mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-26 15:16:45 +01:00
Reworked Unarmed to be easier to level
This commit is contained in:
parent
09c5b8727a
commit
2aa7e37e13
@ -23,6 +23,8 @@ Version 1.3.00-dev
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= Fixed memory leak with mob spawner tracking
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= Fixed memory leak with mob spawner tracking
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= Fixed /mcability not respecting permissions
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= Fixed /mcability not respecting permissions
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= Prettied up new config files
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= Prettied up new config files
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! Changed the name of Unarmed Apprentice/Master to Iron Arm Style
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! Changed Unarmed to gain bonus damage every 50 skill levels, capping out at what Unarmed Mastery was before
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! Changed Tree Feller to take down entire trees
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! Changed Tree Feller to take down entire trees
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! Changed mob spawn tracking to use Unique Entity ID instead of Entity Object
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! Changed mob spawn tracking to use Unique Entity ID instead of Entity Object
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! Changed stats command name to mcstats for better plugin compatibility
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! Changed stats command name to mcstats for better plugin compatibility
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@ -11,7 +11,6 @@ import com.gmail.nossr50.Users;
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import com.gmail.nossr50.mcPermissions;
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import com.gmail.nossr50.mcPermissions;
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import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.mcLocale;
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import com.gmail.nossr50.locale.mcLocale;
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import com.gmail.nossr50.party.Party;
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import com.gmail.nossr50.party.Party;
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@ -77,6 +76,8 @@ public class PartyCommand implements CommandExecutor {
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//Master Apprentice Stuff
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//Master Apprentice Stuff
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//Show the player all their bonuses when they type /party
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//Show the player all their bonuses when they type /party
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/*
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for(Player a : Party.getInstance().getPartyMembers(player))
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for(Player a : Party.getInstance().getPartyMembers(player))
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{
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{
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if(Party.getInstance().isPartyLeader(a.getName(), PP.getParty()) && !a.getName().equals(player.getName()))
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if(Party.getInstance().isPartyLeader(a.getName(), PP.getParty()) && !a.getName().equals(player.getName()))
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@ -108,8 +109,7 @@ public class PartyCommand implements CommandExecutor {
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//Tell them they are providing bonuses
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//Tell them they are providing bonuses
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}
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}
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}
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}
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*/
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return true;
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return true;
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} else if (args.length == 1) {
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} else if (args.length == 1) {
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@ -42,6 +42,11 @@ public class UnarmedCommand implements CommandExecutor {
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ticks++;
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ticks++;
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}
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}
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int bonus = PP.getSkillLevel(SkillType.UNARMED)/50;
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if(bonus > 6)
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bonus = 6;
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player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.SkillUnarmed") }));
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player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.SkillUnarmed") }));
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player.sendMessage(mcLocale.getString("m.XPGain", new Object[] { mcLocale.getString("m.XPGainUnarmed") }));
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player.sendMessage(mcLocale.getString("m.XPGain", new Object[] { mcLocale.getString("m.XPGainUnarmed") }));
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@ -52,20 +57,13 @@ public class UnarmedCommand implements CommandExecutor {
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed1_0"), mcLocale.getString("m.EffectsUnarmed1_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed1_0"), mcLocale.getString("m.EffectsUnarmed1_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed2_0"), mcLocale.getString("m.EffectsUnarmed2_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed2_0"), mcLocale.getString("m.EffectsUnarmed2_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed3_0"), mcLocale.getString("m.EffectsUnarmed3_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed3_0"), mcLocale.getString("m.EffectsUnarmed3_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed4_0"), mcLocale.getString("m.EffectsUnarmed4_1") }));
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//player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed4_0"), mcLocale.getString("m.EffectsUnarmed4_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed5_0"), mcLocale.getString("m.EffectsUnarmed5_1") }));
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player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed5_0"), mcLocale.getString("m.EffectsUnarmed5_1") }));
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player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.YourStats") }));
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player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.YourStats") }));
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player.sendMessage(mcLocale.getString("m.UnarmedArrowDeflectChance", new Object[] { arrowpercentage }));
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player.sendMessage(mcLocale.getString("m.UnarmedArrowDeflectChance", new Object[] { arrowpercentage }));
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player.sendMessage(mcLocale.getString("m.UnarmedDisarmChance", new Object[] { percentage }));
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player.sendMessage(mcLocale.getString("m.UnarmedDisarmChance", new Object[] { percentage }));
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if (PP.getSkillLevel(SkillType.UNARMED) < 250) {
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player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed2_0"), mcLocale.getString("m.AbilBonusUnarmed2_1", new Object[] {bonus}) }));
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player.sendMessage(mcLocale.getString("m.AbilityLockTemplate", new Object[] { mcLocale.getString("m.AbilLockUnarmed1") }));
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} else if (PP.getSkillLevel(SkillType.UNARMED) >= 250 && PP.getSkillLevel(SkillType.UNARMED) < 500) {
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player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed1_0"), mcLocale.getString("m.AbilBonusUnarmed1_1") }));
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player.sendMessage(mcLocale.getString("m.AbilityLockTemplate", new Object[] { mcLocale.getString("m.AbilLockUnarmed2") }));
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} else {
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player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed2_0"), mcLocale.getString("m.AbilBonusUnarmed2_1") }));
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}
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player.sendMessage(mcLocale.getString("m.UnarmedBerserkLength", new Object[] { ticks }));
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player.sendMessage(mcLocale.getString("m.UnarmedBerserkLength", new Object[] { ticks }));
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@ -66,10 +66,13 @@ public class Unarmed {
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{
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{
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PlayerProfile PPa = Users.getProfile(attacker);
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PlayerProfile PPa = Users.getProfile(attacker);
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int bonus = 0;
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int bonus = 0;
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if (PPa.getSkillLevel(SkillType.UNARMED) >= 250)
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bonus+=2;
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//Add 1 DMG for every 50 skill levels
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if (PPa.getSkillLevel(SkillType.UNARMED) >= 500)
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bonus = PPa.getSkillLevel(SkillType.UNARMED)/50;
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bonus+=4;
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if(bonus > 6)
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bonus = 6;
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event.setDamage(event.getDamage()+bonus);
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event.setDamage(event.getDamage()+bonus);
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}
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}
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public static void disarmProcCheck(Player attacker, Player defender)
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public static void disarmProcCheck(Player attacker, Player defender)
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@ -135,7 +135,6 @@ public class WoodCutting
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player.getItemInHand().setDurability(durability);
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player.getItemInHand().setDurability(durability);
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}
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}
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}
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}
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}
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}
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private static boolean treeFellerCompatible(Block block)
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private static boolean treeFellerCompatible(Block block)
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{
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{
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@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=[[YELLOW]]Berserker (Faehigkeit)
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m.EffectsUnarmed1_1=[[AQUA]]+50% Schaden, bricht weiches Material (Bsp. Erde)
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m.EffectsUnarmed1_1=[[AQUA]]+50% Schaden, bricht weiches Material (Bsp. Erde)
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m.EffectsUnarmed2_0=[[YELLOW]]Entwaffnen (Spieler)
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m.EffectsUnarmed2_0=[[YELLOW]]Entwaffnen (Spieler)
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m.EffectsUnarmed2_1=[[AQUA]]Droppt Item welches Feind in Hand haelt
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m.EffectsUnarmed2_1=[[AQUA]]Droppt Item welches Feind in Hand haelt
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m.EffectsUnarmed3_0=[[YELLOW]]Faustkampfmeister
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m.EffectsUnarmed3_0=Iron Arm Style
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m.EffectsUnarmed3_1=[[AQUA]]grosse Schadenssteigerung
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m.EffectsUnarmed3_1=Hardens your arm over time
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m.EffectsUnarmed4_0=[[YELLOW]]Faustkampflehrling
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m.EffectsUnarmed4_0=[[YELLOW]]Faustkampflehrling
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m.EffectsUnarmed4_1=[[AQUA]]Schadens-Bonus
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m.EffectsUnarmed4_1=[[AQUA]]Schadens-Bonus
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m.EffectsUnarmed5_0=[[YELLOW]]Pfeil ablenken
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m.EffectsUnarmed5_0=[[YELLOW]]Pfeil ablenken
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@ -171,8 +171,8 @@ m.AbilLockUnarmed1=[[DARK_AQUA]]gesperrt bis 250+ Skilllevel (Faustkampflehrling
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m.AbilLockUnarmed2=[[DARK_AQUA]]gesperrt bis 500+ Skilllevel (Faustkampfmeister)
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m.AbilLockUnarmed2=[[DARK_AQUA]]gesperrt bis 500+ Skilllevel (Faustkampfmeister)
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m.AbilBonusUnarmed1_0=[[YELLOW]]Faustkampflehrling
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m.AbilBonusUnarmed1_0=[[YELLOW]]Faustkampflehrling
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m.AbilBonusUnarmed1_1=[[AQUA]]+2 Schadens-Bonus
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m.AbilBonusUnarmed1_1=[[AQUA]]+2 Schadens-Bonus
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m.AbilBonusUnarmed2_0=[[YELLOW]]Faustkampfmeister
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m.AbilBonusUnarmed2_0=Iron Arm Style
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m.AbilBonusUnarmed2_1=[[AQUA]]+4 Schadens-Bonus
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m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
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m.UnarmedArrowDeflectChance=[[YELLOW]]Pfeil ablenken Chance: [[GREEN]]{0}%
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m.UnarmedArrowDeflectChance=[[YELLOW]]Pfeil ablenken Chance: [[GREEN]]{0}%
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m.UnarmedDisarmChance=[[YELLOW]]Entwaffnen Chance: [[GREEN]]{0}%
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m.UnarmedDisarmChance=[[YELLOW]]Entwaffnen Chance: [[GREEN]]{0}%
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m.UnarmedBerserkLength=[[YELLOW]]Berserker Dauer: [[GREEN]]{0}s
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m.UnarmedBerserkLength=[[YELLOW]]Berserker Dauer: [[GREEN]]{0}s
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@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Berserk (ABILITY)
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m.EffectsUnarmed1_1=+50% DMG, Breaks weak materials
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m.EffectsUnarmed1_1=+50% DMG, Breaks weak materials
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m.EffectsUnarmed2_0=Disarm (Players)
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m.EffectsUnarmed2_0=Disarm (Players)
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m.EffectsUnarmed2_1=Drops the foes item held in hand
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m.EffectsUnarmed2_1=Drops the foes item held in hand
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m.EffectsUnarmed3_0=Unarmed Mastery
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m.EffectsUnarmed3_0=Iron Arm Style
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m.EffectsUnarmed3_1=Large Damage Upgrade
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m.EffectsUnarmed3_1=Hardens your arm over time
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m.EffectsUnarmed4_0=Unarmed Apprentice
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m.EffectsUnarmed4_0=Unarmed Apprentice
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m.EffectsUnarmed4_1=Damage Upgrade
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m.EffectsUnarmed4_1=Damage Upgrade
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m.EffectsUnarmed5_0=Arrow Deflect
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m.EffectsUnarmed5_0=Arrow Deflect
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@ -171,8 +171,8 @@ m.AbilLockUnarmed1=LOCKED UNTIL 250+ SKILL (UNARMED APPRENTICE)
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m.AbilLockUnarmed2=LOCKED UNTIL 500+ SKILL (UNARMED MASTERY)
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m.AbilLockUnarmed2=LOCKED UNTIL 500+ SKILL (UNARMED MASTERY)
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m.AbilBonusUnarmed1_0=Unarmed Apprentice
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m.AbilBonusUnarmed1_0=Unarmed Apprentice
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m.AbilBonusUnarmed1_1=+2 DMG Upgrade
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m.AbilBonusUnarmed1_1=+2 DMG Upgrade
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m.AbilBonusUnarmed2_0=Unarmed Mastery
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m.AbilBonusUnarmed2_0=Iron Arm Style
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m.AbilBonusUnarmed2_1=+4 DMG Upgrade
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m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
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m.UnarmedArrowDeflectChance=[[RED]]Arrow Deflect Chance: [[YELLOW]]{0}%
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m.UnarmedArrowDeflectChance=[[RED]]Arrow Deflect Chance: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Disarm Chance: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Disarm Chance: [[YELLOW]]{0}%
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m.UnarmedBerserkLength=[[RED]]Berserk Length: [[YELLOW]]{0}s
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m.UnarmedBerserkLength=[[RED]]Berserk Length: [[YELLOW]]{0}s
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@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Enloquecer (HABILIDAD)
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m.EffectsUnarmed1_1=+50% daño, Romper materiales fragiles
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m.EffectsUnarmed1_1=+50% daño, Romper materiales fragiles
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m.EffectsUnarmed2_0=Desarmar (Jugadores)
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m.EffectsUnarmed2_0=Desarmar (Jugadores)
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m.EffectsUnarmed2_1=Caida del objeto de mano del enemigo
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m.EffectsUnarmed2_1=Caida del objeto de mano del enemigo
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m.EffectsUnarmed3_0=Maestro desarmado
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m.EffectsUnarmed3_0=Iron Arm Style
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m.EffectsUnarmed3_1=Mejora de grandes daños
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m.EffectsUnarmed3_1=Hardens your arm over time
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m.EffectsUnarmed4_0=Aprendiz desarmado
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m.EffectsUnarmed4_0=Aprendiz desarmado
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m.EffectsUnarmed4_1=Mejora de daños
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m.EffectsUnarmed4_1=Mejora de daños
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m.EffectsUnarmed5_0=Desviar flechas
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m.EffectsUnarmed5_0=Desviar flechas
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@ -171,8 +171,8 @@ m.AbilLockUnarmed1=BLOQUEADO HASTA TENER HABILIDAD +250 (APRENDIZ DESARMADO)
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m.AbilLockUnarmed2=BLOQUEADO HASTA TENER HABILIDAD +500 (MAESTRO DESARMADO)
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m.AbilLockUnarmed2=BLOQUEADO HASTA TENER HABILIDAD +500 (MAESTRO DESARMADO)
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m.AbilBonusUnarmed1_0=Aprendiz desarmado
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m.AbilBonusUnarmed1_0=Aprendiz desarmado
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m.AbilBonusUnarmed1_1=Mejora de +2 de daño
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m.AbilBonusUnarmed1_1=Mejora de +2 de daño
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m.AbilBonusUnarmed2_0=Maestro desarmado
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m.AbilBonusUnarmed2_0=Iron Arm Style
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m.AbilBonusUnarmed2_1=Mejora de +4 de daño
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m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
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m.UnarmedArrowDeflectChance=[[RED]]Posibilidad de Desviar flechas: [[YELLOW]]{0}%
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m.UnarmedArrowDeflectChance=[[RED]]Posibilidad de Desviar flechas: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Posibilidad de Desarmar: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Posibilidad de Desarmar: [[YELLOW]]{0}%
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m.UnarmedBerserkLength=[[RED]]Posibilidad de Enloquecer: [[YELLOW]]{0}s
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m.UnarmedBerserkLength=[[RED]]Posibilidad de Enloquecer: [[YELLOW]]{0}s
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@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Raivop
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m.EffectsUnarmed1_1=+50% vahinko, rikkoo heikkoja materiaaleja
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m.EffectsUnarmed1_1=+50% vahinko, rikkoo heikkoja materiaaleja
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m.EffectsUnarmed2_0=Aseista riisuminen (Pelaajat)
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m.EffectsUnarmed2_0=Aseista riisuminen (Pelaajat)
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m.EffectsUnarmed2_1=Pudottaa vihollisen esineen kädestä
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m.EffectsUnarmed2_1=Pudottaa vihollisen esineen kädestä
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m.EffectsUnarmed3_0=Aseistamattomuuden Herra
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m.EffectsUnarmed3_0=Iron Arm Style
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m.EffectsUnarmed3_1=Suuri vahingonlisäys
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m.EffectsUnarmed3_1=Hardens your arm over time
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m.EffectsUnarmed4_0=Aseistamattomuuden Aloittelija
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m.EffectsUnarmed4_0=Aseistamattomuuden Aloittelija
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m.EffectsUnarmed4_1=Vahingonlisäys
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m.EffectsUnarmed4_1=Vahingonlisäys
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m.EffectsUnarmed5_0=Nuolentorjunta
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m.EffectsUnarmed5_0=Nuolentorjunta
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@ -171,8 +171,8 @@ m.AbilLockUnarmed1=LUKITTU KUNNES 250+ TAITO (ASEISTAMATTOMUUDEN ALOITTELIJA)
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m.AbilLockUnarmed2=LUKITTU KUNNES 500+ TAITO (ASEISTAMATTOMUUDEN HERRA)
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m.AbilLockUnarmed2=LUKITTU KUNNES 500+ TAITO (ASEISTAMATTOMUUDEN HERRA)
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m.AbilBonusUnarmed1_0=Aseistamattomuuden Aloittelija
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m.AbilBonusUnarmed1_0=Aseistamattomuuden Aloittelija
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m.AbilBonusUnarmed1_1=+2 Vahinko
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m.AbilBonusUnarmed1_1=+2 Vahinko
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m.AbilBonusUnarmed2_0=Aseistamattomuuden Herra
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m.AbilBonusUnarmed2_0=Iron Arm Style
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m.AbilBonusUnarmed2_1=+4 Vahinko
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m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
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m.UnarmedArrowDeflectChance=[[RED]]Nuolentorjunnan todennäköisyys: [[YELLOW]]{0}%
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m.UnarmedArrowDeflectChance=[[RED]]Nuolentorjunnan todennäköisyys: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Aseista riisumisen todennäköisyys: [[YELLOW]]{0}%
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m.UnarmedDisarmChance=[[RED]]Aseista riisumisen todennäköisyys: [[YELLOW]]{0}%
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m.UnarmedBerserkLength=[[RED]]Raivopään kesto: [[YELLOW]]{0}s
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m.UnarmedBerserkLength=[[RED]]Raivopään kesto: [[YELLOW]]{0}s
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@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Berserk (capacit
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m.EffectsUnarmed1_1=+50% de dégâts, brise les matériaux faibles
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m.EffectsUnarmed1_1=+50% de dégâts, brise les matériaux faibles
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m.EffectsUnarmed2_0=Désarmer (les joueurs)
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m.EffectsUnarmed2_0=Désarmer (les joueurs)
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m.EffectsUnarmed2_1=Vole l'objet que l'ennemi a dans la main
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m.EffectsUnarmed2_1=Vole l'objet que l'ennemi a dans la main
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m.EffectsUnarmed3_0=Apprenti du désarmement
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m.EffectsUnarmed3_0=Iron Arm Style
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m.EffectsUnarmed3_1=Plus de dégâts
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m.EffectsUnarmed3_1=Hardens your arm over time
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m.EffectsUnarmed4_0=Maîtrise du désarmement
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m.EffectsUnarmed4_0=Maîtrise du désarmement
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m.EffectsUnarmed4_1=Beaucoup plus de dégâts
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m.EffectsUnarmed4_1=Beaucoup plus de dégâts
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m.EffectsUnarmed5_0=Déviation des flèches
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m.EffectsUnarmed5_0=Déviation des flèches
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@ -171,8 +171,8 @@ m.AbilLockUnarmed1=D
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m.AbilLockUnarmed2=Débloqué au niveau 500 (Maîtrise du désarmement)
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m.AbilLockUnarmed2=Débloqué au niveau 500 (Maîtrise du désarmement)
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m.AbilBonusUnarmed1_0=Apprenti du désarmement
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m.AbilBonusUnarmed1_0=Apprenti du désarmement
|
||||||
m.AbilBonusUnarmed1_1=+2 dégâts
|
m.AbilBonusUnarmed1_1=+2 dégâts
|
||||||
m.AbilBonusUnarmed2_0=Maîtrise du désarmement
|
m.AbilBonusUnarmed2_0=Iron Arm Style
|
||||||
m.AbilBonusUnarmed2_1=+4 dégâts
|
m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
|
||||||
m.UnarmedArrowDeflectChance=[[RED]]Chances dévier les flèches : [[YELLOW]]{0}%
|
m.UnarmedArrowDeflectChance=[[RED]]Chances dévier les flèches : [[YELLOW]]{0}%
|
||||||
m.UnarmedDisarmChance=[[RED]]Chances de Désarmer : [[YELLOW]]{0}%
|
m.UnarmedDisarmChance=[[RED]]Chances de Désarmer : [[YELLOW]]{0}%
|
||||||
m.UnarmedBerserkLength=[[RED]]Durée de votre capacité spéciale : [[YELLOW]]{0}s
|
m.UnarmedBerserkLength=[[RED]]Durée de votre capacité spéciale : [[YELLOW]]{0}s
|
||||||
|
@ -167,8 +167,8 @@ m.EffectsUnarmed1_0=Onbewapende gek (ABILITY)
|
|||||||
m.EffectsUnarmed1_1=+50% schade, hak zachte materialen weg
|
m.EffectsUnarmed1_1=+50% schade, hak zachte materialen weg
|
||||||
m.EffectsUnarmed2_0=Ontwapen (Players)
|
m.EffectsUnarmed2_0=Ontwapen (Players)
|
||||||
m.EffectsUnarmed2_1=Dropt het wapen van de vijand
|
m.EffectsUnarmed2_1=Dropt het wapen van de vijand
|
||||||
m.EffectsUnarmed3_0=Onbewapende held
|
m.EffectsUnarmed3_0=Iron Arm Style
|
||||||
m.EffectsUnarmed3_1=Nog meer schade
|
m.EffectsUnarmed3_1=Hardens your arm over time
|
||||||
m.EffectsUnarmed4_0=Onbewapende leerling
|
m.EffectsUnarmed4_0=Onbewapende leerling
|
||||||
m.EffectsUnarmed4_1=Meer schade
|
m.EffectsUnarmed4_1=Meer schade
|
||||||
m.EffectsUnarmed5_0=Pijlafwijking
|
m.EffectsUnarmed5_0=Pijlafwijking
|
||||||
@ -177,8 +177,8 @@ m.AbilLockUnarmed1=GEBLOKEERD TOT 250+ SKILL (Onbewapende leerling)
|
|||||||
m.AbilLockUnarmed2=GEBLOKEERD TOT 500+ SKILL (Onbewapende held)
|
m.AbilLockUnarmed2=GEBLOKEERD TOT 500+ SKILL (Onbewapende held)
|
||||||
m.AbilBonusUnarmed1_0=Onbewapende leerling
|
m.AbilBonusUnarmed1_0=Onbewapende leerling
|
||||||
m.AbilBonusUnarmed1_1=+2 meer schade
|
m.AbilBonusUnarmed1_1=+2 meer schade
|
||||||
m.AbilBonusUnarmed2_0=Onbewapende held
|
m.AbilBonusUnarmed2_0=Iron Arm Style
|
||||||
m.AbilBonusUnarmed2_1=+4 meer schade
|
m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
|
||||||
m.UnarmedArrowDeflectChance=[[RED]]Kans op Pijlafwijking: [[YELLOW]]{0}%
|
m.UnarmedArrowDeflectChance=[[RED]]Kans op Pijlafwijking: [[YELLOW]]{0}%
|
||||||
m.UnarmedDisarmChance=[[RED]]Kans op Ontwapening: [[YELLOW]]{0}%
|
m.UnarmedDisarmChance=[[RED]]Kans op Ontwapening: [[YELLOW]]{0}%
|
||||||
m.UnarmedBerserkLength=[[RED]]Lengte van Onbewapende gek: [[YELLOW]]{0}s
|
m.UnarmedBerserkLength=[[RED]]Lengte van Onbewapende gek: [[YELLOW]]{0}s
|
||||||
|
@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Wejscie Smoka (UMIEJETNOSC)
|
|||||||
m.EffectsUnarmed1_1=Polowe wieksze obrazenia, niszczy slabe przedmioty.
|
m.EffectsUnarmed1_1=Polowe wieksze obrazenia, niszczy slabe przedmioty.
|
||||||
m.EffectsUnarmed2_0=Rozbrojenie (Tylko graczy)
|
m.EffectsUnarmed2_0=Rozbrojenie (Tylko graczy)
|
||||||
m.EffectsUnarmed2_1=Przeciwnik upuszcza trzymany w reku przedmiot.
|
m.EffectsUnarmed2_1=Przeciwnik upuszcza trzymany w reku przedmiot.
|
||||||
m.EffectsUnarmed3_0=Wsciekle Piesci
|
m.EffectsUnarmed3_0=Iron Arm Style
|
||||||
m.EffectsUnarmed3_1=Znaczne zwiekszenie zadawanych obrazen.
|
m.EffectsUnarmed3_1=Hardens your arm over time
|
||||||
m.EffectsUnarmed4_0=Droga Smoka
|
m.EffectsUnarmed4_0=Droga Smoka
|
||||||
m.EffectsUnarmed4_1=Zwiekszenie zadawanych obrazen.
|
m.EffectsUnarmed4_1=Zwiekszenie zadawanych obrazen.
|
||||||
m.EffectsUnarmed5_0=Odbicie strzaly
|
m.EffectsUnarmed5_0=Odbicie strzaly
|
||||||
@ -171,8 +171,8 @@ m.AbilLockUnarmed1=Aby odblokowac Droge Smoka, zdobadz 250 poziom.
|
|||||||
m.AbilLockUnarmed2=Aby odblokowac Wsciekle Piesci, zdobadz 500 poziom.
|
m.AbilLockUnarmed2=Aby odblokowac Wsciekle Piesci, zdobadz 500 poziom.
|
||||||
m.AbilBonusUnarmed1_0=Droga Smoka
|
m.AbilBonusUnarmed1_0=Droga Smoka
|
||||||
m.AbilBonusUnarmed1_1=Zadawane obrazenia zwiekszone o 2.
|
m.AbilBonusUnarmed1_1=Zadawane obrazenia zwiekszone o 2.
|
||||||
m.AbilBonusUnarmed2_0=Wsciekle Piesci
|
m.AbilBonusUnarmed2_0=Iron Arm Style
|
||||||
m.AbilBonusUnarmed2_1=Zadawane obrazenia zwiekszone o 4.
|
m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
|
||||||
m.UnarmedArrowDeflectChance=[[RED]]Szansa na odbicie strzaly: [[YELLOW]]{0}%
|
m.UnarmedArrowDeflectChance=[[RED]]Szansa na odbicie strzaly: [[YELLOW]]{0}%
|
||||||
m.UnarmedDisarmChance=[[RED]]Szansa na rozbrojenie: [[YELLOW]]{0}%
|
m.UnarmedDisarmChance=[[RED]]Szansa na rozbrojenie: [[YELLOW]]{0}%
|
||||||
m.UnarmedBerserkLength=[[RED]]Dlugosc Wejscia Smoka: [[YELLOW]]{0} sekund.
|
m.UnarmedBerserkLength=[[RED]]Dlugosc Wejscia Smoka: [[YELLOW]]{0} sekund.
|
||||||
|
@ -168,8 +168,8 @@ m.EffectsUnarmed1_0=F
|
|||||||
m.EffectsUnarmed1_1=+50% de Dano, Quebra materiais frágeis
|
m.EffectsUnarmed1_1=+50% de Dano, Quebra materiais frágeis
|
||||||
m.EffectsUnarmed2_0=Desarmar (Jogadores)
|
m.EffectsUnarmed2_0=Desarmar (Jogadores)
|
||||||
m.EffectsUnarmed2_1=Derruba a arma que o adversário está segurando
|
m.EffectsUnarmed2_1=Derruba a arma que o adversário está segurando
|
||||||
m.EffectsUnarmed3_0=Mestre do Desarmamento
|
m.EffectsUnarmed3_0=Iron Arm Style
|
||||||
m.EffectsUnarmed3_1=Aumenta muito o Dano
|
m.EffectsUnarmed3_1=Hardens your arm over time
|
||||||
m.EffectsUnarmed4_0=Aprendiz do Desarmamento
|
m.EffectsUnarmed4_0=Aprendiz do Desarmamento
|
||||||
m.EffectsUnarmed4_1=Aumenta o Dano
|
m.EffectsUnarmed4_1=Aumenta o Dano
|
||||||
m.EffectsUnarmed5_0=Desviar Flechas
|
m.EffectsUnarmed5_0=Desviar Flechas
|
||||||
@ -178,8 +178,8 @@ m.AbilLockUnarmed1=DESBLOQUEIE NO NIVEL 250 (APRENDIZ DE DESARMAMENTO)
|
|||||||
m.AbilLockUnarmed2=DESBLOQUEIE NO NIVEL 500 (MESTRE DE DESARMAMENTO)
|
m.AbilLockUnarmed2=DESBLOQUEIE NO NIVEL 500 (MESTRE DE DESARMAMENTO)
|
||||||
m.AbilBonusUnarmed1_0=Aprendiz do Desarmamento
|
m.AbilBonusUnarmed1_0=Aprendiz do Desarmamento
|
||||||
m.AbilBonusUnarmed1_1=+2 de Danos
|
m.AbilBonusUnarmed1_1=+2 de Danos
|
||||||
m.AbilBonusUnarmed2_0=Mestre do Desarmamento
|
m.AbilBonusUnarmed2_0=Iron Arm Style
|
||||||
m.AbilBonusUnarmed2_1=+4 de Danos
|
m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
|
||||||
m.UnarmedArrowDeflectChance=[[RED]]Chance de Desviar Flechas: [[YELLOW]]{0}%
|
m.UnarmedArrowDeflectChance=[[RED]]Chance de Desviar Flechas: [[YELLOW]]{0}%
|
||||||
m.UnarmedDisarmChance=[[RED]]Chance de Desarmar: [[YELLOW]]{0}%
|
m.UnarmedDisarmChance=[[RED]]Chance de Desarmar: [[YELLOW]]{0}%
|
||||||
m.UnarmedBerserkLength=[[RED]]Duraçao da Fúria: [[YELLOW]]{0}s
|
m.UnarmedBerserkLength=[[RED]]Duraçao da Fúria: [[YELLOW]]{0}s
|
||||||
|
@ -162,8 +162,8 @@ m.EffectsUnarmed1_0=
|
|||||||
m.EffectsUnarmed1_1=+50% Урона, Ломать слабые материалы
|
m.EffectsUnarmed1_1=+50% Урона, Ломать слабые материалы
|
||||||
m.EffectsUnarmed2_0=Обезоружение(Игроки)
|
m.EffectsUnarmed2_0=Обезоружение(Игроки)
|
||||||
m.EffectsUnarmed2_1=Падает оружие противника на землю, которое находится в руках у него.
|
m.EffectsUnarmed2_1=Падает оружие противника на землю, которое находится в руках у него.
|
||||||
m.EffectsUnarmed3_0=Мастер Рукопашного боя
|
m.EffectsUnarmed3_0=Iron Arm Style
|
||||||
m.EffectsUnarmed3_1=Улучшение урона от кулаков
|
m.EffectsUnarmed3_1=Hardens your arm over time
|
||||||
m.EffectsUnarmed4_0=Ученик рукопашного боя
|
m.EffectsUnarmed4_0=Ученик рукопашного боя
|
||||||
m.EffectsUnarmed4_1=Увеличение урона от кулаков
|
m.EffectsUnarmed4_1=Увеличение урона от кулаков
|
||||||
m.EffectsUnarmed5_0=Отражение стрел
|
m.EffectsUnarmed5_0=Отражение стрел
|
||||||
@ -172,8 +172,8 @@ m.AbilLockUnarmed1=
|
|||||||
m.AbilLockUnarmed2=Блокируется до 500+ уровня(Мастер Рукопашного боя)
|
m.AbilLockUnarmed2=Блокируется до 500+ уровня(Мастер Рукопашного боя)
|
||||||
m.AbilBonusUnarmed1_0=Ученик рукопашного боя
|
m.AbilBonusUnarmed1_0=Ученик рукопашного боя
|
||||||
m.AbilBonusUnarmed1_1=+2 бонус к урону
|
m.AbilBonusUnarmed1_1=+2 бонус к урону
|
||||||
m.AbilBonusUnarmed2_0=Мастер Рукопашного боя
|
m.AbilBonusUnarmed2_0=Iron Arm Style
|
||||||
m.AbilBonusUnarmed2_1=+4 бонус к урону
|
m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
|
||||||
m.UnarmedArrowDeflectChance=[[RED]]Шанс отразить стрелы: [[YELLOW]]{0}%
|
m.UnarmedArrowDeflectChance=[[RED]]Шанс отразить стрелы: [[YELLOW]]{0}%
|
||||||
m.UnarmedDisarmChance=[[RED]]Шанс обезоружить: [[YELLOW]]{0}%
|
m.UnarmedDisarmChance=[[RED]]Шанс обезоружить: [[YELLOW]]{0}%
|
||||||
m.UnarmedBerserkLength=[[RED]]Длительность "Берсерка": [[YELLOW]]{0}s
|
m.UnarmedBerserkLength=[[RED]]Длительность "Берсерка": [[YELLOW]]{0}s
|
||||||
|
Loading…
Reference in New Issue
Block a user