title">地图</string>
|
||||
<string name="combat_condition_monster_immune">%1$s现在对 %2$s 免疫。</string>
|
||||
<string name="inventory_info">信息</string>
|
||||
<string name="dialog_groundloot_title">物品</string>
|
||||
<string name="conversation_leave">离开</string>
|
||||
<string name="shop_infoitem">信息</string>
|
||||
<string name="shop_item_sort">排序</string>
|
||||
<string name="dialog_rest_title">休息</string>
|
||||
<string name="dialog_rest_confirm_message">你想这里休息吗?</string>
|
||||
<string name="inventory_item_equipped">你用了%1$s。</string>
|
||||
<string name="levelup_title">升级</string>
|
||||
<string name="levelup_buttontext">升级</string>
|
||||
<string name="skill_title_regeneration">急速自愈</string>
|
||||
<string name="skillinfo_action_levelup">升级</string>
|
||||
<string name="skill_title_crit1">内出血</string>
|
||||
<string name="skill_title_crit2">骨折</string>
|
||||
<string name="skill_title_concussion">脑震荡</string>
|
||||
<string name="heroinfo_gamestats_name_and_qty">%1$s(%2$d)</string>
|
||||
<string name="inventory_equip">装备武器</string>
|
||||
<string name="inventory_unequip">卸下武器</string>
|
||||
<string name="inventory_use">使用</string>
|
||||
<string name="inventory_item_used">你使用了 %1$s.</string>
|
||||
</resources>
|
||||
@@ -1,127 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<resources>
|
||||
|
||||
<!-- Do not translate this. -->
|
||||
<string name="about_copyright">Copyright © 2010–2013 Oskar Wiksten<br />
|
||||
Copyright © 2013–2018 The Andor\'s Trail development team<br />
|
||||
<br /></string>
|
||||
<string name="about_authors"><![CDATA[
|
||||
<h4>Created & originally programmed by Oskar Wiksten</h4>
|
||||
<b>Development team</b><br/>
|
||||
• Oskar Wiksten<br/>
|
||||
• Scott Devaney <b>*</b><br/>
|
||||
• <a href="https://github.com/Zukero">Kevin Pochat</a> <b>*</b><br/>
|
||||
• Ian Haase<br/>
|
||||
• <a href="https://github.com/Rijackson">Richard Jackson (rijackson741)</a> <b>*</b><br/>
|
||||
• Christian Berlage <b>*</b><br/>
|
||||
• <a href="http://gulisanolaw.com">Mike Gulisano</a><br/>
|
||||
• Christian Zink <b>*</b><br/>
|
||||
<b>*</b> Currently active on team<br/>
|
||||
<br/>
|
||||
<b>Development tools (Andor\'s Trail Content Studio) by</b><br/>
|
||||
• <a href="https://github.com/Zukero">Kevin Pochat</a><br/>
|
||||
<br/>
|
||||
<b>Additional programming by</b><br/>
|
||||
• Samuel Plentz<br/>
|
||||
• Uwe Jugel<br/>
|
||||
• Olivier Samyn<br/>
|
||||
• Ethan Wessel<br/>
|
||||
• Scott Lund<br/>
|
||||
• Lucas Delvallet<br/>
|
||||
• Florian Doublet<br/>
|
||||
• M.H. Alkotob<br/>
|
||||
• Olivier Dragon<br/>
|
||||
• Christian Zink<br/>
|
||||
• Antison<br/>
|
||||
<br/>
|
||||
<b>Additional content created by</b><br/>
|
||||
• Tom Jobes<br/>
|
||||
• Stan "Meirerion"<br/>
|
||||
• Pete Wheeler<br/>
|
||||
• Michael Schmid<br/>
|
||||
• <a href="https://github.com/Rijackson">Richard Jackson (rijackson741)</a><br/>
|
||||
• Ian Haase<br/>
|
||||
• <a href="http://gulisanolaw.com">Mike Gulisano</a><br/>
|
||||
• Christian Berlage<br/>
|
||||
• Daniel-Ømicrón Rodríguez García (Omicronrg9)<br/>
|
||||
• Moritz Arendt-Roth (Moerit)<br/>
|
||||
<br/>
|
||||
<b>Translations</b><br/>
|
||||
• Russian translation by Dreamer..., e.solodookhin, shell.andor, konstmih, istasman, Aleksey Kabanov, Alexander Zubok, Paul Sulemenkov and dromoz<br/>
|
||||
• Italian translation by k6blue, liogiu, Joker and Andrea Luciano Damico<br/>
|
||||
• French translation by LeSanglier, Misty Soul, zorun.42, Marwane K. and Olivier<br/>
|
||||
• German translation by Bomber, Samuel Plentz, cngunners14, Phoenixor, Tutar, Mütze, Moerit, Mayweed, Christian Berlage and Firefly84<br/>
|
||||
• Hungarian translation by <a href="https://urbalazs.hu">Balázs Úr</a><br/>
|
||||
• Hebrew translation by eitanbm<br/>
|
||||
• Portuguese(PT) translation by mira<br/>
|
||||
• Portuguese(BR) translation by Mauro Carvalho Chehab, Rafael Mendes (fifa1988)<br/>
|
||||
• Japanese translation by surgecurrent<br/>
|
||||
• Polish translation by tobik9090siemens, DanielS and Piotr Wieczorek<br/>
|
||||
• Spanish translation by pahsito<br/>
|
||||
<br/>
|
||||
<b>Graphics</b><br/>
|
||||
• <a href="http://pixeljoint.com/p/101133.htm">Original hero sprites by Maksiu</a><br/>
|
||||
• <a href="http://redknight91.deviantart.com/art/Arena-Game-Sprites-154661559">Hero graphics by RedKnight91</a><br/>
|
||||
• <a href="https://opengameart.org/content/ui-pack-0">UI based on graphics by Shadow3097</a><br/>
|
||||
• <a href="http://www.mansgreback.com">Typography by Måns Grebäck</a><br>
|
||||
• <a href="http://telles0808.deviantart.com/art/RPG-Maker-VX-RTP-Tileset-159218223">Map tilesets graphics by telles0808</a><br/>
|
||||
• <a href="http://ails.deviantart.com/art/420-Pixel-Art-Icons-for-RPG-129892453">Item tilesets graphics by Ails</a><br/>
|
||||
• <a href="http://nacred.deviantart.com/art/Sprite-Sheet-171751308">Additional monster graphics by nacred</a><br/>
|
||||
• <a href="http://opengameart.org/content/whispers-of-avalon-item-icons">Additional graphics by Meway, Len Pabin, Auran, Silviyius</a><br/>
|
||||
• <a href="http://opengameart.org/content/10-basic-rpg-enemies">Additional graphics by Stephen Challener (Redshrike)</a> <a href="http://opengameart.org/content/more-rpg-enemies">(more)</a><br/>
|
||||
• <a href="http://opengameart.org/content/skull">Additional graphics by Jorge.Avila</a><br/>
|
||||
• <a href="http://opengameart.org/content/dark-fantasy-item-sprites">Additional graphics by Gwes</a><br/>
|
||||
• <a href="http://pousse.rapiere.free.fr/tome/">Additional graphics by David Gervais</a><br/>
|
||||
• <a href="http://forums.wesnoth.org/viewtopic.php?f=19&t=12207&start=75">Additional graphics by turin</a><br/>
|
||||
• <a href="http://opengameart.org/content/zombies-skeletons">Additional graphics by artisticdude</a><br/>
|
||||
• <a href="http://pixelhack.blogspot.com/">Additional graphics by Mindflayer / Necroleachate</a><br/>
|
||||
• <a href="http://opengameart.org/content/items-set">Additional graphics by Artur Reterski</a><br/>
|
||||
• <a href="http://opengameart.org/content/farming-tilesets-magic-animations-and-ui-elements">Additional graphics by Daniel Eddeland</a><br/>
|
||||
• <a href="http://opengameart.org/content/liberated-pixel-cup-base-assets-sprites-map-tiles">Additional graphics by Lanea Zimmerman (AKA Sharm)</a><br/>
|
||||
• <a href="http://art.gnome.org/themes/icon">Additional graphics by Gnome icon artists</a><br/>
|
||||
• <a href="http://forums.rpgmakerweb.com/index.php?/topic/5434-its-a-mad-mad-mad-mad-world-maddies-edits-and-clumping/">Additional graphics by Paladin-Cleric of Awesome</a><br/>
|
||||
• <a href="http://ayene-chan.deviantart.com/gallery/32324562">Additional graphics by Ayene-chan</a><br/>
|
||||
• <a href="http://vxresource.wordpress.com/2010/03/17/the-real-macks-tileset/">Additional graphics by Mack</a><br/>
|
||||
• <a href="http://forums.rpgmakerweb.com/index.php?/topic/9178-amazing-avys-awesome-arrrpg-maker-stuff/ ">Additional graphics by Avery, Gits</a><br/>
|
||||
• <a href="http://vxresource.wordpress.com/category/resources/tilesets/">Additional graphics by vxresource.wordpress.com</a>. This website shares tiles with the general public for free with the agreement of their original creators.<br/>
|
||||
• <a href="http://fatboy73.deviantart.com">;Additional graphics by Chris Hall (Fatboy73)</a><br/>
|
||||
• Additional graphics by DeBray Bailey<br/>
|
||||
• Additional graphics by Karvis<br/>
|
||||
• <a href="http://rltiles.sourceforge.net">Monster tileset graphics by rltiles.sourceforge.net</a><br/>
|
||||
Part (or All) of the graphic tiles used in this program is the public domain roguelike tileset "RLTiles".
|
||||
Some of the tiles have been modified by Oskar Wiksten.
|
||||
You can find the original tileset at <a href="http://rltiles.sf.net">http://rltiles.sf.net</a><br/>
|
||||
<br/>
|
||||
• Some of the graphic data in this software are free game resources distributed by REFMAP (<a href="http://www.tekepon.net/fsm">http://www.tekepon.net/fsm</a>).
|
||||
You must not use the graphic data which is in this software for any purpose except playing this game. When you want to get these resources, go to the website above.<br/>
|
||||
<br/>
|
||||
<b>English proof reading and correction by</b><br/>
|
||||
• taws34<br/>
|
||||
• Elyon<br/>
|
||||
• Stephen Stalnaker<br/>
|
||||
• <a href="https://github.com/Rijackson">Richard Jackson (rijackson741)</a><br/>
|
||||
• Antison<br/>
|
||||
• <a href="https://urbalazs.hu">Balázs Úr</a><br/>
|
||||
<br/>
|
||||
<b>Testing, feedback, & ideas by</b><br/>
|
||||
• Stephen Stalnaker<br/>
|
||||
• Antison<br/>
|
||||
• <a href="https://urbalazs.hu">Balázs Úr</a><br/>
|
||||
• Nicholas Franks (Taledus)<br/>
|
||||
<br/>
|
||||
<b><a href="http://andorstrail.com/">Website</a>, <a href="https://discord.gg/FgwXdy6">Discord</a>, and developer Slack channels maintained by</b><br/>
|
||||
• Scott Devaney<br/>
|
||||
<br/>
|
||||
<b>Forum administrators and moderators</b><br/>
|
||||
• Tim Davis<br/>
|
||||
• Josh Kloos<br/>
|
||||
• Travis Miller<br/>
|
||||
• Matthew B. White (Nyktos)<br/>
|
||||
• Brent May<br/>
|
||||
<br/>
|
||||
<b><a href="https://andorstrail.com/viewtopic.php?f=6&t=4560">Want to see yourself on this page? Visit our contribution guide!</a></b><br/>
|
||||
<br/>
|
||||
]]>
|
||||
</string>
|
||||
</resources>
|
||||
@@ -1,411 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.3.0" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="25" height="30" tilewidth="32" tileheight="32" infinite="0" nextlayerid="12" nextobjectid="33">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7577" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer id="1" name="Ground" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Objects" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="3" name="Objects_replace" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="4" name="Above" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="5" name="Above_replace" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eAFjYBgFoyFA2xBIYmJg2CZEWzsuizEwHKOxHZeAdvQL09Yf+EwH2Z0MDEtaAVqbTyt3j5o7GgKjITAaAqMhMBoCIyUEAOsSBoY=
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="6" name="Top" width="25" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eAFjYBgFoyEwGgKjITAaAqMhMBoCgzkEHosNZtfhd9tlOrj9MB3suEQHO/CH5KjsaAgwMAAAxM0DpA==
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="7" name="Walkable" width="25" height="30" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eAHNj4sJw0AMQzNF918hGxZBHwjhi88hgRqCf9Lz5fwcx/nCd/ziDTZMnaC+k3ljl59iOydv+m5Sd5zcq5/wpc2o/NIw95qZc3zmtd/x+aS+YvAuNBMuWrw7Gc8kO1e+DGdpd9X7Luvk0lc6zTJSt+rdd6Wpbsi78kznsPI99FNepeeGdgR1pZ/OnImXmTKzO7niwKx20xvJwp9sdOx3s3Oo5SV2OZUORpXR5475TpZXuircn3vfdXXl7WYdM/fJ817aKpLR9RVDM/elxneTesXJufoJ17V4YWq3CvdNavE6PTc73Wr/TzdWb9yZ7/zHDudK88SNL96apvA=
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="8" name="Mapevents" visible="0">
|
||||
<object id="1" name="exit" type="mapchange" x="256" y="928" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulirmountain1"/>
|
||||
<property name="place" value="cave"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="east" type="mapchange" x="768" y="128" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="arulircave3"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="north" type="mapchange" x="736" y="0" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave2"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulircave_trap01" type="script" x="320" y="704" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="arulircave_trap02" type="script" x="320" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="arulircave_trap03" type="script" x="288" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="arulircave_trap04" type="script" x="640" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="8" name="arulircave_trap05" type="script" x="128" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="9" name="arulircave1_loot1" type="container" x="640" y="512" width="32" height="32"/>
|
||||
<object id="10" name="arulircave1_loot2" type="container" x="576" y="352" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup id="9" name="Spawn">
|
||||
<object id="11" name="arulir_2" type="spawn" x="192" y="576" width="224" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="arulir_2" type="spawn" x="256" y="832" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="13" name="arulir_2" type="spawn" x="480" y="320" width="192" height="576">
|
||||
<properties>
|
||||
<property name="quantity" value="5"/>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" name="gornaud_4" type="spawn" x="160" y="256" width="96" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="15" name="arulir_2" type="spawn" x="96" y="192" width="288" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="16" name="gornaud_4" type="spawn" x="576" y="64" width="96" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="17" name="arulir_2" type="spawn" x="512" y="64" width="64" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="18" name="arulir_2" type="spawn" x="288" y="480" width="128" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="19" name="arulir_2" type="spawn" x="448" y="416" width="32" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="20" name="arulir_2" type="spawn" x="448" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="21" name="arulir_2" type="spawn" x="416" y="96" width="96" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="22" name="arulir_2" type="spawn" x="640" y="64" width="96" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="10" name="Keys" visible="0">
|
||||
<object id="23" name="arulircave_trap:01" type="key" x="320" y="704" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="24" name="arulircave_trap:02" type="key" x="320" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="25" name="arulircave_trap:03" type="key" x="288" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="26" name="arulircave_trap:04" type="key" x="640" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="27" name="arulircave_trap:05" type="key" x="128" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="5"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="11" name="Replace" visible="0">
|
||||
<object id="28" name="arulircave_trap:1" type="replace" x="320" y="704" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="29" name="arulircave_trap:2" type="replace" x="320" y="288" width="64" height="32">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="30" name="arulircave_trap:3" type="replace" x="288" y="320" width="64" height="32">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="31" name="arulircave_trap:4" type="replace" x="640" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="32" name="arulircave_trap:5" type="replace" x="96" y="192" width="64" height="96">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,250 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="15" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="10">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above_replace" width="15" height="15" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgF1ADSTOTrlaRAb78w+XpHweAAAJhQANs=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="15" height="15" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="south" type="mapchange" x="320" y="448" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave1"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="arulircave_trap06" type="script" x="224" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="3" name="gornaud_4" type="spawn" x="160" y="64" width="160" height="96"/>
|
||||
<object id="4" name="arulir_2" type="spawn" x="128" y="96" width="32" height="64"/>
|
||||
<object id="5" name="arulir_2" type="spawn" x="128" y="160" width="32" height="64"/>
|
||||
<object id="6" name="arulir_2" type="spawn" x="96" y="224" width="192" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="arulir_2" type="spawn" x="256" y="288" width="96" height="96"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object id="9" name="arulircave_trap:06" type="key" x="224" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="06"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace">
|
||||
<object id="8" name="arulircave_trap:06" type="replace" x="224" y="160" width="32" height="96">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,284 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="15" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="14">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
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||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
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||||
</tileset>
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||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
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||||
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||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
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||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects_replace" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFQxFwM5GvV5oCvaOA+gAASCwAKw==
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||||
</data>
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</layer>
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||||
<layer name="Above" width="15" height="15">
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<data encoding="base64" compression="zlib">
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||||
</data>
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||||
</layer>
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||||
<layer name="Walkable" width="15" height="15" visible="0">
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||||
<data encoding="base64" compression="zlib">
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||||
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||||
<layer name="Walkable_replace" width="15" height="15" visible="0">
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||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="west" type="mapchange" x="0" y="128" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="arulircave1"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="downstairs" type="mapchange" x="352" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave4"/>
|
||||
<property name="place" value="upstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="arulircave_trap07" type="script" x="160" y="224" width="32" height="64">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulircave_trap10" type="script" x="192" y="320" width="96" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="slipperytrap" type="mapchange" x="192" y="352" width="96" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake5"/>
|
||||
<property name="place" value="trapexit"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="13" name="arulircave_trap10_msg" type="script" x="192" y="352" width="96" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="6" name="arulir_2" type="spawn" x="64" y="64" width="160" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="arulir_2" type="spawn" x="224" y="224" width="64" height="128"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object id="10" name="arulircave_trap:07" type="key" x="160" y="224" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="07"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="arulircave_trap:10" type="key" x="224" y="288" width="64" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="arulircave_trap10"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="10"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace" visible="0">
|
||||
<object id="8" name="arulircave_trap:07" type="replace" x="160" y="224" width="32" height="64">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
<property name="Walkable" value="Walkable_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,234 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="10" height="10" tilewidth="32" tileheight="32" infinite="0" nextobjectid="6">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYCANHBYjXh2TMHXNI6TvMlDsEhHqkMWcmSA0uj5kdbxANcFMuN12mxm3HKkAAJheCx4=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="10" height="10" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbKMbAsHEAMQiQq24gxGAAmzp0QE54AABNk0IU
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents" visible="0">
|
||||
<object id="1" name="upstairs" type="mapchange" x="224" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave3"/>
|
||||
<property name="place" value="downstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="downstairs" type="mapchange" x="64" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave5"/>
|
||||
<property name="place" value="upstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="3" name="arulir_3" type="spawn" x="192" y="224" width="64" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulir_3" type="spawn" x="128" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="arulir_3" type="spawn" x="64" y="160" width="64" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys"/>
|
||||
<objectgroup name="Replace"/>
|
||||
</map>
|
||||
@@ -1,261 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.3.0" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="10" height="10" tilewidth="32" tileheight="32" infinite="0" nextlayerid="13" nextobjectid="10">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer id="1" name="Ground" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Ground_replace" width="10" height="10" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="3" name="Objects" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="4" name="Objects_replace" width="10" height="10" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="5" name="Above" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
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||||
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||||
</data>
|
||||
</layer>
|
||||
<layer id="6" name="Above_replace" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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||||
</data>
|
||||
</layer>
|
||||
<layer id="7" name="Walkable" width="10" height="10">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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||||
</data>
|
||||
</layer>
|
||||
<layer id="8" name="Walkable_replace" width="10" height="10" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="9" name="Mapevents">
|
||||
<object id="1" name="upstairs" type="mapchange" x="160" y="64" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave4"/>
|
||||
<property name="place" value="downstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="downstairs" type="mapchange" x="256" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave6"/>
|
||||
<property name="place" value="upstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="arulircave_secret" type="script" x="160" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulircave_secretloot" type="container" x="64" y="256" width="32" height="32"/>
|
||||
<object id="5" name="arulircave_secret_initiate" type="script" x="128" y="96" width="96" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="10" name="Spawn" visible="0">
|
||||
<object id="6" name="arulir_3" type="spawn" x="160" y="128" width="64" height="32"/>
|
||||
<object id="7" name="arulir_3" type="spawn" x="224" y="96" width="32" height="32"/>
|
||||
<object id="8" name="arulir_3" type="spawn" x="224" y="128" width="64" height="64"/>
|
||||
</objectgroup>
|
||||
<objectgroup id="11" name="Keys"/>
|
||||
<objectgroup id="12" name="Replace" visible="0">
|
||||
<object id="9" name="arulircave_secret:20" type="replace" x="0" y="160" width="224" height="160">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
<property name="Ground" value="Ground_replace"/>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
<property name="Walkable" value="Walkable_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,326 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="15" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="19">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
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||||
</data>
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||||
</layer>
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||||
<layer name="Ground_replace" width="15" height="15" visible="0">
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||||
<data encoding="base64" compression="zlib">
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||||
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</data>
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</layer>
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<layer name="Objects" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
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</data>
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</layer>
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||||
<layer name="Objects_replace" width="15" height="15" visible="0">
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||||
<data encoding="base64" compression="zlib">
|
||||
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</data>
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||||
</layer>
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||||
<layer name="Above_replace" width="15" height="15" visible="0">
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||||
<data encoding="base64" compression="zlib">
|
||||
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||||
</data>
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||||
</layer>
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||||
<layer name="Above" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
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</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="15" height="15">
|
||||
<data encoding="base64" compression="zlib">
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||||
</data>
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||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="upstairs" type="mapchange" x="96" y="64" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave5"/>
|
||||
<property name="place" value="downstairs"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="arulircave_trap08" type="script" x="128" y="96" width="64" height="96">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="arulircave_trap09" type="script" x="256" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulirmountain_bosstrap" type="script" x="352" y="320" width="96" height="128">
|
||||
<properties>
|
||||
<property name="when" value="round"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="arulirmountain_bosstrap_r" type="script" x="320" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="arulir_gem5" type="container" x="32" y="288" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object id="7" name="gornaud_4" type="spawn" x="352" y="96" width="96" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="8" name="gornaud_4" type="spawn" x="96" y="160" width="128" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="9" name="arulir_3" type="spawn" x="32" y="128" width="96" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="arulir_leader" type="spawn" x="384" y="320" width="64" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_leader"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="11" name="arulir_3" type="spawn" x="160" y="384" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="arulir_3" type="spawn" x="192" y="256" width="96" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="13" name="arulir_3" type="spawn" x="288" y="192" width="64" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" name="arulir_4" type="spawn" x="288" y="288" width="32" height="64">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object id="15" name="arulircave_trap:08" type="key" x="128" y="96" width="64" height="96">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="8"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="16" name="arulircave_trap:09" type="key" x="256" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulircave_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="9"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace" visible="0">
|
||||
<object id="17" name="arulircave_trap:8" type="replace" x="128" y="96" width="64" height="96">
|
||||
<properties>
|
||||
<property name="Ground" value="Ground_replace"/>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="18" name="arulircave_trap:9" type="replace" x="256" y="160" width="32" height="128">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,416 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="30" height="30" tilewidth="32" tileheight="32" infinite="0" nextobjectid="39">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects_replace" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="30" height="30" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents" visible="0">
|
||||
<object id="28" name="west2" type="mapchange" x="0" y="544" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake5"/>
|
||||
<property name="place" value="east2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="1" name="west" type="mapchange" x="0" y="736" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake5"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="east" type="mapchange" x="928" y="160" width="32" height="96">
|
||||
<properties>
|
||||
<property name="map" value="arulirmountain2"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="cave" type="mapchange" x="576" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulircave1"/>
|
||||
<property name="place" value="exit"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulirmountain_trap03" type="script" x="256" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="arulirmountain_trap04" type="script" x="640" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="arulirmountain_trap05" type="script" x="256" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="35" name="bernhar_reminder" type="script" x="576" y="448" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="36" name="bernhar_remove" type="script" x="576" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="37" name="arulir_gem2" type="container" x="128" y="160" width="32" height="32"/>
|
||||
<object id="38" name="arulir_gem1" type="container" x="160" y="480" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="9" name="arulir_1" type="spawn" x="64" y="736" width="192" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="arulir_1b" type="spawn" x="320" y="736" width="96" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="11" name="arulir_1c" type="spawn" x="416" y="576" width="128" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="arulir_1d" type="spawn" x="512" y="480" width="224" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="13" name="arulir_1e" type="spawn" x="576" y="448" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" name="arulir_1f" type="spawn" x="576" y="288" width="32" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="15" name="arulir_1g" type="spawn" x="768" y="96" width="128" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="16" name="arulir_1h" type="spawn" x="448" y="160" width="288" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="17" name="arulir_1i" type="spawn" x="256" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="18" name="gornaud_4" type="spawn" x="64" y="384" width="224" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="19" name="arulir_1j" type="spawn" x="128" y="352" width="160" height="96">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="20" name="arulir_1k" type="spawn" x="128" y="96" width="320" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="30" name="arulir_1l" type="spawn" x="32" y="576" width="160" height="96">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="21" name="arulir_2" type="spawn" x="544" y="160" width="96" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="34" name="bernhar" type="spawn" x="416" y="832" width="64" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="bernhar"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0">
|
||||
<object id="22" name="arulirmountain_trap:03" type="key" x="256" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulirmountain_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="23" name="arulirmountain_trap:04" type="key" x="640" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulirmountain_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="24" name="arulirmountain_trap:05" type="key" x="256" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulirmountain_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="5"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="33" name="andor:1c" type="key" x="32" y="576" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="andor"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="31" name="base_nondisplay:2" type="key" x="576" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="sign_arulir2"/>
|
||||
<property name="requireId" value="base_nondisplay"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="32" name="base_nondisplay:2b" type="key" x="544" y="544" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="sign_arulir1"/>
|
||||
<property name="requireId" value="base_nondisplay"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace" visible="0">
|
||||
<object id="25" name="arulirmountain_trap:3" type="replace" x="256" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="26" name="arulirmountain_trap:4" type="replace" x="640" y="256" width="64" height="64">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="27" name="arulirmountain_trap:5" type="replace" x="256" y="320" width="64" height="64">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,290 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="15" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="12">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6953" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7073" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7193" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="15" height="15">
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||||
<layer name="Objects_replace" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
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||||
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||||
</data>
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</layer>
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||||
<layer name="Above" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
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</data>
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</layer>
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<layer name="Top" width="15" height="15">
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||||
<data encoding="base64" compression="zlib">
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</layer>
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||||
<layer name="Walkable" width="15" height="15" visible="0">
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<data encoding="base64" compression="zlib">
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</layer>
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||||
<objectgroup name="Mapevents" visible="0">
|
||||
<object id="1" name="west" type="mapchange" x="0" y="96" width="32" height="96">
|
||||
<properties>
|
||||
<property name="map" value="arulirmountain1"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="arulirmountain_brokenbridge" type="script" x="352" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="arulirmountain_trap01" type="script" x="160" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="arulirmountain_trap02" type="script" x="64" y="192" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="11" name="arulir_gem3" type="container" x="320" y="256" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="5" name="gornaud_4" type="spawn" x="224" y="32" width="192" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_4"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="arulir_1" type="spawn" x="96" y="192" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="arulir_1" type="spawn" x="160" y="128" width="192" height="256">
|
||||
<properties>
|
||||
<property name="quantity" value="4"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0">
|
||||
<object id="8" name="arulirmountain_trap:01" type="key" x="160" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulirmountain_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="01"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="21" name="arulirmountain_trap:02" type="key" x="64" y="192" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="arulirmountain_trap"/>
|
||||
<property name="requireNegation" value="true"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="02"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace" visible="0">
|
||||
<object id="9" name="arulirmountain_trap:01" type="replace" x="160" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="arulirmountain_trap:02" type="replace" x="64" y="192" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,235 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="30" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="20">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="30" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbyMnAsHEUj2Iy8H4mBoaDTPS3cy0QrwPiA3Syey3Uzv1QOw9C7aeXf0F2XqKjf2H4CRMC09PeoYLnMCEwvexcx4SJaW3nWix2Ems3qWGErB6XnTA8BwdGV7eeCLsBtF9FHQ==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="30" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="30" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJy9VEkOgCAMbHiEiW83vsIT35CrnvyIemiC2GVKjJMQq5QZWxiIiLaRaL9GDf7WPlt4edr8PbLAJ6Hm1OIa2ZjX1iA5Xm0Wl6fpcUa0ensUjRnHYP+PV6v0LsVTenOU4ZmD7K8HhGNVatZ4rFpRHzC0fmuaiA+ivojsbeRMW97tQeQcI/5ZOnvk9Ru9c1DtbHghck98iTn9r8kojl9PPKudZg==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="30" height="15" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzNk1EKwDAIQ3uK3f8KveG+BmM05iVfEwRB25io+1pr/8Afc3lal+Ape9eq+Fuv8uoNqWk0mrSbsB2W66HRKIlPOClvxcVhUu6tEe3TPXJc3R+UG9HN9dPwafqY9ojOkd4f6Z/Mmdw5waP6kz2ZsIk7nul+Eo0U5xsRkcAC
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents" visible="0">
|
||||
<object id="5" name="west" type="mapchange" x="0" y="256" width="32" height="160">
|
||||
<properties>
|
||||
<property name="map" value="blackwater_mountain53"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="17" name="tjure" type="spawn" x="128" y="64" width="96" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
<property name="spawngroup" value="tjure"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="18" name="forestboar" type="spawn" x="352" y="64" width="544" height="288">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="forestboar"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="19" name="forestwasp" type="spawn" x="64" y="224" width="832" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="5"/>
|
||||
<property name="spawngroup" value="forestwasp"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0"/>
|
||||
</map>
|
||||
@@ -1,248 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="20" height="18" tilewidth="32" tileheight="32">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="20" height="18">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="20" height="18">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="20" height="18">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="20" height="18">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="east" type="mapchange" x="608" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="blackwater_mountain5"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="blackwater_mountain5a_00" type="script" x="160" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object name="gornaud_1" type="spawn" x="64" y="256" width="96" height="160">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="gornaud_1_1" type="spawn" x="160" y="384" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="gornaud_2" type="spawn" x="160" y="128" width="128" height="256">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="gornaud_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="gornaud_1_2" type="spawn" x="352" y="160" width="224" height="320">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="gornaud_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="gornaud_2_1" type="spawn" x="192" y="384" width="192" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="gornaud_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys"/>
|
||||
<objectgroup name="Replace"/>
|
||||
</map>
|
||||
@@ -1,265 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.2" orientation="orthogonal" renderorder="right-down" width="9" height="27" tilewidth="32" tileheight="32" infinite="0" nextlayerid="9" nextobjectid="9">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7577" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer id="1" name="Ground" width="9" height="27">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJy1kz0KgDAMhUM37w+9QuvsYvUI6hU8ixQSDCE/dXB4Q/M+TB6JNQHUH7Qx9fcpvB1rpGUCWNGfsXZhXYqY2/A5Y/nEVIcpItMIo/X8+p3+1rKXwM9sBs2P5hxhGtupxRy4P5kpym3N1MTdaMyB/by7oX7eTYwwOcgU7Vr+K55Hyunta+kBjzesRQ==
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Objects" width="9" height="27">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAc7GLCL78bKB+MQ40MO4Q+C5S/h0UNSEyHHULfB2JlYYSchSBEbDErqh51JDUegtjtnYpk12ExBoaFaGYcxqJvOgF/IoNSIQaGmzjs3o1kzmmguo2CmPJn0eyyEMSUv4+kZiqaenR5bAAk3yqE4C/Hor6HH78ZMLetIaAOFMbIau7iiG9kAAqXtVjMLRXCFENPX6exqLkLVXMPR9iA4hwWzuFQjA7Qw5la8iC/EtJLCAAAMfEovA==
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="3" name="Above" width="9" height="27">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAPOCxGWAyZD2Ojq7mERc0lNDXKwvjtRQfTmQirIQVcJsJOQu4CmYFPDUwe3e+45Kdi8SM+/cS6E5eaXn5UPrYwnsuPKUaNsCNWDSG/DzUAALWlGtU=
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="4" name="Walkable" width="9" height="27" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbKMbAsHGQYxDAxkZXgwzwyZFjBqlqiHUvsX7CFzaUyBNSQ4x/SXUrsWoodRchNfjswgVIdSsp7qQ0nwAAoMSARA==
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="5" name="Mapevents" visible="0">
|
||||
<object id="1" name="West" type="mapchange" x="0" y="704" width="32" height="128">
|
||||
<properties>
|
||||
<property name="map" value="crackshot_hideout1"/>
|
||||
<property name="place" value="East"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="North" type="mapchange" x="160" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="crackshot_hideout3"/>
|
||||
<property name="place" value="South"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="6" name="Spawn" visible="0">
|
||||
<object id="3" name="g03_deadpatrol_1" type="spawn" x="192" y="576" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="g03_deadpatrol_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="g03_deadpatrol_2" type="spawn" x="32" y="480" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="g03_deadpatrol_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="Rebelled thief" type="spawn" x="128" y="192" width="128" height="96">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="g03_thief_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="7" name="Keys" visible="0">
|
||||
<object id="6" name="Webslock" type="key" x="256" y="128" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_doorlock_3"/>
|
||||
<property name="requireId" value="ThievesGuild"/>
|
||||
<property name="requireType" value="factionScore"/>
|
||||
<property name="requireValue" value="999"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="g03_doorlock_2b" type="key" x="160" y="160" width="64" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_doorlock_2"/>
|
||||
<property name="requireId" value="thieves_hidden"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="40"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="8" name="g03_doorlock_2a" type="key" x="160" y="160" width="64" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_doorlock_2"/>
|
||||
<property name="requireId" value="thieves_hidden"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="50"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="8" name="Replace" visible="0"/>
|
||||
</map>
|
||||
@@ -1,312 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="19" height="19" tilewidth="32" tileheight="32">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="19" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="19" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects_replace" width="19" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFo2AUjIKRCUJZB9oFhAEAP0cAWw==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="19" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Top" width="19" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAvOCw2OMxqZaKuulEwCkbBKKAFAABwQwLB
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above_replace" width="19" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAviGCnnlkZVDRrFIyCUTAKBiMAABS2AM8=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="19" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable_replace" width="19" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFo2AUjIJRMFgBAAWkAAE=
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="South" type="mapchange" x="288" y="576" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="crackshot_hideout2"/>
|
||||
<property name="place" value="North"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="g04_package1" type="container" x="512" y="512" width="32" height="32"/>
|
||||
<object name="guild03_hideout3_open_chest" type="script" x="512" y="480" width="32" height="32"/>
|
||||
<object name="guild03_check_crackshot_death" type="script" x="256" y="128" width="96" height="128">
|
||||
<properties>
|
||||
<property name="when" value="step"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_hideout3_exit_select" type="script" x="288" y="544" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object name="g03_sergeant" type="spawn" x="192" y="480" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="g03_sergeant"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="crackshot_dying" type="spawn" x="0" y="0" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="crackshot_dying"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object name="Object" type="key" x="288" y="32" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_hideout3_lock"/>
|
||||
<property name="requireId" value="thieves_hidden"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="70"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace">
|
||||
<object name="thieves_hidden:60" type="replace" x="512" y="512" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="thieves_hidden:70" type="replace" x="288" y="32" width="32" height="64">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
<property name="Walkable" value="Walkable_replace"/>
|
||||
<property name="requireId" value="thieves_hidden"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="70"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Enemies">
|
||||
<object name="g03_hideout3_reb1" type="spawn" x="32" y="192" width="160" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="guild03_rebthief_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="g03_hideout3_reb2" type="spawn" x="416" y="256" width="160" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="guild03_rebthief_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="g03_hideout3_reb3" type="spawn" x="512" y="480" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="guild03_rebthief_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="g03_hideout3_reb4" type="spawn" x="192" y="224" width="224" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="3"/>
|
||||
<property name="spawngroup" value="guild03_rebthief_3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="g03_hideout_reb5" type="spawn" x="288" y="128" width="32" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="g03_crackshot"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,235 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="32" tileheight="32" infinite="0" nextobjectid="23">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="20" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="20" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="20" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYGBgOCzGQDLApwddjoNj5JgnBjRLggjzLhFp3n5WwuoJAWTzKDEHm3nI4AQ/A8MRfgT/OJB9kh+7WmLMIxcMR/OYBHHzyXVfFQsDQzUQ17CgiqOnEQs0+YEEAC9NGHM=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="20" height="15">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbKMbAsHEIYBCA0TA2JWahA0r10Mo8QnqItRNZDbmAkDtwuZ0Y91JqHjHhSwogNs4oMZOQfaSGD7FmEbKfHPOwmUFIDTkYAN2ehbU=
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="entrance" type="mapchange" x="96" y="448" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="crossglen"/>
|
||||
<property name="place" value="hall"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="rest4" type="rest" x="512" y="192" width="32" height="32"/>
|
||||
<object id="3" name="rest5" type="rest" x="576" y="192" width="32" height="32"/>
|
||||
<object id="4" name="rest3" type="rest" x="576" y="96" width="32" height="32"/>
|
||||
<object id="5" name="rest2" type="rest" x="512" y="96" width="32" height="32"/>
|
||||
<object id="6" name="rest1" type="rest" x="448" y="96" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object id="7" name="Leonid" type="spawn" x="64" y="64" width="96" height="64"/>
|
||||
<object id="8" name="Mara" type="spawn" x="128" y="192" width="192" height="160"/>
|
||||
<object id="9" name="drunk" type="spawn" x="192" y="160" width="256" height="192">
|
||||
<properties>
|
||||
<property name="quantity" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="Arambold" type="spawn" x="448" y="128" width="160" height="32"/>
|
||||
<object id="11" name="Tharal" type="spawn" x="512" y="384" width="32" height="32"/>
|
||||
<object id="12" name="Gruil" type="spawn" x="32" y="224" width="32" height="32"/>
|
||||
<object id="14" name="burhczyd1" type="spawn" x="352" y="192" width="96" height="64">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
<property name="ignoreAreas" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys"/>
|
||||
</map>
|
||||
@@ -1,326 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="30" height="30" tilewidth="32" tileheight="32">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="south" type="mapchange" x="320" y="928" width="64" height="32">
|
||||
<properties>
|
||||
<property name="map" value="wild0"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="east" type="mapchange" x="928" y="160" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="loneford1"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="southeast" type="mapchange" x="928" y="576" width="32" height="224">
|
||||
<properties>
|
||||
<property name="map" value="roadbeforecrossroads"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="north" type="mapchange" x="256" y="0" width="96" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fields0"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="west" type="mapchange" x="0" y="480" width="32" height="96">
|
||||
<properties>
|
||||
<property name="map" value="roadtocarntower0"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="middle" type="mapchange" x="608" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="houseatcrossroads0"/>
|
||||
<property name="place" value="middle"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="change1" type="mapchange" x="480" y="0" width="448" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fields0"/>
|
||||
<property name="place" value="change1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="change2" type="mapchange" x="928" y="0" width="32" height="128">
|
||||
<properties>
|
||||
<property name="map" value="loneford1"/>
|
||||
<property name="place" value="change2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="northwest" type="mapchange" x="32" y="0" width="96" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fields0"/>
|
||||
<property name="place" value="southwest"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="sign_crossroadshouse" type="sign" x="672" y="352" width="32" height="32"/>
|
||||
<object name="sign_crossroads_s" type="sign" x="608" y="480" width="32" height="32"/>
|
||||
<object name="sign_crossroads_n" type="sign" x="640" y="128" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn uniques">
|
||||
<object name="fieldwasp_unique" type="spawn" x="32" y="64" width="256" height="352">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fieldwasp_unique"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fanamor" type="spawn" x="64" y="736" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fanamor"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="benbyr" type="spawn" x="416" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="benbyr"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="crossroads_guard" type="spawn" x="544" y="384" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="crossroads_guard"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="crossroads_guard_1" type="spawn" x="704" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="crossroads_guard"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn monsters">
|
||||
<object name="forestboar3" type="spawn" x="64" y="800" width="160" height="96">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="forestboar3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="forestboar3_1" type="spawn" x="288" y="864" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="forestboar3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="forestboar3_2" type="spawn" x="160" y="544" width="96" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="forestboar3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fieldwasp_0" type="spawn" x="32" y="64" width="256" height="352">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="fieldwasp_0"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0"/>
|
||||
<objectgroup name="Spawn_guild">
|
||||
<object name="feygard_scout" type="spawn" x="128" y="736" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="feygard_scout"/>
|
||||
<property name="active" value="false"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,251 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="25" height="19" tilewidth="32" tileheight="32">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="25" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="25" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="25" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAPOCxGe70DacdFPPphciC9uNQhi9PDH5QASsIKJvaNnXZugYkJczAwiAOxCAdCTgwqRow56HKUxtElAnagp43BFJekmIduJi3sQA9LfGGLyw3ExDmp7kIHhOKcGnaQqp6QGYPRDuRwhOUTQnFOSJ7eAADs1yvl
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="25" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzdk8sNACEIRK1i+2/BDjd7I2QgD8TLknBQcD6K+1lr/yi/uI1vI+KPdNi6xbD9ncg0ZnqJR3+2ouX0Pm3P1JsprFMOgkE4fJ2E6o1mUGmIcCqzSH1M3VXmI9PV4ah6pxwKo8pB+nw94+3MHfXuz6g1xSZvHu3RvzidL5Mn7d8=
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="up" type="mapchange" x="64" y="64" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_derelict"/>
|
||||
<property name="place" value="down"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object name="tg_thief" type="spawn" x="288" y="128" width="160" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="tg_thief"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="tg_cook" type="spawn" x="32" y="448" width="128" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="tg_cook"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="troublemaker" type="spawn" x="544" y="96" width="224" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="troublemaker"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="pickpocket" type="spawn" x="224" y="288" width="160" height="192">
|
||||
<properties>
|
||||
<property name="spawngroup" value="pickpocket"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="farrik" type="spawn" x="384" y="480" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="farrik"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="umar" type="spawn" x="608" y="480" width="128" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="umar"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fanamor" type="spawn" x="96" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
<property name="spawngroup" value="fanamor"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys"/>
|
||||
</map>
|
||||
@@ -1,422 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="30" height="30" tilewidth="32" tileheight="32">
|
||||
<properties>
|
||||
<property name="colorfilter" value="none"/>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="30" height="30">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="30" height="30" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="east2" type="mapchange" x="928" y="864" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_ne"/>
|
||||
<property name="place" value="west2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="east1" type="mapchange" x="928" y="416" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_ne"/>
|
||||
<property name="place" value="west1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="west" type="mapchange" x="0" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="gapfiller4"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="sign_fallhaven1" type="sign" x="64" y="224" width="32" height="32"/>
|
||||
<object name="rigmor" type="mapchange" x="352" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_rigmor"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="church" type="mapchange" x="768" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_church"/>
|
||||
<property name="place" value="southwest"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="tavern" type="mapchange" x="256" y="416" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_tavern"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="prison" type="mapchange" x="416" y="768" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_prison"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="derelict" type="mapchange" x="128" y="832" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_derelict"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="arcir" type="mapchange" x="800" y="800" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_arcir"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="athamyr" type="mapchange" x="672" y="544" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_athamyr"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="nocmar" type="mapchange" x="160" y="672" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_nocmar"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="south" type="mapchange" x="256" y="928" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_sw"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="west2" type="mapchange" x="0" y="448" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="gapfiller4"/>
|
||||
<property name="place" value="east2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys"/>
|
||||
<objectgroup name="Keys_guild">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
</properties>
|
||||
<object name="guild03_restkey1" type="key" x="0" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0a"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey2" type="key" x="0" y="448" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0a"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey3" type="key" x="256" y="928" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0b"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey4" type="key" x="320" y="192" width="96" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey5" type="key" x="736" y="288" width="96" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey6" type="key" x="128" y="704" width="96" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey7" type="key" x="768" y="832" width="96" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey8" type="key" x="640" y="576" width="96" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey9" type="key" x="928" y="864" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0b"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey10" type="key" x="416" y="800" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_restkey11" type="key" x="928" y="416" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest0c"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Citizens" visible="0">
|
||||
<object name="fallhaven_citizen1" type="spawn" x="32" y="256" width="737" height="317">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_citizen1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaven_citizen2" type="spawn" x="160" y="256" width="480" height="448">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_citizen2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaven_citizen4" type="spawn" x="544" y="320" width="352" height="384">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_citizen4"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="NPCs" visible="0">
|
||||
<object name="fallhaven_oldman" type="spawn" x="864" y="608" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_oldman"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaven_guard" type="spawn" x="448" y="832" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_guard"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaven_drunk" type="spawn" x="320" y="480" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_drunk"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaven_priest" type="spawn" x="672" y="320" width="96" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fallhaven_priest"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,286 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="20" height="19" tilewidth="32" tileheight="32">
|
||||
<properties>
|
||||
<property name="colorfilter" value="none"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="20" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="20" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="20" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="20" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="entrance" type="mapchange" x="160" y="320" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_nw"/>
|
||||
<property name="place" value="tavern"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="rest1" type="rest" x="576" y="320" width="32" height="32"/>
|
||||
<object name="rest2" type="rest" x="576" y="480" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object name="drunk" type="spawn" x="64" y="128" width="224" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="drunk"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="Bela" type="spawn" x="416" y="128" width="64" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="Bela"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="Ganos" type="spawn" x="32" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="Ganos"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="burhczyd2" type="spawn" x="256" y="256" width="32" height="32">
|
||||
<properties>
|
||||
<property name="ignoreAreas" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object name="fallhaventavern:20" type="key" x="448" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="fallhaven_tavern_room"/>
|
||||
<property name="requireId" value="fallhaventavern"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="20"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fallhaventavern:10" type="key" x="448" y="448" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="fallhaven_tavern_room"/>
|
||||
<property name="requireId" value="fallhaventavern"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="10"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Restarea">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
</properties>
|
||||
<object name="Thieves03:3" type="key" x="480" y="448" width="32" height="64">
|
||||
<properties>
|
||||
<property name="phrase" value="guild03_rest2"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="3"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_rest3" type="script" x="576" y="448" width="32" height="64">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Restscript">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
</properties>
|
||||
<object name="guild03_rest1" type="script" x="544" y="480" width="32" height="64">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,254 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="20" height="13" tilewidth="32" tileheight="32">
|
||||
<properties>
|
||||
<property name="colorfilter" value="none"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="20" height="13">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="20" height="13">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYECATjYGqoGrfAwMM6Hm/ZJBiOHjw8SQ+chgJdQ8LllUcVL5b1gZGC6KMTA0CzAwFANxBStEHCQGA49YUfmcbAg1i1kYGNSxO5FsYI7GR7YbF7BjgdDtQLfy4VH3iB+CGQUQYleRNDyG+tWPBVPvMWjY7EBS/4kfgfGBOBZMu2DgBD4HA4E5FreQA5JYIWYdB7r1JD+muSD+YQL+QAawMJ8IDK/JOOIIJkeMH2BhhK52CiuqG0HAgkphgg8AALOtKH8=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="20" height="13">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKA+OCw2ah4tzUOXR+ZvYyVNPTH2oYNLBPSjy5NqFz79lKgdBYQBANe/Dog=
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="20" height="13" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbKMbAsHEEYhDAJgYD2PjE6EMHhMzFZgeyGnLdj08vseYRI4dLPS49xLiNUHhSEtf4zCTWfFqYh80MavifVD0AzM2Ueg==
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="entrance" type="mapchange" x="256" y="384" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="road1"/>
|
||||
<property name="place" value="foaming_flask"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="bed" type="rest" x="576" y="128" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object name="ff_cook" type="spawn" x="32" y="128" width="96" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="ff_cook"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="torilo" type="spawn" x="256" y="224" width="128" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="torilo"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="ff_guard" type="spawn" x="192" y="256" width="320" height="128">
|
||||
<properties>
|
||||
<property name="quantity" value="3"/>
|
||||
<property name="spawngroup" value="ff_guard"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="ff_captain" type="spawn" x="320" y="288" width="96" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="ff_captain"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="ambelie" type="spawn" x="160" y="320" width="32" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="ambelie"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object name="nondisplay:10" type="key" x="384" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="foaming_flask_tavern_room"/>
|
||||
<property name="requireId" value="nondisplay"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="10"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,221 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.2" orientation="orthogonal" renderorder="right-down" width="17" height="11" tilewidth="32" tileheight="32" infinite="0" nextlayerid="13" nextobjectid="4">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer id="9" name="Ground" width="17" height="11">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer id="10" name="Objects" width="17" height="11">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAekGRiYPjMxsDgw4QQk2HCoVYWU0wcqpaZnYEhBsouwqEfF1jEimB/4WdgyAHyPwCxmzADww4+iHgykpmN/PjN+yAIZbBBqBNAM3ZwQMyFgdNCEPPhaoHglyiqOSB5ZDNPcEDYm4F6twBxqDCqGhC4ATVPVAC/G2EAZAbILcigCurORyyY6mHhgQxA+tOFIWYRA05gMQPmpy1obkEOM+R4wgYOA/UegWJqAQC+Qx+X
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="11" name="Above" width="17" height="11">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAOOCyGYPsxYRfHpR6bWBwOM3CxCdl3iQpmXEQSv4SDTcgMUgDMjGP8DAxiTNjVXBbDzibXHaSEBz4zNgsxMGwRQojBwugimlmP8cTXYaD+I0LY5ckBAHixHF4=
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="12" name="Walkable" width="17" height="11">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzbKMbAsHGQYRCgVD8MEDITl1p0QMhdxJiBzTxccuhmEuMmXGLoZlDDL+SEKT6z6ZGuAKSEYfM=
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="5" name="Mapevents">
|
||||
<object id="1" name="ladder" type="mapchange" x="32" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="fallhaven_gravedigger"/>
|
||||
<property name="place" value="hatchway"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="door" type="mapchange" x="96" y="64" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="guildbrig2"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="guildbrig_1" type="container" x="32" y="224" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup id="6" name="Spawn"/>
|
||||
<objectgroup id="7" name="Keys"/>
|
||||
<objectgroup id="8" name="Replace"/>
|
||||
</map>
|
||||
@@ -1,236 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.2" orientation="orthogonal" renderorder="right-down" width="10" height="12" tilewidth="32" tileheight="32" infinite="0" nextlayerid="13" nextobjectid="6">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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||||
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</tileset>
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||||
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|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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<layer id="11" name="Above" width="10" height="12">
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||||
<layer id="12" name="Walkable" width="10" height="12" visible="0">
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||||
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||||
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||||
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|
||||
<object id="2" name="south" type="mapchange" x="224" y="352" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="guildbrig1"/>
|
||||
<property name="place" value="door"/>
|
||||
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||||
</object>
|
||||
<object id="3" name="ambelie_guild02_6" type="script" x="128" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
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||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup id="6" name="Spawn">
|
||||
<object id="4" name="Ambelie" type="spawn" x="96" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
<property name="spawngroup" value="Ambelie"/>
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||||
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||||
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||||
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||||
<objectgroup id="7" name="Keys">
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||||
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||||
<properties>
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||||
<property name="phrase" value="guild02_door_1"/>
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||||
<property name="requireId" value="Thieves02"/>
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||||
<property name="requireType" value="questProgress"/>
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||||
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||||
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||||
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||||
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||||
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|
||||
</map>
|
||||
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|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="29" height="20" tilewidth="32" tileheight="32" infinite="0" nextobjectid="22">
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<properties>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
</tileset>
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||||
<tileset firstgid="385" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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||||
</tileset>
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||||
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||||
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||||
</tileset>
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||||
<tileset firstgid="621" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
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||||
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|
||||
</tileset>
|
||||
<tileset firstgid="729" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="837" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1093" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
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||||
</tileset>
|
||||
<tileset firstgid="1221" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1349" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1477" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
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||||
</tileset>
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||||
<tileset firstgid="1605" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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||||
</tileset>
|
||||
<tileset firstgid="1733" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1861" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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||||
</tileset>
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||||
<tileset firstgid="1989" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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||||
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||||
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||||
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||||
</tileset>
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||||
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||||
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|
||||
</tileset>
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||||
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||||
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|
||||
</tileset>
|
||||
<tileset firstgid="2629" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
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|
||||
</tileset>
|
||||
<tileset firstgid="2757" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2885" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3013" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3141" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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||||
</tileset>
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||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
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||||
<tileset firstgid="3525" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
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||||
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|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3909" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="4669" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="4789" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4917" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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|
||||
</tileset>
|
||||
<layer name="Ground" width="29" height="20">
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
</layer>
|
||||
<layer name="Above" width="29" height="20">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYKAMvBNgYHgrQLy4NBOFFgLBcSzm4gLk2neBBDuIAYq8DAxKvNjlqBEmwwmkQ8Nem4RwectDmh3haPGbJoBqN6n2IwNc+tKQzNZBUoPuFlyAUJpEt1cHj/uJtZOaAN1OcsOXFJCGxZ/o9oLKqXd0DA/kcpHW9oL8iqt8HggAsve4ACLMiQl75PLekxGYjtAwtvITV/2DDrCZF8aIXw+l5bUsmn5k80ByaTjqCVqC9EFQHgwGOwEPKCJE
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="29" height="20" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxzFWBgcCUCwwAxaqmlHxmQaye57kQH6Oahi1PqVlLcQchOaroHlxnY7KRGOiHVTmqHOSl2Usuv+OIeF5/aduJLO7TyJ6FwpZaduMyhtp3E6EdXQ4n9xOrDJocPkBNPpLiFEkBJeiAnTVLTvlE8+DEAt+iUbA==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable_replace" width="29" height="20">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJztwQEBAAAAgiD/r25IQAEAfBsJEAAB
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="west" type="mapchange" x="0" y="288" width="32" height="160">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake4"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="19" name="north2" type="mapchange" x="832" y="0" width="64" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake6"/>
|
||||
<property name="place" value="south2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="north" type="mapchange" x="320" y="0" width="64" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake6"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="18" name="east2" type="mapchange" x="896" y="224" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="arulirmountain1"/>
|
||||
<property name="place" value="west2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="east" type="mapchange" x="896" y="416" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="arulirmountain1"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="trapexit" type="mapchange" x="736" y="320" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="5" name="arulir_1" type="spawn" x="672" y="192" width="32" height="64">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="arulir_1" type="spawn" x="672" y="256" width="32" height="64">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" name="arulir_1" type="spawn" x="448" y="448" width="64" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="8" name="arulir_1" type="spawn" x="512" y="448" width="64" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="9" name="arulir_1" type="spawn" x="608" y="352" width="128" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="maonit_3" type="spawn" x="576" y="96" width="64" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="11" name="arulir_1" type="spawn" x="512" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="maonit_3" type="spawn" x="32" y="96" width="160" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="13" name="maonit_2" type="spawn" x="64" y="128" width="384" height="384">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" name="maonit_2" type="spawn" x="416" y="64" width="64" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="15" name="arulir_1" type="spawn" x="800" y="416" width="64" height="32"/>
|
||||
<object id="20" name="arulir_1b" type="spawn" x="832" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="21" name="arulir_1c" type="spawn" x="832" y="32" width="32" height="32">
|
||||
<properties>
|
||||
<property name="quantity" value="1"/>
|
||||
<property name="spawngroup" value="arulir_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys">
|
||||
<object id="16" name="arulirmountain_needskin" type="key" x="768" y="416" width="32" height="32">
|
||||
<properties>
|
||||
<property name="phrase" value="arulirmountain_entrance"/>
|
||||
<property name="requireId" value="arulir_skin"/>
|
||||
<property name="requireType" value="inventoryKeep"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace">
|
||||
<object id="17" name="arulircave_trap:10" type="replace" x="704" y="352" width="64" height="32">
|
||||
<properties>
|
||||
<property name="Walkable" value="Walkable_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,272 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="21" height="29" tilewidth="32" tileheight="32" infinite="0" nextobjectid="11">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="21" height="29">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="21" height="29">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="21" height="29">
|
||||
<data encoding="base64" compression="zlib">
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||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="21" height="29">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="8" name="south2" type="mapchange" x="576" y="896" width="64" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake5"/>
|
||||
<property name="place" value="north2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="1" name="south" type="mapchange" x="64" y="896" width="64" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake5"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="north" type="mapchange" x="288" y="0" width="96" height="32">
|
||||
<properties>
|
||||
<property name="map" value="mountainlake7"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object id="3" name="maonit_2" type="spawn" x="64" y="608" width="224" height="256">
|
||||
<properties>
|
||||
<property name="spawngroup" value="maonit_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="maonit_2_1" type="spawn" x="160" y="480" width="32" height="64">
|
||||
<properties>
|
||||
<property name="spawngroup" value="maonit_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="maonit_2_2" type="spawn" x="160" y="416" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="maonit_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="mbrute_1" type="spawn" x="288" y="576" width="352" height="256">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="mbrute_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="maonit_2_" type="spawn" x="480" y="480" width="160" height="160">
|
||||
<properties>
|
||||
<property name="spawngroup" value="maonit_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn2" visible="0">
|
||||
<object id="7" name="mbrute_2" type="spawn" x="32" y="64" width="512" height="800">
|
||||
<properties>
|
||||
<property name="quantity" value="3"/>
|
||||
<property name="spawngroup" value="mbrute_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0">
|
||||
<object id="9" name="andor:1c" type="key" x="416" y="576" width="128" height="128">
|
||||
<properties>
|
||||
<property name="phrase" value="do_nothing_but_leave"/>
|
||||
<property name="requireId" value="andor"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="1"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,310 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="25" height="25" tilewidth="32" tileheight="32" infinite="0" nextobjectid="16">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="25" height="25">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="25" height="25">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="25" height="25">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above_replace" width="25" height="25">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFo2AUDAbQIjD07bglSR9/jIJRMApGwShgYAAAUygCsA==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="25" height="25">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable_replace" width="25" height="25" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFo2AUDAawUWzo2wEynx7+GAWjYBSMglHAwAAA3vsDHQ==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above_replace2" width="25" height="25" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJztwQENAAAAwqD3T20ON6AAAHgzCcQAAQ==
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable_replace2" width="25" height="25" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJztwQENAAAAwqD3T20ON6AAAHgzCcQAAQ==
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object id="1" name="west" type="mapchange" x="0" y="224" width="32" height="128">
|
||||
<properties>
|
||||
<property name="map" value="wild15"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="foaming_flask" type="mapchange" x="576" y="192" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="foaming_flask"/>
|
||||
<property name="place" value="entrance"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="3" name="south" type="mapchange" x="448" y="768" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="vilegard_n"/>
|
||||
<property name="place" value="north"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" name="east" type="mapchange" x="768" y="448" width="32" height="288">
|
||||
<properties>
|
||||
<property name="map" value="road2"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="sign_foamingflask" type="sign" x="448" y="224" width="32" height="32"/>
|
||||
<object id="6" name="sign_road1_nw" type="sign" x="256" y="256" width="32" height="32"/>
|
||||
<object id="7" name="sign_road1_s" type="sign" x="448" y="480" width="32" height="32"/>
|
||||
<object id="8" name="north" type="mapchange" x="64" y="0" width="256" height="32">
|
||||
<properties>
|
||||
<property name="map" value="roadbeforecrossroads9"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn">
|
||||
<object id="9" name="ff_outsideguard" type="spawn" x="640" y="224" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="ff_outsideguard"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="10" name="forestserpent2" type="spawn" x="128" y="544" width="224" height="224">
|
||||
<properties>
|
||||
<property name="spawngroup" value="forestserpent2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="11" name="beetle2" type="spawn" x="544" y="608" width="192" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="beetle2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="12" name="beetle2_1" type="spawn" x="64" y="352" width="224" height="352">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="beetle2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0"/>
|
||||
<objectgroup name="Replace">
|
||||
<object id="13" name="thieves_hidden:20" type="replace" x="32" y="288" width="64" height="96">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace"/>
|
||||
<property name="Walkable" value="Walkable_replace"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" name="thieves_hidden:30" type="replace" x="32" y="288" width="64" height="96">
|
||||
<properties>
|
||||
<property name="Above" value="Above_replace2"/>
|
||||
<property name="Walkable" value="Walkable_replace2"/>
|
||||
<property name="requireId" value="thieves_hidden"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="30"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn_guild">
|
||||
<object id="15" name="Feygard_BG" type="spawn" x="96" y="288" width="192" height="32">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
<property name="spawngroup" value="Feygard_BG"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,219 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="9" height="8" tilewidth="32" tileheight="32" infinite="0" nextobjectid="11">
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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</tileset>
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<image source="../drawable/map_transition_5.png" width="512" height="256"/>
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</tileset>
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</tileset>
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<image source="../drawable/map_tree_2.png" width="512" height="256"/>
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</tileset>
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<image source="../drawable/map_wall_1.png" width="512" height="256"/>
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</tileset>
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<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32" tilecount="120" columns="15">
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<image source="../drawable/map_wall_2.png" width="480" height="256"/>
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||||
</tileset>
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||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
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||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
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||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
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||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
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||||
</tileset>
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<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
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</tileset>
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<layer name="Ground" width="9" height="8">
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<layer name="Objects" width="9" height="8">
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<objectgroup name="Mapevents">
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||||
<object id="5" name="exit" type="mapchange" x="160" y="224" width="32" height="32">
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<properties>
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||||
<property name="map" value="waytogalmore1"/>
|
||||
<property name="place" value="entrance4"/>
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<objectgroup name="Spawn" visible="0">
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<object id="6" name="erwyn_skel_cymbal" type="spawn" x="96" y="96" width="32" height="32"/>
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<object id="8" name="erwyn_skel_hornet" type="spawn" x="160" y="96" width="32" height="32"/>
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<object id="9" name="erwyn_skel_lute" type="spawn" x="128" y="128" width="32" height="32"/>
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<object id="10" name="erwyn_skel_drum" type="spawn" x="128" y="96" width="32" height="32"/>
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||||
</objectgroup>
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||||
<objectgroup name="Keys"/>
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||||
<objectgroup name="Replace"/>
|
||||
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||||
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|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.0" tiledversion="1.1.5" orientation="orthogonal" renderorder="right-down" width="20" height="16" tilewidth="32" tileheight="32" infinite="0" nextobjectid="10">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
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|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
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</tileset>
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||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
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||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
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</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32" tilecount="108" columns="18">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
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||||
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|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
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||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
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||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
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||||
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|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
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|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
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|
||||
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|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32" tilecount="120" columns="15">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32" tilecount="128" columns="16">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="20" height="16">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="20" height="16">
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<data encoding="base64" compression="zlib">
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<layer name="Above" width="20" height="16">
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||||
<layer name="Walkable" width="20" height="16" visible="0">
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<data encoding="base64" compression="zlib">
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||||
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<objectgroup name="Mapevents" visible="0">
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||||
<object id="1" name="west" type="mapchange" x="0" y="128" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="wild13"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="2" name="east" type="mapchange" x="608" y="384" width="32" height="96">
|
||||
<properties>
|
||||
<property name="map" value="wild15"/>
|
||||
<property name="place" value="west"/>
|
||||
</properties>
|
||||
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|
||||
<object id="3" name="down" type="mapchange" x="480" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="wild14_cave"/>
|
||||
<property name="place" value="up_south"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object id="4" name="caveboar1" type="spawn" x="160" y="96" width="384" height="96">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="5" name="forestserpent2" type="spawn" x="64" y="256" width="320" height="224">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="6" name="forestwolf1" type="spawn" x="288" y="384" width="288" height="128"/>
|
||||
<object id="7" name="lonely_wolf" type="spawn" x="544" y="384" width="32" height="32"/>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0"/>
|
||||
</map>
|
||||
@@ -1,327 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE map SYSTEM "http://mapeditor.org/dtd/1.0/map.dtd">
|
||||
<map version="1.0" orientation="orthogonal" width="30" height="19" tilewidth="32" tileheight="32">
|
||||
<properties>
|
||||
<property name="outdoors" value="1"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" name="map_bed_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bed_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="129" name="map_border_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_border_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="257" name="map_bridge_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="385" name="map_bridge_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_bridge_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="513" name="map_broken_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_broken_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="641" name="map_cavewall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_1.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="749" name="map_cavewall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_2.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="857" name="map_cavewall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_3.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="965" name="map_cavewall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cavewall_4.png" width="576" height="192"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1073" name="map_chair_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1201" name="map_chair_table_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_chair_table_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1329" name="map_crate_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_crate_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1457" name="map_cupboard_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_cupboard_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1585" name="map_curtain_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_curtain_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1713" name="map_entrance_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1841" name="map_entrance_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_entrance_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="1969" name="map_fence_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2097" name="map_fence_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2225" name="map_fence_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2353" name="map_fence_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_fence_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2481" name="map_ground_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2609" name="map_ground_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2737" name="map_ground_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2865" name="map_ground_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="2993" name="map_ground_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3121" name="map_ground_6" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_6.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3249" name="map_ground_7" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_7.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3377" name="map_ground_8" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_ground_8.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3505" name="map_house_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3633" name="map_house_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_house_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3761" name="map_indoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="3889" name="map_indoor_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_indoor_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4017" name="map_kitchen_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_kitchen_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4145" name="map_outdoor_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_outdoor_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4273" name="map_pillar_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4401" name="map_pillar_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_pillar_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4529" name="map_plant_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4657" name="map_plant_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_plant_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4785" name="map_rock_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="4913" name="map_rock_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_rock_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5041" name="map_roof_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5169" name="map_roof_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5297" name="map_roof_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_roof_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5425" name="map_shop_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_shop_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5553" name="map_sign_ladder_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_sign_ladder_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5681" name="map_table_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_table_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5809" name="map_trail_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_trail_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="5937" name="map_transition_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6065" name="map_transition_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6193" name="map_transition_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_3.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6321" name="map_transition_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_4.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6449" name="map_transition_5" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_transition_5.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6577" name="map_tree_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6705" name="map_tree_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_tree_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6833" name="map_wall_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="6961" name="map_wall_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_2.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7081" name="map_wall_3" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_3.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7201" name="map_wall_4" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_wall_4.png" width="480" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7321" name="map_window_1" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_1.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<tileset firstgid="7449" name="map_window_2" tilewidth="32" tileheight="32">
|
||||
<image source="../drawable/map_window_2.png" width="512" height="256"/>
|
||||
</tileset>
|
||||
<layer name="Ground" width="30" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects" width="30" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Objects_Replace" width="30" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJxjYBgFo2AUjALagz+CA+2CUTAKRsFIBAC/XwEO
|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Above" width="30" height="19">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<layer name="Walkable" width="30" height="19" visible="0">
|
||||
<data encoding="base64" compression="zlib">
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup name="Mapevents">
|
||||
<object name="west" type="mapchange" x="0" y="160" width="32" height="64">
|
||||
<properties>
|
||||
<property name="map" value="wild0"/>
|
||||
<property name="place" value="east"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="north" type="mapchange" x="576" y="0" width="256" height="32">
|
||||
<properties>
|
||||
<property name="map" value="roadbeforecrossroads"/>
|
||||
<property name="place" value="south"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Replace">
|
||||
<object name="entrance" type="replace" x="416" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="Objects" value="Objects_Replace"/>
|
||||
<property name="requireId" value="Thieves03"/>
|
||||
<property name="requireType" value="questProgress"/>
|
||||
<property name="requireValue" value="20"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Spawn" visible="0">
|
||||
<object name="larva_2" type="spawn" x="64" y="192" width="64" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_1" type="spawn" x="128" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_2" type="spawn" x="160" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_3" type="spawn" x="128" y="128" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_4" type="spawn" x="128" y="288" width="96" height="256">
|
||||
<properties>
|
||||
<property name="quantity" value="4"/>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fox1" type="spawn" x="416" y="320" width="224" height="160">
|
||||
<properties>
|
||||
<property name="quantity" value="2"/>
|
||||
<property name="spawngroup" value="fox1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_1" type="spawn" x="512" y="96" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_5" type="spawn" x="448" y="160" width="32" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_6" type="spawn" x="288" y="160" width="96" height="96">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="fox1_1" type="spawn" x="608" y="128" width="256" height="128">
|
||||
<properties>
|
||||
<property name="spawngroup" value="fox1"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_7" type="spawn" x="256" y="512" width="128" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_8" type="spawn" x="416" y="512" width="96" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_9" type="spawn" x="544" y="512" width="96" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="larva_2_10" type="spawn" x="768" y="512" width="64" height="32">
|
||||
<properties>
|
||||
<property name="spawngroup" value="larva_2"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
<objectgroup name="Keys" visible="0"/>
|
||||
<objectgroup name="Hideout">
|
||||
<properties>
|
||||
<property name="active" value="false"/>
|
||||
</properties>
|
||||
<object name="Entrance" type="mapchange" x="416" y="288" width="32" height="32">
|
||||
<properties>
|
||||
<property name="map" value="crackshot_hideout1"/>
|
||||
<property name="place" value="Exit"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object name="guild03_Hentrance_select" type="script" x="416" y="288" width="64" height="64">
|
||||
<properties>
|
||||
<property name="when" value="enter"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
@@ -1,23 +0,0 @@
|
||||
package com.gpl.rpg.AndorsTrail.activity;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.os.Bundle;
|
||||
|
||||
import com.gpl.rpg.AndorsTrail.AndorsTrailApplication;
|
||||
|
||||
public abstract class AndorsTrailBaseActivity extends Activity {
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
AndorsTrailApplication app = AndorsTrailApplication.getApplicationFromActivity(this);
|
||||
app.setLocale(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
AndorsTrailApplication app = AndorsTrailApplication.getApplicationFromActivity(this);
|
||||
app.setLocale(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,25 +0,0 @@
|
||||
package com.gpl.rpg.AndorsTrail.activity;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.res.Resources;
|
||||
import android.os.Bundle;
|
||||
import android.support.v4.app.FragmentActivity;
|
||||
|
||||
import com.gpl.rpg.AndorsTrail.AndorsTrailApplication;
|
||||
import com.gpl.rpg.AndorsTrail.util.ThemeHelper;
|
||||
|
||||
public abstract class AndorsTrailBaseFragmentActivity extends FragmentActivity {
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
AndorsTrailApplication app = AndorsTrailApplication.getApplicationFromActivity(this);
|
||||
app.setLocale(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
AndorsTrailApplication app = AndorsTrailApplication.getApplicationFromActivity(this);
|
||||
app.setLocale(this);
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>AndorsTrailEdit</name>
|
||||
<comment></comment>
|
||||
<projects>
|
||||
</projects>
|
||||
<buildSpec>
|
||||
</buildSpec>
|
||||
<natures>
|
||||
</natures>
|
||||
</projectDescription>
|
||||
@@ -1,448 +0,0 @@
|
||||
function IncludeJavascript(jsFile) {
|
||||
document.write('<script type="text/javascript" src="' + jsFile + '"></scr' + 'ipt>');
|
||||
}
|
||||
|
||||
IncludeJavascript("FieldList.js");
|
||||
IncludeJavascript("DataStore.js");
|
||||
|
||||
var translateFiles = [
|
||||
'strings.xml',
|
||||
'strings_about.xml',
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_droplist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_itemcategories.xml',
|
||||
'content_monsterlist.xml',
|
||||
'content_questlist.xml'
|
||||
];
|
||||
|
||||
var translations = [
|
||||
{ name: 'French', id: 'values-fr', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_monsterlist.xml',
|
||||
'content_questlist.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Italian', id: 'values-it', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_questlist.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'German', id: 'values-de', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_itemcategories.xml',
|
||||
'content_monsterlist.xml',
|
||||
'content_questlist.xml',
|
||||
'strings_about.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Hebrew', id: 'values-iw', files: [
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Russian', id: 'values-ru', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_monsterlist.xml',
|
||||
'content_questlist.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Portugese', id: 'values-pt', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_monsterlist.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Japanese', id: 'values-ja', files: [
|
||||
'content_conversationlist.xml',
|
||||
'strings.xml'
|
||||
]},
|
||||
{ name: 'Brazilian Portugese', id: 'values-pt-rBR', files: [
|
||||
'content_actorconditions.xml',
|
||||
'content_conversationlist.xml',
|
||||
'content_itemlist.xml',
|
||||
'content_monsterlist.xml',
|
||||
'content_questlist.xml',
|
||||
'strings.xml'
|
||||
]}
|
||||
];
|
||||
|
||||
function stepRight(divToHide, divToShow, onComplete) {
|
||||
$(divToHide).hide('slow');
|
||||
$(divToShow).fadeIn('slow', onComplete);
|
||||
}
|
||||
function stepLeft(divToHide, divToShow) {
|
||||
$(divToHide).fadeOut('slow');
|
||||
$(divToShow).show('slow');
|
||||
}
|
||||
|
||||
function loadResourceFile(filename, onSuccess) {
|
||||
var url = document.location.href;
|
||||
url = url.substring(0, url.lastIndexOf('/'));
|
||||
url = url.substring(0, url.lastIndexOf('/'));
|
||||
url += "/AndorsTrail/res/" + filename;
|
||||
//var url = "http://andors-trail.googlecode.com/git/AndorsTrail/res/" + filename;
|
||||
$.get(url, function(data) {
|
||||
onSuccess(data);
|
||||
}, 'text');
|
||||
}
|
||||
|
||||
function addSelectOption(sel, val, text) {
|
||||
if (!text) { text = val; }
|
||||
sel.append($("<option/>").attr("value", val).text(text));
|
||||
}
|
||||
|
||||
function addSelectOptions(sel, array) {
|
||||
array.forEach(function(obj) { addSelectOption( sel , obj); } );
|
||||
}
|
||||
|
||||
function loadStep2() {
|
||||
var possibleExistingFiles = [];
|
||||
var selectedSourceFile = $("#englishFiles").val();
|
||||
translations.forEach(function(t) {
|
||||
if ($.inArray(selectedSourceFile, t.files) > -1) {
|
||||
possibleExistingFiles.push(t.id + "/" + selectedSourceFile);
|
||||
}
|
||||
});
|
||||
$("#compareToExisting").empty();
|
||||
addSelectOptions( $("#compareToExisting"), possibleExistingFiles );
|
||||
stepRight("#validate1", "#validate2");
|
||||
}
|
||||
|
||||
function pushMessage(res, msg) {
|
||||
res.class2 = "yellow";
|
||||
res.messages.push(msg);
|
||||
return res;
|
||||
}
|
||||
|
||||
function isTranslatableField(fieldName) {
|
||||
return fieldName == "name" || fieldName == "logText" || fieldName == "message" || fieldName == "text";
|
||||
}
|
||||
|
||||
function compareAndorsTrailResourceHeader(result, id, header1, header2) {
|
||||
if (header1.length != header2.length) {
|
||||
pushMessage(result, "Row \"" + id + "\" was expected to contain " + f1.length + " sub-entries, but only " + f2.length + " was found.");
|
||||
return;
|
||||
}
|
||||
for (var i = 0; i < header1._fields.length; ++i) {
|
||||
var f1 = header1._fields[i];
|
||||
var fieldName1 = header1.getFieldName(i);
|
||||
var f2 = header2._fields[i];
|
||||
var fieldName2 = header2.getFieldName(i);
|
||||
if (fieldName1 != fieldName2) {
|
||||
pushMessage(result, "Row \"" + id + "\", field \"" + fieldName + "\" was expected to contain \"" + f1 + "\", but \"" + f2 + "\" was found.");
|
||||
}
|
||||
var fieldName2 = header2.getFieldName(i);
|
||||
if (f1 instanceof FieldList) {
|
||||
compareAndorsTrailResourceHeader(result, id+":"+fieldName1, f1, f2);
|
||||
}
|
||||
}
|
||||
}
|
||||
function extractTranslatableFields_(id, result, fieldList, prefix, obj) {
|
||||
if (!result) {
|
||||
result = {};
|
||||
result.id = id;
|
||||
result.fields = [];
|
||||
}
|
||||
if (!prefix) {
|
||||
prefix = "";
|
||||
}
|
||||
for (var i = 0; i < fieldList._fields.length; ++i) {
|
||||
var f = fieldList._fields[i];
|
||||
if (f instanceof FieldList) {
|
||||
// f is subfieldlist
|
||||
$.each(obj[f._name], function(j, elem) {
|
||||
extractTranslatableFields_(id, result, f, prefix+f._name+"["+j+"].", elem);
|
||||
});
|
||||
} else {
|
||||
// f is field name
|
||||
if (isTranslatableField(f)) {
|
||||
result.fields.push({
|
||||
"name":prefix+f,
|
||||
"value":obj[f]
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
function extractTranslatableFields(id, fieldList, obj) {
|
||||
return extractTranslatableFields_(id, undefined, fieldList, "", obj);
|
||||
}
|
||||
|
||||
function compareAndorsTrailResourceRow(result, fieldList, id, obj1, obj2) {
|
||||
// Assume the headers of both objects are correctly matched
|
||||
trans1 = extractTranslatableFields(id, fieldList, obj1);
|
||||
trans2 = extractTranslatableFields(id, fieldList, obj2);
|
||||
$.each(trans1.fields, function(i, f1) {
|
||||
f2 = trans2.fields[i];
|
||||
if (f1.name != f2.name) {
|
||||
pushMessage(result, "Row \"" + id + "\", field \"" + f1.name + "\" does not match in translated data field\"" + f2.name + "\".");
|
||||
}
|
||||
if (f1.value.length > 1) {
|
||||
if (f1.value == f2.value) {
|
||||
pushMessage(result, "Row \"" + id + "\", field \"" + f1.name + "\" does not seem to be translated. Both texts are \"" + f1.value + "\".");
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function compareAndorsTrailResourceFormat(text1, text2) {
|
||||
var result = {
|
||||
isResource: true,
|
||||
class1: "ok",
|
||||
class2: "ok",
|
||||
messages: [],
|
||||
header: undefined,
|
||||
ds_english: undefined,
|
||||
ds_translated: undefined
|
||||
};
|
||||
|
||||
var header1 = findHeader(text1);
|
||||
if (!header1) { return { isResource: false }; }
|
||||
result.header = header1;
|
||||
|
||||
var header2 = findHeader(text2);
|
||||
if (!header2) { result.class2 = "red"; return result; }
|
||||
|
||||
compareAndorsTrailResourceHeader(result, "", header1, header2);
|
||||
if (result.class2 != "ok") { return result; }
|
||||
|
||||
var ds1 = new DataStore({});
|
||||
var ds2 = new DataStore({});
|
||||
ds1.deserialize(text1);
|
||||
ds2.deserialize(text2);
|
||||
$.each(ds1.items, function(i, obj) {
|
||||
var obj1 = obj;
|
||||
var obj2 = ds2.get(i);
|
||||
var id1 = obj1[header1._fields[0]];
|
||||
if (!obj2) { return pushMessage(result, "Row " + i + ": expected to find an object with id \"" + id1 + "\", but such row was not found."); }
|
||||
var id2 = obj2[header1._fields[0]];
|
||||
if (id2 != id1) { return pushMessage(result, "Row " + i + ": Expected to find id \"" + id1 + "\", but found \"" + id2 + "\" instead."); }
|
||||
|
||||
compareAndorsTrailResourceRow(result, header1, id1, obj1, obj2);
|
||||
});
|
||||
|
||||
result.ds_english = ds1;
|
||||
result.ds_translated = ds2;
|
||||
return result;
|
||||
}
|
||||
|
||||
function applyChangeToObject(trans_obj, fieldName, newValue) {
|
||||
(new Function("x", "v", "x."+fieldName+" = v;"))(trans_obj, newValue);
|
||||
}
|
||||
|
||||
function appendEditRow(editTable, updateHook, trans_obj, id, fieldName, english_text, translated_text) {
|
||||
if (english_text.length <= 1) {
|
||||
// there's no meaningful text
|
||||
return;
|
||||
}
|
||||
var row_id = name+"__row";
|
||||
var cell_id = name+"__cell";
|
||||
var edit_id = name+"__edit";
|
||||
var cell = $("<span />").text(translated_text)
|
||||
.attr("id", cell_id)
|
||||
.attr("class", "clickToEdit");
|
||||
var editor = $("<textarea />").val(translated_text)
|
||||
.attr("id", cell_id)
|
||||
.hide();
|
||||
cell.click(function() {
|
||||
editor.val(cell.text());
|
||||
editor.show().focus();
|
||||
cell.hide();
|
||||
});
|
||||
editor.blur(function() {
|
||||
var new_text = editor.val();
|
||||
cell.text(new_text);
|
||||
editor.hide(); cell.show();
|
||||
applyChangeToObject(trans_obj, fieldName, new_text);
|
||||
updateHook();
|
||||
});
|
||||
editTable.append(
|
||||
$("<tr />")
|
||||
.attr("id", name+"__row")
|
||||
.append($("<td />").text(id))
|
||||
.append($("<td />").text(fieldName))
|
||||
.append($("<td />").text(english_text))
|
||||
.append($("<td />").append(cell).append(editor))
|
||||
);
|
||||
}
|
||||
|
||||
function clearEditTable() {
|
||||
var editTable = $("#editTranslation tbody");
|
||||
editTable.children().remove();
|
||||
$("#export_text").val("");
|
||||
}
|
||||
|
||||
function editTranslationHandler(data2, name, resourceComparison) {
|
||||
var updateHook = function () {
|
||||
var header = resourceComparison.header;
|
||||
var ds2 = resourceComparison.ds_translated;
|
||||
var text2 = ds2.serialize();
|
||||
data2.find("string[name=\"" + name + "\"]").text(text2);
|
||||
};
|
||||
return function () {
|
||||
clearEditTable();
|
||||
var editTable = $("#editTranslation tbody");
|
||||
var header = resourceComparison.header;
|
||||
var ds1 = resourceComparison.ds_english;
|
||||
var ds2 = resourceComparison.ds_translated;
|
||||
$.each(ds1.items, function(i, obj1) {
|
||||
var obj2 = ds2.get(i);
|
||||
var id = obj1["id"];
|
||||
var english_list = extractTranslatableFields(id, header, obj1);
|
||||
var translated_list = extractTranslatableFields(id, header, obj2);
|
||||
|
||||
$.each(english_list.fields, function(j, f1) {
|
||||
var f2 = translated_list.fields[j];
|
||||
appendEditRow(
|
||||
editTable, updateHook, obj2, id,
|
||||
f1.name, f1.value, f2.value
|
||||
);
|
||||
});
|
||||
});
|
||||
};
|
||||
}
|
||||
function initTranslationHandler(data1, data2, name) {
|
||||
var f = function() {
|
||||
if (!confirm("Create new translation unit in this resouce?")) {
|
||||
// if canceled
|
||||
return;
|
||||
}
|
||||
clearEditTable();
|
||||
// create new node in resource xml by copying english ver.
|
||||
var node1 = data1.find("string[name=\"" + name + "\"]");
|
||||
var text1 = node1.text();
|
||||
data2.find("resources").append($("<string name=\""+name+"\" />").text(text1));
|
||||
var resourceComparison = compareAndorsTrailResourceFormat(text1, text1);
|
||||
// repalce this handler with "edit" event handler (and etc.)
|
||||
var editHandler = editTranslationHandler(data2, name, resourceComparison);
|
||||
$(this).parent().attr("class","yellow");
|
||||
$(this).text("Edit").unbind('click', f).click(editHandler);
|
||||
$(this).click();
|
||||
}
|
||||
return f;
|
||||
}
|
||||
function exportHandler(data2) {
|
||||
var xmlString = function (data) {
|
||||
var xml = "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\n";
|
||||
xml += "<resources>\n";
|
||||
$.each(data.find("string"), function() {
|
||||
xml += "\t<string name=\""+$(this).attr("name")+"\">\n";
|
||||
xml += $(this).text();
|
||||
xml += "\n\t</string>\n\n";
|
||||
});
|
||||
xml += "</resources>\n";
|
||||
return xml;
|
||||
}
|
||||
return function () {
|
||||
$("#export_text").val(xmlString(data2));
|
||||
};
|
||||
}
|
||||
|
||||
function appendOutputRow(outputTable, name, data1, data2) {
|
||||
if ($("#" + name, outputTable).size() > 0) return;
|
||||
|
||||
var text1 = data1.find("string[name=\"" + name + "\"]").text();
|
||||
var text2 = data2.find("string[name=\"" + name + "\"]").text();
|
||||
var class2 = text2 ? "ok" : "red";
|
||||
var tdTranslated = $("<td />");
|
||||
if (text1) {
|
||||
if (text2) {
|
||||
var resourceComparison = compareAndorsTrailResourceFormat(text1, text2);
|
||||
if (resourceComparison.isResource) {
|
||||
class2 = resourceComparison.class2;
|
||||
if (resourceComparison.messages.length > 0 || class2 == "ok") {
|
||||
// yellow || ok
|
||||
var d = $("<span />").text("Edit");
|
||||
d.click(editTranslationHandler(data2, name, resourceComparison));
|
||||
tdTranslated.append(d);
|
||||
}
|
||||
}
|
||||
} else /* if (class2 == "red") */ {
|
||||
var d = $("<span />").text("Init");
|
||||
d.click(initTranslationHandler(data1, data2, name));
|
||||
tdTranslated.append(d);
|
||||
}
|
||||
}
|
||||
|
||||
outputTable.append(
|
||||
$("<tr />")
|
||||
.attr("id", name)
|
||||
.append($("<td />").text(name))
|
||||
.append(tdTranslated.attr("class", class2))
|
||||
);
|
||||
}
|
||||
|
||||
function validateTranslation_(englishData) {
|
||||
$("#englishData").text(englishData);
|
||||
var compareData1 = $( $.parseXML(englishData) );
|
||||
var compareData2 = $( $.parseXML($("#compareToInput").val()) );
|
||||
|
||||
var resultTable = $("#validateResultContent #result");
|
||||
var outputTable = $("tbody", resultTable );
|
||||
outputTable.empty();
|
||||
|
||||
compareData1.find("string").each(function() {
|
||||
appendOutputRow(outputTable, $(this).attr("name"), compareData1, compareData2);
|
||||
});
|
||||
compareData2.find("string").each(function() {
|
||||
appendOutputRow(outputTable, $(this).attr("name"), compareData1, compareData2);
|
||||
});
|
||||
|
||||
var sectionCount = $("tr", outputTable).size();
|
||||
var errors1 = sectionCount - $("td:nth-child(2).ok", outputTable).size();
|
||||
$("th #count2", resultTable).text( (errors1 > 0) ? " (" + errors1 + ")" : "" );
|
||||
|
||||
$("#export").click(exportHandler(compareData2));
|
||||
|
||||
$("#validateResultContent #loading").hide();
|
||||
$("#validateResultContent #result").show();
|
||||
}
|
||||
function validateTranslation(englishData) {
|
||||
try {
|
||||
validateTranslation_(englishData);
|
||||
} catch (err) {
|
||||
alert(err);
|
||||
}
|
||||
}
|
||||
|
||||
function loadStep3() {
|
||||
var compareToContent = $("#compareToInput").val();
|
||||
if (compareToContent.length <= 0) {
|
||||
alert("You must enter (or import) some translated content to compare.");
|
||||
return;
|
||||
}
|
||||
|
||||
$("#validateResultContent #loading").show();
|
||||
$("#validateResultContent #result").hide();
|
||||
stepRight("#validate2", "#validateResult", function() {
|
||||
loadResourceFile( "values/" + $("#englishFiles").val() , validateTranslation )
|
||||
});
|
||||
}
|
||||
|
||||
function startTranslationValidator() {
|
||||
addSelectOptions( $("#englishFiles"), translateFiles );
|
||||
|
||||
$("#next1").button({ icons: {primary:'ui-icon-arrowthick-1-e'} }).click(loadStep2);
|
||||
$("#prev2").button({ icons: {primary:'ui-icon-arrowthick-1-w'} }).click(function() { stepLeft("#validate2", "#validate1"); });
|
||||
$("#btnImportFromSVN").button().click(function() {
|
||||
$("#compareToInput").val("Loading...");
|
||||
loadResourceFile( $("#compareToExisting").val(), function(data) { $("#compareToInput").val(data); } );
|
||||
});
|
||||
$("#next2").button({ icons: {primary:'ui-icon-arrowthick-1-e'} }).click(loadStep3);
|
||||
$("#prev3").button({ icons: {primary:'ui-icon-arrowthick-1-w'} }).click(function() {
|
||||
if (confirm("Leaving the result page will discard any modifications on current resource. Leave anyway?")) {
|
||||
stepLeft("#validateResult", "#validate2");
|
||||
clearEditTable();
|
||||
}
|
||||
});
|
||||
$("#export").button({ icons: {primary:'ui-icon-arrowthick-1-e'} })
|
||||
}
|
||||
|
||||
|
Before Width: | Height: | Size: 769 B |
@@ -1,136 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en" ng-app="ateditor">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<link rel="shortcut icon" href="http://andorstrail.com/favicon.ico"/>
|
||||
<link rel="stylesheet" href="lib/bootstrap/css/bootstrap.min.css" />
|
||||
<link rel="stylesheet" href="lib/hint.min.css" />
|
||||
<link rel="stylesheet" href="styles.css" />
|
||||
<title>Andor's Trail Content Editor</title>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="screen">
|
||||
<div id="top">
|
||||
<div class="andorsTrailLogo" id="title">
|
||||
Andor's Trail Content Editor
|
||||
<span id="version">
|
||||
v0.7.2dev
|
||||
</span>
|
||||
</div>
|
||||
<div id="buttons">
|
||||
<a href="#import" class="btn"><i class="icon-upload"></i> Import</a>
|
||||
<a href="#export" class="btn"><i class="icon-download"></i> Export</a>
|
||||
</div>
|
||||
<div class="clearfix"></div>
|
||||
</div>
|
||||
|
||||
<div id="left" class="workarea">
|
||||
<div id="tools" ng-controller="ATEditor.controllers.NavigationController" ng-init="$('.collapse').collapse()">
|
||||
<div class="accordion" id="accordion-nav">
|
||||
<div class="accordion-group" ng-show="previousItems.length > 0">
|
||||
<div class="accordion-heading">
|
||||
<a class="accordion-toggle" data-toggle="collapse" href="#collapse-nav-previous">Recently opened</a>
|
||||
</div>
|
||||
<div id="collapse-nav-previous" class="accordion-body collapse">
|
||||
<div class="accordion-inner">
|
||||
<ul class="itemlist">
|
||||
<li ng-repeat="p in previousItems" ng-click="editObj(p.section, p.obj)" fadey>
|
||||
<img ng-tile-image="p.obj.iconID" ng-tile-image-scale="0.7" ng-show="p.section.hasIcon()" />
|
||||
{{getName(p.section, p.obj)}}
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="accordion-group" ng-repeat="section in sections">
|
||||
<div class="accordion-heading">
|
||||
<a class="accordion-toggle" data-toggle="collapse" ng-href="#collapse-nav-{{section.id}}">
|
||||
{{section.name}}
|
||||
</a>
|
||||
</div>
|
||||
<div id="collapse-nav-{{section.id}}" class="accordion-body collapse">
|
||||
<div class="accordion-inner">
|
||||
<div class="tools-buttons">
|
||||
<button ng-click="addObj(section)" class="btn"><i class="icon-plus-sign"></i> Add</button>
|
||||
<button ng-click="editAsTable(section)" class="btn" ng-show="supportsTableEdit(section)"><i class="icon-list"></i> Table</button>
|
||||
<button ng-click="clear(section)" class="btn"><i class="icon-trash"></i> Clear</button>
|
||||
</div>
|
||||
<ul class="itemlist" ui:sortable ng:model="section.items">
|
||||
<li ng-repeat="obj in section.items" ng-click="editObj(section, obj)" fadey>
|
||||
<div style="float: left;">
|
||||
<img ng-tile-image="obj.iconID" ng-tile-image-scale="0.7" ng-show="section.hasIcon()" />
|
||||
{{getName(section, obj)}}
|
||||
</div>
|
||||
<div style="float: right;">
|
||||
<a ng-click="dupObj(section, obj)" class="btn btn-mini" title="Duplicate"><i class="icon-plus"></i></a>
|
||||
<a ng-click="delObj(section, obj)" class="btn btn-mini" title="Remove"><i class="icon-trash"></i></a>
|
||||
</div>
|
||||
<div style="clear: both;"> </div>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<form class="form-inline">
|
||||
<div id="center" class="workarea" ng-view></div>
|
||||
|
||||
</div>
|
||||
</form>
|
||||
|
||||
<div id="selectIconModal" class="modal hide fade" role="dialog" tabindex="-1" ng-controller="ATEditor.controllers.SelectIconController">
|
||||
<div class="modal-header">
|
||||
<button type="button" class="close" data-dismiss="modal">×</button>
|
||||
<h3>Select icon</h3>
|
||||
</div>
|
||||
<div class="modal-body">
|
||||
<div ng-repeat="section in sections">
|
||||
<div ng-show="section.id == selectedSection">
|
||||
<div ng-repeat="imageID in section.imageIDs" ng-tile-image="imageID" ng-click="imageSelected(imageID)" class="at-input-icon"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="modal-footer">
|
||||
<button class="btn" data-dismiss="modal">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
<script src="lib/jquery.min.js"></script>
|
||||
<script src="lib/jquery-ui.min.js"></script>
|
||||
<script src="lib/underscore-min.js"></script>
|
||||
<script src="lib/angular.min.js"></script>
|
||||
<script src="lib/ng-sortable.js"></script>
|
||||
<script src="lib/bootstrap/js/bootstrap.min.js"></script>
|
||||
<script src="js/utils.js"></script>
|
||||
<script src="js/settings.js"></script>
|
||||
<script src="js/tilesets.js"></script>
|
||||
<script src="js/fieldlist.js"></script>
|
||||
<script src="js/datastore.js"></script>
|
||||
<script src="js/defaults.js"></script>
|
||||
<script src="js/importexport.js"></script>
|
||||
<script src="js/model.js"></script>
|
||||
<script src="js/exampledata.js"></script>
|
||||
<script src="js/modelfunctions.js"></script>
|
||||
<script src="js/controllers/navigation.js"></script>
|
||||
<script src="js/controllers/actorcondition.js"></script>
|
||||
<script src="js/controllers/quest.js"></script>
|
||||
<script src="js/controllers/item.js"></script>
|
||||
<script src="js/controllers/droplist.js"></script>
|
||||
<script src="js/controllers/dialogue.js"></script>
|
||||
<script src="js/controllers/dialoguetree.js"></script>
|
||||
<script src="js/controllers/monster.js"></script>
|
||||
<script src="js/controllers/itemcategory.js"></script>
|
||||
<script src="js/controllers/import.js"></script>
|
||||
<script src="js/controllers/export.js"></script>
|
||||
<script src="js/controllers/selecticon.js"></script>
|
||||
<script src="js/app.js"></script>
|
||||
<script src="js/directives.js"></script>
|
||||
<script src="js/legacyimport.js"></script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||