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107 Commits

Author SHA1 Message Date
Zukero
74c16b50ec Merge pull request #1 from Moerit/arulirmountain_from_moerit
Actual version of arulir mountain. Merged from github/moerit/andors-trail/arulirmountain_from_moerit
2014-07-24 21:49:58 +02:00
Moerit
bbcb1a16cb changed "requireID" to "requireId" n mountainlake5.tmx 2014-06-30 10:05:56 +02:00
Moerit
eff4719a23 debugressources 2014-06-24 12:33:38 +02:00
Moerit
7ffe276046 Actual version of arulir mountain
fixed loadingissue arulirmountain2
changed tilsets cavewall3, cavewall4 and misc_3
added changed/added tiles to the loadressources
integrated everything in maps and jsons
added lavatrap in arulircave6
2014-06-23 20:08:08 +02:00
Zukero
ad58c20771 First debug version of Arulir Mountain area by Moerit 2014-05-29 02:20:25 +02:00
Zukero
ebdcc6c603 Added res/raw/actorconditions_debug.json, now loaded instead of the
usual ones when AndorsTrailApplication.DEVELOPMENT_DEBUGRESOURCES ==
true.
2014-05-29 00:57:17 +02:00
Zukero
b40cdd5350 Merge remote-tracking branch 'google/master' 2014-05-29 00:43:37 +02:00
Zukero
0454d6fa1d Fixed version control management errors.... 2014-05-29 00:43:23 +02:00
Zukero
e162066be2 Updated launchpad translations on 2014-05-28 22-16 UTC 2014-05-29 00:32:57 +02:00
Zukero
3d3c882ef0 Updated Polish version of strings.xml and xtrings_about.xml. Thanks to
DanielS.
Google issues #354 & #355
2014-05-29 00:20:22 +02:00
Zukero
869c791e76 Fixed bug when loot bags are on mapchange areas.
You will now be able to pick up a bag when you reach the loot bag
without being transported to a new map.
If you are transported to a new map on a loot bag, you will be offered
to pick up this bag.
2014-05-29 00:19:39 +02:00
Ian Haase
6cedd56453 small update on maps:
-shadow corrections
-other small issues
2014-05-15 13:22:15 +02:00
Zukero
7a02014e1b Merge remote-tracking branch 'google/master'
Conflicts:
	AndorsTrail/src/com/gpl/rpg/AndorsTrail/AndorsTrailApplication.java
2014-04-23 00:47:59 +02:00
Zukero
624bd19aa9 Updated all "strings.xml" translations to remove obsolete lines.
Made worldmap's named areas translatable through launchpad (.mo files)
2014-04-23 00:33:39 +02:00
Zukero
e920ec958e Included latest launchpad versions (2014-04-06) 2014-04-06 19:17:29 +02:00
Zukero
e390490f23 Updated DE strings.xml 2014-04-06 18:58:11 +02:00
Ian Haase
2240a9e26b added "Replace" object layer to the template file 2014-03-30 20:32:47 +02:00
Zukero
916ab8530d Reminder for later added. 2014-03-04 22:50:21 +01:00
Oskar Wiksten
bd27e5d5ab Bump version to v0.7.2dev 2014-03-02 09:30:40 +01:00
Zukero
7f619d03f8 Return to debug mode.... 2014-02-25 00:04:27 +01:00
Zukero
b43f49fbab Bumped version to v0.7.2dev 2014-02-25 00:03:26 +01:00
Zukero
35e3ad024c Bugfix introduced in previous commits. AP Cost (move, reequip & item
use) should have percentage applied when negative and 100% applied when
positive. Those are the only ones where negative value is a bonus to the
player.
2014-02-24 22:52:52 +01:00
Zukero
46d7bdcd87 Added all the missing stats from second-hand weapon to the dual wield
skill effects.
- DR
- AP Boost (or malus)
- Move cost
- Reequip cost
- Use Item Cost
2014-02-24 22:52:52 +01:00
Zukero
253dda89d7 Added missing \n at EOF... 2014-02-24 22:52:52 +01:00
Zukero
1d0f233292 Dual wield skill bugfixes.
(Seen when using a pair of Rapier of Lifesteal) : Adds boost to Max HP
from off-hand weapon (25% for Dual Wield lv 0, 50% for DW lv 1, and 100%
for DW lv 2)

(Seen when using a non-crit weap in the main hand, and a crit one in the
offhand) : Adds boost to Critical chance from off-hand weapon (25% for
DW0, 50% for DW1, 100% for DW2). Set critical multiplier as max of main
hand weapon's CM and off-hand weapon's CM multiplied by {0.25 for DW0,
0.5 for DW1, 1.0 for DW2).
2014-02-24 22:52:52 +01:00
Oskar Wiksten
0393447bf3 Merge branch 'production' 2014-02-22 17:10:25 +01:00
Oskar Wiksten
57ba9dfa69 Bump version to v0.7.1 (versioncode 42) 2014-02-22 16:57:58 +01:00
Ian Haase
95ee5b19d3 Added "map_transition_5" displaying additional shadow transitions 2014-02-20 16:01:50 +01:00
Oskar Wiksten
8d4adab240 Refactor: Remove unsued 'flags' param when writing savegames
* Remove unsued 'flags' parameter in methods for storing savegames.
* Refactor static constructors when reading objects from savegames so that the ctors are named "newFromParcel", to differentiate them from "readFromParcel".
2013-12-08 09:36:02 +01:00
Oskar Wiksten
9e799962e9 Reduce compiler and code inspection warnings
* Replace single-char strings with chars
* Reduce visibility where applicable
* Remove unused method parameters
2013-12-07 13:49:18 +01:00
Oskar Wiksten
29973a74dd Merge pull request #17 from TodorBalabanov/parallelcoords
Replace coords with xCoords and yCoords.
2013-12-03 12:29:05 -08:00
Todor Balabanov
8e98805a93 Replace coords with xCoords and yCoords.
One parallel array more will help to escape packing and unpacking
coordinates as integer values.
2013-12-03 11:57:30 +02:00
Oskar Wiksten
72a229a78a Code cleanup: intellij->rightclick->optimize imports 2013-11-30 11:05:04 +01:00
Oskar Wiksten
aefa578004 Merge pull request #13 from TodorBalabanov/master
We avoid unnecessary boxing of the Integer values.
2013-11-24 06:03:47 -08:00
Todor Balabanov
4b75f06987 We avoid unnecessary boxing of the Integer values.
Method implementation suggestion.  Issue #12
2013-11-24 15:04:49 +02:00
Oskar Wiksten
61ec20c775 Content editor: allow dragdrop reordering conversation replies 2013-11-24 11:42:52 +01:00
Oskar Wiksten
518ada6a82 Content editor: allow reordering items & monsters in table editor 2013-11-24 11:37:37 +01:00
Oskar Wiksten
660504ca72 Content editor: allow reordering quest stages & droplist content 2013-11-24 11:35:28 +01:00
Oskar Wiksten
f5df781fc9 Content editor: enable dragdrop sorting of resources 2013-11-24 11:29:53 +01:00
Oskar Wiksten
50751390a3 Updated Russian translation (thanks dromoz) 2013-11-23 22:28:38 +01:00
Oskar Wiksten
a24672a3f1 Slight border to monsters_rltiles3.png 2013-11-14 23:36:20 +01:00
Oskar Wiksten
b06c5b9b15 Unblur and add border for monsters_men.png 2013-11-14 23:24:21 +01:00
Oskar Wiksten
7cc2d303ef Add border to monsters_men2.png monsters_snakes.png 2013-11-14 23:05:57 +01:00
Oskar Wiksten
106203d85b Read fewer fields from TMX files
* Do not read "tilewidth" and "tileheight" from <map>, always assume 32.
* Do not read "tilewidth" and "tileheight" from <tileset>, always assume 32.
* Do not read "width" and "height" from <layer>, always assume same size as map.
* Do not read "width" and "height" from <objectgroup>, always assume same size as map.
* Do not read <image> inside <tileset>. Always assume tileset name is same as image resource name from ResourceLoader.
2013-11-10 23:40:01 +01:00
Oskar Wiksten
8b3ac992ce Remove obsoleted "width" and "height" on <objectgroup> in TMX files 2013-11-10 21:10:48 +01:00
Oskar Wiksten
1fabb499a9 Spelling corrections Elwyl: both our sakes -> both our sake 2013-11-10 13:50:37 +01:00
Oskar Wiksten
51e63167a0 Bump version to 0.7.1a1 (versiocode 41) 2013-11-10 12:49:50 +01:00
Oskar Wiksten
37ef73d9e2 Add xhdpi and xxhdpi icons. Update to SDK 19. 2013-11-10 12:09:36 +01:00
Oskar Wiksten
b950993852 Update French and Russian translations (thanks Marwane K and dromoz!) 2013-11-10 11:27:08 +01:00
Oskar Wiksten
4a2aa90373 Update PO with clarification of Lodar's def pots 2013-11-10 11:16:39 +01:00
Oskar Wiksten
161f516a98 Clarify monster locations in quest & conversation for Lodar def pot (thanks dromoz!) 2013-11-10 11:14:14 +01:00
Oskar Wiksten
c002405008 Updated translations (thanks Marwane K. & Andrej Znidarsic) 2013-11-03 16:24:38 +01:00
Oskar Wiksten
d4ff63d456 Merge branch 'reduce-warnings' 2013-11-03 15:07:13 +01:00
Oskar Wiksten
e8d0162ceb Refactor: Reduce warnings / reduce scope 2013-11-03 15:05:27 +01:00
Oskar Wiksten
eba387159e Refactor: Use enum instead of int for result of loading a savegame 2013-11-03 15:05:21 +01:00
Oskar Wiksten
6006fe1eb5 Refactor: Don't use hardcoded text for placeholders 2013-11-03 14:57:07 +01:00
Oskar Wiksten
f6559cac31 Refactor: remove unused resources 2013-11-03 14:55:59 +01:00
Oskar Wiksten
9405ad323a Bugfix: do not hardcode map names when upgrading savegame 2013-11-03 12:40:13 +01:00
Oskar Wiksten
b0f9ba9abe Bugfix: Do not assume that all saved maps are visited
* Maps that have deactivated spawn areas should be saved, but does not neccessarily have to be visited.
2013-11-03 10:22:05 +01:00
Oskar Wiksten
086fb199cf Remove Fallhaven prisoner when reaching quest farrik:70 2013-11-03 09:35:21 +01:00
Oskar Wiksten
b898cf7f7c Rename TMX property "outside" to "outdoors".
* Outdoors is a better name for this, because that's what we actually mean by it. Outside is ambiguous in this context. Outside is what it's called in Swedish :)
2013-11-03 08:20:00 +01:00
Oskar Wiksten
aacf97e274 Add requirement type: "hasActorCondition"
* Enables scripts and conversations to choose options based on whether the player has a certain actor condition or not.
2013-11-02 10:24:07 +01:00
Oskar Wiksten
d58db6efc4 Merge branch 'activate-spawnareas' 2013-11-02 09:27:11 +01:00
Oskar Wiksten
4a1c6779cf Enable scripts to activate/deactivate spawn areas & mapobjects
Renames "isActive" on spawnareas to "isSpawning" - so that a spawn area can be non-spawning but still have monsters left in it.
Adds new scripteffect types:
* "spawnAll" = sets  spawn area to spawning and spawns all monsters
* "removeSpawnArea" = sets a spawn area to non-spawning and removes all mobs
* "deactivateSpawnArea" = sets a spawn area to non-spawning
* "activateMapChangeArea" = sets a mapchange area to non-active
* "deactivateMapChangeArea" = sets a mapchange area to non-active (so that it does not teleport the player)
Adds new property "active" to spawn- and mapchange areas in tmx files, that determines whether the areas are active when starting a new game.
2013-11-02 09:26:04 +01:00
Oskar Wiksten
a2caea0a83 Refactor: Flatten some forward-arrow-pattern ifs to vertical code 2013-10-27 15:29:27 +01:00
Oskar Wiksten
4209f91d00 Bugfix: also save maps that use non-default values
* For example, maps that have had some spawn area deactivated should be saved in the savegame.
2013-10-27 14:17:40 +01:00
Oskar Wiksten
88f15b9099 Merge pull request #10 from oskarwiksten/persist-isactive-on-mapobjects-in-savegames
Save 'isActive' for MapObjects & SpawnArea in savegames
2013-10-27 05:55:42 -07:00
Oskar Wiksten
20ed608523 Save 'isActive' for MapObjects & SpawnArea in savegames
* Stores the "isActive" boolean in savegames for map objects and spawn areas
* Adds functions in MapController to activate and deactivate MapObject areas
* Adds functions in MonsterSpawnController to activate and deactivate MonsterSpawnAreas
* When a spawn area is deactivated, all monsters should be removed, since the spawn area is considered to be non-existant.
* Adds boolean "isActiveForNewGame" to map objects and spawn areas, that specify what "isActive" should be set to when starting a game. (Initially, all of these are true)
* This commit does not add any way to actually activate or deactive areas. That can come as a later commit (possibly using script effects to do that).
2013-10-27 13:04:09 +01:00
Oskar Wiksten
c001532106 Merge branch 'rename-phrase-reward-to-script-effect' 2013-10-27 10:59:56 +01:00
Oskar Wiksten
a8ad00c21c Refactor: Rename PhraseReward -> ScriptEffect
* This commit does not contain changes to json field names when parsing phrases though.
2013-10-27 10:59:21 +01:00
Oskar Wiksten
079511a30c Rename file Reward.java -> ScriptEffect.java 2013-10-27 10:52:11 +01:00
Oskar Wiksten
6fce649cbb Always deny monster movement on mapchange,keyarea,rest - regardless of isActive 2013-10-27 10:12:27 +01:00
Oskar Wiksten
d2c3eb9106 Refactor: rename functions for saving PredefinedMap data 2013-10-27 09:33:24 +01:00
Oskar Wiksten
53331aef1b Code reformat: Ctor arguments should be one arg per line
* Vertical list makes it easier to version control additions and removals of single parameters
2013-10-27 09:09:09 +01:00
Oskar Wiksten
0570589ecc Refactor: Rename reset() -> resetForNewGame() on map data classes 2013-10-27 08:38:27 +01:00
Oskar Wiksten
9af062e36e Updated PO translations from launchpad 2013-10-26 11:39:19 +02:00
Oskar Wiksten
9fc23ca1fc Add "translator-credits" to english POT file
* Used by Launchpad translations for maintaining list of translators.
2013-10-26 10:23:12 +02:00
Oskar Wiksten
e509b1d75f Update english.pot, reformat all PO files (sort by source location) 2013-10-26 09:50:18 +02:00
Oskar Wiksten
339c3ee7b2 Renamed Brazilian Portuguese translation file: pt-rBR.po -> pt_BR.po 2013-10-26 09:44:40 +02:00
Oskar Wiksten
0c3b4bded9 Merge pull request #9 from Zukero/requirements_negation
Added requirement negation capability :
2013-10-23 09:22:22 -07:00
Zukero
c06dba6b7d Factorized the checkbox definition in content editor. 2013-10-23 18:08:09 +02:00
Zukero
707940aa14 Added requirement negation capability :
- Use "requireNegation" property in Tiled map object
- Checkbox for require.negate added in Content Editor
2013-10-22 23:10:24 +02:00
Oskar Wiksten
bdde9cefba Merge branch 'activable_map_objects' 2013-10-22 18:06:23 +02:00
Zukero
26c412f7f1 MapObject & MonsterSpawnArea can be activated/deactivated using theisActive boolean.
No handle exist yet to deactivate these areas.
Deactivated areas are never returned by PredefinedMap API.
Inactive container areas' Loot are not created on
createAllContainerLoot() calls. Think of creating it on area activation
when implemented (TODO label placed in the code to never forget :p)
Updated comment; fixed old, one-object processing to better match the
List type.
2013-10-22 18:05:51 +02:00
Oskar Wiksten
159d977187 Merge pull request #7 from Zukero/debug_resources_bugfix
Fixed deprecated use of "consumedMore" instead of "spentGold" in
2013-10-22 06:38:27 -07:00
Zukero
e33ac42c1c Fixed deprecated use of "consumedMore" instead of "spentGold" in
conversationlist_debug.json
2013-10-22 15:18:44 +02:00
Oskar Wiksten
76720094c1 Merge pull request #6 from Zukero/map_object_group_data_kept
MapObject & MonsterSpawnArea now keep track of their Tiled group's name.
2013-10-20 23:39:38 -07:00
Zukero
c4896aaab3 Tiled group name also in ReplaceableMapSection 2013-10-20 22:18:42 +02:00
Zukero
bddb3e2a8c MapObject & MonsterSpawnArea now keep track of their Tiled group's name. 2013-10-20 22:14:35 +02:00
Oskar Wiksten
7f2388904b Minor gfx update to tiling pine trees 2013-10-20 10:30:01 +02:00
Oskar Wiksten
73e8851f27 Bugfix: Redraw whole screen if double-buffer is not pre-filled
* Fixes issue where the screen was only partially drawn after having entered heroinfoactivity before starting combat.
* lockCanvas() changes the supplied Rect object occasionally, to indicate that the double buffer has not been filled. In those cases, you need to redraw the whole rect.
2013-10-20 10:00:20 +02:00
Oskar Wiksten
a0f943994f Bugfix: Continue combat after having seen the combat log
* Previously, combat was stopped when entering the combat log. This commit makes the combat continue after having been stopped.
2013-10-20 09:03:53 +02:00
Oskar Wiksten
518934751b Merge branch 'new_tilesets_20131005' 2013-10-05 17:56:12 +02:00
Ian Haase
36da967dbe updated tilesets + template.tmx and authors.xml 2013-10-05 17:55:57 +02:00
Oskar Wiksten
9812dc6344 Merge pull request #5 from Zukero/master
Egocentric commit. Added my name in the authors...
2013-10-03 13:32:43 -07:00
Zukero
5daf70e739 Egocentric commit. Added my name in the authors... 2013-10-03 22:27:11 +02:00
Oskar Wiksten
0a8859b304 Add explicit quest stages to existing key areas 2013-10-03 08:27:11 +02:00
Oskar Wiksten
3cee7e95d2 Merge branch 'key_area_use_requirements' 2013-10-03 08:26:26 +02:00
Zukero
140dd16408 Key Area now use Requirement, instead of QuestProgress
* Requirement class moved from model.conversation to model.script
* Added requirement questLatestProgress : quest stage must be reached, but no stage with superior ID must be reached.
* New key requirements conditions type (item/gold/bonemeals) consumption (more or less than value, never strict checking, either <= or >=).
2013-10-02 18:21:14 +02:00
Oskar Wiksten
9af294932f Remove unused code 2013-09-25 22:30:10 +02:00
Oskar Wiksten
5136a7cab0 Merge branch 'headless-scripts' 2013-09-25 17:55:25 +02:00
Oskar Wiksten
b41fffee44 Content editor: Add support for giveItem,createTimer and timerElapsed in convs 2013-09-25 17:54:08 +02:00
Oskar Wiksten
0212dd6bbc Add world timers and world time (counted in number of rounds)
* Increase world time each round.
* Add script reward "createTimer"
* Add script requirement "timerElapsed"
2013-09-25 17:54:08 +02:00
Oskar Wiksten
d6583a4e33 Add reward type "giveItem", for quest rewards that do not need full droplists. 2013-09-25 17:54:08 +02:00
Oskar Wiksten
02bfeb5625 Enable map scripts to run on every round or tick 2013-09-25 17:54:08 +02:00
Oskar Wiksten
dc278fb5da First attempt at scripted map areas 2013-09-25 17:54:08 +02:00
Ian Haase
8d91c7375d recolored dirt transitions 2013-09-25 17:47:10 +02:00
589 changed files with 109020 additions and 41143 deletions

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@@ -4,5 +4,6 @@
<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>

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@@ -1,4 +0,0 @@
gen
bin
.metadata
.git

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@@ -18,7 +18,7 @@
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/gen" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/gen" isTestSource="false" generated="true" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />

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@@ -3,13 +3,13 @@
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.gpl.rpg.AndorsTrail"
android:versionCode="40"
android:versionName="0.7.1dev"
android:versionCode="42"
android:versionName="0.7.2dev"
android:installLocation="auto"
>
<uses-sdk
android:minSdkVersion="4"
android:targetSdkVersion="17"
android:targetSdkVersion="19"
/>
<supports-screens

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@@ -1,14 +1,18 @@
msgid ""
msgstr ""
"Project-Id-Version: Andors Trail\n"
"POT-Creation-Date: Tue Jul 23 13:09:25 CEST 2013\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: \n"
"Last-Translator: Oskar Wiksten <oskar.wiksten@gmail.com>\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=utf-8\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: [none]
msgid "translator-credits"
msgstr ""
#: actorconditions_v0610.json:chaotic_curse
msgid "Chaotic curse"
msgstr ""
@@ -5015,6 +5019,10 @@ msgstr ""
msgid "She's always nagging me about how I should move out of what she considers to be HER house, when it in fact is MY house and SHE is the one that should move out so that things can settle down."
msgstr ""
#: conversationlist_elwyl.json:elwyl_7
msgid "Ahem. As I've told you several times, Elwyl, since it's YOU that is causing all the trouble, I think it would be best for both our sake if YOU moved out."
msgstr ""
#: conversationlist_elwyl.json:elwyl_8
msgid "Argh. I am so upset at her!"
msgstr ""
@@ -10660,7 +10668,7 @@ msgid "Then some people started hearing strange noises coming from below the gro
msgstr ""
#: conversationlist_kantya.json:kantya9
msgid "Strange noises filled the whole mine, lour rumbles and shrieking noises from within the rock."
msgid "Strange noises filled the whole mine, loud rumbles and shrieking noises from within the rock."
msgstr ""
#: conversationlist_kaori.json:kaori_1
@@ -12058,7 +12066,7 @@ msgid "I have discovered that if you mix some ground up claws from a beast calle
msgstr ""
#: conversationlist_lodar.json:lodar_spo3_0
msgid "Up in the north, I have heard tales of beast called the Arulir. Their skin is thick as bark due to the interesting oily substance that they produce. I have learned that if you extract some of that thick oily substance, and mix it with an infectious claw from some monster, you can make a potion that makes your skin almost as tough as theirs. I will require two of those skins for it to be effective."
msgid "Up in the north, I have heard tales of beast called the Arulir. Their skin is thick as bark due to the interesting oily substance that they produce. I have learned that if you extract some of that thick oily substance, and mix it with an infectious claw from some monster, you can make a potion that makes your skin almost as tough as theirs. I will require two of those skins for it to be effective, and I believe you can find the type of claws that I require on monsters that dwell underground and in caves somewhere outside Fallhaven."
msgstr ""
#: conversationlist_lodar.json:lodar_xul0
@@ -26473,7 +26481,7 @@ msgid "Lodar can create a potion of strength if I bring him a dead spider and th
msgstr ""
#: questlist_v070_lodar.json:lodar_pots:43
msgid "Lodar can create a potent defensive potion if I bring him two Arulir skins and a claw from some monster."
msgid "Lodar can create a potent defensive potion if I bring him two Arulir skins and a claw from some monster. The Arulir beasts can be found somewhere up in the north, and the claws can apparently be found from creatures that dwell underground and in caves somewhere outside Fallhaven."
msgstr ""
#: questlist_v070_lodar.json:xulviir
@@ -26555,3 +26563,44 @@ msgstr ""
#: questlist_v070_misc.json:antifoodp:40
msgid "I can bring him more ingredients if I want him to create more antidote potions in the future."
msgstr ""
#: worldmap.xml::blackwater:prim
msgid "Prim"
msgstr ""
#: worldmap.xml::world1:charwoodh
msgid "Charwood"
msgstr ""
#: worldmap.xml::world1:crossglen
msgid "Crossglen"
msgstr ""
#: worldmap.xml::world1:crossroads
msgid "Crossroads Guardhouse"
msgstr ""
#: worldmap.xml::world1:fallhaven
msgid "Fallhaven"
msgstr ""
#: worldmap.xml::world1:flagstone
msgid "Flagstone Prison"
msgstr ""
#: worldmap.xml::world1:fflask
msgid "Foaming Flask Tavern"
msgstr ""
#: worldmap.xml::world1:loneford
msgid "Loneford"
msgstr ""
#: worldmap.xml::world1:remgard
msgid "Remgard"
msgstr ""
#: worldmap.xml::world1:vilegard
msgid "Vilegard"
msgstr ""

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@@ -0,0 +1,435 @@
# Indonesian translation for andors-trail
# Copyright (c) 2013 Rosetta Contributors and Canonical Ltd 2013
# This file is distributed under the same license as the andors-trail package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2013.
#
msgid ""
msgstr ""
"Project-Id-Version: andors-trail\n"
"Report-Msgid-Bugs-To: FULL NAME <EMAIL@ADDRESS>\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: 2014-05-10 06:16+0000\n"
"Last-Translator: Arief Setiadi Wibowo <q_thrynx@yahoo.com>\n"
"Language-Team: Indonesian <id@li.org>\n"
"Language: id\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Launchpad-Export-Date: 2014-05-28 22:14+0000\n"
"X-Generator: Launchpad (build 17017)\n"
#: [none]
msgid "translator-credits"
msgstr ""
"Launchpad Contributions:\n"
" Arief Setiadi Wibowo https://launchpad.net/~q-thrynx\n"
" Noza Putra Pratama https://launchpad.net/~mas-noza"
#: actorconditions_v0611_2.json:crit1
msgid "Internal bleeding"
msgstr "Perdarahan dalam"
#: actorconditions_v0611_2.json:crit2
msgid "Fracture"
msgstr "Tulang"
#: actorconditions_v0612_2.json:foodp
msgid "Food-poisoning"
msgstr "Racun makanan"
#: actorconditions_v069.json:poison_weak
msgid "Weak Poison"
msgstr "Racun ringan"
#: actorconditions_v069.json:str
msgid "Strength"
msgstr "Kekuatan"
#: actorconditions_v069_bwm.json:bleeding_wound
msgid "Bleeding wound"
msgstr "Luka perdarahan"
#: actorconditions_v069_bwm.json:speed_minor
msgid "Minor speed"
msgstr "Kecepatan rendah"
#: actorconditions_v070.json:barkskin
msgid "Bark skin"
msgstr "Kulit pohon"
#: actorconditions_v070.json:courage
msgid "Courage"
msgstr "Keberanian"
#: actorconditions_v070.json:crit_aware
msgid "Vulnerability awareness"
msgstr "Kesadaran akan kerawanan"
#: actorconditions_v070.json:def
msgid "Fortified defense"
msgstr "Pertahanan yang diperkuat"
#: actorconditions_v070.json:fear
msgid "Fear"
msgstr "Takut"
#: actorconditions_v070.json:fire
msgid "Ablaze"
msgstr "Menyala"
#: actorconditions_v070.json:haste
msgid "Haste"
msgstr "Mempercepat"
#: actorconditions_v070.json:regen2
msgid "Regeneration"
msgstr "Regenerasi"
#: actorconditions_v070.json:sense_1
msgid "Heightened senses"
msgstr "Indera meningkat"
#: actorconditions_v070.json:shadow_acc
msgid "Shadow's accuracy"
msgstr "Akurasi bayangan"
#: actorconditions_v070.json:shadow_dmg
msgid "Shadow's strength"
msgstr "Kekuatan bayangan"
#: actorconditions_v070.json:shadow_prot
msgid "Shadow's protection"
msgstr "Perlindungan bayangan"
#: actorconditions_v070.json:slime
msgid "Corrosive Slime"
msgstr "Lendir korosif"
#: actorconditions_v070.json:sting_minor
msgid "Minor sting"
msgstr "Sengatan kecil"
#: conversationlist_agthor.json:agthor0
msgid "Hello there. Please move along. These things are property of Feygard, and you have no business here."
msgstr "Hallo. Silakan jalan terus. Barang ini adalah properti dari Feygard, anda tidak memiliki urusan disini."
#: conversationlist_agthor.json:agthor_guard0
msgid "Talk to Agthor."
msgstr "Bicara pada Agthor."
#: conversationlist_agthor.json:agthor_guard0:0
#: conversationlist_ambelie.json:ambelie_1:0
#: conversationlist_arghes.json:arghes_2:1
#: conversationlist_blackwater_harlenn.json:harlenn_3:0
#: conversationlist_blackwater_throdna.json:throdna_loop_1:1
#: conversationlist_elythom_1.json:elythom_knight2:0
#: conversationlist_esfiume.json:erethori0:1
#: conversationlist_farrik.json:farrik_1:0
#: conversationlist_foamingflask_guards.json:ff_captain_1:2
#: conversationlist_foamingflask_outsideguard.json:ff_outsideguard_1:0
#: conversationlist_lethenlor.json:lethenlor0:0
#: conversationlist_lethenlor.json:lethenlor3:0
#: conversationlist_loneford_3.json:sienn:0
#: conversationlist_loneford_3.json:sienn_pet_1:0
#: conversationlist_loneford_kuldan.json:kuldan_1:1
#: conversationlist_lowyna.json:lowyna_1:0
#: conversationlist_lowyna.json:lowyna_4:1
#: conversationlist_prim_arghest.json:arghest_1:1
#: conversationlist_prim_arghest.json:arghest_4:0
#: conversationlist_prim_guthbered.json:guthbered_1:1
#: conversationlist_prim_outside.json:moyra_1:1
#: conversationlist_reinkarr.json:reinkarr:0
#: conversationlist_reinkarr.json:reinkarr_1:0
#: conversationlist_reinkarr.json:reinkarr_2:0
#: conversationlist_thievesguild_1.json:thievesguild_pickpocket_1:0
#: conversationlist_thorin.json:thorin_2:1
#: conversationlist_ulirfendor.json:ulirfendor_2:2
msgid "Who are you?"
msgstr "Siapakah Anda?"
#: conversationlist_agthor.json:agthor_guard0:1
#: conversationlist_thorin.json:thorin_2:0
#: conversationlist_thorin.json:thorin_who_1:0
msgid "What are you doing here?"
msgstr "Apa yang Anda lakukan disini?"
#: conversationlist_agthor.json:agthor_guard0:2
msgid "Are you from Feygard?"
msgstr "Apakah Anda dari Feygard?"
#: conversationlist_agthor.json:agthor_guard0:3
msgid "Where can I get some of that nice armor that you're wearing?"
msgstr "Dimanakah saya bisa mendapatkan baju besi yang bagus seperti yang anda kenakan?"
#: conversationlist_agthor.json:agthor_guard0_1
msgid "Agthor. Talk to him. *points at Agthor*"
msgstr "Agthor. Bicaralah padanya. *menunjuk ke Agthor*"
#: conversationlist_agthor.json:agthor_y1
msgid "Hey, you're that kid! That kid that we've been hearing about. It's great to finally get a face on the stories we've heard."
msgstr "Hei, kau anak itu! Anak yang sering kami dengar. Sungguh hebat rasanya akhirnya bisa bertemu dengan cerita yang kudengar."
#: conversationlist_agthor.json:agthor_y2
msgid "Please, anything I can help you with?"
msgstr "Kumohon, adakah yang bisa kubantu?"
#: conversationlist_agthor.json:agthor_y2:0
msgid "Care to trade some items?"
msgstr "Maukah bertukar sesuatu?"
#: conversationlist_agthor.json:agthor_y2:1
#: conversationlist_fallhaven_unnmir.json:unnmir_6:0
msgid "I'm looking for my brother."
msgstr "Saya mencari saudara saya."
#: conversationlist_agthor.json:agthor_y3
msgid "Sorry, can't help you there. You're the only kid I've seen running along here in a long time."
msgstr "Maaf, tidak bisa membantumu. Kamu hanya anak kecil yang berlarian di sekitar sini untuk waktu yang lama."
#: conversationlist_agthor.json:agthor_y4
msgid "Sure thing. Here's what I've got."
msgstr "Tentu. Ini yang aku punya."
#: conversationlist_agthor.json:agthor_y4:0
#: conversationlist_crossroads_2.json:gallain_trade_1:0
msgid "Trade"
msgstr "Berdagang"
#: conversationlist_ailshara.json:ailshara_1
msgid "Psst, hey. Interested in doing some trading? I am always looking for acquiring.. well, items of others.."
msgstr "Ssst, hei. Mau barter? Aku selalu ingin membeli.. sesuatu item atau lainnya.."
#: conversationlist_ailshara.json:ailshara_1:0
#: conversationlist_charwood1.json:khorailla2:0
msgid "Sure, let me see what you have."
msgstr "Tentu, lihat apa yang kamu punya."
#: conversationlist_ailshara.json:ailshara_1:1
msgid "Items of others?"
msgstr "Sesuatu untuk ditukar?"
#: conversationlist_ailshara.json:ailshara_2
msgid "Oh yes. You see, these Feygard patrol guards carry some really interesting things. They don't seem to care much if some of their shipments.. well, disappear."
msgstr "Ya. Kamu lihat, patroli penjaga Feygard membawa sesuatu yang sangat menarik. Mereka sepertinya tidak terlalu memperhatikan beberapa barang kirimannya menghilang."
#: conversationlist_ailshara.json:ailshara_2:0
#: conversationlist_hadracor.json:hadracor_complete_3:1
msgid "Ok, let me see what you have."
msgstr "Ok, kita lihat apa yang kamu punya."
#: conversationlist_ailshara.json:ailshara_2:1
msgid "I should really not get involved in this. Goodbye."
msgstr "Seharusnya aku tidak terlibat dengan ini. Selamat tinggal."
#: conversationlist_ailshara.json:ailshara_completed_n_1
msgid "Sigh, it's you. What do you want?"
msgstr "Ah, kamu. Apa yang kamu inginkan?"
#: conversationlist_ailshara.json:ailshara_completed_n_1:0
#: conversationlist_ailshara.json:ailshara_completed_y_1:0
#: conversationlist_arghes.json:arghes_6:0
#: conversationlist_ervelyn.json:ervelyn_d:0
msgid "Let me see what you have to trade."
msgstr "Kita lihat apa yang kamu punya untuk ditukar."
#: conversationlist_ailshara.json:ailshara_completed_y_1
msgid "Hello again my Shadow friend. How may I help you?"
msgstr "Halo lagi teman Bayanganku. Bagaimana aku bisa membantumu?"
#: conversationlist_ailshara.json:ailshara_deliver_1
msgid "Hello again. Did you deliver those items to the smith in Vilegard?"
msgstr "Halo lagi. Apakah kamu mengirim benda itu ke pandai besi di Vilegard?"
#: conversationlist_ailshara.json:ailshara_deliver_1:0
#: conversationlist_blackwater_throdna.json:throdna_purify_1:0
#: conversationlist_ulirfendor.json:ulirfendor_findparts_10:3
msgid "Yes, it is done."
msgstr "Ya, itu sudah selesai."
#: conversationlist_ailshara.json:ailshara_deliver_1:1
#: conversationlist_ailshara.json:ailshara_interested_1:0
msgid "Never mind that, let me see what you have to trade."
msgstr "Jangan dipikirkan, biar aku lihat apa yang kamu punya untuk ditukar."
#: conversationlist_ailshara.json:ailshara_deliver_1:2
#: conversationlist_ailshara.json:ailshara_interested_8:1
msgid "No. I will help Feygard instead."
msgstr "Tidak. Aku tetap akan membantu Feygard."
#: conversationlist_ailshara.json:ailshara_deliver_1:3
#: conversationlist_prim_guthbered.json:guthbered_killharl_1:0
msgid "Can you tell me again what I was supposed to do?"
msgstr "Bisakah kamu beritahu aku lagi apa yang seharusnya aku lakukan?"
#: conversationlist_ailshara.json:ailshara_deliver_1:4
msgid "Not yet."
msgstr "Belum"
#: conversationlist_ailshara.json:ailshara_deliver_2
msgid "Good. You should also try to convince Gandoren into thinking that you helped him."
msgstr "Baik. Kamu juga seharusnya meyakinkan Gandoren bahwa kamu membantunya."
#: conversationlist_ailshara.json:ailshara_deliver_3
msgid "Excellent! You do indeed walk with the Shadow my friend. I am glad to hear that there are at least a few decent folk still around."
msgstr "Hebat. Kamu memang berjalan dengan Bayangan temanku. Senang mendengarnya bahwa masih ada beberapa rakyat yang layak masih ada."
#: conversationlist_ailshara.json:ailshara_interested_1:1
msgid "I better not talk about it."
msgstr "Sebaiknya aku tidak membicarakan itu."
#: conversationlist_ailshara.json:ailshara_interested_2:1
msgid "I am doing this for the glory of Feygard."
msgstr "Aku lakukan ini untuk kejayaan Feygard."
#: conversationlist_ailshara.json:ailshara_interested_2:2
msgid "Helping Feygard seems like the right thing to do."
msgstr "Membantu Feygard sepertinya hal yang benar untuk dilakukan."
#: conversationlist_ailshara.json:ailshara_interested_2:3
msgid "What would you propose instead?"
msgstr "Apa yang akan kamu usulkan sebagai gantinya?"
#: conversationlist_ailshara.json:ailshara_interested_3:0
msgid "Sounds interesting, please go on."
msgstr "Sepertinya menarik, silakan lanjutkan."
#: conversationlist_ailshara.json:ailshara_interested_3:1
msgid "I have no problem helping Feygard without any personal gain."
msgstr "Tidak masalah buatku menolong Feygard tanpa mendapat keuntungan buatku pribadi."
#: conversationlist_ailshara.json:ailshara_interested_3:2
msgid "I better not get involved in this, goodbye."
msgstr "Sebaiknya aku tidak ikut campur dalam maslah ini, selamat tinggal."
#: conversationlist_ailshara.json:ailshara_interested_8:0
msgid "I will see what I can do."
msgstr "Aku akan lihat apa yang aku bisa."
#: conversationlist_ailshara.json:ailshara_interested_8:2
msgid "Whatever, I choose my own path."
msgstr "Terserah, aku pilih sendiri jalanku."
#: conversationlist_algangror.json:algangror_1:0
msgid "I am looking for my brother."
msgstr "Aku mencari saudaraku."
#: conversationlist_algangror.json:algangror_1:3
msgid "I'd rather not tell."
msgstr "Aku tidak ingin mengatakannya."
#: conversationlist_algangror.json:algangror_1:4
#: conversationlist_algangror.json:algangror_return_1:4
#: conversationlist_algangror.json:algangror_return_d2:0
msgid "I am sent by Jhaeld to end whatever it is you do to the people of Remgard."
msgstr "Aku dikirim oleh Jhaeld untuk mengakhiri apapun yang kamu lakukan pada orang-orang Remgard."
#: conversationlist_algangror.json:algangror_2d
msgid "Clever. I like that."
msgstr "Pintar, aku suka itu."
#: conversationlist_algangror.json:algangror_3:0
msgid "Sure, what's the problem?"
msgstr "Tentu, apa masalahnya?"
#: conversationlist_algangror.json:algangror_3:1
msgid "Maybe, it depends on what the problem is."
msgstr "Mungkin, itu tergantung pada masalahnya."
#: conversationlist_algangror.json:algangror_3:2
msgid "Maybe, it depends on what type of reward we are talking about."
msgstr "Mungkin, itu tergantung pada jenis imbalan yang kita bicarakan."
#: conversationlist_algangror.json:algangror_3:3
msgid "No way. You are acting way too creepy for me."
msgstr "Tidak mungkin. Kau berakting terlalu seram untukku."
#: conversationlist_algangror.json:algangror_cmp3:0
#: conversationlist_blackwater_lower.json:blackwater_throneguard_2:0
#: conversationlist_charwood1.json:charwd_guard2:0
#: conversationlist_ervelyn.json:ervelyn_give2:0
#: conversationlist_fallhaven_potions.json:fallhaven_pot_antifp_q4:0
#: conversationlist_fallhaven_potions.json:fallhaven_potions3:0
#: conversationlist_fallhaven_unzel.json:unzel_30:1
#: conversationlist_hjaldar.json:hjaldar_r15:0
#: conversationlist_lodarfg.json:lodar_fg1_16
#: conversationlist_loneford_4.json:arngyr_5
#: conversationlist_maevalia.json:maevalia_d10
#: conversationlist_talion_2.json:talion_bone_2
#: conversationlist_talion_2.json:talion_hair_2
#: conversationlist_talion_2.json:talion_irdegh_2
#: conversationlist_talion_2.json:talion_vial_2
#: conversationlist_thievesguild_1.json:thievesguild_cook_9:0
msgid "Thank you."
msgstr "Terima kasih."
#: itemcategories_1.json:2hsword
msgid "Two-handed sword"
msgstr "Pedang dua tangan"
#: itemcategories_1.json:axe
msgid "Axe"
msgstr "Kapak"
#: itemcategories_1.json:bsword
msgid "Broadsword"
msgstr "Pedang"
#: itemcategories_1.json:buckler
msgid "Buckler"
msgstr "Pembelaan"
#: itemcategories_1.json:club
msgid "Club"
msgstr "Gada"
#: itemcategories_1.json:dagger
msgid "Dagger"
msgstr "Pisau belati"
#: itemcategories_1.json:hammer
msgid "Warhammer"
msgstr "Palu"
#: itemcategories_1.json:hammer2h itemlist_weapons.json:hammer1
msgid "Giant hammer"
msgstr "Palu Raksasa"
#: itemcategories_1.json:lsword
msgid "Longsword"
msgstr "Pedang panjang"
#: itemcategories_1.json:mace
msgid "Mace"
msgstr "Lawang"
#: itemcategories_1.json:rapier
msgid "Rapier"
msgstr "Pedang tipis"
#: itemcategories_1.json:scepter
msgid "Scepter"
msgstr "Tongkat kerajaan"
#: itemcategories_1.json:shld_mtl_hv
msgid "Shield, metal (heavy)"
msgstr "Tameng, logam (berat)"
#: itemcategories_1.json:shld_mtl_li
msgid "Shield, metal (light)"
msgstr "Tameng, logam (ringan)"
#: itemcategories_1.json:shld_twr
msgid "Tower shield"
msgstr "Pelindung istana"
#: itemcategories_1.json:shld_wd_hv
msgid "Shield, wood (heavy)"
msgstr "Tameng, kayu (berat)"
#: itemcategories_1.json:shld_wd_li
msgid "Shield, wood (light)"
msgstr "Tameng, kayu (ringan)"
#: itemcategories_1.json:ssword
msgid "Shortsword"
msgstr "Pedang pendek"

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# Malay translation for andors-trail
# Copyright (c) 2013 Rosetta Contributors and Canonical Ltd 2013
# This file is distributed under the same license as the andors-trail package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2013.
#
msgid ""
msgstr ""
"Project-Id-Version: andors-trail\n"
"Report-Msgid-Bugs-To: FULL NAME <EMAIL@ADDRESS>\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: 2013-10-26 08:31+0000\n"
"Last-Translator: Launchpad Translations Administrators <Unknown>\n"
"Language-Team: Malay <ms@li.org>\n"
"Language: ms\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Launchpad-Export-Date: 2014-05-28 22:15+0000\n"
"X-Generator: Launchpad (build 17017)\n"
#: [none]
msgid "translator-credits"
msgstr ""
"Launchpad Contributions:\n"
" abuyop https://launchpad.net/~abuyop"
#: itemcategories_1.json:axe
msgid "Axe"
msgstr "Kapak"
#: itemcategories_1.json:dagger
msgid "Dagger"
msgstr "Pisau"
#: itemcategories_1.json:shld_mtl_hv
msgid "Shield, metal (heavy)"
msgstr "Perisai, logam (berat)"
#: itemcategories_1.json:shld_mtl_li
msgid "Shield, metal (light)"
msgstr "Perisai, logam (ringan)"
#: itemcategories_1.json:shld_wd_hv
msgid "Shield, wood (heavy)"
msgstr "Perisai, kayu (berat)"
#: itemcategories_1.json:shld_wd_li
msgid "Shield, wood (light)"
msgstr "Perisai, kayu (ringan)"

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#!/bin/sh
for i in *.po
do
echo "$i"
msgmerge --no-fuzzy-matching "${i}" english.pot \
| msgattrib --translated \
| msguniq --no-wrap --sort-by-file >"${i}.tmp1"
mv "${i}.tmp1" "$i"
done

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# Slovenian translation for andors-trail
# Copyright (c) 2013 Rosetta Contributors and Canonical Ltd 2013
# This file is distributed under the same license as the andors-trail package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2013.
#
msgid ""
msgstr ""
"Project-Id-Version: andors-trail\n"
"Report-Msgid-Bugs-To: FULL NAME <EMAIL@ADDRESS>\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: 2013-12-23 19:26+0000\n"
"Last-Translator: Andrej Znidarsic <andrej.znidarsic@gmail.com>\n"
"Language-Team: Slovenian <sl@li.org>\n"
"Language: sl\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Launchpad-Export-Date: 2014-05-28 22:15+0000\n"
"X-Generator: Launchpad (build 17017)\n"
#: [none]
msgid "translator-credits"
msgstr ""
"Launchpad Contributions:\n"
" Andrej Znidarsic https://launchpad.net/~andrej.znidarsic"
#: actorconditions_v0610.json:chaotic_curse
msgid "Chaotic curse"
msgstr "Kaotično prekletsvo"
#: actorconditions_v0610.json:chaotic_grip
msgid "Chaotic grip"
msgstr "Kaotični prijem"
#: actorconditions_v0611.json:blister
msgid "Blistering skin"
msgstr "Mehurjasta koža"
#: actorconditions_v0611.json:contagion
msgid "Insect contagion"
msgstr "Okužba z insektom"
#: actorconditions_v0611.json:focus_ac
msgid "Focused accuracy"
msgstr "Osredotočena natančnost"
#: actorconditions_v0611.json:focus_dmg
msgid "Focused damage"
msgstr "Osredotočena škoda"
#: actorconditions_v0611.json:poison_irdegh
msgid "Irdegh poison"
msgstr "Strup Irdegha"
#: actorconditions_v0611.json:stunned
msgid "Stunned"
msgstr "Ohromljen"
#: actorconditions_v0611_2.json:concussion
msgid "Concussion"
msgstr "Pretres"
#: actorconditions_v0611_2.json:crit1
msgid "Internal bleeding"
msgstr "Notranja krvavitev"
#: actorconditions_v0611_2.json:crit2
msgid "Fracture"
msgstr "Zlom"
#: actorconditions_v0611_2.json:rotworm
msgid "Kazaul rotworms"
msgstr "Kazaulovi gnili črvi"
#: actorconditions_v0611_2.json:shadowbless_acc
msgid "Blessing of Shadow accuracy"
msgstr "Blagoslov natančnosti Sence"
#: actorconditions_v0611_2.json:shadowbless_guard
msgid "Shadow guardian blessing"
msgstr "Blagoslov varuha Sence"
#: actorconditions_v0611_2.json:shadowbless_heal
msgid "Blessing of Shadow regeneration"
msgstr "Blagoslov regeneracije Sence"
#: actorconditions_v0611_2.json:shadowbless_str
msgid "Blessing of Shadow strength"
msgstr "Blagoslov moči Sence"
#: actorconditions_v0612_2.json:food
msgid "Sustenance"
msgstr "Preživetje"
#: actorconditions_v0612_2.json:foodp
msgid "Food-poisoning"
msgstr "Zastrupitev s hrano"
#: actorconditions_v069.json:bless
msgid "Bless"
msgstr "Blagoslov"
#: actorconditions_v069.json:poison_weak
msgid "Weak Poison"
msgstr "Šibek strup"
#: actorconditions_v069.json:regen
msgid "Shadow Regeneration"
msgstr "Regeneracija Sence"
#: actorconditions_v069.json:str
msgid "Strength"
msgstr "Moč"
#: actorconditions_v069_bwm.json:blackwater_misery
msgid "Blackwater misery"
msgstr "Črnovodna beda"
#: actorconditions_v069_bwm.json:bleeding_wound
msgid "Bleeding wound"
msgstr "Krvaveča rana"
#: actorconditions_v069_bwm.json:dazed
msgid "Dazed"
msgstr "Omotičen"
#: actorconditions_v069_bwm.json:fatigue_minor
msgid "Minor fatigue"
msgstr "Manjša utrujenost"
#: actorconditions_v069_bwm.json:feebleness_minor
msgid "Minor weapon feebleness"
msgstr "Manjša šibkost orožja"
#: actorconditions_v069_bwm.json:intoxicated
msgid "Intoxicated"
msgstr "Zastrupljen"
#: actorconditions_v069_bwm.json:rage_minor
msgid "Minor berserker rage"
msgstr "Manjši nori bes"
#: actorconditions_v069_bwm.json:speed_minor
msgid "Minor speed"
msgstr "Manjša hitrost"
#: actorconditions_v070.json:barkskin
msgid "Bark skin"
msgstr "Utrjena koža"
#: actorconditions_v070.json:courage
msgid "Courage"
msgstr "Pogum"
#: actorconditions_v070.json:crit_aware
msgid "Vulnerability awareness"
msgstr "Zavedanje ranljivosti"
#: actorconditions_v070.json:def
msgid "Fortified defense"
msgstr "Okrepljena obramba"
#: actorconditions_v070.json:fear
msgid "Fear"
msgstr "Strah"
#: actorconditions_v070.json:fire
msgid "Ablaze"
msgstr "V ognju"
#: actorconditions_v070.json:haste
msgid "Haste"
msgstr "Naglica"
#: actorconditions_v070.json:regen2
msgid "Regeneration"
msgstr "Regeneracija"
#: actorconditions_v070.json:sense_1
msgid "Heightened senses"
msgstr "Občutljiva čutila"
#: actorconditions_v070.json:shadow_acc
msgid "Shadow's accuracy"
msgstr "Senčina natančnost"
#: actorconditions_v070.json:shadow_dmg
msgid "Shadow's strength"
msgstr "Senčnina moč"
#: actorconditions_v070.json:shadow_prot
msgid "Shadow's protection"
msgstr "Senčina zaščita"
#: actorconditions_v070.json:slime
msgid "Corrosive Slime"
msgstr "Razjedajoča sluz"
#: actorconditions_v070.json:sting_minor
msgid "Minor sting"
msgstr "Manjši pik"
#: conversationlist_agthor.json:agthor0
msgid "Hello there. Please move along. These things are property of Feygard, and you have no business here."
msgstr "Pozdravljen. Premakni se naprej. Te stvari so lastnost Feygarda in tukaj nimaš kaj delati."
#: itemcategories_1.json:2hsword
msgid "Two-handed sword"
msgstr "Dvoročni meč"
#: itemcategories_1.json:axe
msgid "Axe"
msgstr "Sekira"
#: itemcategories_1.json:axe2h
msgid "Greataxe"
msgstr "Velika sekira"
#: itemcategories_1.json:bsword
msgid "Broadsword"
msgstr "Široki meč"
#: itemcategories_1.json:buckler
msgid "Buckler"
msgstr "Okrogel ščit"
#: itemcategories_1.json:club
msgid "Club"
msgstr "Udrihač"
#: itemcategories_1.json:dagger
msgid "Dagger"
msgstr "Bodalo"
#: itemcategories_1.json:hammer
msgid "Warhammer"
msgstr "Vojno kladivo"
#: itemcategories_1.json:hammer2h itemlist_weapons.json:hammer1
msgid "Giant hammer"
msgstr "Veliko gladivo"
#: itemcategories_1.json:lsword
msgid "Longsword"
msgstr "Dolgi meč"
#: itemcategories_1.json:mace
msgid "Mace"
msgstr "Palica"
#: itemcategories_1.json:rapier
msgid "Rapier"
msgstr "Rapir"
#: itemcategories_1.json:scepter
msgid "Scepter"
msgstr "Žezlo"
#: itemcategories_1.json:shld_mtl_hv
msgid "Shield, metal (heavy)"
msgstr "Ščit, kovinski (težak)"
#: itemcategories_1.json:shld_mtl_li
msgid "Shield, metal (light)"
msgstr "Ščit, kovinski (lahek)"
#: itemcategories_1.json:shld_twr
msgid "Tower shield"
msgstr "Kvadratni ščit"
#: itemcategories_1.json:shld_wd_hv
msgid "Shield, wood (heavy)"
msgstr "Ščit, lesen (težak)"
#: itemcategories_1.json:shld_wd_li
msgid "Shield, wood (light)"
msgstr "Ščit, lesen (lahek)"
#: itemcategories_1.json:ssword
msgid "Shortsword"
msgstr "Kratki meč"
#: itemcategories_1.json:staff itemlist_v070.json:qtrstaff
msgid "Quarterstaff"
msgstr "Kratka palica"

View File

@@ -0,0 +1,124 @@
# Thai translation for andors-trail
# Copyright (c) 2014 Rosetta Contributors and Canonical Ltd 2014
# This file is distributed under the same license as the andors-trail package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2014.
#
msgid ""
msgstr ""
"Project-Id-Version: andors-trail\n"
"Report-Msgid-Bugs-To: FULL NAME <EMAIL@ADDRESS>\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: 2014-04-29 13:40+0000\n"
"Last-Translator: KL <sumoisrock@gmail.com>\n"
"Language-Team: Thai <th@li.org>\n"
"Language: th\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Launchpad-Export-Date: 2014-05-28 22:16+0000\n"
"X-Generator: Launchpad (build 17017)\n"
#: [none]
msgid "translator-credits"
msgstr ""
"Launchpad Contributions:\n"
" KL https://launchpad.net/~sumoisrock"
#: actorconditions_v069.json:str
msgid "Strength"
msgstr "ความแข็งแรง"
#: actorconditions_v069_bwm.json:intoxicated
msgid "Intoxicated"
msgstr "เมา"
#: conversationlist_agthor.json:agthor_guard0
msgid "Talk to Agthor."
msgstr "คุยกับแอกเทอร์ซะ"
#: conversationlist_agthor.json:agthor_guard0:0
#: conversationlist_ambelie.json:ambelie_1:0
#: conversationlist_arghes.json:arghes_2:1
#: conversationlist_blackwater_harlenn.json:harlenn_3:0
#: conversationlist_blackwater_throdna.json:throdna_loop_1:1
#: conversationlist_elythom_1.json:elythom_knight2:0
#: conversationlist_esfiume.json:erethori0:1
#: conversationlist_farrik.json:farrik_1:0
#: conversationlist_foamingflask_guards.json:ff_captain_1:2
#: conversationlist_foamingflask_outsideguard.json:ff_outsideguard_1:0
#: conversationlist_lethenlor.json:lethenlor0:0
#: conversationlist_lethenlor.json:lethenlor3:0
#: conversationlist_loneford_3.json:sienn:0
#: conversationlist_loneford_3.json:sienn_pet_1:0
#: conversationlist_loneford_kuldan.json:kuldan_1:1
#: conversationlist_lowyna.json:lowyna_1:0
#: conversationlist_lowyna.json:lowyna_4:1
#: conversationlist_prim_arghest.json:arghest_1:1
#: conversationlist_prim_arghest.json:arghest_4:0
#: conversationlist_prim_guthbered.json:guthbered_1:1
#: conversationlist_prim_outside.json:moyra_1:1
#: conversationlist_reinkarr.json:reinkarr:0
#: conversationlist_reinkarr.json:reinkarr_1:0
#: conversationlist_reinkarr.json:reinkarr_2:0
#: conversationlist_thievesguild_1.json:thievesguild_pickpocket_1:0
#: conversationlist_thorin.json:thorin_2:1
#: conversationlist_ulirfendor.json:ulirfendor_2:2
msgid "Who are you?"
msgstr "เจ้าเป็นใคร?"
#: conversationlist_agthor.json:agthor_guard0:1
#: conversationlist_thorin.json:thorin_2:0
#: conversationlist_thorin.json:thorin_who_1:0
msgid "What are you doing here?"
msgstr "เจ้ามาทำอะไรที่นี่?"
#: conversationlist_agthor.json:agthor_guard0:2
msgid "Are you from Feygard?"
msgstr "เจ้ามาจากเฟย์การ์ดหรือเปล่า?"
#: conversationlist_agthor.json:agthor_guard0_1
msgid "Agthor. Talk to him. *points at Agthor*"
msgstr "แอกเทอร์ พูดกับเขาว่า *ชี้ที่ข้าซะ* ซะ"
#: conversationlist_ailshara.json:ailshara_deliver_1:1
#: conversationlist_ailshara.json:ailshara_interested_1:0
msgid "Never mind that, let me see what you have to trade."
msgstr "ไม่ต้องห่วงเรื่องนั้นหรอก เอาสิ่งที่เจ้าจะเอามาประทับตรามาให้ข้าดูซิ"
#: conversationlist_ailshara.json:ailshara_deliver_1:2
#: conversationlist_ailshara.json:ailshara_interested_8:1
msgid "No. I will help Feygard instead."
msgstr "ไม่ได้ ข้าจะช่วยเฟย์การ์ดแทน"
#: conversationlist_ailshara.json:ailshara_deliver_1:3
#: conversationlist_prim_guthbered.json:guthbered_killharl_1:0
msgid "Can you tell me again what I was supposed to do?"
msgstr "เจ้าบอกข้าอีกทีได้ไหมว่าข้าควรจะทำอะไร?"
#: conversationlist_ailshara.json:ailshara_deliver_1:4
msgid "Not yet."
msgstr "ยังเลย"
#: conversationlist_ailshara.json:ailshara_deliver_2
msgid "Good. You should also try to convince Gandoren into thinking that you helped him."
msgstr "ดีมาก เจ้าควรจะลองเชื่อมั่นแกนโดเรนดูแล้วคิดไว้ซะว่าเจ้าช่วยพวกเขาแล้ว"
#: conversationlist_ailshara.json:ailshara_deliver_3
msgid "Excellent! You do indeed walk with the Shadow my friend. I am glad to hear that there are at least a few decent folk still around."
msgstr "ดีมาก! เจ้าทำเดินจริงกับชาโดว์ เพื่อนข้าได้ ข้าดีใจด้วยที่ได้ข่าวว่ายังมีความเป็นพื้นบ้านที่ดีอยู่ไม่มาก"
#: conversationlist_ailshara.json:ailshara_delivered_1
msgid "Your help will be most appreciated by the people of Nor City, and you will be welcome among us."
msgstr "ความช่วยเหลือของเจ้าจะถูกชื่นชมจากคนในเมืองนอร์ แล้วเจ้าจะถูกต้อนรับท่ามกลางพวกเรา"
#: conversationlist_ailshara.json:ailshara_fg_1
msgid "By the Shadow, you sound like one of those deceptive snobs from Feygard."
msgstr "นี่ ชาโดว์ เสียงเจ้านี่เหมือนหนึ่งในบรรดาคนเสแสร้งหลอกหลวงของเฟย์การ์ดเลยนะ"
#: conversationlist_ailshara.json:ailshara_fg_2
msgid "Shadow help you, child. You should question yourself whether you really are making the right choice here."
msgstr "ชาโดว์จะช่วยเจ้านะ ไอ้หนู ถามตัวเองซะไม่ว่าเจ้าจะทำสิ่งที่ถูกต้องอยู่นี่"
#: conversationlist_ailshara.json:ailshara_interested_1
msgid "Psst, hey you! I saw you talking to Gandoren over there, and I happened to notice that you exchanged some items. Anything interesting?"
msgstr "นี่! ข้าเห็นเจ้ากำลังคุยกับแกนโดเรนอยู่ตรงนั้น แล้วข้าอยากแจ้งเจ้าว่าเจ้าได้แลกเปลี่ยนบางสิ่งบางอย่างไปแล้วนะ มีอะไรสนใจไหม?"

View File

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@@ -0,0 +1,88 @@
# Chinese (Simplified) translation for andors-trail
# Copyright (c) 2014 Rosetta Contributors and Canonical Ltd 2014
# This file is distributed under the same license as the andors-trail package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2014.
#
msgid ""
msgstr ""
"Project-Id-Version: andors-trail\n"
"Report-Msgid-Bugs-To: FULL NAME <EMAIL@ADDRESS>\n"
"POT-Creation-Date: Sun Nov 10 11:14:56 CET 2013\n"
"PO-Revision-Date: 2014-04-29 13:23+0000\n"
"Last-Translator: KL <sumoisrock@gmail.com>\n"
"Language-Team: Chinese (Simplified) <zh_CN@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Launchpad-Export-Date: 2014-05-28 22:16+0000\n"
"X-Generator: Launchpad (build 17017)\n"
#: [none]
msgid "translator-credits"
msgstr ""
"Launchpad Contributions:\n"
" KL https://launchpad.net/~sumoisrock"
#: actorconditions_v0611.json:stunned
msgid "Stunned"
msgstr "被震慑"
#: actorconditions_v069.json:bless
msgid "Bless"
msgstr "祝福"
#: actorconditions_v069.json:str
msgid "Strength"
msgstr "力量"
#: actorconditions_v069_bwm.json:intoxicated
msgid "Intoxicated"
msgstr "醉酒"
#: actorconditions_v070.json:haste
msgid "Haste"
msgstr "加速"
#: actorconditions_v070.json:regen2
msgid "Regeneration"
msgstr "急速自愈"
#: conversationlist_agthor.json:agthor_guard0:0
#: conversationlist_ambelie.json:ambelie_1:0
#: conversationlist_arghes.json:arghes_2:1
#: conversationlist_blackwater_harlenn.json:harlenn_3:0
#: conversationlist_blackwater_throdna.json:throdna_loop_1:1
#: conversationlist_elythom_1.json:elythom_knight2:0
#: conversationlist_esfiume.json:erethori0:1
#: conversationlist_farrik.json:farrik_1:0
#: conversationlist_foamingflask_guards.json:ff_captain_1:2
#: conversationlist_foamingflask_outsideguard.json:ff_outsideguard_1:0
#: conversationlist_lethenlor.json:lethenlor0:0
#: conversationlist_lethenlor.json:lethenlor3:0
#: conversationlist_loneford_3.json:sienn:0
#: conversationlist_loneford_3.json:sienn_pet_1:0
#: conversationlist_loneford_kuldan.json:kuldan_1:1
#: conversationlist_lowyna.json:lowyna_1:0
#: conversationlist_lowyna.json:lowyna_4:1
#: conversationlist_prim_arghest.json:arghest_1:1
#: conversationlist_prim_arghest.json:arghest_4:0
#: conversationlist_prim_guthbered.json:guthbered_1:1
#: conversationlist_prim_outside.json:moyra_1:1
#: conversationlist_reinkarr.json:reinkarr:0
#: conversationlist_reinkarr.json:reinkarr_1:0
#: conversationlist_reinkarr.json:reinkarr_2:0
#: conversationlist_thievesguild_1.json:thievesguild_pickpocket_1:0
#: conversationlist_thorin.json:thorin_2:1
#: conversationlist_ulirfendor.json:ulirfendor_2:2
msgid "Who are you?"
msgstr "您是谁?"
#: conversationlist_agthor.json:agthor_guard0:2
msgid "Are you from Feygard?"
msgstr "你从 Feygard 来吗?"
#: conversationlist_agthor.json:agthor_y4:0
#: conversationlist_crossroads_2.json:gallain_trade_1:0
msgid "Trade"
msgstr "交易"

View File

@@ -8,4 +8,4 @@
# project structure.
# Project target.
target=android-17
target=android-19

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@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android">
<solid android:color="#FF0000FF"/>
<stroke android:width="4dp" android:color="#FFFFFFFF"
android:dashWidth="1dp" android:dashGap="2dp" />
<padding android:left="7dp" android:top="7dp"
android:right="7dp" android:bottom="7dp" />
<corners android:radius="4dp" />
</shape>

View File

@@ -1,12 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item android:id="@android:id/background" android:drawable="@drawable/ui_bar_background">
</item>
<item android:id="@android:id/secondaryProgress">
<clip android:drawable="@drawable/ui_bar_background" />
</item>
<item android:id="@android:id/progress">
<clip android:drawable="@drawable/ui_purple_foreground" />
</item>
</layer-list>

View File

@@ -35,7 +35,7 @@
android:id="@+id/about_version"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="version"
android:text="@android:string/unknownName"
/>
</LinearLayout>
</LinearLayout>

View File

@@ -25,7 +25,7 @@
android:layout_height="wrap_content"
style="@style/titleWithIcon"
android:drawableLeft="@drawable/char_hero"
android:text="Name"
android:text="@android:string/unknownName"
/>
<TableLayout
@@ -35,12 +35,12 @@
<TableRow>
<TextView style="@style/traitsinfo_label" android:text="@string/heroinfo_level" />
<TextView android:id="@+id/heroinfo_level" android:text="1" />
<TextView android:id="@+id/heroinfo_level" android:text="@android:string/unknownName" />
</TableRow>
<TableRow>
<TextView style="@style/traitsinfo_label" android:text="@string/heroinfo_totalexperience" />
<TextView android:id="@+id/heroinfo_totalexperience" android:text="1" />
<TextView android:id="@+id/heroinfo_totalexperience" android:text="@android:string/unknownName" />
</TableRow>
</TableLayout>

View File

@@ -5,5 +5,5 @@
android:layout_height="wrap_content"
style="@style/textWithIcon"
android:drawableLeft="@drawable/equip_weapon"
android:text="Name"
android:text="@android:string/unknownName"
/>

View File

@@ -36,7 +36,7 @@
android:id="@+id/loadsave_slot_n"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="1."
android:text="@android:string/unknownName"
/>
<Button
android:id="@+id/loadsave_save_to_new_slot"

View File

@@ -29,7 +29,7 @@
android:id="@+id/startscreen_currenthero"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hero name"
android:text="@android:string/unknownName"
/>
<EditText
android:id="@+id/startscreen_enterheroname"
@@ -57,7 +57,7 @@
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:layout_alignParentRight="true"
android:text="v0.0.1"
android:text="@android:string/unknownName"
/>
</RelativeLayout>

View File

@@ -0,0 +1,27 @@
[
{
"id": "chaotic_grip",
"iconID": "actorconditions_1:96",
"name": "Chaotic grip",
"category": "mental",
"abilityEffect": {
"increaseBlockChance": -10,
"increaseDamageResistance": -1
}
},
{
"id": "chaotic_curse",
"iconID": "actorconditions_1:89",
"name": "Chaotic curse",
"category": "mental",
"abilityEffect": {
"increaseMaxAP": -1,
"increaseAttackDamage": {
"min": -1,
"max": -1
},
"increaseBlockChance": -10,
"increaseDamageResistance": -1
}
}
]

View File

@@ -0,0 +1,754 @@
[
{
"id": "arulirmountain_entrance",
"replies": [
{
"text": "N",
"nextPhraseID": "arulirmountain_entrance_1"
}
],
"message": "You have a gut feeling that it would be better to not go any further unprepared."
},
{
"id": "arulirmountain_entrance_1",
"replies": [
{
"text": "Leave",
"nextPhraseID": "X"
}
],
"message": "You need some item that would help you go through there undiscovered."
},
{
"id": "arulirmountain_brokenbridge",
"replies": [
{
"text": "Leave.",
"nextPhraseID": "X"
}
],
"message": "The Bridge is broken. It would not hold your weight."
},
{
"id": "arulirmountain_trap01",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulirmountain_trap01",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulirmountain_trap02",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulirmountain_trap02",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulirmountain_trap03",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulirmountain_trap03",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulirmountain_trap04",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulirmountain_trap04",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulirmountain_trap05",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulirmountain_trap05",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_trap01",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap01",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 4
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 4
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulircave_trap02",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap02",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 6
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 6
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 4
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 4
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_trap03",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap03",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 5
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_trap04",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap04",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 8
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 8
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulircave_trap05",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap05",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 6
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 6
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_trap06",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap06",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 7
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 6
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 6
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_trap07",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap07",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 9
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 9
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 3
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulircave_trap08",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap08",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 5
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "You fell into a hole and hurt yourself."
},
{
"id": "arulircave_trap09",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap09",
"value": 10
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 9
},
{
"rewardType": "actorCondition",
"rewardID": "bleeding_wound",
"value": 9
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 8
},
{
"rewardType": "actorCondition",
"rewardID": "crit2",
"value": 8
}
],
"replies": [
{
"text": "Ouch.",
"nextPhraseID": "X"
}
],
"message": "Some rocks above your head begin to crack.\nA moment later a pile of rocks rains down on you."
},
{
"id": "arulircave_secret_open",
"replies": [
{
"text": "N",
"nextPhraseID": "arulircave_secret_1"
}
],
"message": "You stumble over some rocks. As you fall against the wall, it buckles and the whole wall begins to crumble.",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_secret",
"value": 20
}
]
},
{
"id": "arulircave_secret_1",
"replies": [
{
"text": "Nice, a secret room.",
"nextPhraseID": "X"
}
],
"message": "When the dust clears a bit you can see a small corridor."
},
{
"id": "arulircave_secret",
"replies": [
{
"requires": [
{
"requireType": "questLatestProgress",
"requireID": "arulircave_secret",
"value": 10
}
],
"nextPhraseID": "arulircave_secret_open"
},
{
"nextPhraseID": "X"
}
]
},
{
"id": "arulircave_secret_initiate",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_secret",
"value": 10
}
],
"replies": [
{
"nextPhraseID": "X"
}
]
},
{
"id": "arulircave_trap10",
"rewards": [
{
"rewardType": "questProgress",
"rewardID": "arulircave_trap10",
"value": 10
}
],
"replies": [
{
"text": "Oh no...",
"nextPhraseID": "X"
}
],
"message": "The ground is very slippery. You stumble and fall into the water."
},
{
"id": "arulirmountain_bosstrap_r",
"replies": [
{
"requires": [
{
"requireType": "inventoryRemove",
"requireID": "lava_rock_hot",
"value": 1
}
],
"nextPhraseID": "arulirmountain_bosstrap_ry"
},
{
"nextPhraseID": "arulirmountain_bosstrap_rn"
}
]
},
{
"id": "arulirmountain_bosstrap_ry",
"rewards": [
{
"rewardType": "giveItem",
"rewardID": "lava_rock_cold",
"value": 1
}
],
"replies": [
{
"text": "N",
"nextPhraseID": "arulirmountain_bosstrap_rs"
}
]
},
{
"id": "arulirmountain_bosstrap_rn",
"rewards": [
{
"rewardType": "giveItem",
"rewardID": "lava_rock_hot",
"value": 1
},
{
"rewardType": "actorCondition",
"rewardID": "fire",
"value": 1
}
],
"replies": [
{
"text": "That's hot!",
"nextPhraseID": "X"
}
],
"message": "The lava is bubbling and glowing flakes scorching through your clothes."
},
{
"id": "arulirmountain_bosstrap_rs",
"replies": [
{
"requires": [
{
"requireType": "inventoryRemove",
"requireID": "lava_rock_hot",
"value": 1
}
],
"nextPhraseID": "arulirmountain_bosstrap_ry"
},
{
"nextPhraseID": "X"
}
]
},
{
"id": "arulirmountain_bosstrap",
"replies": [
{
"requires": [
{
"requireType": "inventoryRemove",
"requireID": "lava_rock_hot",
"value": 1
}
],
"nextPhraseID": "arulirmountain_bosstrap_b"
},
{
"nextPhraseID": "arulirmountain_bosstrap_nr"
}
]
},
{
"id": "arulirmountain_bosstrap_b",
"rewards": [
{
"rewardType": "actorCondition",
"rewardID": "fire",
"value": 2
},
{
"rewardType": "giveItem",
"rewardID": "lava_rock_cold",
"value": 1
}
],
"replies": [
{
"nextPhraseID": "X"
}
]
},
{
"id": "arulirmountain_bosstrap_nr",
"rewards": [
{
"rewardType": "giveItem",
"rewardID": "lava_rock_hot",
"value": 1
}
],
"replies": [
{
"nextPhraseID": "X"
}
]
}
]

View File

@@ -123,5 +123,63 @@
{
"id": "debugrequireskey",
"message": "This tile requires a quest progress."
}
},
{
"id": "debugrequires10gold",
"replies": [
{
"text": "Too bad.",
"nextPhraseID": "X"
},
{
"text": "Well, gimme 10 gold then !",
"nextPhraseID": "debugrequires10gold_1"
}
],
"message": "This tile costs 10 gold !"
},
{
"id": "debugrequires10gold_1",
"replies": [
{
"requires": [
{
"requireType": "spentGold",
"requireID": "gold",
"value": 100
}
],
"nextPhraseID": "debugrequires10gold_3"
},
{
"nextPhraseID": "debugrequires10gold_2"
}
]
},
{
"id": "debugrequires10gold_2",
"rewards": [
{
"rewardType": "dropList",
"rewardID": "debugrequires10gold_droplist"
}
],
"replies": [
{
"text": "When I come to debugmap, I always feel like a star.",
"nextPhraseID": "X"
}
],
"message": "Okay. But only because it's you M. Coder."
},
{
"id": "debugrequires10gold_3",
"replies": [
{
"text": "Damn.",
"nextPhraseID": "X"
}
],
"message": "Sorry. You already spent 100 gold..."
}
]

View File

@@ -185,7 +185,7 @@
},
{
"id": "elwyl_7",
"message": "Ahem. As I've told you several times, Elwyl, since it's YOU that is causing all the trouble, I think it would be best for both our sakes if YOU moved out.",
"message": "Ahem. As I've told you several times, Elwyl, since it's YOU that is causing all the trouble, I think it would be best for both our sake if YOU moved out.",
"switchToNPC": "elwel",
"replies": [
{

View File

@@ -374,6 +374,11 @@
"rewardType": "questProgress",
"rewardID": "farrik",
"value": 70
},
{
"rewardType": "removeSpawnArea",
"mapName": "fallhaven_prison",
"rewardID": "fallhaven_prisoner"
}
],
"replies": [

View File

@@ -1209,7 +1209,7 @@
"nextPhraseID": "lodar_spo3_5x10"
}
],
"message": "Up in the north, I have heard tales of beast called the Arulir. Their skin is thick as bark due to the interesting oily substance that they produce. I have learned that if you extract some of that thick oily substance, and mix it with an infectious claw from some monster, you can make a potion that makes your skin almost as tough as theirs. I will require two of those skins for it to be effective."
"message": "Up in the north, I have heard tales of beast called the Arulir. Their skin is thick as bark due to the interesting oily substance that they produce. I have learned that if you extract some of that thick oily substance, and mix it with an infectious claw from some monster, you can make a potion that makes your skin almost as tough as theirs. I will require two of those skins for it to be effective, and I believe you can find the type of claws that I require on monsters that dwell underground and in caves somewhere outside Fallhaven."
},
{
"id": "lodar_spo3_5",

View File

@@ -0,0 +1,224 @@
[
{
"id": "arulirskin",
"items": [
{
"itemID": "gold",
"quantity": {
"min": 1,
"max": 12
},
"chance": 70
},
{
"itemID": "meat",
"quantity": {
"min": 1,
"max": 1
},
"chance": 5
},
{
"itemID": "hair",
"quantity": {
"min": 1,
"max": 1
},
"chance": 10
},
{
"itemID": "arulir_skin",
"quantity": {
"min": 1,
"max": 1
},
"chance": 100
}
]
},
{
"id": "arulircave_secretloot",
"items": [
{
"quantity": {
"min": 5,
"max": 10
},
"itemID": "gem4",
"chance": 80
},
{
"quantity": {
"min": 5,
"max": 10
},
"itemID": "gem5",
"chance": 70
},
{
"quantity": {
"min": 100,
"max": 1000
},
"itemID": "gold",
"chance": 100
},
{
"quantity": {
"min": 5,
"max": 10
},
"itemID": "gem3",
"chance": 90
}
]
},
{
"id": "arulircave1_loot1",
"items": [
{
"quantity": {
"min": 100,
"max": 300
},
"itemID": "gold",
"chance": 100
},
{
"quantity": {
"min": 1,
"max": 1
},
"itemID": "shirt1",
"chance": 100
},
{
"quantity": {
"min": 1,
"max": 1
},
"itemID": "ring1",
"chance": 100
}
]
},
{
"id": "arulircave1_loot2",
"items": [
{
"quantity": {
"min": 1,
"max": 3
},
"itemID": "rusted_iron_sword",
"chance": 100
},
{
"quantity": {
"min": 1,
"max": 2
},
"itemID": "shield_cracked_wooden",
"chance": 100
}
]
},
{
"id": "arulir_gornaud",
"items": [
{
"quantity": {
"min": 5,
"max": 80
},
"itemID": "gold",
"chance": 70
},
{
"quantity": {
"min": 1,
"max": 1
},
"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": 2
},
"itemID": "meat",
"chance": 5
},
{
"quantity": {
"min": 1,
"max": 1
},
"itemID": "hunters_sword",
"chance": "1/10000"
}
]
},
{
"id": "arulir_leader",
"items": [
{
"quantity": {
"min": 1,
"max": 1
},
"itemID": "arulir_skin",
"chance": 90
},
{
"quantity": {
"min": 20,
"max": 80
},
"itemID": "gold",
"chance": 70
},
{
"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": "hunters_sword",
"chance": "1/1000"
}
]
}
]

View File

@@ -161,5 +161,18 @@
"chance": 100
}
]
}
},
{
"id": "debugrequires10gold_droplist",
"items": [
{
"quantity": {
"min": 10,
"max": 10
},
"itemID": "gold",
"chance": 100
}
]
}
]

View File

@@ -0,0 +1,66 @@
[
{
"id": "crystal_blue",
"name": "Blue Crystals",
"hasManualPrice": 1,
"iconID": "items_misc:31",
"category": "gem",
"baseMarketCost": 5,
"description": "Some blue shimmering crystals."
},
{
"id": "crystal_red",
"name": "Red Crystals",
"hasManualPrice": 1,
"iconID": "items_misc:34",
"category": "gem",
"baseMarketCost": 4,
"description": "Some red shimmering crystals."
},
{
"id": "hunters_sword",
"name": "Hunters Sword",
"displaytype": "extraordinary",
"equipEffect": {
"increaseAttackDamage": {
"min": 2,
"max": 8
},
"increaseAttackCost": 4,
"increaseAttackChance": 25
},
"hitEffect": {
"increaseCurrentAP": {
"min": 1,
"max": 1
}
},
"killEffect": {
"conditionsSource": [
{
"magnitude": 1,
"condition": "rage_minor",
"duration": 3,
"chance": 10
}
]
},
"iconID": "items_misc_5:42",
"category": "lsword",
"description": "Be the fastest on your venery."
},
{
"id": "lava_rock_hot",
"name": "Fierce Lava Rock",
"iconID": "items_misc_3:102",
"category": "other",
"description": "Burning through your clothes"
},
{
"id": "lava_rock_cold",
"name": "Cold Lava Rock",
"iconID": "items_misc:13",
"description": "A cold piece of magma",
"category": "other"
}
]

View File

@@ -0,0 +1,219 @@
[
{
"id": "arulir_3",
"iconID": "monsters_arulirs:0",
"name": "Cave Arulir",
"spawnGroup": "arulir_2",
"monsterClass": "giant",
"maxHP": 365,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 80,
"criticalSkill": 44,
"criticalMultiplier": 3,
"blockChance": 28,
"damageResistance": 8,
"droplistID": "arulir",
"attackDamage": {
"min": 3,
"max": 22
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "stunned",
"magnitude": 1,
"duration": 4,
"chance": 23
}
]
}
},
{
"id": "arulir_4",
"iconID": "monsters_arulirs:1",
"name": "Giant Cave Arulir",
"spawnGroup": "arulir_2",
"monsterClass": "giant",
"maxHP": 380,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 80,
"criticalSkill": 44,
"criticalMultiplier": 3,
"blockChance": 28,
"damageResistance": 10,
"droplistID": "arulir",
"attackDamage": {
"min": 3,
"max": 22
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "stunned",
"magnitude": 1,
"duration": 4,
"chance": 26
}
]
}
},
{
"id": "arulir_5",
"iconID": "monsters_arulirs:2",
"name": "Cryptic Arulir",
"spawnGroup": "arulir_3",
"monsterClass": "giant",
"maxHP": 403,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 110,
"criticalSkill": 50,
"criticalMultiplier": 3,
"blockChance": 28,
"damageResistance": 12,
"droplistID": "arulir",
"attackDamage": {
"min": 4,
"max": 25
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "stunned",
"magnitude": 1,
"duration": 4,
"chance": 30
}
]
}
},
{
"id": "gornaud_4",
"iconID": "monsters_rltiles2:28",
"name": "Azurite Gornaud",
"spawnGroup": "gornaud_4",
"monsterClass": "giant",
"maxHP": 390,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 120,
"blockChance": 45,
"damageResistance": 9,
"droplistID": "arulir_gornaud",
"attackDamage": {
"min": 7,
"max": 23
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "dazed",
"magnitude": 1,
"duration": 3,
"chance": 25
}
]
}
},
{
"id": "gornaud_5",
"iconID": "monsters_rltiles2:30",
"name": "Garnet Gornaud",
"spawnGroup": "gornaud_4",
"monsterClass": "giant",
"maxHP": 385,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 120,
"blockChance": 45,
"damageResistance": 9,
"droplistID": "arulir_gornaud",
"attackDamage": {
"min": 7,
"max": 23
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "dazed",
"magnitude": 1,
"duration": 3,
"chance": 25
}
]
}
},
{
"id": "gornaud_6",
"iconID": "monsters_rltiles2:31",
"name": "Nephrite Gornaud",
"spawnGroup": "gornaud_4",
"monsterClass": "giant",
"maxHP": 395,
"maxAP": 5,
"moveCost": 5,
"attackCost": 5,
"attackChance": 120,
"blockChance": 45,
"damageResistance": 9,
"droplistID": "arulir_gornaud",
"attackDamage": {
"min": 7,
"max": 23
},
"hitEffect": {
"conditionsTarget": [
{
"condition": "dazed",
"magnitude": 1,
"duration": 3,
"chance": 25
}
]
}
},
{
"id": "arulir_leader",
"name": "Arulir Pack Leader",
"iconID": "monsters_arulirs:3",
"maxHP": 1000,
"monsterClass": "giant",
"attackDamage": {
"min": 10,
"max": 20
},
"hitEffect": {
"conditionsSource": [
{
"magnitude": 1,
"duration": 1,
"chance": 50,
"condition": "rage_minor"
}
],
"conditionsTarget": [
{
"magnitude": 1,
"duration": 4,
"chance": 35,
"condition": "stunned"
}
]
},
"spawnGroup": "arulir_leader",
"droplistID": "arulir_leader",
"attackCost": 5,
"attackChance": 125,
"criticalSkill": 55,
"criticalMultiplier": 3,
"blockChance": 30,
"damageResistance": 14
}
]

View File

@@ -0,0 +1,150 @@
[
{
"id": "arulirmountain_trap01",
"name": "Arulir Mountain Trap 1",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulirmountain_trap02",
"name": "Arulir Mountain Trap 2",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulirmountain_trap03",
"name": "Arulir Mountain Trap 3",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulirmountain_trap04",
"name": "Arulir Mountain Trap 4",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulirmountain_trap05",
"name": "Arulir Mountain Trap 5",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap01",
"name": "Arulir Cave Trap 1",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap02",
"name": "Arulir Cave Trap 2",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap03",
"name": "Arulir Cave Trap 3",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap04",
"name": "Arulir Cave Trap 4",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap05",
"name": "Arulir Cave Trap 5",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap06",
"name": "Arulir Cave Trap 6",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap07",
"name": "Arulir Cave Trap 7",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap08",
"name": "Arulir Cave Trap 8",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_trap09",
"name": "Arulir Cave Trap 9",
"stages": [
{
"progress": 10
}
]
},
{
"id": "arulircave_secret",
"name": "Arulircave secret room",
"stages": [
{
"progress": 10
},
{
"progress": 20,
"finishesQuest": 1
}
]
},
{
"id": "arulircave_trap10",
"name": "arulircave_trap10",
"stages": [
{
"progress": 10
}
]
}
]

View File

@@ -4,6 +4,10 @@
"name": "Placeholder for hidden quest stages (not displayed)",
"showInLog": 0,
"stages": [
{
"progress": 5,
"logText": "Back area of the smith in Crossglen"
},
{
"progress": 10,
"logText": "Tavern room in Foaming Flask"
@@ -53,6 +57,9 @@
{
"progress": 10,
"finishesQuest": 1
},
{
"progress": 20
}
]
},

View File

@@ -76,7 +76,7 @@
"logText": "Lodar can create a potion of strength if I bring him a dead spider and the wings of an insect."
},
{
"logText": "Lodar can create a potent defensive potion if I bring him two Arulir skins and a claw from some monster.",
"logText": "Lodar can create a potent defensive potion if I bring him two Arulir skins and a claw from some monster. The Arulir beasts can be found somewhere up in the north, and the claws can apparently be found from creatures that dwell underground and in caves somewhere outside Fallhaven.",
"progress": 43
}
]

View File

@@ -4,19 +4,15 @@
<string name="app_name">Andor\'s Trail</string>
<string name="app_description">Questgetriebenes Fantasy-Rollenspiel</string>
<string name="exit">Beenden</string>
<string name="exit_to_menu">Zum Menü</string>
<string name="menu_pause">Pause</string>
<string name="menu_settings">Einstellungen</string>
<string name="menu_save">Speichern</string>
<string name="menu_load">Laden</string>
<string name="menu_save_gamesaved">Spielstand wurde auf Speicherplatz %1$d gesichert</string>
<string name="menu_save_failed">Speichern fehlgeschlagen! Ist die SD-Karte eingelegt und beschreibbar?</string>
<string name="loadsave_title_save">Spielstand speichern</string>
<string name="loadsave_title_load">Spielstand laden</string>
<string name="loadsave_selectslot">Speicherplatz wählen</string>
<string name="loadsave_slot_empty">(leer)</string>
<string name="savegame_currenthero_displayinfo">Level %1$d, %2$d Erfahrung, %3$d Goldmünzen</string>
<string name="dialog_loading_message">Lade Ressourcen...</string>
@@ -26,27 +22,17 @@
<string name="dialog_close">Schließen</string>
<string name="dialog_confirmexit_title">Beenden</string>
<string name="dialog_confirmexit_message">Sind sie sicher, dass sie das Programm beenden möchten?</string>
<string name="dialog_paused_title">Pausiert</string>
<string name="dialog_paused_message">Das Spiel wurde unterbrochen</string>
<string name="dialog_paused_resume">Weiterspielen</string>
<string name="dialog_monsterencounter_title">Begegnung</string>
<string name="dialog_monsterencounter_message">Angreifen?\nSchwierigkeit: %1$s</string>
<string name="dialog_monsterencounter_info">Info</string>
<string name="status_hp">LP:</string>
<string name="status_mp">MP:</string>
<string name="status_ap">AP:</string>
<string name="status_exp">Erf.:</string>
<string name="heroinfo_char">Übersicht</string>
<string name="heroinfo_inv">Inventar</string>
<string name="heroinfo_wear">Angelegt</string>
<string name="heroinfo_skill">Skills</string>
<string name="heroinfo_spell">Zauber</string>
<string name="heroinfo_levelup">Aufstieg</string>
<string name="heroinfo_level">Level</string>
<string name="heroinfo_totalexperience">Erfahrung</string>
@@ -59,7 +45,6 @@
<string name="combat_attack">Angriff (%1$d AP)</string>
<string name="combat_move">Bewegung (%1$d AP)</string>
<string name="combat_use">Benutzen</string>
<string name="combat_spell">Zauber</string>
<string name="combat_endturn">Runde beenden</string>
<!-- <string name="combat_endcombat">Kampf beenden</string>-->
<string name="combat_flee">Fliehen</string>
@@ -89,7 +74,7 @@
<string name="inventory_item_equipped">%1$s angelegt.</string>
<string name="dialog_loot_pickall">Alles einsammeln</string>
<string name="dialog_loot_foundgold">Du findest %1$d Goldmünzen. </string>
<string name="dialog_loot_foundgold">Du findest %1$d Goldmünzen.</string>
<string name="dialog_loot_pickedupitem">Du hebst einen Gegenstand auf.</string>
<string name="dialog_loot_pickedupitems">Du hebst %1$d Gegenstände auf.</string>
<string name="dialog_groundloot_title">Gegenstände</string>
@@ -108,10 +93,7 @@
<string name="actorinfo_class">Klasse:</string>
<string name="actorinfo_difficulty">Schwierigkeit:</string>
<string name="actorinfo_health">Lebenspunkte:</string>
<string name="actorinfo_attacksperturn">Angriffe/Runde:</string>
<string name="actorinfo_movesperturn">Bewegungen/Runde:</string>
<string name="actorinfo_attack">Angriff:</string>
<string name="actorinfo_criticalhit">Krit. Treffer:</string>
<string name="actorinfo_defense">Abwehr:</string>
<string name="actorinfo_movecost">Bewegungskosten (AP):</string>
<string name="actorinfo_basetraits">Basiskampfeigenschaften (ohne Ausrüstung und Skills)</string>
@@ -135,18 +117,6 @@
<string name="iteminfo_action_equip_ap">Anlegen (%1$d AP)</string>
<string name="iteminfo_action_unequip_ap">Ablegen (%1$d AP)</string>
<string name="itemcategory_money">Geld</string>
<string name="itemcategory_weapon">Waffe</string>
<string name="itemcategory_shield">Schild</string>
<string name="itemcategory_wearable_head">Helme</string>
<string name="itemcategory_wearable_body">Rüstung</string>
<string name="itemcategory_wearable_hand">Handschuhe</string>
<string name="itemcategory_wearable_feet">Stiefel</string>
<string name="itemcategory_wearable_neck">Halsketten</string>
<string name="itemcategory_wearable_ring">Ringe</string>
<string name="itemcategory_potion">Tränke</string>
<string name="itemcategory_other">Sonstiges</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>
@@ -196,7 +166,7 @@
&lt;br /&gt;
&lt;a href="http://andorstrail.com/"&gt;Forum auf andorstrail.com für Fragen und Diskussionen.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://andorstrail.com/wiki"&gt;Game wiki for info about the Andor\'s Trail world, among other things.&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://andorstrail.com/wiki"&gt;Game Wiki über die Welt von Andor\'s Trail und weitergehende Informationen.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://code.google.com/p/andors-trail/"&gt;Projekt Homepage auf code.google.com für Entwickler.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
@@ -228,7 +198,6 @@
Danke für alle bisherigen Rückmeldungen!
</string>
<string name="questlog_title">Quests</string>
<string name="questlog_includecompleted_prompt">Welche Quests anzeigen?</string>
<string name="questlog_includecompleted_hidecompleted">Verstecke abgeschlossene Quests</string>
<string name="questlog_includecompleted_includecompleted">Zeige auch abgeschlossene Quests</string>
@@ -251,9 +220,13 @@
<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 anzeigen</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"> Kurze Nachricht, nur beim Fund von Gegenstd.</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>
@@ -342,7 +315,7 @@
<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">Cleave</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>
@@ -433,7 +406,7 @@
<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 beeinhaltet alle von Gegnern hinzugefügten Effekte wie beispielsweise Vergiftung, Benommen und Ermüdung.</string>
<string name="skill_longdescription_shadow_bless">Verringert die Chance von Effekten aller Art geplagt zu werden um %1$d %%. Das beinhaltet alle von Gegnern hinzugefügten Effekte wie beispielsweise Vergiftung, Benommen und Ermüdung.</string>
<string name="inventory_movetop">Nach ganz oben verschieben</string>
<string name="inventory_movebottom">Nach ganz unten verschieben</string>
@@ -507,6 +480,107 @@
<!-- =========================================== -->
<!-- Added in v0.7.0 -->
<string name="heroinfo_reequip_cost">Ausrüstungskosten (AP):</string>
<string name="heroinfo_useitem_cost">Benutzungskosten (AP):</string>
<string name="combat_result_monstermoved">%1$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 stumpfen 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$d %% der ursprünglichen Kritischen Fähigkeit des Gegenstands je Level des Skills. Dies umfasst Keulen, Kampfstäbe, Streitkolben, Scepter, Kriegshämmer und Riesenhämmer.</string>
<string name="skill_longdescription_weapon_prof_unarmed">Beim Kampf ohne Rüstung und Schild erhältst du %1$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>
</resources>

View File

@@ -4,19 +4,15 @@
<string name="app_name">La Piste d\'Andor</string>
<string name="app_description">Jeu de rôle fantastique à base de quêtes</string>
<string name="exit">Quitter</string>
<string name="exit_to_menu">Retour au menu</string>
<string name="menu_pause">Pause</string>
<string name="menu_settings">Préférences</string>
<string name="menu_save">Sauver</string>
<string name="menu_load">Charger</string>
<string name="menu_save_gamesaved">La partie a été sauvegardé dans l\'emplacement %1$d</string>
<string name="menu_save_failed">Échec de la sauvegarde de la partie ! La carte SD est-elle montée et inscriptible ?</string>
<string name="loadsave_title_save">Partie sauvegardée</string>
<string name="loadsave_title_load">Charger une partie sauvegardée</string>
<string name="loadsave_selectslot">Sélectionner un emplacement</string>
<string name="loadsave_slot_empty">(vide)</string>
<string name="savegame_currenthero_displayinfo">niveau %1$d, %2$d exp, %3$d or</string>
<string name="dialog_loading_message">Chargement des ressources...</string>
@@ -26,27 +22,17 @@
<string name="dialog_close">Fermer</string>
<string name="dialog_confirmexit_title">Quitter</string>
<string name="dialog_confirmexit_message">Voulez-vous vraiment quitter ?</string>
<string name="dialog_paused_title">En pause</string>
<string name="dialog_paused_message">Jeu en pause</string>
<string name="dialog_paused_resume">Reprendre</string>
<string name="dialog_monsterencounter_title">Rencontre</string>
<string name="dialog_monsterencounter_message">Voulez-vous attaquer ?\nDifficulté : %1$s</string>
<string name="dialog_monsterencounter_info">Info</string>
<string name="status_hp">HP :</string>
<string name="status_mp">MP :</string>
<string name="status_ap">AP :</string>
<string name="status_exp">Niv. :</string>
<string name="heroinfo_char">Vue d\'ensemble</string>
<string name="heroinfo_inv">Inventaire</string>
<string name="heroinfo_wear">Équipé</string>
<string name="heroinfo_skill">Compétences</string>
<string name="heroinfo_spell">Sorts</string>
<string name="heroinfo_levelup">Niveau supérieur</string>
<string name="heroinfo_level">Niveau</string>
<string name="heroinfo_totalexperience">Expérience totale</string>
@@ -59,7 +45,6 @@
<string name="combat_attack">Attaque (%1$d AP)</string>
<string name="combat_move">Déplacement (%1$d AP)</string>
<string name="combat_use">Utiliser objet</string>
<string name="combat_spell">Sort</string>
<string name="combat_endturn">Fin du tour</string>
<!-- <string name="combat_endcombat">End combat</string>-->
<string name="combat_flee">Fuir</string>
@@ -108,10 +93,7 @@
<string name="actorinfo_class">Classe :</string>
<string name="actorinfo_difficulty">Difficulté :</string>
<string name="actorinfo_health">Santé :</string>
<string name="actorinfo_attacksperturn">Attaques/tour :</string>
<string name="actorinfo_movesperturn">Mouvement/tour :</string>
<string name="actorinfo_attack">Attaque :</string>
<string name="actorinfo_criticalhit">Coup critique :</string>
<string name="actorinfo_defense">Défense :</string>
<string name="actorinfo_movecost">Coût de déplacement (AP) :</string>
<string name="actorinfo_basetraits">Statistiques de combat de base (sans équipement ni compétences)</string>
@@ -135,18 +117,6 @@
<string name="iteminfo_action_equip_ap">Équiper (%1$d AP)</string>
<string name="iteminfo_action_unequip_ap">Déséquiper (%1$d AP)</string>
<string name="itemcategory_money">Argent</string>
<string name="itemcategory_weapon">Arme</string>
<string name="itemcategory_shield">Bouclier</string>
<string name="itemcategory_wearable_head">Vêtement (tête)</string>
<string name="itemcategory_wearable_body">Vêtement (corps)</string>
<string name="itemcategory_wearable_hand">Vêtement (mains)</string>
<string name="itemcategory_wearable_feet">Chaussure (pieds)</string>
<string name="itemcategory_wearable_neck">Bijou (cou)</string>
<string name="itemcategory_wearable_ring">Bijou (anneau)</string>
<string name="itemcategory_potion">Potion</string>
<string name="itemcategory_other">Autre</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>
@@ -221,7 +191,6 @@
Merci pour les retours d\'utilisation !
</string>
<string name="questlog_title">Quêtes</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>

View File

@@ -3,19 +3,15 @@
<resources>
<string name="app_name">Andor\'s Trail</string>
<string name="exit">Esci</string>
<string name="exit_to_menu">Menu</string>
<string name="menu_pause">Pausa</string>
<string name="menu_settings">Opzioni</string>
<string name="menu_save">Salva</string>
<string name="menu_load">Carica</string>
<string name="menu_save_gamesaved">Partita salvata sullo slot %1$d</string>
<string name="menu_save_failed">Impossibile salvare! La sceda SD è caricata e scrivibile?</string>
<string name="loadsave_title_save">Salva gioco</string>
<string name="loadsave_title_load">Carica salvataggio</string>
<string name="loadsave_selectslot">Scegli Slot</string>
<string name="loadsave_slot_empty">(Vuoto)</string>
<string name="savegame_currenthero_displayinfo">Livello %1$d, %2$d esp, %3$d oro</string>
<string name="dialog_loading_message">Carica risorse...</string>
@@ -25,27 +21,17 @@
<string name="dialog_close">Chiudi</string>
<string name="dialog_confirmexit_title">Esci</string>
<string name="dialog_confirmexit_message">Sei sicuro di voler uscire?</string>
<string name="dialog_paused_title">Pausa</string>
<string name="dialog_paused_message">Il gioco è in pausa</string>
<string name="dialog_paused_resume">Riprendi</string>
<string name="dialog_monsterencounter_title">Combattimento</string>
<string name="dialog_monsterencounter_message">Vuoi attaccare? Difficoltà: %1$s</string>
<string name="dialog_monsterencounter_info">Info</string>
<string name="status_hp">HP:</string>
<string name="status_mp">MP:</string>
<string name="status_ap">AP:</string>
<string name="status_exp">Livello:</string>
<string name="heroinfo_char">Panoramica</string>
<string name="heroinfo_inv">Inventario</string>
<string name="heroinfo_wear">Equipaggiamento</string>
<string name="heroinfo_skill">Abilità</string>
<string name="heroinfo_spell">Incantesimi</string>
<string name="heroinfo_levelup">Nuovo Livello</string>
<string name="heroinfo_level">Livello</string>
<string name="heroinfo_totalexperience">Esperienza Totale</string>
@@ -58,7 +44,6 @@
<string name="combat_attack">Attacco (%1$d AP)</string>
<string name="combat_move">Movimento (%1$d AP)</string>
<string name="combat_use">Usare oggetti</string>
<string name="combat_spell">Incantesimo</string>
<string name="combat_endturn">Fine turno</string>
<!-- <string name="combat_endcombat">End combat</string>-->
<string name="combat_flee">Fuggi</string>
@@ -106,10 +91,7 @@
<string name="actorinfo_class">Classe:</string>
<string name="actorinfo_difficulty">Difficoltà:</string>
<string name="actorinfo_health">Salute:</string>
<string name="actorinfo_attacksperturn">Attacchi/turno:</string>
<string name="actorinfo_movesperturn">Movementi/turno:</string>
<string name="actorinfo_attack">Attacco:</string>
<string name="actorinfo_criticalhit">Colpo critico:</string>
<string name="actorinfo_defense">Difesa:</string>
<string name="actorinfo_movecost">Costo mossa (AP):</string>
<string name="actorinfo_basetraits">Statistiche oggetti non indossati (base)</string>
@@ -133,18 +115,6 @@
<string name="iteminfo_action_equip_ap">Indossa (%1$d AP)</string>
<string name="iteminfo_action_unequip_ap">Togli (%1$d AP)</string>
<string name="itemcategory_money">Denaro</string>
<string name="itemcategory_weapon">Arma</string>
<string name="itemcategory_shield">Scudo</string>
<string name="itemcategory_wearable_head">Indossabile (Testa)</string>
<string name="itemcategory_wearable_body">Indossabile (Corpo)</string>
<string name="itemcategory_wearable_hand">Indossabile (Mani)</string>
<string name="itemcategory_wearable_feet">Indossabile (Piedi)</string>
<string name="itemcategory_wearable_neck">Indossabile (Collo)</string>
<string name="itemcategory_wearable_ring">Indossabile (Anelli)</string>
<string name="itemcategory_potion">Pozione</string>
<string name="itemcategory_other">Altro</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>
@@ -219,7 +189,6 @@
Grazie per tutti i Feedback!
</string>
<string name="questlog_title">Missioni</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>

View File

@@ -1,19 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="exit">יציאה</string>
<string name="exit_to_menu">יציאה לתפריט ראשי</string>
<string name="menu_pause">עצור</string>
<string name="menu_settings">העדפות</string>
<string name="menu_save">שמור</string>
<string name="menu_load">טען</string>
<string name="menu_save_gamesaved">המשחק נשמר לתא %1$d</string>
<string name="menu_save_failed">לא הצליח לשמור! Is the SD card mounted and writable?</string>
<string name="loadsave_title_save">שמור משחק</string>
<string name="loadsave_title_load">טען משחק שמור</string>
<string name="loadsave_selectslot">בחר תא</string>
<string name="loadsave_slot_empty">(פנוי)</string>
<string name="savegame_currenthero_displayinfo">דרגה %1$d, %2$d נסיון, %3$d זהב</string>
<string name="dialog_loading_message">טוען משאבם...</string>
@@ -23,27 +19,17 @@
<string name="dialog_close">סגור</string>
<string name="dialog_confirmexit_title">יציאה</string>
<string name="dialog_confirmexit_message">בטוח שברצונך לצאת?</string>
<string name="dialog_paused_title">עצור</string>
<string name="dialog_paused_message">המשחק נעצר</string>
<string name="dialog_paused_resume">המשך</string>
<string name="dialog_monsterencounter_title">מפגש</string>
<string name="dialog_monsterencounter_message">האם ברצונך לתקוף?\nדרגת קושי: %1$s</string>
<string name="dialog_monsterencounter_info">מידע</string>
<string name="status_hp">חיים:</string>
<string name="status_mp">קסם:</string>
<string name="status_ap">פעילות:</string>
<string name="status_exp">דרגה:</string>
<string name="heroinfo_char">מבט כולל</string>
<string name="heroinfo_inv">מלאי</string>
<string name="heroinfo_wear">מצוייד</string>
<string name="heroinfo_skill">מיומנויות</string>
<string name="heroinfo_spell">קסמים</string>
<string name="heroinfo_levelup">עלייה בדרגה</string>
<string name="heroinfo_level">דרגה</string>
<string name="heroinfo_totalexperience">נסיון כולל</string>
@@ -56,7 +42,6 @@
<string name="combat_attack">תקיפה (%1$d פעילות)</string>
<string name="combat_move">תנועה (%1$d פעילות)</string>
<string name="combat_use">השתמש בחפץ</string>
<string name="combat_spell">קסם</string>
<string name="combat_endturn">סוף תור</string>
<string name="combat_flee">ברח</string>
<string name="combat_begin_flee">אתה יכול כעת לברוח מהקרב על ידי לחיצה בכיוון הרצוי.</string>
@@ -102,10 +87,7 @@
<string name="actorinfo_class">סוג:</string>
<string name="actorinfo_difficulty">קושי:</string>
<string name="actorinfo_health">בריאות:</string>
<string name="actorinfo_attacksperturn">תקיפות/סיבוב:</string>
<string name="actorinfo_movesperturn">תנועה/סיבוב:</string>
<string name="actorinfo_attack">תקיפה:</string>
<string name="actorinfo_criticalhit">תקיפה קריטית:</string>
<string name="actorinfo_defense">הגנה:</string>
<string name="actorinfo_movecost">עלות תנועה (פעילות):</string>

View File

@@ -4,19 +4,15 @@
<string name="app_name">Andor\'s Trail</string>
<string name="app_description">Quest-driven fantasy RPG</string>
<string name="exit">終了</string>
<string name="exit_to_menu">メニューに戻る</string>
<string name="menu_pause">ポーズ</string>
<string name="menu_settings">設定</string>
<string name="menu_save">Save</string>
<string name="menu_load">Load</string>
<string name="menu_save_gamesaved">スロット %1$d にセーブされました</string>
<string name="menu_save_failed">セーブできません! SDカードはマウントされていて、書き込み可能ですか?</string>
<string name="loadsave_title_save">セーブ</string>
<string name="loadsave_title_load">ロード</string>
<string name="loadsave_selectslot">Select slot</string>
<string name="loadsave_slot_empty">(empty)</string>
<string name="savegame_currenthero_displayinfo">level %1$d, %2$d exp, %3$d gold</string>
<string name="dialog_loading_message">Loading resources...</string>
@@ -26,27 +22,17 @@
<string name="dialog_close">閉じる</string>
<string name="dialog_confirmexit_title">終了</string>
<string name="dialog_confirmexit_message">本当に終了してもよろしいですか?</string>
<string name="dialog_paused_title">Paused</string>
<string name="dialog_paused_message">一時停止中</string>
<string name="dialog_paused_resume">再開</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$s</string>
<string name="dialog_monsterencounter_info">情報</string>
<string name="status_hp">HP:</string>
<string name="status_mp">MP:</string>
<string name="status_ap">AP:</string>
<string name="status_exp">Level:</string>
<string name="heroinfo_char">全般</string>
<string name="heroinfo_inv">アイテム</string>
<string name="heroinfo_wear">装備</string>
<string name="heroinfo_skill">スキル</string>
<string name="heroinfo_spell">呪文</string>
<string name="heroinfo_levelup">Level up</string>
<string name="heroinfo_level">Level</string>
<string name="heroinfo_totalexperience">総経験値(exp)</string>
@@ -59,7 +45,6 @@
<string name="combat_attack">攻撃 (%1$d AP)</string>
<string name="combat_move">移動 (%1$d AP)</string>
<string name="combat_use">アイテム使用</string>
<string name="combat_spell">呪文</string>
<string name="combat_endturn">ターン終了</string>
<!-- <string name="combat_endcombat">End combat</string>-->
<string name="combat_flee">逃走</string>
@@ -108,10 +93,7 @@
<string name="actorinfo_class">Class:</string>
<string name="actorinfo_difficulty">難易度:</string>
<string name="actorinfo_health">体力:</string>
<string name="actorinfo_attacksperturn">攻撃回数/ターン:</string>
<string name="actorinfo_movesperturn">移動回数/ターン:</string>
<string name="actorinfo_attack">攻撃力:</string>
<string name="actorinfo_criticalhit">クリティカルヒット:</string>
<string name="actorinfo_defense">防御力:</string>
<string name="actorinfo_movecost">移動コスト(AP):</string>
<string name="actorinfo_basetraits">基礎戦闘能力 (装備とスキルを除く)</string>
@@ -135,18 +117,6 @@
<string name="iteminfo_action_equip_ap">装備 (%1$d AP)</string>
<string name="iteminfo_action_unequip_ap">はずす (%1$d AP)</string>
<string name="itemcategory_money">gold</string>
<string name="itemcategory_weapon">武器</string>
<string name="itemcategory_shield">防具 (盾)</string>
<string name="itemcategory_wearable_head">防具 (頭)</string>
<string name="itemcategory_wearable_body">防具 (胴)</string>
<string name="itemcategory_wearable_hand">防具 (手)</string>
<string name="itemcategory_wearable_feet">防具 (足)</string>
<string name="itemcategory_wearable_neck">防具 (首)</string>
<string name="itemcategory_wearable_ring">防具 (指輪)</string>
<string name="itemcategory_potion">ポーション</string>
<string name="itemcategory_other">その他</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>
@@ -234,7 +204,6 @@
Thanks for all the feedback!
</string>
<string name="questlog_title">クエスト</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>

View File

@@ -1,131 +1,109 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
Translated by toudi5-bełchatów
-->
<resources>
<string name="app_name">Andor\'s Trail</string>
<string name="app_description">Quest-driven fantasy RPG</string>
<string name="exit">Wyjście</string>
<string name="exit_to_menu">Wyjście do menu</string>
<string name="menu_pause">Pauza</string>
<string name="menu_settings">Opcje</string>
<string name="menu_settings">Ustawienia gry</string>
<string name="menu_save">Zapisz</string>
<string name="menu_load">Wczytaj</string>
<string name="menu_save_gamesaved">Gra została zapisana na slocie %1$d</string>
<string name="menu_save_failed">Błąd zapisu! Czy karta sd jest zamontowana i zapisywalna?</string>
<string name="menu_save_gamesaved">Gra została zapisana do slotu % %1$d</string>
<string name="menu_save_failed">Zapis niemożliwy! Czy karta SD jest zamontowana i zapisywalna?</string>
<string name="loadsave_title_save">Zapisz G</string>
<string name="loadsave_title_load">Wczytaj G</string>
<string name="loadsave_title_save">Zapisz g</string>
<string name="loadsave_title_load">Wczytaj g</string>
<string name="loadsave_selectslot">Wybierz slot</string>
<string name="loadsave_slot_empty">(pusty)</string>
<string name="savegame_currenthero_displayinfo">poziom %1$d, %2$d dośw, %3$d złoto</string>
<string name="savegame_currenthero_displayinfo">Poziom: %1$d, Punkty doświadczenia: %2$d, Złoto: %3$d</string>
<string name="dialog_loading_message">Wczytywanie zasobów...</string>
<string name="dialog_loading_failed_title">Błąd wczytywania</string>
<string name="dialog_loading_failed_message">Andor\'s Trail nie mógł wczytać zapisanej gry.\n\n:(\n\nPlik jest uszkodzony lub niekompletny.</string>
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail nie mógł wczytać zapisanej gry. Plik zapisu gry został utworzony w nowszej wersji niż używana aktualnie.</string>
<string name="dialog_loading_message">Wczytywanie gry...</string>
<string name="dialog_loading_failed_title">Wczytywanie gry nieudane</string>
<string name="dialog_loading_failed_message">Andor\'s Trail nie był w stanie wczytać zapisu gry.\n\n:(\n\nPlik może byc uszkodzony lub niekompletny.</string>
<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail nie był w stanie wczytać zapisu gry.Zapis gry został stworzony w późniejszej wersji gry niż obecnie uruchomiona.</string>
<string name="dialog_close">Zamknij</string>
<string name="dialog_confirmexit_title">Wyjście</string>
<string name="dialog_confirmexit_message">Czy na pewno chcesz wyjść?</string>
<string name="dialog_paused_title">Pauza</string>
<string name="dialog_paused_message">Gra wstrzymana</string>
<string name="dialog_paused_resume">Kontynuuj</string>
<string name="dialog_monsterencounter_title">Potyczka</string>
<string name="dialog_monsterencounter_message">Czy chcesz zaatakować?\nTrudność: %1$s</string>
<string name="dialog_monsterencounter_message">Czy na pewno chcesz zaatakować?\nPoziom trudności: %1$s</string>
<string name="dialog_monsterencounter_info">Info</string>
<string name="status_hp">PŻ:</string>
<string name="status_mp">PM:</string>
<string name="status_ap">WT:</string>
<string name="status_ap">PA:</string>
<string name="status_exp">Poziom:</string>
<string name="heroinfo_char">Przegląd</string>
<string name="heroinfo_inv">Inwentarz</string>
<string name="heroinfo_wear">Wyposażenie</string>
<string name="heroinfo_inv">Ekwipunek</string>
<string name="heroinfo_skill">Umiejętności</string>
<string name="heroinfo_spell">Czary</string>
<string name="heroinfo_levelup">Nowy Poziom</string>
<string name="heroinfo_levelup">Podnieś poziom</string>
<string name="heroinfo_level">Poziom</string>
<string name="heroinfo_totalexperience">Doświadczenie całkowite</string>
<string name="heroinfo_wornequipment">Używany Ekwipunek</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$d</string>
<string name="heroinfo_actionpoints">Punkty Wytrzymałości (WT):</string>
<string name="heroinfo_actionpoints">Punkty akcji (PA):</string>
<string name="heroinfo_quests">Zadania</string>
<string name="combat_attack">Atak (%1$d WT)</string>
<string name="combat_move">Ruch (%1$d WT)</string>
<string name="combat_attack">Atak (%1$d PA)</string>
<string name="combat_move">Ruch (%1$d PA)</string>
<string name="combat_use">Użyj przedmiotu</string>
<string name="combat_spell">Czary</string>
<string name="combat_endturn">Koniec tury</string>
<!-- <string name="combat_endcombat">End combat</string>-->
<string name="combat_flee">Ucieknij</string>
<string name="combat_begin_flee">Możesz uciec z pola walki klikając w kierunku w którym chcesz się ruszyć.</string>
<string name="combat_flee_failed">Nie udało ci się uciec!</string>
<string name="combat_status_ap">WT: %1$d</string>
<string name="combat_flee">Ucieczka</string>
<string name="combat_begin_flee">Możesz teraz uciec z pola walki klikając odpowiedni kierunek.</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$s nie trafił!</string>
<string name="combat_result_monsterhit">%1$s odebrał %2$d !</string>
<string name="combat_result_monsterhitcritical">%1$s uderza ciosem krytycznym za %2$d !</string>
<string name="combat_result_heromiss">Nie trafiłeś.</string>
<string name="combat_result_herohit">Uderzasz %1$s za %2$d !</string>
<string name="combat_result_herohitcritical">Uderzasz ciosem krytycznym %1$s za %2$d !</string>
<string name="combat_result_monstermiss">%1$s chybił!</string>
<string name="combat_result_monsterhit">%1$s trafia Cię - tracisz %2$d !</string>
<string name="combat_result_monsterhitcritical">%1$s zadaje Ci cios krytyczny - tracisz %2$d !</string>
<string name="combat_result_heromiss">Twój cios chybił.</string>
<string name="combat_result_herohit">Trafiasz- %1$s traci %2$d !</string>
<string name="combat_result_herohitcritical">Zadajesz cios krytyczny- %1$s traci %2$d !</string>
<string name="combat_result_herokillsmonster">%1$s umiera!</string>
<string name="combat_not_enough_ap">Za mało WT na tę rundę.</string>
<string name="combat_hero_dies">Upadasz nieprzytomny, ale na szczęście budzisz się żywy, oszołomiony i poobijany. Tracisz %1$d doświadczenia.</string>
<string name="combat_not_enough_ap">Zbyt mało PA zostało w tej rundzie.</string>
<string name="combat_hero_dies">Upadasz nieprzytomny, ale na szczęście budzisz się żywy, chociaż jesteś oszołomiony i zmęczony. Tracisz %1$d punktów doświadczenia.</string>
<string name="inventory_info">Info</string>
<string name="inventory_equip">Załóż</string>
<string name="inventory_unequip">Zdejmij</string>
<string name="inventory_equip">Użyj jako ekwipunku</string>
<string name="inventory_unequip">Zrezygnuj z ekwipunku</string>
<string name="inventory_use">Użyj</string>
<string name="inventory_drop">Upuść</string>
<string name="inventory_drop">Porzuć</string>
<string name="inventory_item_used">Użyłeś %1$s.</string>
<string name="inventory_item_dropped">Upuściłeś %1$s.</string>
<string name="inventory_item_dropped">Porzuciłeś %1$s.</string>
<string name="inventory_item_equipped">Założyłeś %1$s.</string>
<string name="dialog_loot_pickall">Zbierz wszystko</string>
<string name="dialog_loot_foundgold">Znalazłeś złota: %1$d. </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 parę przedmiotów. </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$d doświadczenia. </string>
<string name="dialog_monsterloot_gainedexp">Zdobyłeś %1$d punktów doświadczenia. </string>
<string name="monster_difficulty_veryeasy">Bardzo łatwy</string>
<string name="monster_difficulty_easy">Łatwy</string>
<string name="monster_difficulty_normal">Średni</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">Trudność:</string>
<string name="actorinfo_health">Życia:</string>
<string name="actorinfo_attacksperturn">Atak/tura:</string>
<string name="actorinfo_movesperturn">Ruch/tura:</string>
<string name="actorinfo_difficulty">Poziom trudności:</string>
<string name="actorinfo_health">Zdrowie:</string>
<string name="actorinfo_attack">Atak:</string>
<string name="actorinfo_criticalhit">Cios krytyczny:</string>
<string name="actorinfo_defense">Obrona:</string>
<string name="actorinfo_movecost">Koszt ruchu (WT):</string>
<string name="actorinfo_basetraits">Podstawowe statystyki walki (bez ekwipunku i umiejętności)</string>
<string name="actorinfo_currenttraits">Statystyki walki (obecne)</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 (WT):</string>
<string name="traitsinfo_attack_chance">Szansa ataku:</string>
<string name="traitsinfo_attack_damage">Obrażenia ataku:</string>
<string name="traitsinfo_criticalhit_skill">Umiejętność ciosu krytycznego:</string>
<string name="traitsinfo_criticalhit_multiplier">Mnożnik krytyka:</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>
@@ -133,76 +111,66 @@ Translated by toudi5-bełchatów
<string name="iteminfo_category">Kategoria: </string>
<string name="iteminfo_action_use">Użyj</string>
<string name="iteminfo_action_equip">Załóż</string>
<string name="iteminfo_action_unequip">Zdejmij</string>
<string name="iteminfo_action_use_ap">Użyj (%1$d WT)</string>
<string name="iteminfo_action_equip_ap">Załóż (%1$d WT)</string>
<string name="iteminfo_action_unequip_ap">Zdejmij (%1$d WT)</string>
<string name="iteminfo_action_equip">Użyj jako ekwipunku</string>
<string name="iteminfo_action_unequip">Zrezygnuj z ekwipunku</string>
<string name="iteminfo_action_use_ap">Użyj (%1$d PA)</string>
<string name="iteminfo_action_equip_ap">Użyj jako ekwipunku (%1$d PA)</string>
<string name="iteminfo_action_unequip_ap">Zrezygnuj z ekwipunku (%1$d PA)</string>
<string name="itemcategory_money">Pieniądze</string>
<string name="itemcategory_weapon">Broń</string>
<string name="itemcategory_shield">Tarcza</string>
<string name="itemcategory_wearable_head">Można założyć (głowa)</string>
<string name="itemcategory_wearable_body">Można założyć (ciało)</string>
<string name="itemcategory_wearable_hand">Można założyć (ręce)</string>
<string name="itemcategory_wearable_feet">Można założyć (stopy)</string>
<string name="itemcategory_wearable_neck">Można założyć (szyja)</string>
<string name="itemcategory_wearable_ring">Można założyć (pierścień)</string>
<string name="itemcategory_potion">Napój</string>
<string name="itemcategory_other">Inne</string>
<string name="startscreen_continue">Kontynuuj obecną gre</string>
<string name="startscreen_newgame">Nowa Gra</string>
<string name="startscreen_newgame_confirm">Stracisz obecny stan gry i postać, na pewno chcesz zacząć nową gre?</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 nową grę?</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$s says</string> -->
<string name="conversation_rewardexp"> [Zdobyłeś %1$d doświadczenia]</string>
<string name="conversation_rewardgold"> [Zdobyłeś %1$d złota]</string>
<string name="conversation_lostgold"> [Straciłeś %1$d złota]</string>
<string name="conversation_rewarditem"> [Zdobyłeś przedmiot]</string>
<string name="conversation_rewarditems"> [Zdobyłeś %1$d przedmiotów]</string>
<string name="conversation_rewardexp"> [Zyskujesz %1$d punktów 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 złota)</string>
<string name="shop_sellitem">Sprzedaj (%1$d złota)</string>
<string name="shop_buyitem">Kup (%1$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">%1$s kupione.</string>
<string name="shop_item_sold">%1$s sprzedane.</string>
<string name="shop_item_bought">Kupiłeś %1$s.</string>
<string name="shop_item_sold">Sprzedałeś %1$s.</string>
<string name="levelup_title">Nowy Poziom</string>
<string name="levelup_title">Podnieś poziom</string>
<string name="levelup_description">Witaj na poziomie %1$d!</string>
<string name="levelup_buttontext">Nowy poziom</string>
<string name="levelup_buttontext">Podnieś poziom</string>
<string name="levelup_add_health">Zwiększ punkty życia (+%1$d PŻ)</string>
<string name="levelup_add_health_description">Dodaje %1$d do twojego maksymalnego zdrowia.</string>
<string name="levelup_add_attackchance">Zwiększ szanse ataku (+%1$d %%)</string>
<string name="levelup_add_attackchance_description">Dodaje %1$d%% do szansy trafienia.</string>
<string name="levelup_add_attackdamage">Zwiększ obrażenia ataku (+%1$d)</string>
<string name="levelup_add_attackdamage_description">Dodaje %1$d do obrażenia ataku.</string>
<string name="levelup_add_blockchance">Zwiększ szanse blokowania (+%1$d %%)</string>
<string name="levelup_add_blockchance_description">Dodaje %1$d%% do szansy zablokowania.</string>
<string name="levelup_add_health_description">Dodaje %1$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">Zwieksz szansę bloku (+%1$d %%)</string>
<string name="levelup_add_blockchance_description">Dodaje %1$d%% do bazowej szansy bloku.</string>
<string name="dialog_rest_title">Odpocznij</string>
<string name="dialog_rest_confirm_message">Chcesz tutaj odpocząć?</string>
<string name="dialog_rest_message">Odpocząłeś i odzyskałeś pełne zdrowie.</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 Andor\'s Trail, otwartej grze na Androida.&lt;br /&gt;
Witaj w Andor\`s Trail otwartej grze roguelike RPG na Androida.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://andorstrail.com/"&gt;Forum gry na andorstrail.com pytania i dyskusje o grze.&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://andorstrail.com/"&gt;Forum gry na andorstrail.com pytania i dyskusje o grze .&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://code.google.com/p/andors-trail/"&gt;Strona projektu code.google.com dla deweloperów.&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://andorstrail.com/wiki"&gt;Strona wiki z informacjami o Andor\`s Trail.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Zachęcamy do wchodzenia na forum i dyskutowania z innymi graczami.&lt;br /&gt;
&lt;a href="http://code.google.com/p/andors-trail/"&gt;Strona gry na code.google.com z materiałami dla developerów.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Zachęcamy do odwiedzenia forum gry i dyskusji z innymi graczami.&lt;br /&gt;
</string>
<!--
@@ -212,204 +180,207 @@ Translated by toudi5-bełchatów
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You should have received a copy of the GNU General Public License along with this program; if not, see &lt;a href="http://www.gnu.org/licenses"&gt;http://www.gnu.org/licenses&lt;/a&gt;&lt;br /&gt;
Z pewnością wraz z niniejszym programem otrzymałeś też egzemplarz Powszechnej Licencji Publicznej GNU (GNU General Public License);jeśli nie to patrz &lt;a href="http://www.gnu.org/licenses"&gt;http://www.gnu.org/licenses&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
For source code and feature requests, please visit the project page at &lt;a href="http://code.google.com/p/andors-trail/"&gt;http://code.google.com/p/andors-trail/&lt;/a&gt;&lt;br /&gt;
W celu pobrania kodu źródłowego i opisu gry odwiedź stronę projektu: &lt;a href="http://code.google.com/p/andors-trail/"&gt;http://code.google.com/p/andors-trail/&lt;/a&gt;&lt;br /&gt;
</string>
<string name="dialog_newversion_title">Witamy</string>
<string name="dialog_newversion_title">Welcome</string>
<string name="dialog_newversion_message">
Dziękujemy za ściągnięcie Andor\'s Trail!\n\n
Proszę zwrócić uwagę że Andor\'s Trail jest w TRAKCIE PRODUKCJI, co oznacza, że nie wszystkie poziomy są skończone.\n
Proszę odwiedzić forum w celu dyskutowania o grze z innymi graczami lub pomóc w ulepszaniu tej gry jeszcze bardziej ("O grze").\n
Dziękujemy za instalację Andor\`s Trail!\n\n
Zwracamy uwagę, iż prace nad Andor\`s Trail ciagle trwają, co oznacza, że nie wszystkie mapy są jeszcze gotowe.\n
Zapraszamy do dyskusji na temat gry na forum (więcej informacji w zakładce "O grze").\n
\n
Dziękujemy za całe wasze wsparcie!
Dziękujemy za wszelkie sugestie i uwagi dotyczące gry!
</string>
<string name="questlog_title">Zadania</string>
<string name="questlog_includecompleted_prompt">Wybierz zadanie, żeby rozwinąć</string>
<string name="questlog_includecompleted_hidecompleted">Schowaj ukończone zadania</string>
<string name="questlog_includecompleted_includecompleted">Pokazuj ukończone zadania</string>
<string name="questlog_includecompleted_onlycompleted">Tylko ukończone zadania</string>
<string name="questlog_includecompleted_prompt">Wybierz, które zadania chcesz wyświelić</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</string>
<string name="questlog_queststatus_completed">Zakończone</string>
<string name="questlog_queststatus_inprogress">W trakcie realizacji</string>
<string name="questlog_queststatus_completed">Ukończone</string>
<string name="preferences_display_category">Wyświetlacz</string>
<string name="preferences_display_category">Ekran</string>
<string name="preferences_display_fullscreen_title">Pełny ekran</string>
<string name="preferences_display_fullscreen">Włącza grę w pełnym ekranie. (Wymaga ponownego uruchomienia gry)</string>
<string name="preferences_dialog_category">Potwierdzenie dialogów</string>
<string name="preferences_dialog_confirmrest_title">Potwierdzenie odpoczynku</string>
<string name="preferences_dialog_confirmrest">Potwierdzenie odpoczynku będzie wyświetlane lub odbędzie się automatycznie bez potwierdzenia.</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">Włącza \'Czy chcesz zaatakować..?\' okienko przy atakowaniu potworów.</string>
<string name="preferences_dialog_monsterloot_title">Wyświetla przedmioty zdobyte z potworów</string>
<string name="preferences_dialog_monsterloot">Wybierz jak mają być pokazywane wyniki walk (złoto, doświadczenie, przedmioty).</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 walk</string>
<string name="preferences_combat_speed">Jak szybko mają atakować potwory.</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">Pokaż okienko zdobytych przedmiotów</string>
<string name="preferences_display_loot_toast">Pokaż krótką informacje</string>
<string name="preferences_display_loot_never">Nie wyświetlaj</string>
<string name="preferences_attackspeed_instant">Natychmiastowe (bez animacji)</string>
<string name="preferences_attackspeed_fast">Szybkie</string>
<string name="preferences_attackspeed_normal">Normalne</string>
<string name="preferences_attackspeed_slow">Wolne</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 poruszania się</string>
<string name="preferences_movementmethod">Metoda poruszania się i omijania obiektów.</string>
<string name="preferences_movementmethods_straight">Prosta (oryginalna)</string>
<string name="preferences_movementmethods_avoid">Omijanie obiektów</string>
<string name="preferences_movementmethod_title">Metoda ruchu</string>
<string name="preferences_movementmethod">Wybór metody przemieszczania się i obchodzenia 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">Tymczasowe efekty</string> <!-- Translated as: affliction / statuseffect / temporary effect -->
<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$s szansa %2$s</string>
<string name="iteminfo_effect_duration">(%1$d rundy)</string>
<string name="iteminfo_effect_chance_of">%1$s szansy na %2$s</string>
<string name="iteminfo_effect_duration">(%1$d rund)</string>
<string name="iteminfo_effect_works_on_source">na siebie</string>
<string name="iteminfo_effect_works_on_target">na cel</string>
<string name="iteminfo_effect_works_when_hitting_target">Kiedy uderzy w cel</string>
<string name="iteminfo_effect_works_when_killing_target">Kiedy zabijesz cel</string>
<string name="iteminfo_effect_works_when_used">Kiedy użyty</string>
<string name="iteminfo_effect_works_when_equipped">Kiedy założony</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</string>
<string name="iteminfo_effect_decrease_current_hp">Wysysa %1$s PŻ</string>
<string name="iteminfo_effect_decrease_current_hp">Zabiera %1$s PŻ</string>
<string name="iteminfo_effect_increase_current_hp">Przywraca %1$s PŻ</string>
<string name="iteminfo_effect_decrease_current_ap">Wysysa %1$s WT</string>
<string name="iteminfo_effect_increase_current_ap">Przywraca %1$s WT</string>
<string name="iteminfo_effect_decrease_current_ap">Zabiera %1$s PA</string>
<string name="iteminfo_effect_increase_current_ap">Przywraca %1$s PA</string>
<string name="iteminfo_effect_increase_max_hp">Zwiększa maks PŻ o +%1$d</string>
<string name="iteminfo_effect_decrease_max_hp">Zmniejsza maks PŻ o %1$d</string>
<string name="iteminfo_effect_increase_max_ap">Zwiększa maks WT o +%1$d</string>
<string name="iteminfo_effect_decrease_max_ap">Zmniejsza maks WT o %1$d</string>
<string name="iteminfo_effect_increase_movecost">Koszt ruchu wzrasta o +%1$d AP</string>
<string name="iteminfo_effect_decrease_movecost">Zmniejsza koszt ruchu o %1$d AP</string>
<string name="iteminfo_effect_increase_max_hp">Podnosi max PŻ o %1$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">Skalowanie obrazu</string>
<string name="preferences_display_scaling_factor">Sprawia, że gra będzie wyświetlana w powiększeniu.</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">1.5x powiększony</string>
<string name="preferences_display_scaling_factor_double">Podwójnie powiększony</string>
<string name="preferences_display_scaling_factor_50_percent_larger">Powiększenie 1.5x</string>
<string name="preferences_display_scaling_factor_double">Dwukrotne powięszenie</string>
<string name="inventory_assign">Przypisz szybki slot</string>
<string name="inventory_assign">Przydziel slot ekwipunku</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">Un-assign quick slot</string>
<string name="inventory_unassign">Cofnij przydział slotu ekwipunku</string>
<!-- =========================================== -->
<!-- Added in v0.6.10 -->
<string name="preferences_movement_dpad_position_title">Wirtualny pad</string>
<string name="preferences_movement_dpad_position">Włącza wirtualny pad do poruszania się.</string>
<string name="preferences_movement_dpad_minimizeable_title">Minimalizuj w-pad</string>
<string name="preferences_movement_dpad_minimizeable">Kiedy wirtualny pad jest włączony, ta opcja pozwala go zminimalizować.</string>
<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">Wyłączony</string>
<string name="preferences_movement_dpad_positions_lower_right">Prawy dolny róg</string>
<string name="preferences_movement_dpad_positions_lower_left">Lewy dolny róg</string>
<string name="preferences_movement_dpad_positions_center_bottom">Na dole po środku</string>
<string name="preferences_movement_dpad_positions_center_left">Środek po lewej</string>
<string name="preferences_movement_dpad_positions_center_right">Środek po prawej</string>
<string name="preferences_movement_dpad_positions_upper_left">Lewy górny róg</string>
<string name="preferences_movement_dpad_positions_upper_right">Prawy górny róg</string>
<string name="preferences_movement_dpad_positions_center_top">Na górze po środku</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 rógr</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">Co turę</string>
<string name="actorconditioninfo_effect_every_full_round">Co pełną turę</string>
<string name="bulkselection_totalcost_buy">Całkowity koszt: %1$d złota</string>
<string name="bulkselection_totalcost_sell">Całkowity zysk: %1$d złota</string>
<string name="actorconditioninfo_effect_every_round">Każdej rundy</string>
<string name="actorconditioninfo_effect_every_full_round">Każdej pełnej rundy</string>
<string name="bulkselection_totalcost_buy">Koszt całkowity: %1$d sztuk złota</string>
<string name="bulkselection_totalcost_sell">Koszt całkowity: %1$d sztuk złota</string>
<string name="bulkselection_select_all">Wszystko</string>
<string name="bulkselection_sell_confirmation_title">Na pewno?</string>
<string name="bulkselection_sell_confirmation">Na pewno chcesz sprzedać %1$s? Ten przedmiot jest %2$s i możesz go już nie odzyskać.</string>
<string name="bulkselection_sell_confirmation_title">Czy jesteś pewien?</string>
<string name="bulkselection_sell_confirmation">Czy jesteś pewien że chcesz sprzedać %1$s? Ten przedmiot jest %2$s i możliwe jest, że już nigdy go nie odzyskasz.</string>
<string name="skill_title_weapon_chance">Celność</string>
<string name="skill_title_weapon_dmg">Twarde uderzenie</string>
<string name="skill_title_weapon_chance">Celność trafień</string>
<string name="skill_title_weapon_dmg">Mocny cios</string>
<string name="skill_title_barter">Kupiec</string>
<string name="skill_title_dodge">Unik</string>
<string name="skill_title_barkskin">Kamienna Skóra</string>
<string name="skill_title_more_criticals">Częstszy Krytyk</string>
<string name="skill_title_better_criticals">Mocniejszy Krytyk</string>
<string name="skill_title_speed">Wytrzymałość</string>
<string name="skill_title_coinfinder">Poszukiwacz Skarbów</string>
<string name="skill_title_more_exp">Szybki Uczeń</string>
<string name="skill_title_cleave">Wytrzymały</string>
<string name="skill_title_eater">Zjadacz Ciał</string>
<string name="skill_title_fortitude">Żywotność</string>
<string name="skill_title_evasion">Szczurek</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">Prędkość walki</string>
<string name="skill_title_coinfinder">Łowca 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">Zwiększony hart</string>
<string name="skill_title_evasion">Uniki</string>
<string name="skill_title_regeneration">Regeneracja</string>
<string name="skill_title_lower_exploss">Śmierć Dusigrosza</string>
<string name="skill_title_magicfinder">Szczęście Macieja</string>
<string name="skill_title_resistance_mental">Kaszpir</string>
<string name="skill_title_resistance_physical_capacity">Hardkorowy</string>
<string name="skill_title_resistance_blood_disorder">Nieskażony</string>
<string name="skill_title_lower_exploss">Mistrz Upadków</string>
<string name="skill_title_magicfinder">Poszukiwacz artefaktów</string>
<string name="skill_title_resistance_mental">Mocny 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">Zwiększona szansa ataku</string>
<string name="skill_shortdescription_weapon_dmg">Zwiększone obrażenia ataku</string>
<string name="skill_shortdescription_barter">Niższe ceny w sklepie</string>
<string name="skill_shortdescription_dodge">Zwiększona szansa bloku</string>
<string name="skill_shortdescription_barkskin">Odporność na ataki</string>
<string name="skill_shortdescription_more_criticals">Zwiększona umiejętność krytyka</string>
<string name="skill_shortdescription_better_criticals">Zwiększone obrażenia krytyka</string>
<string name="skill_shortdescription_speed">Zwiększona ilość WT</string>
<string name="skill_shortdescription_coinfinder">Większa szansa znalezienia złota</string>
<string name="skill_shortdescription_more_exp">Więcej doświadczenia z potworów</string>
<string name="skill_shortdescription_cleave">Odzyskuj punkty wytrzymałości po każdym zabiciu potwora</string>
<string name="skill_shortdescription_eater">Odzyskuj punkty zdrowia po każdym zabiciu wroga</string>
<string name="skill_shortdescription_fortitude">Odzyskuj zdrowie po każdym zdobytym poziomie</string>
<string name="skill_shortdescription_evasion">Zwiększona szansa ucieczki</string>
<string name="skill_shortdescription_regeneration">Odzyskuj zdrowie po każdej rundzie</string>
<string name="skill_shortdescription_lower_exploss">Zmniejsza utracone doświadczenie, po śmierci bohatera</string>
<string name="skill_shortdescription_magicfinder">Zwiększona szansa na znalezienie magicznych przedmiotów</string>
<string name="skill_shortdescription_resistance_mental">Odporność na obrażenia psychiczne</string>
<string name="skill_shortdescription_resistance_physical_capacity">Odporność na obrażenia fizyczne</string>
<string name="skill_shortdescription_resistance_blood_disorder">Odporność na obrażenia przeciw skażeniu krwi</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">Zwieksza szansę bloku.</string>
<string name="skill_shortdescription_barkskin">Odpornośc na obrażenia.</string>
<string name="skill_shortdescription_more_criticals">Zwiększa umiejętnośc 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">Przywraca Punkty Akcji (PA) po każdym zabiciu przeciwnika.</string>
<string name="skill_shortdescription_eater">Przywraca Punkty Życia (PŻ) po każdym zabiciu przeciwnika.</string>
<string name="skill_shortdescription_fortitude">Podnosi Punkty Życia (PŻ) przy każdym zwiększaniu poziomu.</string>
<string name="skill_shortdescription_evasion">Zwiększa szansę na udana ucieczkę.</string>
<string name="skill_shortdescription_regeneration">Przywraca Punkty Życia (PŻ) przy 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 szanse ataku o %1$d na każdy poziom umiejętności.</string>
<string name="skill_longdescription_weapon_dmg">Zwiększa min i maks obrażenia %1$d na każdy poziom umiejętności.</string>
<string name="skill_longdescription_barter">Na każdy poziom umiejętności, sprzedaż i kupno są bardziej opłacalne o %1$d procent.</string>
<string name="skill_longdescription_dodge">Zwiększona szansa blokowania o %1$d na każdy poziom umiejętności.</string>
<string name="skill_longdescription_weapon_chance">Zwiększa szansę trafienia o %1$d procent na każdy poziom umiejętności.</string>
<string name="skill_longdescription_weapon_dmg">Zwiększa zadawane obrażenia o %1$d na każdy poziom umiejętności.</string>
<string name="skill_longdescription_barter">Na każdy poziom umiejętności, obniża różnicę pomiędzy ceną zakupu a ceną sprzedaży o %1$d procent.</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 istniejący krytyk z założonej broni o %1$d %% na każdy poziom umiejętności (procent posiadanych umiejętności krytycznych, ale nie procent ogólny).</string>
<string name="skill_longdescription_better_criticals">Increases any existing critical multiplier given by equipment by %1$d %% for each skill level.</string>
<string name="skill_longdescription_speed">Zwiększa maksimum wytrzymałości (WT) o %1$d na każdy poziom umiejętności.</string>
<string name="skill_longdescription_coinfinder">Zwiększa szanse znalezienia złota w potworze o %1$d %%, oraz zwiększa wartość tego złota o %2$d %% na każdy poziom umiejętności (do maksimum jakie dany potwór może mieć najwięcej).</string>
<string name="skill_longdescription_more_exp">Zwiększa otrzymywane doświadczenie po zabiciu potwora o %1$d %% na każdy poziom umiejętności</string>
<string name="skill_longdescription_cleave">Daje +%1$d punkt wytrzymałości (WT) na każdy poziom umiejętności.</string>
<string name="skill_longdescription_eater">Daje +%1$d punkt życia (PŻ) za każdego zabitego potwora (zależy od poziomu umiejętności).</string>
<string name="skill_longdescription_fortitude">Na każdy kolejny nowy poziom, maks PŻ będzie rosło o %1$d na każdy poziom umiejętności. Tylko z nowymi poziomami.</string>
<string name="skill_longdescription_evasion">Zmniejsz szanse porażki na ucieczkę z pola walki o %1$d %% i szansę, że podczas porażki w ucieczce potwór zaatakuje o %2$d %%.</string>
<string name="skill_longdescription_regeneration">Daje +%1$d punkt życia (PŻ) po każdej walce, na każdy poziom, gdy żaden z potworów do nas nie przylega.</string>
<string name="skill_longdescription_lower_exploss">Na każdy poziom umiejętności, redukuje ilość straconego doświadczenia o %1$d %% (procentów dośw. które w danym momencie posiadamy, nie ogólnych procentów). %2$d usunie wszystkie straty wyrządzone przez śmierć.</string>
<string name="skill_longdescription_magicfinder">Zwiększa szanse na znalezienie magicznych przedmiotów o %1$d %% na każdy poziom umiejętności.</string>
<string name="skill_longdescription_resistance_mental">Zmniejsza szanse na obrażenia psychiczne o %1$d %% na każdy poziom umiejętności, do maks. %2$d %%. Dotyczy potworów, które używają takie ataki jak oszołomienie czy osłabienie broni.</string>
<string name="skill_longdescription_resistance_physical_capacity">Zmniejsza szansę na obrażenia fizyczne o %1$d %% na każdy poziom umiejętności, do maks. %2$d %%. Dotyczy potworów, które używają takie ataki jak zmęcznie.</string>
<string name="skill_longdescription_resistance_blood_disorder">Zmniejsza szansę skażenia krwi o %1$d %% na każdy poziom umiejętności, do maks. %2$d %%. Dotyczy potworów, które używają takie ataki jak trucizna czy krwawienie.</string>
<string name="skill_longdescription_more_criticals">Zwiększa umiejętność ciosu krytycznego dawaną przez ekwipunek o %1$d %% na każdy poziom umiejętności (procent od aktualnej wartości).</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 zabitych przeciwników o %1$d %% na każdy poziom umiejętności.</string>
<string name="skill_longdescription_cleave">Po każdym zabiciu przeciwnika dodaje +%1$d punktów akcji (PA) za każdy poziom umiejętności.</string>
<string name="skill_longdescription_eater">Po każdym zabiciu przeciwnika dodaje +%1$d punktów życia (PŻ) za każdy poziom umiejętności.</string>
<string name="skill_longdescription_fortitude">Z każdym kolejnym podniesieniem poziomu, maksymalny poziom punktów życia () będzię zwiększany o %1$d na każdy poziom umiejętności. Umiejętnośc nie działa wstecz, tylko z następnym podniesieniem poziomu.</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$d punktów życia (PŻ) każdej rundy na każdy poziom umiejętności ,o ile tylko na przylegającym polu nie znajduje się przeciwnik.</string>
<string name="skill_longdescription_lower_exploss">Na każdy poziom umiejętności, redukuje liczbe punktów doświadczenia traconych w wyniku śmierci o %1$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$d %% na każdy poziom umiejętności, do maksimum wynoszącego %2$d %%.</string>
<string name="skill_longdescription_resistance_physical_capacity">Obniża szansę bycia dotkniętym przez fizyczne efekty ataku (takimi jak Zmęczenie) o %1$d %% na każdy poziom umiejętności, do maksimum wynoszącego %2$d %%.</string>
<string name="skill_longdescription_resistance_blood_disorder">Obniża szansę bycia dotkniętym przez choroby krwi (takimi jak np Trucizna, Krwawiące rany) o %1$d %% na każdy poziom umiejętności, do maksimum wynoszącego %2$d %%. .</string>
<string name="skillinfo_action_levelup">Nowy Poziom</string>
<string name="skill_current_level">Poziom: %1$d</string>
<string name="skill_current_level_with_maximum">Poziom: %1$d / %2$d</string>
<string name="skill_prerequisite_other_skill">Do awansu tej umiejętności potrzebujesz przynajmniej poziomu %1$d z %2$s umiejętności.</string>
<string name="skill_prerequisite_level">Do awansu tej umiejętności potrzebujesz poziomu %1$d.</string>
<string name="skill_prerequisite_stat">Do awansu tej umiejętności potrzebujesz przynajmniej %1$d %2$s (podstawowe dane).</string>
<string name="skill_number_of_increases_one">Możesz zaznaczyć jedną umiejętność do awansu.</string>
<string name="skill_number_of_increases_several">Możesz zaznaczyć %1$d umiejętność do awansu.</string>
<string name="levelup_adds_new_skillpoint">Zdobyłeś punkt umiejętności!</string>
<string name="skillinfo_action_levelup">Podnieś poziom</string>
<string name="skill_current_level">Obecny poziom: %1$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$s (wartośc bazowa cechy).</string>
<string name="skill_number_of_increases_one">Możesz wybrać umiejętność, której poziom chcesz podnieść.</string>
<string name="skill_number_of_increases_several">Możesz wybrać %1$d umiejętności, których poziom chcesz podnieść.</string>
<string name="levelup_adds_new_skillpoint">Tez poziom daje Ci także możliwość wykorzystania punktu umiejętności!</string>
<string name="loadsave_save_to_new_slot">Stwórz nowy slot zapisu</string>
<string name="loadsave_save_overwrite_confirmation_title">Nadpisać grę?</string>
<string name="loadsave_save_overwrite_confirmation">Ten zapis posiada bohatera o innym imieniu (%1$s) niż ten którym grasz obecnie (%2$s). Na pewno chcesz nadpisać grę?</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>
@@ -418,45 +389,45 @@ Translated by toudi5-bełchatów
<string name="iteminfo_displaytypes_rare">Rzadki</string>
<string name="actorconditioninfo_category">Kategoria: %1$s</string>
<string name="actorcondition_categories_spiritual">Duchowy</string>
<string name="actorcondition_categories_mental">Psychiczny</string>
<string name="actorcondition_categories_physical">Fizyczny</string>
<string name="actorcondition_categories_blood">Skażający krew</string>
<string name="actorcondition_categories_spiritual">Stan ducha</string>
<string name="actorcondition_categories_mental">Stan umysłu</string>
<string name="actorcondition_categories_physical">Stan ciała</string>
<string name="actorcondition_categories_blood">Choroba krwi</string>
<string name="traitsinfo_base_max_hp">Maks PŻ:</string>
<string name="traitsinfo_base_max_ap">Maks WT:</string>
<string name="menu_save_saving_not_allowed_in_combat">Nie można zapisać gry, gdy walczysz.</string>
<string name="traitsinfo_base_max_ap">Maks PA:</string>
<string name="menu_save_saving_not_allowed_in_combat">Nie można zapisywać gry w trakcie walki.</string>
<string name="preferences_optimized_drawing_title">Zoptymalizowane rysowanie</string>
<string name="preferences_optimized_drawing">Wyłącz to jeśli masz problemy z grafiką. Włączenie tej opcji spowoduje przerysowanie tylko niektórych części co klatkę.</string>
<string name="preferences_optimized_drawing_title">Optymalizuj grafikę</string>
<string name="preferences_optimized_drawing">Wyłącz tę opcję jeśli widzisz błędy graficzne. Zaznaczenie tej opcji spowoduje ,że gra odświeża tylko fragment ekranu za każdym razem.</string>
<!-- =========================================== -->
<!-- Added in v0.6.11 -->
<string name="skill_title_shadow_bless">Mroczne błogosławieństwo Cieni</string>
<string name="skill_shortdescription_shadow_bless">Odporność na dodatkowe ataki wrogów</string>
<string name="skill_longdescription_shadow_bless">Zmniejsza prawdopodobieństwo na dodatkowe ataki wrogów o %1$d %%. To dotyczy wszystkich dodatkowych ataków przez potwory takie jak: oszołomienie, zmęczenie, trucizna.</string>
<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$d %%.</string>
<string name="inventory_movetop">Idź w górę</string>
<string name="inventory_movebottom">Idź w dół</string>
<string name="actorinfo_immune_criticals">Odporność na trafienia krytyka</string>
<string name="traitsinfo_criticalhit_effectivechance">efektywność ciosu krytycznego:</string>
<string name="inventory_movetop">Przesuń na górę listy</string>
<string name="inventory_movebottom">Przesuń na dół listy</string>
<string name="actorinfo_immune_criticals">Odporny na trafienia krytyczne</string>
<string name="traitsinfo_criticalhit_effectivechance">Rzeczywista szansa trafienia krytycznego:</string>
<string name="skill_title_crit1">Krwawienie wewnętrzne</string>
<string name="skill_shortdescription_crit1">Szansa na krwawienie</string>
<string name="skill_longdescription_crit1">Za każdy udany krytyk, jest %1$d %% szansy, że uderzenie rozpocznie krwawienie wroga \'Krwawienie wewnętrzne\'. Krwawienie osłabia ofensywę wroga, pogarszając jego celność.</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$d %% szans na wywołanie stanu \'Krwawienie wewnętrzne\' u przeciwnika. Obniża on ofensywne zdolności przeciwnika, zmniejszającym tym samym jego szanse na udany atak.</string>
<string name="skill_title_crit2">Złamanie</string>
<string name="skill_shortdescription_crit2">Szansa na złamanie kości</string>
<string name="skill_longdescription_crit2">Za każdy udany krytyk, jest %1$d %% szansy na złamanie kości wroga \'Złamanie\' To osłabi defensywę wroga, które będzie bardziej podatny na ataki.</string>
<string name="skill_shortdescription_crit2">Szansa na złamanie kości u przeciwnika</string>
<string name="skill_longdescription_crit2">Z każdym trafieniem krytycznym istnieje %1$d %% szans na wywołanie stanu \'Złamanie\'. Obniża on defensywne zdolności przeciwnika, zmniejszającym tym samym jego szanse obrony przed następnymi atakami.</string>
<string name="skill_title_rejuvenation">Odmłodzenie</string>
<string name="skill_shortdescription_rejuvenation">Szansa na usunięcie efektu</string>
<string name="skill_longdescription_rejuvenation">Co rundę (6 sekund), jest %1$d %% szansy, że jeden z negatywnych efektów zostanie obniżony o jeden. To dotyczy wszystkich tymczasowych efektów jakimi są; psychiczne obrażenia takie jak oszołomienie, fizyczne obrażenia takie jak zmęczenie i również skażenia krwi takie jak trucizna.</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$d %% szans, że jeden z negatywnych efektów ataku/stanów zostanie obniżony o jeden stopień. Dotyczy to wszystkich stanów ciała, umysłu oraz chorób krwi.</string>
<string name="skill_title_taunt">Kpina</string>
<string name="skill_shortdescription_taunt">Atakujący traci WT jeśli chybi</string>
<string name="skill_longdescription_taunt">Kiedy atakujący wykona atak i chybi, jest %1$d %% szansy, że atakujący straci %2$d punktów wytrzymałości (WT). To dotyczy wszystkich ataków wręcz przeciw tobie.</string>
<string name="skill_shortdescription_taunt">Atakujący traci punkty akcji (PA) przy każdym chybionym ciosie</string>
<string name="skill_longdescription_taunt">Kidy atakujący wyprowadza atak który chybia, istnieje %1$d %% szans, że utraci %2$d punktów akcji (PA. Dotyczy to wszelkiego rodzaju ataków w walce wręcz przeciwko Tobie.</string>
<string name="skill_title_concussion">Wstrząs</string>
<string name="skill_shortdescription_concussion">Szansa na wstrząs</string>
<string name="skill_longdescription_concussion">Kiedy atakujesz na cel, którego szanse na blok (SB) jest %1$d niższa niż twoja szansa na trafienie (SA), jest %2$d %% szansy, że uderzenie skończy się wstrząsem dla wroga. Wstrząs osłabi zdolności ofensywne wroga, który będzie częściej chybiał.</string>
<string name="skill_longdescription_concussion">Kiedy wykonujesz atak na przeciwnika którego szansa bloku jest niższa przynajmniej o %1$d od Twojej szansy trafienia, to istnieje %2$d %% szans, że trafienie wywoła szok u przeciwnika. Wstrząs znacząco obniża ofensywne zdolności przeciwnika, zmniejszając jego szanse na wyprowadzenie udanego ataku.</string>
<string name="about_button4">O grze</string>
@@ -465,50 +436,149 @@ Translated by toudi5-bełchatów
<string name="preferences_ui_category">Interfejs</string>
<string name="preferences_ui_enable_animations_title">Włącz animacje</string>
<string name="preferences_ui_enable_animations">Pokazuje animacje różnych części interfejsu np. pasek walki.</string>
<string name="preferences_ui_enable_animations">Włącza animacje dla różnych elementów interfejsu jak na przykład pasek walki.</string>
<string name="menu_button_worldmap">Mapa</string>
<string name="menu_button_worldmap_failed">Mapa nie może być wyświetlona.</string>
<string name="display_worldmap_not_available">Mapa nie może być wyświetlona w tym miejscu.</string>
<string name="menu_button_worldmap_failed">Mapa nie może byś wyświetlona.</string>
<string name="display_worldmap_not_available">Mapa nie może byś wyświetlona w tej lokalizacji.</string>
<string name="display_worldmap_title">Mapa</string>
<string name="inventory_equip_offhand">Załóż (od ręki)</string>
<string name="inventory_equip_offhand">Użyj jako ekwipunku (lewa ręka)</string>
<string name="iteminfo_effect_weapon_attack_cost">Koszt Ataku: %1$d WT</string>
<string name="iteminfo_effect_increase_attack_cost">Zwiększa koszt ataku o %1$d WT</string>
<string name="iteminfo_effect_decrease_attack_cost">Zmniejsza koszt ataku o %1$d WT</string>
<string name="iteminfo_effect_weapon_attack_chance">Szansa na atak: %1$d %%</string>
<string name="iteminfo_effect_increase_attack_chance">Zwiększa szanse na atak o %1$d %%</string>
<string name="iteminfo_effect_decrease_attack_chance">Zmniejsza szanse na atak o %1$d %%</string>
<string name="iteminfo_effect_weapon_attack_damage">Obrażenia Ataku: %1$d</string>
<string name="iteminfo_effect_weapon_attack_damage_minmax">Obrażenia ataku: %1$d-%2$d</string>
<string name="iteminfo_effect_increase_attack_damage">Zwiększa obrażenia od ataku o %1$d</string>
<string name="iteminfo_effect_increase_attack_damage_minmax">Zwiększa obrażenia od ataku o %1$d-%2$d</string>
<string name="iteminfo_effect_decrease_attack_damage">Zmniejsza obrażenia od ataku o %1$d</string>
<string name="iteminfo_effect_decrease_attack_damage_minmax">Zmniejsza obrażenia od ataku o %1$d-%2$d</string>
<string name="iteminfo_effect_increase_critical_skill">Zwiększa krytyka o %1$d</string>
<string name="iteminfo_effect_decrease_critical_skill">Zmniejsza krytyka o %1$d</string>
<string name="iteminfo_effect_critical_multiplier">Aktywuje mnożnik krytyka o x%1$.1f</string>
<string name="iteminfo_effect_increase_block_chance">Zwiększa szanse na blok o %1$d %%</string>
<string name="iteminfo_effect_decrease_block_chance">Zmniejsza szanse na blok o %1$d %%</string>
<string name="iteminfo_effect_increase_damage_resistance">Zwiększa odporność na obrażenia o %1$d</string>
<string name="iteminfo_effect_decrease_damage_resistance">Zmniejsza odporność na obrażenia o %1$d</string>
<string name="iteminfo_effect_increase_use_cost">Zwiększa koszt WT używania przedmiotów w walce o %1$d AP</string>
<string name="iteminfo_effect_decrease_use_cost">Zmniejsza koszt WT używania przedmiotów w walce o %1$d AP</string>
<string name="iteminfo_effect_increase_reequip_cost">Zwiększa koszt WT zakładanych przedmiotów w walce o %1$d AP</string>
<string name="iteminfo_effect_decrease_reequip_cost">Zwiększa koszt WT zakładanych przedmiotów w walce o %1$d AP</string>
<string name="iteminfo_effect_weapon_attack_cost">Koszt ataku: %1$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 wyekwipowani podczas walki o %1$d PA</string>
<string name="loadsave_save_overwrite_confirmation_all">Jesteś pewny, że chcesz nadpisać grę?</string>
<string name="loadsave_save_overwrite_confirmation_all">Czy jesteś pewien że chcesz nadpisać zapis gry?</string>
<string name="loadsave_save_overwrite_confirmation_slot">(slot %1$d)</string>
<string name="preferences_display_overwrite_savegame_entries_always_confirm">Zawsze pokazuj okienko potwierdzeń</string>
<string name="preferences_display_overwrite_savegame_entries_confirm_overwrite">Pokazuj tylko, gdy nadpisuję plik z innym imieniem bohatera</string>
<string name="preferences_display_overwrite_savegame_entries_never_confirm">Nigdy nie pokazuj okienka potwierdzeń</string>
<string name="preferences_dialog_overwrite_savegame_title">Potwierdź nadpisanie gry</string>
<string name="preferences_dialog_overwrite_savegame">Zadaje pytanie zawsze, gdy chcesz nadpisać grę na slocie, który jest już zajęty.</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">Potwierdzenia nadpisywania zapisów gry</string>
<string name="preferences_dialog_overwrite_savegame">Zadaje pytanie za każdym razem kiedy chcesz zapisać grę w slocie w który znajdje się jż zapis gry.</string>
<!-- =========================================== -->
<!-- Added in v0.7.0 -->
<string name="localize_resources_from_mo_filename">pl.mo</string>
<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$s przemieścił się.</string>
<string name="combat_log_title">Dziennik walki</string>
<string name="localize_resources_from_mo_filename"></string>
<string name="conversation_reward_quest_finished">[Zadanie ukończone: \"%1$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 w walce dwóch broni w tym samym czasie</string>
<string name="skill_shortdescription_fightstyle_2hand">Lepszy w walce z użyciem broni wymagającej uzycia 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 %%. Umiejętnośc obejmuje takie bronie jak: maczugi, buławy, berła, młoty 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$d %% na poziom umiejętności. Kategoria ciężkie zbroje obejmuje pancerze metalowe, kolczugi i zbroje płytowe.</string>
<string name="skill_longdescription_fightstyle_dualwield">Daje korzyści w przypadku walki dwoma broniami równocześnie (gdy w każdej ręce znajduje sie broń).
Bez tej umiejętności, tylko %1$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 gdzie mają znajdowaś 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 kiedy 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 gry tej wersji gry moga byc niekompatybilne z publicznymi wersjami gry.</string>
<string name="startscreen_non_release_version">Jest to wersja testowa Andor`s Trail. Zapisy gry tej wersji gry moga byc 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 uzywany przdmiot</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 jesli jest dostępna (wymaga restartu gry))</string>
<string name="change_locale_requires_restart">Zmiany ustawień lokalnych wymagały restartu gry. Andor`s Trail został zamknięty.</string>
</resources>

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