mirror of
https://github.com/OMGeeky/andors-trail.git
synced 2025-12-27 06:29:37 +01:00
Added skills for resistance of actor conditions. (thanks Samuel) Remove duplicate items (but give back gold) whose store price has increased, to prevent exploiting the newer item prices. Changes to code comments, display texts. (thanks Samuel) git-svn-id: https://andors-trail.googlecode.com/svn/trunk@146 08aca716-68be-ccc6-4d58-36f5abd142ac
477 lines
28 KiB
XML
477 lines
28 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 name="preferences_movement_dpad_minimizeable_title">Minimizable d-pad</string>
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<string name="preferences_movement_dpad_minimizeable">If the virtual d-pad is enabled, this setting allows the d-pad to be minimized by pressing its center.</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>
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<item>Lower left corner</item>
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<item>Center bottom</item>
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|
<item>Center left</item>
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|
<item>Center right</item>
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|
<item>Upper left corner</item>
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<item>Upper right corner</item>
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<item>Center top</item>
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|
</string-array>
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<string-array name="preferences_movement_dpad_positions_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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<item>3</item>
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<item>4</item>
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<item>5</item>
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<item>6</item>
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<item>7</item>
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|
<item>8</item>
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|
</string-array>
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|
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<string name="actorconditioninfo_constant_effect">Constant effect</string>
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|
<string name="actorconditioninfo_effect_every_round">Every round</string>
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<string name="actorconditioninfo_effect_every_full_round">Every full round</string>
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|
<string name="bulkselection_totalcost_buy">Total cost: %1$d gold</string>
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|
<string name="bulkselection_totalcost_sell">Total cost: %1$d gold</string>
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|
<string name="bulkselection_select_all">All</string>
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|
<string name="bulkselection_sell_confirmation_title">Are you sure?</string>
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|
<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>
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|
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<string name="skill_title_weapon_chance">Weapon Accuracy</string>
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<string name="skill_title_weapon_dmg">Hard Hit</string>
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<string name="skill_title_barter">Merchant</string>
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<string name="skill_title_dodge">Dodge</string>
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|
<string name="skill_title_barkskin">Bark Skin</string>
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|
<string name="skill_title_more_criticals">More Criticals</string>
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|
<string name="skill_title_better_criticals">Better Criticals</string>
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|
<string name="skill_title_speed">Combat Speed</string>
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|
<string name="skill_title_coinfinder">Treasure Hunter</string>
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|
<string name="skill_title_more_exp">Quick Learner</string>
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|
<string name="skill_title_cleave">Cleave</string>
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|
<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_title_resistance_mental">Strong Mind</string>
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|
<string name="skill_title_resistance_physical_capacity">Enduring Body</string>
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|
<string name="skill_title_resistance_blood_disorder">Pure Blood</string>
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|
|
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<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_shortdescription_resistance_mental">Resistance against mental conditions</string>
|
|
<string name="skill_shortdescription_resistance_physical_capacity">Resistance against physical capacity conditions</string>
|
|
<string name="skill_shortdescription_resistance_blood_disorder">Resistance against blood disorders</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="skill_longdescription_resistance_mental">Lowers the chance of being afflicted with mental conditions by %1$d %% for every skill level, up to a maximum of %2$d %%. This includes conditions caused by monster attacks such as Dazed or Weapon Feebleness.</string>
|
|
<string name="skill_longdescription_resistance_physical_capacity">Lowers the chance of being afflicted with conditions affecting your physical capacity by %1$d %% for every skill level, up to a maximum of %2$d %%. This includes conditions caused by monster attacks such as Fatigue.</string>
|
|
<string name="skill_longdescription_resistance_blood_disorder">Lowers the chance of being afflicted with disorders of the blood by %1$d %% for every skill level, up to a maximum of %2$d %%. This includes conditions caused by monster attacks such as Poison or bleeding wounds.</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>
|