mirror of
https://github.com/OMGeeky/andors-trail.git
synced 2026-01-04 10:40:41 +01:00
Updated Italian translation (thanks k6blue) Added confirmation dialog box when selling non-ordinary items (thanks ejwessel). git-svn-id: https://andors-trail.googlecode.com/svn/trunk@144 08aca716-68be-ccc6-4d58-36f5abd142ac
466 lines
27 KiB
XML
466 lines
27 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">Andor\'s Trail</string>
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<string name="exit">Exit</string>
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<string name="exit_to_menu">Exit to menu</string>
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<string name="menu_pause">Pause</string>
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<string name="menu_settings">Preferences</string>
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<string name="menu_save">Save</string>
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<string name="menu_load">Load</string>
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<string name="menu_save_gamesaved">Game was saved to slot %1$d</string>
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<string name="menu_save_failed">Failed to save game! Is the SD card mounted and writable?</string>
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<string name="loadsave_title_save">Save game</string>
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<string name="loadsave_title_load">Load saved game</string>
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<string name="loadsave_selectslot">Select slot</string>
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<string name="loadsave_slot_empty">(empty)</string>
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<string name="savegame_currenthero_displayinfo">level %1$d, %2$d exp, %3$d gold</string>
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<string name="dialog_loading_message">Loading resources...</string>
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<string name="dialog_loading_failed_title">Load Failed</string>
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<string name="dialog_loading_failed_message">Andor\'s Trail was unable to load the savegame file.\n\n:(\n\nThe file may be damaged or incomplete.</string>
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<string name="dialog_loading_failed_incorrectversion">Andor\'s Trail was unable to load the savegame file. This savegame file is created with a newer version than what is currently running.</string>
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<string name="dialog_close">Close</string>
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<string name="dialog_confirmexit_title">Exit</string>
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<string name="dialog_confirmexit_message">Are you sure you want to exit?</string>
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<string name="dialog_paused_title">Paused</string>
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<string name="dialog_paused_message">Game is paused</string>
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<string name="dialog_paused_resume">Resume</string>
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<string name="dialog_monsterencounter_title">Encounter</string>
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<string name="dialog_monsterencounter_message">Do you want to attack?\nDifficulty: %1$s</string>
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<string name="dialog_monsterencounter_info">Info</string>
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<string name="status_hp">HP:</string>
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<string name="status_mp">MP:</string>
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<string name="status_ap">AP:</string>
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<string name="status_exp">Level:</string>
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<string name="heroinfo_char">Overview</string>
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<string name="heroinfo_inv">Inventory</string>
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<string name="heroinfo_wear">Equipped</string>
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<string name="heroinfo_skill">Skills</string>
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<string name="heroinfo_spell">Spells</string>
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<string name="heroinfo_levelup">Level up</string>
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<string name="heroinfo_level">Level</string>
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<string name="heroinfo_totalexperience">Total experience</string>
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<string name="heroinfo_wornequipment">Worn equipment</string>
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<string name="heroinfo_inventory">Inventory</string>
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<string name="heroinfo_gold">Gold: %1$d</string>
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<string name="heroinfo_actionpoints">Action points (AP):</string>
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<string name="heroinfo_quests">Quests</string>
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<string name="combat_attack">Attack (%1$d AP)</string>
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<string name="combat_move">Move (%1$d AP)</string>
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<string name="combat_use">Use item</string>
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<string name="combat_spell">Spell</string>
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<string name="combat_endturn">End turn</string>
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<!-- <string name="combat_endcombat">End combat</string>-->
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<string name="combat_flee">Flee</string>
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<string name="combat_begin_flee">You can now flee combat by clicking in the direction you want to move.</string>
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<string name="combat_flee_failed">You failed to flee!</string>
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<string name="combat_status_ap">AP: %1$d</string>
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<string name="combat_monsterhealth">HP:</string>
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<string name="combat_monsteraction">%1$s is attacking.</string>
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<!-- <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> -->
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<string name="combat_result_monstermiss">%1$s misses!</string>
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<string name="combat_result_monsterhit">%1$s hits you for %2$d hp!</string>
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<string name="combat_result_monsterhitcritical">%1$s gets a critical hit for %2$d hp!</string>
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<string name="combat_result_heromiss">Your attack misses.</string>
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<string name="combat_result_herohit">You hit %1$s for %2$d hp!</string>
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<string name="combat_result_herohitcritical">You get a critical hit on %1$s for %2$d hp!</string>
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<string name="combat_result_herokillsmonster">%1$s dies!</string>
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<string name="combat_not_enough_ap">Not enough AP left this round.</string>
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<string name="combat_hero_dies">You fall unconscious but fortunately wake up alive. You lost %1$d experience.</string>
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<string name="inventory_info">Info</string>
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<string name="inventory_equip">Equip</string>
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<string name="inventory_unequip">Unequip</string>
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<string name="inventory_use">Use</string>
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<string name="inventory_drop">Drop</string>
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<string name="inventory_item_used">You used %1$s.</string>
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<string name="inventory_item_dropped">%1$s was dropped.</string>
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<string name="inventory_item_equipped">You equipped %1$s.</string>
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<string name="dialog_loot_pickall">Pick up all</string>
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<string name="dialog_loot_foundgold">You found %1$d gold. </string>
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<string name="dialog_loot_pickedupitems">You picked up %1$d items.</string>
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<string name="dialog_groundloot_title">Items</string>
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<string name="dialog_groundloot_message">You found some items. </string>
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<string name="dialog_monsterloot_title">Victory</string>
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<string name="dialog_monsterloot_message">You survived the encounter. </string>
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<string name="dialog_monsterloot_gainedexp">You gained %1$d experience. </string>
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<string name="monster_difficulty_veryeasy">Very easy</string>
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<string name="monster_difficulty_easy">Easy</string>
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<string name="monster_difficulty_normal">Normal</string>
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<string name="monster_difficulty_hard">Hard</string>
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<string name="monster_difficulty_veryhard">Very hard</string>
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<string name="monster_difficulty_impossible">Impossible</string>
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<string name="actorinfo_class">Class:</string>
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<string name="actorinfo_difficulty">Difficulty:</string>
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<string name="actorinfo_health">Health:</string>
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<string name="actorinfo_attacksperturn">Attacks/turn:</string>
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<string name="actorinfo_movesperturn">Movement/turn:</string>
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<string name="actorinfo_attack">Attack:</string>
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<string name="actorinfo_criticalhit">Critical hit:</string>
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<string name="actorinfo_defense">Defense:</string>
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<string name="actorinfo_movecost">Move cost (AP):</string>
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<string name="actorinfo_basetraits">Unequipped combat statistics (base)</string>
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<string name="actorinfo_currenttraits">Equipped combat statistics (current)</string>
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<string name="traitsinfo_attack_cost">Attack cost (AP):</string>
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<string name="traitsinfo_attack_chance">Attack chance:</string>
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<string name="traitsinfo_attack_damage">Attack damage:</string>
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<string name="traitsinfo_criticalhit_chance">Critical hit chance:</string>
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<string name="traitsinfo_criticalhit_multiplier">Critical multiplier:</string>
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<string name="traitsinfo_defense_chance">Block chance:</string>
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<string name="traitsinfo_defense_damageresist">Damage resistance:</string>
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<!-- <string name="key_required">A specific key is required to pass.</string> -->
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<string name="iteminfo_category">Category: </string>
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<string name="iteminfo_action_use">Use</string>
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<string name="iteminfo_action_equip">Equip</string>
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<string name="iteminfo_action_unequip">Unequip</string>
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<string name="iteminfo_action_use_ap">Use (%1$d AP)</string>
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<string name="iteminfo_action_equip_ap">Equip (%1$d AP)</string>
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<string name="iteminfo_action_unequip_ap">Unequip (%1$d AP)</string>
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<string name="itemcategory_money">Money</string>
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<string name="itemcategory_weapon">Weapon</string>
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<string name="itemcategory_shield">Shield</string>
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<string name="itemcategory_wearable_head">Wearable (head)</string>
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<string name="itemcategory_wearable_body">Wearable (body)</string>
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<string name="itemcategory_wearable_hand">Wearable (hands)</string>
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<string name="itemcategory_wearable_feet">Wearable (feet)</string>
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<string name="itemcategory_wearable_neck">Wearable (neck)</string>
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<string name="itemcategory_wearable_ring">Wearable (ring)</string>
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<string name="itemcategory_potion">Potion</string>
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<string name="itemcategory_other">Other</string>
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<string name="startscreen_continue">Continue current game</string>
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<string name="startscreen_newgame">New game</string>
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<string name="startscreen_newgame_confirm">You will lose your current game and your current character, are you sure you want to start a new game?</string>
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<string name="startscreen_about">About/help</string>
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<string name="startscreen_enterheroname">Enter hero name</string>
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<string name="startscreen_load">Load</string>
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<!-- <string name="conversation_title">%1$s says</string> -->
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<string name="conversation_rewardexp"> [You gained %1$d experience]</string>
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<string name="conversation_rewardgold"> [You gained %1$d gold]</string>
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<string name="conversation_lostgold"> [You lost %1$d gold]</string>
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<string name="conversation_rewarditem"> [You gained an item]</string>
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<string name="conversation_rewarditems"> [You gained %1$d items]</string>
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<string name="conversation_next">Next</string>
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<string name="conversation_leave">Leave</string>
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<string name="shop_buy">Buy</string>
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<string name="shop_sell">Sell</string>
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<string name="shop_infoitem">Info</string>
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<string name="shop_buyitem">Buy (%1$d gold)</string>
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<string name="shop_sellitem">Sell (%1$d gold)</string>
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<string name="shop_yourgold">Your gold: %1$d</string>
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<string name="shop_item_bought">%1$s bought.</string>
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<string name="shop_item_sold">%1$s sold.</string>
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<string name="levelup_title">Level up</string>
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<string name="levelup_description">Welcome to level %1$d!</string>
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<string name="levelup_buttontext">Level up</string>
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<string name="levelup_add_health">Increase health (+%1$d HP)</string>
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<string name="levelup_add_health_description">Adds %1$d to your maximum health.</string>
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<string name="levelup_add_attackchance">Increase attack chance (+%1$d %%)</string>
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<string name="levelup_add_attackchance_description">Adds %1$d%% to your base attack chance.</string>
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<string name="levelup_add_attackdamage">Increase attack damage (+%1$d)</string>
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<string name="levelup_add_attackdamage_description">Adds %1$d to your base attack damage.</string>
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<string name="levelup_add_blockchance">Increase block chance (+%1$d %%)</string>
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<string name="levelup_add_blockchance_description">Adds %1$d%% to your base block chance.</string>
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<string name="dialog_rest_title">Rest</string>
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<string name="dialog_rest_confirm_message">Do you want to rest here?</string>
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<string name="dialog_rest_message">You have rested and regained your full health.</string>
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<string name="about_button1">Help</string>
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<string name="about_button2">Authors</string>
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<string name="about_button3">License</string>
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<string name="about_contents1">
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Welcome to Andor\'s Trail, an open-source roguelike RPG on Android.<br />
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<br />
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<a href="http://andors.techby2guys.com/">Game forums on andors.techby2guys.com for questions and gameplay discussions.</a><br />
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<br />
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<a href="http://code.google.com/p/andors-trail/">Project homepage on code.google.com for developers.</a><br />
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<br />
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Please visit the forums to discuss the game with other players.<br />
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<br />
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We really should add some info here about how to play the game :)<br />
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</string>
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<!--
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This is the GNU GPL v2 text, originally from
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http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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For translation of this text, you might be able to find a version in your language here:
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http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html
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-->
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<string name="about_contents3">
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Copyright (C) 2011 Oskar Wiksten<br />
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<br />
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This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.<br />
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<br />
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.<br />
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<br />
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You should have received a copy of the GNU General Public License along with this program; if not, see <a href="http://www.gnu.org/licenses">http://www.gnu.org/licenses</a><br />
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<br />
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For source code and feature requests, please visit the project page at <a href="http://code.google.com/p/andors-trail/">http://code.google.com/p/andors-trail/</a><br />
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</string>
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<string name="dialog_newversion_title">Welcome</string>
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<string name="dialog_newversion_message">
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Thank you for downloading Andor\'s Trail!\n\n
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Please note that this version of Andor\'s Trail is a WORK IN PROGRESS, which means that all maps are not yet complete.\n
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You are however of course free to explore the initial towns and dungeons as much as you like.\n
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Since this is a work in progress, it may contain bugs and gameplay that is not balanced well. This release is intended as a bug-hunt before we start adding even more content.\n
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Please visit the project forums to get more info or to contribute to the project (see "about").\n
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\n
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Thanks for all the feedback!
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</string>
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<string name="questlog_title">Quests</string>
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<string name="questlog_includecompleted_prompt">Select quests to show</string>
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<string-array name="questlog_includecompleted">
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<item>Hide completed quests</item>
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<item>Include completed quests</item>
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<item>Only completed quests</item>
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</string-array>
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<string name="questlog_queststatus">Status: %1$s</string>
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<string name="questlog_queststatus_inprogress">In progress</string>
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<string name="questlog_queststatus_completed">Completed</string>
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<string name="preferences_display_category">Display</string>
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<string name="preferences_display_fullscreen_title">Fullscreen</string>
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<string name="preferences_display_fullscreen">Displays the game in fullscreen mode. (Requires restart)</string>
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<string name="preferences_dialog_category">Dialog confirmation</string>
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<string name="preferences_dialog_confirmrest_title">Confirm rest</string>
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<string name="preferences_dialog_confirmrest">Gives a question about whether you want to rest when entering a bed. Otherwise, you will always automatically rest.</string>
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<string name="preferences_dialog_confirmattack_title">Confirm attack</string>
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<string name="preferences_dialog_confirmattack">Enables the \'Do you want to attack..?\' dialog box when attacking a monster.</string>
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<string name="preferences_dialog_monsterloot_title">Display monster loot</string>
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<string name="preferences_dialog_monsterloot">Choose how you want to show the results of a fight to be shown (gold, experience, items).</string>
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<string name="preferences_combat_category">Combat</string>
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<string name="preferences_combat_speed_title">Combat speed</string>
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<string name="preferences_combat_speed">Determines how fast monsters attack.</string>
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<string-array name="preferences_display_loot">
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<item>Show loot dialog box</item>
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<item>Show short notification</item>
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<item>Do not display</item>
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</string-array>
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<string-array name="preferences_display_loot_values">
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<item>0</item>
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<item>1</item>
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<item>2</item>
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</string-array>
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<string-array name="preferences_attackspeed">
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<item>Instant (no animations)</item>
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<item>Fast</item>
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<item>Normal</item>
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<item>Slow</item>
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</string-array>
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<string-array name="preferences_attackspeed_values">
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<item>0</item>
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<item>400</item>
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<item>1000</item>
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<item>1500</item>
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</string-array>
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<string name="preferences_movement_category">Movement</string>
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<string name="preferences_movementmethod_title">Movement method</string>
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<string name="preferences_movementmethod">Type of movement method and handling of obstacles.</string>
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<string-array name="preferences_movementmethods">
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<item>Straight (original)</item>
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<item>Avoiding obstacles</item>
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</string-array>
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<string-array name="preferences_movementmethod_values">
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<item>0</item>
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<item>1</item>
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</string-array>
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<!-- =========================================== -->
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<!-- Added in v0.6.9 -->
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<string name="actorinfo_currentconditions">Active conditions</string> <!-- Translated as: affliction / statuseffect / temporary effect -->
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<string name="actorcondition_info_removes_all">Removes all %1$s</string>
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<string name="iteminfo_effect_chance_of">%1$s chance of %2$s</string>
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<string name="iteminfo_effect_duration">(%1$d rounds)</string>
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<string name="iteminfo_effect_works_on_source">On source</string>
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<string name="iteminfo_effect_works_on_target">On target</string>
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<string name="iteminfo_effect_works_when_hitting_target">When hitting target</string>
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<string name="iteminfo_effect_works_when_killing_target">On every kill</string>
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<string name="iteminfo_effect_works_when_used">When used</string>
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<string name="iteminfo_effect_works_when_equipped">When equipped</string>
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<string name="iteminfo_effect_decrease_current_hp">Drains %1$s HP</string>
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<string name="iteminfo_effect_increase_current_hp">Restores %1$s HP</string>
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<string name="iteminfo_effect_decrease_current_ap">Drains %1$s AP</string>
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<string name="iteminfo_effect_increase_current_ap">Restores %1$s AP</string>
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<string name="iteminfo_effect_increase_max_hp">Raises max HP +%1$d</string>
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<string name="iteminfo_effect_decrease_max_hp">Lowers max HP by %1$d</string>
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<string name="iteminfo_effect_increase_max_ap">Raises max AP +%1$d</string>
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<string name="iteminfo_effect_decrease_max_ap">Lowers max AP by %1$d</string>
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<string name="iteminfo_effect_increase_movecost">Move cost penalty +%1$d AP</string>
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<string name="iteminfo_effect_decrease_movecost">Lowers move cost %1$d AP</string>
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<string name="preferences_display_scaling_factor_title">Scaling factor</string>
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<string name="preferences_display_scaling_factor">Makes the game view display everything larger.</string>
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<string-array name="preferences_display_scaling_factor">
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<item>Normal size</item>
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<item>1.5x size</item>
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<item>Double size</item>
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</string-array>
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<string-array name="preferences_display_scaling_factor_values">
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<item>1.0f</item>
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<item>1.5f</item>
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<item>2.0f</item>
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</string-array>
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<string name="inventory_assign">Assign quick slot</string>
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<string name="inventory_assign_slot1">Slot 1</string>
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<string name="inventory_assign_slot2">Slot 2</string>
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<string name="inventory_assign_slot3">Slot 3</string>
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<string name="inventory_unassign">Un-assign quick slot</string>
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<!-- =========================================== -->
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<!-- Added in v0.6.10 -->
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<string name="preferences_movement_dpad_position_title">Virtual d-pad</string>
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<string name="preferences_movement_dpad_position">Enables a virtual on-screen directional pad to guide movement</string>
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<string-array name="preferences_movement_dpad_positions">
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<item>Disabled</item>
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<item>Lower right corner</item>
|
|
<item>Lower left corner</item>
|
|
<item>Center bottom</item>
|
|
<item>Center left</item>
|
|
<item>Center right</item>
|
|
<item>Upper left corner</item>
|
|
<item>Upper right corner</item>
|
|
<item>Center top</item>
|
|
</string-array>
|
|
<string-array name="preferences_movement_dpad_positions_values">
|
|
<item>0</item>
|
|
<item>1</item>
|
|
<item>2</item>
|
|
<item>3</item>
|
|
<item>4</item>
|
|
<item>5</item>
|
|
<item>6</item>
|
|
<item>7</item>
|
|
<item>8</item>
|
|
</string-array>
|
|
|
|
<string name="actorconditioninfo_constant_effect">Constant effect</string>
|
|
<string name="actorconditioninfo_effect_every_round">Every round</string>
|
|
<string name="actorconditioninfo_effect_every_full_round">Every full round</string>
|
|
<string name="bulkselection_totalcost_buy">Total cost: %1$d gold</string>
|
|
<string name="bulkselection_totalcost_sell">Total cost: %1$d gold</string>
|
|
<string name="bulkselection_select_all">All</string>
|
|
<string name="bulkselection_sell_confirmation_title">Are you sure?</string>
|
|
<string name="bulkselection_sell_confirmation">Are you sure you want to sell %1$s? This item is %2$s and you might not be able to recover it.</string>
|
|
|
|
<string name="skill_title_weapon_chance">Weapon Accuracy</string>
|
|
<string name="skill_title_weapon_dmg">Hard Hit</string>
|
|
<string name="skill_title_barter">Merchant</string>
|
|
<string name="skill_title_dodge">Dodge</string>
|
|
<string name="skill_title_barkskin">Bark Skin</string>
|
|
<string name="skill_title_more_criticals">More Criticals</string>
|
|
<string name="skill_title_better_criticals">Better Criticals</string>
|
|
<string name="skill_title_speed">Combat Speed</string>
|
|
<string name="skill_title_coinfinder">Treasure Hunter</string>
|
|
<string name="skill_title_more_exp">Quick Learner</string>
|
|
<string name="skill_title_cleave">Cleave</string>
|
|
<string name="skill_title_eater">Corpse Eater</string>
|
|
<string name="skill_title_fortitude">Increased Fortitude</string>
|
|
<string name="skill_title_evasion">Evasion</string>
|
|
<string name="skill_title_regeneration">Regeneration</string>
|
|
<string name="skill_title_lower_exploss">Failure Mastery</string>
|
|
<string name="skill_title_magicfinder">Magic Finder</string>
|
|
|
|
<string name="skill_shortdescription_weapon_chance">Increased attack chance</string>
|
|
<string name="skill_shortdescription_weapon_dmg">Increased attack damage</string>
|
|
<string name="skill_shortdescription_barter">Better shop prices</string>
|
|
<string name="skill_shortdescription_dodge">Increased block chance</string>
|
|
<string name="skill_shortdescription_barkskin">Damage resistance</string>
|
|
<string name="skill_shortdescription_more_criticals">Increased critical chance</string>
|
|
<string name="skill_shortdescription_better_criticals">Increased critical damage</string>
|
|
<string name="skill_shortdescription_speed">Increased maximum action points</string>
|
|
<string name="skill_shortdescription_coinfinder">Higher chance of finding gold</string>
|
|
<string name="skill_shortdescription_more_exp">More experience from monster kills</string>
|
|
<string name="skill_shortdescription_cleave">Recover action points on every kill</string>
|
|
<string name="skill_shortdescription_eater">Recover health points on every kill</string>
|
|
<string name="skill_shortdescription_fortitude">Gain health on each level up</string>
|
|
<string name="skill_shortdescription_evasion">Increased chance of fleeing</string>
|
|
<string name="skill_shortdescription_regeneration">Gain health every round</string>
|
|
<string name="skill_shortdescription_lower_exploss">Decrease amount of lost experience when dying</string>
|
|
<string name="skill_shortdescription_magicfinder">Increased chance of finding magic items</string>
|
|
|
|
<string name="skill_longdescription_weapon_chance">Increases attack chance by %1$d for each skill level.</string>
|
|
<string name="skill_longdescription_weapon_dmg">Increases min and max damage by %1$d for each skill level.</string>
|
|
<string name="skill_longdescription_barter">For every skill level, decreases the buying and selling gold penalty by %1$d percentage points.</string>
|
|
<string name="skill_longdescription_dodge">Increases block chance by %1$d for each skill level.</string>
|
|
<string name="skill_longdescription_barkskin">Increases damage resistance by %1$d for each skill level.</string>
|
|
<string name="skill_longdescription_more_criticals">Increases any existing critical chance given by equipment by %1$d %% for each skill level (percentage of existing critical chance value, not percentage points).</string>
|
|
<string name="skill_longdescription_better_criticals">Increases any existing critical multiplier given by equipment by %1$d %% for each skill level.</string>
|
|
<string name="skill_longdescription_speed">Increases maximum action points (AP) by %1$d for each skill level.</string>
|
|
<string name="skill_longdescription_coinfinder">Increases chance of finding gold in monster drops by %1$d %%, and increases amount of gold in drops by %2$d %% for each skill level (up to the maximum amount that the monster drops).</string>
|
|
<string name="skill_longdescription_more_exp">Increases amount of exp given by defeating monsters by %1$d %% for each skill level</string>
|
|
<string name="skill_longdescription_cleave">Gives +%1$d action points (AP) on every kill per skill level.</string>
|
|
<string name="skill_longdescription_eater">Gives +%1$d health points (HP) on every kill per skill level.</string>
|
|
<string name="skill_longdescription_fortitude">On every subsequent level-up, maximum health points (HP) will be raised by %1$d per skill level. This is not applied retroactively, only subsequent level-ups will be affected.</string>
|
|
<string name="skill_longdescription_evasion">For every skill level, reduces both the chance of failed flee attempts by %1$d %% and the chance that an adjacent monster will attack by %2$d %%.</string>
|
|
<string name="skill_longdescription_regeneration">Gain +%1$d health points (HP) on every round per skill level.</string>
|
|
<string name="skill_longdescription_lower_exploss">For every skill level, reduces the amount of lost experience caused by death by %1$d %% (percentage of existing exp loss value, not percentage points). %2$d levels will remove all experience loss caused by death.</string>
|
|
<string name="skill_longdescription_magicfinder">Increases the chance of finding non-ordinary items by %1$d %% for every skill level.</string>
|
|
|
|
<string name="skillinfo_action_levelup">Level up</string>
|
|
<string name="skill_current_level">Current level: %1$d</string>
|
|
<string name="skill_current_level_with_maximum">Current level: %1$d / %2$d</string>
|
|
<string name="skill_prerequisite_other_skill">To level up this skill, you need at least level %1$d of the %2$s skill.</string>
|
|
<string name="skill_prerequisite_level">To level up this skill, you need at least experience level %1$d.</string>
|
|
<string name="skill_prerequisite_stat">To level up this skill, you need at least %1$d %2$s (unequipped stats).</string>
|
|
<string name="skill_number_of_increases_one">You may select one skill to increase.</string>
|
|
<string name="skill_number_of_increases_several">You may select %1$d skills to increase.</string>
|
|
<string name="levelup_adds_new_skillpoint">This level also gives you a new skill point to spend!</string>
|
|
|
|
<string name="loadsave_save_to_new_slot">Create new savegame slot</string>
|
|
<string name="loadsave_save_overwrite_confirmation_title">Overwrite savegame?</string>
|
|
<string name="loadsave_save_overwrite_confirmation">This savegame contains a different player name (%1$s) than your current player name (%2$s). Are you sure you want to overwrite this savegame?</string>
|
|
|
|
<string-array name="iteminfo_displaytypes">
|
|
<item>Ordinary</item>
|
|
<item>Quest item</item>
|
|
<item>Extraordinary</item>
|
|
<item>Legendary</item>
|
|
<item>Rare</item>
|
|
</string-array>
|
|
|
|
<string name="actorconditioninfo_category">Condition category: %1$s</string>
|
|
<string-array name="actorcondition_categories">
|
|
<item>Spiritual</item>
|
|
<item>Mental</item>
|
|
<item>Physical Capacity</item>
|
|
<item>Blood Disorder</item>
|
|
</string-array>
|
|
|
|
<string name="traitsinfo_base_max_hp">Max HP:</string>
|
|
<string name="traitsinfo_base_max_ap">Max AP:</string>
|
|
|
|
</resources>
|