Start of major localization update.

This commit is contained in:
GJ 2013-01-16 09:08:45 -05:00
parent 5d0e85452a
commit faa22002e3
11 changed files with 59 additions and 30 deletions

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@ -2,7 +2,6 @@ package com.gmail.nossr50.skills.mining;
import java.util.HashSet; import java.util.HashSet;
import org.bukkit.ChatColor;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.block.Block; import org.bukkit.block.Block;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
@ -45,7 +44,7 @@ public class RemoteDetonationEventHandler {
protected boolean cooldownOver() { protected boolean cooldownOver() {
if (!Skills.cooldownOver(profile.getSkillDATS(AbilityType.BLAST_MINING) * Misc.TIME_CONVERSION_FACTOR, AbilityType.BLAST_MINING.getCooldown(), player)) { if (!Skills.cooldownOver(profile.getSkillDATS(AbilityType.BLAST_MINING) * Misc.TIME_CONVERSION_FACTOR, AbilityType.BLAST_MINING.getCooldown(), player)) {
player.sendMessage(LocaleLoader.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + Skills.calculateTimeLeft(profile.getSkillDATS(AbilityType.BLAST_MINING) * Misc.TIME_CONVERSION_FACTOR, AbilityType.BLAST_MINING.getCooldown(), player) + "s)"); player.sendMessage(LocaleLoader.getString("Skills.TooTired", new Object[] { Skills.calculateTimeLeft(profile.getSkillDATS(AbilityType.BLAST_MINING) * Misc.TIME_CONVERSION_FACTOR, AbilityType.BLAST_MINING.getCooldown(), player) }));
return false; return false;
} }

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@ -265,7 +265,7 @@ public class Repair {
SpoutPlayer spoutPlayer = SpoutManager.getPlayer(player); SpoutPlayer spoutPlayer = SpoutManager.getPlayer(player);
if (spoutPlayer.isSpoutCraftEnabled()) { if (spoutPlayer.isSpoutCraftEnabled()) {
spoutPlayer.sendNotification("[mcMMO] Anvil Placed", "Right click to repair!", Material.getMaterial(anvilID)); //TODO: Use Locale spoutPlayer.sendNotification(LocaleLoader.getString("Repair.AnvilPlaced.Spout1"), LocaleLoader.getString("Repair.AnvilPlaced.Spout2"), Material.getMaterial(anvilID));
} }
} }
else { else {

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@ -4,7 +4,6 @@ import java.util.HashMap;
import java.util.List; import java.util.List;
import org.bukkit.Bukkit; import org.bukkit.Bukkit;
import org.bukkit.ChatColor;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack; import org.bukkit.inventory.ItemStack;
@ -85,7 +84,7 @@ public class SimpleRepairManager implements RepairManager {
// Check if they have the proper material to repair with // Check if they have the proper material to repair with
if (!inventory.contains(repairable.getRepairMaterialId())) { if (!inventory.contains(repairable.getRepairMaterialId())) {
String message = LocaleLoader.getString("Skills.NeedMore") + " " + ChatColor.YELLOW + Misc.prettyItemString(repairable.getRepairMaterialId()); String message = LocaleLoader.getString("Skills.NeedMore", new Object[] { Misc.prettyItemString(repairable.getRepairMaterialId()) });
if (repairable.getRepairMaterialMetadata() != (byte) -1) { if (repairable.getRepairMaterialMetadata() != (byte) -1) {
// TODO: Do something nicer than append the metadata as a :# ? // TODO: Do something nicer than append the metadata as a :# ?
if (findInInventory(inventory, repairable.getRepairMaterialId(), repairable.getRepairMaterialMetadata()) == -1) { if (findInInventory(inventory, repairable.getRepairMaterialId(), repairable.getRepairMaterialMetadata()) == -1) {

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@ -1,6 +1,5 @@
package com.gmail.nossr50.skills.taming; package com.gmail.nossr50.skills.taming;
import org.bukkit.ChatColor;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.entity.Entity; import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType; import org.bukkit.entity.EntityType;
@ -31,7 +30,7 @@ public class CallOfTheWildEventHandler {
if (player == null) if (player == null)
return; return;
player.sendMessage(LocaleLoader.getString("Skills.NeedMore") + " " + ChatColor.GRAY + Misc.prettyItemString(inHand.getTypeId())); player.sendMessage(LocaleLoader.getString("Skills.NeedMore", new Object[] { Misc.prettyItemString(inHand.getTypeId()) }));
} }
protected boolean nearbyEntityExists() { protected boolean nearbyEntityExists() {

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@ -1,9 +1,9 @@
package com.gmail.nossr50.skills.unarmed; package com.gmail.nossr50.skills.unarmed;
import org.bukkit.ChatColor;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import com.gmail.nossr50.datatypes.SkillType; import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Users; import com.gmail.nossr50.util.Users;
@ -24,7 +24,7 @@ public class IronGripEventHandler {
} }
protected void sendAbilityMessages() { protected void sendAbilityMessages() {
defender.sendMessage(ChatColor.GREEN + "Your iron grip kept you from being disarmed!"); //TODO: Use locale defender.sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Defender"));
manager.getPlayer().sendMessage(ChatColor.RED + "Your opponent has an iron grip!"); //TODO: Use locale manager.getPlayer().sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Attacker"));
} }
} }

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@ -1,11 +1,11 @@
package com.gmail.nossr50.util; package com.gmail.nossr50.util;
import org.bukkit.ChatColor;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import com.gmail.nossr50.config.Config; import com.gmail.nossr50.config.Config;
import com.gmail.nossr50.datatypes.PlayerProfile; import com.gmail.nossr50.datatypes.PlayerProfile;
import com.gmail.nossr50.datatypes.SkillType; import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader;
public abstract class Hardcore { public abstract class Hardcore {
@ -37,7 +37,7 @@ public abstract class Hardcore {
playerProfile.modifySkill(skillType, playerSkillLevel - levelsLost); playerProfile.modifySkill(skillType, playerSkillLevel - levelsLost);
} }
player.sendMessage(ChatColor.GOLD + "[mcMMO] " + ChatColor.DARK_RED + "You've lost " + ChatColor.BLUE + totalLost + ChatColor.DARK_RED + " from death."); player.sendMessage(LocaleLoader.getString("Hardcore.Player.Loss", new Object[] {totalLost}));
} }
public static void invokeVampirism(Player killer, Player victim) { public static void invokeVampirism(Player killer, Player victim) {
@ -72,12 +72,12 @@ public abstract class Hardcore {
} }
if (totalStolen > 0) { if (totalStolen > 0) {
killer.sendMessage(ChatColor.GOLD + "[mcMMO] " + ChatColor.DARK_AQUA + "You've stolen " + ChatColor.BLUE + totalStolen + ChatColor.DARK_AQUA + " levels from that player."); killer.sendMessage(LocaleLoader.getString("Vampirism.Killer.Success", new Object[] {totalStolen, victim.getName()} ));
victim.sendMessage(ChatColor.GOLD + "[mcMMO] " + ChatColor.YELLOW + killer.getName() + ChatColor.DARK_RED + " has stolen " + ChatColor.BLUE + totalStolen + ChatColor.DARK_RED + " levels from you!"); victim.sendMessage(LocaleLoader.getString("Vampirism.Victim.Success", new Object[] {killer.getName(), totalStolen} ));
} }
else { else {
killer.sendMessage(ChatColor.GOLD + "[mcMMO] " + ChatColor.GRAY + "That player was too unskilled to grant you any knowledge."); killer.sendMessage(LocaleLoader.getString("Vampirism.Killer.Failure", new Object[] {victim.getName()} ));
victim.sendMessage(ChatColor.GOLD + "[mcMMO] " + ChatColor.YELLOW + killer.getName() + ChatColor.GRAY + " was unable to steal knowledge from you!"); victim.sendMessage(LocaleLoader.getString("Vampirism.Victim.Failure", new Object[] {killer.getName()} ));
} }
} }
} }

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@ -1,6 +1,5 @@
package com.gmail.nossr50.util; package com.gmail.nossr50.util;
import org.bukkit.ChatColor;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.block.Block; import org.bukkit.block.Block;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
@ -30,9 +29,10 @@ public class Item {
ItemStack inHand = player.getItemInHand(); ItemStack inHand = player.getItemInHand();
Block block = player.getLocation().getBlock(); Block block = player.getLocation().getBlock();
int amount = inHand.getAmount(); int amount = inHand.getAmount();
long recentlyHurt = profile.getRecentlyHurt();
if (Permissions.chimaeraWing(player) && inHand.getTypeId() == Config.getInstance().getChimaeraItemId()) { if (Permissions.chimaeraWing(player) && inHand.getTypeId() == Config.getInstance().getChimaeraItemId()) {
if (Skills.cooldownOver(profile.getRecentlyHurt(), 60, player) && amount >= Config.getInstance().getChimaeraCost()) { if (Skills.cooldownOver(recentlyHurt, 60, player) && amount >= Config.getInstance().getChimaeraCost()) {
player.setItemInHand(new ItemStack(Config.getInstance().getChimaeraItemId(), amount - Config.getInstance().getChimaeraCost())); player.setItemInHand(new ItemStack(Config.getInstance().getChimaeraItemId(), amount - Config.getInstance().getChimaeraCost()));
for (int y = 1; block.getY() + y < player.getWorld().getMaxHeight(); y++) { for (int y = 1; block.getY() + y < player.getWorld().getMaxHeight(); y++) {
@ -52,11 +52,11 @@ public class Item {
player.sendMessage(LocaleLoader.getString("Item.ChimaeraWing.Pass")); player.sendMessage(LocaleLoader.getString("Item.ChimaeraWing.Pass"));
} }
else if (!Skills.cooldownOver(profile.getRecentlyHurt(), 60, player) && amount >= Config.getInstance().getChimaeraCost()) { else if (!Skills.cooldownOver(recentlyHurt, 60, player) && amount >= Config.getInstance().getChimaeraCost()) {
player.sendMessage(LocaleLoader.getString("Item.Injured.Wait", new Object[] {Skills.calculateTimeLeft(profile.getRecentlyHurt(), 60, player)})); player.sendMessage(LocaleLoader.getString("Item.Injured.Wait", new Object[] {Skills.calculateTimeLeft(recentlyHurt, 60, player)}));
} }
else if (amount <= Config.getInstance().getChimaeraCost()) { else if (amount <= Config.getInstance().getChimaeraCost()) {
player.sendMessage(LocaleLoader.getString("Skills.NeedMore")+ " " + ChatColor.GRAY + Misc.prettyItemString(Config.getInstance().getChimaeraItemId())); player.sendMessage(LocaleLoader.getString("Skills.NeedMore", new Object[] { Misc.prettyItemString(Config.getInstance().getChimaeraItemId()) }));
} }
} }
} }

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@ -136,7 +136,7 @@ public class Skills {
if (ability.getPermissions(player) && tool.inHand(inHand) && !profile.getToolPreparationMode(tool)) { if (ability.getPermissions(player) && tool.inHand(inHand) && !profile.getToolPreparationMode(tool)) {
if (skill != SkillType.WOODCUTTING && skill != SkillType.AXES) { if (skill != SkillType.WOODCUTTING && skill != SkillType.AXES) {
if (!profile.getAbilityMode(ability) && !cooldownOver(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player)) { if (!profile.getAbilityMode(ability) && !cooldownOver(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player)) {
player.sendMessage(LocaleLoader.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player) + "s)"); player.sendMessage(LocaleLoader.getString("Skills.TooTired", new Object[] { calculateTimeLeft(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player) }));
return; return;
} }
} }
@ -408,7 +408,7 @@ public class Skills {
*/ */
if (type == SkillType.WOODCUTTING || type == SkillType.AXES) { if (type == SkillType.WOODCUTTING || type == SkillType.AXES) {
if (!profile.getAbilityMode(ability) && !cooldownOver(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player)) { if (!profile.getAbilityMode(ability) && !cooldownOver(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player)) {
player.sendMessage(LocaleLoader.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player) + "s)"); player.sendMessage(LocaleLoader.getString("Skills.TooTired", new Object[] { calculateTimeLeft(profile.getSkillDATS(ability) * Misc.TIME_CONVERSION_FACTOR, ability.getCooldown(), player) }));
return; return;
} }
} }

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@ -159,6 +159,8 @@ Mining.Blast.Radius.Increase=[[RED]] Chwyth Cynnydd Radiws [[YELLOW]] {0}
Mining.Blast.Rank=[[RED]]Blast Mining: [[YELLOW]] Rank {0}/8 [[GRAY]]({1}) Mining.Blast.Rank=[[RED]]Blast Mining: [[YELLOW]] Rank {0}/8 [[GRAY]]({1})
Mining.Blast.Other.On=[[GREEN]]{0}[[DARK_GREEN]] has used [[RED]]Blast Mining! Mining.Blast.Other.On=[[GREEN]]{0}[[DARK_GREEN]] has used [[RED]]Blast Mining!
Mining.Blast.Refresh=[[GREEN]] Eich [[YELLOW]] Mwyngloddio Chwyth [[GREEN]] gallu ei hadnewyddu! Mining.Blast.Refresh=[[GREEN]] Eich [[YELLOW]] Mwyngloddio Chwyth [[GREEN]] gallu ei hadnewyddu!
Repair.AnvilPlaced.Spout1=[mcMMO] Anvil Placed
Repair.AnvilPlaced.Spout2=Right click to repair!
Repair.Effect.0=Repair Repair.Effect.0=Repair
Repair.Effect.1=Repair Tools & Armor Repair.Effect.1=Repair Tools & Armor
Repair.Effect.10=Gold Repair ({0}+ SKILL) Repair.Effect.10=Gold Repair ({0}+ SKILL)
@ -277,6 +279,8 @@ Unarmed.Ability.Bonus.0=Iron Arm Style
Unarmed.Ability.Bonus.1=+{0} DMG Upgrade Unarmed.Ability.Bonus.1=+{0} DMG Upgrade
Unarmed.Ability.Chance.ArrowDeflect=[[RED]] Saeth wyro cyfle: [[YELLOW]] {0} Unarmed.Ability.Chance.ArrowDeflect=[[RED]] Saeth wyro cyfle: [[YELLOW]] {0}
Unarmed.Ability.Chance.Disarm=[[RED]]Disarm Chance: [[YELLOW]]{0} Unarmed.Ability.Chance.Disarm=[[RED]]Disarm Chance: [[YELLOW]]{0}
Unarmed.Ability.IronGrip.Attacker=[[RED]]Your opponent has an iron grip!
Unarmed.Ability.IronGrip.Defender=[[GREEN]]Your iron grip kept you from being disarmed!
Unarmed.Ability.Lower=[[GRAY]]**YOU LOWER YOUR FISTS** Unarmed.Ability.Lower=[[GRAY]]**YOU LOWER YOUR FISTS**
Unarmed.Ability.Ready=[[GREEN]]**YOU READY YOUR FISTS** Unarmed.Ability.Ready=[[GREEN]]**YOU READY YOUR FISTS**
Unarmed.Effect.0=Berserk (ABILITY) Unarmed.Effect.0=Berserk (ABILITY)
@ -450,9 +454,9 @@ Item.ChimaeraWing.Pass=**CHIMAERA ADAIN**
Item.Injured.Wait=You were injured recently and must wait to use this. [[YELLOW]]({0}s) Item.Injured.Wait=You were injured recently and must wait to use this. [[YELLOW]]({0}s)
Skills.Disarmed=[[DARK_RED]] Rydych wedi cael eich diarfogi! Skills.Disarmed=[[DARK_RED]] Rydych wedi cael eich diarfogi!
Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]----- Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]-----
Skills.NeedMore=[[DARK_RED]] y bydd angen mwy o Skills.NeedMore=[[DARK_RED]] y bydd angen mwy o [[GRAY]]{0}
Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]]) Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]])
Skills.TooTired=[[RED]] Yr ydych yn rhy flinedig i ddefnyddio\'r gallu eto. Skills.TooTired=[[RED]] Yr ydych yn rhy flinedig i ddefnyddio\'r gallu eto. [[YELLOW]]({0}s)
Stats.Header.Combat=[[GOLD]] - = GWRTHSEFYLL SGILIAU = - Stats.Header.Combat=[[GOLD]] - = GWRTHSEFYLL SGILIAU = -
Stats.Header.Gathering=[[GOLD]] -= CASGLU SGILIAU = = - Stats.Header.Gathering=[[GOLD]] -= CASGLU SGILIAU = = -
Stats.Header.Misc=[[GOLD]]-=MISC SKILLS=- Stats.Header.Misc=[[GOLD]]-=MISC SKILLS=-
@ -468,3 +472,8 @@ Perks.cooldowns.desc=Cuts cooldown duration by {0}.
Perks.activationtime.name=Endurance Perks.activationtime.name=Endurance
Perks.activationtime.desc=Increases ability activation time by {0} seconds. Perks.activationtime.desc=Increases ability activation time by {0} seconds.
Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk) Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk)
Hardcore.Player.Loss=[[GOLD]][mcMMO] [[DARK_RED]]You've lost [[BLUE]]{0}[[DARK_RED]] from death.
Vampirism.Killer.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was too unskilled to grant you any knowledge.
Vampirism.Killer.Success=[[GOLD]][mcMMO] [[DARK_AQUA]]You've stolen [[BLUE]]{0}[[DARK_AQUA]] levels from [[YELLOW]]{1}.
Vampirism.Victim.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was unable to steal knowledge from you!
Vampirism.Victim.Success=[[GOLD]][mcMMO] [[YELLOW]]{0}[[DARK_RED]] has stolen [[BLUE]]{1}[[DARK_RED]] levels from you!

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@ -184,6 +184,8 @@ Mining.Blast.Other.On=[[GREEN]]{0}[[DARK_GREEN]] benutzte [[RED]]Z\u00FCndstoff!
Mining.Blast.Refresh=[[GREEN]]Dein [[YELLOW]]Z\u00FCndstoff [[GREEN]]ist wieder bereit! Mining.Blast.Refresh=[[GREEN]]Dein [[YELLOW]]Z\u00FCndstoff [[GREEN]]ist wieder bereit!
#REPARATUR #REPARATUR
Repair.AnvilPlaced.Spout1=[mcMMO] Anvil Placed
Repair.AnvilPlaced.Spout2=Right click to repair!
Repair.Effect.0=Reparatur Repair.Effect.0=Reparatur
Repair.Effect.1=Repariere Werkzeuge & R\u00FCstung Repair.Effect.1=Repariere Werkzeuge & R\u00FCstung
Repair.Effect.10=Gold Reparatur ({0}+ SKILL) Repair.Effect.10=Gold Reparatur ({0}+ SKILL)
@ -310,6 +312,8 @@ Unarmed.Ability.Bonus.0=Eiserner Arm
Unarmed.Ability.Bonus.1=+{0} Schadens-Bonus Unarmed.Ability.Bonus.1=+{0} Schadens-Bonus
Unarmed.Ability.Chance.ArrowDeflect=[[RED]]Pfeile ablenken Chance: [[YELLOW]]{0} Unarmed.Ability.Chance.ArrowDeflect=[[RED]]Pfeile ablenken Chance: [[YELLOW]]{0}
Unarmed.Ability.Chance.Disarm=[[RED]]Entwaffnen Chance: [[YELLOW]]{0} Unarmed.Ability.Chance.Disarm=[[RED]]Entwaffnen Chance: [[YELLOW]]{0}
Unarmed.Ability.IronGrip.Attacker=[[RED]]Your opponent has an iron grip!
Unarmed.Ability.IronGrip.Defender=[[GREEN]]Your iron grip kept you from being disarmed!
Unarmed.Ability.Lower=[[GRAY]]**Du senkst deine F\u00C4USTE** Unarmed.Ability.Lower=[[GRAY]]**Du senkst deine F\u00C4USTE**
Unarmed.Ability.Ready=[[GREEN]]**Deine F\u00C4USTE sind bereit** Unarmed.Ability.Ready=[[GREEN]]**Deine F\u00C4USTE sind bereit**
Unarmed.Effect.0=Berserker (F\u00E4higkeit) Unarmed.Effect.0=Berserker (F\u00E4higkeit)
@ -511,9 +515,9 @@ Item.Injured.Wait=[[WHITE]]Du wurdest k\u00FCrzlich verletzt und musst [[YELLOW]
#SKILLS #SKILLS
Skills.Disarmed=[[DARK_RED]]Du wurdest entwaffnet! Skills.Disarmed=[[DARK_RED]]Du wurdest entwaffnet!
Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]----- Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]-----
Skills.NeedMore=[[DARK_RED]]Du ben\u00F6tigst mehr Skills.NeedMore=[[DARK_RED]]Du ben\u00F6tigst mehr [[GRAY]]{0}
Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]]) Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]])
Skills.TooTired=[[RED]]Du bist zu ausgelaugt, um diese F\u00E4higkeit wieder nutzen zu k\u00F6nnen. Skills.TooTired=[[RED]]Du bist zu ausgelaugt, um diese F\u00E4higkeit wieder nutzen zu k\u00F6nnen. [[YELLOW]]({0}s)
#STATISTICS #STATISTICS
Stats.Header.Combat=[[GOLD]]-=KAMPF SKILLS=- Stats.Header.Combat=[[GOLD]]-=KAMPF SKILLS=-
@ -532,4 +536,11 @@ Perks.cooldowns.name=Schnelle Wiederherstellung
Perks.cooldowns.desc=Verk\u00FCrzt die Cooldownzeit um {0}. Perks.cooldowns.desc=Verk\u00FCrzt die Cooldownzeit um {0}.
Perks.activationtime.name=Ausdauer Perks.activationtime.name=Ausdauer
Perks.activationtime.desc=Erh\u00F6ht die Aktivierungszeit von F\u00E4higkeiten um {0} Sekunden. Perks.activationtime.desc=Erh\u00F6ht die Aktivierungszeit von F\u00E4higkeiten um {0} Sekunden.
Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk) Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk)
#HARDCORE
Hardcore.Player.Loss=[[GOLD]][mcMMO] [[DARK_RED]]You've lost [[BLUE]]{0}[[DARK_RED]] from death.
Vampirism.Killer.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was too unskilled to grant you any knowledge.
Vampirism.Killer.Success=[[GOLD]][mcMMO] [[DARK_AQUA]]You've stolen [[BLUE]]{0}[[DARK_AQUA]] levels from [[YELLOW]]{1}.
Vampirism.Victim.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was unable to steal knowledge from you!
Vampirism.Victim.Success=[[GOLD]][mcMMO] [[YELLOW]]{0}[[DARK_RED]] has stolen [[BLUE]]{1}[[DARK_RED]] levels from you!

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@ -193,6 +193,8 @@ Mining.Blast.Other.On=[[GREEN]]{0}[[DARK_GREEN]] has used [[RED]]Blast Mining!
Mining.Blast.Refresh=[[GREEN]]Your [[YELLOW]]Blast Mining [[GREEN]]ability is refreshed! Mining.Blast.Refresh=[[GREEN]]Your [[YELLOW]]Blast Mining [[GREEN]]ability is refreshed!
#REPAIR #REPAIR
Repair.AnvilPlaced.Spout1=[mcMMO] Anvil Placed
Repair.AnvilPlaced.Spout2=Right click to repair!
Repair.Effect.0=Repair Repair.Effect.0=Repair
Repair.Effect.1=Repair Tools & Armor Repair.Effect.1=Repair Tools & Armor
Repair.Effect.10=Gold Repair ({0}+ SKILL) Repair.Effect.10=Gold Repair ({0}+ SKILL)
@ -319,6 +321,8 @@ Unarmed.Ability.Bonus.0=Iron Arm Style
Unarmed.Ability.Bonus.1=+{0} DMG Upgrade Unarmed.Ability.Bonus.1=+{0} DMG Upgrade
Unarmed.Ability.Chance.ArrowDeflect=[[RED]]Arrow Deflect Chance: [[YELLOW]]{0} Unarmed.Ability.Chance.ArrowDeflect=[[RED]]Arrow Deflect Chance: [[YELLOW]]{0}
Unarmed.Ability.Chance.Disarm=[[RED]]Disarm Chance: [[YELLOW]]{0} Unarmed.Ability.Chance.Disarm=[[RED]]Disarm Chance: [[YELLOW]]{0}
Unarmed.Ability.IronGrip.Attacker=[[RED]]Your opponent has an iron grip!
Unarmed.Ability.IronGrip.Defender=[[GREEN]]Your iron grip kept you from being disarmed!
Unarmed.Ability.Lower=[[GRAY]]**YOU LOWER YOUR FISTS** Unarmed.Ability.Lower=[[GRAY]]**YOU LOWER YOUR FISTS**
Unarmed.Ability.Ready=[[GREEN]]**YOU READY YOUR FISTS** Unarmed.Ability.Ready=[[GREEN]]**YOU READY YOUR FISTS**
Unarmed.Effect.0=Berserk (ABILITY) Unarmed.Effect.0=Berserk (ABILITY)
@ -496,6 +500,7 @@ Effects.Template=[[DARK_AQUA]]{0}: [[GREEN]]{1}
Guides.Acrobatics=[[DARK_AQUA]]About Acrobatics:\n[[YELLOW]]Acrobatics is the art of moving gracefully in mcMMO.\n[[YELLOW]]It provides combat bonuses and environment damage bonuses.\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need to perform a dodge\n[[YELLOW]]in combat or survive falls from heights that damage you.\n\n[[DARK_AQUA]]How does Rolling work?\n[[YELLOW]]You have a passive chance when you take fall damage\n[[YELLOW]]to negate the damage done. You can hold the sneak button to\n[[YELLOW]]double your chances during the fall.\n[[YELLOW]]This triggers a Graceful Roll instead of a standard one.\n[[YELLOW]]Graceful Rolls are like regular rolls but are twice as likely to\n[[YELLOW]]occur and provide more damage safety than regular rolls.\n[[YELLOW]]Rolling chance is tied to your skill level\n[[DARK_AQUA]]How does Dodge work?\n[[YELLOW]]Dodge is a passive chance when you are\n[[YELLOW]]injured in combat to halve the damage taken.\n[[YELLOW]]It is tied to your skill level. Guides.Acrobatics=[[DARK_AQUA]]About Acrobatics:\n[[YELLOW]]Acrobatics is the art of moving gracefully in mcMMO.\n[[YELLOW]]It provides combat bonuses and environment damage bonuses.\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need to perform a dodge\n[[YELLOW]]in combat or survive falls from heights that damage you.\n\n[[DARK_AQUA]]How does Rolling work?\n[[YELLOW]]You have a passive chance when you take fall damage\n[[YELLOW]]to negate the damage done. You can hold the sneak button to\n[[YELLOW]]double your chances during the fall.\n[[YELLOW]]This triggers a Graceful Roll instead of a standard one.\n[[YELLOW]]Graceful Rolls are like regular rolls but are twice as likely to\n[[YELLOW]]occur and provide more damage safety than regular rolls.\n[[YELLOW]]Rolling chance is tied to your skill level\n[[DARK_AQUA]]How does Dodge work?\n[[YELLOW]]Dodge is a passive chance when you are\n[[YELLOW]]injured in combat to halve the damage taken.\n[[YELLOW]]It is tied to your skill level.
Guides.Archery=[[DARK_AQUA]]About Archery:\n[[YELLOW]]Archery is about shooting with your bow and arrow.\n[[YELLOW]]It provides various combat bonuses, such as a damage boost\n[[YELLOW]]that scales with your level and the ability to daze your\n[[YELLOW]]opponents in PvP. In addition to this, you can retrieve\n[[YELLOW]]some of your spent arrows from the corpses of your foes.\n\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need to shoot mobs or\n[[YELLOW]]other players.\n\n[[DARK_AQUA]]How does Skill Shot work?\n[[YELLOW]]Skill Shot provides additional damage to your shots.\n[[YELLOW]]The bonus damage from Skill Shot increases as you\n[[YELLOW]]level in Archery.\n[[YELLOW]]With the default settings, your archery damage increase 10%\n[[YELLOW]]every 50 levels, to a maximum of 200% bonus damage.\n\n[[DARK_AQUA]]How does Daze work?\n[[YELLOW]]You have a passive chance to daze other players when\n[[YELLOW]]you shoot them. When Daze triggers it forces your opponents\n[[YELLOW]]to look straight up for a short duration.\n[[YELLOW]]A Daze shot also deals an additional 4 damage (2 hearts).\n[[DARK_AQUA]]How does Arrow Retrieval work?\n[[YELLOW]]You have a passive chance to retrieve some of your arrows\n[[YELLOW]]when you kill a mob with your bow.\n[[YELLOW]]This chance increases as you level in Archery.\n[[YELLOW]]By default, this ability increases by 0.1% per level, up to 100%\n[[YELLOW]]at level 1000. Guides.Archery=[[DARK_AQUA]]About Archery:\n[[YELLOW]]Archery is about shooting with your bow and arrow.\n[[YELLOW]]It provides various combat bonuses, such as a damage boost\n[[YELLOW]]that scales with your level and the ability to daze your\n[[YELLOW]]opponents in PvP. In addition to this, you can retrieve\n[[YELLOW]]some of your spent arrows from the corpses of your foes.\n\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need to shoot mobs or\n[[YELLOW]]other players.\n\n[[DARK_AQUA]]How does Skill Shot work?\n[[YELLOW]]Skill Shot provides additional damage to your shots.\n[[YELLOW]]The bonus damage from Skill Shot increases as you\n[[YELLOW]]level in Archery.\n[[YELLOW]]With the default settings, your archery damage increase 10%\n[[YELLOW]]every 50 levels, to a maximum of 200% bonus damage.\n\n[[DARK_AQUA]]How does Daze work?\n[[YELLOW]]You have a passive chance to daze other players when\n[[YELLOW]]you shoot them. When Daze triggers it forces your opponents\n[[YELLOW]]to look straight up for a short duration.\n[[YELLOW]]A Daze shot also deals an additional 4 damage (2 hearts).\n[[DARK_AQUA]]How does Arrow Retrieval work?\n[[YELLOW]]You have a passive chance to retrieve some of your arrows\n[[YELLOW]]when you kill a mob with your bow.\n[[YELLOW]]This chance increases as you level in Archery.\n[[YELLOW]]By default, this ability increases by 0.1% per level, up to 100%\n[[YELLOW]]at level 1000.
Guides.Axes=[[DARK_AQUA]]About Axes:\n[[YELLOW]]With the Axes skill you can use your axe for much more then\n[[YELLOW]]just deforesting! You can hack and chop away at mobs\n[[YELLOW]]and players to gain XP, hitting mobs with the effect of\n[[YELLOW]]knockback and inflicting DEADLY criticals on mobs and players.\n[[YELLOW]]Your axe also becomes a hand-held woodchipper,\n[[YELLOW]]breaking down the enemy's armor with ease as your level\n[[YELLOW]]increases.\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need hit other mobs or players\n[[YELLOW]]with an Axe.\n\n[[DARK_AQUA]]How does Skull Splitter work?\n[[YELLOW]]This ability allows you to deal an AoE (Area of Effect) hit.\n[[YELLOW]]This AoE hit will deal half as much damage as you did to the\n[[YELLOW]]main target, so it's great for clearing out large piles of mobs.\n[[DARK_AQUA]]How does Critical Strikes work?\n[[YELLOW]]Critical Strikes is a passive ability which gives players a\n[[YELLOW]]chance to deal additional damage.\n[[YELLOW]]With the default settings, every 2 skill levels in Axes awards a\n[[YELLOW]]0.1% chance to deal a Critical Strike, causing 2.0 times damage\n[[YELLOW]]to mobs or 1.5 times damage against other players.\n\n\n[[DARK_AQUA]]How does Axe Mastery work?\n[[YELLOW]]Axe Mastery is a passive ability that will add additional damage\n[[YELLOW]]to your hits when using Axes.\n[[YELLOW]]By default, the bonus damage increases by 1 every 50 levels,\n[[YELLOW]]up to a cap of 4 extra damage at level 200.\n\n\n\n[[DARK_AQUA]]How does Armor Impact work?\n[[YELLOW]]Strike with enough force to shatter armor!\n[[YELLOW]]Armor Impact has a passive chance to damage your\n[[YELLOW]]opponent's armor. This damage increases as you level in Axes.\n\n\n\n\n[[DARK_AQUA]]How does Greater Impact work?\n[[YELLOW]]You have a passive chance to achieve a greater impact when\n[[YELLOW]]hitting mobs or players with your axe.\n[[YELLOW]]By default this chance is 25%. This passive ability has an\n[[YELLOW]]extreme knockback effect, similar to the Knockback II\n[[YELLOW]]enchantment. In addition, it deals bonus damage to the target. Guides.Axes=[[DARK_AQUA]]About Axes:\n[[YELLOW]]With the Axes skill you can use your axe for much more then\n[[YELLOW]]just deforesting! You can hack and chop away at mobs\n[[YELLOW]]and players to gain XP, hitting mobs with the effect of\n[[YELLOW]]knockback and inflicting DEADLY criticals on mobs and players.\n[[YELLOW]]Your axe also becomes a hand-held woodchipper,\n[[YELLOW]]breaking down the enemy's armor with ease as your level\n[[YELLOW]]increases.\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need hit other mobs or players\n[[YELLOW]]with an Axe.\n\n[[DARK_AQUA]]How does Skull Splitter work?\n[[YELLOW]]This ability allows you to deal an AoE (Area of Effect) hit.\n[[YELLOW]]This AoE hit will deal half as much damage as you did to the\n[[YELLOW]]main target, so it's great for clearing out large piles of mobs.\n[[DARK_AQUA]]How does Critical Strikes work?\n[[YELLOW]]Critical Strikes is a passive ability which gives players a\n[[YELLOW]]chance to deal additional damage.\n[[YELLOW]]With the default settings, every 2 skill levels in Axes awards a\n[[YELLOW]]0.1% chance to deal a Critical Strike, causing 2.0 times damage\n[[YELLOW]]to mobs or 1.5 times damage against other players.\n\n\n[[DARK_AQUA]]How does Axe Mastery work?\n[[YELLOW]]Axe Mastery is a passive ability that will add additional damage\n[[YELLOW]]to your hits when using Axes.\n[[YELLOW]]By default, the bonus damage increases by 1 every 50 levels,\n[[YELLOW]]up to a cap of 4 extra damage at level 200.\n\n\n\n[[DARK_AQUA]]How does Armor Impact work?\n[[YELLOW]]Strike with enough force to shatter armor!\n[[YELLOW]]Armor Impact has a passive chance to damage your\n[[YELLOW]]opponent's armor. This damage increases as you level in Axes.\n\n\n\n\n[[DARK_AQUA]]How does Greater Impact work?\n[[YELLOW]]You have a passive chance to achieve a greater impact when\n[[YELLOW]]hitting mobs or players with your axe.\n[[YELLOW]]By default this chance is 25%. This passive ability has an\n[[YELLOW]]extreme knockback effect, similar to the Knockback II\n[[YELLOW]]enchantment. In addition, it deals bonus damage to the target.
Guides.Available=
Guides.Excavation=[[DARK_AQUA]]About Excavation:\n[[YELLOW]]Excavation is the act of digging up dirt to find treasures.\n[[YELLOW]]By excavating the land you will find treasures.\n[[YELLOW]]The more you do this the more treasures you can find.\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you must dig with a shovel in hand.\n[[YELLOW]]Only certain materials can be dug up for treasures and XP.\n[[DARK_AQUA]]Compatible Materials:\n[[YELLOW]]Grass, Dirt, Sand, Clay, Gravel, Mycelium, Soul Sand\n\n[[DARK_AQUA]]How to use Giga Drill Breaker:\n[[YELLOW]]With a shovel in hand right click to ready your tool.\n[[YELLOW]]Once in this state you have about 4 seconds to make\n[[YELLOW]]contact with Excavation compatible materials this will\n[[YELLOW]]activate Giga Drill Breaker.\n[[DARK_AQUA]]What is Giga Drill Breaker?\n[[YELLOW]]Giga Drill Breaker is an ability with a cooldown\n[[YELLOW]]tied to Excavation skill. It triples your chance\n[[YELLOW]]of finding treasures and enables instant break\n[[YELLOW]]on Excavation materials.\n\n[[DARK_AQUA]]How does Treasure Hunter work?\n[[YELLOW]]Every possible treasure for Excavation has its own\n[[YELLOW]]skill level requirement for it to drop, as a result it's\n[[YELLOW]]difficult to say how much it is helping you.\n[[YELLOW]]Just keep in mind that the higher your Excavation skill\n[[YELLOW]]is, the more treasures that can be found.\n[[YELLOW]]And also keep in mind that each type of Excavation\n[[YELLOW]]compatible material has its own unique list of treasures.\n[[YELLOW]]In other words you will find different treasures in Dirt\n[[YELLOW]]than you would in Gravel.\n[[DARK_AQUA]]Notes about Excavation:\n[[YELLOW]]Excavation drops are completely customizeable\n[[YELLOW]]So results vary server to server. Guides.Excavation=[[DARK_AQUA]]About Excavation:\n[[YELLOW]]Excavation is the act of digging up dirt to find treasures.\n[[YELLOW]]By excavating the land you will find treasures.\n[[YELLOW]]The more you do this the more treasures you can find.\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you must dig with a shovel in hand.\n[[YELLOW]]Only certain materials can be dug up for treasures and XP.\n[[DARK_AQUA]]Compatible Materials:\n[[YELLOW]]Grass, Dirt, Sand, Clay, Gravel, Mycelium, Soul Sand\n\n[[DARK_AQUA]]How to use Giga Drill Breaker:\n[[YELLOW]]With a shovel in hand right click to ready your tool.\n[[YELLOW]]Once in this state you have about 4 seconds to make\n[[YELLOW]]contact with Excavation compatible materials this will\n[[YELLOW]]activate Giga Drill Breaker.\n[[DARK_AQUA]]What is Giga Drill Breaker?\n[[YELLOW]]Giga Drill Breaker is an ability with a cooldown\n[[YELLOW]]tied to Excavation skill. It triples your chance\n[[YELLOW]]of finding treasures and enables instant break\n[[YELLOW]]on Excavation materials.\n\n[[DARK_AQUA]]How does Treasure Hunter work?\n[[YELLOW]]Every possible treasure for Excavation has its own\n[[YELLOW]]skill level requirement for it to drop, as a result it's\n[[YELLOW]]difficult to say how much it is helping you.\n[[YELLOW]]Just keep in mind that the higher your Excavation skill\n[[YELLOW]]is, the more treasures that can be found.\n[[YELLOW]]And also keep in mind that each type of Excavation\n[[YELLOW]]compatible material has its own unique list of treasures.\n[[YELLOW]]In other words you will find different treasures in Dirt\n[[YELLOW]]than you would in Gravel.\n[[DARK_AQUA]]Notes about Excavation:\n[[YELLOW]]Excavation drops are completely customizeable\n[[YELLOW]]So results vary server to server.
Guides.Fishing=Guide coming soon... Guides.Fishing=Guide coming soon...
Guides.Herbalism=Guide coming soon... Guides.Herbalism=Guide coming soon...
@ -520,9 +525,9 @@ Item.Injured.Wait=You were injured recently and must wait to use this. [[YELLOW]
#SKILLS #SKILLS
Skills.Disarmed=[[DARK_RED]]You have been disarmed! Skills.Disarmed=[[DARK_RED]]You have been disarmed!
Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]----- Skills.Header=[[RED]]-----[][[GREEN]]{0}[[RED]][]-----
Skills.NeedMore=[[DARK_RED]]You need more Skills.NeedMore=[[DARK_RED]]You need more [[GRAY]]{0}
Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]]) Skills.Stats=[[YELLOW]]{0}[[GREEN]]{1}[[DARK_AQUA]] XP([[GRAY]]{2}[[DARK_AQUA]]/[[GRAY]]{3}[[DARK_AQUA]])
Skills.TooTired=[[RED]]You are too tired to use that ability again. Skills.TooTired=[[RED]]You are too tired to use that ability again. [[YELLOW]]({0}s)
#STATISTICS #STATISTICS
Stats.Header.Combat=[[GOLD]]-=COMBAT SKILLS=- Stats.Header.Combat=[[GOLD]]-=COMBAT SKILLS=-
@ -542,3 +547,10 @@ Perks.cooldowns.desc=Cuts cooldown duration by {0}.
Perks.activationtime.name=Endurance Perks.activationtime.name=Endurance
Perks.activationtime.desc=Increases ability activation time by {0} seconds. Perks.activationtime.desc=Increases ability activation time by {0} seconds.
Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk) Perks.activationtime.bonus=[[GOLD]] ({0}s with Endurance Perk)
#HARDCORE
Hardcore.Player.Loss=[[GOLD]][mcMMO] [[DARK_RED]]You've lost [[BLUE]]{0}[[DARK_RED]] from death.
Vampirism.Killer.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was too unskilled to grant you any knowledge.
Vampirism.Killer.Success=[[GOLD]][mcMMO] [[DARK_AQUA]]You've stolen [[BLUE]]{0}[[DARK_AQUA]] levels from [[YELLOW]]{1}.
Vampirism.Victim.Failure=[[GOLD]][mcMMO] [[YELLOW]]{0}[[GRAY]] was unable to steal knowledge from you!
Vampirism.Victim.Success=[[GOLD]][mcMMO] [[YELLOW]]{0}[[DARK_RED]] has stolen [[BLUE]]{1}[[DARK_RED]] levels from you!